Pachinko machine
The gaming machine employs mode determination table information to dynamically vary displays, addressing the lack of effective display control in existing machines and enhancing player engagement.
Patent Information
- Application Number
- JP2024133737
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-09
- Publication Date
- 2025-07-15
- Estimated Expiration
- 2035-04-10
AI Technical Summary
Existing gaming machines lack effective display control mechanisms that allow for dynamic and engaging visual presentations, limiting their ability to captivate players and enhance gameplay experience.
A gaming machine equipped with a display unit and display control means that utilizes mode determination table information to dynamically vary displays based on predetermined timing, applying mode information and target information to create engaging visual effects.
Enables dynamic and engaging display control, enhancing player interaction and gameplay experience through varied and captivating visual presentations.
Smart Images

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Figure 0007708284000002 
Figure 0007708284000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As a type of gaming machine, pachinko machines, slot machines, etc. are known. As these gaming machines, those equipped with a display device such as a liquid crystal display device are known. In such a gaming machine, a memory in which image data is pre-stored is mounted, and a predetermined image is displayed on the display unit of the display device using the image data read from the memory (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Here, in a gaming machine such as the above example, a configuration capable of suitably performing display control is required, and there is still room for improvement in this regard.
[0005] The present invention has been made in view of the above-exemplified circumstances and the like, and an object thereof is to provide a gaming machine capable of suitably performing display control.
Means for Solving the Problems
[0006] In order to solve the above problems, the invention according to claim 1 is a gaming machine comprising display means having a display unit and display control means for causing an image to be displayed on the display unit, wherein An information storage means for preliminarily storing mode determination table information in which data for determining the display mode of the individual image at each update timing of the image is set when causing the display unit to perform specific variable display on the individual image over a predetermined period is provided. The mode determination table information includes: A mode information group in which mode information for determining the mode of the specific variable display is set in time series, and A target information group in which a plurality of pieces of target information corresponding to the mode information are set, and the information on the type of the individual image to which the mode information is applied is set for each of the pieces of target information. The display control means includes: When starting to use the mode determination table information, a target determination means for determining the type of the individual image to which each of the mode information in the mode determination table information is applied by setting the information on the type of the individual image for each of the pieces of target information included in the target information group; An application execution means for performing the specific variable display by applying the mode determination table information according to the content determined by the target determination means; A means for changing the table information to be used from a predetermined mode determination table information to a specific mode determination table information; When the use target is changed from a predetermined mode determination table information to a specific mode determination table information, a means for setting, in the target information of the specific mode determination table information, information corresponding to the information on the type of the individual image set in the target information in the predetermined mode determination table information. It is characterized by comprising the above. According to the present invention, it is possible to suitably perform display control.
Effects of the Invention
[0007] According to the present invention, it becomes possible to suitably perform display control.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] <First Embodiment> Hereinafter, a first embodiment of a pachinko game machine (hereinafter referred to as a "pachinko machine"), which is a type of gaming machine, will be described in detail with reference to the drawings. FIG. 1 is a perspective view of the pachinko machine 10.
[0010] As shown in FIG. 1, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a game machine body 12 that is rotatably attached to the front of the outer frame 11. The game machine body 12 includes an inner frame 13, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit 15 disposed behind the inner frame 13. Among them, the inner frame 13 of the game machine body 12 is rotatably supported by the outer frame 11. Specifically, when viewed from the front, with the left side as the rotation base end side and the right side as the rotation tip end side, the inner frame 13 can rotate forward. The front door frame 14 is rotatably supported by the inner frame 13, and when viewed from the front, with the left side as the rotation base end side and the right side as the rotation tip end side, it can rotate forward. Also, the back pack unit 15 is rotatably supported by the inner frame 13, and when viewed from the front, with the left side as the rotation base end side and the right side as the rotation tip end side, it can rotate backward.
[0011] The main gaming machine body 12 is provided with a locking device at its rotating tip, and has a function of locking the main gaming machine body 12 in a non-openable state with respect to the outer frame 11, and also has a function of locking the front door frame 14 in a non-openable state with respect to the inner frame 13. Each of these locked states is released by performing an unlocking operation using an unlocking key on a cylinder lock 17 provided to be exposed on the front surface of the pachinko machine 10.
[0012] The game board 24 is mounted on the inner frame 13. FIG. 2 is a front view of the game board 24.
[0013] On the game board 24, an inner rail portion 25 and an outer rail portion 26 are attached so as to partition a part of the outer edge of the game area PA, and an induction rail as an induction means is constituted by these inner rail portion 25 and outer rail portion 26. The game balls launched from a game ball launching mechanism (not shown) attached below the game board 24 in the inner frame 13 are guided to the upper part of the game area PA by the induction rail. The game ball launching mechanism performs a game ball launching operation when a launching operation device 28 provided on the front door frame 14 is manually operated.
[0014] A plurality of large and small openings penetrating in the front-rear direction are formed in the game board 24. A general winning opening 31, a special electric winning device 32, a first operation opening 33, a second operation opening 34, a through gate 35, a variable display unit 36, a special figure unit 37, a general figure unit 38, etc. are respectively provided in each opening.
[0015] Even if a game ball enters the through gate 35, the payout of the game ball is not executed. On the other hand, when a game ball enters the general winning opening 31, the special electric winning device 32, the first operation opening 33, or the second operation opening 34, a predetermined number of game balls are paid out. Specifically regarding the number of prize balls, when a game ball enters the first operation opening 33 or the second operation opening 34, 3 prize balls are paid out, when a game ball enters the general winning opening 31, 10 prize balls are paid out, and when a game ball enters the special electric winning device 32, 15 prize balls are paid out.
[0016] Note that the number of prize balls is arbitrary. For example, the second operation port 34 may be configured to have a smaller number of prize balls than the first operation port 33, or the second operation port 34 may be configured to have a larger number of prize balls than the first operation port 33.
[0017] In addition, an out port 24a is provided at the lowermost part of the game board 24, and game balls that do not enter various winning ports or the like are discharged from the game area PA through the out port 24a. Further, a large number of pins 24b are implanted in the game board 24 to appropriately disperse and adjust the falling direction of the game balls, and various members such as windmills are arranged.
[0018] Here, "entering the ball" means that the game ball passes through a predetermined opening, and includes not only the mode of being discharged from the game area PA after passing through the opening, but also the mode of continuing to flow down in the game area PA without being discharged from the game area PA after passing through the opening. However, in the following description, in order to clearly distinguish from the entry of the game ball into the out port 24a, the entry of the game ball into the general winning port 31, the special electric winning device 32, the first operation port 33, the second operation port 34, and the through gate 35 is also expressed as "winning".
[0019] The first operation port 33 and the second operation port 34 are unitized as an operation port device and installed on the game board 24. Both the first operation port 33 and the second operation port 34 are open upward. Also, the two operation ports 33 and 34 are arranged in the vertical direction with the first operation port 33 above. The second operation port 34 is provided with a general electric accessory 34a as a guide piece composed of a pair of left and right movable pieces. In the closed state of the general electric accessory 34a, the game ball cannot win at the second operation port 34, and when the general electric accessory 34a is in the open state, winning at the second operation port 34 becomes possible.
[0020] A through gate 35 is provided upstream of the second operation port 34 in the downstream direction of the flow of the game balls. The through gate 35 has a through hole (not shown) penetrating in the vertical direction, and the game balls that win the through gate 35 flow down the game area PA after winning. As a result, the game balls that win the through gate 35 can win the second operation port 34.
[0021] Based on winning the through gate 35, the general electric accessory 34a of the second operation port 34 is switched from the closed state to the open state. Specifically, an internal lottery is conducted triggered by winning the through gate 35, and a variation display of the pattern is performed on the general drawing display section 38a of the general drawing unit 38 provided at the lower right corner, which is an area where the game balls do not pass, in the game area PA. Then, when the result of the internal lottery is a winning for electric accessory release and the stop result corresponding to the result is displayed and the variation display of the general drawing display section 38a ends, it shifts to the general electric open state. In the general electric open state, the general electric accessory 34a is in the open state in a predetermined manner.
[0022] Note that the general drawing display section 38a is constituted by a segment display in which a plurality of segment light emitting sections are arranged in a predetermined manner, but it is not limited thereto, and it may be constituted by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display. Also, as the pattern variably displayed on the general drawing display section 38a, configurations in which a plurality of types of characters are variably displayed, configurations in which a plurality of types of symbols are variably displayed, configurations in which a plurality of types of characters are variably displayed, or configurations in which a plurality of types of colors are switched and displayed are conceivable.
[0023] In the general drawing unit 38, a general drawing hold display section 38b is provided at a position adjacent to the general drawing display section 38a. The number of game balls that win the through gate 35 is held up to a maximum of 4, and the held number is displayed by lighting the general drawing hold display section 38b.
[0024] A winning lottery is conducted triggered by a winning entry into the first operation port 33 or the second operation port 34. Then, the lottery result is made explicit through the display effect in the symbol display device 41 of the special symbol unit 37 and the variable display unit 36.
[0025] Regarding the special symbol unit 37 in detail, the special symbol unit 37 is provided with a special symbol display section 37a. The display area of the special symbol display section 37a is narrower than the display surface P of the symbol display device 41. In the special symbol display section 37a, a jackpot lottery is conducted triggered by a winning entry into the first operation port 33 or the second operation port 34, and a variable display of symbols is performed. Then, as a stop result after the variable display of symbols is performed, a display corresponding to the result of the jackpot lottery is made. Note that the special symbol display section 37a is constituted by a segment display in which a plurality of segment light emitting sections are arranged in a predetermined manner, but is not limited thereto, and may be constituted by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display. Also, as the symbols displayed in the special symbol display section 37a, configurations in which a plurality of types of characters are displayed, configurations in which a plurality of types of symbols are displayed, configurations in which a plurality of types of characters are displayed, or configurations in which a plurality of types of colors are displayed, etc. are conceivable.
[0026] In the special symbol unit 37, a special symbol hold display section 37b is provided at a position adjacent to the special symbol display section 37a. The number of game balls that have won the first operation port 33 or the second operation port 34 is held up to a maximum of 4, and the held number is displayed by lighting the special symbol hold display section 37b.
[0027] Regarding the symbol display device 41 in detail, the symbol display device 41 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the symbol display device 41 is not limited to a liquid crystal display device, and may be other display devices having a display surface such as a plasma display device, an organic EL display device, or a CRT, or may be a dot matrix display.
[0028] In the symbol display device 41, when a winning occurs at the first operation port 33 or the second operation port 34 and a symbol variation display is performed in the special symbol display section 37a, a symbol variation display is performed accordingly. That is, when a variation display is performed in the special symbol display section 37a, a variation display is performed in the symbol display device 41 accordingly. And, for example, in a game round where the result of the big win lottery is a big win result, symbols of a predetermined combination are stopped and displayed on the effective lines preset in the symbol display device 41.
[0029] The display content of the symbol display device 41 will be described in detail with reference to FIGS. 3 and 4. FIGS. 3(a) to 3(j) are diagrams showing the symbols variably displayed by the symbol display device 41 individually, and FIGS. 4(a) and 4(b) are diagrams showing the display surface P of the symbol display device 41.
[0030] As shown in FIGS. 3(a) to 3(j), the symbols, which are a type of picture pattern, are composed of nine main symbols each attached with a number from "1" to "9" and sub-symbols in the shape of a shell picture pattern. More specifically, the nine main symbols are formed by attaching the numbers from "1" to "9" to nine types of character symbols such as octopuses.
[0031] As shown in FIG. 4(a), on the display surface P of the symbol display device 41, three symbol rows Z1, Z2, and Z3 in the upper, middle, and lower stages are set as a plurality of display areas. Each symbol row Z1 to Z3 is configured by arranging the main symbols and the sub-symbols in a predetermined order. Specifically, in the upper symbol row Z1, nine types of main symbols from "1" to "9" are arranged in descending order of the numbers, and one sub-symbol is arranged between each main symbol. In the lower symbol row Z3, nine types of main symbols from "1" to "9" are arranged in ascending order of the numbers, and one sub-symbol is arranged between each main symbol.
[0032] That is, the upper symbol column Z1 and the lower symbol column Z3 are composed of 18 symbols. On the other hand, in the middle symbol column Z2, nine main symbols from "1" to "9" are arranged in ascending order of numbers, and an additional main symbol "4" is arranged between the main symbol "9" and the main symbol "1", and one sub-symbol is arranged between each of these main symbols. That is, only in the middle symbol column Z2, 10 main symbols are arranged and it is composed of 20 symbols. And on the display surface P, the symbols of these symbol columns Z1 to Z3 are variably displayed so as to scroll in a predetermined direction with periodicity.
[0033] As shown in FIG. 4(b), on the display surface P, three symbols are stopped and displayed for each symbol column, and as a result, a total of nine symbols of 3×3 are stopped and displayed. Also, five effective lines are set on the display surface P, namely the left line L1, the middle line L2, the right line L3, the lower right diagonal line L4, and the upper right diagonal line L5. And the variable display stops in the order of the upper symbol column Z1 → the lower symbol column Z3 → the middle symbol column Z2, and when the variable display of all the symbol columns Z1 to Z3 ends in a state where a combination of symbols with the same number is attached to any of the effective lines, a jackpot video is displayed as the occurrence of a normal jackpot result or a 15R certain-variable jackpot result described later.
[0034] In this pachinko machine 10, the main symbols with odd numbers (1, 3, 5, 7, 9) correspond to "specific symbols", and the main symbols with even numbers (2, 4, 6, 8) correspond to "non-specific symbols". When a 15R certain-variable jackpot result occurs, a combination of the same specific symbols or a combination of the same non-specific symbols is stopped and displayed. Also, when a normal jackpot result occurs, a combination of the same non-specific symbols is stopped and displayed. Also, when it becomes an explicit 2R certain-variable jackpot result described later, the variable display of all the symbol columns Z1 to Z3 ends in a state where a predetermined combination of symbols different from the combination of the same symbols is formed, and then an explicit video is displayed.
[0035] Note that the mode of variable display of symbols in the symbol display device 41 is not limited to the above and is arbitrary. The number of symbol columns, the direction of variable display of symbols in the symbol column, the number of symbols in each symbol column, etc. can be changed as appropriate. Also, the symbols variably displayed by the symbol display device 41 are not limited to the symbols as described above. For example, a configuration may be adopted in which only numbers are variably displayed as symbols.
[0036] Also, based on winning at any of the operation ports 33, 34, variable display is started by the special figure display section 37a and the symbol display device 41, and one game round corresponds to the period until a predetermined stop result is displayed and the variable display stops.
[0037] Returning to the description of FIG. 2, when a jackpot is won in the jackpot winning lottery based on winning at the first operation port 33 or the second operation port 34, a shift is made to an opening / closing execution mode in which winning at the special electric winning device 32 becomes possible. The special electric winning device 32 includes a large winning port (not shown) that leads to the back side of the game board 24, and an opening / closing door 32a that opens and closes the large winning port. The opening / closing door 32a is arranged in either a closed state or an open state. Specifically, the opening / closing door 32a is normally in a closed state where game balls cannot win, and is switched to an open state where game balls can win when winning in the internal lottery for shifting to the opening / closing execution mode. Incidentally, the opening / closing execution mode is a mode that is shifted to when a winning result is obtained. Note that in the closed state, winning is not impossible, but a configuration may be adopted in which winning is less likely to occur than in the open state. Also, in the opening / closing execution mode, a display effect corresponding to the opening / closing execution mode is executed by the symbol display device 41.
[0038] As shown in FIG. 1, a front door frame 14 is provided so as to cover the entire front side of the inner frame 13 having the game board 24 configured as described above. As shown in FIG. 1, the front door frame 14 is formed with a window portion 42 that allows almost the entire game area PA to be visually recognized from the front. The window portion 42 has a substantially elliptical shape, and a window panel 43 is fitted therein. The window panel 43 is formed of glass to be colorless and transparent, but is not limited thereto, and may be formed of a synthetic resin to be colorless and transparent, or may be formed of a colored transparent material as long as the game area PA can be visually recognized through the window panel 43 from the front of the pachinko machine 10.
[0039] Above the window portion 42, a display light-emitting portion 44 is provided. Also, a pair of left and right speaker portions 45 that output effect sounds and the like according to the game state are provided. Further, below the window portion 42, an upper bulging portion 46 and a lower bulging portion 47 that bulge forward are provided side by side vertically. Inside the upper bulging portion 46, an upper tray 46a that opens upward is provided, and inside the lower bulging portion 47, a lower tray 47a that also opens upward is provided. The upper tray 46a has a function of temporarily storing the game balls paid out from the payout device provided in the back pack unit 15 and guiding them to the game ball launching mechanism side while aligning them in a row. Also, the lower tray 47a has a function of storing the game balls that have become surplus in the upper tray 46a.
[0040] In the lower bulging portion 47, in the region outside the lower tray 47a, a production operation device 48 having an operation portion manually operated by the player is provided. The operation portion of the production operation device 48 is manually operated by the player in order to set the production content on the display surface P of the symbol display device 41 and the like to a predetermined production content.
[0041] On the back side of the inner frame 13, a main control device, a sound and light control device, and a display control device are mounted. Also, in the back pack unit 15, a payout mechanism portion including a payout device, a payout control device, and a power / launch control device are mounted. Hereinafter, the electrical configuration of the pachinko machine 10 will be described.
[0042] <Electrical Configuration of Pachinko Machine 10> FIG. 5 is a block diagram showing the electrical configuration of the pachinko machine 10.
[0043] <Main control device 50> The main control device 50 includes a main control board 51 that controls the main game. Note that a trace means for leaving a trace of opening may be provided for the board box that houses the main control board 51 and the like in the main control device 50, or a trace structure for leaving a trace of opening may be provided. As the trace means, a configuration of a joint portion (caulking portion) that inseparably couples a plurality of case bodies constituting the board box and requires destruction of a predetermined portion when separated, or a seal that leaves a trace of being peeled off by leaving an adhesive layer on the adhesion target when peeled off may be considered. A configuration in which the seal is attached so as to straddle the boundary between a plurality of case bodies is considered. As the trace structure, a configuration in which an adhesive is applied to the boundary between a plurality of case bodies constituting the board box is considered.
[0044] An MPU 52 is mounted on the main control board 51. The MPU 52 includes a ROM 53 that stores various control programs and fixed value data executed by the MPU 52, a RAM 54 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 53, an interrupt circuit, a timer circuit, a data input / output circuit, and various counter circuits as random number generators.
[0045] Note that as the ROM 53, a storage means (that is, a non-volatile storage means) that enables random access when reading control programs and fixed value data and does not require external power supply for storage retention is used. Specifically, a NOR type cache memory is used. However, the present invention is not limited to this, and any type of memory can be used as the ROM 53 as long as random access is possible. Also, a configuration in which the control and arithmetic part, the ROM 53, and the RAM 54 are integrated into one chip is not essential, and a configuration in which each function is mounted as a separate chip or a configuration in which some functions are mounted as separate chips may be used.
[0046] The MPU 52 is provided with an input port and an output port respectively. On the input side of the MPU 52, a power supply and emission control device 57 is connected. The power supply and emission control device 57 is connected to, for example, a commercial power supply (external power supply) in a game arcade or the like. And, based on the external power supplied from the commercial power supply, operating power is supplied to the main control board 51. Incidentally, the operating power is supplied not only to the main control board 51 but also to other devices such as the payout control device 55 and the display control device 70 described later.
[0047] Note that a power failure monitoring board may be provided on the power path between the MPU 52 and the power supply and emission control device 57. In this case, the occurrence of a power failure is monitored by the power failure monitoring board, and when the occurrence of a power failure is confirmed, a power failure signal is transmitted to the MPU 52, so that it becomes possible to execute processing for a power failure in the MPU 52.
[0048] Also, various sensors (not shown) are connected to the input side of the MPU 52. As a part of the various sensors, detection sensors provided one-to-one for prize-winning corresponding ball entry parts such as the general winning port 31, the special winning device 32, the first operation port 33, the second operation port 34, and the through gate 35 are included, and prize-winning determination (ball entry determination) for each ball entry part is performed in the MPU 52. Further, in the MPU 52, jackpot occurrence lottery and jackpot result type lottery are executed based on prize-winning at the first operation port 33 and the second operation port 34, and reach occurrence lottery and variable display time determination lottery for each game round are executed.
[0049] Here, the configuration for performing various lotteries in the MPU 52 will be described.
[0050] During the game, the MPU52 uses various counter information to perform jackpot draw lottery, set the display of the special figure display unit 37a, set the symbol display of the symbol display device 41, set the display of the normal figure display unit 38a, etc. Specifically, as shown in FIG. 6, the hit random number counter C1 used for jackpot draw lottery, the jackpot type counter C2 used when determining the jackpot type such as the 15R certain-variable jackpot result or the normal jackpot result, the reach random number counter C3 used for reach draw lottery when the symbol display device 41 varies randomly, the random number initial value counter CINI used for setting the initial value of the hit random number counter C1, and the variation type counter CS for determining the variation display time in the special figure display unit 37a and the symbol display device 41 are used. Furthermore, the general electric accessory release counter C4 used for lottery to determine whether to set the general electric accessory 34a of the second operation port 34 to the electric accessory release state is used. Note that each of these counters C1 to C3, CINI, CS, and C4 is provided in the lottery counter buffer 54a.
[0051] Each of the counters C1 to C3, CINI, CS, and C4 is a loop counter that adds 1 to the previous value each time it is updated and returns to "0" after reaching the maximum value. Information corresponding to the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 is stored in the hold storage area 54b as acquisition information storage means when a winning occurs at the first operation port 33 or the second operation port 34.
[0052] The hold storage area 54b includes a hold area RE and an execution area AE. The hold area RE includes a first hold area RE1, a second hold area RE2, a third hold area RE3, and a fourth hold area RE4. In accordance with the winning history at the first operation port 33 or the second operation port 34, each numerical value information of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 is stored as hold information in any of the hold areas RE1 to RE4.
[0053] When winning at the first operation port 33 or the second operation port 34 occurs continuously multiple times, each numerical information is stored in chronological order in the order of the first reserved area RE1 → the second reserved area RE2 → the third reserved area RE3 → the fourth reserved area RE4. By providing these four reserved areas RE1 to RE4 in this way, the winning history of the game balls at the first operation port 33 or the second operation port 34 can be reserved and stored up to a maximum of four. Note that the number that can be reserved and stored is not limited to four and can be arbitrary, and can be other plural numbers such as two, three, or five or more, or can be a single number. The execution area AE is an area for moving each value stored in the first reserved area RE1 of the reserved area RE when starting the variable display of the special figure display unit 37a. At the start of one game round, a win / loss determination etc. is performed based on various numerical information stored in the execution area AE.
[0054] Regarding each counter in detail, the jackpot random number counter C1 is configured to be incremented by "1" in order within a range of, for example, 0 to 599, and return to "0" after reaching the maximum value. In particular, when the jackpot random number counter C1 makes one round, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. Note that the random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 599). The jackpot random number counter C1 is updated periodically and is stored in the reserved storage area 54b at the timing when the game ball wins at the first operation port 33 or the second operation port 34.
[0055] The values of the random numbers for a big win are stored in the ROM53 as a win / loss table. As the win / loss table, a win / loss table for the low probability mode and a win / loss table for the high probability mode are set. That is, in this pachinko machine 10, a low probability mode and a high probability mode are set as the lottery modes in the big win occurrence lottery means.
[0056] In the gaming state where the pass / fail table for the low probability mode is referred to during the above-described lottery, the number of random numbers that result in a jackpot is two. On the other hand, in the gaming state where the pass / fail table for the high probability mode is referred to during the above-described lottery, the number of random numbers that result in a jackpot is twenty. Note that if the winning probability of the high probability mode is higher than that of the low probability mode, the number of random numbers that result in a win is arbitrary.
[0057] The jackpot type counter C2 is configured to be incremented by "1" in sequence within the range of 0 to 29 and return to "0" after reaching the maximum value. The jackpot type counter C2 is updated periodically and stored in the hold storage area 54b at the timing when the game ball wins at the first operation port 33 or the second operation port 34.
[0058] In this pachinko machine 10, a plurality of jackpot results are set. These plurality of jackpot results are set by providing differences in three conditions: (1) the opening / closing control mode of the special electric winning device 32 in the opening / closing execution mode, (2) the lottery mode in the jackpot winning lottery means after the end of the opening / closing execution mode, and (3) the support mode in the general electric accessory 34a of the second operation port 34 after the end of the opening / closing execution mode.
[0059] As the opening / closing control mode of the special electric winning device 32 in the opening / closing execution mode, a high-frequency winning mode and a low-frequency winning mode are set so that the frequency of winning at the special electric winning device 32 becomes relatively high or low from the start to the end of the opening / closing execution mode. Specifically, in the high-frequency winning mode, the opening / closing of the big winning port is performed 15 times from the start to the end of the opening / closing execution mode, and one opening is continued until 30 seconds elapse or the number of winnings at the big winning port reaches 10. On the other hand, in the low-frequency winning mode, the opening / closing of the big winning port is performed 2 times from the start to the end of the opening / closing execution mode, and one opening is continued until 0.2 seconds elapse or the number of winnings at the big winning port reaches 6.
[0060] In this pachinko machine 10, when the firing operation device 28 is being operated by the player, the game ball firing mechanism 58 is driven and controlled so that one game ball is fired toward the game area PA every 0.6 seconds. On the other hand, in the low-frequency winning mode, as described above, the opening time of the big winning opening for one time is 0.2 seconds. That is, in the low-frequency winning mode, the opening time of the big winning opening for one time is shorter than the firing cycle of the game balls. Therefore, in the opening / closing execution mode of the low-frequency winning mode, substantially no winning of the game balls occurs.
[0061] Note that the number of times the big winning opening opens and closes, the opening restriction time for one opening, and the number of opening restriction balls for one opening in the high-frequency winning mode and the low-frequency winning mode are not limited to the above values and are arbitrary as long as the frequency of winning at the special electric winning device 32 is higher during the period from the start to the end of the opening / closing execution mode in the high-frequency winning mode than in the low-frequency winning mode. Specifically, it is sufficient if the high-frequency winning mode has more opening and closing times, a longer opening restriction time for one opening, or a larger number of opening restriction balls set for one opening than the low-frequency winning mode.
[0062] However, in order to clarify the difference in benefits between the high-frequency winning mode and the low-frequency winning mode, it is preferable to adopt a configuration in which substantially no winning at the special electric winning device 32 occurs in the opening / closing execution mode of the low-frequency winning mode. For example, in the high-frequency winning mode, for one opening, the product of the firing cycle of the game balls and the number of opening restriction balls is set shorter than the opening restriction time, while in the low-frequency winning mode, for one opening, the product of the firing cycle of the game balls and the number of opening restriction balls is set longer than the opening restriction time. Also, even if the firing interval of the game balls and the opening time of the big winning opening for one time are not as described above, in the low-frequency winning mode, by setting the latter to be shorter than the former, a configuration in which substantially no winning at the special electric winning device 32 occurs can be easily realized.
[0063] As support modes for the general power component 34a of the second operation port 34, a low-frequency support mode and a high-frequency support mode are set such that, when compared with the situation where the launch of game balls continues in a similar manner with respect to the game area PA, the frequency with which the general power component 34a of the second operation port 34 becomes open per unit time is relatively high or low.
[0064] Specifically, in the low-frequency support mode and the high-frequency support mode, the probability of winning the power component open state in the power component open lottery using the general power component open counter C4 is the same (for example, both are 4 / 5). However, in the high-frequency support mode, the number of times the general power component 34a becomes open when winning the power component open state is set to be larger than in the low-frequency support mode, and furthermore, the opening time for one time is set to be longer. In this case, when winning the power component open state in the high-frequency support mode and the open state of the general power component 34a occurs multiple times, the closing time from the end of one open state to the start of the next open state is set to be shorter than the opening time for one time. Furthermore, in the high-frequency support mode, the time selected as the minimum guaranteed time until the next power component open lottery is performed after one power component open lottery is performed is set to be shorter than in the low-frequency support mode.
[0065] As described above, in the high-frequency support mode, the probability of winning a prize at the second operation port 34 is higher than in the low-frequency support mode. In other words, in the low-frequency support mode, the probability of winning a prize at the first operation port 33 is higher than at the second operation port 34, but in the high-frequency support mode, the probability of winning a prize at the second operation port 34 is higher than at the first operation port 33. And when a prize is won at the second operation port 34, a predetermined number of game balls are paid out. Therefore, in the high-frequency support mode, the player can play the game while not reducing the number of balls in hand too much.
[0066] Note that the configuration for making the frequency of the electric winning state per unit time higher in the high-frequency support mode than in the low-frequency support mode is not limited to the above, and for example, it may be a configuration for increasing the probability of winning the electric winning state in the electric winning lottery. Also, in a configuration where a plurality of types of guaranteed times (for example, the time of variable display executed by the general drawing display unit 38a based on winning in the through gate 35) are prepared for ensuring the time from when one electric winning lottery is conducted until the next electric winning lottery is conducted, in the high-frequency support mode, it may be set such that a shorter guaranteed time is more likely to be selected or the average guaranteed time is shorter than in the low-frequency support mode. Furthermore, by applying any one condition or an arbitrary combination of conditions among increasing the number of winning times, increasing the winning time, shortening the guaranteed time for ensuring the time from when one electric winning lottery is conducted until the next electric winning lottery is conducted (that is, shortening the time of one variable display in the general drawing display unit 38a), shortening the average time of the guaranteed time, and increasing the winning probability, the advantage of the high-frequency support mode over the low-frequency support mode may be enhanced.
[0067] The destination for distributing the game result to the jackpot type counter C2 is stored in the ROM53 as a distribution table. And as such a distribution destination, a normal jackpot result, an explicit 2R probability-variable jackpot result, and a 15R probability-variable jackpot result are set.
[0068] The normal jackpot result is a jackpot result in which the opening / closing execution mode becomes the high-frequency winning mode, and further, after the end of the opening / closing execution mode, the jackpot drawing mode becomes the low-probability mode and the support mode becomes the high-frequency support mode. However, this high-frequency support mode shifts to the low-frequency support mode when the number of game times reaches the end reference number of times (specifically, 100 times) after the transition. In other words, the normal jackpot result is a jackpot result that shifts the game state to the normal jackpot state.
[0069] The explicit 2R probability-variable jackpot result is a jackpot result where the opening / closing execution mode becomes the low-frequency winning mode, and furthermore, after the end of the opening / closing execution mode, the jackpot drawing mode becomes the high-probability mode and the support mode becomes the high-frequency support mode. These high-probability mode and high-frequency support mode continue until the lottery result in the jackpot drawing becomes a jackpot state win and the game state shifts to the corresponding jackpot state. In other words, the explicit 2R probability-variable jackpot result is a jackpot result that shifts the game state to the explicit 2R probability-variable jackpot state.
[0070] The 15R probability-variable jackpot result is a jackpot result where the opening / closing execution mode becomes the high-frequency winning mode, and furthermore, after the end of the opening / closing execution mode, the jackpot drawing mode becomes the high-probability mode and the support mode becomes the high-frequency support mode. These high-probability mode and high-frequency support mode continue until the lottery result in the jackpot drawing becomes a jackpot state win and the game state shifts to the corresponding jackpot state. In other words, the 15R probability-variable jackpot result is a jackpot result that shifts the game state to the 15R probability-variable jackpot state.
[0071] Note that the normal game state in relation to each of the above game states refers to a state where the jackpot drawing mode is the low-probability mode and the support mode is the low-frequency support mode.
[0072] In the payout table, among the values of the jackpot type counter C2 from "0 to 29", "0 to 9" correspond to the normal jackpot result, "10 to 14" correspond to the explicit 2R probability-variable jackpot result, and "15 to 29" correspond to the 15R probability-variable jackpot result.
[0073] As described above, as a result of the special variable jackpot result being set to the explicit 2R special variable jackpot result, the forms of the special variable jackpot result become diversified. That is, when comparing the two types of special variable jackpot results, the degree of advantage for the player is highest for the 15R special variable jackpot result, which becomes the high-frequency winning mode in the opening / closing execution mode and the high-frequency support mode in the support mode, and lowest for the explicit 2R special variable jackpot result, which becomes the low-frequency winning mode in the opening / closing execution mode but the high-frequency support mode in the support mode. Thereby, the monotony of the game can be suppressed, and it becomes possible to increase the degree of attention to the game.
[0074] Note that, as a type of special variable jackpot result, there may be included a non-explicit 2R special variable jackpot result in which the opening / closing execution mode becomes the low-frequency winning mode, and after the end of the opening / closing execution mode, the jackpot lottery mode becomes the high-probability mode while the support mode is maintained in the previous mode. In this case, further diversification of the special variable jackpot result can be achieved.
[0075] Furthermore, as a type of non-winning result in the jackpot lottery, there may be included a special non-winning result in which the opening / closing execution mode of the low-frequency winning mode is shifted, and after the end thereof, the jackpot lottery mode and the support mode do not shift. In a configuration in which both the above-described non-explicit 2R special variable jackpot result and the special non-winning result are set, although it is common that the opening / closing execution mode shifts to the low-frequency winning mode and the support mode is maintained in the previous mode, the shift pattern of the jackpot lottery mode is different. Thus, for example, when one of the non-explicit 2R special variable jackpot result or the special non-winning result occurs in the normal game state, it becomes possible to make the player predict which result it actually corresponds to.
[0076] The reach random number counter C3 is configured to be incremented by "1" in sequence within a range of, for example, 0 to 238, and return to "0" after reaching the maximum value. The reach random number counter C3 is updated periodically and stored in the hold storage area 54b at the timing when the game ball wins the first activation port 33 or the second activation port 34.
[0077] Here, an expected effect is set as a type of display effect in the symbol display device 41 of the pachinko machine 10. The expected effect refers to a gaming machine equipped with a symbol display device 41 capable of performing variable display of symbols, and in a game round where the opening / closing execution mode of the special electric winning device 32 is the high-frequency winning mode, the stop display result after variable display becomes the special display result. It refers to a display state for making the player think that it is a variable display state likely to result in the special display result at a stage prior to when the variable display of the symbols in the symbol display device 41 starts and the stop display result is derived and displayed.
[0078] Two types of expected effects are set: the above-mentioned reach effect and a preview effect for expecting the occurrence of the reach effect or the special display result at a stage prior to the occurrence of the reach effect.
[0079] The reach effect includes a display state where, for some of the symbol columns displayed on the display surface P of the symbol display device 41, symbols are stopped and displayed, so that a combination of jackpot symbols corresponding to the occurrence of the high-frequency winning mode may be formed, and variable display of symbols is performed in the remaining symbol columns in that state. Also, in a state where the combination of reach symbols is displayed as described above, while performing variable display of symbols in the remaining symbol columns, and by displaying a predetermined character or the like as a moving image in the background image, a reach effect is performed, or after reducing or hiding the combination of reach symbols, a reach effect is performed by displaying a predetermined character or the like as a moving image over substantially the entire display surface P.
[0080] Specifically regarding the reach effect, as a stage before ending the variable display of symbols, a reach line is formed by causing a combination of reach symbols, which has a possibility of forming a jackpot symbol combination corresponding to the occurrence of the high-frequency winning mode, to be stopped and displayed on a preset effective line within the display surface P of the symbol display device 41. The variable display of symbols is then performed based on the final stop symbol sequence in the situation where the reach line is formed.
[0081] Specifically explaining the display content in FIG. 4, first, when the variable display of symbols in the upper symbol sequence Z1 ends, and further when the variable display of symbols in the lower symbol sequence Z3 ends, a reach line is formed by the main symbols with the same number being stopped and displayed on any of the effective lines L1 to L5. In the situation where the reach line is formed, a reach effect is achieved by performing a variable display of symbols in the middle symbol sequence Z2. When the high-frequency winning mode occurs, the variable display of symbols in the middle symbol sequence Z2 ends such that the main symbols with the same number as the main symbols forming the reach line are stopped and displayed on the reach line.
[0082] The preview effect includes a mode of displaying a character separately from the symbols on the symbol sequences Z1 to Z3 when the variable display of symbols starts on the display surface P of the symbol display device 41, or when the symbols are being variably displayed in all of the symbol sequences Z1 to Z3, or in a situation where the symbols are being variably displayed in a plurality of symbol sequences among some of the symbol sequences. It also includes changing the background image to a predetermined mode different from the previous mode, or changing the symbols on the symbol sequences Z1 to Z3 to a predetermined mode different from the previous mode. Such a preview effect can occur in any game round, whether or not the reach effect is performed, but it is set to occur with a higher probability when the reach effect is performed than when the reach effect is not performed.
[0083] The reach effect is executed regardless of the value of the reach random number counter C3 in the game rounds that shift to the opening / closing execution mode. Also, in the game rounds that do not shift to the opening / closing execution mode, it is executed when the reach random number counter C3 obtained at a predetermined timing corresponds to the occurrence of the reach effect by referring to the reach table stored in the reach table storage area of the ROM 53. On the other hand, the determination of whether to perform the preview effect is not made in the main control device 50 but in the audio and light emission control device 60.
[0084] The variation type counter CS is configured to be incremented by "1" in sequence within a range of, for example, 0 to 198 and return to "0" after reaching the maximum value. The variation type counter CS is used in the MPU 52 to determine the variation display time in the special figure display unit 37a and the variation display time of the symbols in the symbol display device 41. The variation type counter CS is updated once each time the timer interrupt process described later is executed once, and is repeatedly updated even within the remaining time of the main process described later. Then, the buffer value of the variation type counter CS is acquired when determining the variation pattern at the start of the variation display in the special figure display unit 37a and at the start of the symbol variation by the symbol display device 41. Note that when determining the variation display time, the variation display time table stored in advance in the variation display time table storage area of the ROM 53 is referred to.
[0085] The general electric accessory release counter C4 is configured to be incremented by "1" in sequence within a range of, for example, 0 to 250 and return to "0" after reaching the maximum value. The general electric accessory release counter C4 is updated periodically and is stored in the electric accessory reservation area 54c at the timing when a game ball wins in the through gate 35. Then, at a predetermined timing, a lottery is conducted to control whether to open the general electric accessory 34a to the open state based on the value of the stored general electric accessory release counter C4.
[0086] On the output side of the MPU52, a payout control device 55 is connected, and a power supply / launch control device 57 is also connected. To the payout control device 55, for example, a prize ball command is transmitted based on the winning determination result for the winning corresponding ball entry section. The payout control device 55 performs payout control of prize balls and loan balls by the payout device 56 based on the prize ball command received from the main control device 50. To the power supply / launch control device 57, a launch permission command is transmitted based on the fact that the launch operation device 28 is being operated. The power supply / launch control device 57 drives the game ball launch mechanism 58 based on the launch permission command received from the main control device 50 and launches the game ball toward the game area PA.
[0087] Also, on the output side of the MPU52, a special figure display section 37a and a general figure display section 38a are connected, and the display control of these special figure display section 37a and general figure display section 38a is directly performed by the MPU52. That is, in each game round, the MPU52 executes the display control of the special figure display section 37a. Also, when indicating the lottery result of whether to open the general electric accessory 34a in an open state or not, the MPU52 executes the display control of the general figure display section 38a.
[0088] On the output side of the MPU52, a special electric winning drive section that opens and closes the opening / closing door of the special electric winning device 32 and a general electric accessory drive section that opens and closes the general electric accessory 34a of the second operation port 34 are connected. That is, in the opening / closing execution mode, the MPU52 executes the drive control of the special electric winning drive section so that the big winning port is opened and closed. Also, when the general electric accessory 34a is selected to be in an open state, the MPU52 executes the drive control of the general electric accessory drive section so that the general electric accessory 34a is opened and closed. Also, on the output side of the MPU52, a sound and light control device 60 is connected, and various commands for effects are transmitted to the sound and light control device 60.
[0089] Here, the processing executed by the MPU52 will be described. The processing of such MPU52 is roughly classified into a main processing that is started when the power is turned on and a timer interrupt processing that is started periodically (in this embodiment, at a cycle of 4 msec).
[0090] Figure 7 is a flowchart showing the main process. In step S101, a power-on wait process is executed. In this power-on wait process, for example, after the main process is started, it waits without proceeding to the next process until a predetermined time for waiting (specifically, 1 sec) has elapsed. During the execution period of such a power-on wait process, the operation start and initial settings of the symbol display device 41 will be completed. In the subsequent step S102, access to the RAM 54 is permitted, and in step S103, the internal function registers of the MPU 52 are set.
[0091] Thereafter, in step S104, it is determined whether the RAM erase switch provided in the power and emission control device 57 is manually operated. In the subsequent step S105, it is determined whether a "1" is set in the power-off flag of the RAM 54. Also, in step S106, a checksum calculation process for calculating a checksum is executed, and in the subsequent step S107, it is determined whether the checksum matches the checksum saved at the time of power-off, that is, the validity of the stored data is determined.
[0092] In this pachinko machine 10, for example, when initializing the RAM data at the time of power-on, such as at the start of business in the game hall, the power is turned on while pressing the RAM erase switch. Therefore, if the RAM erase switch is pressed, the process proceeds to step S108. Also, when the power-off occurrence information is not set or when an abnormality in the data stored and held by the checksum is confirmed, the process also proceeds to step S108 in the same way. In step S108, the RAM 54 is cleared. Thereafter, the process proceeds to step S109.
[0093] On the other hand, when the RAM erase switch is not pressed, the process proceeds to step S109 without executing the process of step S108 on the condition that the power failure flag is set to "1" and the checksum is normal. In step S109, a power-on setting process is executed. In the power-on setting process, a predetermined area of the RAM 54, such as initialization of the power failure flag, is set to the initial value, and a command corresponding to the current gaming state is transmitted to the audio-visual control device 60 in order to recognize the current gaming state.
[0094] Thereafter, the process proceeds to the remaining processes of steps S110 to S113. That is, the MPU 52 is configured to periodically execute the timer interrupt process, but a remaining time occurs between one timer interrupt process and the next timer interrupt process. This remaining time will vary according to the processing completion time of each timer interrupt process, but the remaining processes of steps S110 to S113 are repeatedly executed using such irregular time. In this regard, it can be said that the remaining processes of steps S110 to S113 are non-periodic processes that are executed non-periodically.
[0095] In the remaining process, first, in step S110, a setting for interrupt prohibition is performed to prohibit the occurrence of the timer interrupt process. In the subsequent step S111, a random number initial value update process for updating the random number initial value counter CINI is executed, and in step S112, a variable counter update process for updating the variation type counter CS is executed. In these update processes, the current numerical information is read from the corresponding counter of the RAM 54, and after executing the process of adding 1 to the read numerical information, the process of overwriting the original counter is executed. In this case, when the counter value reaches the maximum value, it is cleared to "0" respectively. Thereafter, in step S113, a setting for interrupt permission is performed to switch from the state where the occurrence of the timer interrupt process is prohibited to the permitted state. After executing the process of step S113, the process returns to step S110, and the processes of steps S110 to S113 are repeated.
[0096] Next, the timer interrupt process will be described with reference to the flowchart of FIG. 8. The timer interrupt process is executed periodically (for example, at a cycle of 4 msec). First, the power failure information storage process is executed in step S201. In the power failure information storage process, it is monitored whether a power failure signal corresponding to the occurrence of a power cut is received from the power failure monitoring board, and when the occurrence of a power failure is identified, the process at the time of power failure is executed.
[0097] In the subsequent step S202, the lottery random number update process is executed. In the lottery random number update process, the update of the winning random number counter C1, the jackpot type counter C2, the near-miss random number counter C3, and the general power accessory release counter C4 is executed. Specifically, the current numerical information is sequentially read out from the winning random number counter C1, the jackpot type counter C2, the near-miss random number counter C3, and the general power accessory release counter C4, and after executing the process of adding 1 to each of the read numerical information, the process of overwriting the original counter is executed. In this case, when the counter value reaches the maximum value, each is cleared to "0". Then, in step S203, the random number initial value update process is executed in the same manner as in step S111, and in step S204, the variable counter update process is executed in the same manner as in step S112.
[0098] In the subsequent step S205, an illegal detection process is executed to monitor whether a predetermined event set as a monitoring target for illegal use has occurred. In the illegal detection process, the occurrence of a plurality of types of events is monitored, and by confirming that a predetermined event has occurred, "1" is set in the game stop flag provided in the RAM 54.
[0099] In the subsequent step S206, it is determined whether the game is in a stopped state by determining whether "1" is set in the game stop flag. If a negative determination is made in step S206, the processes after step S207 are executed.
[0100] In step S207, port output processing is executed. In the port output processing, when output information is set in the previous timer interrupt processing, processing for performing an output corresponding to the output information to various drive units is executed. For example, when information for switching the special electric winning device 32 to the open state is set, the output of a drive signal to the special electric winning drive unit is started, and when information for switching to the closed state is set, the output of the drive signal is stopped. Also, when information for switching the general electric accessory 34a of the second operation port 34 to the open state is set, the output of a drive signal to the general electric accessory drive unit is started, and when information for switching to the closed state is set, the output of the drive signal is stopped.
[0101] In the subsequent step S208, reading processing is executed. In the reading processing, signals other than the power failure signal and the winning signal are read, and the read information is stored for use in future processing.
[0102] In the subsequent step S209, winning detection processing is executed. In the winning detection processing, signals received from each winning detection sensor are read, and processing for specifying the presence or absence of winning at the general winning port 31, the special electric winning device 32, the first operation port 33, the second operation port 34, and the through gate 35 is executed.
[0103] In the subsequent step S210, timer update processing for collectively updating the numerical information of a plurality of types of timer counters provided in the RAM 54 is executed. In this case, the timer counters whose stored numerical information is updated by subtraction are aggregated and handled, but it may also be configured to collectively update both the update of the subtraction type timer counter and the update of the addition type timer counter.
[0104] In the subsequent step S211, firing control processing for performing firing control of the game balls is executed. In a situation where the firing operation to the firing operation device 28 continues, as already described, one game ball is fired at a predetermined firing cycle of 0.6 sec.
[0105] In the subsequent step S212, as input state monitoring processing, based on the information read in the reading processing of step S208, disconnection confirmation of each winning detection sensor and opening confirmation of the gaming machine main body 12 and the front door frame 14 are performed.
[0106] In the subsequent step S213, special drawing and special power control processing for executing control of the execution of a game round and control of the execution of the opening / closing execution mode is executed. In the special drawing and special power control processing, when a winning occurs at the first operation port 33 or the second operation port 34 in a situation where the number of reserved information stored in the reserved storage area 54b is less than the upper limit number, numerical information of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 at that time is used as reserved information, and a process of storing it in the reserved storage area 54b in time series is executed. Further, in the special drawing and special power control processing, a jackpot lottery process for determining whether or not the reserved information corresponds to a jackpot win is executed on the condition that it is not during a game round and not during the opening / closing execution mode and the reserved information is stored, and a distribution determination process for determining which jackpot result the reserved information corresponds to when it corresponds to a jackpot win is executed. Further, in the special drawing and special power control processing, not only the jackpot lottery process and the distribution determination process, but also when the reserved information does not correspond to a jackpot win, a reach determination process for determining whether or not the reserved information corresponds to a reach occurrence is executed, and a process of selecting the variable display time of the game round using the numerical information of the variable type counter CS at that time is executed. In this case, a variable display time table corresponding to the presence or absence of a jackpot win, the jackpot type, and the presence or absence of a reach occurrence is read from the ROM 53, and the variable display time of the current game round is determined from the read variable display time table and the numerical information of the variable type counter CS at that timing. Then, a variable command including the information of the determined variable display time of the game round and a type command including the information of the game result are transmitted to the sound and light control device 60, and the variable display of the pattern in the special drawing display unit 37a is started. Thereby, a state where one game round is started is achieved, and an effect for the game is started on the special drawing display unit 37a and the symbol display device 41. Further, the MPU 52 starts measuring the variable display time when transmitting the variable command and the type command.
[0107] Also, in the special figure and special electric control process, during the execution of one game round, when the variable display time corresponding to the game round has elapsed, the stop result corresponding to the result of the jackpot lottery process and the allocation determination process of the current game round is displayed on the special figure display unit 37a, and further, the measurement of the confirmation display time (specifically, 0.5 sec) is started. Then, the state in which the stop result is displayed on the special figure display unit 37a is maintained for the confirmation display time. When the confirmation display time has elapsed, if the current game round corresponds to a non-winning result, the process for starting a new game round is executed on the condition that the hold information is stored in the hold storage area 54b. If the hold information is not stored, wait until new hold information is acquired.
[0108] On the other hand, if the current game round corresponds to a jackpot result, the process for starting the opening / closing execution mode is executed. At the start, an opening command indicating that the opening / closing execution mode is started is transmitted to the audio-visual control device 60. Also, in the special figure and special electric control process, the process for starting each round game and the process for ending each round game are executed. At each of these processes, an opening command indicating that the round game is started is transmitted to the audio-visual control device 60, and a closing command indicating that the round game is ended is transmitted to the audio-visual control device 60. Also, in the special figure and special electric control process, when ending the opening / closing execution mode, an ending command indicating that is transmitted to the audio-visual control device 60, and the process for setting the jackpot lottery mode and the support mode after the opening / closing execution mode is executed. Note that in the opening / closing execution mode, for example, an opening period occurs over a period of 3 sec, and an effect is executed to make the player recognizable that the opening / closing execution mode has occurred during this opening period. After that, the round game in which the opening / closing of the special electric winning device 32 is executed is performed a predetermined number of times. And after the predetermined number of round games are performed, for example, an ending period occurs over a period of 5 sec, and an effect is executed to make the player recognizable that the opening / closing execution mode has ended during this ending period.
[0109] After executing the special drawing special power control process in step S213 in the timer interrupt process, the general drawing general power control process is executed in step S214. In the general drawing general power control process, when a winning occurs at the through gate 35, a process for acquiring the hold information on the general drawing side is executed, and when the hold information on the general drawing side is stored, a release determination is made for the hold information, and further, a process for performing an effect for the general drawing is executed based on the release determination. Also, based on the result of the release determination, a process for opening and closing the general power device 34a of the second operating port 34 is executed.
[0110] In the subsequent step S215, based on the processing results of the immediately preceding steps S213 and S214, output information for reflecting the increase or decrease in the number of hold information corresponding to the special drawing display unit 37a in the special drawing hold display unit 37b is set, and output information for reflecting the increase or decrease in the number of hold information corresponding to the general drawing display unit 38a in the general drawing hold display unit 38b is set. Also, in step S215, based on the processing results of the immediately preceding steps S213 and S214, output information for updating the display content of the special drawing display unit 37a is set, and output information for updating the display content of the general drawing display unit 38a is set.
[0111] In the subsequent step S216, the content of the command and signal received from the payout control device 55 is confirmed, and a payout state reception process for performing a process corresponding to the confirmation result is executed. Also, in step S217, a payout output process for setting the payout command as an output target is executed. In the subsequent step S218, an external information setting process for controlling the start and end of the output of an external signal according to the processing results of various processes executed in this timer interrupt process is executed. Then, this timer interrupt process is terminated.
[0112] <Voice and Light Control Device 60> Next, the voice and light control device 60 will be described.
[0113] As shown in FIG. 5, the voice light emission control device 60 includes a voice light emission control board 61 on which an MPU 62 is mounted. The MPU 62 has a ROM 63 that stores various control programs and fixed value data executed by the MPU 62, a RAM 64 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 63, an interrupt circuit, a timer circuit, a data input / output circuit, and various counter circuits as a random number generator built therein.
[0114] Note that, as the ROM 63, a storage means (that is, a non-volatile storage means) that enables random access when reading control programs and fixed value data and does not require external power supply for memory retention is used. Specifically, a NOR type cache memory is used. However, it is not limited to this, and any type of memory can be used as the ROM 63 as long as random access is possible. Also, a configuration in which the control and arithmetic part, the ROM 63, and the RAM 64 are integrated into one chip is not essential, and a configuration in which each function is mounted as a separate chip or a configuration in which some functions are mounted as separate chips is also acceptable.
[0115] The MPU 62 is provided with an input port and an output port respectively. The main control device 50 and the effect operation device 48 are connected to the input side of the MPU 62. The display light emission unit 44 and the speaker unit 45 are connected to the output side of the MPU 62, and a display CPU 72 (to be described later) of the display control device 70 is also connected.
[0116] <Display control device 70> Next, the display control device 70 will be described.
[0117] As shown in FIG. 5, the display control device 70 includes a display control board 71 on which a display CPU 72, a work RAM 73, a memory module 74, a VRAM 75, and a video display processor (VDP) 76 are mounted.
[0118] The display CPU 72 has a function as a main control unit in the display control device 70, and reads, interprets, and executes a control program and the like. Specifically, the display CPU 72 is connected via a bus to an input port 77 mounted on the display control board 71, and various commands transmitted from the audio-visual control device 60 are input to the display CPU 72 through the input port 77. Note that receiving a command from the audio-visual control device 60 by the display CPU 72 is not limited to a configuration in which a command is directly received from the audio-visual control device 60, and a configuration in which a command relayed by a relay board is received is also included.
[0119] The display CPU 72 is connected via a bus to a work RAM 73, a memory module 74, and a VRAM 75, and issues a transfer instruction to transfer various data stored in the memory module 74 to the work RAM 73 based on the commands received from the audio-visual control device 60. Further, the display CPU 72 is connected via a bus to a VDP 76, and issues a drawing instruction to output an image signal to the symbol display device 41 based on the commands received from the audio-visual control device 60. Hereinafter, the memory module 74, the work RAM 73, the VRAM 75, and the VDP 76 will be described.
[0120] The memory module 74 stores in advance control data including a control program and fixed-value data, and also stores in advance various image data including sprite data such as symbols and characters displayed on the symbol display device 41, background data, and moving image data. The memory module 74 has a non-volatile semiconductor memory that does not require external power supply for memory retention. Incidentally, the storage capacity is 4 Gbits, but such a storage capacity is arbitrary as long as the control in the display control device 70 is executed well. Further, the memory module 74 is used as a non-writable and read-only memory (ROM) when the pachinko machine 10 is used.
[0121] Here, each sprite data includes at least a combination of bitmap format data that defines the outer shape and pattern of the character, and a color palette table that is referred to when determining the display color of each pixel in the bitmap image. Also, the background data is stored and held as JPEG format data in a state where the still image data is compressed. The moving image data will be described in detail later.
[0122] The work RAM 73 is a storage means for temporarily storing the control data read from and transferred from the memory module 74, and for temporarily storing flags and the like. The work RAM 73 has a volatile semiconductor memory that requires external power supply for storage and retention, and specifically, a DRAM is used as the semiconductor memory. However, it is not limited to DRAM, and other RAMs such as SRAM may be used. The storage capacity is 1 Gbit, but such storage capacity is arbitrary as long as the control in the display control device 70 is executed well. Also, the work RAM 73 is used as read / writeable when the pachinko machine 10 is in use.
[0123] Based on the data transfer instruction from the display CPU 72 to the memory module 74, the control data is transferred from the memory module 74 to the work RAM 73. Then, the display CPU 72 reads the control data transferred to the work RAM 73 into an internal memory area (register group) as needed and executes various processes.
[0124] VRAM75 is a storage means for temporarily storing various data necessary for performing image output to the symbol display device 41. The VRAM75 has a volatile semiconductor memory that requires external power supply for storage retention, and specifically, SDRAM is used as the semiconductor memory. However, it is not limited to SDRAM, and other RAMs such as DRAM, SRAM, or dual-port RAM may be used. The storage capacity is 2 Gbits, but such storage capacity is arbitrary as long as the control in the display control device 70 is executed well. Also, the VRAM75 is used for both reading and writing when the pachinko machine 10 is in use.
[0125] VRAM75 is provided with a decompression buffer 81. Image data is transferred to the decompression buffer 81 from the memory module 74 based on a data transfer instruction from the VDP76 to the memory module 74. Also, the VRAM75 is provided with a frame buffer 82 in which drawing data is created by the VDP76. Note that the VRAM75 may be built into the VDP76.
[0126] Based on a drawing instruction from the display CPU 72, the VDP76 is an image generation device that performs drawing on the symbol display device 41 by specifically using the data stored and retained in the decompression buffer 81, i.e., by processing. It is a kind of drawing circuit that operates an image processing device 41b incorporated to drive and control the liquid crystal display unit 41a in the symbol display device 41. Since the VDP76 is integrated into an IC chip, it is also called a "drawing chip", and its entity can be said to be a microcontroller chip incorporating drawing-exclusive firmware.
[0127] Specifically, the VDP76 includes a control unit 91, a register 92, a video decoder 93, and a display circuit 94. Also, these circuits are interconnected via a bus and are connected to an I / F 95 for the display CPU 72 and an I / F 96 for the VRAM75.
[0128] VDP76 stores the drawing list, which is the drawing instruction information transmitted from the display CPU72, in the register 92. When the drawing list is stored in the register 92, the control unit 91 starts a program according to the drawing list and executes predetermined processing. Note that all of the control programs for the operation of the control unit 91 may be provided by the drawing list, or a memory storing the control programs in advance may be built into the control unit 91, and the control unit 91 may execute predetermined processing according to the content of the control program and the drawing list. Further, the control program may be read out in advance from the memory module 74.
[0129] As the above processing, the control unit 91 reads out the image data stored in the memory module 74 to the expansion buffer 81 of the VRAM75. Further, the control unit 91 creates the drawing data for one frame in the frame buffer 82 using (or by processing) the image data read out to the expansion buffer 81. The drawing data for one frame refers to the data necessary to display the image on the display surface P of the symbol display device 41 at a predetermined update timing in a configuration where the image is updated at the predetermined update timing.
[0130] Here, the frame buffer 82 is provided with a plurality of frame areas 82a and 82b. Specifically, a first frame area 82a and a second frame area 82b are provided. Each of these frame areas 82a and 82b is set to a capacity capable of storing drawing data for one frame. Specifically, each of the frame areas 82a and 82b contains a number of unit areas corresponding to the dots (pixels) of the liquid crystal display unit 41a (i.e., the display surface P) at a predetermined magnification. Each unit area has a storage capacity capable of storing data for specifying which color to display. More specifically, a full-color system is adopted, and at each dot, 256 colors can be set for each of R (red), G (green), and B (blue). Correspondingly, in each unit area, 1 byte (8 bits) is allocated for each of the RGB colors. That is, each unit area has a storage capacity of at least 3 bytes.
[0131] Note that it is not limited to the full-color system. For example, in a configuration where only 256 colors can be displayed at each dot, the storage capacity required to store color information in each unit area may be 1 byte.
[0132] Since the frame buffer 82 is provided with the first frame area 82a and the second frame area 82b, in a situation where drawing to the symbol display device 41 is being executed using the drawing data created in one of the frame areas, creation of the drawing data to be used for the other frame area is executed in the future. That is, the double-buffer system is adopted as the frame buffer 82.
[0133] In the display circuit 94, an image signal corresponding to each dot of the liquid crystal display unit 41a is generated based on the drawing data created in the first frame area 82a or the second frame area 82b, and the image signal is output to the symbol display device 41 via the output port 78 connected to the display circuit 94. Specifically, the drawing data is transferred from the frame areas 82a and 82b to be output to the display circuit 94. The transferred drawing data is adjusted in resolution by a scaler (not shown) so as to correspond to the resolution of the symbol display device 41 and is converted into gradation data. Then, an image signal corresponding to each dot of the symbol display device 41 is generated and output based on the gradation data. Note that a synchronization signal such as a horizontal synchronization signal or a vertical synchronization signal is also output from the display circuit 94. Also, in the video decoder 93, the decoded moving image data transferred to the expansion buffer 81 of the VRAM 75 is executed.
[0134] <Processing Configuration of the MPU 62 of the Audio-Visual Emission Control Device 60> Next, the processing executed by the MPU 62 of the audio-visual emission control device 60 (hereinafter referred to as the audio-visual side MPU 62) will be described. FIG. 9 is a flowchart showing a timer interrupt process repeatedly executed by the audio-visual side MPU 62 at a relatively short cycle (for example, 4 msec).
[0135] First, in step S301, a table setting process for setting a control table used for executing the light emission control of the display light emission unit 44, the sound output control of the speaker unit 45, and the control of the display control device 70 is executed. In the table setting process, for example, a control pattern table for performing processing corresponding to a command received from the MPU 52 of the main control device 50 (hereinafter referred to as the main side MPU 52) is set. In the subsequent step S302, a command selection process for instructing the display CPU 72 about the content of the display control of the symbol display device 41 is executed. In the command selection process, a command is output to the display CPU 72 according to the control table read in the table setting process in step S301.
[0136] Thereafter, in step S303, a light emission control process for controlling the light emission of the display light emission unit 44 is executed. In this light emission control process, the light emission of the display light emission unit 44 is controlled according to the control table read out in the table setting process of step S301. Also, in step S304, a sound output control process for controlling the sound output of the speaker unit 45 is executed. In this sound output control process, the sound output of the speaker unit 45 is controlled according to the control table read out in the table setting process of step S301. Thereafter, in step S305, a pointer update process is executed. In the pointer update process, the pointer information of the current control table is updated to the next pointer information.
[0137] FIG. 10 is a flowchart showing the table setting process executed in step S301 of the timer interrupt process (FIG. 9).
[0138] When receiving a variable command and a type command from the main MPU 52 (step S401: YES), a storage process of the game result is executed (step S402). Specifically, from the information included in the type command, information on which of the jackpot occurrence lottery and the distribution lottery results determined by the main MPU 52 at the start of the current game round is identified, and the identified information is written to the RAM 64.
[0139] After that, on the condition that the variable display time corresponding to the variable command received this time from the host MPU 52 is the variable display time corresponding to the situation where the preview effect can occur (step S403: YES), a preview lottery process is executed (step S404). In the preview lottery process, it is determined by lottery whether to cause a preview effect to be performed on the symbol display device 41 in the current game session. As such a preview effect, as already described, after the variable display of symbols is started on the symbol display device 41, in a situation where symbols are variably displayed in all symbol columns Z1 to Z3, or in a situation where symbols are variably displayed in a plurality of symbol columns which are some of the symbol columns, a mode of displaying a character separately from the symbols on the symbol columns Z1 to Z3, a mode of making the background screen a predetermined mode different from the previous mode, or a mode of making the symbols on the symbol columns Z1 to Z3 a predetermined mode different from the previous mode is included. The said preview effect can occur in any game session whether a reach effect is performed or not, but it is set to occur with a higher probability when a reach effect is performed than when a reach effect is not performed. Also, the preview effect is set to occur more easily in a game session corresponding to any jackpot result than in a game session corresponding to a non-jackpot result, and further, a preview effect with a lower appearance rate is more likely to occur in a game session corresponding to a jackpot result.
[0140] In the preview lottery process, a preview lottery table T1 stored in advance in the ROM 63 of the audio-visual control device 60 (hereinafter referred to as the audio-visual side ROM 63) is read into the RAM 64 of the audio-visual control device 60 (hereinafter referred to as the audio-visual side RAM 64). The said preview lottery table T1 is prepared in one-to-one correspondence with the combination of the variable command and the type command. Therefore, in the preview lottery process, the preview lottery table T1 corresponding to the variable command and the type command received this time from the host MPU 52 is read from the audio-visual side ROM 63.
[0141] FIG. 11(a) is an explanatory diagram for explaining an example of a preview lottery table T1. In the preview lottery table T1, a preview lottery result is associated with a numerical range of a preview lottery counter. As the preview lottery result, a non-occurrence where a preview effect does not occur, a first preview effect that is executed in the first mode, and a second preview effect that is executed in the second mode are set. In the first preview effect, for example, an individual image for the first preview effect is displayed on the symbol display device 41 so as to operate in a predetermined mode, and in the second preview effect, for example, an individual image for the second preview effect is displayed on the symbol display device 41 so as to operate in a predetermined mode. The preview lottery counter is provided in the audio-visual side RAM 64. The preview lottery counter is a loop counter that can take any value from "0" to "239", is incremented by "1" periodically (for example, every 4 msec), and returns to "0" when the maximum value is reached. As shown in FIG. 11(a), in the preview lottery table T1, the values that can be taken by the preview lottery counter are allocated to any of the preview lottery results.
[0142] Note that depending on the type of the preview lottery table T1, the type of the preview effect to be lottery-drawn may be different. In this case, there may be a case where the type of the preview effect to be lottery-drawn is the same between different types of preview lottery tables T1 but the selection rate of the preview effect is different, or there may be a case where part or all of the types of the preview effects to be lottery-drawn are different between different types of preview lottery tables T1.
[0143] In the preview lottery process, the value of the preview lottery counter at that time is acquired, and the acquired value is collated with the preview lottery table T1 read this time. Then, the preview lottery result corresponding to the value acquired from the preview lottery counter is acquired as the result of this preview lottery process.
[0144] Returning to the description of the table setting process (Figure 10), when a negative determination is made in step S403, or when the process of step S404 is executed, on the condition that the variable display time corresponding to the variable command received this time from the master MPU 52 is the variable display time corresponding to the occurrence of the reach effect (step S405: YES), the reach effect lottery process is executed (step S406). That is, when the variable display time of the game turn determined by the master MPU 52 corresponds to the occurrence of the reach effect, the type of reach effect to be executed is determined in the reach effect lottery process, and when the variable display time of the game turn determined by the master MPU 52 does not correspond to the occurrence of the reach effect, the reach effect lottery process is not executed.
[0145] As already described, in the reach effect, for some of the symbol columns displayed on the display surface P of the symbol display device 41, the symbols are stopped and displayed, so that there is a possibility that a combination of jackpot symbols corresponding to the occurrence of the high-frequency winning mode is established. The reach symbol combination is displayed, and in that state, a display state in which the symbols are variably displayed in the remaining symbol columns is included. Also, in the state where the reach symbol combination is displayed as described above, while the symbols are variably displayed in the remaining symbol columns, a reach effect is performed by displaying a predetermined character or the like as a moving image in the background image, or after reducing or hiding the reach symbol combination, a reach effect is performed by displaying a predetermined character or the like as a moving image over substantially the entire display surface P. The reach effect is set so that it is more likely to occur in a game turn corresponding to any jackpot result than in a game turn corresponding to a non-winning result, and furthermore, a reach effect with a lower appearance rate is more likely to occur in a game turn corresponding to a jackpot result.
[0146] In the reach effect lottery process, the reach lottery table T2 pre-stored in the audio-visual side ROM 63 is read into the audio-visual side RAM 64. The reach lottery table T2 is prepared in a one-to-one correspondence with the combination of the variable command and the type command. Therefore, in the reach effect lottery process, the reach lottery table T2 corresponding to the variable command and the type command received this time from the main side MPU 52 is read from the audio-visual side ROM 63.
[0147] FIG. 11(b) is an explanatory diagram for explaining an example of the reach lottery table T2. In the reach lottery table T2, the reach lottery result is associated with the numerical range of the reach lottery counter. As the reach lottery results, a first reach effect executed in the first mode, a second reach effect executed in the second mode, and a third reach effect executed in the third mode are set. In the first reach effect, for example, an individual image for the first reach effect is displayed on the symbol display device 41 so as to operate in a predetermined mode. In the second reach effect, for example, an individual image for the second reach effect is displayed on the symbol display device 41 so as to operate in a predetermined mode. In the third reach effect, for example, an individual image for the third reach effect is displayed on the symbol display device 41 so as to operate in a predetermined mode. The reach lottery counter is provided in the audio-visual side RAM 64. The reach lottery counter is a loop counter that can take any value from "0" to "239", and is incremented by "1" regularly (for example, every 4 msec), and returns to "0" when the maximum value is reached. As shown in FIG. 11(b), in the reach lottery table T2, the values that can be taken by the reach lottery counter are allocated to any reach lottery result.
[0148] Note that depending on the type of the reach lottery table T2, the type of the reach effect to be lottery-selected may be different. In this case, there may be a case where the type of the reach effect to be lottery-selected is the same between different types of reach lottery tables T2, but the selection rate of the reach effect is different, or there may be a case where part or all of the types of the reach effects to be lottery-selected are different between different types of reach lottery tables T2.
[0149] In the reach effect lottery process, the value of the reach lottery counter at that time is acquired, and the acquired value is collated with the reach lottery table T2 read this time. Then, the reach lottery result corresponding to the value acquired from the reach lottery counter is acquired as the result of this reach effect lottery process.
[0150] Returning to the description of the table setting process (Figure 10), if a negative determination is made in step S405, or if the process of step S406 is executed, the stop symbol determination process is executed (step S407). In the stop symbol determination process, if the game result of this game round is either a normal jackpot result or a 15R probability-variable jackpot result, information corresponding to the stop result in which the same symbol combination is formed on one of the valid lines L1 to L5 is determined as the information of this stop result. In this case, the same odd symbol combination is selected in the case of a 15R probability-variable jackpot result, while the same even symbol combination can be selected in both the normal jackpot result and the 15R probability-variable jackpot result. Note that the valid lines L1 to L5 on which the same symbol combination is stopped and displayed are randomly determined by lottery or the like. Also, it may be configured such that the same odd symbol combination can be selected even in the case of a normal jackpot result.
[0151] In the stop symbol determination process, if the game result of this game round is an explicit 2R probability-variable jackpot result, information corresponding to the stop result in which the same symbol combination is not formed on all of the valid lines L1 to L5 and in which a specific symbol combination ("3·4·1") is formed on one of the valid lines L1 to L5 is determined as the information of this stop result. In this case, the valid lines L1 to L5 are randomly determined by lottery or the like.
[0152] In the stop symbol determination process, if the game result of the current game round is a non-winning result, the presence or absence of a reach effect is specified from the combination of the variable command and the type command. When a reach effect occurs, the information corresponding to the stop result where the combination of the same symbols and the combination of the specific symbols do not hold on all valid lines L1 to L5, and the combination of reach symbols holds on one or two valid lines L1 to L5 is determined as the information of the current stop result. On the other hand, when the reach effect does not occur, the information corresponding to the stop result where the combination of the same symbols and the combination of the specific symbols do not hold on all valid lines L1 to L5, and the combination of reach symbols does not hold on all valid lines L1 to L5 is determined as the information of the current stop result.
[0153] After that, the setting process of the control pattern table is executed (step S408). In the setting process of the control pattern table, based on the result of the advance lottery process (step S404), the presence or absence of the occurrence of the reach effect, if the reach effect occurs, the result of the reach effect lottery process (step S406), and the combination of the results of the stop symbol determination process (step S407), the control pattern table corresponding to the combination is read from the sound and light side ROM63 and stored in the sound and light side RAM64.
[0154] The control pattern table T3 will be described with reference to FIG. 12. Note that FIG. 12 is a diagram showing an example of the control pattern table T3 that can be set when a preview effect and a reach effect are executed in a game round resulting in a 15R certain win.
[0155] As shown in FIG. 12, in the control pattern table T3, pointer information for the number of frames corresponding to the variable display time of the target game round is set, and corresponding to each pointer information, information on the content of the task and information on the presence or absence of command output are set.
[0156] The information on the content of the task is information set for performing light emission control and sound output control corresponding to the current game session. In each frame, light emission control of the display light emission unit 44 is performed in a manner corresponding to the information on the content of the task, and sound output control of the speaker unit 45 is performed. Specifically, for the control pattern table T3 shown in FIG. 12, data at the start of variation is set for the pointer information of "0", data at the start of the preview effect is set for the pointer information of "200", data at the end of the preview effect is set for the pointer information of "300", data at the start of the normal reach is set for the pointer information of "400", data at the start of the super reach is set for the pointer information of "700", data at the start of the confirmation effect is set for the pointer information of "1000", and data at the start of the standby display is set for the pointer information of "1400". These pieces of pointer information correspond to delimiting timings such as the start of an effect, the switching of an effect, and the end of an effect. Also, for pointer information other than these, data is set to enable light emission control and sound output control between delimiting timings.
[0157] The information on the presence or absence of command output is information indicating the presence or absence of output of commands from the audio-visual side MPU62 to the display CPU72 and the types of those commands. By performing command output to the display CPU72 according to the control pattern table T3 in the command selection process (step S302) in the timer interrupt process (Figure 9), it becomes possible to associate the content of the image in the symbol display device 41, the light emission content in the display light emission unit 44, and the sound output content in the speaker unit 45. That is, according to the content of the video in the symbol display device 41, a light effect is executed by the display light emission unit 44, and a sound output effect is executed by the speaker unit 45. Specifically, for the pointer information of "0" in which the data at the start of variation is set in the content of the task in the control pattern table T3 shown in Figure 12, command data is set. Therefore, at the start of the variation of the game round, display control is started in the display CPU72 based on the command transmission from the audio-visual side MPU62 to the display CPU72. Also, in the content of the task, for each pointer information in which the data at the start of the preview effect, the start of the normal reach, the start of the super reach, the start of the determination effect, and the start of the standby display is set, specifically, for each pointer information of "200", "400", "700", "1000", "1400", command data is set. Therefore, when the type of the effect classification included in the game-use effect changes within the range of the game-use effect started by the occurrence of a predetermined start opportunity that the variation command and the type command are transmitted from the main side MPU52, based on the command transmission from the audio-visual side MPU62 to the display CPU72, new display control corresponding to the effect classification is started in the display CPU72.
[0158] Note that the control pattern table T3 is provided to correspond to not only the effects for the game but also the effects for the opening / closing execution mode and the effects for the demo display in a situation where neither the effects for the game nor the effects for the opening / closing execution mode are being executed. By setting the control pattern table T3 to correspond to various situations in this way, in a situation where operating power is supplied to the audio-visual side MPU62, some control pattern table T3 is in a state of being read out to the audio-visual side RAM64.
[0159] Thereafter, a process for determining the variable display time is executed (step S409). In this process, information on the variable display time for the current game round is specified from the content of the variable command received this time from the main side MPU52, and the specified variable display time information is set in the variable time counter 64a provided in the audio-visual side RAM64 as shown in the explanatory diagram of FIG. 11(c). The variable time counter 64a is a counter for specifying, by the audio-visual side MPU62, the timing for ending the variable display of the symbols on the symbol display device 41 and starting the fixed display of the symbols in the current game round. The value set in the variable time counter 64a is decremented by 1 each time a timer interrupt process (FIG. 9) is activated by the audio-visual side MPU62, that is, each time 4 msec elapses.
[0160] The variable display mode of the symbols in the case where the effects for the game are being executed will be described with reference to the explanatory diagrams of FIGS. 13(a) and 13(b). FIG. 13(a) is an explanatory diagram for explaining the state in which the symbols are oscillatingly displayed on the symbol display device 41, and FIG. 13(b) is an explanatory diagram for explaining the state in which the symbols are fixedly displayed on the symbol display device 41.
[0161] In a game round that results in a complete miss (a game round that results in a miss without a reach effect occurring) or a normal reach display (a display content in which a reach effect is performed using the symbols in symbol columns Z1 to Z3 without the display of a reach effect character), in the high-speed variable display, which is a low-discrimination mode, the variable display of the symbols in all symbol columns Z1 to Z3 is started. Then, each symbol column Z1 to Z3 is switched to a low-speed variable display, which is a high-discrimination mode, in a predetermined order, and a standby display is started in each symbol column Z1 to Z3 in the predetermined order. And after the state where the standby display is being performed in all symbol columns Z1 to Z3 continues for a predetermined period, each symbol that has been on standby display is determined and displayed as a final stop display, and the determined display state continues for a determined display time.
[0162] The standby display means, as shown in FIG. 13(a), a display state in which symbols are on standby in standby areas SA1 to SA9 that are virtually set so that there are three symbols in each of the symbol columns Z1 to Z3 on the display surface P of the symbol display device 41. In a state where only the upper symbol column Z1 is in standby display and the scroll display of symbols continues in the remaining symbol columns Z2 and Z3, one symbol is on standby in each of the standby areas SA1 to SA3 corresponding to the upper symbol column Z1. Also, in a state where the upper symbol column Z1 and the lower symbol column Z3 are in standby display and the scroll display of symbols continues in the middle symbol column Z2, one symbol is on standby in each of the standby areas SA1 to SA3 corresponding to the upper symbol column Z1 and the standby areas SA7 to SA9 corresponding to the lower symbol column Z3. Also, in a state where all symbol columns Z1 to Z3 are in standby display, one symbol is on standby in each of the standby areas SA1 to SA9. In the standby display, the symbols on standby in the standby areas SA1 to SA9 are not statically displayed, but are variably displayed within the range of the same standby areas SA1 to SA9. Specifically, each symbol that is the target of the standby display swings up and down or left and right within a range that includes the stop position and sandwiches the stop position in the corresponding standby areas SA1 to SA9.
[0163] The determined display means that, as shown in Fig. 13(b), each of the symbols that had been waiting and displayed in the waiting areas SA1 to SA9 of each symbol column Z1 to Z3 has ended the variable display within the range of the corresponding waiting areas SA1 to SA9, and the corresponding symbols are stopped and displayed at the stop positions of the respective waiting areas SA1 to SA9. By performing the determined display in this way, it becomes possible for the player to clearly recognize the stop result of the symbols in the symbol display device 41 in this game round.
[0164] On the other hand, in a game round in which the super reach display is performed, the variable display of the symbols is started. After the symbols in the upper symbol column Z1 and the lower symbol column Z3, which are some of the symbol columns, are waiting and displayed in the waiting areas SA1 to SA3 and SA7 to SA9 to form a reach line, an image for the super reach is displayed. Thereafter, with the combination of jackpot symbols or the combination of non-winning reach symbols formed, the symbols are waiting and displayed in each waiting area on all the symbol columns Z1 to Z3 for a predetermined period. Then, those symbols are determined and displayed, and the determined display state continues for the determined display time.
[0165] Returning to the description of the table setting process (Fig. 10), in the situation where execution control of the effect is being performed according to the control pattern table set in step S408 (step S410: YES), when the value of the counter 64a for the variation time in the audio-visual side RAM 64 becomes "0" in step S409 (step S411: YES), information on the confirmation display time (specifically 0.5 sec) is set in the counter 64b for the confirmation time provided in the audio-visual side RAM 64 (step S412). The value set in the counter 64b for the confirmation time is decremented by 1 each time a timer interrupt process (Fig. 9) is activated by the audio-visual side MPU 62, that is, every time 4 msec elapses. Also, a confirmation display table that determines the mode of the light emission control of the display light emission unit 44 and the sound output control of the speaker unit 45 during the confirmation display time is read from the audio-visual side ROM 63 and stored in the audio-visual side RAM 64 (step S413). Control data for performing the light emission control and the sound output control for the confirmation display time is set in the said confirmation display table, but actually, the display light emission unit 44 is in the off state and the speaker unit 45 is in the silent state during the confirmation display time. Thereafter, a confirmation display start command is transmitted to the display CPU 72 (step S414). As a result, in the display CPU 72, each symbol that has been waiting to be displayed in the symbol display device 41 is confirmed and displayed as it is, and the symbol display device 41 is display-controlled so that the confirmed display state is maintained for the confirmation display time (specifically 0.5 sec).
[0166] Here, in the main MPU 52, when the variable display time corresponding to the variable command and the type command has elapsed, the stop result corresponding to the result of the jackpot draw process and the allocation determination process of the current game round is displayed on the special figure display unit 37a, and this state is maintained for the confirmation display time. The variable display time measured by the main MPU 52 is the same as the variable display time set in step S409 by the audio-visual side MPU 62, and furthermore, the confirmation display time measured by the main MPU 52 is the same as the confirmation display time set in step S412 by the audio-visual side MPU 62. Therefore, when the main MPU 52 confirms the elapse of the variable display time, the confirmation display of the symbols starts on the symbol display device 41, and when the main MPU 52 confirms the elapse of the confirmation display time, the confirmation display of the symbols ends on the symbol display device 41.
[0167] In addition, in the table setting process, in addition to the above-mentioned various processes, other processes are executed in step S415. In the other processes, for example, when receiving an opening command from the main MPU 52, a control pattern table for executing the effect for the opening and closing execution mode is read out, and when receiving an ending command from the main MPU 52, a process for ending the effect for the opening and closing execution mode is executed. Also, in a situation where neither the effect for the game nor the effect for the opening and closing execution mode is being executed, a control pattern table for executing the demo display effect is read out.
[0168] As described above, in this pachinko machine 10, a preview lottery process (step S404) for determining the presence or absence and content of the preview effect is executed by the audio-visual side MPU 62, and a reach effect lottery process (step S406) for determining the content of the reach effect is executed. As a result, it is not necessary for the main MPU 52 to determine the presence or absence and content of the preview effect, and furthermore, it is not necessary to determine the content of the reach effect. Therefore, it is possible to reduce the processing load of the main MPU 52 regarding the execution control of the effect for the game.
[0169] However, since both the preview effect and the reach effect are determined by lottery on the audio-visual side MPU62, it may happen that the variable display time determined by the control pattern table T3 selected on the audio-visual side MPU62 does not match the variable display time determined on the main side MPU52. That is, if we try to execute the lottery for the preview effect and the lottery for the reach effect while exactly matching the variable display time determined on the main side MPU52, it becomes necessary to prepare multiple types of preview effects and multiple types of reach effects at the design stage of the pachinko machine 10 corresponding to each of the variable display times that can be determined on the main side MPU52. In this case, the types of preview effects and the types of reach effects will become extremely numerous. Also, even if we were to prepare multiple types of preview effects and multiple types of reach effects at the design stage of the pachinko machine 10 corresponding to each of the variable display times that can be determined on the main side MPU52, if we try to execute the lottery for the preview effect and the lottery for the reach effect while exactly matching the variable display time determined on the main side MPU52, restrictions will occur in the design of the preview effect and the reach effect. In contrast, in this pachinko machine 10, while allowing the variable display time determined by the control pattern table T3 not to match the variable display time determined on the main side MPU52, it is configured such that the standby display and the confirmation display are performed well at the end of the game-use effect. Hereinafter, the said configuration will be described.
[0170] FIG. 14(a) and FIG. 14(b) are explanatory diagrams for explaining various parts tables T4 to T9 used when setting the control pattern table T3 in the setting process of the control pattern table (FIG. 10) in the table setting process (step S408).
[0171] The parts tables T4 to T9 are tables for generating part or all of a single control pattern table T3, and are pre-stored in the audio-visual side ROM 63. The parts tables T4 to T9 are classified into a plurality of table groups. In some cases, a single parts table read from one table group is directly used as a single control pattern table T3, and in other cases, a single control pattern table T3 is generated by combining the parts tables read from each table group.
[0172] As the table groups, there are a table group TG1 for the first period and a table group TG2 for the second period. The table group TG1 for the first period includes a parts table corresponding to the period from the start of the variable display until the standby display is started in the lower symbol row Z3 when the variable display of symbols is switched from the scroll display to the standby display in the order of the upper symbol row Z1 → the lower symbol row Z3 → the middle symbol row Z2 in the effect for the game, and a parts table corresponding to the entire period of the effect for the game when the standby display is simultaneously switched in all the symbol rows Z1 to Z3 in the effect for the game. When a preview effect is executed as the effect for the game, the control data for executing the preview effect is set in the parts tables T5 and T6 included in the table group TG1 for the first period. For example, the control data for executing the first preview effect is set in the parts table T5 for the first preview effect, and the control data for executing the second preview effect is set in the parts table T6 for the second preview effect. Also, the control data corresponding to the period until the standby display is started in the lower symbol row Z3 of the game when the preview effect does not occur is set in the parts table T4 for non-occurrence of the preview effect. Note that the table group TG1 for the first period also includes parts tables other than the above-exemplified parts tables T4 to T6.
[0173] The table group TG2 for the second period includes a parts table corresponding to the period from when the standby display starts in the lower symbol row Z3 until the standby display ends in the middle symbol row Z2 when the symbol variation display is switched from the scroll display to the standby display in the order of the upper symbol row Z1 → the lower symbol row Z3 → the middle symbol row Z2 in the game performance. When the reach performance is executed as the game performance, the control data for executing the reach performance is set in the parts tables T7 to T9 included in the table group TG2 for the second period. For example, the control data for executing the first reach performance is set in the parts table T7 for the first reach performance, the control data for executing the second reach performance is set in the parts table T8 for the second reach performance, and the control data for executing the third reach performance is set in the parts table T9 for the third reach performance. Note that the table group TG2 for the second period also includes parts tables other than the above-exemplified parts tables T7 to T9. The parts table also includes a parts table when the reach performance is not executed.
[0174] In the setting process of the control pattern table in step S408 of the table setting process (FIG. 10), one parts table is read from the table group TG1 for the first period in the sound and light side ROM63. In this case, for example, in the game turn where the number of reserved information stored in the reserved storage area 54b is the upper limit number of 4 in a game turn with a miss result, when the variation display time of the current game turn corresponds to the variation display time when the switching from the scroll display to the standby display of the symbol variation display occurs simultaneously in all the symbol rows Z1 to Z3, the one parts table read from the table group TG1 for the first period is set as the control pattern table T3 as it is.
[0175] On the one hand, when the variable display time of the current game round corresponds to the variable display time at which the switching of the variable display of the symbols to the standby display occurs sequentially in each symbol column Z1 to Z3, one parts table corresponding to the result of the preliminary lottery process (step S404) is read from the table group TG1 for the first period in the sound and light side ROM63. Also, if it is a game round in which the reach effect does not occur, one parts table corresponding to the current variable display time is read from the table group TG2 for the second period in the sound and light side ROM63, and if it is a game round in which the reach effect occurs, one parts table corresponding to the result of the reach effect lottery process (step S405) is read from the table group TG2 for the second period in the sound and light side ROM63. Then, by combining the parts table read from the table group TG1 for the first period and the parts table read from the table group TG2 for the second period, it is set as one control pattern table T3.
[0176] In a situation where one parts table is directly set as one control pattern table T3, the type of the control pattern table T3 corresponding to the one variable display time determined by the main side MPU52 is uniquely determined. On the other hand, in a situation where one control pattern table T3 is created by combining a plurality of parts tables, there will be a plurality of types of the control pattern table T3 corresponding to the one variable display time determined by the main side MPU52. For example, in a situation where the preliminary lottery process (step S404) is executed using the preliminary lottery table T1 shown in FIG. 11(a) and the reach effect lottery process (step S406) is executed using the reach lottery table T2 shown in FIG. 11(b), any one of the parts table T4 for non-occurrence of the preliminary effect, the parts table T5 for the first preliminary effect, and the parts table T6 for the second preliminary effect is selected from the table group TG1 for the first period, and any one of the parts table T7 for the first reach effect, the parts table T8 for the second reach effect, and the parts table T9 for the third reach effect is selected from the table group TG2 for the second period.
[0177] FIG. 15 is an explanatory diagram for explaining the variable display time determined by the parts tables T4 to T9. FIG. 15(a1) shows the variable display time determined by the parts table T4 for non-occurrence of a preview effect, FIG. 15(a2) shows the variable display time determined by the parts table T5 for the first preview effect, and FIG. 15(a3) shows the variable display time determined by the parts table T6 for the second preview effect. Also, FIG. 15(b1) shows the variable display time determined by the parts table T7 for the first reach effect, FIG. 15(b2) shows the variable display time determined by the parts table T8 for the second reach effect, and FIG. 15(b3) shows the variable display time determined by the parts table T9 for the third reach effect.
[0178] As shown in FIGS. 15(a1) to 15(a3), the variable display time determined by the parts table T5 for the first preview effect is longer by a time (Ta1) minutes than the variable display time determined by the parts table T4 for non-occurrence of a preview effect, and the variable display time determined by the parts table T6 for the second preview effect is longer by a time (Ta2 - Ta1) minutes than the variable display time determined by the parts table T5 for the first preview effect. Also, as shown in FIGS. 15(b1) to 15(b3), the variable display time determined by the parts table T8 for the second reach effect is longer by a time (Tb1) minutes than the variable display time determined by the parts table T7 for the first reach effect, and the variable display time determined by the parts table T9 for the third reach effect is longer by a time (Tb2 - Tb1) minutes than the variable display time determined by the parts table T8 for the second reach effect.
[0179] In the above configuration, when a preview lottery process (step S404) is executed using the preview lottery table T1 shown in FIG. 11(a) and a reach production lottery process (step S406) is executed using the reach lottery table T2 shown in FIG. 11(b), the variable display time determined by the control pattern table varies according to the combination of parts tables T4 to T9 to be used. Specifically, the variable display time is the shortest when the combination of the parts table T4 for non-occurrence of preview production and the parts table T7 for first reach production is selected, and the variable display time is the longest when the combination of the parts table T6 for second preview production and the parts table T9 for third reach production is selected, and the difference between these variable display times is (Ta2 + Tb2). Therefore, the variable display time determined by the audio-visual side MPU62 can be different for one variable command transmitted from the main side MPU52.
[0180] However, the preview lottery table T1 and the reach lottery table T2 selected for the combination of the variable command and the type command are set so that the longest variable display time among the variable display times that can be selected for one variable command is equal to or less than the variable display time corresponding to the variable command, that is, the variable display time determined by the main side MPU52. That is, regardless of which preview lottery table T1 is used and which reach lottery table T2 is used, the variable display time corresponding to the control pattern table created by combining a plurality of parts tables is equal to or less than the variable display time determined by the main side MPU52.
[0181] In a configuration where the longest variable display time among the variable display times that can be selected for a single variable command is equal to or less than the variable display time determined by the main MPU 52, before the variable display time measured using the variable time counter 64a of the sound and light side RAM 64 elapses, the control corresponding to the final pointer set in the control pattern table ends. On the other hand, if the control corresponding to the final pointer ends before the variable display time measured using the variable time counter 64a elapses, the value of the pointer to be controlled is reset and the standby display continues. The process for resetting the value of the pointer will be described. FIG. 16 is a flowchart showing the pointer update process executed in step S305 of the timer interrupt process (FIG. 9).
[0182] In the pointer update process, the value of the pointer information to be referenced among the pointer information used to identify the control data to be used in the currently set control table (for example, the control pattern table) is incremented by 1 (step S501). As a result, in the command selection process (step S302), the light emission control process (step S303), and the sound output control process (step S304) in the next processing cycle of the timer interrupt process (FIG. 9), the control data corresponding to the value of the pointer information updated this time is used.
[0183] After that, on the condition that the value of the pointer information to be referenced is greater than the value of the final pointer defined in the control table and the currently set control table is the control pattern table for game use (Steps S502 and S503: YES), the correction process of the pointer information is executed (Step S504). In the correction process of the pointer information, the control data corresponding to the pointer information corresponding to the timing at which the standby display starts is used in the command selection process (Step S302), the light emission control process (Step S303), and the sound output control process (Step S304) in the next process cycle of the timer interrupt process (Figure 9). The value of the pointer information to be referenced is corrected so that it can be used. As a result, even if the control corresponding to the final pointer ends before the variable display time measured using the variable time counter 64a elapses, the standby display will continue until the variable display time elapses.
[0184] Also, when the correction process of the pointer information (Step S504) is executed, a standby extension command is transmitted to the display CPU 72 (Step S505). When the display CPU 72 receives the standby extension command, it sets the data table for continuing the standby display and causes the standby display to continue on the symbol display device 41.
[0185] Next, while referring to the time chart of FIG. 17, the state in which the effect for the game is executed will be described. FIG. 17(a) shows the execution period of the game round. FIGS. 17(b1) and 17(b2) show the first period during which the execution control of the effect using the part table read from the table group TG1 for the first period is performed. FIGS. 17(c1) and 17(c2) show the second period during which the execution control of the effect using the part table read from the table group TG2 for the second period is performed. FIGS. 17(d1) and 17(d2) show the standby display period, and FIGS. 17(e1) and 17(e2) show the confirmation display period. Note that FIGS. 17(b1), 17(c1), 17(d1), and 17(e1) show the case where the preview lottery process (step S404) is executed using the preview lottery table T1 shown in FIG. 11(a) and the reach effect lottery process (step S406) is executed using the reach lottery table T2 shown in FIG. 11(b), and the control pattern table (hereinafter referred to as the shortest correspondence table) with the shortest variation display time is used. FIGS. 17(b2), 17(c2), 17(d2), and 17(e2) show the case where the preview lottery process (step S404) is executed using the preview lottery table T1 shown in FIG. 11(a) and the reach effect lottery process (step S406) is executed using the reach lottery table T2 shown in FIG. 11(b), and the control pattern table (hereinafter referred to as the longest correspondence table) with the longest variation display time is used.
[0186] Regardless of whether the shortest correspondence table or the longest correspondence table is used, at the timing of t1, as shown in FIG. 17(a), the game round starts, and as shown in FIGS. 17(b1) and 17(b2), the first period starts. After that, when the shortest correspondence table is used, at the timing of t11, as shown in FIGS. 17(b1) and 17(c1), the first period ends and the second period starts. When the longest correspondence table is used, at the timing of t21, as shown in FIGS. 17(b2) and 17(c2), the first period ends and the second period starts.
[0187] After that, when the shortest correspondence table is used, the second period ends and the standby display period starts at the timing of t12 as shown in FIGS. 17(c1) and 17(d1). When the longest correspondence table is used, the second period ends and the standby display period starts at the timing of t22 as shown in FIGS. 17(c2) and 17(d2). In this case, in the situation where the shortest correspondence table is used, the end timing of the standby display defined in the control pattern table is earlier than the elapsed timing of the variable display time. However, the standby display is continued by executing the correction process (step S504) of the pointer information in the pointer update process (FIG. 16).
[0188] After that, regardless of whether the shortest correspondence table or the longest correspondence table is used, at the timing of t2, the variable display time measured using the variable time counter 64a of the audio-visual side RAM 64 elapses. Therefore, if the shortest correspondence table is used, the standby display period ends and the confirmed display period starts as shown in FIGS. 17(d1) and 17(e1). If the longest correspondence table is used, the standby display period ends and the confirmed display period starts as shown in FIGS. 17(d2) and 17(e2). Then, when the confirmed display time elapses at the timing of t3, the confirmed display period ends as shown in FIGS. 17(e1) and 17(e2), and the current game round ends as shown in FIG. 17(a).
[0189] As described above, the preview lottery process (step S404) for determining the presence and content of the preview effect and the reach effect lottery process (step S406) for determining the content of the reach effect are executed by the optical side MPU 62. As a result, it is not necessary for the main side MPU 52 to determine the presence and content of the preview effect, and further, it is not necessary to determine the content of the reach effect. Therefore, the processing load of the main side MPU 52 regarding the execution control of the game effect is reduced. In addition, it is possible to diversify the effect modes set for one combination of the variable command and the type command transmitted from the main side MPU 52.
[0190] Even when the same variation command is received from the host MPU 52, a control pattern table corresponding to the result of the preview lottery process and the result of the reach effect lottery process is set so that the variation display time determined by the control pattern table can be different. As a result, it is possible to reduce the processing load of the host MPU 52 and diversify the effect modes while enabling the design of the preview effect and the reach effect to be performed suitably.
[0191] Even in a configuration where the variation display time determined by the control pattern table selected on the occasion of the same variation command can be different, the mode of the variation display of the symbols in the symbol display device 41 is switched from the standby display to the confirmed display at the timing corresponding to the variation display time determined by the host MPU 52. As a result, even in a configuration where the variation display time determined by the control pattern table can be different, it is possible to end the game-use effect in the symbol display device 41 at the timing corresponding to the variation display time determined by the host MPU 52.
[0192] Even in a configuration where the control pattern tables to be used can be different even when the same variation command is received from the host MPU 52, the longest variation display time among the variation display times determined by those control pattern tables corresponds to being equal to or less than the variation display time determined by the host MPU 52. And when the control pattern table corresponding to a variation display time shorter than the variation display time determined by the host MPU 52 is used, the variation display mode of the symbols in the symbol display device 41 is maintained in the standby display until the timing when the variation display time determined by the host MPU 52 elapses. As a result, regardless of which control pattern table is used, a switch from the standby display to the confirmed display will occur in the symbol display device 41 at the end of the game round, and it is possible to prevent events such as the confirmed display suddenly starting during a predetermined effect or the confirmed display of the symbols continuing for a longer period than the normal confirmed display period.
[0193] A variable time counter 64a is provided in the audio-visual side RAM 64. When a variable display time corresponding to a variable command received from the main side MPU 52 is set in the variable time counter 64a, and when the variable display time measured using the variable time counter 64a has elapsed, the variable display mode of the symbols in the symbol display device 41 is switched to a fixed display. As a result, even when the same variable command is received from the main side MPU 52, in a configuration where the variable display time determined by the control pattern table can be different, it is possible to start the fixed display at the timing corresponding to the variable display time determined by the main side MPU 52 without transmitting a command indicating the start timing of the fixed display from the main side MPU 52.
[0194] In addition, as a configuration in which the variable display time determined by the control pattern table can be different even when the same variable command is received from the main side MPU 52, the following configuration may be applied.
[0195] · Each of the various parts tables T7 to T9 included in the table group TG2 for the second period is set with control data corresponding to a time longer than the longest variable display time assumed as the situation in which these parts tables T7 to T9 are used, and control data for executing a standby display is set as control data corresponding to the subsequent period following the end timing. In this case, it is not necessary to execute a correction process for extending the execution period of the standby display on the control pattern table. However, it is necessary to end the use of the control pattern table at the timing when the variable display time of the game round has elapsed.
[0196] ·A control pattern table for performing execution control of the effect after the start of the standby display is provided separately from the control pattern table for performing execution control of the effect before the start of the standby display. When the standby display is started, it may be configured to switch to a state where the execution control of the effect is performed based on the control pattern table for the standby display. In this case, by adopting a configuration that uses the same control pattern table for the standby display in any game round, it becomes possible to use the control pattern table for the standby display in various situations. In this configuration, the control pattern table for the standby display is set as a table for performing the standby display for a predetermined period. When it is necessary to perform the standby display for a period longer than the predetermined period, it may be configured to loop-use the control pattern table for the standby display. Also, the control pattern table for the standby display may be set as a table that enables the standby display to be executed for a period longer than the longest period assumed as the period during which the standby display is executed. When the variable display time of the game round has elapsed, it may be configured to terminate the use of the control pattern table for the standby display midway.
[0197] ·The measurement of the time for starting the confirmation display is not limited to being executed by the audio-visual side MPU62. When the timing for starting the confirmation display is reached, a corresponding command is transmitted from the main side MPU52 to the audio-visual side MPU62. When the audio-visual side MPU62 receives the command, a process for starting the confirmation display may be executed in the audio-visual side MPU62.
[0198] ·Even when the same variation command is received from the main MPU 52, in a configuration where the control pattern tables to be used can be different, instead of a configuration where the longest variation display time determined by those control pattern tables corresponds to or is less than the variation display time determined by the main MPU 52, it may be configured such that the longest variation display time determined by the control pattern tables can be longer than the variation display time determined by the main MPU 52. In this case, it becomes necessary to end the effect for the game during the execution of the effect. Therefore, in such a case, a forced termination effect occurs, and the content corresponding to the result of the big win lottery and type lottery for the game round corresponding to that forced termination effect, more specifically, the content corresponding to the determination result of the stop symbol determination process (step S407) in the table setting process (Figure 10) of that game round, may also be configured to be notified. More specifically, even when an effect such as a reach effect corresponding to a period before the standby display is being executed by the symbol display device 41, the combination of symbols determined as the stop result of that game round suddenly stops being displayed at the timing when the variation display time has elapsed, and a confirmed display may be performed in the state where the combination of symbols has stopped being displayed.
[0199] <Processing Configuration of Display CPU 72> Next, the processing executed by the display CPU 72 will be described. Figure 18 is a flowchart showing the V interrupt processing that is repeatedly started at a predetermined cycle, specifically, a 20 msec cycle, by the display CPU 72.
[0200] When VDP76 outputs an image signal for one frame to the symbol display device 41, it starts outputting the image signal from the dot at the upper left corner of the display surface P, and sequentially outputs the image signal to the dots arranged on the horizontal line including the dot, and outputs the image signal to the dots from left to right in order from top to bottom for each horizontal line. Then, it outputs the image signal to the dot at the lower right corner of the display surface P last. In this case, at the timing when VDP76 outputs the image signal to the last dot, it outputs a V interrupt signal to the display CPU 72 to let the display CPU 72 recognize that the update of the image for one frame is completed. The output period of this V interrupt signal is 20 msec, which is the same as the update period of the image for one frame. In this regard, the V interrupt process can also be regarded as being started in synchronization with the reception of the V interrupt signal. However, even if the V interrupt signal is not received, if 20 msec has elapsed since the previous V interrupt process was started, a new V interrupt process is started.
[0201] In the V interrupt process, first, command analysis processing is executed (step S601). Specifically, the content of the command stored in the command buffer of the work RAM 73 is analyzed. Here, when the display CPU 72 receives a strobe signal from the audio-visual side MPU 62, it executes command interrupt processing regardless of what process is being executed at that time. In the command interrupt process, the command received at the input port 77 is transferred to the command buffer provided in the work RAM 73.
[0202] Thereafter, on the condition that the result of the command analysis processing corresponds to the result of receiving a new command (step S602: YES), command corresponding processing is executed (step S603). In the command corresponding processing, an execution target table for executing a program corresponding to the received command is read from the memory module 74. The execution target table is a group of information in which the processing necessary to display an image for one frame at each update timing of the image is defined when displaying a video corresponding to the received command on the display surface P of the symbol display device 41.
[0203] As commands received by the CPU 72 from the audio-visual side MPU 62, there are the commands at the start of variation already described, the command at the start of preview performance, the command at the start of normal reach, the command at the start of super reach, the command at the start of determined performance, the command at the start of standby display, the standby extension command, and the determined display start command, etc. When these commands are received, an execution target table necessary for executing the game-use performance corresponding to each of these commands is read out by the symbol display device 41.
[0204] When a negative determination is made in step S602, or when the process of step S603 is executed, task processing is executed (step S604). In the task processing, by referring to the control data of the current processing cycle in the execution target table set as the use target, various data settings necessary for giving a drawing instruction to the VDP 76 to display an image for one frame corresponding to the current update timing are performed. Specifically, as the various data, there are address information of the area in the memory module 74 where the image data to be controlled is stored, address information of the area in the VRAM 75 to which the image data to be controlled is transferred, information on the frame areas 82a, 82b of the target for which drawing data is to be created using the image data to be controlled, information on the coordinates when writing the image data to be controlled in the frame areas 82a, 82b to be created, information on the scale when writing the image data, and information on the uniform α value (semi-transparency value) when writing the image data, etc.
[0205] Thereafter, the drawing list output process is executed (step S605). In the drawing list output process, a drawing list for displaying an image for one frame corresponding to the update timing of the current processing round is created, and the created drawing list is transmitted to the VDP76. In this case, in the drawing list, the image grasped in the immediately preceding task process becomes the drawing target, and further, the parameter information updated in the task process is set accordingly. In the VDP76, drawing data is created in the frame areas 82a and 82b of the VRAM75 according to this drawing list. The processing in this VDP76 will be described in detail later.
[0206] The task process of step S604 will be described with reference to the flowchart of FIG. 19. First, the setting process for starting control is executed (step S701). In the setting process for starting control, based on the currently set execution target table, it is determined whether there is an individual image to be the control start target in the current processing round. If it exists, in the work RAM73, an empty buffer area for performing various operations for controlling the individual image is searched, and an empty buffer area is secured so as to correspond one-to-one to the individual image grasped as the control start target. Further, initialization processing is executed for all the secured empty buffer areas, and parameter information for starting control corresponding to the individual image is set for the initialized empty buffer areas.
[0207] Thereafter, the control update target is grasped (step S702). This control update target is an individual image for which the control start process has been completed and which may be included in the image for one frame after the current processing round.
[0208] After that, background calculation processing is executed (step S703). In the background calculation processing, the stationary image for the rearmost background and the background sprites that will constitute the background image are grasped for the control update target this time. Also, for the grasped control update target, various parameter information necessary for creating a drawing list such as coordinates, rotation angle, scale, uniform α value, and α data specification in the virtual two-dimensional plane is calculated and derived. Then, the derived various parameter information is written into the area secured corresponding to each individual image in the work RAM 73 to update the control information.
[0209] After that, effect calculation processing is executed (step S704). In the effect calculation processing, the effect sprites that will constitute the effect images to be displayed in various effects such as reach effect, preview effect, and jackpot effect are grasped for the control update target this time. Also, for the grasped control update target, the above various parameter information is derived. Then, the derived various parameter information is written into the area secured corresponding to each individual image in the work RAM 73 to update the control information.
[0210] After that, symbol calculation processing is executed (step S705). In the symbol calculation processing, the symbols that will be the target of variable display in each game turn are grasped for the control update target this time. Also, for the grasped control update target, the above various parameter information is derived. Then, the derived various parameter information is written into the area secured corresponding to each individual image in the work RAM 73 to update the control information.
[0211] Thereafter, the process of grasping the drawing instruction target is executed (step S706). In the process of grasping the drawing instruction target, among the individual images that have become control update targets by the respective arithmetic processes in steps S703, S704, and S705 above, the process of grasping the individual images included in the image for one frame corresponding to the current drawing data creation instruction is executed. The grasping is performed by executing a predetermined operation with reference to the coordinates, rotation angle, and scale information of various individual images. The individual images grasped here are set as drawing targets in the drawing list. By setting the individual images specified in the drawing list in this way to only the individual images to be displayed, rather than all the individual images for which control has already started, it is not necessary to select the individual images to be displayed in VDP76, and even if selection is not performed, it is not necessary to perform a wasteful drawing process on individual images that are not display targets. As a result, the processing load on VDP76 can be reduced.
[0212] <Basic Processing in VDP76> Next, the basic processing executed in VDP76 will be described.
[0213] In VDP76, the process of setting the value of register 92 based on the command transmitted from display CPU 72, the process of creating drawing data in frame areas 82a and 82b of frame buffer 82 based on the drawing list transmitted from display CPU 72, and the process of outputting an image signal to pattern display device 41 based on the drawing data created in frame areas 82a and 82b are executed.
[0214] Among the above-mentioned respective processes, the process of setting the value of register 92 is executed each time a drawing list is received by a circuit (not shown) associated with I / F 95 for display CPU 72. Also, the process of creating drawing data is repeatedly started by control unit 91 at a predetermined cycle (for example, 1 msec). Further, the process of outputting an image signal is executed by display circuit 94 when the output start timing of a predetermined image signal is reached.
[0215] Hereinafter, the process of creating the above-described drawing data will be described in detail. Prior to the description of this process, the content of the drawing list transmitted from the display CPU 72 to the VDP 76 will be described. FIGS. 20(a) to 20(c) are explanatory diagrams for explaining the content of the drawing list.
[0216] Header information is set in the drawing list. In the header information, information on the target buffer, which indicates whether to draw the drawing data for one frame corresponding to the drawing list in the first frame area 82a or the second frame area 82b, is set. Further, in the header information, information on the presence or absence of decoding specification and the address of the moving image data to be decoded is set.
[0217] In addition to the above header information, a plurality of types of image data used for displaying an image for one frame are set in the drawing list, and further, information on the drawing order of each image data and parameter information of each image data are set. Specifically, the information on the drawing order is set so as to be sequential numerical information, and information on the image data to be used corresponding one-to-one to each numerical information is set. Further, parameter information is set corresponding one-to-one to the information of each image data.
[0218] The above drawing order is set so that the individual images to be displayed on the back side of the display surface P in the image for one frame are the first to be drawn. Note that the individual image is either a single still image defined by still image data such as background data or a single sprite defined by sprite data such as symbol sprite data. In the drawing list of FIG. 20(a), the background data is set as the first drawing target, and the sprite data A is set as the second, the sprite data B is set as the third, and so on. Therefore, for the frame areas 82a and 82b of the drawing target, the background data is first written, and then the sprite data A is written so as to overlap the background data, and further the sprite data B is written. Note that in the image for one frame, each individual image is displayed so as to be on the front side in the order of background image → effect image → symbol.
[0219] A plurality of types of parameters are set in the parameter information P(1), P(2), P(3),.... Specifically, for the parameter P(1) of the background data, as shown in FIG. 20(b), the information of the address of the area in the memory module 74 where the background data is stored, the information of the address of the area in the VRAM 75 where the background data is transferred, the coordinate information indicating the position on the virtual two-dimensional plane when writing the background data, the rotation angle information indicating the rotation angle on the virtual two-dimensional plane when writing the background data, the scale information indicating the magnification when writing to the frame areas 82a and 82b with respect to the size set as the initial state of the background data, the information of the uniform α value indicating the overall transparency information (or transparency information) when writing the background data, and the α data designation information indicating the presence or absence of application of the α data and the application target are set. As shown in FIG. 20(c), the types of the above parameters are the same for the sprite data A.
[0220] The coordinate information is not set individually for all the pixels constituting the image data, but one coordinate information is set for one image data. Specifically, one pixel at the center of the image data is set as the reference pixel for which the coordinate information is specified. In VDP76, it is possible to recognize that the specified coordinate information is one pixel at the center of the image data, and when arranging the image data, the one pixel at the center is placed on the specified coordinates. Thereby, the information capacity (i.e., the data amount) of the coordinate information to be specified for one image data can be suppressed in the display CPU72. Also, since it is not necessary to make the display CPU72 and VDP76 recognize the coordinates for all the pixels of the image data, simplification of the program can be achieved.
[0221] Incidentally, the above reference pixel is not limited to one pixel at the center, and may be a pixel at a corner such as the upper left or upper right. Since sprite data and still image data are basically defined as rectangular shapes, making a pixel at a corner the reference pixel facilitates recognition of the reference pixel in the display CPU72 and VDP76.
[0222] Also, the uniform α value is the transparency information applied to all the pixels of one image data, and is numerical information derived as the calculation result in the display CPU72. The said uniform α value is applied uniformly to all the pixels of the image data. On the other hand, the α data is the transparency information applied in units of each pixel of the background data and sprite data, and is stored in advance in the memory module 74 as image data. The said α data can vary the transparency information in units of each pixel within the range of the same background data or the same sprite data. This α data has a larger data capacity than the program data for setting the uniform α value.
[0223] Since the uniform α value and α data are set as described above, in a situation where it is sufficient to control the transparency of background data and sprite data uniformly for all pixels instead of finely controlling it on a pixel-by-pixel basis, it is possible to handle it with a uniform α value, thereby reducing the necessary data volume. At the same time, it becomes possible to finely control the transparency on a pixel-by-pixel basis by applying the α data.
[0224] Regarding the drawing process in VDP76, it will be described with reference to the flowchart of FIG. 21.
[0225] First, in step S801, it is determined whether the creation of the drawing data instructed in the already received drawing list is completed. If the creation of the drawing data is completed, then in step S802, it is determined whether a new drawing list is received from the display CPU 72. If a new drawing list is received, then in step S803, the corresponding processing at the time of reception is executed.
[0226] In the corresponding processing at the time of reception, from the information of the target buffer included in the drawing list, it is grasped in which frame areas 82a, 82b the drawing data for one frame corresponding to the currently received drawing list is to be drawn.
[0227] In the subsequent step S804, a content grasping process is executed. In the content grasping process, the image data set as the read target in the drawing list is read from the memory module 74 and written to the expansion buffer 81 of the VRAM 75. Also, in the content grasping process, the type of the image data first set as the drawing target in the drawing list is grasped, and various parameter information of the image data is grasped. In the writing process, based on the grasping result of the content grasping process in step S804, the image data of the current drawing target is written to the frame areas 82a, 82b set as the creation target.
[0228] On the other hand, if it is determined in step S801 that the drawing data instructed in the already received drawing list is in the middle of being created, the counter of the drawing list is updated in step S806. As a result, the drawing target is switched to the image data in the next drawing order. Then, for the switched image data, the processes of step S804 and step S805 are executed. That is, by executing the drawing process a plurality of times, the drawing data of one frame of the image instructed by one drawing list is created.
[0229] Note that the configuration is not limited to processing only one image data in one drawing process. It may be configured to process a plurality of image data in one drawing process. Also, the configuration is not limited to processing the same number of image data in each execution of the drawing process, and it may be configured to process different numbers of image data in each execution of the drawing process.
[0230] If the negative determination is made in step S802, or after the process of step S805 is executed, it is determined in step S807 whether or not the output of the image signal for one frame is completed in the display circuit 94. If not, the present drawing process is terminated as it is. If it is completed, after outputting a V interrupt signal to the display CPU 72 in step S808, the present drawing process is terminated.
[0231] The creation of the drawing data for one frame is performed so as to be completed within a cycle of 20 msec. Further, an image signal is output from the display circuit 94 to the symbol display device 41 based on the created drawing data. However, since the double buffer method is adopted as described above, the output of the image signal is performed in parallel with the creation of the drawing data corresponding to the update timing one frame later for the frame corresponding to the output. Note that the display circuit 94 has a selector circuit that alternately switches the frame areas 82a and 82b to be referenced every time the output of an image signal for one frame is completed. By switching by the selector circuit, the frame areas 82a and 82b that are the drawing targets of the drawing data in the control unit 91 are restricted so as not to become the output targets for outputting the image signal.
[0232] <Configuration for also serving as an execution target table> Next, a configuration for also serving as an execution target table will be described.
[0233] In this pachinko machine 10, variable display of symbols is performed with the symbol sequences Z1 to Z3 set in the symbol display device 41 in each game round (see Fig. 4(a)). A plurality of symbol sequences Z1 to Z3 are set, such as in the upper, middle, and lower rows. In each of the symbol sequences Z1 to Z3, nine types of main symbols from "1" to "9" are arranged in ascending or descending order of numbers, and further, one sub-symbol without a number is arranged between each main symbol. When the game round starts, variable display of the symbols is performed so as to scroll in a predetermined direction according to the arrangement order of the symbols in each of the symbol sequences Z1 to Z3 from the display mode of the symbol that was finally stopped and displayed in the previous game round. Then, the variable display of the symbols in each of the symbol sequences Z1 to Z3 is stopped. In this case, since the display modes of the symbols that are finally stopped and displayed in each game round can be different, the types of symbols displayed in each of the symbol sequences Z1 to Z3 when the game round starts can be different.
[0234] An example of the variable display mode of the symbols will be described with reference to the time chart of FIG. 22. FIG. 22(a) shows the execution period of the game round, FIG. 22(b) shows the acceleration period in all symbol columns Z1 to Z3, FIG. 22(c) shows the high-speed period in all symbol columns Z1 to Z3, FIG. 22(d) shows the low-speed period of the upper symbol column Z1, FIG. 22(e) shows the low-speed period of the lower symbol column Z3, and FIG. 22(f) shows the low-speed period of the middle symbol column Z2.
[0235] At the timing of t1, as shown in FIG. 22(a), the game round starts. At the timing of t1, as shown in FIG. 22(b), video display is performed such that the variable display speed of the symbols gradually increases in all symbol columns Z1 to Z3. The variable display speed in this case is a variable display speed at which the types of symbols displayed in each symbol column Z1 to Z3 can be identified or easily identified. By having such an acceleration period, it becomes possible to make the start mode when the variable display of the symbols starts in each game round a constant mode, and it becomes easier for the player to recognize that the game round has started.
[0236] Thereafter, at the timing of t2, as shown in FIG. 22(b), the acceleration period ends, and it becomes a high-speed period in which variable display is performed at high speed in all symbol columns Z1 to Z3 as shown in FIG. 22(c). In the high-speed period, the variable display speed of the symbols in all symbol columns Z1 to Z3 becomes a variable display speed at which the types of symbols cannot be identified or are difficult to identify. Adjustment of the types of symbols displayed on the display surface P is performed during the high-speed period. As a result, in a configuration in which the stop result of the current game round is determined regardless of the types of symbols displayed in each symbol column Z1 to Z3 at the start of the current game round, it is possible to adjust the types of symbols that are waiting and stationary in each symbol column Z1 to Z3 while not giving the player a sense of discomfort with respect to the display mode of the symbol display device 41.
[0237] Thereafter, at the timing of t3, as shown in FIG. 22(d), the variation display speed of the symbols in the upper symbol row Z1 is switched from high speed to low speed. When the low-speed display is performed, the symbols are variably displayed at a variation display speed that enables or facilitates identification of the symbol types. In this case, the low-speed display is performed only in the upper symbol row Z1, and the high-speed display is continued in the middle symbol row Z2 and the lower symbol row Z3.
[0238] Thereafter, at the timing of t4, as shown in FIG. 22(d), when the low-speed period of the upper symbol row Z1 ends, the scroll display of the symbols in the upper symbol row Z1 ends and the standby display starts. Also, at the timing of t4, as shown in FIG. 22(e), the variation display speed of the symbols in the lower symbol row Z3 is switched from high speed to low speed. In this case, the low-speed display is performed only in the lower symbol row Z3, the high-speed display is continued in the middle symbol row Z2, and the standby display is continued in the upper symbol row Z1.
[0239] Thereafter, at the timing of t5, as shown in FIG. 22(e), when the low-speed period of the lower symbol row Z3 ends, the scroll display of the symbols in the lower symbol row Z3 ends and the standby display starts. Also, at the timing of t5, as shown in FIG. 22(f), the variation display speed of the symbols in the middle symbol row Z2 is switched from high speed to low speed. In this case, the low-speed display is performed only in the middle symbol row Z2, and the standby display is continued in the upper symbol row Z1 and the lower symbol row Z3.
[0240] Thereafter, at the timing of t6, as shown in FIG. 22(f), when the low-speed period of the middle symbol row Z2 ends, the scroll display of the symbols in the middle symbol row Z2 ends and the standby display starts. In this case, the standby display is performed in all the symbol rows Z1 to Z3, and thereafter, the static display is performed in all the symbol rows Z1 to Z3.
[0241] When the symbols on each symbol column Z1 to Z3 are variably displayed, the execution target table pre-stored in the memory module 74 is read out, and the type of symbol to be displayed on the display surface P by the display CPU 72 is determined according to the execution target table, and various parameters such as the arrangement position of the symbol to be displayed are determined. Here, the types of symbols stopped and displayed on each symbol column Z1 to Z3 at the start of each game round, and the types of symbols stopped and displayed on each symbol column Z1 to Z3 at the end of each game round may be different for each game round. For example, the variable display of symbols may start from the stop display mode as shown in Fig. 23(a), or may start from the stop display mode as shown in Fig. 23(b). Also, for example, the game round may end in the stop display mode as shown in Fig. 23(a), or the game round may end in the stop display mode as shown in Fig. 23(b). In this case, if an execution target table is to be prepared in advance according to each pattern, it is necessary to prepare an execution target table corresponding to each possible mode as the stop display mode at the start of the variable display of the game round, and it is also necessary to prepare an execution target table corresponding to each possible mode as the stop display mode at the end of the game round. Then, the types of execution target tables will extremely increase, and the storage capacity required to pre-store the execution target tables will increase.
[0242] On the other hand, in this pachinko machine 10, a common execution target table is used regardless of the stop display mode at the start of the variable display of the game round, and a common execution target table is used regardless of the stop display mode at the end of the game round. The common execution target table will be described.
[0243] The execution target table is provided corresponding to each of the acceleration period, the high-speed period, and the low-speed period. In this case, for the acceleration period, the execution target table is provided so as to be common to all symbol columns Z1 to Z3. On the other hand, for the high-speed period and the low-speed period, they are not provided in common among the symbol columns Z1 to Z3, and the execution target table is provided corresponding to each of the symbol columns Z1 to Z3. Note that the execution target table is used regardless of whether or not a reach effect occurs during the acceleration period of all symbol columns Z1 to Z3, the high-speed period of all symbol columns Z1 to Z3, the low-speed period of the upper symbol column Z1, and the low-speed period of the lower symbol column Z3. However, for the low-speed period of the middle symbol column Z2, it is used only when the reach effect does not occur. When the reach effect occurs, for the low-speed period of the middle symbol column Z2, the common execution target table is not used, and a dedicated execution target table corresponding to each reach effect is used.
[0244] The execution target table is pre-stored in the memory module 74. Specifically, as shown in the explanatory diagram of FIG. 24(a), in the memory module 74, there is an acceleration period storage area 101 in which an execution target table for controlling the variable display of symbols in all symbol columns Z1 to Z3 during the acceleration period is pre-stored, a first high-speed period storage area 102 in which an execution target table for controlling the variable display of symbols in the upper symbol column Z1 during the high-speed period is pre-stored, a first low-speed period storage area 103 in which an execution target table for controlling the variable display of symbols in the upper symbol column Z1 during the low-speed period is pre-stored, a second high-speed period storage area 104 in which an execution target table for controlling the variable display of symbols in the middle symbol column Z2 during the high-speed period is pre-stored, a second low-speed period storage area 105 in which an execution target table for controlling the variable display of symbols in the middle symbol column Z2 during the low-speed period is pre-stored, a third high-speed period storage area 106 in which an execution target table for controlling the variable display of symbols in the lower symbol column Z3 during the high-speed period is pre-stored, and a third low-speed period storage area 107 in which an execution target table for controlling the variable display of symbols in the lower symbol column Z3 during the low-speed period is pre-stored.
[0245] The acceleration period, high-speed period, and low-speed period are not constant in relation to the variable display time of the game rounds, and there are multiple types with different lengths for each period. In this case, there is only one execution target table for the acceleration period stored in the acceleration period storage area 101, and the acceleration period controllable by the execution target table for the acceleration period is a period longer than the longest acceleration period among the multiple types of acceleration periods defined in relation to the variable display time of the game rounds. Thus, no matter which type of acceleration period is selected in relation to the variable display time of the game rounds, it is possible to use the one execution target table for the acceleration period.
[0246] In each of the first high-speed period storage area 102, the second high-speed period storage area 104, and the third high-speed period storage area 106, there is only one execution target table for the high-speed period stored. The high-speed period controllable by the execution target table for the first high-speed period stored in the first high-speed period storage area 102 is a period longer than the longest high-speed period among the multiple types of high-speed periods of the upper symbol column Z1 defined in relation to the variable display time of the game rounds. Also, the high-speed period controllable by the execution target table for the second high-speed period stored in the second high-speed period storage area 104 is a period longer than the longest high-speed period among the multiple types of high-speed periods of the middle symbol column Z2 defined in relation to the variable display time of the game rounds. Further, the high-speed period controllable by the execution target table for the third high-speed period stored in the third high-speed period storage area 106 is a period longer than the longest high-speed period among the multiple types of high-speed periods of the lower symbol column Z3 defined in relation to the variable display time of the game rounds. Thus, no matter which type of high-speed period is selected in relation to the variable display time of the game rounds in each symbol column Z1 to Z3, it is possible to use one execution target table for the high-speed period for each of the symbol columns Z1 to Z3.
[0247] In each of the memory areas 103 for the first low-speed period, 105 for the second low-speed period, and 107 for the third low-speed period, a plurality of types of execution target tables for the low-speed period are stored. That is, in the memory area 103 for the first low-speed period, a plurality of types of execution target tables for the first low-speed period are stored so as to correspond one-to-one with the types of the low-speed period of the upper symbol sequence Z1. In the memory area 105 for the second low-speed period, a plurality of types of execution target tables for the second low-speed period are stored so as to correspond one-to-one with the types of the low-speed period of the middle symbol sequence Z2. In the memory area 107 for the third low-speed period, a plurality of types of execution target tables for the third low-speed period are stored so as to correspond one-to-one with the types of the low-speed period of the lower symbol sequence Z3. By preparing the execution target tables for the low-speed period for each type of the low-speed period in this way, it is possible to execute the standby display of the symbols and the stationary display of the symbols at the timings corresponding to the respective low-speed periods by controlling the variable display of the symbols using the execution target tables for the low-speed period.
[0248] FIG. 25(a) is an explanatory diagram for explaining the execution target table T10 for the acceleration period stored in advance in the memory area 101 for the acceleration period, FIG. 25(b) is an explanatory diagram for explaining the execution target table T11 for the first high-speed period stored in advance in the memory area 102 for the first high-speed period, and FIG. 26 is an explanatory diagram for explaining the execution target table T12 for the first low-speed period stored in advance in the memory area 103 for the first low-speed period. Note that the execution target tables for the second high-speed period and the third high-speed period are the same as the execution target table T11 for the first high-speed period in other respects, although the maximum value of the pointer information is different from that of the execution target table T11 for the first high-speed period. Also, the types of execution target tables different from the execution target table T12 for the first low-speed period stored in the memory area 103 for the first low-speed period, the execution target table for the second low-speed period, and the execution target table for the third low-speed period are the same as the execution target table T12 for the first low-speed period in other respects, although the maximum value of the pointer information is different from that of the execution target table T12 for the first low-speed period.
[0249] As shown in FIGS. 25(a), 25(b) and 26, pointer information corresponding to the update timing of one frame of the image is set in each execution target table T10 to T12, and a display symbol adjustment area and information on the content of the task are set corresponding to each pointer information.
[0250] Information for specifying the type of the symbol to be displayed is set in the display symbol adjustment area. Specifically, information corresponding to one symbol in the corresponding symbol columns Z1 to Z3 is set in the display symbol adjustment area. Here, three symbols are to be displayed simultaneously in each of the symbol columns Z1 to Z3, but the information set in the display symbol adjustment area corresponds to the information on the type of the symbol existing at the head in the moving direction of the symbol. Also, as already described, the total number of symbols arranged in the symbol columns Z1 to Z3 is different. Specifically, a total of 18 symbols, including the main symbol and the sub-symbol, are arranged in the upper symbol column Z1 and the lower symbol column Z3, while a total of 20 symbols, including the main symbol and the sub-symbol, are arranged in the middle symbol column Z2. Therefore, when the execution target table is used to control the variable display of the symbols in the upper symbol column Z1 and the lower symbol column Z3, information corresponding to any one of "1" to "18" is set in the display symbol adjustment area, and when the execution target table is used to control the variable display of the symbols in the middle symbol column Z2, information corresponding to any one of "1" to "20" is set in the display symbol adjustment area.
[0251] For example, when "1" is set in the display symbol adjustment area corresponding to a predetermined pointer information in the execution target table for controlling the variable display of the symbols in the upper symbol column Z1, the main symbol of "1", the sub-symbol between "1" and "9", and the main symbol of "9" are to be displayed in the frame corresponding to the predetermined pointer information. Also, when "2" is set in the display symbol adjustment area, the sub-symbol between "1" and "9", the main symbol of "9", and the sub-symbol between "9" and "8" are to be displayed in the frame corresponding to the predetermined pointer information.
[0252] In the symbol columns Z1 to Z3, as already described, the symbols are scrolled and displayed, and the types of symbols to be scrolled and displayed are the same over a plurality of frames. Therefore, the same symbol information is set in the adjustment area of the display symbol for a plurality of consecutive pointer information. Then, as the information set in the adjustment area of the display symbol is changed as the value of the pointer information increases, the type of symbol to be displayed in the corresponding symbol columns Z1 to Z3 is changed.
[0253] The information on the content of the task is set with parameter information such as the coordinate information indicating the arrangement position of the symbols to be used in each frame (i.e., the drawing position in the frame areas 82a and 82b to be written in the frame buffer 82) and the scale information indicating the size of the symbols to be used. In this case, the coordinate information is set with information for determining the arrangement position of each of the three symbols to be displayed in the corresponding frame. Therefore, it is possible to specify from the information on the content of the task the coordinate information corresponding to each of the three symbols to be displayed specified from the information on the adjustment area of the display symbol. For example, when "1" is set in the adjustment area of the display symbol of a plurality of consecutive pointer information in the execution target table applied to the upper symbol column Z1, the information on the content of the task corresponding to these plurality of pointer information includes the main symbol of "1", the sub-symbol between "1" and "9", and the main symbol of "9" in the corresponding symbol column, and the coordinate information is set such that the arrangement positions of each gradually change in the direction of the scroll display.
[0254] In a configuration where a plurality of symbols corresponding to the information set in the display symbol adjustment area as described above are to be displayed and the parameter information of these plurality of symbols is set in the information on the content of the task, the display symbol adjustment area is an area that can be rewritten under the control of the display CPU 72 after the execution target table is read from the memory module 74 to the work RAM 73. This rewriting is performed according to the type of symbol to be displayed in the corresponding symbol columns Z1 to Z3 at the timing of starting the use of the corresponding execution target table. Also, when the symbols are scrolled and displayed, the types of the three symbols to be displayed in the corresponding symbol columns Z1 to Z3 change over time. The switching timing of the types of the three symbols to be displayed is predetermined in each execution target table T10 to T12. Therefore, when rewriting the display symbol adjustment area, considering the pointer information for the first to the pointer information corresponding to the next switching timing as one pointer group, and the pointer information included between one switching timing and the next switching timing as one pointer group, the same symbol information is set in the display symbol adjustment area corresponding to each pointer information included in one pointer group, and different symbol information is set between different pointer groups.
[0255] In the display symbol adjustment area in each execution target table T10 to T12, information for specifying the type of symbol to be displayed is set as described above. As an area for the display CPU 72 to specify the information to be set in the display symbol adjustment area, as shown in the explanatory diagram of FIG. 24(b), the work RAM 73 is provided with a first adjustment counter 111, a second adjustment counter 112, and a third adjustment counter 113. The first adjustment counter 111 corresponds to the upper symbol column Z1, the second adjustment counter 112 corresponds to the middle symbol column Z2, and the third adjustment counter 113 corresponds to the lower symbol column Z3.
[0256] In each of the adjustment counters 111 to 113, information on the type of symbol existing at the head when the symbol moves from right to left in the corresponding symbol sequence Z1 to Z3 is set. When the display CPU 72 changes the symbol existing at the head of each symbol sequence Z1 to Z3 to the next sequential symbol, the display CPU 72 updates the value of the adjustment counter 111 to 113 corresponding to the symbol sequence Z1 to Z3 with the information on the type of the symbol after the change. As a result, the information set in each of the adjustment counters 111 to 113 always corresponds to the type of symbol existing at the head of the corresponding symbol sequence Z1 to Z3. When starting the control of the variable display of symbols according to a predetermined execution target table, the display CPU 72 sets information corresponding to the information on the type of symbol set in the adjustment counters 111 to 113 in the display symbol adjustment area in the predetermined execution target table.
[0257] When starting the variable display of the symbols in the upper symbol sequence Z1, if the symbol at the head of the upper symbol sequence Z1 is the main symbol "3" as shown in Fig. 23(a), the value of the first adjustment counter 111 becomes "5". Here, the relationship between the values set in each of the adjustment counters 111 to 113 and the type of the symbol at the head will be described with reference to the explanatory diagram of Fig. 27. As already described, a total of 18 symbols, including main symbols and sub-symbols, are arranged in the upper symbol sequence Z1 and the lower symbol sequence Z3, while a total of 20 symbols, including main symbols and sub-symbols, are arranged in the middle symbol sequence Z2. Therefore, the number of types of values that can be taken in the corresponding adjustment counters 111 to 113 is different.
[0258] In the case of the first adjustment counter 111 and the third adjustment counter 113, as shown in Fig. 27(a), they can take values from "1" to "18", and each value corresponds one-to-one to a total of 18 symbols in each of the upper symbol row Z1 and the lower symbol row Z3. In this case, odd numbers correspond to main symbols, and even numbers correspond to sub-symbols. Also, in the upper symbol row Z1, the main symbols are arranged in descending order with respect to the scroll direction from right to left, while in the lower symbol row Z3, the main symbols are arranged in ascending order with respect to the scroll direction from right to left. However, the relationship between the values that can be taken by the first adjustment counter 111 and the third adjustment counter 113 and the type of the first symbol is the same between the first adjustment counter 111 and the third adjustment counter 113.
[0259] In the case of the second adjustment counter 112, as shown in Fig. 27(b), it can take values from "1" to "20", and each value corresponds one-to-one to a total of 20 symbols in the middle symbol row Z2. In this case, the relationship between the values from "1" to "18" and the type of the first symbol is the same as that in the case of the first adjustment counter 111 and the third adjustment counter 113. Also, the value "19" corresponds to the main symbol "4" additionally arranged between the main symbol "9" and the main symbol "1", and the value "20" corresponds to the sub-symbol between the main symbol "4" and the main symbol "1".
[0260] Taking as an example the case of setting the display pattern change mode of the symbols in the acceleration period, high-speed period, and low-speed period in the upper symbol column Z1, the information setting mode for the adjustment area of the display symbols will be described. FIG. 28(a) is an explanatory diagram for explaining the execution target table T10 for the acceleration period, FIG. 28(b) is an explanatory diagram for explaining the execution target table T11 for the first high-speed period, and FIG. 29 is an explanatory diagram for explaining the execution target table T12 for the first low-speed period. Note that the information setting mode for the adjustment area of the display symbols of the execution target tables corresponding to each of the middle symbol column Z2 and the lower symbol column Z3 is different in that the arrangement mode of the symbols in the upper symbol column Z1 is in descending order, while the arrangement modes of the symbols in the middle symbol column Z2 and the lower symbol column Z3 are in ascending order. However, in other respects, it is the same as the information setting mode for the adjustment area of the display symbols of the execution target table corresponding to the upper symbol column Z1.
[0261] When the game effect is started in the state shown in FIG. 23(a), the value of the first adjustment counter 111 is "5". Also, in the upper symbol column Z1, the symbols are arranged so that the main symbols are in descending order with respect to the scroll direction from right to left. Therefore, in the adjustment area of the display symbols in the execution target table T10 for the acceleration period read from the acceleration period storage area 101 and corresponding to the upper symbol column Z1, as shown in FIG. 28(a), "5" corresponding to the current leading symbol is set for the first pointer group. In this case, the symbols to be controlled are the main symbol of "3", the sub-symbol between "3" and "2", and the main symbol of "2". Also, for the next pointer group, "4" corresponding to the next symbol with respect to the current leading symbol is set, for the next pointer group after that, "3" corresponding to the next symbol with respect to the next symbol is set, and for the next pointer group after that, "2" corresponding to the next symbol with respect to the next symbol is set. That is, the numerical value setting for the adjustment area of the display symbols is performed so that the numbers are in descending order toward the rear pointer group.
[0262] When the control of the acceleration period of the upper symbol sequence Z1 by the execution target table T10 for the acceleration period in which the adjustment area of the display symbol is set as described above is completed, the value of the first adjustment counter 111 is "1". Therefore, in the adjustment area of the display symbol in the execution target table T11 for the first high-speed period read from the first high-speed period storage area 102, as shown in FIG. 28(b), "1" corresponding to the current top symbol is set for the first pointer group, and "18" corresponding to the next symbol in the current top symbol is set for the next pointer group in order. That is, in the upper symbol sequence Z1, since 18 symbols circulate while scrolling from right to left, "18" is set in the adjustment area of the display symbol in the pointer group existing in the next order with respect to the pointer group in which "1" is set in the adjustment area of the display symbol. Also, for the subsequent pointer groups, values are set in the adjustment area of the display symbol so as to be consecutive numbers in descending order.
[0263] Here, as already described, the high-speed period controllable by the execution target table T11 for the first high-speed period is a period longer than the longest high-speed period among the plurality of types of high-speed periods of the upper symbol sequence Z1 determined in relation to the variable display time of the game turn. In this case, when it is the timing to use the execution target table T11 for the first high-speed period, although values are set for all of the adjustment areas of the display symbols in the execution target table T11 for the first high-speed period regardless of the current high-speed period, when the control by the pointer group corresponding to the end timing of the current high-speed period is completed, the control by the execution target table T11 for the first high-speed period ends and switches to the control by the execution target table T12 for the first low-speed period. In this case, when the control corresponding to the last pointer information in the pointer group corresponding to the end timing of the current high-speed period is completed, the control by the execution target table T11 for the first high-speed period ends.
[0264] The same applies to the execution target table T10 for the acceleration period. That is, as already explained, the acceleration period controllable by the execution target table T10 for the acceleration period is a period equal to or longer than the longest acceleration period among the multiple types of acceleration periods of each symbol column Z1 to Z3 defined in relation to the variable display time of the game turn. In this case, when it is the timing to use the execution target table T10 for the acceleration period, regardless of the current acceleration period, values are set for all of the display symbol adjustment areas in the execution target table T10 for the acceleration period. However, when the control by the pointer group corresponding to the end timing of the current acceleration period is completed, the control by the execution target table T10 for the acceleration period ends, and the control switches to the control by the execution target table T11 for the first high-speed period. In this case, when the control corresponding to the last pointer information in the pointer group corresponding to the end timing of the current acceleration period is completed, the control by the execution target table T10 for the acceleration period ends.
[0265] In FIG. 28(b), when the pointer group in which "17" is set in the display symbol adjustment area corresponds to the end timing of the current high-speed period, the value of the first adjustment counter 111 is "16". Therefore, in the display symbol adjustment area in the execution target table T12 for the first low-speed period read from the first low-speed period storage area 103, as shown in FIG. 29, "16" corresponding to the current leading symbol is set for the first pointer group, and for the subsequent pointer groups, values are set in the display symbol adjustment area in descending order of consecutive numbers.
[0266] As described above, the values of the adjustment counters 111 to 113 are used to set the values in the display symbol adjustment areas in the execution target tables T10 to T12. Thereby, even when the execution target tables T10 to T12 are configured to be used in a plurality of types of situations, it becomes possible to control the variable display of the symbols in a manner corresponding to the types of symbols displayed on the symbol display device 41.
[0267] Hereinafter, a specific processing configuration for controlling the variable display of symbols while also using the execution target table will be described. FIG. 30 is a flowchart showing command corresponding processing executed by the display CPU 72. Note that the command corresponding processing is executed in step S603 in the V interrupt processing (FIG. 18).
[0268] When the main control device 50's MPU 52 has received a command for starting variation (step S901: YES), the execution target table for the acceleration period is read from the acceleration period storage area 101 into the work RAM 73 (step S902). In this case, since the execution target table for the acceleration period is read corresponding to each of the upper symbol column Z1, the middle symbol column Z2, and the lower symbol column Z3, a total of three execution target tables for the acceleration period are read into the work RAM 73. However, all of these three execution target tables for the acceleration period are of the same type.
[0269] Thereafter, for each of the upper symbol column Z1, the middle symbol column Z2, and the lower symbol column Z3, the execution target table for the high-speed period is read from each high-speed period storage area 102, 104, 106 into the work RAM 73 (step S903). Specifically, the first execution target table for the high-speed period corresponding to the upper symbol column Z1 is read from the first high-speed period storage area 102, the second execution target table for the high-speed period corresponding to the middle symbol column Z2 is read from the second high-speed period storage area 104, and the third execution target table for the high-speed period corresponding to the lower symbol column Z3 is read from the third high-speed period storage area 106.
[0270] After that, it is determined whether or not a reach effect occurs in the current game round based on the information on the variable display time in the current game round included in the command for starting the variation (step S904). If the reach effect does not occur (step S904: NO), an execution target table for the low-speed period corresponding to the variable display time of the current game round is read from each of the low-speed period storage areas 103, 105, and 107 for the upper symbol column Z1, the middle symbol column Z2, and the lower symbol column Z3 to the work RAM 73 (step S905). As already described, a plurality of types of low-speed periods are set for each of the symbol columns Z1 to Z3, and the low-speed periods correspond to the variable display time of the game round. Therefore, in step S905, an execution target table for the low-speed period corresponding to the variable display time of the current game round is read. Specifically, an execution target table for the first low-speed period corresponding to the current variable display time (i.e., the low-speed period of the current upper symbol column Z1) is read from the first low-speed period storage area 103, an execution target table for the second low-speed period corresponding to the current variable display time (i.e., the low-speed period of the current middle symbol column Z2) is read from the second low-speed period storage area 105, and an execution target table for the third low-speed period corresponding to the current variable display time (i.e., the low-speed period of the current lower symbol column Z3) is read from the third low-speed period storage area 107.
[0271] If the reach effect occurs (step S904: YES), an execution target table for the low-speed period corresponding to the variable display time of the current game round is read from the first low-speed period storage area 103 and the third low-speed period storage area 107 for each of the upper symbol column Z1 and the lower symbol column Z3 to the work RAM 73 (step S906). Specifically, an execution target table for the first low-speed period corresponding to the current variable display time (i.e., the low-speed period of the current upper symbol column Z1) is read from the first low-speed period storage area 103, and an execution target table for the third low-speed period corresponding to the current variable display time (i.e., the low-speed period of the current lower symbol column Z3) is read from the third low-speed period storage area 107. After that, a dedicated execution target table corresponding to the current reach effect is read from the memory module 74 to the work RAM 73 (step S907).
[0272] When the process of step S905 or step S907 is executed, for the adjustment area of the display symbol in the execution target table for each acceleration period read in step S902, information setting processing corresponding to the values of the respective adjustment counters 111 to 113 is executed (step S908). In this setting process, for the execution target table for the acceleration period read to control the variable display of the symbols in the upper symbol column Z1, the value of the first adjustment counter 111 is set for the adjustment area of the display symbol corresponding to the first pointer group, and for the subsequent pointer groups, values are set for the adjustment area of the display symbol in serial numbers in descending order of numbers for each pointer group. Also, for the execution target table for the acceleration period read to control the variable display of the symbols in the middle symbol column Z2, the value of the second adjustment counter 112 is set for the adjustment area of the display symbol corresponding to the first pointer group, and for the subsequent pointer groups, values are set for the adjustment area of the display symbol in serial numbers in ascending order of numbers for each pointer group. Also, for the execution target table for the acceleration period read to control the variable display of the symbols in the lower symbol column Z3, the value of the third adjustment counter 113 is set for the adjustment area of the display symbol corresponding to the first pointer group, and for the subsequent pointer groups, values are set for the adjustment area of the display symbol in serial numbers in ascending order of numbers for each pointer group.
[0273] When a negative determination is made in step S901, or when the process of step S908 is executed, other processing is executed (step S909). In the other processing, when a command different from the command for starting the variation is received, the process corresponding to the received command is executed.
[0274] Next, the normal variation arithmetic processing executed by the display CPU 72 will be described with reference to the flowchart of FIG. 31. The normal variation arithmetic processing is executed in the symbol arithmetic processing of step S705 in the task processing (FIG. 19) in a situation where the effect for the game is being executed and the reach effect is not being executed.
[0275] First, it is determined whether it is the update timing of the first adjustment counter 111 (step S1001). The update timing of the first adjustment counter 111 corresponds to the case where the pointer information that is currently the reference target in the execution target table used for the upper symbol sequence Z1 is the pointer information in the last order in a pointer group. If it is the update timing of the first adjustment counter 111 (step S1001: YES), the value of the first adjustment counter 111 is decremented by 1 (step S1002). Then, if the value of the first adjustment counter 111 after the decrement by 1 becomes "0" (step S1003: YES), the maximum value "18" is set in the first adjustment counter 111 (step S1004).
[0276] In step S1005, it is determined whether it is the update timing of the second adjustment counter 112 or the third adjustment counter 113. The update timing of the second adjustment counter 112 corresponds to the case where the pointer information that is currently the reference target in the execution target table used for the middle symbol sequence Z2 is the pointer information in the last order in a pointer group. The update timing of the third adjustment counter 113 corresponds to the case where the pointer information that is currently the reference target in the execution target table used for the lower symbol sequence Z3 is the pointer information in the last order in a pointer group.
[0277] When it is the update timing of the second adjustment counter 112 or the third adjustment counter 113 (step S1005: YES), the value of the adjustment counter 112, 113 to be updated this time is incremented by 1 (step S1006). In this case, either only one of the second adjustment counter 112 and the third adjustment counter 113 may be the update target, or both the second adjustment counter 112 and the third adjustment counter 113 may be the update targets. After that, it is determined whether the value of the adjustment counter 112, 113 to be updated after the increment exceeds the maximum value (step S1007). In this case, the maximum value of the second adjustment counter 112 is "20", and the maximum value of the third adjustment counter 113 is "18". When the value of the adjustment counter 112, 113 to be updated exceeds the maximum value, the value of the adjustment counter 112, 113 that has exceeded the maximum value is set to the minimum value "1" (step S1008).
[0278] In step S1009, it is determined whether there is a table that is the switching timing in the execution target table to be used in each of the upper symbol column Z1, the middle symbol column Z2, and the lower symbol column Z3. The switching timing, in the case of the acceleration period, corresponds to the case where the current pointer information in the execution target table for the acceleration period is the last pointer information of the pointer group corresponding to the end timing of the acceleration period corresponding to the variation display time of the current game turn. Since the acceleration period is constant in all symbol columns Z1 to Z3, the switching timing from the execution target table for the acceleration period to the execution target table for the high-speed period occurs simultaneously in all symbol columns Z1 to Z3. Also, the switching timing, in the case of the high-speed period, corresponds to the case where the current pointer information in the execution target table for the high-speed period is the last pointer information of the pointer group corresponding to the end timing of the high-speed period corresponding to the variation display time of the current game turn in the corresponding symbol columns Z1 to Z3. Since the high-speed period is different in each symbol column Z1 to Z3, the switching timing from the execution target table for the high-speed period to the execution target table for the low-speed period occurs individually in each symbol column Z1 to Z3.
[0279] For any of the upper symbol column Z1, the middle symbol column Z2, and the lower symbol column Z3, if it is the switching timing of the execution target table (step S1009: YES), the change process of the execution target table to be used is executed (step S1010). In this case, the execution target table to be used is changed for all of the symbol columns Z1 to Z3 corresponding to the switching timing. In this change process, when the execution target table for the acceleration period is the target to be used, the target to be used is changed to the execution target table for the high-speed period that has already been read into the work RAM 73 in step S903 in the command correspondence process (Figure 30). When the execution target table for the high-speed period is the target to be used, the target to be used is changed to the execution target table that has already been read into the work RAM 73 in steps S905 to S907 in the command correspondence process (Figure 30).
[0280] Thereafter, setting processing based on the values of the adjustment counters 111 to 113 corresponding to the execution target table is executed for the display symbol adjustment area in the execution target table newly determined as the target to be used. The content of the setting process is as described with reference to Figures 28 and 29. As a result, the content of the execution target table newly determined as the target to be used is changed to a mode corresponding to the current display content of the symbols.
[0281] If a negative determination is made in step S1009, or if the process of step S1011 is executed, the pointer update process is executed (step S1012). In the pointer update process, for each of the upper symbol column Z1, the middle symbol column Z2, and the lower symbol column Z3, the pointer information that is the reference target in the execution target table to be used is updated to the next sequential pointer information. However, the pointer information update process is not executed for the symbol columns Z1 to Z3 in which the execution target table to be used has been changed in the current processing cycle of the normal variation arithmetic processing.
[0282] Thereafter, the types of image data corresponding to the symbols to be displayed are grasped for each symbol column Z1 to Z3 (step S1013). In this grasping, in the execution target table that is the target of use in each of the symbol columns Z1 to Z3, the type of the first symbol in the symbol columns Z1 to Z3 corresponding to the execution target table is grasped from the value of the adjustment area of the display symbol corresponding to the current pointer information, and then the types of the subsequent two types of symbols are grasped. Also, such grasping of the symbol types is performed for all the symbol columns Z1 to Z3.
[0283] Thereafter, various parameter information of all the symbols that are the current display targets is grasped from the content of the task corresponding to the current pointer information in the execution target table that is the target of use in each of the symbol columns Z1 to Z3. As the parameter information, the coordinates of the three symbols in the upper symbol column Z1, the coordinates of the three symbols in the middle symbol column Z2, and the coordinates of the three symbols in the lower symbol column Z3 are included.
[0284] When the normal variation arithmetic processing is executed as described above, in the subsequent drawing list output processing (step S605), the symbols grasped in step S1013 are set as the drawing targets in the drawing list transmitted to the VDP76. Also, parameter information to be applied to those symbols is set in the drawing list.
[0285] As described above, since the execution target table for controlling the variable display of symbols is used in various situations, it is possible to reduce the number of execution target tables stored in advance in the memory module 74. Therefore, it is possible to suppress the storage capacity required to store the execution target table in advance in the memory module 74. Also, even if the execution target table is configured to be used in common, since the types of symbols to be displayed are adjusted using the adjustment counters 111 to 113, it is possible to appropriately control the variable display of symbols.
[0286] There is only one execution target table for the acceleration period, and the acceleration period controllable by the execution target table for the acceleration period is a period longer than the longest acceleration period among multiple types of acceleration periods defined in relation to the variable display time of the game rounds. And regardless of the type of acceleration period, the execution target table for the acceleration period is used, and the range of pointer information referred to in the execution target table is changed in relation to the type of the execution target acceleration period. As a result, it becomes possible to suppress the number of execution target tables for the acceleration period, and it becomes possible to suppress the storage capacity required to store the execution target table in advance in the memory module 74. In particular, one execution target table for the acceleration period is commonly used for all symbol sequences Z1 to Z3. Also from this point, it becomes possible to suppress the number of execution target tables for the acceleration period.
[0287] There is only one execution target table for the high-speed period prepared for each of the symbol sequences Z1 to Z3, and the high-speed period controllable by each execution target table for the high-speed period is a period longer than the longest high-speed period among multiple types of high-speed periods defined in relation to the variable display time of the game rounds for the corresponding symbol sequences Z1 to Z3. And for one symbol sequence Z1 to Z3, regardless of the type of high-speed period, one execution target table for the high-speed period is used, and the range of pointer information referred to in the execution target table is changed in relation to the type of the execution target high-speed period. As a result, it becomes possible to suppress the number of execution target tables for the high-speed period, and it becomes possible to suppress the storage capacity required to store the execution target table in advance in the memory module 74.
[0288] Even in a configuration where the number of execution target tables for the acceleration period and the execution target tables for the high-speed period is kept small as described above, the switching of the execution target tables is performed at the timing when the control based on the pointer information of the last order in the pointer group to be referenced is completed. As a result, in the newly used execution target table, control can be started from the pointer information of the first order in one pointer group, so that it is possible to appropriately perform the switching of the execution target tables.
[0289] In each execution target table, an adjustment area for display symbols is set in one-to-one correspondence with the content of the task in each pointer information. And by adjusting the information set in this adjustment area for display symbols, the type of symbol to which the content of each task is applied is changed. Thereby, it becomes possible to grasp the type of symbol to which the information on the content of the task is applied at each update timing only by referring to each execution target table.
[0290] Also, when starting to use an execution target table, information on the type of symbol is set for each of the adjustment areas for display symbols included in the execution target table. Thereby, since it is not necessary to execute a process for changing the information on the adjustment area for display symbols for the execution target table during the execution of control using the execution target table, it is possible to simplify the processing configuration during the execution of the effect for game use.
[0291] <Another form regarding the dual use of the execution target table> · It may be configured that the execution target table is not provided with an adjustment area for display symbols. In this case, by configuring such that at least the information on the timing of switching the values of the corresponding adjustment counters 111 to 113 and the information on the task are set in the execution target table, the type of symbol to be displayed can be grasped from the adjustment counters 111 to 113. According to this configuration, since it is not necessary to set an adjustment area for display symbols in the execution target table, it is possible to suppress the data capacity of the execution target table.
[0292] · In the control period using a single execution target table, when all types of individual images are to be controlled, although the type of individual image to which the execution target table applies is always constant, the order of the individual images to which the execution target table applies may differ for each game round. Therefore, in this case, although the type of individual image to which the execution target table applies is not adjusted, the order of the individual images to which the execution target table applies will be adjusted.
[0293] · For a configuration in which specific variable display is performed using only one type of individual image among multiple types of individual images, a configuration that also uses the above-mentioned execution target table may be applied. In this case, in the execution target table, information for determining the operation content of the individual image that is the execution target of the specific variable display is set in time series, and the type of individual image to which the information applies will be adjusted.
[0294] · Instead of a configuration in which the execution target table for the acceleration period is provided in common for all symbol columns Z1 to Z3, it may be a configuration in which the execution target table for the acceleration period is provided for each of the symbol columns Z1 to Z3. Also, it may be a configuration in which the execution target table for the high-speed period is provided so as to be used in common for all symbol columns Z1 to Z3.
[0295] · The switching between the execution target table for the acceleration period and the execution target table for the high-speed period is not limited to being performed at the timing when the control by the pointer information of the last order in the pointer group to be referred to is completed, and it may be at the timing when the control by other pointer information is completed. However, preferably, the timing at which the switching occurs is set as the timing when the control by the pointer information of a predetermined order in the pointer group is completed, regardless of which acceleration period or high-speed period it is.
[0296] <Configuration for performing loop display effect> Next, a configuration for performing a loop display effect will be described.
[0297] FIG. 32(a) and FIG. 32(b) are explanatory diagrams for explaining the content of the loop display effect. In the loop display effect, as shown in FIG. 32(a), a loop display character G4 is displayed behind the symbols G1 to G3 that enable notification of the content corresponding to the result of the pass / fail determination in the MPU 62 of the main control device 50, and a loop display background G5 is displayed behind the loop display character G4. In the loop display effect, the types of the symbols G1 to G3 are different from those in the case of FIG. 4(b), and the mode of the variable display of the symbols in the plurality of symbol columns is also different from that in the case of FIG. 4(b). Specifically, the cubic base symbol images G6 to G8 are arranged side by side in three in the horizontal direction, and the symbols G1 to G3 represented by numbers are displayed on the front surfaces of the respective base symbol images G6 to G8. When the symbols are variably displayed, the base symbol images G6 to G8 rotate in the vertical direction about a rotation axis extending horizontally so as to pass through the centers of the base symbol images G6 to G8, and the symbols G1 to G3 displayed on the front surfaces of the respective base symbol images G6 to G8 are changed as the rotation progresses. The timing of the change between the symbol display mode shown in FIG. 4(b) and the symbol display mode shown in FIG. 32(a) is arbitrary. For example, there may be a plurality of types of display modes, and in the first display mode, the symbol display mode shown in FIG. 4(b) is adopted, and in the second display mode, the symbol display mode shown in FIG. 32(a) is adopted.
[0298] In the loop display effect, the loop display character G4 is displayed so as to repeat a series of operations. Specifically, in a situation where the rotation display of the base symbol images G6 to G8 is not performed, as shown in FIG. 32(a), in a display state where it appears to be stationary, the loop display character G4 performs a stationary operation during a stationary unit period and repeats the stationary operation, and is displayed (note that the display content is also referred to as a stationary display). As the stationary operation, for example, an operation such as the loop display character G4 moving up and down with folded arms can be considered. On the other hand, in a situation where the rotation display is being performed on any of the base symbol images G6 to G8, as shown in FIG. 32(b), in a display state where it appears to be moving in a predetermined direction, the loop display character G4 performs a moving operation during a moving unit period and repeats the moving operation, and is displayed (note that the display content is also referred to as a moving display). As the moving operation, for example, an operation such as the loop display character G4 running in a predetermined direction can be considered.
[0299] In the loop display effect, the loop display background G5, in a situation where the loop display character G4 is performing a stationary operation, as shown in FIG. 32(a), is displayed so that the player can recognize that the background does not scroll and a single background is continuously displayed. On the other hand, in a situation where the loop display character G4 is performing a moving operation, as shown in FIG. 32(b), as the loop display character G4 is displayed as if it is moving in a predetermined direction, the loop display background G5 is displayed so that the background image scrolls in the direction opposite to the predetermined direction. In this case, the loop display background G5 is displayed so that a series of background images scroll during a background movement unit period, and the scrolling of the series of background images is repeated each time the background movement unit period elapses.
[0300] The flow of the loop display effect will be described with reference to the time chart of FIG. 33. FIG. 33(a) shows the execution period of a game round. FIG. 33(b) shows the periodic display flow of the loop display character G4 in the situation where the moving operation is being performed. FIG. 33(c) shows the periodic display flow of the loop display character G4 in the situation where the stationary operation is being performed. FIG. 33(d) shows the scroll display flow of the loop display background G5.
[0301] At the timing of t1, as shown in FIG. 33(a), when the game round starts, the variable display of the symbols G1 to G3 starts. Also, at the timing of t1, as shown in FIGS. 33(b) and 33(c), the loop display character G4 starts the moving operation from the state in the middle of performing the stationary operation, and as shown in FIG. 33(d), the scroll display also starts in the loop display background G5.
[0302] After that, until the timing of t6 which is the timing when the current game round ends, the moving operation is repeated in the loop display character G4, and the scroll display of a series of background images is repeated in the loop display background G5. Specifically, the loop display character G4 performs one execution of the moving operation in each moving unit period Tc1 from the timing of t1 to the timing of t2, from the timing of t2 to the timing of t3, and from the timing of t3 to the timing of t4. In this case, at the timing of t2 when one execution of the moving operation ends, the next execution of the moving operation starts, at the timing of t3 when one execution of the moving operation ends, the next execution of the moving operation starts, and at the timing of t4 when one execution of the moving operation ends, the next execution of the moving operation starts. Also, the display modes of the loop display character G4 at the start timing of each execution of the moving operation are the same, and the display modes of the loop display character G4 at the timing when the same time has elapsed from the start timing of the execution of the moving operation are the same.
[0303] In addition, for the loop display background G5, one execution of the scroll display of a series of background images is performed during the background movement unit period Tc2 from the timing of t1 to the timing of t5. In this case, at the timing of t5 when one execution of the scroll display of a series of background images ends, the next execution of the scroll display is started. Also, the display modes of the loop display background G5 at the start timing of each execution of the scroll display are the same, and the display modes of the loop display background G5 at the timings when the same amount of time has elapsed from the start timing of the execution of the scroll display are the same.
[0304] In the above configuration, the moving unit period Tc1 is shorter than the background movement unit period Tc2. Therefore, even if one execution of the moving operation in the loop display character G4 and one execution of the scroll display of a series of background images in the loop display background G5 start simultaneously, the end timings of these respective executions will be different. Also, the number of times one execution of the moving operation is performed in one game round and the number of times one execution of the scroll display of a series of background images is performed in one game round can be different.
[0305] Thereafter, at the timing of t6, as shown in FIG. 33(a), when it becomes the end timing of the game round, as shown in FIGS. 33(b) and 33(c), the loop display character G4 is switched from the state of performing the moving operation to the state of performing the stationary operation, and as shown in FIG. 33(d), the loop display background G5 is switched from the state of performing the scroll display of a series of background images to the state of being stopped and displayed. In this case, although the timing of t6 is the timing in the middle of one execution of the moving operation in the loop display character G4, the moving operation ends at that middle timing and the stationary operation is started. Also, the timing of t6 is the timing in the middle of one execution of the scroll display of a series of background images in the loop display background G5, and the stopped display of the loop display background G5 is started in the state displayed at the timing of t6.
[0306] The stationary operation is started by the loop display character G4 at the timing of t6, and the stationary operation is repeated by the loop display character G4 until the timing of t10, which is the timing when the next game round starts. Specifically, the loop display character G4 performs one execution of the stationary operation in each stationary unit period Tc3 from the timing of t6 to the timing of t7, from the timing of t7 to the timing of t8, and from the timing of t8 to the timing of t9. In this case, the next execution of the stationary operation starts at the timing of t7 when one execution of the stationary operation ends, the next execution of the stationary operation starts at the timing of t8 when one execution of the stationary operation ends, and the next execution of the stationary operation starts at the timing of t9 when one execution of the stationary operation ends. Also, the display modes of the loop display character G4 at the start timing of each execution of the stationary operation are the same, and the display modes of the loop display character G4 at the timings when the same amount of time has elapsed from the start timing of the execution of the stationary operation are the same. The stationary unit period Tc3 is shorter than the moving unit period Tc1. Therefore, when compared within the same execution period, the number of executions of the stationary operation in one time is greater than the number of executions of the moving operation in one time.
[0307] Thereafter, at the timing of t10, a new game round starts as shown in Fig. 33(a). In this case, although the timing of t10 is the timing in the middle of one execution of the stationary operation by the loop display character G4 as shown in Fig. 33(c), the loop display character G4 starts the moving operation from the state of being in the middle of performing the stationary operation. Then, the loop display character G4 repeatedly executes the moving operation in the same manner as in the case of the timings from t1 to t6.
[0308] On the other hand, as shown in FIG. 33(d), when the previous game round ends at the timing of t6, the loop display background G5 stops and is displayed with the content of the background image at that time, and the stopped display state continues until the timing of t10. Therefore, at the timing of t10 when a new game round starts, the scroll display of a series of background images resumes from the stopped display state. That is, the scroll display of a series of background images is once stopped from the timing of t6 to the timing of t10, and at the timing of t10, the scroll display of a series of background images resumes in a state that continues the flow until the timing of t6.
[0309] When the scroll display effect is executed as described above, both the loop display character G4 and the loop display background G5 are displayed behind the symbols G1 to G3. During the execution of the game round, a series of displays over a predetermined period are repeated for both the loop display character G4 and the loop display background G5. However, in a situation where the game round is not being executed, the stationary operation is repeated for the loop display character G4, while the scroll display of a series of background images stops and is displayed for the loop display background G5. In this case, if a table for controlling the display of the loop display character G4 and the loop display background G5 is set as the same table, it is necessary to prepare a table for non-game rounds and prepare several minutes corresponding to all the timings at which the loop display background G5 can be stopped and displayed, or fix the timing at which the loop display background G5 is stopped and displayed. If we try to prepare tables for non-game rounds corresponding to all the timings at which the loop display background G5 can be stopped and displayed, the number of such tables will increase and compress the storage capacity of the memory module 74. If we try to fix the timing at which the loop display background G5 is stopped and displayed, the display mode of the loop display background G5 during non-game rounds will be unified regardless of the timing at which the game round ends.
[0310] In contrast, in this embodiment, a table for controlling the display of the loop display character G4 and a table for controlling the display of the loop display background G5 are prepared separately. Hereinafter, the content of the data stored in advance in the memory module 74 for executing the loop display effect will be described with reference to the explanatory diagram of FIG. 34(a).
[0311] As shown in FIG. 34(a), the memory module 74 stores in advance an image data group 121 for loop display as data for performing the loop display effect. The image data group 121 for loop display includes image data for displaying the base symbol images G6 to G8, image data for displaying the symbols G1 to G3 in the base symbol images G6 to G8, image data for displaying the loop display character G4, and image data for displaying the loop display background G5. In this case, the image data for displaying the loop display character G4 includes a plurality of types of image data used when performing the stationary operation and a plurality of types of image data used when performing the moving operation. Also, there are a plurality of types of image data for displaying the loop display background G5.
[0312] In addition to the image data group 121 for loop display, the memory module 74 stores in advance a character stationary table 122, a character movement table 123, and a background table 124. The character stationary table 122 is a table referred to for repeatedly performing the stationary operation on the loop display character G4. The character movement table 123 is a table referred to for repeatedly performing the moving operation on the loop display character G4. The background table 124 is a table referred to for scrolling a series of background images in a situation where the moving operation is being performed by the loop display character G4.
[0313] FIG. 35(a) is an explanatory diagram for explaining the character stay table 122, FIG. 35(b) is an explanatory diagram for explaining the character movement table 123, and FIG. 35(c) is an explanatory diagram for explaining the background table 124. As shown in FIGS. 35(a) to 35(c), pointer information corresponding to the update timing of the image for one frame is set in each of the tables 122 to 124, and information on the content of the task is set corresponding to each pointer information. In the information on the content of the task, information for specifying the type of image data to be displayed in each corresponding frame is set, and coordinate information indicating the arrangement position of the image data set as the display target (that is, the drawing position in the frame areas 82a and 82b to be written in the frame buffer 82) and scale information indicating the size of the image data set as the display target are set. Parameter information such as this is set.
[0314] Regarding each table in detail, for the character stop table 122, pointer information (from "0" to "99") corresponding to the number of frames for the stop unit period Tc3 is set. For the content of the task corresponding to each pointer information, the type of image data of the loop display character G4 for causing the display at one timing of the stop operation in the frame corresponding to the pointer information and the parameter information for applying to the image data are set. When it becomes the drawing timing of one frame of the image, the next pointer information becomes the reference target for the pointer information that was the reference target at the previous drawing timing, and the display control of the loop display character G4 is executed according to the content of the task corresponding to the pointer information, so that the stop operation is performed in the loop display character G4. Also, when the display control corresponding to the last pointer information of the character stop table 122 is completed during the period in which the loop display character G4 performs the stop operation, the pointer information to be the reference target returns to the first pointer information of the character stop table 122. Thereby, it becomes possible to repeatedly execute the stop operation by using the character stop table 122 in which the data of the display control corresponding to one execution round of the stop operation is set.
[0315] The character movement table 123 has pointer information ("0" to "199") set for the number of frames corresponding to the unit period Tc1 during movement. For the content of the task corresponding to each pointer information, the type of image data of the loop display character G4 for performing a display at one timing of the movement operation in the frame corresponding to the pointer information and the parameter information for applying to the image data are set. When the drawing timing of one frame of the image is reached, the next pointer information becomes the reference target for the pointer information that was the reference target at the previous drawing timing, and the display control of the loop display character G4 is executed according to the content of the task corresponding to the pointer information, so that the movement operation is performed in the loop display character G4. Also, when the display control corresponding to the last pointer information of the character movement table 123 is completed during the period in which the loop display character G4 performs the movement operation, the pointer information to be the reference target returns to the first pointer information of the character movement table 123. Thereby, it becomes possible to repeatedly execute the movement operation using the character movement table 123 in which the data of the display control corresponding to one execution of the movement operation is set.
[0316] The background table 124 is set with pointer information ("0" to "599") corresponding to the number of frames in the background movement unit period Tc2. In the content of the task corresponding to each pointer information, the type of image data of the loop display background G5 and the parameter information to be applied to the image data are set in order to cause the display at one timing of the scroll display in the loop display background G5 in the frame corresponding to the pointer information. When the drawing timing of the image for one frame arrives, the next pointer information becomes the reference target for the pointer information that was the reference target at the previous drawing timing, and the display control of the loop display background G5 is executed according to the content of the task corresponding to the pointer information, whereby a series of background images are scrolled and displayed in the loop display background G5. Also, when the display control corresponding to the last pointer information in the background table 124 is completed during the period in which the loop display background G5 is caused to perform the scroll display, the pointer information to be the reference target returns to the first pointer information in the background table 124. Thereby, it becomes possible to repeatedly execute the scroll display using the background table 124 in which the data of the display control corresponding to one execution of the scroll display is set.
[0317] In a configuration where a table 122, 123 for controlling the display of the loop display character G4 and a table 124 for controlling the display of the loop display background G5 are provided separately, in order to synchronize the start of the stationary operation in the loop display character G4 and the stop of the scroll display of the loop display background G5, and to synchronize the start of the moving operation in the loop display character G4 and the start of the scroll display of the loop display background G5, as shown in FIG. 34(b), an interlocking flag 125 is provided in the work RAM 73. The state where "1" is set in the interlocking flag 125 corresponds to the situation where the moving operation is being performed in the loop display character G4, and in the situation where "1" is set in the interlocking flag 125, the scroll display of the loop display background G5 is performed. On the other hand, the state where the interlocking flag is "0" corresponds to the situation where the stationary operation is being performed in the loop display character G4, and in the situation where the interlocking flag 125 is "0", the scroll display of the loop display background G5 is stopped.
[0318] As described above, since the table 122, 123 for controlling the display of the loop display character G4 and the table 124 for controlling the display of the loop display background G5 are prepared separately, when the timing of the end of the game round arrives, for the background table 124, the update of the pointer information is stopped to stop the display of the loop display background G5, while the pointer information of the character stationary table 122 is updated to control the display of the loop display character G4, so that it is possible to make the loop display character G4 perform the stationary display. Therefore, it is possible to end the scroll display of the loop display background G5 at an arbitrary timing and start the stop display in accordance with the timing of the end of the game round. Also, since it is not necessary to prepare multiple types of tables during non-game rounds corresponding to arbitrary timings, the number of tables for controlling the loop display effect can be reduced, and the storage capacity for storing the tables in advance can be reduced.
[0319] Incidentally, there are four or more types of timings at which the scroll display of the loop display background G5 stops in relation to the timing when the game round ends.
[0320] Hereinafter, a specific processing configuration for executing the loop display effect will be described. FIG. 36 is a flowchart showing the arithmetic processing for character loops executed by the display CPU 72. The arithmetic processing for character loops is executed in the arithmetic processing for effects in step S704 in the task processing (FIG. 19) in a situation where the loop display effect should be executed.
[0321] When it is specified that it is the start timing of the game round based on the execution target table currently read (step S1101: YES), the character movement table 123 is read from the memory module 74 to the work RAM 73 and set as the table to be used (step S1102). Thereafter, "1" is set in the linkage flag 125 of the work RAM 73 (step S1103), and further, the pointer information of the reference target in the character movement table 123 is cleared to "0" (step S1104). In this case, in step S1112, the image data of the loop display character G4 set in the content of the task corresponding to the first pointer information of the character movement table 123 is grasped as the image data to be used this time. Also, in step S1113, using the information set in the content of the task corresponding to the first pointer information of the character movement table 123, the parameter information to be applied to the image data to be used this time is derived and grasped.
[0322] When it is determined that it is the end timing of a game round based on the execution target table being currently read (step S1105: YES), the character stop table 122 is read from the memory module 74 into the work RAM 73 and set as the table to be used (step S1106). Then, the interlock flag 125 in the work RAM 73 is cleared to "0" (step S1107), and further, the pointer information for the reference target in the character stop table 122 is cleared to "0" (step S1108). In this case, in step S1112, the image data of the loop display character G4 set in the content of the task corresponding to the first pointer information in the character stop table 122 is grasped as the image data to be used this time. Also, in step S1113, parameter information to be applied to the image data to be used this time is derived and grasped using the information set in the content of the task corresponding to the first pointer information in the character stop table 122.
[0323] When this is neither the start timing nor the end timing of a game round (step S1101 and step S1105: NO), the pointer information is updated for the table that is the target of use among the character movement table 123 and the character stop table 122 (step S1109). Specifically, the update process is executed so that the value of the pointer information is incremented by 1. And when the pointer information after the update exceeds the maximum value of the pointer information in the table that is the target of use (step S1110: YES), it is cleared to "0" to return the pointer information to the initial value (step S1111). In this case, in step S1112, the image data of the loop display character G4 set in the content of the task corresponding to the current pointer information in the tables 122, 123 that are the targets of use is grasped as the image data to be used this time. Also, in step S1113, parameter information to be applied to the image data to be used this time is derived and grasped using the information set in the content of the task corresponding to the current pointer information in the tables 122, 123 that are the targets of use.
[0324] FIG. 37 is a flowchart showing the arithmetic processing for the background loop executed by the display CPU 72. The arithmetic processing for the background loop is executed in the background arithmetic processing of step S703 in the task processing (FIG. 19) in a situation where the loop display effect should be executed.
[0325] When the interlock flag 125 in the work RAM 73 is set to "1" (step S1201: YES), the pointer information to be referenced in the background table 124 is updated (step S1202). Specifically, an update process is executed to increment the value of the pointer information by 1. And when the pointer information after the update exceeds the maximum value of the pointer information in the background table 124 (step S1203: YES), it is cleared to "0" to return the pointer information to the initial value (step S1204). Then, the image data of the loop display background G5 set in the content of the task corresponding to the current pointer information in the background table 124 is grasped as the image data to be used this time (step S1205). Also, parameter information to be applied to the image data to be used this time is derived and grasped by using the information set in the content of the task corresponding to the current pointer information in the background table 124 (step S1206).
[0326] When the interlock flag is not set to "1" (step S1201: NO), the image data of the loop display background G5 set in the content of the task corresponding to the current pointer information in the background table 124 is grasped as the image data to be used this time, so that the image data of the loop display background G5 similar to the previous time is grasped as the image data to be used this time (step S1207). Also, the parameter information set in the area for storing the parameter information to be applied to those image data in the work RAM 73 is grasped as the parameter information to be applied to the image data to be used this time as it is, so that the parameter information of the loop display background G5 similar to the previous time is grasped as the parameter information to be used this time (step S1208).
[0327] When the arithmetic processing for the character loop and the arithmetic processing for the background loop are executed as described above, in the subsequent drawing list output processing (step S605), the image data grasped in step S1112 and step S1205 or step S1207 is set as the drawing target in the drawing list transmitted to the VDP76. Also, parameter information to be applied to those image data is set in the drawing list.
[0328] As described above, since the tables 122 and 123 for controlling the display of the loop display character G4 and the table 124 for controlling the display of the loop display background G5 are prepared separately, when the timing of the end of the game round arrives, for the background table 124, the update of the pointer information is stopped to stop the display of the loop display background G5, while the pointer information of the character stop table 122 is updated to control the display of the loop display character G4, so that the loop display character G4 can be made to display in a stopped state. Therefore, it becomes possible to end the scroll display of the loop display background G5 at an arbitrary timing and start the stop display in accordance with the timing of the end of the game round. Also, since it is not necessary to prepare multiple types of tables for non-game rounds corresponding to arbitrary timings, the number of tables for controlling the loop display effect can be reduced, and the storage capacity for storing those tables in advance can be reduced.
[0329] Since dedicated pointer information is set in the tables 122 and 123 for controlling the display of the loop display character G4 and dedicated pointer information is set in the table 124 for controlling the display of the loop display background G5, while one of those tables 122, 123, and 124 is not used, it becomes possible to continue updating the pointer information of the other or hold the pointer information of the other to predetermined information.
[0330] As tables for controlling the display of the loop display character G4, a character stop table 122 for causing the loop display character G4 to perform a stop display and a character movement table 123 for causing the loop display character G4 to perform a movement display are separately provided. Thereby, when switching the variable display mode of the loop display character G4, it is only necessary to switch the tables 122 and 123 to be used, and it is possible to suitably perform the switching of these variable display modes. Also, as the switching timing, it is possible to set an arbitrary timing while suppressing the number of tables.
[0331] By repeatedly looping and using the character stop table 122, the loop display character G4 is caused to repeatedly perform a stop display, and by repeatedly looping and using the character movement table 123, the loop display character G4 is caused to repeatedly perform a movement display. Thereby, it is possible to suppress the data capacity of these tables 122 and 123.
[0332] By repeatedly looping and using the background table 124, the scroll display of the loop display background G5 is repeated. In this case, the number of image update timings required until the loop display background G5 makes one round is different from the number of image update timings required until the movement display of the loop display character G4 makes one round. In this configuration, since the character movement table 123 for causing the loop display character G4 to perform a movement display and the background table 124 for causing the loop display background G5 to perform a scroll display are separately provided, it is possible to set only the information corresponding to one round in each of the tables 123 and 124, and there is no need to set unnecessary information exceeding one round.
[0333] When the character movement table 123 is used to start the display during movement in the loop display character G4, the interlocking flag 125 is set to "1", and the scroll display of the loop display background G5 using the background table 124 is started. When the display during movement of the loop display character G4 is terminated, the interlocking flag 125 is cleared to "0", and the scroll display of the loop display background G5 using the background table 124 is terminated. Thereby, in the execution target table for controlling the overall flow of the loop display effect, it is only necessary to set the information on the start timing and end timing of the display during movement for the loop display character G4, and it is not necessary to set the information on the start timing and end timing of the scroll display for the loop display background G5. Therefore, it is possible to interlock the movements of the loop display character G4 and the loop display background G5 while suppressing the amount of data preset in the data table.
[0334] <Alternative form regarding loop display effect> · When the loop display character G4 is performing a stationary operation, the relative position of the building image with respect to the loop display character G4 in the loop display background G5 is not changed, but the display modes such as the lighting condition of the building image, the color tone of the sky scenery image, and the presence / absence and display position of the sky cloud image may be changed. In this case, since the display mode of the loop display background G5 is changed even in a situation where the scroll display is stopped in the loop display background G5, it is preferable to separately provide a table for controlling the display of the loop display background G5 in such a situation.
[0335] · The scroll display of the background G5 for loop display may be configured to continue regardless of whether the moving display is being performed in the loop display character G4. Even in this case, by using different tables for the loop display character G4 and the loop display background G5, it becomes possible to prepare tables corresponding to one cycle of operation of the respective individual images G4 and G5, eliminating the need to set unnecessary information exceeding one cycle. This is the same even when the loop display character G4 continues the moving display and the loop display background G5 continues the scroll display.
[0336] · In a situation where the loop display character G4 continues the moving display, the type of the loop display background G5 may be configured to be changeable. Even with this configuration, by separately providing a table for controlling the loop display character G4 and a table for controlling the loop display background G5, when switching the loop display background G5, it is only necessary to switch the table for controlling the loop display background G5, and the table for controlling the loop display character G4 can be used as it is.
[0337] · In the execution target table for controlling the entire loop display effect, in the absence of the interlocking flag 125, information on the switching timing between the stationary display and the moving display in the loop display character G4, along with information on the start timing and stop timing of the scroll display in the loop display background G5, may be configured to be set.
[0338] <Configuration for performing a group display effect> Next, a configuration for performing a group display effect will be described.
[0339] FIG. 38(a) and FIG. 38(b) are explanatory diagrams for explaining the content of the group display effect. The group display effect is an effect in which a large number of group display characters G11 are displayed as a group and move in the direction for group display. The group display character G11 is displayed so as to be recognized by the player as a person having a face, a body, two hands, and two feet. Also, each group display character G11 is displayed so as to be recognized by the player as the same or similar characters although the movement contents of the hands and feet are different. Then, those group display characters G11 are displayed so as to cross the symbol display device 41 in one direction as a group over a group display period (for example, 3 seconds). When comparing the case of FIG. 38(a) and the case of FIG. 38(b), the display position of the group display character G11 shown in FIG. 38(a) is shifted leftward as a whole in FIG. 38(b). Also, each group display character G11 is displayed in a shape in a mode that is recognized by the player as moving in the direction of moving as a group.
[0340] Note that the moving direction of the group display character G11 is not limited to the horizontal direction and may be the vertical direction. A configuration may be adopted in which some of the group display characters G11 move from a predetermined end of the symbol display device 41 toward the center and the remaining group display characters G11 move from the end on the opposite side of the predetermined end of the symbol display device 41 toward the center.
[0341] As image data for displaying the group display character G11 in the group display effect, moving image data 131 for group display is used. The moving image data is image data that is compression-coded between frames so as to have a plurality of differential data based on still image data for one frame and is encoded, for example, in the MPEG2 format. When the moving image data is decoded, it is expanded into still image data for a plurality of frames.
[0342] FIG. 39 is an explanatory diagram for explaining moving image data 131 for group display. As shown in FIG. 39, in the moving image data 131 for group display, file data is set at the first address, and subsequently, compressed data for each frame is set. Note that a frame header is attached to the compressed data for each frame. The compressed data has I picture data for one frame corresponding to reference data, P picture data for a plurality of frames corresponding to first difference data, and B picture data for a plurality of frames corresponding to second difference data.
[0343] I picture data is data that can create still image data for one frame using only the data itself during decoding. P picture data is data that can create still image data for one frame by performing forward prediction with reference to I picture data or P picture data one or more frames before during decoding. B picture data is data that can create still image data for one frame by performing bidirectional prediction with reference to I picture data or P picture data one or more frames before and I picture data or P picture data one or more frames after during decoding.
[0344] In the compressed data in the moving image data 131 for group display, I picture data is set as the data for the first frame. Also, B picture data is set as the data for the second frame, ···, the (m - 1)-th frame. Also, P picture data is set as the data for the m-th frame. Also, B picture data is set as the data for the (m + 1)-th frame, ···, the (n - 1)-th frame. Also, P picture data is set as the data for the n-th frame. Note that the arrangement pattern of the picture data is not limited to the above and is arbitrary.
[0345] By performing a decoding process on the moving image data 131 for group display, still image data (hereinafter also referred to as decoded image data) for a plurality of update timings is created from the moving image data 131 for group display. In this case, in relation to the compression ratio of the image data, the period during which the decoded image data can be used is longer than the image update period in the symbol display device 41.
[0346] The relationship between the update period of the image and the period during which the still image data can be used will be described with reference to the time chart in Fig. 40(a). Fig. 40(a1) shows the image update timing in the symbol display device 41, Fig. 40(a2) shows the usable timing of the image data pre-stored in the memory module 74 as still image data, and Fig. 40(a3) shows the usable timing of the decoded image data by the moving image data 131 for group display.
[0347] The image update period Td1 in the symbol display device 41 is 20 msec as already described. As shown in Fig. 40(a1), the image in the symbol display device 41 is updated at each of the timings of t1, t2, t3, t4, t5, t6, and t7. Also, since the image data pre-stored in the memory module 74 as still image data can be used as it is, as shown in Fig. 40(a2), it is usable at each of the timings from the timing of t1 to the timing of t7.
[0348] On the other hand, as shown in Fig. 40(a3), the usable period Td2 of the decoded image data by the moving image data 131 for group display is twice the image update period Td1 in the symbol display device 41. Therefore, although the decoded image data can be used at the timings of t1, t3, t5, and t7, new decoded image data cannot be used at the timings of t2, t4, and t6.
[0349] In this case, at each of the timings of t2, t4, and t6, it is also possible to use the same decoded image data as the decoded image data used at each of the timings of t1, t3, and t5 which are the immediately preceding timings. However, if we simply try to use the same decoded image data, there is a possibility that image jitter will occur, and smooth video display will not be possible. On the other hand, by varying the range to be drawn in the frame areas 82a and 82b to be drawn in the same decoded image data at two consecutive update timings when the same decoded image data is used, the occurrence of image jitter is reduced.
[0350] FIG. 40(b) and FIG. 40(c) are explanatory diagrams for explaining how the range to be drawn in the frame areas 82a and 82b to be drawn in the same decoded image data 132 is varied.
[0351] When drawing data is created in the frame areas 82a and 82b to be drawn in the VDP76, data is written to all the unit areas of the frame areas 82a and 82b, but the resolution of each of the frame areas 82a and 82b is 800×600 dots. On the other hand, each decoded image data 132 obtained by executing decoding processing on the moving image data 131 for group display has a larger number of pixels than the number of dots in the frame areas 82a and 82b at the size of the initial magnification after the decoding processing. And the range that can be drawn by each decoded image data 132 at the initial magnification is larger than the frame areas 82a and 82b in both the horizontal dimension and the vertical dimension. Thus, even with a configuration in which the drawing range of the frame areas 82a and 82b is changed in accordance with the moving direction of the group display character G11 at two consecutive update timings using the same decoded image data 132, it is possible to display the group display character G11 throughout the symbol display device 41.
[0352] Note that the present invention is not limited to this, and in the range that can be drawn by the decoded image data 132, the moving direction in which the group display characters G11 move as a group in the horizontal and vertical directions is set wider than the corresponding direction in the frame areas 82a and 82b. However, the direction different from the direction in which the group display characters G11 move as a group in the horizontal and vertical directions may be configured to have the same dimension or a shorter dimension as the corresponding direction in the frame areas 82a and 82b.
[0353] At the previous update timing among two consecutive update timings when the same decoded image data 132 is used, as shown in FIG. 40(b), the drawing range to the frame areas 82a and 82b is set closer to the front end, that is, the left end, in the moving direction of the group display characters G11 in the decoded image data 132. On the other hand, at the subsequent update timing, as shown in FIG. 40(c), the drawing range to the frame areas 82a and 82b is set closer to the rear end, that is, the right end, in the moving direction of the group display characters G11 in the decoded image data 132. That is, at the subsequent update timing with respect to the previous update timing, the drawing range to the frame areas 82a and 82b in the decoded image data 132 moves in the direction opposite to the moving direction of the group display characters G11 moving as a group. As a result, the group display characters G11 displayed at a predetermined position at the previous update timing are displayed at a position shifted to the left of the predetermined position at the subsequent update timing. Therefore, even if the configuration uses the same decoded image data 132 at two consecutive update timings, it is possible to perform a display such that the group display characters G11 move in the moving direction between the two update timings. Note that the range outside the drawing range to the frame areas 82a and 82b in the decoded image data 132 is excluded from the drawing target.
[0354] Here, when the same decoded image data 132 is used at two consecutive update timings, the movement amount of the group display character G11 at the rear update timing with respect to the group display character G11 at the front update timing is a predetermined movement amount. On the other hand, the movement amount of the group display character G11 at the front update timing in the decoded image data 132 corresponding to the next use timing with respect to the group display character G11 at the rear update timing is also the same as the above-mentioned predetermined movement amount.
[0355] That is, the first decoded image data 132 at one use timing and the second decoded image data 132 at the next use timing are such that the movement amount of the group display character G11 between two update timings displayed using the decoded image data 132 at one use timing, and the movement amount of the group display character G11 between the rear update timing displayed using the first decoded image data 132 and the front update timing displayed using the second decoded image data 132 are set to be the same at a predetermined movement amount. More specifically, when comparing at the display position of a predetermined group display character G11 to be displayed in both the case of using the first decoded image data 132 and the case of using the second decoded image data 132, from the display position of the predetermined group display character G11 at the front update timing in the case of using the first decoded image data 132, the movement amount to the display position of the predetermined group display character G11 at the front update timing in the case of using the second decoded image data 132 is twice the movement amount from the display position of the predetermined group display character G11 at the front update timing in the case of using the first decoded image data 132 to the display position of the predetermined group display character G11 at the rear update timing in the case of using the first decoded image data 132. Also, so as to enable such a setting of the movement amount, at least the dimension in the direction (specifically, the horizontal dimension) in which the group display character G11 moves as a group among the horizontal and vertical directions in the range that can be drawn by each decoded image data 132 of the initial magnification is set to be at least larger than the dimension in that direction in the drawing range of the frame regions 82a, 82b by the above predetermined movement amount. With such a configuration, it becomes possible to make the movement amount of the group display character G11 constant between one update timing and the next update timing, and it becomes possible to smoothly move the group display character G11.
[0356] Next, a specific processing configuration for executing group display rendering will be described. FIG. 41 is a flowchart showing the arithmetic processing for group display rendering executed by the display CPU 72. The arithmetic processing for group display rendering is executed in the rendering arithmetic processing of step S704 in the task processing (FIG. 19) in a situation where group display rendering should be executed.
[0357] When it is the timing to execute the decoding process on the moving image data 131 for group display (step S1301: YES), the address of the moving image data 131 for group display in the memory module 74 is grasped (step S1302), and the address of the work RAM 73 for expanding the moving image data 131 for group display as decoded image data 132 is grasped (step S1303). Further, decoding specification information is stored in the register of the display CPU 72 (step S1304). Also, the value of the same use flag provided in the work RAM 73 is cleared to "0" (step S1305). The same use flag is a flag for the display CPU 72 to specify whether to use the same decoded image data 132 as the previous update timing at one update timing. When the value of the same use flag is "0", it is specified to use new decoded image data 132, and when the value of the same use flag is "1", it is specified to use the same decoded image data 132 as the previous update timing.
[0358] When the processes of the above steps S1302 to S1305 are executed, in the subsequent drawing list output process (step S605), the address information of the moving image data 131 for group display is set in the drawing list transmitted to the VDP 76, and the address information of the expansion destination of the moving image data 131 for group display is set, and further, the decoding specification information is set. When receiving the drawing list, the video decoder 93 of the VDP 76 executes the decoding process shown in the flowchart of FIG. 42(a). Specifically, the address of the moving image data 131 for group display is grasped from the information specified in the drawing list (step S1401), and the address of the area where the moving image data 131 for group display is expanded as the decoded image data 132 is grasped from the information specified in the drawing list (step S1402). Then, the moving image data 131 for group display is read from the address of the memory module 74 grasped in step S1401, and the moving image data 131 for group display is decoded. Then, each decoded image data 132 of the decoding result is written into each area of the address grasped in step S1402 (step S1403).
[0359] Returning to the description of the arithmetic process for group display effects (FIG. 41), when a negative determination is made in step S1301 or when the process of step S1305 is executed, it is determined whether the value of the same use flag in the work RAM 73 is "0" (step S1306). When the value of the same use flag is "0" (step S1306: YES), it means that this is the update timing for using the new decoded image data 132. In this case, first, the address of the work RAM 73 where the decoded image data 132 corresponding to the current use order among the plurality of decoded image data 132 is expanded is grasped (step S1307).
[0360] After that, the coordinates "A, A" are grasped as the coordinate information (step S1308). Here, the coordinate information is information for determining at which position the central pixel in the image data to be used is to be arranged with respect to the frame regions 82a and 82b to be drawn. And when it is the coordinates "A, B", the setting position of the decoded image data 132 with respect to the frame regions 82a and 82b becomes the position shown in FIG. 40(b), and the drawing range of the frame regions 82a and 82b is set at the leftward position in the decoded image data 132. Note that the values of A and B are the same for any type of decoded image data 132. After that, after updating and grasping the parameter information other than the coordinate information (step S1309), "1" is set in the same use flag of the work RAM 73 (step S1310). Thereby, at the next update timing, the same decoded image data 132 as the current update timing is to be used.
[0361] When "1" is set in the same use flag (step S1306: NO), it means that this is the update timing for using the same decoded image data 132 as the previous update timing. In this case, the address of the work RAM 73 in which the same decoded image data 132 as the previous time is expanded is grasped (step S1311).
[0362] After that, the coordinates "A - 1, B" are grasped as the coordinate information (step S1312). When it is the coordinates "A - 1, B", the setting position of the decoded image data 132 with respect to the frame regions 82a and 82b becomes the position shown in FIG. 40(c), and the drawing range of the frame regions 82a and 82b is set at the rightward position in the decoded image data 132. After that, after grasping the parameter information other than the coordinate information (step S1313), the same use flag of the work RAM 73 is cleared to "0" (step S1314). Thereby, at the next update timing, new decoded image data 132 is to be used.
[0363] When the processes from step S1307 to step S1310 or from step S1311 to step S1314 are executed, in the subsequent drawing list output process (step S605), the address information of the work RAM 73 in which the decoded image data 132 to be used this time is stored is set in the drawing list transmitted to the VDP 76, and parameter information to be applied to the decoded image data 132 including coordinate information is set. When receiving the drawing list, the VDP 76 executes setting processing for group display as part of the content grasping process executed in step S804 of the drawing process (Figure 21). Figure 42(b) is a flowchart showing the setting processing for group display.
[0364] In the setting process for group display, first, the address information of the storage location of the decoded image data 132 to be used this time is grasped from the drawing list (step S1501). Also, the coordinate information to be applied to the decoded image data 132 to be used this time is grasped from the drawing list (step S1502), and other parameter information to be applied to the decoded image data 132 is grasped from the drawing list (step S1503).
[0365] By executing the setting process for group display as described above, in the subsequent writing process (step S805), the decoded image data 132 this time is drawn in the frame areas 82a and 82b to be drawn with the parameters applied. In this case, if the coordinate information is "A, B", the range shown in Figure 40(b) is drawn, and if the coordinate information is "A - 1, B", the range shown in Figure 40(c) is drawn. Then, an image signal is output to the symbol display device 41 based on the drawing data, and the group display effect is executed.
[0366] Even if the period during which the decoded image data 132 can be used with the moving image data 131 for group display is twice the image update period in the symbol display device 41 as described above, the ranges to be drawn in the frame areas 82a and 82b in the same decoded image data 132 will be different at two consecutive update timings when the same decoded image data 132 is used. This makes it possible to reduce the occurrence of image jitter.
[0367] At two consecutive update timings when the same decoded image data 132 is used, a part of the drawing range of the decoded image data 132 at the front update timing overlaps with the drawing range of the decoded image data 132 at the rear update timing. This makes it possible to cause a slight change in the image between two consecutive update timings while using the same decoded image data 132.
[0368] At two consecutive update timings when the same decoded image data 132 is used, for the group display image at the front update timing and the group display image at the rear update timing, the ranges to be drawn in the frame areas 82a and 82b of the drawing target in the same decoded image data 132 are changed so that each group display character G11 is at a position shifted to the front side in the moving direction. This makes it possible to give continuity to the movement of the group display character G11 even in a configuration where the same decoded image data 132 is used at two consecutive update timings.
[0369] The moving direction in at least the horizontal and vertical directions within the drawable range by each decoded image data 132 of the initial magnification, in which at least the group display character G11 moves as a group, is set wider than in that direction in the frame areas 82a and 82b. Thereby, even in a configuration where the drawing ranges of the frame areas 82a and 82b are changed in accordance with the moving direction of the group display character G11 at two consecutive update timings using the same decoded image data 132, it is possible to display the group display character G11 throughout the symbol display device 41.
[0370] The first decoded image data 132 at one use timing and the second decoded image data 132 at the next use timing are set such that the moving amount of the group display character G11 between two update timings displayed using the decoded image data 132 at one use timing is the same as the moving amount of the group display character G11 between the posterior update timing displayed using the first decoded image data 132 and the anterior update timing displayed using the second decoded image data 132. Thereby, it is possible to make the moving amount of the group display character G11 constant between one update timing and the next update timing, and it is possible to smoothly move the group display character G11.
[0371] The image displayed by using the same decoded image data 132 at two consecutive update timings is an image in which a number of group display characters G11 move in the same direction. Thereby, it becomes difficult to notice that the same decoded image data 132 is being used at two consecutive update timings.
[0372] <Another form related to the group display effect> · It is not limited to a configuration in which at least the dimension in the specific direction (specifically, the dimension in the horizontal direction) in which at least the group display character G11 moves as a group in the horizontal and vertical directions within the drawable range by each decoded image data 132 of the initial magnification is set to be at least a predetermined movement amount larger than the dimension in the specific direction in the drawable ranges of the frame regions 82a and 82b. Instead, by enlarging the decoded image data 132 after decoding from the size of the initial magnification, it may be configured such that at least the dimension in the specific direction is set to be at least a predetermined movement amount larger than the dimension in the specific direction in the drawable ranges of the frame regions 82a and 82b. In this case, although it is necessary to perform a size enlargement process on the decoded image data 132, it becomes possible to change the display position of the group display character G11 by a predetermined movement amount between two consecutive update timings using the same decoded image data 132.
[0373] · The moving direction of the group display character G11 is not limited to the horizontal direction and may be the vertical direction. In this case, it is necessary that at least the dimension in the vertical direction within the drawable range by the decoded image data 132 of the initial magnification or the decoded image data 132 after the enlargement process from the size of the initial magnification is set to be at least a predetermined movement amount larger than the dimension in the vertical direction in the drawable ranges of the frame regions 82a and 82b.
[0374] · The group display character G11 is not limited to a human and may be, for example, other animals such as a cat, a fish, and a dog, or may be something pictorial of an object other than an animal.
[0375] · A configuration in which the same image data is used at a plurality of consecutive update timings and the drawable ranges to the frame regions 82a and 82b are made different at each of these update timings may be applied to an image other than an image in which a plurality of the same group display characters G11 move as a whole in the same direction. For example, the above configuration may be applied when video display is performed such that a large single image exceeding the size of the liquid crystal display unit 41a of the symbol display device 41 moves in a predetermined direction.
[0376] ·A configuration that uses the same image data at multiple consecutive update timings and varies the drawing range to the frame areas 82a and 82b at each of these update timings may be applied to image data other than the decoded image data 132 obtained by decoding the moving image data 131. For example, the above configuration may be applied to still image data stored in advance in the memory module 74.
[0377] <Configuration for performing expiration period display effect> Next, a configuration for performing an expiration period display effect will be described.
[0378] FIGS. 43(a) and 43(b) are explanatory diagrams for explaining the content of the expiration period display effect. The expiration period display effect is an effect in which, when an operation corresponding effect that changes the effect content depending on whether the effect operation device 48 is operated or not operated during the valid period in which the operation of the effect operation device 48 is enabled, the valid period is displayed on the symbol display device 41.
[0379] In the expiration period display effect, an operation promotion image G21 for enabling the player to recognize that it is a situation where the effect operation device 48 should be operated is displayed on the symbol display device 41, and an expiration period image G22 for enabling the player to recognize the remaining period during which the operation of the effect operation device 48 is valid is displayed. Specifically, as the operation promotion image G21, an image representing the effect operation device 48 and an image that can be recognized as being operated are displayed, but the specific display content is arbitrary as long as the player can recognize that it is a situation where the effect operation device 48 should be operated.
[0380] As the expiration date image G22, a frame image G23, a band image G24, and a blinking image G25 are displayed. The frame image G23 is an image for displaying the frame portion of the expiration date image G22, and is displayed in a horizontally long rectangular frame shape. The band image G24 is displayed so as to extend rightward with the left end of the frame portion as the base end within the frame portion formed by the frame image G23. Further, when the expiration date display effect as shown in Fig. 43(a) is started, it is displayed so as to fill the entire area within the frame portion formed by the frame image G23, and as the remaining expiration date decreases, as shown in Fig. 43(b), the tip position, which is the position of the right end, gradually moves toward the left end so that the filled area within the frame formed by the frame image G23 becomes narrower. The blinking image G25 is displayed so as to be added to the tip position of the band image G24, and is displayed so as to move in accordance with the tip position of the band image G24 when the tip position gradually moves to the left end. Further, the entire blinking image G25 is displayed so as to blink.
[0381] Here, in the case of a configuration in which the blinking image G25 blinks while moving in accordance with the movement of the band image G24, if the data for controlling the movement of the band image G24 and the data for controlling the blinking display of the blinking image G25 are collectively set by, for example, one piece of animation data, if one of the movement speed of the tip portion of the band image G24 and the blinking period of the blinking image G25 is to be changed, the other will also be changed in conjunction with it. The case where this event occurs will be described with reference to the time chart of Fig. 44. Fig. 44(a) shows how the movement speed of the tip portion of the band image G24 changes, and Fig. 44(b) shows how the blinking period of the blinking image G25 changes.
[0382] When the expiration date display effect is started, at timing t1, as shown in FIG. 44(a), the moving display of the leading end portion of the band image G24 is started, and as shown in FIG. 44(b), the blinking display of the blinking image G25 is started. In this case, the moving speed of the leading end portion of the band image G24 is the first speed, and the blinking period of the blinking image G25 is the first blinking period Te1. Then, from timing t1 to timing t5, the moving display of the band image G24 at the first speed and the blinking display of the blinking image G25 at the first blinking period Te1 are performed.
[0383] Thereafter, at timing t5, as shown in FIG. 44(a), the moving speed of the leading end portion of the band image G24 is changed to a second speed that is faster than the first speed. The change in the speed is performed by shortening the time required from the display control by referring to the data in a predetermined order among the reference data set in time series in the data for controlling the movement of the band image G24 to the display control by referring to the data in a specific order thereafter. Specifically, when, as data for display control, pointer information set in serial numbers and information on the content of the task corresponding to the pointer information one-to-one are set, after performing the display control of the band image G24 by referring to the information on the content of the task corresponding to the pointer information in a predetermined order, the number of occurrences of the image update timing generated until performing the display control of the band image G24 by referring to the information on the content of the task corresponding to the pointer information in a specific order that is an order after the predetermined order is varied, whereby the moving speed of the leading end portion of the band image G24 is changed. In this case, when the data for controlling the display of the band image G24 and the data for controlling the display of the blinking image G25 are collectively set in the data for display control, in order to change the moving speed of the leading end portion of the band image G24, after performing the display control by referring to the information on the content of the task corresponding to the pointer information in a predetermined order, the number of occurrences of the image update timing generated until performing the display control by referring to the information on the content of the task corresponding to the pointer information in a specific order that is an order after the predetermined order is varied, the blinking period of the blinking image G25 will also be changed accordingly.
[0384] That is, when the moving speed of the leading edge portion of the belt image G24 is changed from the first speed to the second speed at the timing of t5 in FIG. 44(a), as shown in FIG. 44(b), the blinking period of the blinking image G25 is also changed from the first blinking period Te1 to the second blinking period Te2. The same applies when changing the blinking period of the blinking image G25. When the data for each display control is set together, changing the blinking period of the blinking image G25 will also change the moving speed of the leading edge portion of the belt image G24.
[0385] In contrast, in this pachinko machine 10, the data for controlling the display content of the belt image G24 and the data for controlling the display content of the blinking image G25 are not provided together but are provided individually. Hereinafter, the content of the data stored in advance in the memory module 74 for executing the expiration period display effect will be described with reference to the explanatory diagram of FIG. 45.
[0386] As data for performing the expiration period display effect, as shown i...
Claims
【Claim 1】 display means having a display section; display control means for causing an image to be displayed on the display section; In a gaming machine provided with: information storage means for preliminarily storing mode determination table information in which data for determining the display mode of the individual images at each update timing of the images is set when causing specific variable display on the individual images over a predetermined period on the display section; The mode determination table information includes: a mode information group in which mode information for determining the mode of the specific variable display is set in time series; a target information group in which a plurality of pieces of target information in which information on the types of the individual images to which the mode information is applied are set are set corresponding to the mode information; comprising: The display control means includes: target determination means for determining the types of the individual images to which the respective pieces of mode information in the mode determination table information are applied by setting information on the types of the individual images for each of the pieces of target information included in the target information group when starting to use the mode determination table information; application execution means for causing the specific variable display by applying the mode determination table information according to the content determined by the target determination means; means for changing the table information to be used from the predetermined mode determination table information to specific mode determination table information; means for setting information corresponding to the information on the types of the individual images set in the target information in the predetermined mode determination table information in the target information of the specific mode determination table information when the use target is changed from the predetermined mode determination table information to the specific mode determination table information; A gaming machine characterized by comprising the above.
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