Pachinko machine

By managing images with and without alpha channels, the gaming machine efficiently processes images, reducing data usage and optimizing ROM capacity.

JP7717747B2Active Publication Date: 2025-08-04FUJI SHOJI CO LTD
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Patent Information

Application Number
JP2023059755
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-04-03
Publication Date
2025-08-04
Estimated Expiration
2043-04-03

AI Technical Summary

Technical Problem

Conventional gaming machines face an increase in data amount due to image processing using alpha channels, and insufficient countermeasures for managing image data, leading to inefficient use of ROM capacity.

Method used

The gaming machine employs a display means, image processing means, and storage means to manage images with and without alpha channels, prioritizing frequent display of one type of effect image and selectively making others transparent to reduce data usage.

Benefits of technology

This approach allows efficient image processing without increasing data volume, optimizing ROM capacity utilization.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of efficiently performing image processing without increasing the data amount of image data.SOLUTION: As an image for one frame to be displayed on a liquid crystal display device, a middle decorative symbol image P20b of a decorative symbol image P20 is transmitted to be synthesized. When synthesizing a first performance material image data EG1 with respect to the synthesized one, hard light processing or overlay processing is performed to transmit or hide a gray background image EG1a of the first performance material image data EG1. However, when a middle decorative symbol image P20b of the decorative symbol image P20 is transmitted to be synthesized, the hard light processing or overlay processing is not performed.SELECTED DRAWING: Figure 7
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Description

Technical Field

[0001] The present invention relates to gaming machines such as pachinko machines, arrangement ball machines, mahjong ball gaming machines, slots, and enclosed pachinko machines (regulated gaming machines) that circulate enclosed game balls internally. More specifically, the present invention relates to a gaming machine that can efficiently perform image processing without increasing the data amount of image data.

Background Art

[0002] As a conventional gaming machine such as a pachinko machine, for example, a gaming machine described in Patent Document 1 is known. This gaming machine performs image processing for making a specific part of an image transparent using an alpha channel on the data of the production image.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, since the above-described gaming machine performs image processing for making a specific part of an image transparent using an alpha channel, there is a problem that the data amount of the image data increases. Furthermore, when the production content increases, it is necessary to efficiently use a predetermined ROM capacity. However, the above-described gaming machine has a problem that countermeasures against the image data used for production are insufficient.

[0005] Therefore, in view of the above problems, an object of the present invention is to provide a gaming machine that can efficiently perform image processing without increasing the data amount of image data.

Means for Solving the Problems

[0006] The object of the present invention is achieved by the following means. The reference numerals in parentheses are those of the embodiments described later, but the present invention is not limited thereto.

[0007] According to the gaming machine according to the invention of claim 1, there are provided a display means (for example, the liquid crystal display device 41 shown in FIG. 2), an image processing means (for example, the VDP 803 shown in FIG. 3) capable of executing image processing on the image displayed on the display means, Storage means (e.g., game ROM 805 shown in FIG. 3) that stores at least a first effect image having an alpha channel (e.g., decorative pattern image P20 shown in FIG. 7) and a second effect image not having an alpha channel (e.g., first effect material image data EG1 shown in FIG. 7(b-1), second effect material image data EG2 shown in FIG. 7(b-2), third effect material image data EG3 shown in FIG. 7(b-3)). and the first effect image is composed of a decorative symbol image (for example, the decorative symbol image P20 shown in FIG. 7) that performs variable display based on a predetermined start condition, the second effect image is composed of a background image of a specific color (for example, the background image EG1a shown in FIG. 7(b-1), the background image EG2a shown in FIG. 7(b-2), the background image EG3a shown in FIG. 7(b-3)) and a second image (for example, the character image EG1b shown in FIG. 7(b-1), the character image EG2b shown in FIG. 7(b-2), the character image EG3b shown in FIG. 7(b-3)), the first effect image is displayed on the display means more frequently than the second effect image, the image processing means When synthesizing the first effect image as an image for one frame to be displayed on the display means with a part of a predetermined image (for example, the background image PH20 shown in FIG. 7(a)) (for example, a part PH20a of the background image PH20 shown in FIG. 7(a)), based on the transparency data set in the α channel, after the decorative pattern image is made transparent, it is synthesized with a part of the predetermined image. Next, when synthesizing the second effect image with the part of the predetermined image with the decorative pattern image synthesized thereon, the background image of the specific color of the second effect image is made transparent or the background image of the specific color is made non-displayed on the display means, and only the second image (for example, the character image EG1b shown in FIG. 7(b-1), the character image EG2b shown in FIG. 7(b-2), the character image EG3b shown in FIG. 7(b-3)) is displayed. By executing a predetermined image process, the process of synthesizing the second effect image with a part of the predetermined image with the decorative pattern image synthesized thereon is executed.

Advantages of the Invention

[0008] According to the present invention, image processing can be efficiently performed without increasing the data amount of image data.

Brief Description of the Drawings

[0009]

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MODE FOR CARRYING OUT THE INVENTION

[0010] Hereinafter, an embodiment of a gaming machine according to the present invention will be specifically described with reference to the drawings, taking a pachinko gaming machine as an example. In the following description, when indicating the up, down, left, and right directions, it shall refer to the up, down, left, and right when viewed from the front shown in the drawing.

[0011] <Description of the external appearance configuration of the pachinko gaming machine> First, with reference to FIGS. 1 to 2, the external appearance configuration of the pachinko gaming machine according to the present embodiment will be described.

[0012] <Description of the external appearance configuration of the front of the pachinko gaming machine>

[0013] As shown in FIG. 1, the pachinko gaming machine 1 is configured such that a rectangular front frame 3 is attached to the front surface of a wooden outer frame 2 so as to be openable and closable, and a game board 4 is mounted in a game board storage frame (not shown) attached to the back surface of the front frame 3. The game board 4 is mounted with the game area 40 shown in FIG. 2 facing forward. As shown in FIG. 1, a glass door frame 5 that supports transparent glass is provided on the front side of the game area 40. The game area 40 is composed of an area surrounded by ball guide rails 6 (see FIG. 2) arranged on the surface of the game board 4.

[0014] On the other hand, as shown in FIG. 1, the pachinko gaming machine 1 has a front operation panel 7 disposed below the glass door frame 5. An upper tray unit 8 is provided on the front operation panel 7, and an upper tray 9 for storing the discharged game balls is integrally formed in the upper tray unit 8. Further, a ball lending button 11 and a prepaid card discharge button 12 (card return button 12) are provided on the front operation panel 7. On the upper surface portion of the upper tray 9, a push button type effect button device 13 is provided, which can change the effect by being pressed by the player when the built-in lamp (not shown) is lit. Further, a ball extraction button 14 for extracting the game balls stored in the upper tray 9 downward is provided on the upper tray 9, and a setting button 15 composed of a substantially cross key is further provided. The setting button 15 can be operated by the player, and includes a circular enter key 15a provided at the center, a triangular up key 15b provided above the enter key 15a in the drawing, a triangular left key 15c provided on the left side of the enter key 15a in the drawing, a triangular right key 15d provided on the right side of the enter key 15a in the drawing, and a triangular down key 15e provided below the enter key 15a in the drawing.

[0015] On one hand, as shown in FIG. 1, a firing handle 16 for operating the firing unit is provided on the right end side of the front operation panel 7, and speakers 17 for emitting BGM (Background Music), sound effects, etc. are provided on both upper side surfaces of the front frame 3 and in the vicinity of the firing handle 16. In addition, decorative lamps such as full-color LED lamps that exhibit a production effect by light decoration are arranged on the peripheral frame of the front frame 3.

[0016] <Description of the Appearance Configuration of the Game Board> On the other hand, as shown in FIG. 2, a liquid crystal display device 41 made of an LCD (Liquid Crystal Display) or the like is arranged in the approximate center of the game area 40 of the game board 4. This liquid crystal display device 41 divides the display area into three areas: left, middle, and right, and can independently display fluctuations of numbers, characters, letters (such as character conversations and lyric subtitles), or patterns (special patterns and normal patterns). And around such a liquid crystal display device 41, upper decorations 42a, left decorations 42b, and right decorations 42c for decoration are provided, and a movable accessory device 43 is arranged on the back side of these upper decorations 42a, left decorations 42b, and right decorations 42c. In addition, decorative lamps such as full-color LED lamps that exhibit a production effect by light decoration are arranged on the upper decorations 42a, left decorations 42b, and right decorations 42c.

[0017] As shown in FIG. 2, this movable accessory device 43 is composed of an upper movable accessory 43a that performs a predetermined production operation as the game progresses, a left movable accessory 43b, a right movable accessory 43c, an upper left movable accessory 43d, and further, motors (not shown) such as two-phase stepping motors that drive the upper, left, right, and upper left movable accessories 43a to 43d respectively. In addition, decorative lamps such as full-color LED lamps that exhibit a production effect by light decoration are arranged on these upper, left, right, and upper left movable accessories 43a to 43d.

[0018] On one side, directly below the liquid crystal display device 41, a special symbol 1 start port 44 is arranged, and inside it, a special symbol 1 start port switch 44a (see FIG. 3) for detecting winning balls is provided. And the number of valid winning balls detected by this special symbol 1 start port switch 44a (see FIG. 3), that is, the number of first start hold balls, will be displayed on the liquid crystal display device 41 when it reaches a predetermined number (for example, 4). Note that this number of first start hold balls is incremented by 1 (+1) when a game ball wins in the special symbol 1 start port 44 and is detected by the special symbol 1 start port switch 44a (see FIG. 3), and is decremented by 1 (-1) when the variable display of a special symbol such as numbers, characters, or patterns (decorative patterns) starts. Note that decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged around the special symbol 1 start port 44 and its surroundings.

[0019] On the other side, as shown in FIG. 2, a special symbol 2 starting device 45 is arranged on the lower right side of the liquid crystal display device 41. This special symbol 2 starting device 45 includes a special symbol 2 start port 45a, an opening / closing part 45b that can change between an "open state" in which a game ball can enter the special symbol 2 start port 45a and a "closed state" in which entry is impossible, an entry guide part 45c that can change between a "guide state" in which the game ball is guided toward the special symbol 2 start port 45a and a "non-guide state" in which it is not guided, and a special symbol 2 start port switch 45a1 (see FIG. 3) for detecting a game ball that has entered the special symbol 2 start port 45a.

[0020] The special symbol 2 start port 45a opens substantially horizontally toward the right in the left - right direction of the front view shown in FIG. 2, and a special symbol 2 start port switch 45a1 (see FIG. 3) for detecting winning balls is provided inside the special symbol 2 start port 45a. The number of valid winning balls detected by this special symbol 2 start port switch 45a1 (see FIG. 3), that is, the number of second start - reserved balls, will be displayed on the liquid crystal display device 41 when it reaches a predetermined number (for example, 4). Note that this number of second start - reserved balls is incremented by 1 (+1) when a game ball wins in the special symbol 2 start port 45a and is detected by the special symbol 2 start port switch 45a1 (see FIG. 3), and is decremented by 1 (-1) when the variable display of special symbols such as numbers, characters, or patterns (decorative patterns) starts.

[0021] The opening - closing part 45b includes an opening - closing member (not shown) that can move in the left - right direction with respect to the special symbol 2 start port 45a, and a normal electric accessory solenoid 45b2 (see FIG. 3) for driving and controlling the opening - closing member (not shown). When in the closed state, the opening - closing member (not shown) protrudes into the special symbol 2 start port 45a to prevent game balls from entering the special symbol 2 start port 45a, and when in the open state, it retracts to allow game balls to enter the special symbol 2 start port 45a.

[0022] The ball - guiding part 45c includes a guiding member (not shown) that slopes downward from the right side to the left side as shown in FIG. 2 (slopes downward toward the special symbol 2 start port 45a side). And this guiding member (not shown) will be driven and controlled by the normal electric accessory solenoid 45b2 (see FIG. 3).

[0023] When in the guiding state, the ball guiding portion 45c of the present invention has a guiding member (not shown) slide forward to protrude on the front side of the game area 40 (the side of the glass door frame 5 shown in FIG. 1), and guide the game balls on it to the special symbol 2 starting port 45a. When in the non-guiding state, the guiding member (not shown) slides backward (to the rear side of the game area 40) and retracts. Thus, even if a game ball is on the guiding member (not shown) when it is in the guiding state, if the guiding member (not shown) changes to the non-guiding state and slides backward before the game ball enters the special symbol 2 starting port 45a, the game ball will flow downstream without entering the special symbol 2 starting port 45a. Note that the guiding member (not shown) and the opening / closing member (not shown) operate in conjunction with each other.

[0024] In the following, the special symbol 2 starting device 45 as described above may be referred to as a normal electric accessory. Further, the special symbol 2 starting device 45 is provided with a decorative lamp such as a full-color LED lamp that exhibits an effect by light decoration.

[0025] On the other hand, as shown in FIG. 2, a winning device 46 is arranged on the right side of the special symbol 1 starting port 44. When winning the lottery of the special symbol described later, that is, during the winning game state, the opening / closing door 46a is driven and controlled by a special electric accessory solenoid 46b (see FIG. 3) so that a large winning port (not shown) closed by the opening / closing door 46a is opened, and game balls can enter the large winning port (not shown). Note that the game balls entering the large winning port (not shown) are detected by a large winning port switch 46c (see FIG. 3) provided inside the large winning port (not shown) as winning balls.

[0026] On the other hand, when not winning the lottery of the special symbol, that is, when not in a winning game state, the opening / closing door 46a is driven and controlled by the special electric accessory solenoid 46b (see FIG. 3), and the big winning opening (not shown) is closed. As a result, game balls cannot enter the big winning opening (not shown). Hereinafter, the device combining such an opening / closing door 46a and the special electric accessory solenoid 46b may be referred to as a special electric accessory. In addition, the winning device 46 is provided with a decorative lamp such as a full-color LED lamp that exhibits a production effect by light decoration.

[0027] By the way, a distribution device 47 having a conventionally well-known structure is provided in the winning device 46. As shown in FIG. 2, this distribution device 47 includes a V region 47a and an out port 47b. When a game ball enters the big winning opening (not shown), the game ball is distributed to either the V region 47a or the out port 47b. Note that the distribution device 47 distributes the game balls that have entered the big winning opening (not shown) to the out port 47b instead of the V region 47a unless a predetermined game state is achieved.

[0028] On the upper right of the liquid crystal display device 41, as shown in FIG. 2, a normal symbol start port 48 made of gates is arranged, and inside it, a normal symbol start port switch 48a (see FIG. 3) for detecting the passage of a game ball is provided. Further, general winning ports 49 are respectively arranged on the right side of the winning device 46 and on the left side of the special symbol 1 start port 44. This general winning port 49 is composed of an upper right general winning port 49a arranged on the right side of the winning device 46, an upper left general winning port 49b arranged on the left side of the special symbol 1 start port 44, a left middle general winning port 49c, and a lower left general winning port 49d. And inside the upper right general winning port 49a, an upper right general winning port switch 49a1 (see FIG. 3) for detecting the passage of a game ball is provided, inside the upper left general winning port 49b, an upper left general winning port switch 49b1 (see FIG. 3) for detecting the passage of a game ball is provided, inside the left middle general winning port 49c, a left middle general winning port switch 49c1 (see FIG. 3) for detecting the passage of a game ball is provided, and inside the lower left general winning port 49d, a lower left general winning port switch 49d1 (see FIG. 3) for detecting the passage of a game ball is provided. Note that decorative lamps such as full-color LED lamps that exhibit an effect by light decoration are arranged at the general winning port 49.

[0029] On the other hand, directly below the special symbol 1 start port 44, an out port 50 is arranged into which game balls (out balls) that have flowed down to the most downstream part of the game area 40 without winning are entered. Note that the game balls that have entered the out port 50 are detected by an out port switch 50a (see FIG. 3) provided inside as non-winning balls. Further, since the above-mentioned winning balls also flow down to the most downstream part through the back side of the game board 4, they will be detected by the out port switch 50a (see FIG. 3). Therefore, the out port switch 50a (see FIG. 3) will detect the total number of discharged out balls, that is, the same number of game balls as the game balls launched into the game area 40 by the launch handle 16. Also, when counting the game balls launched into the game area 40 by the launch handle 16, a switch may be provided at the location where the ball guide rail 6 enters the game area 40 for counting.

[0030] On the lower right peripheral portion of the game area 40 of the game board 4, three 7-segment displays are arranged side by side. Among them, two 7-segment displays are special symbol display devices 51, and the other 7-segment display device 53a displays special symbol 1, special symbol 2, the number of starting hold balls of the normal symbol, and the game state (for example, advantageous game state, etc.). As shown in FIG. 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b. On the left side of the special symbol 1 display device 51a, a normal symbol display device 52 composed of one LED is provided. Further, a round lamp 53b for notifying the number of rounds of the jackpot game and a right hit notification lamp 53c for notifying a right hit are provided.

[0031] In addition, an identification lamp device 51A for indicating identification information corresponding to special symbol 1 and special symbol 2 is provided on the upper end side of the left ornament 43b.

[0032] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for notifying the player of information on whether special symbol 1 and special symbol 2 are in the process of changing or whether they are winning or losing. This first identification lamp 51Aa corresponds to special symbol 1, and the second identification lamp 51Ab corresponds to special symbol 2. When special symbol 1 is in the process of changing, the first identification lamp 51Aa blinks. When special symbol 1 is a winning symbol, the first identification lamp 51Aa lights up. When special symbol 1 is a losing symbol, the first identification lamp 51Aa turns off. Further, when special symbol 2 is in the process of changing, the second identification lamp 51Ab blinks. When special symbol 2 is a winning symbol, the second identification lamp 51Ab lights up. When special symbol 2 is a losing symbol, the second identification lamp 51Ab turns off.

[0033] Although not shown in the figure, a plurality of game pins are arranged in the game area 40 of the game board 4, and a windmill 54 as a member for changing the falling direction of the game ball is arranged.

[0034] <Description of the control device> Next, a control device that performs electronic control according to the progress of the game provided in the pachinko game machine 1 having the appearance configuration as described above will be described with reference to FIG. 3. As shown in FIG. 3, this control device mainly includes a main control board 60 that controls the entire game operation, a payout / firing control board 70 that pays out game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, lights, and sounds.

[0035] <Explanation regarding the main control board> The main control board 60 mainly includes a one-chip microcomputer 600 composed of a main control CPU 600a, a main control ROM 600b that stores a game program and the like describing a series of game control procedures, and a main control RAM 600c that functions as a work area, buffer memory, etc., a measurement / setting display device 610 composed of seven segments that also serves as a display of the content regarding the ratio of the number of winning balls in a low-probability time (when the winning lottery probability is in the normal low-probability state), etc. (performance display), and a display of the setting content of the probability of generating a game state advantageous to the player, a RAM clear switch 620, and a setting key switch 630.

[0036] And connected to the main control board 60 configured as described above is a payout / firing control board 70 that controls the payout motor M to payout game balls. Further, there are a special symbol 1 start port switch 44a that detects winning at the special symbol 1 start port 44, a special symbol 2 start port switch 45a1 that detects winning at the special symbol 2 start port 45a, a normal symbol start port switch 48a that detects passage through the normal symbol start port 48, a top right general winning port switch 49a1, a top left general winning port switch 49b1, a middle left general winning port switch 49c1, a bottom left general winning port switch 49d1 that detect winning at the general winning ports 49 (top right general winning port 49a, top left general winning port 49b, middle left general winning port 49c, bottom left general winning port 49d), a big winning port switch 46c that detects winning at a big winning port (not shown) opened or closed by the opening / closing door 46a, and an out port switch 50a that can detect the same number of game balls as the game balls fired into the game area 40 by the firing handle 16. Additionally, there are a normal electric accessory solenoid 45b2 that drives and controls an opening / closing member (not shown) and a guiding member (not shown), a special electric accessory solenoid 46b that controls the operation of the opening / closing door 46a, a distributing device 47, a special symbol 1 display device 51a, a special symbol 2 display device 51b, a normal symbol display device 52, a 7-segment display device 53a, a round lamp 53b, and a right hit notification lamp 53c. Further, there is an irregularity detection board 55 that detects the player's irregular behavior connected.

[0037] When the main control board 60 configured as described above receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, or the normal symbol start port switch 47a, the main control CPU 600a conducts a lottery. Depending on the win / loss information that is the result of the lottery, it determines the variation pattern of the special symbol, the stop symbol, or the display content of the normal symbol, and transmits the determined information to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. As a result, the lottery result is displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Further, the main control board 60, that is, the main control CPU 600a generates an effect control command DI_CMD including the determined information and transmits it to the sub-control board 80. When the main control board 60, that is, the main control CPU 600a receives signals from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, the lower left general winning port switch 49d1, and the big winning port switch 46c, it determines how many game balls to pay out to the player, and transmits a payout control command PAY_CMD including the determined information to the payout / firing control board 70, so that the payout / firing control board 70 pays out game balls to the player.

[0038] Also, as a result of the lottery, when winning the lottery for the normal symbol, the normal electric accessory solenoid 45b2 is driven and controlled so that an opening / closing member (not shown) is in an open state and a guiding member (not shown) is in a guiding state for a predetermined time. When winning the lottery for the special symbol, the special electric accessory solenoid 46b is controlled to open the big winning port (not shown).

[0039] In a one-type / two-type mixed type gaming machine, when it enters a small winning gaming state, it is controlled to repeatedly open and close the big winning port (not shown) with the opening / closing door 46a. When a game ball enters the big winning port (not shown), the sorting device 47 is controlled so that the game ball is sorted into the V region 47a.

[0040] On the other hand, the main control board 60, that is, the main control CPU 600a measures the number of prize balls every time it receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, the lower left general winning port switch 49d1, and the big winning port switch 46c, and measures the total number of game balls discharged every time it receives a signal from the out port switch 50a. Then, the main control board 60, that is, the main control CPU 600a outputs to the measurement / setting display device 610 the content (performance display) regarding, for example, the ratio of the number of prize balls given in a low-probability situation based on the measured number of prize balls and the total number of game balls discharged. As a result, the content (performance display) regarding the ratio of the number of prize balls given in a low-probability situation and the like is displayed on the measurement / setting display device 610.

[0041] Furthermore, the measurement / setting display device 610 can display the setting content of the probability of generating a game state advantageous to the player in, for example, 6 levels from "1" to "6". Therefore, when changing such setting content, a dedicated key is inserted into the setting key switch 630, and when it is turned on, the setting content of the probability of generating a game state advantageous to the player can be changed in 6 levels from, for example, "1" to "6" by the RAM clear switch 620 (for example, setting "6" has the highest probability of generating a game state advantageous to the player, and setting "1" has the lowest probability of generating a game state advantageous to the player). Then, the changed setting content is displayed on the measurement / setting display device 610, and when the changed setting content is confirmed, a dot on the lower right side of the 7-segment display lights up, indicating that the setting content has been confirmed.

[0042] On the other hand, when the RAM clear switch 620 is pressed except when a dedicated key is inserted into the setting key switch 630 and it is turned on, only a part of the memory area of the main control RAM 600c is cleared instead of clearing all the memory areas.

[0043] On the other hand, when the main control board 60, that is, the main control CPU 600a, receives a fraud detection signal detecting a player's fraudulent act from a magnetic sensor, a radio wave sensor, or a vibration sensor mounted on the fraud detection board 55, it generates a fraud error command (performance control command DI_CMD) and transmits it to the sub-control board 80.

[0044] <Explanation regarding the payout and launch control board> The payout and launch control board 70 receives the payout control command PAY_CMD from the main control board 60 (main control CPU 600a), and generates a payout motor signal based on the received payout control command PAY_CMD. Then, it controls the payout motor M with the generated payout motor signal to payout a game ball to the player. Furthermore, the payout and launch control board 70 performs a process of starting or stopping the operation of launching a game ball in response to the player's operation based on a bonus ball count signal indicating the payout operation of the game ball and a status signal related to an abnormality in the payout operation.

[0045] On the other hand, a touch sensor is provided at the peripheral edge of the launch handle 16 shown in FIG. 1. When the player's hand touches the touch sensor of the launch handle 16, the touch sensor outputs a detection signal to the payout and launch control board 70 as shown in FIG. 3. In response to this, the payout and launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). Then, the main control board 60 (main control CPU 600a) transmits the detection signal to the sub-control board 80 as a performance control command DI_CMD. As a result, it becomes possible to transmit information to the sub-control board 80 as to whether or not the player has touched the handle 16 to play the game.

[0046] Incidentally, the payout and launch control board 70 also performs the ball lending process for the player. That is, when the ball lending button 11 shown in FIGS. 1 and 3 is pressed, a ball lending signal is transmitted to a CR unit (not shown) arranged adjacent to the pachinko gaming machine 1. In response to this, the CR unit transmits a ball lending request signal to the payout and launch control board 70. Then, upon receiving this signal, the payout and launch control board 70 pays out a game ball to the player, and upon completion of the payout, transmits a ball lending completion signal to the CR unit. Thus, in this way, the payout and launch control board 70 performs the ball lending process for the player.

[0047] <Description of the sub-control board> The sub-control board 80 is equipped with a sub one-chip microcomputer 800 composed of a sub-control CPU 800a that receives the effect control command DI_CMD from the above main control board 60 (main control CPU 600a) and executes and controls various effects, and also controls the display image displayed on the liquid crystal display device 41, a sub-control ROM 800b in which a control program describing the effect control procedure and the like are stored, and a sub-control RAM 800c that functions as a work area, buffer memory, etc.

[0048] Furthermore, the sub-control board 80 includes an audio LSI 801 that generates desired BGM, sound effects, etc., an audio RAM 802 that functions as a work area, buffer memory, etc., a VDP 803 that generates image data to be displayed on the liquid crystal display device 41 based on instructions from the sub-one-chip microcomputer 800, a DDR2 SDRAM 804 that includes a work area for decompressing video compressed data and a frame buffer area for temporarily storing the image data to be displayed on the liquid crystal display device 41, and a game ROM 805 in which still image compressed data, CG data of video compressed data, and audio data such as BGM and sound effects are pre-stored. Note that a still image is a so-called sprite image, which represents a single image such as text data like characters, a background image, or a special symbol. Also, a video means a collection of a plurality of (multiple frames) still images that change continuously, and a smooth operation is reproduced by continuously drawing a plurality of still images on the liquid crystal display device 41.

[0049] The sub-control board 80 configured as described above is connected to a decorative lamp board 90 on which decorative lamps such as full-color LED lamps that exhibit a lamp effect are mounted and an LED driver that controls these decorative lamps is mounted. Furthermore, a push-button type effect button device 13 that can change the effect by being pressed by the player when a built-in lamp (not shown) is lit is connected, and a speaker 17 that emits BGM, sound effects, etc. is connected. And further, a movable accessory device 43 that performs a predetermined effect operation as the game progresses is connected to the sub-control board 80, an identification lamp device 51A for notifying the player of the information on whether the special symbol 1 and the special symbol 2 are in the process of changing or whether they are winning or losing is connected, a setting button 15 that enables various settings is connected, and the liquid crystal display device 41 is connected.

[0050] Thus, the sub-control board 80 configured as described above receives, by the sub-control CPU 800a, an effect control command DI_CMD including basic information necessary for a special symbol variation pattern, the current game state, the number of start-retained balls, a decoration symbol to be stopped based on the lottery result, etc., based on the lottery result transmitted from the main control board 60 (main control CPU 600a). Then, the sub-control CPU 800a determines, by lottery, an effect pattern corresponding to the received effect control command DI_CMD from among a number of effect patterns pre-stored in the sub-control ROM 800b, and temporarily stores, in the sub-control RAM 800c, a control signal for instructing the execution of the determined effect pattern.

[0051] Of the control signals for instructing the execution of the effect pattern stored in the sub-control RAM 800c, the sub-control CPU 800a transmits a control signal related to sound to the sound LSI 801. In response to this, the sound LSI 801 reads out sound data corresponding to the control signal from the game ROM 805 or the sound RAM 802 and outputs it to the speaker 17. As a result, BGM and sound effects corresponding to the determined effect pattern are emitted from the speaker 17.

[0052] Also, of the control signals for instructing the execution of the effect pattern stored in the sub-control RAM 800c, the sub-control CPU 800a transmits a control signal related to light to the decoration lamp board 90. As a result, the decoration lamp board 90 controls the lighting or extinguishing of decoration lamps such as full-color LED lamps that exhibit a lamp effect, and thus a lamp effect corresponding to the determined effect pattern is executed.

[0053] Then, the sub-control CPU 800a transmits a command list related to an image among the control signals for instructing the execution of the production pattern stored in the sub-control RAM 800c to the VDP 803. As a result, the VDP 803 generates image data so as to display an image based on the command list, and by transmitting the generated image data to the liquid crystal display device 41, an image corresponding to the determined production pattern is displayed on the liquid crystal display device 41. Note that the image data displayed on the liquid crystal display device 41 is updated every frame, but so that the sub-one-chip microcomputer 800 (sub-control CPU 800a) can grasp that the display operation of this one frame has ended, the VSYNC (vertical synchronization signal) shown in FIG. 3 is transmitted from the VDP 803 to the sub-control CPU 800a as an interrupt signal. Thereby, the sub-control CPU 800a can grasp that the image data for one frame has been displayed on the liquid crystal display device 41. Note that this VSYNC interrupt signal is generated, for example, every 33 ms.

[0054] Furthermore, the sub-control CPU 800a transmits a control signal related to the movable accessory among the control signals for instructing the execution of the production pattern stored in the sub-control RAM 800c to the movable accessory device 43. As a result, the movable accessory device 43 moves corresponding to the determined production pattern.

[0055] <Explanation of the power supply board> By the way, the power supply to each of the above-described boards is supplied from the power supply board 130 shown in FIG. 3. This power supply board 130 includes a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 receives an AC voltage AC24V, which is an external power supply supplied from a transformer (not shown) installed in the game arcade, and generates a plurality of types of DC voltages, and the generated DC voltages are supplied to each board (not shown).

[0056] In addition, the voltage monitoring unit 1310 monitors the voltage of the above AC voltage AC24V, and outputs a voltage abnormality signal ALARM to the main control board 60 when this voltage is interrupted or a power failure occurs and a voltage abnormality is detected. Note that the voltage abnormality signal ALARM outputs a signal at the "L" level during a voltage abnormality and a signal at the "H" level during normal operation.

[0057] On the other hand, the system reset generation unit 1320 generates a system reset signal RST when the power is turned on, and the generated system reset signal RST is output to each board.

[0058] <Explanation regarding image data> Here, an explanation regarding image data will be given.

[0059] Generally, a method of specifying the transparency for part or all of the image data by giving α-channel data to the image data is known.

[0060] For example, when a preview effect of displaying an image of a blue flame (see image P1) is executed for the background image PH1 as shown in Fig. 4(a), one piece of image data KH1 composed of the blue flame image KH1a and the black background image KH1b shown in Fig. 4(b) is superimposed on the background image PH1 shown in Fig. 4(a). To explain in more detail, since the black background image KH1b in this one piece of image data KH1 is not intended to be displayed on the liquid crystal display device 41 (see Fig. 2), in order to make the black background image KH1b transparent, by using the α-channel, the black background image KH1b is made transparent and superimposed on the background image PH1 shown in Fig. 4(a), then, as shown in Fig. 4(a), only the image of the blue flame (see image P1) is displayed on the liquid crystal display device 41 (see Fig. 2) with respect to the background image PH1.

[0061] However, when using the alpha channel, for each dot, a total of 32 bits of data amount is required, which is the sum of 8 bits × 3 for "RGB" plus 8 bits for the "alpha channel". In this regard, as variations of the preview effect, in addition to the blue flame image shown in Fig. 4(a) (see image P1), if there are images such as a green flame image or a red flame image, having an alpha channel for each image data will increase the data amount. Therefore, eliminating the alpha channel will result in a smaller capacity.

[0062] However, since the preview effect is often overlaid with other effect images and displayed on the liquid crystal display device 41 (see Fig. 2), in order to make the unnecessary parts transparent, the alpha channel must be used. Therefore, the alpha channel cannot be eliminated, and thus there is a problem that the data amount of the image data increases.

[0063] Therefore, in this embodiment, even without using the alpha channel, image processing similar to that when using the alpha channel can be performed. This will be described in detail below.

[0064] First, in the preview effect, prepare effect image data (for example, effect image data as shown in Figs. 5(a-1) and (a-2)) corresponding to a plurality of effects with different degrees of reliability as to whether a profitable state favorable to the player is generated. Specifically, the first effect image data KH10 shown in Fig. 5(a-1) is one piece of image data composed of a blue flame image KH10a and a black background image KH10b, and the second effect image data KH11 shown in Fig. 5(a-2) is one piece of image data composed of a green flame image KH11a and a black background image KH11b. Note that the second effect image data KH11 shown in Fig. 5(a-2) has a higher degree of reliability as to whether a profitable state favorable to the player is generated than the first effect image data KH10 shown in Fig. 5(a-1).

[0065] On the other hand, separately from the above-described effect image data (for example, effect image data KH10 and KH11 as shown in FIGS. 5(a-1) and (a-2)), common effect image data (for example, common effect image data as shown in FIG. 5(b)) is prepared. Specifically described, the common effect image data CH1 shown in FIG. 5(b) is one piece of image data composed of a black flame image CH1a and a white background image CH1b. Note that the effect image data (for example, effect image data KH10 and KH11 as shown in FIGS. 5(a-1) and (a-2)) and the common effect image data (for example, common effect image data CH1 as shown in FIG. 5(b)) are pre-stored in the game ROM 805 shown in FIG. 3.

[0066] By the way, the above-described effect image data (for example, effect image data KH10 and KH11 as shown in FIGS. 5(a-1) and (a-2)) and the common effect image data (for example, common effect image data CH1 as shown in FIG. 5(b)) do not have the α channel described above. Therefore, in order to transmit unnecessary parts of the effect image data in the same way as when using the α channel, the following image processing is performed.

[0067] That is, the VDP 803 (see FIG. 3) draws the background image PH10 shown in FIG. 6(a) pre-stored in the game ROM 805 (see FIG. 3), and when overlapping and drawing the common effect image data CH1 pre-stored in the game ROM 805 (see FIG. 3) on a part PH10a of the drawn background image PH10, the drawing mode is set to "multiplication" for synthesis. Note that the white background image CH1b of the common effect image data CH1 shown in FIG. 6(a) is a color that is ignored for the overlapping image (part PH10a of the background image PH10 shown in FIG. 6(a)) in "multiplication". That is, white, when expressed in RGB data, is RGB=(255, 255, 255). Since 255 is the maximum value of 8 bits, considering it as a ratio, white is (1, 1, 1). Therefore, when multiplying by 1 for a part PH10a of the background image PH10 shown in FIG. 6(a), the color of the part PH10a of the background image PH10 does not change.

[0068] Thus, in this way, as shown in FIG. 6(b), with respect to the background image PH10, the white background image CH1b of the common effect image data CH1 shown in FIG. 6(a) becomes transparent or non-displayed, so that only the black flame image CH1a is displayed as overlapping the background image PH10. Note that the background image PH10 becomes darker at the overlapping portion.

[0069] Next, when the VDP803 (see FIG. 3) superimposes and draws the first effect image data KH10 pre-stored in the game ROM805 (see FIG. 3) on a part PH10b of the background image PH10 with the black flame image CH1a overlapping the background image PH10 shown in FIG. 6(c-1), the drawing mode is set to "addition" for synthesis. Note that the black background image KH10b of the first effect image data KH10 shown in FIG. 6(c-1) is a color that is ignored with respect to the overlapping image (a part PH10b of the background image PH10 shown in FIG. 6(c-1)) in "addition". That is, black, when expressed in RGB data, is RGB = (0, 0, 0). Therefore, when adding 0 to a part PH10b of the background image PH10 shown in FIG. 6(c-1), the color of the part PH10b of the background image PH10 does not change.

[0070] Thus, in this way, with respect to the background image PH10, the black background image KH10b of the first effect image data KH10 shown in FIG. 6(c-1) becomes transparent or non-displayed, so that as shown in FIG. 6(d), only the blue flame image KH10a is displayed on the liquid crystal display device 41 as overlapping the background image PH10.

[0071] For the second performance image data KH11 (see Fig. 5(a-2)), which is one of the variations of the preview performance, the same processing as described above can be performed. That is, the VDP803 (see Fig. 3) sets the drawing mode to "addition" and synthesizes when overlaying and drawing the second performance image data KH11 stored in advance in the game ROM805 (see Fig. 3) on a part PH10b of the background image PH10 where the black flame image CH1a overlaps the background image PH10 shown in Fig. 6(c-2). As a result, with respect to the background image PH10, the black background image KH11b of the second performance image data KH11 shown in Fig. 6(c-2) becomes transparent or non-displayed, so that only the green flame image KH11a is displayed as overlapping the background image PH10 shown in Fig. 6(d), as shown in Fig. 6(c-2).

[0072] Thus, if the above-described processing is performed, image processing similar to that when using the α-channel can be performed even without the α-channel. Therefore, the problem of increasing the data amount of the image data can also be solved. That is, when the performance image data described above (for example, the performance image data KH10, KH11 as shown in Figs. 5(a-1) and (a-2)) has an α-channel and the data amount is, for example, 1 MB, if the α-channel is removed, the data amount becomes 0.7 MB. If there are 5 patterns of variations of this performance image data, namely blue, yellow, green, red, and rainbow colors, when there is an α-channel, the data amount is 1 MB × 5 = 5 MB, and when there is no α-channel, the data amount is 0.7 MB × 5 = 3.5 MB. And when the common performance image data CH1 shown in Fig. 5(b) has a data amount of 0.5 MB, in the case of no α-channel, the total data amount is 3.5 MB + 0.5 MB = 4.0 MB. Therefore, a data capacity of 1 MB can be reduced compared to the data amount in the case of having an α-channel. Therefore, the problem of increasing the data amount of the image data can also be solved.

[0073] By the way, in the above-described processing, there is also an idea that it might be possible to achieve the state shown in Fig. 6(d) with only the "addition" processing without performing the "multiplication" processing.

[0074] However, since the "addition" process has the property that the overlaid color becomes brighter, if only the "addition" process is performed, the overlaid part on the background image PH10 will become too bright, and so-called white bleeding may occur. Therefore, in the present embodiment, in order to prevent the overlaid part from becoming too bright, since the "multiplication" process has the property that the overlaid color becomes darker, after once overlaying the common effect image data CH1 on the background image PH10 by the multiplication process, the effect image data is overlaid by the addition process, thereby performing the process of darkening first and then brightening. This prevents the overlaid part on the background image PH10 from becoming too bright, that is, prevents so-called white bleeding from occurring.

[0075] Therefore, if the above-described process is performed, image processing can be efficiently performed without increasing the data amount of the image data.

[0076] Here, in addition to the above "multiplication" process and "addition" process, "hard light" process and "overlay" process can also be used. The "hard light" process results in different outcomes depending on the brightness of the overlaid colors. When bright colors are overlaid, it becomes brighter, and when dark colors are overlaid, it is displayed darker. And the "overlay" process is such that after synthesis, brighter parts are displayed brighter and darker parts are displayed darker. That is, such "hard light" process and "overlay" process will display brighter parts brighter and darker parts darker based on gray. Therefore, the "hard light" process and "overlay" process will be performed according to the effect. A detailed explanation will be given below using specific examples.

[0077] VDP803 (see FIG. 3) draws the background image PH20 shown in FIG. 7(a) stored in advance in the game ROM805 (see FIG. 3), and then draws and synthesizes the decorative pattern image P20 on a part PH20a of the drawn background image PH20.

[0078] Incidentally, the decorative pattern image P20 has an alpha channel. This is because the decorative pattern image is frequently used, and if the above-described "addition" process and "multiplication" process are always performed, the processing load will increase and the processing speed will decrease. Therefore, in order to prevent this, the decorative pattern image P20 has an alpha channel.

[0079] Here, when synthesizing such a decorative pattern image P20, as shown in FIG. 7(a), since the left decorative pattern image P20a and the right decorative pattern image P20c are in a state where they stopped at "7", the VDP803 (see FIG. 3) is based on the transparency data set in the alpha channel for the decorative pattern image data of the "7" pattern with respect to a part PH20a of the background image PH20 shown in FIG. 7(a), and synthesizes after transmitting the unnecessary parts (for example, the background part of the decorative pattern image) of the left decorative pattern image P20a and the right decorative pattern image P20c. On the other hand, since the middle decorative pattern image P20b has a state where a plurality of patterns are changing, the VDP803 (see FIG. 3) is based on the transparency data set in the alpha channel for each of the plurality of patterns, and after transmitting the unnecessary parts (for example, the background part of the decorative pattern image) of the middle decorative pattern image P20b, it draws and synthesizes with respect to a part PH20a of the background image PH20 shown in FIG. 7(a). As a result, a background image PH20 with the decorative pattern images P20 superimposed as shown in FIGS. 7(b-1) to (b-3) is obtained.

[0080] Next, when VDP803 (see FIG. 3) overlays and draws a first effect material image data EG1, in which a character image EG1b of "REACH" is arranged at the center of a gray background image EG1a shown in FIG. 7(b-1) stored in advance in the game ROM805 (see FIG. 3), on a part PH20b of the background image PH20 shown in FIG. 7(b-1), the drawing mode is set to "hard light" or "overlay" for synthesis. As a result, with respect to the background image PH20 shown in FIG. 7(b-1), the gray background image EG1a of the first effect material image data EG1 shown in FIG. 7(b-1) becomes transparent or invisible. Therefore, as shown in FIG. 7(c-1), only the character image EG1b of "REACH" is displayed on the liquid crystal display device 41 as if it overlaps the background image PH20. Note that the gray of this background image EG1a is composed of RGB values of (127, 127, 127) or (128, 128, 128).

[0081] On the other hand, in the second effect material image data EG2, in which a character image EG2b of "CHANCE" is arranged at the center of a gray background image EG2a shown in FIG. 7(b-2), when overlaying and drawing the second effect material image data EG2 on a part PH20b of the background image PH20 shown in FIG. 7(b-2), the drawing mode is set to "hard light" or "overlay" for synthesis. As a result, with respect to the background image PH20 shown in FIG. 7(b-2), the gray background image EG2a of the second effect material image data EG2 shown in FIG. 7(b-2) becomes transparent or invisible. Therefore, as shown in FIG. 7(c-2), only the character image EG2b of "CHANCE" is displayed on the liquid crystal display device 41 as if it overlaps the background image PH20. Note that the gray of this background image EG2a is composed of RGB values of (127, 127, 127) or (128, 128, 128).

[0082] On the other hand, in the third effect material image data EG3 in which the character image EG3b of "Extremely Hot" is arranged at the center of the gray background image EG3a shown in FIG. 7(b-3), when the third effect material image data EG3 is superimposed and drawn on a part PH20b of the background image PH20 shown in FIG. 7(b-3), the drawing mode is set to "Hard Light" or "Overlay" for composition. As a result, with respect to the background image PH20 shown in FIG. 7(b-3), the gray background image EG3a of the third effect material image data EG3 shown in FIG. 7(b-3) becomes transparent or invisible. Therefore, as shown in FIG. 7(c-3), only the character image EG3b of "Extremely Hot" is displayed on the liquid crystal display device 41 as if it overlaps the background image PH20. Note that the gray of this background image EG3a is composed of RGB values of (127, 127, 127) or (128, 128, 128).

[0083] Thus, in addition to the above "multiplication" process and "addition" process, "Hard Light" process and "Overlay" process can also be used.

[0084] Therefore, even in this way, image processing can be efficiently performed without increasing the data amount of the image data.

[0085] Note that when using the "Hard Light" process and "Overlay" process, the common effect image data CH1 is not necessary, and one effect image for the Hard Light process and Overlay process (in this embodiment, the first effect material image data EG1 to the third effect material image data EG3 are exemplified) may be prepared.

[0086] By the way, the "Hard Light" process and "Overlay" process are used when it is desired to adjust brightness or darkness rather than the "multiplication" process and "addition" process. This will be used depending on the skill level and attention to detail of the designer. Therefore, naturally, the "Hard Light" process and "Overlay" process described with reference to FIG. 7 and the "multiplication" process and "addition" process described with reference to FIG. 6 can of course be used in combination according to the effect.

[0087] <Explanation of lamp data> Next, an explanation of lamp data will be given.

[0088] Generally, the volume of lamp data has been increasing due to the diversification of effects. However, conventional gaming machines have no countermeasures for the configuration of lamp data to prevent the increase in the volume of lamp data, and there has been a problem that the countermeasures against the increase in the man-hours for creating lamp data are insufficient. For example, when a decorative lamp changes and lights up in a rainbow color such as "red" ⇒ "yellow" ⇒ "green" ⇒ "light blue" ⇒ "blue" ⇒ "purple", conventionally, one lamp data for changing to a rainbow color using gradation or the like has been created for the intermediate stage during which the color changes. Therefore, not only does this take time and increase the man-hours for creating lamp data, but also, since it is created with one piece of data, there has been a problem that the data volume also becomes large.

[0089] Therefore, in the present embodiment, in order to solve the above problems, similar to the drawing process of an image, lamp data is arranged layer by layer for lamp data, and since color arithmetic processing such as "addition", "subtraction", and "multiplication" can be performed, monochromatic data of red, green, and blue (R, G, B) is prepared for a plurality of lamp layers, and arithmetic processing is performed. This point will be described in detail below.

[0090] First, at timing T1 shown in FIG. 8, the sub-control CPU 800a arranges the monochromatic red lighting data pre-stored in the sub-control ROM 800b shown in FIG. 3 on layer 1 for the lamp as shown in FIG. 8(a), arranges the monochromatic green lighting data pre-stored in the sub-control ROM 800b shown in FIG. 3 on layer 2 for the lamp as shown in FIG. 8(a), and arranges the monochromatic blue lighting data pre-stored in the sub-control ROM 800b shown in FIG. 3 on layer 3 for the lamp as shown in FIG. 8(a). Then, at timing T1 shown in FIG. 8, the sub-control CPU 800a arranges the green subtraction lamp data pre-stored in the sub-control ROM 800b shown in FIG. 3 on layer 5 for the lamp as shown in FIG. 8(b), and arranges the blue subtraction lamp data pre-stored in the sub-control ROM 800b shown in FIG. 3 on layer 6 for the lamp as shown in FIG. 8(b).

[0091] Thus, when the sub-control CPU 800a lights the decorative lamp on the game board 4 red between timing T1 and timing T2 as shown in FIG. 8(c), it adds all the data arranged on layers 1 to 3 for the lamp shown in FIG. 8(a), and based on this, uses the green subtraction lamp data arranged on layer 5 for the lamp shown in FIG. 8(b) and the blue subtraction lamp data arranged on layer 6 for the lamp shown in FIG. 8(b) to subtract green and blue. Specifically, the calculation is performed as follows: layer 1 for the lamp: (255, 0, 0) + layer 2 for the lamp: (0, 255, 0) + layer 3 for the lamp: (0, 0, 255) - layer 5 for the lamp: (0, 255, 0) - layer 6 for the lamp: (0, 0, 255) = (255, 0, 0). As a result, the decorative lamp on the game board 4 lights red.

[0092] Next, as shown in FIG. 8, between timings T2 and T3, when the decorative lamp on the game board 4 is lit while changing from red to yellow as shown in FIG. 8(c), in order to change from red to which green is added and then to yellow via orange, the sub-control CPU 800a, at timing T2 shown in FIG. 8, arranges the green fade-in lamp data pre-stored in the sub-control ROM 800b shown in FIG. 3 on the lamp layer 5 as shown in FIG. 8(b).

[0093] Thus, when the sub-control CPU 800a lights the decorative lamp on the game board 4 while changing from red to yellow between timings T2 and T3 as shown in FIG. 8(c), it adds up all the data arranged in the lamp layers 1 to 3 shown in FIG. 8(a), and on the basis of this, it uses the green fade-in lamp data arranged in the lamp layer 5 shown in FIG. 8(b) and the blue subtraction lamp data arranged in the lamp layer 6. Specifically, the calculation is performed as follows: ({Lamp layer 1: (255, 0, 0) + Lamp layer 2: (0, 255, 0) + Lamp layer 3: (0, 0, 255)} × Lamp layer 5: (255 / 255, 25 / 255, 255 / 255) - Lamp layer 6: (0, 0, 255) = (255, 25, 0)). As a result, the decorative lamp on the game board 4 changes from red to yellow and lights up. In the calculation example of this embodiment, only the calculation example of multiplying green by 10% (i.e., 25 / 255) is shown, but the value is gradually changed and multiplied as 30 / 255, 35 / 255, 40 / 255, ··· 255 / 255 so that the amount of green added to red gradually increases. Therefore, in this way, the amount of green added to red can be gradually increased, and thus the decorative lamp on the game board 4 can be changed from red to yellow via orange. Also, in this embodiment, an example where the sub-control CPU 800a performs multiplication is shown, but it is not limited thereto, and the sub-control CPU 800a may only issue an instruction to multiply green (for example, by 10%), and the multiplication process may be performed by the LED driver mounted on the decorative lamp board 90.

[0094] Next, as shown in FIG. 8, during timing T3 to timing T4, when the sub-control CPU 800a lights the decorative lamp on the game board 4 yellow, as shown in FIG. 8(c), the sub-control CPU 800a, at timing T3 shown in FIG. 8, as shown in FIG. 8(b), arranges nothing on the layer 5 for the lamp.

[0095] Thus, when the sub-control CPU 800a lights the decorative lamp on the game board 4 yellow during timing T3 to timing T4 as shown in FIG. 8(c), the sub-control CPU 800a adds all the data arranged in the lamp layers 1 to 3 shown in FIG. 8(a), and based on this, in order to subtract blue, uses the blue subtraction lamp data arranged in the lamp layer 6 shown in FIG. 8(b). Specifically, the calculation is performed as follows: lamp layer 1: (255, 0, 0) + lamp layer 2: (0, 255, 0) + lamp layer 3: (0, 0, 255) - lamp layer 6: (0, 0, 255) = (255, 255, 0). As a result, the decorative lamp on the game board 4 lights yellow.

[0096] Next, as shown in FIG. 8, during timing T4 to timing T5, when the sub-control CPU 800a changes the decorative lamp on the game board 4 from yellow to green and lights it, since red decreases from yellow and changes to green through yellow-green, the sub-control CPU 800a, at timing T4 shown in FIG. 8, arranges the red fade-out lamp data pre-stored in the sub-control ROM 800b shown in FIG. 3 on the lamp layer 4 as shown in FIG. 8(b).

[0097] Thus, when the sub-control CPU 800a changes the decorative lamp on the game board 4 from yellow to green and lights it up between timing T4 and timing T5 as shown in Fig. 8(c), it adds up all the data arranged in the lamp layers 1 to 3 shown in Fig. 8(a), and based on this, it uses the red fade-out lamp data arranged in the lamp layer 4 shown in Fig. 8(b) and the blue subtraction lamp data arranged in the lamp layer 6. Specifically, the calculation is performed as follows: {lamp layer 1: (255, 0, 0) + lamp layer 2: (0, 255, 0) + lamp layer 3: (0, 0, 255)} × lamp layer 4: (235 / 255, 255 / 255, 255 / 255) - lamp layer 6: (0, 0, 255) = (235, 255, 0). As a result, the decorative lamp on the game board 4 changes from yellow to green and lights up. In the calculation example of this embodiment, only 235 / 255 and the calculation example of multiplying red by 90% are shown, but the value is gradually changed and multiplied as 215 / 255, 195 / 255, 175 / 255, ······ 0 / 255 so that red gradually decreases from yellow. Therefore, in this way, red can gradually decrease from yellow, and thus the decorative lamp on the game board 4 can be changed from yellow to green through yellow-green. Also, in this embodiment, an example where the sub-control CPU 800a performs multiplication is shown, but it is not limited to this. The sub-control CPU 800a may only issue an instruction to multiply red (for example, 90%), and the multiplication process may be performed by the LED driver mounted on the decorative lamp board 90.

[0098] Next, when the sub-control CPU 800a lights up the decorative lamp on the game board 4 in green after timing T5 as shown in Fig. 8, as shown in Fig. 8(c), at timing T5 shown in Fig. 8, the sub-control CPU 800a arranges the red subtraction lamp data pre-stored in the sub-control ROM 800b shown in Fig. 3 in the lamp layer 4 as shown in Fig. 8(b).

[0099] Thus, when the sub-control CPU 800a lights up the decorative lamp on the game board 4 in green after timing T5 as shown in FIG. 8(c), it adds up all the data arranged in the lamp layers 1 to 3 shown in FIG. 8(a), and on the basis of this, in order to subtract red and blue, it uses the red subtraction lamp data arranged in the lamp layer 4 shown in FIG. 8(b) and the blue subtraction lamp data arranged in the lamp layer 6. Specifically, it performs the calculation of lamp layer 1: (255,0,0) + lamp layer 2: (0,255,0) + lamp layer 3: (0,0,255) - lamp layer 4: (255,0,255) - lamp layer 6: (0,0,255) = (0,255,0). As a result, the decorative lamp on the game board 4 lights up in green.

[0100] Therefore, by doing as described above, by arranging the lighting data in the lamp layers 1 to 3 and further arranging the editing data of the respective lighting data in the lamp layers 4 to 6, then, in terms of control, by performing the processes of "addition", "subtraction", and "multiplication", the color change of the decorative lamp can be realized. Therefore, according to the present embodiment, there is no need to create one lamp data that not only takes time but also increases the data amount as in the prior art. Therefore, according to the present embodiment, the volume of the lamp data does not increase, and the man-hours for creating the lamp data can be reduced.

[0101] Note that the fade-in / fade-out exemplified above can be used for all of the red fade-in / fade-out, green fade-in / fade-out, and blue fade-in / fade-out, so it can be applied to various production scenes.

[0102] Also, the time of the fade-in / fade-out as described above can be adjusted on the production scenario.

[0103] By the way, the processing content described above can also be applied to the fade-out of the decorative lamp at the time of SP reach.

[0104] That is, as shown in FIG. 9(a), when it is a SP reach A, the decorative lamp on the game board 4 lights up yellow between timing T10 and timing T11. When the lottery result is a miss, after timing T12, it fades out from yellow to gradual extinction. Also, as shown in FIG. 9(b), when it is a SP reach B, the decorative lamp on the game board 4 lights up green between timing T10 and timing T11. When the lottery result is a miss, after timing T12, it fades out from green to gradual extinction. Further, as shown in FIG. 9(c), when it is a SP reach C, the decorative lamp on the game board 4 lights up red between timing T10 and timing T11. When the lottery result is a miss, after timing T11, it fades out from red to gradual extinction.

[0105] By the way, in the case of such three types of SP reaches, conventionally, the decorative lamp was lit in a color corresponding to the content of each SP reach, and lamp data in which each color fades out (the brightness decreases) was created. Therefore, not only does it take time and increase the man-hours for creating the lamp data, but also there was a problem that the data amount becomes large because lamp data in which each color fades out (the brightness decreases) is created.

[0106] Therefore, in the present embodiment, in order to solve the above problems, the following processing is performed.

[0107] When it is a SP reach A shown in FIG. 10(a), as shown in FIG. 10(a), when the decorative lamp on the game board 4 is lit yellow between timing T20 and timing T21, the sub-control CPU 800a reads out the red lighting data and the green lighting data pre-stored in the sub-control ROM 800b shown in FIG. 3 at timing T20 and adds them ((255, 0, 0)+(0, 255, 0)=(255, 255, 0)), and arranges them in layer 1 for the lamp. As a result, the decorative lamp on the game board 4 lights up yellow.

[0108] Next, when the lottery result is a miss, the sub-control CPU 800a fades out the decorative lamp on the game board 4 from yellow to off after timing T21 as shown in Fig. 10(a). Therefore, at timing T21, the sub-control CPU 800a arranges the white fade-out data pre-stored in the sub-control ROM 800b shown in Fig. 3 on layer 2 for the lamp. Note that this white fade-out data is data that changes from (R, G, B) = (255, 255, 255) to (0, 0, 0).

[0109] Thus, the sub-control CPU 800a uses the yellow lighting data arranged on layer 1 for the lamp and the white fade-out data arranged on layer 2 for the lamp shown in Fig. 10(a) to fade out the decorative lamp on the game board 4 from yellow to off. Specifically, the calculation {(255, 0, 0) + (0, 255, 0)} × (235 / 255, 235 / 255, 235 / 255) = (235, 235, 0) is performed. As a result, the decorative lamp on the game board 4 changes from yellow lighting to off. Needless to say, since the white fade-out data is data that changes from (R, G, B) = (255, 255, 255) to (0, 0, 0), the values are gradually changed and multiplied as (235 / 255, 235 / 255, 235 / 255), (215 / 255, 215 / 255, 215 / 255), (195 / 255, 195 / 255, 195 / 255), ······, (0 / 255, 0 / 255, 0 / 255). Also, in this embodiment, an example where the sub-control CPU 800a performs multiplication is shown, but it is not limited thereto. The sub-control CPU 800a may only issue an instruction to multiply white (for example, 90%), and the multiplication process may be performed by the LED driver mounted on the decorative lamp board 90.

[0110] On the other hand, when the SP reach B shown in FIG. 10(b), as shown in FIG. 10(b), when the decorative lamp on the game board 4 is lit green between timing T30 and timing T31, the sub-control CPU 800a arranges the green lighting data pre-stored in the sub-control ROM 800b shown in FIG. 3 at timing T30 on layer 1 for the lamp. As a result, the decorative lamp on the game board 4 lights up green.

[0111] Next, when the lottery result is a miss, the sub-control CPU 800a fades out the decorative lamp on the game board 4 from green to off after timing T31 as shown in FIG. 10(b). Therefore, at timing T31, the sub-control CPU 800a arranges the white fade-out data pre-stored in the sub-control ROM 800b shown in FIG. 3 on layer 2 for the lamp. Note that this white fade-out data is the same as the white fade-out data shown in FIG. 10(a).

[0112] Thus, in order to fade out the decorative lamp on the game board 4 from green to off, the sub-control CPU 800a uses the green lighting data arranged in the layer 1 for the lamp shown in FIG. 10(b) and the white fade-out data arranged in the layer 2 for the lamp. Specifically, the calculation of (0, 255, 0) × (235 / 255, 235 / 255, 235 / 255) = (0, 235, 0) is performed. As a result, the decorative lamp on the game board 4 changes from green lighting to off. Needless to say, since the white fade-out data is data that changes from (R, G, B) = (255, 255, 255) to (0, 0, 0), the values are gradually changed and multiplied as (235 / 255, 235 / 255, 235 / 255), (215 / 255, 215 / 255, 215 / 255), (195 / 255, 195 / 255, 195 / 255), ······, (0 / 255, 0 / 255, 0 / 255). Also, in this embodiment, an example where the sub-control CPU 800a performs multiplication is shown, but it is not limited thereto. The sub-control CPU 800a may perform only an instruction of multiplying white (for example, 90%), and the multiplication process may be performed by an LED driver mounted on the decorative lamp board 90.

[0113] On the other hand, when the SP reach C shown in FIG. 10(c) occurs and the decorative lamp on the game board 4 is lit red between the timings T40 and T41 as shown in FIG. 10(b), at the timing T40, the sub-control CPU 800a arranges the red lighting data pre-stored in the sub-control ROM 800b shown in FIG. 3 in the layer 1 for the lamp. As a result, the decorative lamp on the game board 4 lights red.

[0114] Next, when the lottery result fails, the sub-control CPU 800a fades out the decorative lamp on the game board 4 from red to off after timing T41 as shown in FIG. 10(b). Therefore, at timing T41, the sub-control CPU 800a arranges the white fade-out data pre-stored in the sub-control ROM 800b shown in FIG. 3 in layer 2 for the lamp. Note that this white fade-out data is the same as the white fade-out data shown in FIG. 10(a).

[0115] Thus, the sub-control CPU 800a uses the red lighting data arranged in layer 1 for the lamp and the white fade-out data arranged in layer 2 for the lamp shown in FIG. 10(c) to fade out the decorative lamp on the game board 4 from red to off. Specifically, the calculation (255,0,0)×(235 / 255,235 / 255,235 / 255)=(235,0,0) is performed. As a result, the decorative lamp on the game board 4 changes from red lighting to off. Needless to say, since the white fade-out data changes from (R,G,B)=(255,255,255) to (0,0,0), the values are gradually changed and multiplied as (235 / 255,235 / 255,235 / 255),(215 / 255,215 / 255,215 / 255),(195 / 255,195 / 255,195 / 255),·····,(0 / 255,0 / 255,0 / 255). Also, in this embodiment, an example where the sub-control CPU 800a performs multiplication is shown, but not limited thereto. The sub-control CPU 800a may only issue an instruction to multiply white (for example, 90%), and the multiplication process may be performed by the LED driver mounted on the decorative lamp board 90.

[0116] Therefore, by doing as described above, only one common white fade - out data is prepared for all of the SP reaches A to C, and by simply multiplying this common white fade - out data by the lighting data of each decorative lamp at the time of SP reach, the colors of the decorative lamps for each of the SP reaches A to C can be faded out. Therefore, according to the present embodiment, unlike the prior art, there is no need to light the decorative lamps with colors corresponding to the content of each SP reach and create lamp data in which each color fades out (the brightness decreases), so the volume of the lamp data does not increase, and the man - hours for creating the lamp data can be reduced.

[0117] In the present embodiment, white fade - out data that fades out to turning off the light has been described as an example. However, even in the case of fading out the brightness to 10% without turning off the light, the white fade - out data as shown above may be used.

[0118] Incidentally, as the lamp data (lighting data) described with reference to FIGS. 8 and 10, for the sake of easy understanding, simple lamp data (lighting data) has been used for the description. However, the actual lamp data (lighting data) is as follows.

[0119] That is, as the actual lamp data (lighting data), if the lamp data (lighting data) is expressed in 4 bytes = 32 bits (0x00000000), since it becomes the data of one full - color LED (8 bits × 3) in 24 bits, it becomes the lamp data (lighting data) for 4 full - color LEDs in 12 bytes. In this case, it will be arranged in the order of the data of R1, G1, B1,... of the full - color LEDs from the beginning.

[0120] That is, as the lamp data (lighting data), 0x00000000 0x00000000 0x00000000 In the case of The leading "0x00000000" becomes "0x00 (← data of R1) 00 (← data of G1) 00 (← data of B1) 00 (← data of R2)". The middle "0x00000000" becomes "0x00 (← data of G2) 00 (← data of B2) 00 (← data of R3) 00 (← data of G3)". The last "0x00000000" becomes "0x00 (← data of B3) 00 (← data of R4) 00 (← data of G4) 00 (← data of B4)".

[0121] Based on the above points, the single - color lighting data for red, green, and blue are as follows.

[0122] Red lighting data: 0xFF0000FF 0x0000FF00 0x00FF0000 Green lighting data: 0x00FF0000 0xFF0000FF 0x0000FF00 Blue lighting data: 0x0000FF00 0x00FF0000 0xFF0000FF

[0123] Thus, when performing the above - described red subtraction, green subtraction, and blue subtraction, after adding all of the red lighting data, green lighting data, and blue lighting data, the above lighting data can be directly used. When performing red subtraction, use the red lighting data; when performing green subtraction, use the green lighting data; when performing blue subtraction, use the blue lighting data.

[0124] On the other hand, not limited thereto, data that masks the color to be subtracted and leaves other colors unchanged can also be used. Specifically, the data is as follows.

[0125] Red subtraction data: 0x00FFFF00 0xFFFF00FF 0xFF00FFFF Green subtraction data: 0xFF00FFFF 0x00FFFF00 0xFFFF00FF Cyan subtraction data: 0xFFFF00FF 0xFF00FFFF 0x00FFFF00

[0126] That is, when subtracting red, if you add all the red lighting data, green lighting data, and blue lighting data and then take the logical product with the above red subtraction data, the red will become 0x00 and the other colors will not change.

[0127] Also, when subtracting green, if you add all the red lighting data, green lighting data, and blue lighting data and then take the logical product with the above green subtraction data, the green will become 0x00 and the other colors will not change.

[0128] Furthermore, when subtracting blue, if you add all the red lighting data, green lighting data, and blue lighting data and then take the logical product with the above blue subtraction data, the blue will become 0x00 and the other colors will not change.

[0129] Thus, even in this way, red subtraction, green subtraction, and blue subtraction can be performed.

[0130] On the other hand, the fade-in / fade-out of red, green, and blue can be processed as follows. That is, for the fade-in of red, green, and blue, since the "FF" part of the above red lighting data, green lighting data, and blue lighting data changes as 00→10→20→30→······→FF, if multiplication processing is performed on the data obtained by adding all the red lighting data, green lighting data, and blue lighting data, the fade-in can be achieved. Also, for the fade-out of red, green, and blue, since the "FF" part of the above red lighting data, green lighting data, and blue lighting data changes as FF→EF→DF→CF→······→00, if multiplication processing is performed on the data obtained by adding all the red lighting data, green lighting data, and blue lighting data, the fade-out can be achieved. Note that "FF" (= "255") represents the state of 100% brightness, and the lower this value, the lower the brightness.

[0131] Therefore, in this way, the lamp data described above will be processed.

[0132] <Main control: Explanation of the program> Here, the processing methods of the various contents described above will be described in detail below. First, the outline of the program stored in the main control ROM 600b (see FIG. 3) processed by the main control board 60 will be described in detail by referring to FIGS. 24 to 35.

[0133] <Main control: Explanation of the main process> First, when the pachinko gaming machine 1 is powered on, a power-on signal indicating that the DC voltage generated by the voltage generation unit 1300 of the power supply board 130 (see FIG. 3) is input to each control board is sent. In response to this signal, the main control CPU 600a (see FIG. 3) reads the program stored in the main control ROM 600b (see FIG. 3) and performs the main control main process shown in FIG. 11. At this time, the main control CPU 600a first sets itself to the interrupt prohibition state (step S1).

[0134] Next, the main control CPU 600a performs a stack pointer setting process of setting the value of the stack pointer inside the main control CPU 600a corresponding to the final address of the normal use stack area (step S2).

[0135] Next, the main control CPU 600a clears the WDT (not shown) (step S3) and clears the output port for outputting the launch control signal (step S4).

[0136] Subsequently, the main control CPU 600a sets the startup waiting time of the sub-control board 80 (step S5), decrements (-1) the set waiting time (step S6), and clears the WDT (not shown) (step S7).

[0137] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8). If it has not become "0" (step S8: ≠0), the process returns to the process of step S7. If it has become "0" (step S8: =0), the process proceeds to the process of step S9.

[0138] Next, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 3) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 3) twice, checks whether the levels of the voltage abnormality signals ALARM acquired twice match, and stores them in an internal register of the main control CPU 600a (not shown), and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is at the "L" level (step S10: YES), the process returns to the process of step S9. If the level of the voltage abnormality signal ALARM is at the "H" level (step S10: NO), the process proceeds to the process of step S11. That is, the main control CPU 600a repeats the same process until the voltage abnormality signal ALARM changes to the normal level (i.e., the "H" level) (steps S9 to S10). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.

[0139] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11) and initializes the working area of the main control RAM 600c (step S12). Specifically, 00H is set in the power supply abnormality confirmation counter, and 01H is set in the system operation status.

[0140] Next, the main control CPU 600a transmits a processing command (production control command DI_CMD) for causing the sub-control board 80 to display a standby screen on the liquid crystal display device 41 (step S13).

[0141] Next, the main control CPU 600a clears the WDT (not shown) (step S14), and checks whether a signal indicating that power has been turned on from the dispensing control board 70 (power-on signal) has arrived (step S15). If the power-on signal has not arrived (step S15: OFF), the process returns to the process of step S14. If the power-on signal has arrived (step S15: ON), the process proceeds to the process of step S16.

[0142] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves it in the working area of the normal RAM area of the main control RAM 600c (step S16).

[0143] Next, the main control CPU 600a acquires the door open signal indicating whether the glass door frame 5 shown in FIG. 1 is open, the signal of the RAM clear switch 620 saved in the working area of the main control RAM 600c, and the signal of the setting key switch 630 (step S17), and checks whether all of them are ON (step S18). If all of them are ON (step S18: YES), the main control CPU 600a performs setting switching processing (step S19).

[0144] <Main control: Main process: Explanation regarding setting switching process> Here, this setting switching process will be specifically described with reference to FIG. 13.

[0145] First, the main control CPU 600a sends a setting switch start command (production control command DI_CMD) indicating that setting changes are in progress to the sub-control board 80 (step S50).

[0146] Next, the main control CPU 600a clears the backup flag (step S51). Note that this backup flag is data indicating whether backup processing has been executed when a voltage drop due to a power failure or the like is detected in the power failure check process shown in FIG. 14. Also, the reason for clearing this backup flag is to detect, in step S21 shown in FIG. 12 described later, the case where a power cut occurs due to some factor during the setting switching process and the main control RAM 600c is not normally backed up.

[0147] Next, the main control CPU 600a sets 02H in the system operation status (step S52), acquires the set value of the probability of generating a special game state advantageous to the player stored in the main control RAM 600c (see FIG. 3), and sets it in the W register (step S53). Specifically, when the set value is, for example, from "1" to "6", in the program, the set values "1" to "6" are made to correspond to the values "00H" to "05H" and set in the W register.

[0148] Next, the main control CPU 600a compares the value set in the W register with the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S54). Then, if the value set in the W register is greater than the maximum set value of the probability of generating a game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: YES), it is determined that it is an abnormal value, and 00H is set in the W register (step S56).

[0149] On the other hand, if the value set in the W register is less than the maximum set value of the probability of generating a game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: NO), it is determined that it is a normal value, and the process proceeds to the process of step S57.

[0150] Next, the main control CPU 600a sets the security signal output to the hall computer used for managing the gaming islands in the casino to ON, and outputs the security signal to the hall computer (step S57).

[0151] Next, the main control CPU 600a sets 00H to the LED common port (step S58).

[0152] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S59).

[0153] Next, the main control CPU 600a sets the LED common port for displaying the set value to ON (step S60).

[0154] Next, the main control CPU 600a sets a predetermined value in the register within the main control CPU 600a so that a 4 ms wait is imposed, and performs a countdown process (step S61). Note that this process is for confirming that the change in the level data of the RAM clear switch 620 (see FIG. 3) and the setting key switch 630 (see FIG. 3) is not due to irregularities such as noise by allowing at least 4 ms to elapse from the acquisition of the previous switch level. Furthermore, when confirming the change in the voltage abnormality signal in the subsequent power supply abnormality check process and counting the power supply abnormality confirmation counter, this process is also for confirming that the "L" level of the voltage abnormality signal is not level data due to irregularities such as noise by allowing 4 ms to elapse.

[0155] Next, the main control CPU 600a performs a power supply abnormality check process (step S62). The power supply abnormality check process will be specifically described with reference to FIG. 14.

[0156] <Main control: Main process: Explanation regarding power supply abnormality check process> As shown in FIG. 14, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 3) output from the power supply board 130 (voltage monitoring unit 1310) twice (step S80), and checks whether the levels of the voltage abnormality signals ALARM acquired twice match (step S81). If they match (step S81: YES), the main control CPU 600a checks the level of the voltage abnormality signal ALARM (step S82), and if they do not match (step S81: NO), it returns to the process of step S80.

[0157] Next, if the level of the voltage abnormality signal ALARM is at the "H" level (step S82: OFF), the main control CPU 600a clears the power supply abnormality confirmation counter (step S83) and ends the power supply abnormality check process.

[0158] On the other hand, if the level of the voltage abnormality signal ALARM is at the "L" level (step S82: ON), the main control CPU 600a increments (+1) the power supply abnormality confirmation counter (step S84) and checks the value of the power supply abnormality confirmation counter (step S85). If the value of the power supply abnormality confirmation counter is not 2 or more (step S85: NO), the power supply abnormality check process ends.

[0159] On the other hand, if the value of the power supply abnormality confirmation counter is 2 or more (step S85: YES), the main control CPU 600a sends a power-off command (production control command DI_CMD) indicating that the power supply to the sub-control board 80 has been cut off (step S86).

[0160] Next, the main control CPU 600a checks the value of the system operation status (step S87). If the value of the system operation status is 02H, it is determined that the setting change process is in progress (step S87: YES), the backup flag is not set to ON, and the process proceeds to step S89. In this way, in the case where the power is cut off due to some factor during the setting switching process and the main control RAM 600c is not normally backed up, it can be detected in step S21 shown in FIG. 12 described later.

[0161] On the other hand, if the value of the system operation status is not 02H, it is determined that the setting change is not in progress (step S87: NO), and the backup flag is set to ON (step S88).

[0162] Next, the main control CPU 600a sets the data writing to the main control RAM 600c to the prohibited state (step S89), and clears the output data of all output ports (step S90). Then, the timer interrupt is prohibited (step S91), and an infinite loop process is repeated to wait for the voltage to drop.

[0163] <Main control: Main process: Explanation regarding setting switching process> Thus, after finishing the power failure check process (step S62) through the above-described process, the main control CPU 600a creates the switch edge data of the RAM clear switch 620 signal and the switch edge data of the setting key switch 630 signal from the level data of the RAM clear switch 620 and the level data of the setting key switch 630 for the previous time and this time (step S63). Note that the main control CPU 600a stores the created edge data in the main control RAM 600c.

[0164] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c. If the setting key switch 630 is ON (step S64: NO), the process proceeds to the process of step S65. If the setting key switch 630 is OFF (step S64: YES), the process proceeds to the process of step S67.

[0165] Next, if the RAM clear switch 620 is ON (step S65: NO), the main control CPU 600a increments (+1) the value of the W register (step S66) and returns to the process of step S54.

[0166] On the other hand, if the RAM clear switch 620 is OFF (step S65: NO), the process returns to the process of step S57.

[0167] Thus, until the setting key switch 630 is turned off, the above process is repeated. When the setting key switch 630 is turned off, the main control CPU 600a overwrites and stores the value in the W register with the set value of the probability of generating a game state advantageous to the player stored in the main control RAM 600c (see FIG. 3) (e.g., the set value corresponding to "00H" to "05H" for "1" to "6") (step S67).

[0168] Next, the main control CPU 600a outputs a setting confirmation display to the LED data port (step S68).

[0169] Next, the main control CPU 600a transmits a setting change completion command (production control command DI_CMD) reflecting the set value to the sub-control board 80 (step S69).

[0170] <Main control: Explanation of main process> Thus, after going through the above process and finishing the setting change process (step S19) shown in FIG. 11, the main control CPU 600a proceeds to the process of step S26 shown in FIG. 12.

[0171] On the other hand, the main control CPU 600a checks whether the signals of the RAM clear switch 620 and the setting key switch 630 are all ON (step S18). If not all are ON (step S18: NO), the main control CPU 600a performs the process of step S20 shown in FIG. 12.

[0172] That is, the main control CPU 600a acquires the set value of the probability of generating a game state advantageous to the player stored in the main control RAM 600c (e.g., the set value corresponding to "00H" to "05H" for "1" to "6") and checks whether it is less than or equal to the set maximum value (e.g., "05H" corresponding to "6") (step S20). If it is less than or equal to the set maximum value (step S20: YES), it checks whether the backup flag is set to ON (step S21).

[0173] <Main control: Explanation of main processing: RAM error processing> If it is not less than the set maximum value (step S20: NO), or if the backup flag is not set to ON (step S21: NO), the main control CPU 600a transmits a RAM error command (production control command DI_CMD) indicating that there is a RAM error to the sub-control board 80 (step S22).

[0174] Next, the main control CPU 600a outputs an error display to the LED data port (step S23).

[0175] Next, the main control CPU 600a performs a power failure check process (step S24), returns to the process of step S23, and repeats the process. Note that this power failure check process is the same process as the power failure check process shown in FIG. 14.

[0176] <Main control: Explanation of main processing> On the other hand, if the backup flag is set to ON (step S21: YES), the signal of the RAM clear switch 620 is checked (step S25).

[0177] <Main control: Explanation of main processing: RAM clear processing> When the signal of the RAM clear switch 620 is ON (step S25: YES), or when the setting switching process (step S19) shown in FIG. 11 is performed, the main control CPU 600a does not clear the measurement RAM area and measurement stack area of the main control RAM 600c, but clears the normal RAM area and normal stack area of the main control RAM 600c (step S26).

[0178] Next, the main control CPU 600a sets the RAM clear notification timer to 30 seconds (30s) (step S27), and sets the timer for outputting the security signal output to the hall computer used for game island management in the game hall to 30 seconds (30s) (step S28).

[0179] Next, the main control CPU 600a performs initial value setting in a part of the main control RAM 600c (step S29), and proceeds to the process of step S41.

[0180] <Explanation of Main Control: Main Process> On the other hand, if the signal of the RAM clear switch 620 is OFF (step S25: NO), the main control CPU 600a acquires the door open signal indicating whether the glass door frame 5 shown in FIG. 1 is open and the signal of the setting key switch 630 (step S30), and checks whether all of them are ON (step S31). If not all of them are ON (step S31: NO), the process proceeds to step S40.

[0181] <Explanation of Main Control: Main Process: Explanation Regarding Setting Confirmation Process> On the other hand, if all of them are ON (step S31: YES), the main control CPU 600a transmits a setting value command (effect control command DI_CMD) reflecting the setting value to the sub-control board 80 (step S32).

[0182] Next, the main control CPU 600a sets a timer for outputting a security signal to the hall computer used for game island management in the game arcade to 30 seconds (30 s) (step S33).

[0183] Next, the main control CPU 600a sets the security signal output to the hall computer used for game island management in the game arcade to ON, and causes the hall computer to output the security signal for 30 seconds (30 s) set by the above timer (step S34).

[0184] Next, the main control CPU 600a outputs the setting value to the LED data port (step S35).

[0185] Next, the main control CPU 600a sets a predetermined value in a register in the main control CPU 600a so as to take a 4 ms wait, and performs a process of counting down (step S36).

[0186] Next, the main control CPU 600a performs a power failure check process (step S37). This power failure check process is the same as the power failure check process shown in FIG. 14.

[0187] Next, the main control CPU 600a creates switch edge data of the setting key switch 630 signal from the level data of the setting key switch 630 for the previous time and this time (step S38). The main control CPU 600a stores the created edge data in the main control RAM 600c.

[0188] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (step S39). If the setting key switch 630 is ON (step S39: NO), the process returns to the process of step S34.

[0189] <Explanation of the main control: Main process> On the other hand, if the setting key switch 630 is OFF (step S39: YES), initial values such as a backup flag and an error detection timer are set in a part of the main control RAM 600c (step S40).

[0190] Next, the main control CPU 600a transmits a command (production control command DI_CMD) indicating whether it is a power failure recovery by RAM clear or a power failure recovery by backup to the sub-control board 80 (step S41).

[0191] Next, the main control CPU 600a performs a game state notification information update process for updating the game state notification information (step S42).

[0192] Next, the main control CPU 600a sets the internal function registers (step S43). Specifically, it sets the emission control signal to ON and transmits it to the payout control board 70. Thereby, the payout control board 70 controls to start the operation of the emission control board 71. Also, the CTC that has functions such as creating a pulse output with a fixed period provided inside the main control CPU 600a and a time measurement function is set. That is, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 4 ms.

[0193] Thus, the above processing up to this point becomes the initial processing in the main control main processing.

[0194] Next, the main control CPU 600a performs the processing of the winning ball count management process 1 that calculates performance such as the total number of game balls launched into the game area 40 including the number of winning balls and non-winning balls in a state where interrupts to itself are set to the prohibited state (step S44) (step S45). Then, after the main control CPU 600a performs the update processing of various random number counters (step S46), it returns to the interrupt permission state (step S47), returns to step S44, and performs a loop process that repeatedly performs the processing of steps S44 to S47. Note that this loop process and the interrupt process described later become the steady processes.

[0195] <Explanation of the main control: Timer interrupt process> Next, referring to FIG. 15, the timer interrupt program that interrupts the above-described main processing and starts every 4 ms will be described.

[0196] When this timer interrupt occurs, a save process is executed to save the contents of the register group in the main control CPU 600a to the stack area of the main control RAM 600c (step S100), and then a voltage abnormality check process is executed (step S101). This voltage abnormality check process is the same process as the power supply abnormality check process shown in FIG. 14.

[0197] Next, the main control CPU 600a receives ON / OFF signals of various switches including the special symbol 1 start port switch 44a (see FIG. 3), the special symbol 2 start port switch 45a1 (see FIG. 3), the normal symbol start port switch 48a (see FIG. 3), the upper right general winning port switch 49a1 (see FIG. 3), the upper left general winning port switch 49b1 (see FIG. 3), the middle left general winning port switch 49c1 (see FIG. 3), the lower left general winning port switch 49d1 (see FIG. 3), the out port switch 50a (see FIG. 3), and the big winning port switch 46c (see FIG. 3), and stores the ON / OFF signal level and its rising state in the work area in the main control RAM 600c (step S102).

[0198] Next, the main control CPU 600a performs a timer subtraction process on various timers (such as the normal symbol variation timer and the normal symbol accessory timer) that manage the time of each gaming operation (step S103).

[0199] Next, the main control CPU 600a performs a random number management process (step S104). Specifically, it performs a process of updating random numbers such as normal symbols and special symbols used for winning or losing lottery.

[0200] Next, the main control CPU 600a performs an error management process (step S105). The error management process determines whether there is an abnormality inside the device, such as when the supply of game balls stops, or when the game balls jam, or when there is a disconnection in the special symbol 1 start port switch 44a (see FIG. 3), the special symbol 2 start port switch 45a1 (see FIG. 3), the normal symbol start port switch 48a (see FIG. 3), the upper right general winning port switch 49a1 (see FIG. 3), the upper left general winning port switch 49b1 (see FIG. 3), the middle left general winning port switch 49c1 (see FIG. 3), the lower left general winning port switch 49d1 (see FIG. 3), the out port switch 50a (see FIG. 3), and the big winning port switch 46c (see FIG. 3). When any error occurs, a command (the effect control command DI_CMD) corresponding to the error is transmitted to the sub-control board 80.

[0201] Next, the main control CPU 600a executes a prize ball management process (step S106). In this prize ball management process, a payout control command PAY_CMD for causing the payout and launch control board 70 (see FIG. 3) to perform a payout operation is output.

[0202] Next, the main control CPU 600a executes a normal symbol process (step S107). This normal symbol process performs a win / loss lottery for the normal symbols and determines the variation pattern and stop display state of the normal symbols based on the lottery result. The details of this process will be described later.

[0203] Next, the main control CPU 600a executes a normal electric accessory management process (step S108). In this normal electric accessory management process, based on the lottery result of the normal symbol process (step S107), a signal related to the control of the normal electric accessory solenoid 45b2 (see FIG. 3), which is necessary for the occurrence of a normal electric accessory release game, is generated. Note that in the special symbol process (step S109) described later, when the winning easy flag indicating whether the game state is a time-saving game state becomes ON, a normal electric accessory release game will occur in the next timer interrupt process.

[0204] Next, the main control CPU 600a executes a special symbol process (step S109). In this special symbol process, a win / loss lottery for the special symbols is executed, and the variation pattern and stop display mode of the special symbols are determined based on the lottery result. Also, processing of the winning easy flag and the normal symbol certain change flag indicating whether the game state is a time-saving game state is performed. Note that the win / loss lottery for the special symbols in the state where the winning easy flag is ON is performed in the next timer interrupt process. The details of this process will be described later.

[0205] Next, the main control CPU 600a executes special electric accessory management processing (step S110). In this special electric accessory management processing, mainly, when the jackpot lottery result is "jackpot" or "minor win", setting processing necessary for executing and controlling the corresponding winning game is performed. At this time, a signal related to the control of the special electric accessory solenoid 46b (see FIG. 3) is also generated. When the jackpot lottery result is "jackpot" or "minor win", a command (production control command DI_CMD) related thereto is transmitted to the sub-control board 80.

[0206] Next, the main control CPU 600a performs right-hit notification information management processing (step S111). In this right-hit notification information management processing, processing for presenting a "launch position guidance effect (right-hit notification effect)" for performing right-hit instruction notification in a situation where right-hit is advantageous, such as when an opening / closing member (not shown) is opened a predetermined number of times or for a predetermined time, or when the opening / closing door 46a is opened and the big winning opening (not shown) is opened, is performed.

[0207] Next, the main control CPU 600a executes LED management processing (step S112). In this LED management processing, a winning-easy game state LED signal is output. That is, in the above-described special symbol processing within the same timer interrupt, if the winning-easy flag is turned ON, it is output from the output port of the main control CPU 600a as a winning-easy game state LED signal to the 7-segment display device 53a shown in FIG. 2. As a result, the LED of the 7-segment display device 53a shown in FIG. 2 lights up. On the other hand, if the winning-easy flag is turned OFF, a winning-easy game state LED signal is output from the output port of the main control CPU 600a. As a result, the LED of the 7-segment display device 53a shown in FIG. 2 goes out.

[0208] Next, the main control CPU 600a executes external terminal management processing (step S113). In this external terminal management processing, predetermined game information such as the number of wins, the number of occurrences of wins, the number of fluctuations of special symbols, winning ball detection information for the winning opening, information during the time-limited game state, and security information is output to the hall computer used for game island management in the game arcade.

[0209] Next, the main control CPU 600a performs solenoid management processing (step S114). At this time, the main control CPU 600a confirms the signal related to the control of the normal electric accessory solenoid 45b2 (see FIG. 3) generated in the normal electric accessory management processing (step S108), and also confirms the signal related to the control of the special electric accessory solenoid 46b (see FIG. 3) generated in the special electric accessory management processing (step S110). Then, based on this signal, the operation / stop of the normal electric accessory solenoid 45b2 or the special electric accessory solenoid 46b is controlled, and the time when the opening / closing member (not shown) of the electric chute (normal electric accessory) is in the open state and the guiding member (not shown) is in the guiding state is in the extended state / non-extended state, or the opening / closing door 46a (see FIG. 2) operates so that the large winning opening (not shown) opens or closes.

[0210] Next, the main control CPU 600a performs out-of-use area processing (step S115). In this processing, a process of causing the performance display value calculated in the winning ball winning number management process 1 of step S45 shown in FIG. 12 to be displayed on the measurement / setting display device 610 (see FIG. 3) is performed.

[0211] Next, the main control CPU 600a clears the WDT (not shown) (step S116), returns to the interrupt permission state (step S117), restores the contents of the registers saved in the stack area of the main control RAM 600c, and ends the timer interrupt (step S118). As a result, the process returns from the interrupt processing routine to the main process (see FIG. 15).

[0212] <Explanation of the main control: normal symbol processing> Next, with reference to FIG. 16, the above normal symbol processing will be described in detail.

[0213] As shown in FIG. 16, in the normal symbol start port 48 (see FIG. 2) composed of gates for normal symbol processing, it is first confirmed whether the passage of the game ball is detected, that is, the signal level of the normal symbol start port switch 48a (see FIG. 3) of the normal symbol start port 48 is confirmed (step S150). When the passage of the game ball is detected (step S150: YES), the main control CPU 600a checks the main control RAM 600c in which the number of reserved balls for starting the normal symbol is stored in order to determine whether the number of reserved balls for starting the normal symbol is, for example, 4 or more (step S151). At this time, if the number of reserved balls for starting the normal symbol is less than 4 (step S151: ≠ MAX), the number of reserved balls for starting the normal symbol is incremented by 1 (step S152). After that, the main control CPU 600a stores the random number value for normal symbol win determination used for the normal symbol win / loss lottery in the main control RAM 600c in which the number of reserved balls for starting the normal symbol is stored (step S153), and then proceeds to the process of step S154.

[0214] On the other hand, if the passage of the game ball is not detected in step S150 (step S150: NO), or if it is determined in step S151 that the number of reserved balls for starting the normal symbol is 4 or more (step S151: = MAX), the processes of steps S152 to S153 are not performed, and the process proceeds to the process of step S154.

[0215] When the main control CPU 600a proceeds to the process of step S154, it checks whether the normal symbol win operation flag is set to ON, that is, whether 5AH is set in the normal symbol win operation flag (step S154). If 5AH is set in the normal symbol win operation flag (step S154: ON), it is determined that the normal symbol is a winning symbol. After updating the display data of the normal symbol (step S163), the normal symbol processing ends.

[0216] On the other hand, if 5AH is not set in the operation flag per normal symbol (step S154: OFF), the processing state indicating the behavior of the normal symbol, that is, the value of the normal symbol operation status flag is checked (step S155). If the normal symbol operation status flag is 00H, the main control CPU 600a determines that it is the state before the start of the variation of the normal symbol, proceeds to step S156, and checks whether the number of reserved start balls of the normal symbol is 0 (step S156).

[0217] After checking the main control RAM 600c in which the number of reserved start balls of the normal symbol is stored, when the main control CPU 600a determines that it is 0 (step S156: = 0), after updating the display data of the normal symbol (step S163), the normal symbol process ends. On the other hand, when it is determined that it is not 0 (step S156: ≠ 0), the number of reserved start balls of the normal symbol is decremented by 1 (step S157).

[0218] Thereafter, the main control CPU 600a performs a hit determination of a random number value corresponding to the number of reserved start balls of the normal symbol stored in the main control RAM 600c using the normal symbol hit determination table NPP_TBL shown in FIG. 23(a). That is, if the normal symbol probability variation flag indicating the game state is OFF, the main control CPU 600a determines whether the random number value is greater than or equal to the lower limit value (shown as 249 in the figure) and less than or equal to the upper limit value (shown as 250 in the figure) of the normal symbol hit determination table NPP_TBL (normal state) shown in FIG. 23(a). If it is greater than or equal to the lower limit value and less than or equal to the upper limit value, 5AH is set in the normal symbol hit determination flag to turn it ON. Otherwise, the normal symbol hit determination flag is turned OFF.

[0219] On the other hand, if the normal symbol probability variation flag indicating the game state is ON, the main control CPU 600a determines whether the random number value is greater than or equal to the lower limit value (shown as 4 in the figure) and less than or equal to the upper limit value (shown as 250 in the figure) of the normal symbol hit determination table NPP_TBL (probability variation state) shown in FIG. 23(a). If it is greater than or equal to the lower limit value and less than or equal to the upper limit value, 5AH is set in the normal symbol hit determination flag to turn it ON. Otherwise, the process of setting the normal symbol hit determination flag to OFF is performed (step S158).

[0220] Thus, the main control CPU 600a determines a stop symbol (normal symbol stop symbol) based on the lottery result determined in the above random number lottery process (step S159).

[0221] Next, the main control CPU 600a checks whether a normal symbol time shortening flag for shortening the variation time of the normal symbol is set to ON. If it is set to ON, the main control CPU 600a sets a corresponding variation time in the normal symbol variation timer. If it is set to OFF, the main control CPU 600a sets a normal variation time in the normal symbol variation timer (step S160).

[0222] Next, the main control CPU 600a shifts the storage area of the main control RAM 600c in which the random number value used for the win / loss lottery of the normal symbol corresponding to the number of balls on hold at the start of the normal symbol is stored (step S161). That is, assuming that the maximum number of balls on hold at the start of the normal symbol can be 4, the random number value used for the win / loss lottery of the normal symbol corresponding to 4 balls on hold at the start of the normal symbol is shifted to the main control RAM 600c in which the random number value used for the win / loss lottery of the normal symbol corresponding to 3 balls on hold at the start of the normal symbol was stored, the random number value used for the win / loss lottery of the normal symbol corresponding to 3 balls on hold at the start of the normal symbol is shifted to the main control RAM 600c in which the random number value used for the win / loss lottery of the normal symbol corresponding to 2 balls on hold at the start of the normal symbol was stored, and the random number value used for the win / loss lottery of the normal symbol corresponding to 2 balls on hold at the start of the normal symbol is shifted to the main control RAM 600c in which the random number value used for the win / loss lottery of the normal symbol corresponding to 1 ball on hold at the start of the normal symbol was stored.

[0223] After this process, the main control CPU 600a sets 01H in the normal symbol operation status flag used in step S155 above, and sets 00H in the main control RAM 600c in which the random number value used for the win / loss lottery of the normal symbol corresponding to 4 balls on hold at the start of the normal symbol was stored (step S162).

[0224] Then, after finishing the process of step S162, the main control CPU 600a updates the display data of the normal symbol (step S163), and ends the normal symbol process.

[0225] On the other hand, in step S155, if the value of the normal symbol operation status flag, which indicates the behavior of the normal symbol, i.e., the process state, is 01H, the main control CPU 600a determines that the normal symbol is changing, proceeds to step S164, and checks whether the normal symbol change timer is 0 (step S164). If the normal symbol change timer is not 0 (step S164: ≠ 0), the display data of the normal symbol is updated (step S163), and the normal symbol process ends. If the normal symbol change timer is 0 (step S164: = 0), the main control CPU 600a sets 02H in the normal symbol operation status flag used in step S155, and sets, for example, about 600 ms in the normal symbol change timer to maintain the win / loss lottery result of the normal symbol for a certain period of time (step S165).

[0226] After finishing the process of step S165, the main control CPU 600a updates the display data of the normal symbol (step S163), and ends the normal symbol process.

[0227] On the other hand, in step S155, if the value of the normal symbol operation status flag, which indicates the behavior of the normal symbol, i.e., the process state, is 02H, the main control CPU 600a determines that the normal symbol is in the confirmation time (the change of the normal symbol has ended and it is stopped), proceeds to step S166, and checks whether the normal symbol change timer is 0 (step S166). If the normal symbol change timer is not 0 (step S166: ≠ 0), the display data of the normal symbol is updated (step S163), and the normal symbol process ends. If the normal symbol change timer is 0 (step S166: = 0), the main control CPU 600a sets 00H in the normal symbol operation status flag used in step S155 (step S167), and checks whether the normal symbol hit determination flag is set to ON (5AH is set) (step S168).

[0228] Thus, if the normal symbol winning determination flag is set to OFF (5AH is not set) (step S168: OFF), the main control CPU 600a updates the display data of the normal symbol (step S163) and ends the normal symbol process. And if the normal symbol winning determination flag is set to ON (5AH is set) (step S168: ON), the main control CPU 600a sets the normal symbol winning operation flag used in step S154 to ON (set 5AH) (step S169) and then ends the normal symbol process.

[0229] <Main control: Explanation of special symbol process> Next, with reference to FIGS. 17 to 22, the above special symbol process will be described in detail.

[0230] As shown in FIG. 17, in the special symbol process, first, at the special symbol 1 start port switch 44a (see FIG. 3) of the special symbol 1 start port 44 (see FIG. 2), it is confirmed whether a game ball has entered (a winning ball) (step S200), and further, at the special symbol 2 start port switch 45a1 (see FIG. 3) of the special symbol 2 start port 45a (see FIG. 2), it is confirmed whether a game ball has entered (a winning ball) (step S201).

[0231] <Main control: Special symbol process: Explanation of start port check process> Regarding this process, when explained in detail with reference to FIG. 18, the main control CPU 600a confirms whether a game ball has entered (won) the special symbol 1 start port 44 or the special symbol 2 start port 45a, that is, checks the level of the special symbol 1 start port switch 44a of the special symbol 1 start port 44 or the special symbol 2 start port switch 45a1 of the special symbol 2 start port 45a (step S250). Thereby, if no entry (winning) of the game ball is detected (step S250: NO), the special symbol process ends.

[0232] If the entry (winning) of a game ball is detected (step S250: YES), the main control CPU 600a checks whether the number of start-retained balls that triggers the variation of the special symbol is a predetermined number and is stored in the main control RAM 600c (step S251). If the number of start-retained balls is less than 4 (step S251: ≠ MAX), the number of start-retained balls is incremented by 1 (+1) (step S252).

[0233] Next, the main control CPU 600a stores the random number value used when the special symbol stops, the random number value for the variation pattern, and the random number value for the jackpot determination in the main control RAM 600c in which the number of start-retained balls that triggers the variation of the special symbol is stored (step 253).

[0234] Next, the main control CPU 600a checks the current game state (such as whether the special symbol jackpot determination flag is set to ON) and determines whether it is in a pre-reading prohibited state (step S254). If it is not in the pre-reading prohibited state (step S254: NO), the main control CPU 600a obtains the random number value for the jackpot determination used in the winning / losing lottery of the special symbol stored in the main control RAM 600c in step S253 (step S255), and further obtains a start-port winning random number determination table (not shown) (step S256).

[0235] Next, the main control CPU 600a performs a lottery using the jackpot determination random number value obtained in step S255 and the start port winning random number determination table (not shown) obtained in step S256, and performs a symbol lottery for the special symbol according to the lottery result. Further, using the special symbol random number value stored in the main control RAM 600c in step S253 above, the type of jackpot (such as rank-up bonus win, normal jackpot, etc.) is determined, and using the variable pattern random number value, the variable pattern is determined, and a special symbol start port winning command corresponding thereto is generated (step S257). At this time, not only the jackpot lottery but also the small win lottery is performed, and the type of small win is determined using the special symbol random number value described above or a random number value different from the special symbol random number value, and the variable pattern is determined using the variable pattern random number value, and a special symbol start port winning command corresponding thereto may be generated.

[0236] Next, the main control CPU 600a generates a start hold addition command for the lower byte corresponding to the generated special symbol start port winning command (step S258).

[0237] On the other hand, the main control CPU 600a finishes the process of step S258, or whether the number of first start hold balls or the number of second start hold balls of special symbol 1 or 2 is 4 or more in step S251 (step S251 := MAX), or if it is in the pre-reading prohibited state (step S254: YES), it generates a start hold addition command for the upper byte according to the increased number of start hold balls (step S259).

[0238] Next, the main control CPU 600a combines the start hold addition command for the lower byte generated in step S258 and the start hold addition command for the upper byte generated in step S259, and then transmits it as a start hold addition command (production control command DI_CMD) to the sub-control board 80 (step S260).

[0239] <Main control: Explanation of special symbol processing> Thus, when the processes of step S200 and step S201 shown in FIG. 17 are completed, the main control CPU 600a checks whether the special symbol small hit operation flag is set to ON, that is, whether 5AH is set in the special symbol small hit operation flag (step S202). If 5AH is set in the special symbol small hit operation flag (step S202: ON), it is determined that the special symbol is in the small hit state. After updating the display data of the special symbol (step S208), the special symbol process ends.

[0240] On the other hand, if 5AH is not set in the special symbol small hit operation flag (step S202: OFF), it checks whether the special symbol big hit operation flag is set to ON, that is, whether 5AH is set in the special symbol big hit operation flag (step S203). If 5AH is set in the special symbol big hit operation flag (step S203: ON), it is determined that the special symbol is in the big hit state. After updating the display data of the special symbol (step S208), the special symbol process ends.

[0241] On the other hand, if 5AH is not set in the special symbol big hit operation flag (step S203: OFF), it checks the processing state indicating the behavior of the special symbol, that is, the value of the special symbol operation status flag (step S204). More specifically, if the value of the special symbol operation status flag is 00H or 01H, the main control CPU 600a determines that the special symbol is in the variation waiting state (indicating that the variation of the special symbol has not occurred and it is in the waiting state for the next variation), and performs the special symbol variation start process (step S205).

[0242] <Main control: Special symbol process: Explanation of special symbol variation start process> Regarding this process, a detailed explanation will be given with reference to FIG. 19. The main control CPU 600a checks whether the number of start-holding balls that trigger the special symbol variation is 0 (step S300). That is, the main control CPU 600a checks whether it is stored in the main control RAM 600c. If it is determined that the number of start-holding balls is 0 (step S300 := 0), the main control CPU 600a checks whether the value of the special symbol operation status flag is 00H (step S301). If the value of the special symbol operation status flag is 00H (step S301: YES), the special symbol variation start process is terminated.

[0243] On the other hand, if the value of the special symbol operation status flag is not 00H (step S301: NO), the main control CPU 600a transmits the customer waiting demo command as the production control command DI_CMD to the sub-control board 80 (see FIG. 3) (step S302).

[0244] Next, the main control CPU 600a sets 00H in the special symbol operation status flag (step S303) and terminates the special symbol variation start process.

[0245] On the other hand, if the main control CPU 600a determines that the number of start-holding balls is not 0 (step S300: ≠ 0), the main control CPU 600a subtracts 1 from the number of start-holding balls (-1) (step S304), and transmits the start-holding subtraction command as the production control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S305).

[0246] Next, the main control CPU 600a checks the value of the special symbol short-time count described later, and transmits the short-time count command as an effect control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S306). In response to this, the sub-control CPU 800a transmits a command list regarding an image (video) that displays the current short-time count to the VDP 803 so as not to display it on the liquid crystal display device 41 or to display a fixed number of times such as 100 times until the short-time count reaches a predetermined short-time count. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that the current short-time count is not displayed on the liquid crystal display device 41 or a fixed number of times such as 100 times is displayed. Then, when the short-time count reaches a predetermined short-time count, the sub-control CPU 800a transmits a command list regarding an image (video) that displays the received short-time count information to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that the current short-time count is displayed on the liquid crystal display device 41.

[0247] Next, the main control CPU 600a shifts the storage area in the main control RAM 600c where the random number value, the random number value for the variation pattern, and the random number value for the big hit determination used when the special symbol stops (see step S253 in FIG. 18) are stored (step S307), and sets 0 in the area in the main control RAM 600c where the random number value used for the win / loss lottery of the special symbol corresponding to the start hold 4 was stored (step S308).

[0248] Next, the main control CPU 600a performs a hit determination process (step S309).

[0249] <Explanation of the main control: special symbol process: hit determination process> This process will be described in detail with reference to FIG. 20. The main control CPU 600a acquires the jackpot determination random value (see step S253 in FIG. 18) from the main control RAM 600c in which the jackpot determination random value is stored (step S370).

[0250] Next, the main control CPU 600a acquires the address of the hit determination table according to the changing special symbol. That is, the main control CPU 600a acquires the addresses of the special symbol jackpot determination table SDH_TBL shown in FIG. 23(b) and the special symbol small hit determination table SDP_TBL shown in FIG. 23(c) (step S371).

[0251] Next, the main control CPU 600a changes the acquired address to the address where the determination value is stored (step S372).

[0252] Next, the main control CPU 600a acquires information on whether the determination values are different for each set value (step S373), and checks the value of the acquired information (step S374). If the acquired value is "0" (step S374 := 0), the process proceeds to step S377. If the acquired value is not "0" (step S374 ≠ 0), the main control CPU 600a acquires the set value of the probability of generating a special game state advantageous to the player stored in the main control RAM 600c (see FIG. 3) (for example, set values of "00H" to "05H" corresponding to "1" to "6") (step S375).

[0253] Next, the main control CPU 600a changes the address to the address where the determination value corresponding to the acquired set value is stored (step S376).

[0254] Next, the main control CPU 600a acquires the determination value from the current address (step S377).

[0255] Next, the main control CPU 600a changes the address to the leading address where the next determination value is stored (step S378), and compares the acquired jackpot determination random value with the acquired determination value (step S379).

[0256] Next, if the acquired jackpot determination random value is not smaller than the acquired determination value (step S380: NO), the main control CPU 600a returns to the process of step S373, and repeats the processes of step S373 to step S380 until the acquired jackpot determination random value becomes smaller than the acquired determination value (step S380: YES).

[0257] Next, if the acquired jackpot determination random value is smaller than the acquired determination value (step S380: YES), the main control CPU 600a acquires the special symbol jackpot determination flag and the special symbol minor jackpot determination flag according to the game state (step S381), and finishes the hit determination process.

[0258] <Main control: Special symbol process: Explanation of special symbol variation start process> Thus, after finishing the above-mentioned hit determination process (step S309), the main control CPU 600a performs a lottery using the random value used at the time of special symbol stop stored in the main control RAM 600c in step S253 of FIG. 18, and generates a stop symbol of the special symbol according to the lottery result (step S310).

[0259] Next, the main control CPU 600a prepares to shift to game states such as the normal state, the time-shortened state, the latent probability variation state, and the probability variation state (step S311). Here, among the normal symbol time-shortening flag, the normal symbol probability variation flag, the special symbol time-shortening flag, the special symbol probability variation flag, and the easy winning flag set after a jackpot when a jackpot occurs, flag data for turning on the flag corresponding to the game state after the shift is prepared in advance. Also, the time-shortening times set in the special symbol time-shortening times counter and the probability variation times set in the special symbol probability variation times counter are also prepared. The easy winning flag is a flag indicating whether the game state is a time-shortened game state.

[0260] Next, the main control CPU 600a performs a lottery using the random number value for the variation pattern stored in the main control RAM 600c in step S253 of FIG. 18, generates a variation pattern of the special symbol according to the lottery result, and uses the variation pattern command of the generated special symbol variation pattern as the effect control command DI_CMD to transmit it to the sub-control board 80 (sub-control CPU 800a) (step S312). Note that in this step S312, the main control CPU 600a sets the variation time in the special symbol variation timer.

[0261] Next, the main control CPU 600a sets 5AH in the special symbol variation in progress flag to make it in the ON state (step S313).

[0262] Next, the main control CPU 600a generates a symbol designation command for designating the special symbol displayed on the liquid crystal display device 41 (step S314), and performs a process of transmitting the generated symbol designation command as the effect control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S315).

[0263] Next, the main control CPU 600a sets 02H in the special symbol operation status flag (step S316), and ends the special symbol variation start process.

[0264] <Main control: Explanation of special symbol processing> On the other hand, as shown in FIG. 17, when the value of the special symbol operation status flag is 02H, the main control CPU 600a determines that the special symbol is in the process of variation (indicating that the special symbol is currently varying), and performs the process during the special symbol variation (step S206).

[0265] <Main control: Special symbol processing: Explanation of the process during special symbol variation> Regarding this process, a detailed explanation will be given with reference to FIG. 21. First, the main control CPU 600a checks whether the variation time set in the special symbol variation timer in step S312 of FIG. 19 has elapsed, that is, whether it has become 0 (step S400). If the special symbol variation timer is not 0 (step S400: NO), the main control CPU 600a ends the process during special symbol variation.

[0266] On the other hand, if the special symbol variation timer is 0 (step S400: YES), the main control CPU 600a transmits the symbol determination command as the effect control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S401).

[0267] Next, the main control CPU 600a sets 03H in the special symbol operation status flag and 00H in the special symbol variation in progress flag. Then, in order to maintain the winning or losing lottery result of the special symbol for a certain period of time, the main control CPU 600a sets a time, for example, about 500 ms, in the special symbol variation timer (step S402). After that, the main control CPU 600a ends the process during special symbol variation.

[0268] <Main control: Explanation of special symbol processing> On the other hand, as shown in FIG. 17, when the value of the special symbol operation status flag is 03H, the main control CPU 600a determines that it is during special symbol confirmation (indicating that the variation of the special symbol has ended and it is stopped), and performs the process during special symbol confirmation time (step S207).

[0269] <Main control: Special symbol processing: Explanation of the process during special symbol confirmation time> Regarding this process, a detailed explanation will be given with reference to FIG. 22. First, the main control CPU 600a checks whether the variation time set in the special symbol variation timer in step S312 of FIG. 19 has elapsed, that is, whether it has become 0 (step S450). If the special symbol variation timer is not 0 (step S450 ≠ 0), the main control CPU 600a ends the process during special symbol confirmation time.

[0270] On the one hand, if the special symbol variation timer is 0 (step S450 = 0), the main control CPU 600a sets 01H in the special symbol operation status flag (step S451), and checks whether the special symbol jackpot determination flag is set to ON (whether 5AH is set) (step S452). If the special symbol jackpot determination flag is set to ON (if 5AH is set) (step S452: YES), the main control CPU 600a sets 00H in the special symbol jackpot determination flag, sets 5AH in the special symbol jackpot operation flag, sets 00H in the normal symbol time shortening flag, sets 00H in the normal symbol certain change flag, further sets 00H in the special symbol time shortening flag, sets 00H in the special symbol certain change flag, and sets 00H in the winning easy flag. Then, the main control CPU 600a performs the process of setting 0000H in the special symbol time shortening counter and 00H in the special symbol certain change counter, which will be described later (step S453), and ends the process during the special symbol confirmation time.

[0271] On the other hand, if the special symbol jackpot determination flag is not set to ON (if 5AH is not set) (step S452: NO), the main control CPU 600a checks whether the special symbol minor jackpot determination flag is set to ON (whether 5AH is set) (step S454). If the special symbol minor jackpot determination flag is set to ON (if 5AH is set) (step S454: YES), the main control CPU 600a sets 00H in the special symbol minor jackpot determination flag and sets 5AH in the special symbol minor jackpot operation flag (step S455). At this time, the normal symbol time shortening flag, the special symbol time shortening flag, and the winning easy flag are set to ON (5AH is set), and the time shortening count is set in the special symbol time shortening counter.

[0272] After the main control CPU 600a finishes the process of step S455, or if the special symbol minor jackpot determination flag is not set to ON (if 5AH is not set) (step S454: NO), the main control CPU 600a checks whether the value of the special symbol time shortening counter is 0 (step S456).

[0273] If the value of the special symbol short-time counter is not 0 (step S456: NO), the value of the special symbol short-time counter is decremented by 1 (-1) (step S457), and the main control CPU 600a checks again whether the value of the special symbol short-time counter is 0 (step S458). If the value of the special symbol short-time counter is 0 (step S458: YES), 00H is set in the normal symbol short-time flag, 00H is set in the normal symbol probability variation flag, 00H is set in the winning easy flag, and 00H is further set in the normal symbol short-time flag (step S459).

[0274] After finishing the process of step S459, or if the value of the special symbol short-time counter is 0 (step S456: YES), or if the value of the special symbol short-time counter is not 0 (step S458: NO), the main control CPU 600a checks whether the value of the special symbol probability variation counter is 0 (step S460). If the value of the special symbol probability variation counter is 0 (step S460: YES), the process during the special symbol confirmation time ends.

[0275] On the other hand, if the value of the special symbol probability variation counter is not 0 (step S460: NO), the main control CPU 600a decrements the value of the special symbol probability variation counter by 1 (-1) (step S461), and checks again whether the value of the special symbol probability variation counter is 0 (step S462). If the value of the special symbol probability variation counter is not 0 (step S462: NO), the process during the special symbol confirmation time ends.

[0276] On the other hand, if the value of the special symbol probability variation counter is 0 (step S462: YES), the main control CPU 600a performs the process of setting 00H in the normal symbol short-time flag, setting 00H in the normal symbol probability variation flag, setting 00H in the winning easy flag, setting 00H in the special symbol short-time flag, and setting 00H in the special symbol probability variation flag (step S463), and ends the process during the special symbol confirmation time.

[0277] <Explanation of the main control: special symbol processing> Thus, when any of the processes of step S205, step S206, and step S207 shown in FIG. 17 is completed, the main control CPU 600a updates the display data of the special symbol and then (step S208) finishes the special symbol process.

[0278] <Description of the processing content of the sub-control board> Next, with reference to FIGS. 24 to 28 showing the processing content (outline of the program) of the sub-control board 80, the method of processing the effect content described with reference to FIGS. 4 to 10 will be specifically described.

[0279] First, when the pachinko gaming machine 1 is powered on, a power-on signal indicating that power has been supplied to each control board is sent from the power supply board 130 (see FIG. 3). In response to that signal, the sub-control CPU 800a performs the main process shown in FIG. 24.

[0280] <Explanation of sub-control: main process> As shown in FIG. 24, first, the sub-control CPU 800a initializes the registers provided inside and sets the input / output directions of the input / output ports. Then, it is further set so that the data transmitted from the output ports set to the output direction becomes serial transfer (step S1000).

[0281] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c that stores the effect control command DI_CMD received from the main control board 60 (see FIG. 3) (step S1001). Then, the sub-control CPU 800a performs an interrupt permission setting process for the input port that receives the interrupt signal from the main control board 60 (step S1002).

[0282] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c used as the work area and the stack area (step S1003) and issues an initialization command to the sound LSI 801 (see FIG. 3). As a result, the sound LSI 801 initializes the registers provided inside it (step S1004).

[0283] Next, the sub-control CPU 800a checks whether there is an abnormality in a motor (not shown) that operates the upper, left, right, and upper-left movable members 43a to 43d (see FIG. 2), and checks the memory area in the sub-control RAM 800c where the motor data for operating the motor (not shown) is stored. If abnormal data is stored, the sub-control CPU 800a issues a command to return the motor to the origin position (retracted position). As a result, the upper, left, right, and upper-left movable members 43a to 43d return to the initial positions (step S1005).

[0284] Next, the sub-control CPU 800a sets the CTC (Counter Timer Circuit) that has functions such as a function for creating a pulse output with a fixed period and a time measurement function provided therein. That is, the sub-control CPU 800a sets the time constant register of the CTC so that a timer interrupt is periodically applied every 1 ms (step S1006).

[0285] Next, the sub-control CPU 800a performs a checksum operation, which is an 8-bit addition operation on the work area of the sub-control RAM 800c (step S1007), and compares the checksum operation value with the checksum operation value calculated in a memory backup (see step S1015) and stored in the sub-control RAM 800c to check whether they match (step S1008). If they do not match (step S1008: NO), a process of clearing all areas in the sub-control RAM 800c is performed (step S1009).

[0286] On the other hand, if they match (step S1008: YES), or after the process of step S1009 is completed, the sub-control CPU 800a releases the watchdog timer function (not shown) (step S1010) and executes a hardware refresh of the sub-control CPU 800a, VDP 803, etc. (step S1011).

[0287] Next, the sub-control CPU 800a reads out the effect control command DI_CMD received from the main control board 60 (see FIG. 3) stored in the memory area in the sub-control RAM 800c, and determines an effect pattern corresponding to the content by lottery from among a number of effect patterns stored in advance in the sub-control ROM 800b (step S1012).

[0288] Next, the sub-control CPU 800a performs a process of analyzing the input content of the setting button 15 or the effect button device 13 acquired by timer interrupt processing described later (step S1013). Specifically, the sub-control CPU 800a analyzes whether the setting button 15 or the effect button device 13 has been pressed, released, or is being held down by the player.

[0289] Next, the sub-control CPU 800a executes control of the operations of the upper, left, right, upper-left movable accessory devices 43a to 43d (see FIG. 2), control of lighting or extinguishing of decorative lamps such as LED lamps which are light-emitting means mounted on the decorative lamp board 90 (see FIG. 3), control of the speaker 17, and control of the image displayed on the liquid crystal display device 41 based on the effect pattern determined by lottery in step S1012 (step S1014).

[0290] Next, the sub-control CPU 800a performs a checksum operation which is an 8-bit addition operation on the work area of the sub-control RAM 800c, and performs a memory backup process of storing the checksum operation value in the sub-control RAM 800c (step S1015).

[0291] Next, the sub-control CPU 800a checks whether a VSYNC interrupt signal has been sent from the VDP 803 to the sub-control CPU 800a (step S1016). If the VSYNC interrupt signal has not been sent (step S1016: NO), the sub-control CPU 800a repeatedly executes the process of step S1016 until the VSYNC interrupt signal is sent. When the VSYNC interrupt signal is sent (step S1016: YES), the process returns to step S1007 again, and the processes of steps S1007 to S1016 are repeated.

[0292] <Sub-control: Data analysis process> Subsequently, with reference to FIG. 25, it will be described in detail in the data analysis process of step S1014 of the main process. First, the sub-control CPU 800a generates a command list for generating image data to be displayed on the liquid crystal display device 41 by the VDP 803 based on the production scenario data corresponding to the production pattern determined by lottery in step S1012 shown in FIG. 24 (step S1050).

[0293] In response to this, the VDP 803 draws the background image PH10 shown in FIG. 6(a) stored in advance in the game ROM 805 (see FIG. 3), and when overlapping and drawing the common production image data CH1 stored in advance in the game ROM 805 (see FIG. 3) on a part PH10a of the drawn background image PH10, the drawing mode is set to "multiplication" for synthesis. As a result, as shown in FIG. 6(b), the white background image CH1b of the common production image data CH1 shown in FIG. 6(a) becomes transparent or non-displayed with respect to the background image PH10, so that only the black flame image CH1a overlaps the background image PH10 and is displayed.

[0294] Next, VDP803 (see FIG. 3) sets the drawing mode to "addition" and synthesizes by overlaying the first effect image data KH10 stored in advance in the game ROM805 (see FIG. 3) on a part PH10b of the background image PH10 where the black flame image CH1a overlaps the background image PH10 shown in FIG. 6(c-1). As a result, the black background image KH10b of the first effect image data KH10 shown in FIG. 6(c-1) becomes transparent or non-displayed with respect to the background image PH10, so that only the blue flame image KH10a is displayed on the liquid crystal display device 41 as if it overlaps the background image PH10 as shown in FIG. 6(d).

[0295] Therefore, if the above processing is performed, image processing can be efficiently performed even without an alpha channel. Therefore, the problem of increasing the data amount of image data can also be solved.

[0296] On the other hand, VDP803 (see FIG. 3) draws the background image PH20 shown in FIG. 7(a) stored in advance in the game ROM805 (see FIG. 3), and then draws and synthesizes the decorative symbol image P20 on a part PH20a of the drawn background image PH20.

[0297] Next, when VDP803 (see FIG. 3) overlays and draws the first effect material image data EG1 in which the character image EG1b of "REACH" is arranged in the center of the gray background image EG1a shown in FIG. 7(b-1) stored in advance in the game ROM805 (see FIG. 3) on a part PH20b of the background image PH20 shown in FIG. 7(b-1), the drawing mode is set to "hard light" or "overlay" for synthesis. As a result, the gray background image EG1a of the first effect material image data EG1 shown in FIG. 7(b-1) becomes transparent or non-displayed with respect to the background image PH20 shown in FIG. 7(b-1), so that only the character image EG1b of "REACH" is displayed on the liquid crystal display device 41 as if it overlaps the background image PH20 as shown in FIG. 7(c-1).

[0298] On the other hand, in the second effect material image data EG2 in which the character image EG2b of "Chance" is arranged at the center of the gray background image EG2a shown in FIG. 7(b-2), when the second effect material image data EG2 is superimposed and drawn on a part PH20b of the background image PH20 shown in FIG. 7(b-2), the drawing mode is set to "Hard Light" or "Overlay" for compositing. As a result, with respect to the background image PH20 shown in FIG. 7(b-2), the gray background image EG2a of the second effect material image data EG2 shown in FIG. 7(b-2) becomes transparent or invisible, so that, as shown in FIG. 7(c-2), only the character image EG2b of "Chance" is displayed on the liquid crystal display device 41 as overlapping the background image PH20.

[0299] On the other hand, in the third effect material image data EG3 in which the character image EG3b of "Extremely Hot" is arranged at the center of the gray background image EG3a shown in FIG. 7(b-3), when the third effect material image data EG3 is superimposed and drawn on a part PH20b of the background image PH20 shown in FIG. 7(b-3), the drawing mode is set to "Hard Light" or "Overlay" for compositing. As a result, with respect to the background image PH20 shown in FIG. 7(b-3), the gray background image EG3a of the third effect material image data EG3 shown in FIG. 7(b-3) becomes transparent or invisible, so that, as shown in FIG. 7(c-3), only the character image EG3b of "Extremely Hot" is displayed on the liquid crystal display device 41 as overlapping the background image PH20.

[0300] Therefore, even in this way, image processing can be efficiently performed without increasing the data amount of the image data.

[0301] Next, when the sub-control CPU 800a stores data indicating that the press effect of the effect button device 13 or data indicating that the rapid-fire effect of the setting button 15 is valid in the above-described effect scenario data, the sub-control CPU 800a stores the data in a memory area in the sub-control RAM 800c.

[0302] Furthermore, the sub-control CPU 800a generates a control signal related to light based on the data content of the lamp data stored in the above-described effect scenario data, and performs a process of storing it in the sub-control RAM 800c. At this time, the sub-control CPU 800a arranges the lighting data stored in the sub-control ROM 800b shown in FIG. 3 in layers 1 to 3 for the lamp as shown in FIG. 8(a). Furthermore, the editing data of each lighting data stored in the sub-control ROM 800b shown in FIG. 3 is arranged in layers 4 to 6 for the lamp as shown in FIG. 8(b), and by performing the processes of "addition", "subtraction", and "multiplication", as shown in FIG. 8(c), a control signal is generated such that the decorative lamp on the game board 4 lights up, and it is stored in the sub-control RAM 800c.

[0303] Therefore, if the above-described process is performed, there is no need to create one lamp data that is not only time-consuming but also increases the data volume as in the conventional case. Therefore, the volume of the lamp data does not increase, and the man-hours for creating the lamp data can be reduced.

[0304] Also, the sub-control CPU 800a arranges the lighting data stored in the sub-control ROM 800b shown in FIG. 3 in layer 1 for the lamp shown in FIGS. 10(a) to (c). Furthermore, the white fade-out data stored in the sub-control ROM 800b shown in FIG. 3 is arranged in layer 2 for the lamp shown in FIGS. 10(a) to (c), and by performing a multiplication process, as shown in FIGS. 10(a) to (c), a control signal is generated such that the decorative lamp on the game board 4 lights up / turns off, and it is stored in the sub-control RAM 800c.

[0305] Therefore, by doing as described above, only one common white fade-out data is prepared for all of the SP reaches A to C, and by simply multiplying this common white fade-out data by the lighting data of each decorative lamp at the time of SP reach, the colors of the decorative lamps for each of the SP reaches A to C can be faded out. Therefore, according to the present embodiment, there is no need to create lamp data for lighting the decorative lamp with a color corresponding to the content of each SP reach and for fading out (the brightness decreasing) each color as in the conventional art. Thus, the volume of the lamp data does not increase, and the man-hours for creating the lamp data can be reduced.

[0306] Note that the fade-in / fade-out time is adjusted on the production scenario data corresponding to the production pattern determined by lottery in step S1012 shown in FIG. 24.

[0307] On the other hand, the sub-control CPU 800a determines the operation contents of the upper, left, right, and upper left movable props 43a to 43d based on the data contents of the movable prop data stored in the production scenario data, and generates motor data for a motor (not shown) of the movable prop device 43 according to the determined operation contents.

[0308] On the one hand, the sub-control CPU 800a generates a control signal related to sound based on the data contents of the sound data stored in the production scenario data (step S1051).

[0309] Thus, the sub-control CPU 800a repeatedly performs the processes of step S1050 and step S1051 until all the data based on the production pattern determined by lottery in step S1012 shown in FIG. 24 is generated (step S1052: NO). When all the data is generated (step S1052: YES), the process proceeds to step S1053.

[0310] Next, the sub-control CPU 800a performs button valid-time processing based on the content stored in the sub-control RAM 800c in step S1051 and the input content of the setting button 15 or the effect button device 13 processed in step S1013 shown in FIG. 24 (step S1053).

[0311] <Sub-control: Command reception interrupt processing> Subsequently, with reference to FIG. 26, the processing when an effect control command DI_CMD and an interrupt signal are transmitted from the main control board 60 during the execution of such main processing will be described.

[0312] As shown in FIG. 26, when the sub-control CPU 800a receives the interrupt signal, it executes a save process of saving the content of each register in the stack area in the sub-control RAM 800c (step S1100). After that, the sub-control CPU 800a reads the register of the input port that received the effect control command DI_CMD (step S1101), and calculates a pointer indicating the address of the memory area for command transmission and reception in the sub-control RAM 800c (step S1102).

[0313] Then, the sub-control CPU 800a reads the register of the input port that received the effect control command DI_CMD again (step S1103), and checks whether the value read in step S1101 matches the value read in step S1103. If they do not match (step S1104: NO), it proceeds to step S1107. If they match (step S1104: YES), it stores the effect control command DI_CMD received from the main control board 60 at the address corresponding to the calculated pointer (step S1105). Note that the stored effect control command DI_CMD will be read by the sub-control CPU 800a during the processing of step S1012 shown in FIG. 24.

[0314] Next, the sub-control CPU 800a updates a pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1106), and restores the register saved in the process of step S1100 (step S1107). As a result, the process returns to the main process shown in FIG. 24.

[0315] <Sub-control: Timer interrupt processing> Subsequently, referring to FIG. 27, the process when a 1-ms timer interrupt occurs, which is set in the process of step S1006 (see FIG. 24) of the main process, will be described.

[0316] As shown in FIG. 27, when a 1-ms timer interrupt occurs, the sub-control CPU 800a executes a save process of saving the contents of each register in the stack area in the sub-control RAM 800c (step S1150).

[0317] Next, the sub-control CPU 800a acquires the data of the setting button 15, the data of the effect button device 13, the motor data of the movable prop device 43, etc. twice (step S1151), and checks whether the data acquired twice matches (step S1152). If the data does not match (step S1152: NO), the sub-control CPU 800a repeats the process of step S1151 until the data matches, and if it matches (step S1152: YES), the matched data is stored in the sub-control RAM 800c (step S1153).

[0318] Next, the sub-control CPU 800a receives a signal from the setting button 15 or the effect button device 13 (step S1154). This received signal will be analyzed in the button analysis process of step S1013 shown in FIG. 24.

[0319] Next, the sub-control CPU 800a transmits the control signal related to light stored in the sub-control RAM 800c to the decoration lamp board 90 (see FIG. 3) in step S1051 shown in FIG. 25 (step S1155). As a result, as shown in FIGS. 8(c), 10(a) to (c), the decoration lamps on the game board 4 will light up. At this time, the control signal necessary to turn on or off the identification lamp device 51A (see FIG. 2) will also be transmitted.

[0320] Next, the sub-control CPU 800a restores the register saved in the process of step S1150 (step S1156). As a result, the process returns to the main process shown in FIG. 24.

[0321] <Sub-control: Command list> Here, the command list generated in step S1050 shown in FIG. 25 will be described in detail with reference to FIG. 28.

[0322] This command list is a command sequence listing commands for the VDP 803 (command parser 8035), but the description content and description order are slightly different between the case of instructing video drawing and the case of instructing still image drawing.

[0323] When instructing the VDP 803 to draw a video, the initial command list in FIG. 28(a) and the configuration of the steady command list in FIG. 28(b) are adopted.

[0324] As shown in FIG. 28(a), the sub-control CPU 800a first generates a command for setting the memory area of the DDR2 SDRAM 804 where the frame buffer area is set and the memory area for storing the video data of the DDR2 SDRAM 804 (step S1200).

[0325] Next, a command for instructing video decoding is generated (step S1201). Specifically, it is an instruction on which video compression data to decode, and is given together with the address of the CG data storage area of the game ROM 805 in which the corresponding video is stored, the number of frames of the video, and the like.

[0326] Next, an end processing command is entered to complete the generation of the initial command list (step S1202).

[0327] Subsequently, the sub-control CPU 800a generates a steady command list shown in FIG. 28(b).

[0328] As shown in FIG. 28(b), this steady command list is composed of video drawing instructions. In the above initial command list, for the decoded video data, commands are generated for which frame number of the decoded data is to be drawn at which coordinate position on the liquid crystal display device 41 (step S1203). Next, an end processing command is entered to complete the generation of the steady command list (step S1204).

[0329] On the other hand, when instructing the VDP 803 to draw a still image, as shown in FIG. 28(c), the sub-control CPU 800a first generates a command for setting the memory area of the DDR2 SDRAM 804 in which the frame buffer area is set (step S1210).

[0330] Next, a command for instructing still image decoding is generated (step S1211). Specifically, it is an instruction on which still image compression data to decode, and is given together with the address of the CG data storage area of the game ROM 805 in which the corresponding still image is stored, the data size, and the like.

[0331] Next, a command is generated to draw the decoded still image data at which coordinate position on the liquid crystal display device 41 and in what manner (rotation angle, reduction / enlargement, etc.) (step S1212). Next, an end process command is entered to finish generating the command list for the still image (step S1213).

[0332] Thus, the command list for such a moving image and the command list for the still image are transmitted to the VDP 803 (see FIG. 4), appropriately processed, and then transmitted to the liquid crystal display device 41. As a result, the images shown in FIGS. 6(d) and 7(c-1) to (c-3) described in detail above are displayed on the liquid crystal display device 41.

[0333] Therefore, through the above-described processing, the production content described with reference to FIGS. 4 to 10 above is executed.

[0334] <Description of Modification Example> Note that, in the present embodiment, an example in which the audio LSI 801 and the VDP 803 are configured separately has been shown, but they may be integrated as a single chip.

[0335] Also, in the present embodiment, an example in which the sub-control CPU 800a is provided in the sub-one-chip microcomputer 800 has been shown, but the present invention is not limited thereto, and the sub-control CPU 800a may be provided in the VDP 803.

Description of Reference Numerals

[0336] 1 Pachinko gaming machine 41 Liquid crystal display device (display means) 803 VDP (image processing means) P20 Decorative symbol image (first production image) P20b Medium decorative symbol image PH20 Background image (predetermined image) EG1 First production material image data (second production image) EG1a Gray background image EG2 Second production material image data (second production image) EG2a Gray background image EG3 Third production material image data (second production image) EG3a Gray background image

Claims

【Claim 1】 A display means; An image processing means capable of executing image processing on an image to be displayed on the display means; A storage means storing at least a first effect image having an alpha channel and a second effect image not having an alpha channel; The first effect image is composed of a decorative pattern image that performs variable display based on a predetermined start condition, The second effect image is composed of a background image of a specific color and a second image, The first effect image is displayed on the display means more frequently than the second effect image, The image processing means when synthesizing the first effect image with a part of a predetermined image as an image for one frame to be displayed on the display means, based on the transparency data set in the alpha channel, after passing through the decorative pattern image, synthesizes it with a part of the predetermined image, and then, when synthesizing the second effect image with the part of the predetermined image with the decorative pattern image synthesized, performs a predetermined image process in which the background image of the specific color of the second effect image is made transparent or the background image of the specific color is made non-display on the display means and only the second image is displayed, and executes a process of synthesizing the second effect image with a part of the predetermined image with the decorative pattern image synthesized, which is a gaming machine.

Citation Information

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