gaming machines
By implementing dynamic light-emitting modes and effects on gaming machines, the lamp effects are sharpened, enhancing player engagement without overloading the system, addressing the limitations of existing hardware in managing multiple effects.
Patent Information
- Application Number
- JP2021171677
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-10-20
- Publication Date
- 2025-11-21
- Estimated Expiration
- 2041-10-20
AI Technical Summary
Gaming machines face limitations in hardware functionality when executing multiple sound and lamp effects simultaneously, requiring improved control and specifications to enhance the dynamism and interest in the game without overburdening the system.
The implementation of an image display, game board, performance execution, decorative light-emitting means, and frame effect light-emitting means to create guided and dynamic light-emitting modes, including sequential lighting, rainbow colors, and three-dimensional effects, which are controlled to enhance lamp effects and create a sense of dynamism.
This approach enhances the lamp effects, increasing player interest in the game without overburdening the control aspect, thereby improving the gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines, arrange ball machines, mahjong ball gaming machines, slots, and enclosed pachinko machines (controlled gaming machines) that circulate enclosed gaming balls inside, and more specifically, This allows for a sharper lamp effect and creates a sense of dynamism in the lamp effect, thereby effectively increasing the interest in the game without imposing a burden on the control aspect. Regarding gaming machines. [Background technology]
[0002] Known gaming machines such as conventional pachinko machines include those described in Patent Documents 1 and 2. These gaming machines improve the effects of sounds and lamps through improved control and ingenious wiring, thereby increasing the excitement of the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-226719 [Patent Document 2] Japanese Patent Publication No. 2020-62235 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the number of effects installed in gaming machines is steadily increasing, and along with this, the number of sound and lamp effects is also steadily increasing. Therefore, in the gaming machines described above, when multiple types of effects such as advance notices and reach are executed in parallel, there is a limit to the hardware functionality, and therefore, there is a problem that further ingenuity is required in terms of control and specifications in order to realize these effects.
[0005] In view of the above problems, the present invention provides: This allows for a sharper lamp effect and creates a sense of dynamism in the lamp effect, thereby effectively increasing the interest in the game without imposing a burden on the control aspect. The purpose is to provide gaming machines. [Means for solving the problem]
[0006] The above object of the present invention can be achieved by the following means: Note that the parentheses indicate reference symbols of embodiments to be described later, but the present invention is not limited to these.
[0007] According to the gaming machine of the invention of claim 1, an image display means (for example, a liquid crystal display device 41 shown in FIG. 2) for displaying a predetermined image; A game board (e.g., game board 4 shown in FIG. 2) having a game area (e.g., game area 40 shown in FIG. 2); A performance execution means (for example, the sub-control CPU 800a shown in FIG. 4) capable of executing a predetermined performance; A plurality of decorative light-emitting means provided on the game board (for example, a plurality of decorative lamps LA arranged on the upper decoration 42a and the right decoration 42c shown in FIG. 2), A frame effect light emitting means provided in a front frame (for example, the front frame 3 shown in FIG. 1) disposed in front of an outer frame (for example, the outer frame 2 shown in FIG. 1) of a gaming machine (for example, the pachinko gaming machine 1 shown in FIG. 1); and a launching means (for example, a launching handle 16 shown in FIG. 1) capable of launching a game ball (for example, a game ball YK shown in FIG. 3) into the game area; The predetermined effects include a guidance effect that guides the player to a launch position when encouraging the player to launch a game ball using the launching means (for example, the launch handle 16 shown in FIG. 1 ), The performance execution means The guidance effect is executed in a predetermined light-emitting mode in which some of the plurality of decorative light-emitting means are sequentially lit toward a predetermined winning means, and some of the plurality of decorative light-emitting means that are not sequentially lit are turned off (see paragraph
[0236] of the specification). After a predetermined period of time has elapsed since the start of the guidance performance, a specific performance is executed in which the plurality of decorative light-emitting means emit light in a specific light-emitting mode different from the predetermined light-emitting mode (see paragraph
[0237] of the specification). 、 before The specific light-emitting mode can be a light-emitting mode in which at least some of the plurality of decorative light-emitting means are illuminated in rainbow colors (see paragraph
[0237] of the specification), the plurality of decorative light-emitting means include a first decorative light-emitting means disposed in the predetermined winning means (for example, the winning device 46 shown in FIG. 2 ) and a second decorative light-emitting means other than the first decorative light-emitting means; the first decorative light emitting means flashes in a first light emitting manner when the predetermined winning means is in an open state in which it receives the game ball (for example, when the opening / closing door 46 of the winning device 46 shown in FIG. 2 is open); When the predetermined winning means is in a closed state where it does not receive the game balls (for example, when the opening / closing door 46 of the winning device 46 shown in FIG. 2 is not open), the second decorative light emitting means does not flash in the first light emitting mode but flashes in the second light emitting mode; The cycle of switching between on and off when flashing in the second light emission mode is longer than the cycle of switching between on and off when flashing in the first light emission mode. Crate (See, for example, paragraph
[0240] of the specification.) 、 The plurality of decorative light-emitting means are arranged around the image display means (for example, the liquid crystal display device 41 shown in FIG. 2), and include effect light-emitting means arranged in multiple layers from the front side to the rear side of the game board (for example, the pachinko game machine 1 shown in FIG. 1), The performance execution means A special light-emitting effect is executed in a special light-emitting mode in which the light is lit from the side that the player sees toward the back side of the gaming machine, or from the back side of the gaming machine toward the side that the player sees (see paragraph
[0226] of the specification), The special light emitting effect can be performed by using the effect light emitting means and the frame effect light emitting means to create a three-dimensional effect, The special light emitting mode is a first special light-emitting mode in which the brightness of the full-color LEDs of the effect light-emitting means and the frame effect light-emitting means is switched in a first cycle (see paragraphs
[0218] to
[0220] of the specification and FIG. 27(b)); a second special light-emitting mode (see paragraph
[0222] of the specification and FIG. 27(d)) in which the brightness of the full-color LEDs of the effect light-emitting means and the frame effect light-emitting means is switched at a second cycle shorter than the first cycle; When the first special light-emitting mode and the second special light-emitting mode are combined to perform the special light-emitting effect, the full-color LEDs constituting the effect light-emitting means and the frame effect light-emitting means used for the special light-emitting effect are turned off when switching between the first special light-emitting mode and the second special light-emitting mode, or for a certain period during the second special light-emitting mode, as a trigger point for switching the effect (see paragraphs
[0223] to
[0224] of the specification and Figure 28). It is characterized by the following. [Effects of the Invention]
[0008] According to the present invention, This allows for a sharper lamp effect and creates a sense of dynamism in the lamp effect, thereby effectively increasing the interest in the game without imposing a burden on the control aspect. . [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a perspective view showing the appearance of a gaming machine according to one embodiment of the present invention; [Figure 2] FIG. 2 is a front view of the game board according to the embodiment. [Figure 3] 1A and 1B are cross-sectional side views of the special symbol 2 starting device according to the embodiment, in which (a) shows the open state and (b) shows the closed state. [Figure 4] 2 is a block diagram showing a control device of the gaming machine according to the embodiment. FIG. [Figure 5](a) is an explanatory diagram explaining conventional games, (b) is an explanatory diagram explaining advantageous game states according to the same embodiment, and (c) is a diagram showing an example of an allocation table used when a regular pattern lottery is won. [Figure 6] (a) is an explanatory diagram explaining the special time-saving pattern according to the embodiment, and (b) is an explanatory diagram explaining what can and cannot be done when there are multiple advantageous game states according to the embodiment. [Figure 7] (a) to (d) are example screens illustrating the flow when the liquid crystal display device displays the content indicating that a jackpot has been won by the variation of special symbol 1. [Figure 8] (a) to (l) are example screens that explain the flow when, after a jackpot game, the game transitions to a time-saving game state or a special game state, a game is played to see if a normal symbol is won, and information indicating that the jackpot game state has been entered is displayed on the liquid crystal display device. [Figure 9] (a) to (d) are example screens that explain the process of displaying on the liquid crystal display device information indicating that the normal symbol was not won and the time-saving game has ended. [Figure 10] (a) is a diagram showing an example of an allocation table used when a regular pattern lottery is won, (b) is a diagram showing an example of an allocation table used when a special pattern 1 lottery is won, and (c) is a diagram showing an example of an allocation table used when a special pattern 2 lottery is won. [Figure 11] This is an explanatory diagram that explains whether or not the lottery for the special time-saving pattern related to the same embodiment will be held depending on the game status. [Figure 12] Pattern 1: A diagram showing an example used in a type 1 / type 2 mixed type gaming machine, where (a) is a diagram showing an example of an allocation table used when the lottery for special pattern 1 is won, (b) is a diagram showing an example of an allocation table used when the lottery for special time-saving pattern is won, (c) is a diagram showing an example of an allocation table used when the lottery for special pattern 2 is won, (d) is an explanatory diagram explaining the allocation of random number values for special pattern 1 jackpot, and (e) is an explanatory diagram explaining the allocation of random number values for special pattern 2 jackpot. [Figure 13]FIG. 13 is an explanatory diagram illustrating how the game state changes when a lottery is held using the device shown in FIG. 12. [Figure 14] Pattern 2: A diagram showing an example used in a gaming machine with a general probability hit and a non-probability hit, where (a) is a diagram showing an example of a distribution table used when the lottery for special patterns 1 and 2 is won, (b) is a diagram showing an example of a distribution table used when the lottery for special time-saving patterns is won, and (c) is an explanatory diagram explaining the distribution of random number values for special pattern jackpots. [Figure 15] FIG. 15 is an explanatory diagram illustrating how the game state changes when a lottery is held using the device shown in FIG. 14. [Figure 16] (a) is an explanatory diagram illustrating a method for managing the game state of a conventional game, and (b) is an explanatory diagram illustrating a method for managing an advantageous game state according to the same embodiment. [Figure 17] (a) to (c) are example screens showing the flow of the information preview performance, and (d) to (f) are example screens showing the flow of the chime sound preview performance. [Figure 18] (a) to (c) are example screens showing the flow of preview performances. [Figure 19] A figure showing a timing chart of background music, sound effects, and dialogue sounds that are produced in accordance with the preview performance shown in Figure 18. [Figure 20] (a) to (e) are example screens showing the flow of advance notice effects that have a high degree of reliability in predicting a jackpot gaming state. [Figure 21] FIG. 21 is a timing chart showing BGM1, BGM2, sound effects, and dialogue sounds that are generated in response to the preview performance shown in FIG. 20. [Figure 22] (a) to (e) are example screens showing the flow of effects that develop from normal reach effects to SP reach effects. [Figure 23] FIG. 23 is a timing chart showing BGM2, BGM3, sound effects, and dialogue sounds that are generated in accordance with the effects shown in FIG. 22. [Figure 24]24(a-1) shows the state in which the decorative lamp is turned on, FIG. 24(b-1) shows the state in which the decorative lamp is turned off, FIG. 24(a-2) shows the state in which the decorative lamp is turned on, FIG. 24(b-2) shows the state in which the decorative lamp is turned off, FIG. 24(c-2) shows the state in which the decorative lamp is turned on in a color different from that in FIG. 24(a-2), and FIG. 24(d-2) shows the state in which the decorative lamp is turned off. [Figure 25] (a-1) to (f-1) are explanatory diagrams showing an example of adjusting the brightness of a decorative lamp according to the same embodiment, and (a-2) is an explanatory diagram showing an example of adjusting the color of a decorative lamp according to the same embodiment. [Figure 26] 10(a) to 10(e) are explanatory diagrams showing an example of gradational flashing (strobe flashing) by adjusting the brightness of the decorative lamp according to the embodiment. [Figure 27] (a) shows a "static" lamp pattern and is an explanatory diagram explaining the number of frames for turning on and off the decorative lamp; (b) shows a "static" lamp pattern and is an explanatory diagram explaining an example of slow gradation of the decorative lamp; (c) shows a "dynamic" lamp pattern and is an explanatory diagram explaining an example of fast flashing of the decorative lamp; (d) shows a "dynamic" lamp pattern and is an explanatory diagram explaining an example of flashing in gradation (strobe flash) of the decorative lamp. [Figure 28] FIG. 10 is an explanatory diagram illustrating an example in which a "static" ramp pattern and a "dynamic" ramp pattern are combined. [Figure 29] 1A is a front view showing a schematic diagram of the gaming machine according to the embodiment, and FIG. 1B is a vertical cross-sectional view of the right side. [Figure 30] 10 is a perspective view showing a state in which an illumination panel is about to be placed on the front of the liquid crystal display device according to the embodiment. FIG. [Figure 31]A front view of the game board according to the embodiment is shown, where (a) shows the state before the jackpot game state is started, in which the lamp presentation pattern in the guide presentation is being executed, and (b) shows the state after the jackpot game state is started, in which the lamp presentation pattern in the round presentation is being executed. [Figure 32] FIG. 4 is a flowchart illustrating a main process of a main control according to the embodiment. [Figure 33] FIG. 33 is a flowchart illustrating the continuation of the main processing of the main control shown in FIG. 32. [Figure 34] FIG. 33 is a flowchart illustrating the setting switching process shown in FIG. 32. [Figure 35] FIG. 10 is a flowchart illustrating a power supply abnormality check process. [Figure 36] 34 is a flowchart illustrating the prize ball winning number management process 1 shown in FIG. 33. [Figure 37] FIG. 37 is a flowchart illustrating the initial setting of the measurement RAM area shown in FIG. 36. [Figure 38] FIG. 37 is a flowchart illustrating the counting process shown in FIG. 36. [Figure 39] FIG. 37 is a flowchart illustrating the counting process shown in FIG. 36. [Figure 40] FIG. 10 is a flowchart illustrating a timer interrupt process of main control according to the embodiment. [Figure 41] FIG. 41 is a flowchart illustrating the normal symbol processing shown in FIG. 40. [Figure 42] FIG. 41 is a flowchart illustrating the special symbol processing shown in FIG. 40. [Figure 43] FIG. 43 is a flowchart illustrating the start port check process 1(2) shown in FIG. 42. [Figure 44] A flowchart explaining the special pattern variation start processing shown in Figure 42. [Figure 45] A flowchart illustrating the processing during the special pattern change shown in Figure 42. [Figure 46] FIG. 43 is a flowchart illustrating the processing during the special symbol confirmation time shown in FIG. 42. [Figure 47] FIG. 41 is a flowchart illustrating the out-of-use area process shown in FIG. 40. [Figure 48] FIG. 10 is a flowchart showing main processing of sub-control according to the embodiment. [Figure 49] FIG. 49 is a flowchart showing the data analysis process shown in FIG. 48. [Figure 50] FIG. 10 is a flowchart showing a command reception process of sub-control according to the embodiment. [Figure 51] FIG. 10 is a flowchart showing a timer interrupt process of the sub-control according to the embodiment. [Figure 52] 10A shows a flowchart illustrating an initial command list for moving images, FIG. 10B shows a flowchart illustrating a regular command list for moving images, and FIG. 10C shows a flowchart illustrating a command list for still images. DETAILED DESCRIPTION OF THE INVENTION
[0010] An embodiment of a gaming machine according to the present invention will be described below in detail with reference to the drawings, taking a pachinko gaming machine as an example. In the following description, when directions such as up, down, left, and right are indicated, they refer to up, down, left, and right as viewed from the front of the illustration.
[0011] <Explanation of the external structure of the pachinko machine> First, the external configuration of the pachinko gaming machine according to this embodiment will be described with reference to FIGS.
[0012] <Explanation of the external appearance of the front of the pachinko machine>
[0013] As shown in Figure 1, a pachinko gaming machine 1 has a rectangular front frame 3 attached to the front of a wooden outer frame 2 so that it can be opened and closed, and a gaming board 4 mounted in a gaming board storage frame (not shown) attached to the back of the front frame 3. The gaming board 4 is mounted with a gaming area 40 shown in Figure 2 facing the front, and a glass door frame 5 supporting transparent glass is provided in front of this gaming area 40 as shown in Figure 1. The gaming area 40 is an area surrounded by a ball guide rail 6 (see Figure 2) arranged on the surface of the gaming 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 provided on the front operation panel 7, and an upper tray 9 for storing dispensed game balls integrally formed on the upper tray unit 8. The front operation panel 7 also has a ball lending button 11 and a prepaid card ejection button 12 (card return button 12). The upper tray surface of the upper tray 9 is provided with a push-button effect button device 13 that the player can press to change the effect when a built-in lamp (not shown) is lit. The upper tray 9 also has a ball ejection button 14 for ejecting game balls stored in the upper tray 9 downward, and a setting button 15 consisting of a roughly cross key. This setting button 15 can be operated by the player and consists of a circular decision key 15a located in the center, a triangular up key 15b located above the decision key 15a in the illustration, a triangular left key 15c located to the left of the decision key 15a in the illustration, a triangular right key 15d located to the right of the decision key 15a in the illustration, and a triangular down key 15e located below the decision key 15a in the illustration.
[0015] 1, a launch handle 16 for operating the launch unit is provided on the right end side of the front operation panel 7, and speakers 17 for emitting background music, sound effects, etc. are provided on both upper side surfaces of the front frame 3 and near the launch handle 16. In addition, decorative lamps such as full-color LED lamps that create dramatic effects with light decoration are arranged around the periphery of the front frame 3.
[0016] <Explanation of the appearance of the game board> On the other hand, as shown in FIG. 2, a liquid crystal display device 41 such as an LCD (Liquid Crystal Display) is located approximately in the 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, center, and right, and can independently display numbers, characters, letters (such as character conversations and lyrics captions), or patterns (special and normal patterns). Decorative top ornaments 42a, left ornaments 42b, and right ornaments 42c are provided around the liquid crystal display device 41, and movable gadget devices 43 are located on the backsides of the top ornaments 42a, left ornaments 42b, and right ornaments 42c. Decorative lamps such as full-color LED lamps that create dramatic effects through lighting are located in the top ornaments 42a, left ornaments 42b, and right ornaments 42c.
[0017] As shown in Fig. 2, this movable accessory device 43 is composed of an upper movable accessory 43a, a left movable accessory 43b, a right movable accessory 43c, and an upper-left movable accessory 43d, which perform predetermined performance operations as the game progresses, and a motor (not shown) such as a two-phase stepping motor that drives each of the upper, left, right, and upper-left movable accessories 43a to 43d. In addition, decorative lamps such as full-color LED lamps that create performance effects with light decoration are arranged on these upper, left, right, and upper-left movable accessories 43a to 43d.
[0018] Meanwhile, a special symbol 1 start hole 44 is located directly below the LCD display 41, and a special symbol 1 start hole switch 44a (see FIG. 4) is provided inside the special symbol 1 start hole switch 44a to detect winning balls. The number of valid winning balls detected by the special symbol 1 start hole switch 44a (see FIG. 4), i.e., the first start reserved ball count, is displayed on the LCD display 41 as a predetermined number (e.g., four). The first reserved ball count is incremented (+1) when a game ball enters the special symbol 1 start hole 44 and is detected by the special symbol 1 start hole switch 44a (see FIG. 4). The first reserved ball count is decremented (-1) when the display of a special symbol, such as a number, character, or symbol (decorative symbol), begins. Decorative lamps, such as full-color LED lamps, are located around the special symbol 1 start hole 44 to create decorative lighting effects.
[0019] On the other hand, as shown in Fig. 2, a special symbol 2 start device 45 is disposed on the lower right side of the liquid crystal display device 41. As shown in Fig. 3, this special symbol 2 start device 45 is composed of a special symbol 2 start port 45a, an opening / closing section 45b that can change between an "open state" in which the special symbol 2 start port 45a is in an open state where the game ball YK can enter, and a "closed state" in which the game ball YK cannot enter, a ball entry guide section 45c that can change between a "guiding state" in which the game ball YK is guided toward the special symbol 2 start port 45a and a "non-guiding state" in which the game ball YK is not guided, and a special symbol 2 start port switch 45a1 (see Fig. 4) that detects the game ball YK that has entered the special symbol 2 start port 45a.
[0020] The special symbol 2 start hole 45a opens substantially horizontally toward the right side of the front in the left-right direction in FIG. 2, and a special symbol 2 start hole switch 45a1 (see FIG. 4) that detects winning balls is provided inside the special symbol 2 start hole 45a. The number of valid winning balls detected by the special symbol 2 start hole switch 45a1 (see FIG. 4), i.e., the number of second start reserved balls, is displayed as a predetermined number (e.g., four) on the liquid crystal display device 41. Note that when a game ball enters the special symbol 2 start hole 45a and is detected by the special symbol 2 start hole switch 45a1 (see FIG. 4), the number of second start reserved balls is incremented by one (+1), and when the variable display of special symbols such as numbers, characters, or symbols (decorative symbols) begins, the number is decremented by one (-1).
[0021] The opening / closing unit 45b includes an opening / closing member 45b1 that can move left and right relative to the special symbol 2 starting opening 45a, and a normal electric role solenoid 45b2 (see FIG. 4) that drives and controls the opening / closing member 45b1. When the opening / closing unit 45b is in a closed state, as shown in FIG. 3(b), the opening / closing member 45b1 protrudes into the special symbol 2 starting opening 45a (moves to the left in the figure) to prevent the game ball YK from entering the special symbol 2 starting opening 45a, and when in an open state, as shown in FIG. 3(a), the opening / closing member 45b1 retracts to the right in the figure to allow the game ball YK to enter the special symbol 2 starting opening 45a.
[0022] The ball entry guide section 45c includes a guide member 45c1 that slopes downward from the right side to the left side as shown in Fig. 2 (sloping downward toward the special symbol 2 starting hole 45a). The guide member 45c1 is driven and controlled by a normal electric accessory solenoid 45b2 (see Fig. 4).
[0023] As shown in FIG. 3(a), when the ball entry guide portion 45c is in the guide state, the guide member 45c1 slides and protrudes toward the front of the play area 40 (toward the glass door frame 5 shown in FIG. 1) and guides the game ball YK placed on top of it to the special symbol 2 start opening 45a. When the ball entry guide portion 45c is in the non-guide state, the guide member 45c1 slides backward (toward the rear of the play area 40) and retracts, as shown in FIG. 3(b). As a result, even if a game ball YK lands on the guide member 45c1 while it is in the guide state, if the guide member 45c1 changes to the non-guide state and the guide member 45c1 slides backward before the game ball YK enters the special symbol 2 start opening 45a, the game ball YK will flow downstream without entering the special symbol 2 start opening 45a. The guide member 45c1 and the opening / closing member 45b1 operate in conjunction with each other. That is, when the guide member 45c1 is in the guiding state, the opening / closing member 45b1 retracts to the right side as shown in Figure 3(a) to allow the game ball YK to enter the special pattern 2 starting hole 45a, and when the guide member 45c1 is in the non-guiding state, the opening / closing member 45b1 protrudes to the left side as shown in Figure 3(b) to prevent the game ball YK from entering the special pattern 2 starting hole 45a.
[0024] In the following, the special symbol 2 starting device 45 as described above may be referred to as a normal electric device. In addition, the special symbol 2 starting device 45 is equipped with a decorative lamp such as a full-color LED lamp that produces a dramatic effect by means of light decoration.
[0025] On the other hand, as shown in Fig. 2, a prize winning device 46 is disposed to the right of the special symbol 1 starting hole 44. When a special symbol lottery described below is won, that is, during a winning game state, this prize winning device 46 is controlled by a special electric accessory solenoid 46b (see Fig. 4) so that a large prize opening (not shown) that is closed by an opening / closing door 46a is opened, allowing a gaming ball to enter the large prize opening (not shown). Note that a gaming ball that enters the large prize opening (not shown) is detected as a winning ball by a large prize opening switch 46c (see Fig. 4) provided inside the large prize opening (not shown).
[0026] On the other hand, when the special symbol is not selected, i.e., when the game is not in a winning state, the special electric accessory solenoid 46b (see FIG. 4) drives and controls the opening / closing door 46a, closing the large prize opening (not shown). This prevents the game ball from entering the large prize opening (not shown). Note that, hereinafter, the device combining the opening / closing door 46a and the special electric accessory solenoid 46b may be referred to as the "special electric accessory." The winning device 46 is also equipped with decorative lamps, such as full-color LED lamps, that create decorative lighting effects.
[0027] Incidentally, a sorting device 47, which has a conventionally well-known structure, is provided within the winning device 46. As shown in Fig. 2, this sorting device 47 has a V region 47a and an outlet 47b, and when a gaming ball enters a large winning opening (not shown), the gaming ball is sorted into either the V region 47a or the outlet 47b. Note that the sorting device 47 does not sort gaming balls that enter the large winning opening (not shown) into the V region 47a, but sorts them into the outlet 47b, unless a predetermined gaming state is reached.
[0028] Incidentally, the type 1 / type 2 mixed type gaming machine (pachinko gaming machine 1) in this embodiment refers to a machine that combines a type 1 model in which a player wins a lottery for a special pattern and enters a jackpot gaming state, and a type 2 model in which a large prize opening (not shown) opens in a small prize gaming state, and when a gaming ball that enters the large prize opening (not shown) passes through the V area 47a, the player enters a jackpot gaming state.
[0029] On the other hand, as shown in Fig. 2, a normal symbol start opening 48 consisting of a gate is disposed in the upper right portion of the liquid crystal display device 41, and a normal symbol start opening switch 48a (see Fig. 4) that detects the passage of a gaming ball is provided inside the normal symbol start opening. In addition, normal prize openings 49 are disposed on the right side of the winning device 46 and on the left side of the special symbol 1 start opening 44, respectively. The general prize openings 49 are composed of an upper right general prize opening 49a disposed on the right side of the winning device 46, an upper left general prize opening 49b disposed on the left side of the special symbol 1 start opening 44, a middle left general prize opening 49c, and a lower left general prize opening 49d. An upper right general winning opening switch 49a1 (see FIG. 4) that detects the passage of game balls is provided inside the upper right general winning opening 49a, an upper left general winning opening switch 49b1 (see FIG. 4) that detects the passage of game balls is provided inside the upper left general winning opening 49b, a middle left general winning opening switch 49c1 (see FIG. 4) that detects the passage of game balls is provided inside the middle left general winning opening 49c, and a lower left general winning opening switch 49d1 (see FIG. 4) that detects the passage of game balls is provided inside the lower left general winning opening 49d. Decorative lamps such as full-color LED lamps that create a dramatic effect with decorative light are provided in the general winning openings 49.
[0030] Meanwhile, directly below the special symbol 1 starting hole 44 is an outlet 50 into which game balls (out balls) that have flowed down to the lowest part of the game area 40 without winning are admitted. Game balls that enter this outlet 50 are detected as non-winning balls by an outlet switch 50a (see FIG. 4) provided inside, and the winning balls described above also flow down to the lowest part of the game area 40 through the back side of the game board 4, and are therefore detected by the outlet switch 50a (see FIG. 4). Therefore, the outlet switch 50a (see FIG. 4) detects the total number of outs dispensed, i.e., the same number of game balls as the game balls launched into the game area 40 by the launch handle 16.
[0031] On the other hand, three 7-segment displays are arranged in the lower right periphery of the game area 40 of the game board 4, two of which are special symbol display devices 51, and the remaining 7-segment display device 53a displays special symbol 1, special symbol 2, the number of balls reserved for the start of normal symbols, and the game status (for example, advantageous game status, etc.). As shown in Figure 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, and to the left of the special symbol 1 display device 51a is provided a normal symbol display device 52 consisting of one LED, and further provided are a round lamp 53b that indicates the number of rounds of the jackpot game and a right hit notification lamp 53c that notifies right hits.
[0032] In addition, an identification lamp device 51A that displays identification information corresponding to special pattern 1 and special pattern 2 is provided on the upper end side of the left ornament 43b.
[0033] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for informing the player when special symbol 1 or special symbol 2 is changing, or when special symbol 1 or special symbol 2 has won or lost. The 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 changing, the first identification lamp 51Aa flashes; when special symbol 1 is a win, the first identification lamp 51Aa is lit; when special symbol 1 is a loss, the first identification lamp 51Aa is extinguished. Furthermore, when special symbol 2 is changing, the second identification lamp 51Ab flashes; when special symbol 2 is a win, the second identification lamp 51Ab is lit; and when special symbol 2 is a loss, the second identification lamp 51Ab is extinguished.
[0034] Although not shown, a plurality of game pegs are arranged in the game area 40 of the game board 4, and a windmill 54 is also arranged as a member for changing the falling direction of game balls.
[0035] <Control device description> Next, the control device that is provided in the pachinko gaming machine 1 having the above-described external configuration and performs electronic control according to the progress of the game will be explained using Fig. 4. As shown in Fig. 4, this control device is mainly composed of a main control board 60 that controls the overall game operation, a payout / launch 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.
[0036] <Explanation about the main control board> The main control board 60 is mainly equipped with a one-chip microcomputer 600 consisting of a main control CPU 600a, a main control ROM 600b that stores a game program that describes a series of game control procedures, and a main control RAM 600c that functions as a working area, buffer memory, etc., a measurement / setting display device 610 consisting of 7 segments that displays (performance display) information such as the ratio of the number of winning balls when the probability of winning is low (when the probability of winning is in a normal low probability state), and also displays the setting contents of the probability that will create a game state that is advantageous to the player, a RAM clear switch 620, and a setting key switch 630.
[0037] The main control board 60 configured in this manner is connected to a payout / launch control board 70 that controls the payout motor M to pay out game balls. Furthermore, there are connected a special pattern 1 start port switch 44a which detects winnings in the special pattern 1 start port 44, a special pattern 2 start port switch 45a1 which detects winnings in the special pattern 2 start port 45a, a normal pattern start port switch 48a which detects passage through the normal pattern start port 48, an upper right general prize port switch 49a1, an upper left general prize port switch 49b1, a middle left general prize port switch 49c1, and a lower left general prize port switch 49d1 which detect winnings in the general prize ports 49 (upper right general prize port 49a, upper left general prize port 49b, middle left general prize port 49c, and lower left general prize port 49d), a large prize port switch 46c which detects winnings in a large prize port (not shown) which is opened or closed by the opening / closing door 46a, and an outlet switch 50a which can detect the same number of game balls as those launched into the game area 40 by the launch handle 16. Furthermore, a normal electric role solenoid 45b2 that drives and controls the opening and closing member 45b1 and the guide member 45c1, a special electric role solenoid 46b that controls the operation of the opening and closing door 46a, a distribution device 47, a special pattern 1 display device 51a, a special pattern 2 display device 51b, a normal pattern display device 52, a 7-segment display device 53a, a round lamp 53b, and a right-hit notification lamp 53c are connected.
[0038] When the main control board 60 configured in this manner 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 at the main control CPU 600a, it conducts a lottery and determines the special symbol variation pattern and the display content of the stop symbol or normal symbol based on the winning / losing information that is the lottery result, and sends 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. Then, the main control board 60, i.e., the main control CPU 600a, generates a performance control command DI_CMD including the determined information and sends it to the sub-control board 80. Furthermore, when the main control board 60, i.e., the main control CPU 600a, receives signals from the special pattern 1 start port switch 44a, the special pattern 2 start port switch 45a, the upper right general prize port switch 49a1, the upper left general prize port switch 49b1, the middle left general prize port switch 49c1, the lower left general prize port switch 49d1, and the large prize port switch 46c, it determines how many game balls to pay out to the player and sends a payout control command PAY_CMD containing that determined information to the payout / launch control board 70, which then pays out the game balls to the player.
[0039] Furthermore, if the result of the lottery is that the normal pattern is won, the normal electric role solenoid 45b2 is controlled to keep the opening / closing member 45b1 in the open state and the guide member 45c1 in the guiding state for a predetermined time, and if the lottery is won for the special pattern, the special electric role solenoid 46b is controlled to open the big prize opening (not shown).
[0040] In a type 1 / type 2 mixed gaming machine, when a small win game state is reached, the opening and closing door 46a is controlled to repeatedly open and close the large prize opening (not shown), and when a game ball enters the large prize opening (not shown), the distribution device 47 is controlled so that the game ball is distributed to the V area 47a.
[0041] On the other hand, the main control board 60, i.e., the main control CPU 600a, counts the number of prize balls each time it receives a signal from the special symbol 1 start gate switch 44a, the special symbol 2 start gate switch 45a, the upper right general prize gate switch 49a1, the upper left general prize gate switch 49b1, the middle left general prize gate switch 49c1, the lower left general prize gate switch 49d1, and the large prize gate switch 46c, and counts the total number of dispensed game balls each time it receives a signal from the outlet switch 50a. Based on the counted number of prize balls and the total number of dispensed game balls, the main control board 60, i.e., the main control CPU 600a, outputs information (performance display) regarding the ratio of prize balls dispensed during low probability to the measurement / setting display device 610. This results in the measurement / setting display device 610 displaying information (performance display) regarding the ratio of prize balls dispensed during low probability.
[0042] Furthermore, the measurement / setting display device 610 can display the setting of the probability of generating a game state advantageous to the player in six levels, for example, from "1" to "6." To change this setting, a dedicated key is inserted into the setting key switch 630 and turned ON. The RAM clear switch 620 can then be used to change the setting of the probability of generating a game state advantageous to the player in six levels, for example, from "1" to "6" (for example, a setting of "6" has the highest probability of generating a game state advantageous to the player, and a setting of "1" has the lowest probability of generating a game state advantageous to the player). The setting change is then displayed on the measurement / setting display device 610. Once the setting change is confirmed, a dot on the lower right side of the seven-segment display lights up, indicating that the setting has been confirmed.
[0043] 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 turned ON, not all of the memory area of the main control RAM 600c is cleared, but only a portion of the memory area is cleared.
[0044] <Explanation about the Dispense and Firing Control Board> The payout / launch control board 70 receives a 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. The generated payout motor signal controls the payout motor M to pay out game balls to the player. Furthermore, the payout / launch control board 70 performs processing to start or stop the operation of firing game balls in response to a player's operation, based on a prize ball count signal indicating the payout operation of game balls and a status signal related to an abnormality in the payout operation.
[0045] Meanwhile, a touch sensor is provided on the periphery of the launch handle 16 shown in FIG. 1, and when a player's hand touches the touch sensor of the launch handle 16, the touch sensor outputs a detection signal to the payout / launch control board 70, as shown in FIG. 4. In response to this, the payout / launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). The main control board 60 (main control CPU 600a) then transmits the detection signal to the sub-control board 80 as a presentation control command DI_CMD. This makes it possible to transmit information as to whether or not the player has touched the handle 16 to play to the sub-control board 80.
[0046] <Explanation about the sub-control board> The sub-control board 80 receives performance control commands DI_CMD from the main control board 60 (main control CPU 600a) and controls the execution of various performances, and is equipped with a sub-one-chip microcomputer 800 consisting of a sub-control CPU 800a that controls the display images displayed on the liquid crystal display device 41, a sub-control ROM 800b that stores control programs that describe performance control procedures, and a sub-control RAM 800c that functions as a working area, buffer memory, etc.
[0047] Furthermore, the sub-control board 80 is equipped with a sound LSI 801 that generates desired background music and sound effects, a sound RAM 802 that functions as a work area and buffer memory, a VDP 803 that generates image data to be displayed on the LCD display device 41 based on instructions from the sub-single-chip microcomputer 800, a DDR2 SDRAM 804 that includes a work area for decompressing compressed video data and a frame buffer area for temporarily storing image data to be displayed on the LCD display device 41, and a game ROM 805 that pre-stores CG data for compressed still images and compressed video data, as well as sound data such as background music and sound effects. Note that a still image is a so-called sprite image, which represents a single image such as text data, a background image, or a special design. Note that a moving image is a collection of multiple (multiple frames) continuously changing still images, and smooth movement is reproduced by continuously displaying multiple still images on the LCD display device 41.
[0048] The sub-control board 80 thus configured is connected to a decorative lamp board 90 equipped with decorative lamps such as full-color LED lamps that produce lamp effects, and further connected to a push-button effect button device 13 that the player can press to change the effect when the built-in lamp (not shown) is lit, and a speaker 17 that emits background music, sound effects, etc. Furthermore, the sub-control board 80 is connected to a movable accessory device 43 that performs predetermined effect operations as the game progresses, an identification lamp device 51A that notifies the player when special symbol 1 or special symbol 2 is changing, or when special symbol 1 or special symbol 2 has won or lost, a setting button 15 that allows various settings, and a liquid crystal display device 41.
[0049] Thus, the sub-control board 80 configured in this manner receives, at the sub-control CPU 800a, an effect control command DI_CMD transmitted from the main control board 60 (main control CPU 600a) and including basic information required for the special symbol variation pattern based on the lottery result, the current game status, the number of balls on hold for starting, the decorative symbols to be stopped based on the lottery result, etc. Then, the sub-control CPU 800a determines, by lottery, an effect pattern corresponding to the received effect control command DI_CMD from among a large number of effect patterns stored in advance in the sub-control ROM 800b, and temporarily stores, in the sub-control RAM 800c, a control signal that instructs the execution of the determined effect pattern.
[0050] The sub-control CPU 800a transmits a sound-related control signal, among the control signals that instruct the execution of the effect patterns stored in the sub-control RAM 800c, 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, the speaker 17 produces background music and sound effects corresponding to the effect pattern that has been determined.
[0051] The sub-control CPU 800a also transmits light-related control signals, among the control signals that instruct the execution of the effect patterns stored in the sub-control RAM 800c, to the decorative lamp board 90. As a result, the decorative lamp board 90 controls the turning on and off of decorative lamps, such as full-color LED lamps, that produce lamp effect effects, and thus a lamp effect corresponding to the determined effect pattern is executed.
[0052] The sub-control CPU 800a then transmits to the VDP 803 a command list relating to images, among the control signals that instruct the execution of the effect pattern stored in the sub-control RAM 800c. The VDP 803 then generates image data to display an image based on the command list, and transmits the generated image data to the liquid crystal display device 41, thereby displaying an image corresponding to the determined effect pattern on the liquid crystal display device 41. The image data displayed on the liquid crystal display device 41 is updated every frame, and the VDP 803 transmits a VSYNC (vertical synchronization signal) shown in FIG. 4 as an interrupt signal to the sub-control CPU 800a so that the sub one-chip microcomputer 800 (sub-control CPU 800a) can know that the display operation for one frame has ended. This allows the sub-control CPU 800a to know that one frame's worth of image data has been displayed on the liquid crystal display device 41. This VSYNC interrupt signal is generated, for example, every 33 ms.
[0053] Furthermore, the sub-control CPU 800a transmits, among the control signals that instruct the execution of the performance pattern stored in the sub-control RAM 800c, a control signal related to the movable role object to the movable role object device 43. As a result, the movable role object device 43 moves in accordance with the determined performance pattern.
[0054] <Power supply board explanation> Incidentally, power is supplied to each of the boards described above from a power supply board 130 shown in Fig. 4. This power supply board 130 is configured to include a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 receives an AC voltage of 24V, which is an external power source supplied from a voltage transformer (not shown) installed in the gaming establishment, and generates multiple types of DC voltages, and the generated DC voltages are supplied to each board (not shown).
[0055] The voltage monitoring unit 1310 monitors the AC 24V voltage, and when it detects a voltage abnormality due to a cutoff of this voltage or the occurrence of a power outage, it outputs a voltage abnormality signal ALARM to the main control board 60. The voltage abnormality signal ALARM outputs an "L" level signal when a voltage abnormality occurs, and outputs an "H" level signal when the voltage is normal.
[0056] On the other hand, the system reset generation unit 1320 generates a system reset signal RST when power is turned on, and the generated system reset signal RST is output to each board.
[0057] <Explanation of advantageous play> Next, advantageous games will be specifically described with reference to FIGS.
[0058] <Explanation of conventional games> Conventional games are classified as shown in Figure 5(a). Specifically, in the normal game mode, the probability of winning a jackpot is low and there is no electric support. In the potential game mode, the probability of winning a jackpot is high and there is no electric support. Furthermore, in the time-saving game mode, the probability of winning a jackpot is low and there is electric support. Furthermore, in the probability-variable game mode, the probability of winning a jackpot is high and there is electric support. Note that electric support refers to electric chute support. In the electric chute (normal electric device) support mode, the open / close member 45b1 is open and the guide member 45c1 is guided for an extended period of time. This increases the chance of winning the special symbol 2 starting hole 45a and increases the frequency of winning per unit time. This results in a more advantageous game mode for the player than when the electric chute support mode is not active.
[0059] Here, the details of control in the time-saving game mode and the probability variable game mode are explained. As shown in Figure 5(b), in the time-saving game mode and the probability variable game mode, the probability of winning the normal symbol lottery is high, the normal symbol variation time is shortened, and the time during which the opening / closing member 45b1 of the electric chute (normal electric device) is in the open state and the guide member 45c1 is in the guide state is extended. Note that the probability of winning the normal symbol lottery is 250 / 251 in the high-probability mode and 1 / 251 in the low-probability mode. Furthermore, the normal symbol variation time is 20 seconds in the non-shortened mode and 2 seconds in the shortened mode. Furthermore, the time during which the opening / closing member 45b1 of the electric chute (normal electric device) is in the open state and the guide member 45c1 is in the guide state is 80 ms in the non-extended mode and 4000 ms in the extended mode. In the case of the non-extended state for 80 ms, even if the opening / closing member 45b1 is in the open state and the guide member 45c1 is in the guide state, the opening / closing member 45b1 is in the closed state and the guide member 45c1 is in the non-guiding state before the gaming ball enters the special symbol 2 starting hole 45a, so it is impossible for the gaming ball to enter the special symbol 2 starting hole 45a. Therefore, unless it is in the extended state for 4000 ms, it is not possible for the gaming ball to enter the special symbol 2 starting hole 45a.
[0060] Meanwhile, in the normal game mode, the probability of winning the lottery for the normal symbol is low, the time for which the normal symbol changes is not shortened, the opening / closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guiding state is not extended.
[0061] <Explanation of control in advantageous game state> Therefore, in this embodiment, a more advantageous state than the normal game state is created by combining three factors: the probability of winning the lottery for the normal pattern, the time during which the normal pattern changes, the time during which the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guide state.
[0062] 5(b), in advantageous gaming state 1, the probability of winning the lottery for the normal symbol is low, the normal symbol variation time is shortened, the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guiding state is not extended. Therefore, although the appearance is the same as the normal gaming state, the variation time of the normal symbol is shortened, making it a more advantageous gaming state than the normal gaming state.
[0063] On the other hand, as shown in Figure 5(b), in the advantageous gaming state 2, the probability of winning the lottery for the normal symbol is low, the normal symbol variation time is shortened, the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guide state is extended. Therefore, it is a so-called electric support state. Therefore, it is a gaming state that is more advantageous than the normal gaming state.
[0064] On the other hand, as shown in Figure 5(b), in the advantageous gaming state 3, the probability of winning the lottery for the normal symbol is high, the normal symbol variation time is shortened, the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guide state is extended. Therefore, it is a so-called electric support state. Therefore, it is a gaming state that is more advantageous than the normal gaming state.
[0065] The advantageous gaming states 1 to 3 described above can be further divided. That is, the advantageous gaming states 1 to 3 described above can be further divided depending on whether the open / close member 45b1 of the electric chute (normal electric device) is in the open state and whether the time during which the guide member 45c1 is in the guide state is extended. To explain in more detail, with special symbols, there can be multiple types of jackpots, such as a 2R jackpot, a 4R jackpot, or a jackpot with time reduction, depending on the type of special symbol that is won. And, like special symbols, there can be multiple types of jackpots with normal symbols.
[0066] Therefore, in this embodiment, the advantageous game states 1 to 3 described above are further divided into those described above by determining whether the opening / closing member 45b1 of the electric chute (normal electric device) is in the open state and whether the time during which the guide member 45c1 is in the guiding state is extended, depending on the combination of the type of winning normal symbol and the advantageous game state. To explain using a specific example, as shown in FIG. 5(c), if the normal symbol lottery is won, the main control CPU 600a selects normal symbol 1 with a probability of 30 / 100 and normal symbol 2 with a probability of 70 / 100. In this case, as shown in FIG. 5(c), in the normal game state, in both the case of winning normal symbols 1 and 2, the opening / closing member 45b1 of the electric chute (normal electric device) is in the open state and the time during which the guide member 45c1 is in the guiding state is not extended. On the other hand, as shown in Figure 5(c), in advantageous gaming state 2A, which is a further division of advantageous gaming state 2, in the case of normal winning 1, the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guiding state is extended, and in the case of normal winning 2, the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guiding state is not extended. On the other hand, as shown in Figure 5(c), in advantageous gaming state 2B, which is a further division of advantageous gaming state 2, in the case of normal winning 1 or 2, the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guiding state is extended. Incidentally, in advantageous gaming state 1, in the case of normal winning 1 or 2, the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guiding state is not extended.
[0067] In this way, the advantageous game states 1 to 3 described above can be further divided into smaller categories depending on whether or not the time during which the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state and the time during which the guide member 45c1 is in the guiding state is extended.
[0068] <Explanation of special time-saving patterns> It is known that a lottery for special time-saving symbols can be held separately from the lottery for special symbols. Winning the lottery for this special time-saving symbol results in a time-saving gaming state. Furthermore, when the lottery for this special time-saving symbol is won, multiple winning types can occur, just like with special symbols. This can be used to transition the gaming state to the advantageous gaming states 1 to 3 described above. To explain using a specific example, as shown in FIG. 6(a), when special time-saving symbol 1 is won, the game transitions to advantageous gaming state 1, and 10,000 time-saving turns are awarded. Then, as shown in FIG. 6(a), when special time-saving symbol 2 is won, the game transitions to advantageous gaming state 2A, and 50 time-saving turns are awarded. Furthermore, as shown in FIG. 6(a), when special time-saving symbol 3 is won, the game transitions to advantageous gaming state 2B, and 100 time-saving turns are awarded.
[0069] In this way, depending on the type of winning special time-saving symbol, the game state can be shifted to the above-described advantageous game states 1 to 3. Note that there is only one type of shift to the advantageous game states 1 to 3 for one special time-saving symbol.
[0070] Incidentally, the lottery for the special time-saving symbol can be set to be performed or not performed in the game state. For example, in the normal game state without electric support and the potential probability game state shown in Figure 5(a), the lottery for the special time-saving symbol can be performed, and in the time-saving game state with electric support and the probability probability game state shown in Figure 5(a), the lottery for the special time-saving symbol can be set not to be performed.
[0071] <Explanation of what you can / cannot do when there are multiple advantageous game states> Incidentally, when there are multiple advantageous game states as described above, the only advantageous game state to which a transition can be made is the predetermined advantageous game state 1 for symbol 1 (including special symbols, normal symbols, etc.). To explain this point using the specific example of Figure 6(b), when jackpot symbol 1 is won, the game state at the time of the jackpot will transition to advantageous game state 1 regardless of whether the game state is the normal game state / potential game state, advantageous game state 1 / advantageous game state 2. In other words, in this case, since only the predetermined advantageous game state 1 is transitioned for symbol 1, such a transition is possible.
[0072] In addition, if the jackpot symbol 2 is hit, the game state at the time of the jackpot will transition to advantageous game state 2A regardless of whether the game state is normal game state / potential game state, advantageous game state 1 or advantageous game state 2. In other words, in this case, since only the predetermined advantageous game state 1 is transitioned for the symbol 1, such a transition is possible.
[0073] Furthermore, if jackpot symbol 3 is hit, the game state at the time of the jackpot will transition to advantageous game state 2B regardless of whether the game state at the time of the jackpot is normal game state / latent game state, or advantageous game state 1 / advantageous game state 2. However, if the game state at the time of the jackpot is normal game state / latent game state, the number of times advantageous game state 2B will continue is 50 spins, and if the game state at the time of the jackpot is advantageous game state 1 / advantageous game state 2, the number of times advantageous game state 2B will continue is 100 spins. In this case, although the number of times advantageous game state 2B will continue is different, only the predetermined advantageous game state 1 is transitioned for symbol 1, so such a transition is possible.
[0074] On the other hand, if the jackpot symbol 4 is hit, if the game state at the time of the jackpot is the normal game state / potential game state, it will transition to advantageous game state 1, and if it is advantageous game state 1 / advantageous game state 2, it will transition to advantageous game state 2A. However, in this case, since multiple advantageous game states have been transitioned for symbol 1, such a transition is not possible.
[0075] Thus, when there are multiple advantageous game states, the advantageous game state to which a player can transition is limited to one predetermined advantageous game state for one symbol (including special symbols, normal symbols, etc.).
[0076] <Explanation of gameplay using multiple advantageous game states (part 1)> Based on the above explanation, we will now explain the specifications that have different gameplay characteristics from conventional ones.
[0077] In conventional gaming, in a type 1 / 2 mixed gaming machine, after a jackpot is won by a variation of special symbol 1 in the normal gaming state (when the player hits with his left hand), the player enters a favorable gaming state (when the player hits with his right hand), causing the gaming ball to enter the special symbol 2 starting hole 45a. When the gaming ball enters the special symbol 2 starting hole 45a, the special symbol 2 changes. If a small jackpot is won in the special symbol 2 lottery, the large prize opening (not shown) opens. When the gaming ball enters the large prize opening (not shown) and passes through the V-shaped area 47a, the jackpot gaming state is entered. Since the open / close member 45b1 of the electric chute (a standard electric device) is always in the open state and the guide member 45c1 is always in the guide state, the time during which the opening / closing member 45b1 is in the open state and the guide member 45c1 is always in the guide state is always extended, so whether or not the small jackpot is won in the special symbol 2 lottery is a specification of conventional gaming.
[0078] Therefore, in this embodiment, the specifications of the conventional game are derived, and the game is designed to almost always win a small prize in the lottery for special symbol 2, while using the above-mentioned multiple advantageous game states to determine whether the opening / closing member 45b1 of the electric chute (normal electric device) is in an open state and the time during which the guide member 45c1 is in a guiding state is extended. In other words, unlike conventional games, this embodiment is not a game where a small prize is won in the lottery for special symbol 2, but rather a game where, when a normal prize is won, the opening / closing member 45b1 of the electric chute (normal electric device) is in an open state and the time during which the guide member 45c1 is in a guiding state is extended depending on the type of normal symbol and the advantageous game state. This point will be explained in detail using a specific example.
[0079] As shown in Fig. 7, first, the player uses the launch handle 16 to hit the game ball to the left side of the game area 40 on the game board 4, hitting left, and the game is played to see if the special symbol 1 is won. Explaining in more detail, as shown in Fig. 7(a), the liquid crystal display device 41 displays the stopped decorative symbol (see image P1), the stopped resident symbol (see image P2), and the first start reserved ball count (see image P3). Specifically, as shown in image P1 on the liquid crystal display device 41, the decorative symbol is displayed large in the center of the screen and is composed of a left decorative symbol (see image P1a), a middle decorative symbol (see image P1b), and a right decorative symbol (see image P1c). In the illustration, the left decorative pattern (image P1a) stops at "7", the middle decorative pattern (see image P1b) stops at "6", and the right decorative pattern (image P1c) stops at "7", resulting in a missed reach.
[0080] The resident symbols are displayed small in the upper left corner of the screen, as shown in image P2 of the liquid crystal display device 41 in FIG. 7(a). These resident symbols are reduced-size versions of the numbers shown in the variably displayed decorative symbols, and are generally displayed variably in synchronization with the decorative symbols. Specifically, the resident symbols are composed of a left resident symbol (see image P2a), a center resident symbol (see image P2b), and a right resident symbol (see image P2c). The left resident symbol (see image P2a) corresponds to the left decorative symbol (see image P1a) and is stopped at "7" in the illustration. The center resident symbol (see image P2b) corresponds to the center decorative symbol (see image P1b) and is stopped at "6" in the illustration. The right resident symbol (see image P2c) corresponds to the right decorative symbol (see image P1c) and is stopped at "7" in the illustration.
[0081] Furthermore, the first start reserved ball number is the number of valid winning balls detected by the special symbol 1 start port switch 44a (see Figure 4), and is displayed small at the bottom slightly toward the center of the screen as shown in image P3 of the liquid crystal display device 41 in Figure 7(a). Specifically, Figure 7(a) shows that two first start reserved balls are being reserved.
[0082] Thus, when the display as shown in Figure 7(a) is displayed on the liquid crystal display device 41, and one of the two reserved first start reserved ball numbers (see image P3a shown in Figure 7(b)) is subtracted (in the illustration, it is displayed larger than the other first start reserved balls as a changing display indicating that the special pattern 1 corresponding to the subtracted first start reserved ball is changing), as shown in Figure 7(b), the decorative pattern will change at high speed (see image P1), and further, the resident pattern will change at high speed (see image P2) and be displayed on the liquid crystal display device 41.
[0083] In this case, if the special symbol 1 is selected, as shown in Figure 7(c), the decorative symbol stops (see image P1, "777" in the figure), and furthermore, the resident symbol stops (see image P2, "777" in the figure), which is displayed on the liquid crystal display device 41, and the game enters a jackpot game state. Then, when the game enters a jackpot game state, the words "Jackpot!" (see image P4) are displayed in the center of the screen of the liquid crystal display device 41, and the words "Right Hit" (see image P5) are displayed in small letters at the top right corner of the screen, encouraging the player to hit right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4).
[0084] Next, after the jackpot game, the game transitions to a time-saving game state or a probability variable game state, and when the game enters a so-called RUSH state, as shown in Figure 8(a), the words "RUSH Enter!" (see image P6) are displayed in the center of the screen of the liquid crystal display device 41, and the words "Right Hit" (see image P5) are displayed in small letters at the top right corner of the screen, encouraging the player to hit the right. Then, a game is played to see if the player wins a normal symbol, which will extend the time that the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state and the guide member 45c1 is in the guiding state.
[0085] Specifically, as shown in FIG. 8(b), the liquid crystal display device 41 displays the words "Right Hit" (see image P5) in small letters at the top right corner of the screen, encouraging the player to hit right, while the stopped decorative symbols (see image P7) and the stopped permanent symbols (see image P8) are displayed. Specifically, these decorative symbols correspond to normal symbols, and as shown in image P7 of the liquid crystal display device 41, they are displayed large in the center of the screen and consist of a left decorative symbol (see image P7a), a middle decorative symbol (see image P7b), and a right decorative symbol (see image P7c). In the illustration, the left decorative symbol (image P7a) has stopped at "7," the middle decorative symbol (see image P7b) has stopped at "6," and the right decorative symbol (image P7c) has stopped at "7," resulting in a missed reach. This is because the "777" shown in FIG. 7(c) is a decorative symbol of special symbol 1, and is no longer displayed after transitioning to the RUSH state after a jackpot game. Therefore, in FIG. 8(b), the decorative symbol of the normal symbol that stopped in the reach miss state is displayed. In this embodiment, the reach miss state is exemplified as the decorative symbol of the normal symbol that is displayed, but this is not limited to this, and it may be a scatter symbol or all symbols may be the same. This is because the display may be based on the lottery result of the normal symbol that stopped last time.
[0086] The resident symbols are displayed small in the lower right corner of the screen, as shown in image P8 of the liquid crystal display device 41 in FIG. 8(b). These resident symbols are reduced-size numbers shown in decorative symbols corresponding to the variable-displayed normal symbols, and are generally displayed variably in synchronization with the decorative symbols. Specifically, the resident symbols are composed of a left resident symbol (see image P8a), a center resident symbol (see image P8b), and a right resident symbol (see image P8c). The left resident symbol (see image P8a) corresponds to the left decorative symbol (see image P7a) and is stopped at "7" in the illustration. The center resident symbol (see image P7b) corresponds to the center decorative symbol (see image P7b) and is stopped at "6" in the illustration. The right resident symbol (see image P8c) corresponds to the right decorative symbol (see image P7c) and is stopped at "7" in the illustration.
[0087] Thus, when the display shown in FIG. 8(b) is displayed on the LCD display 41 and the normal symbol start switch 48a (see FIG. 4) detects the passage of a gaming ball, the decorative symbol changes at high speed (see image P7) as shown in FIG. 8(c), and the resident symbol changes at high speed (see image P8) as shown in FIG. 7(c). At this time, as shown in FIG. 7(c), one of the two first start reserved ball counts is subtracted and consumed, but the remaining first start reserved ball count remains. In this case, as shown in FIG. 8(c), the resident symbol corresponding to special symbol 1 (see image P2) also changes. At this time, because the decorative symbol corresponding to the normal symbol is displayed on the LCD display 41 as shown in FIG. 8(c), the decorative symbol corresponding to special symbol 1 is not displayed, and only the changing resident symbol corresponding to special symbol 1 (see image P2) is displayed on the LCD display 41. As shown in FIG. 8(c), the liquid crystal display device 41 continues to display the small text "Hit Right" (see image P5) in the upper right corner of the screen, urging the player to hit right.
[0088] Next, when the variation of the resident symbol corresponding to special symbol 1 (see image P2) stops, as shown in FIG. 8(d), the liquid crystal display device 41 displays the resident symbol corresponding to the stopped special symbol 1 (see image P2, shown as "543" in the figure). At this time, the variation of special symbol 1 is a short-term variation and stops without performing a game effect. Also, even if the resident symbol corresponding to special symbol 1 stops, the variation of the normal symbol continues without affecting it. As shown in FIG. 8(d), the liquid crystal display device 41 continues to display the small text "Right Hit" (see image P5) in the upper right corner of the screen to encourage the player to hit right. Furthermore, if the first start reserved number of balls is not reserved, the resident symbol corresponding to special symbol 1 will be hidden or displayed so that it cannot be recognized by the player, as shown in FIG. 8(e). This is because if the display is left as it is, or is displayed to the extent that the player can see it, the special symbol, which is a permanent symbol but is stationary, will be displayed even though the decorative symbol of the normal symbol is changing, and as a result, the changing symbol and the stationary symbol will be displayed mixed together, which could give the player the mistaken impression that the symbol is not changing, which could lead to a decrease in interest in the game.
[0089] Next, if the currently changing normal symbol is not a winning symbol, as shown in FIG. 8(e), the decorative symbol stops (see image P7, shown as "767"), and the resident symbol stops (see image P8, shown as "767"), which is displayed on the liquid crystal display device 41 and indicated as a loss. As shown in FIG. 8(e), the liquid crystal display device 41 continues to display the small text "Right Hit" (see image P5) in the upper right corner of the screen, encouraging the player to hit the right. Although not shown, the normal symbol, like the special symbol, can store the number of valid winning balls detected by the normal symbol start switch 48a (see FIG. 4), i.e., the number of normal symbol start reserved balls, up to a predetermined number (e.g., four). Therefore, the number of normal symbol start reserved balls may be displayed on the liquid crystal display device 41.
[0090] Next, when the normal symbol start switch 48a (see FIG. 4) detects the passage of the gaming ball again, as shown in FIG. 8(f), the decorative symbol fluctuates at high speed (see image P7), and further, the resident symbol fluctuates at high speed (see image P8) and is displayed on the liquid crystal display device 41. As shown in FIG. 8(f), the liquid crystal display device 41 continues to display the small text "Right Hit" (see image P5) in the upper right corner of the screen to encourage the player to hit right.
[0091] At this time, if a normal symbol is won that causes the opening / closing member 45b1 of the electric chute (normal electric device) to be in the open state and the time that the guide member 45c1 is in the guiding state to be extended, as shown in Figure 8(g), the decorative symbol will stop (see image P7, shown as "777"), and further, the resident symbol will stop (see image P8, shown as "777") and be displayed on the liquid crystal display device 41. As shown in Figure 8(g), the liquid crystal display device 41 will continue to display the small words "Hit Right" (see image P5) in the upper right corner of the screen to encourage the player to hit right.
[0092] Thus, when the screen shown in FIG. 8(g) is displayed on the liquid crystal display device 41, the text "Right Hit" (see image P5) urging the player to hit the ball to the right remains displayed, and the liquid crystal display device 41 displays a display (see image P9) urging the player to place the gaming ball into the special symbol 2 starting hole 45a to change the special symbol 2, as shown in FIG. 8(h). As a result, when the player uses the launch handle 16 to place the gaming ball into the special symbol 2 starting hole 45a, as shown in FIG. 8(i), the liquid crystal display device 41 displays a small image at the right edge of the screen that rapidly changes the resident symbol (see image P10) corresponding to the special symbol 2. Note that, as shown in FIG. 8(i), the text "Right Hit" (see image P5) urging the player to hit the ball to the right remains displayed in small image at the top right edge of the screen.
[0093] In this embodiment, since the lottery for special symbol 2 is designed to almost always result in a small win, no preview effects or other effects are performed during the change, and when the change time ends, as shown in Fig. 8(j), the liquid crystal display device 41 displays a stationary symbol (see image P10) corresponding to the special symbol 2 that has been changed (see image P10, "333" in the figure). As shown in Fig. 8(j), the liquid crystal display device 41 continues to display image P9 and the small text "Hit Right" (see image P5) in the upper right corner of the screen, encouraging the player to hit right.
[0094] Next, if the player wins a small jackpot in the lottery for special symbol 2, the liquid crystal display device 41 displays a message (see image P11) urging the player to hit the ball to the right, while still displaying the message "Hit Right" (see image P5), encouraging the player to hit the ball to the right, as shown in FIG. 8(k). When the player uses the launch handle 16 to hit the ball to the big prize opening (not shown) and enter the V area 47a, the liquid crystal display device 41 displays the message "V Hit!" (see image P12) in the center of the screen, as shown in FIG. 8(l), and the jackpot game state is entered. As shown in FIG. 8(l), the liquid crystal display device 41 displays the message "Hit Right" (see image P5), in small letters, in the upper right corner of the screen, encouraging the player to hit the ball to the right.
[0095] On the other hand, if the player does not win a normal symbol that extends the time that the opening / closing member 45b1 of the electric chute (normal electric device) is in the open state and the guide member 45c1 is in the guide state, and the final spin of the time-saving game is reached, as shown in FIG. 9(a), the LCD display device 41 displays "0 remaining" in small letters at the upper left corner of the screen (see image P20), indicating that the time-saving game is in the final spin. At this time, as shown in FIG. 9(a), the LCD display device 41 displays a decorative symbol corresponding to the normal symbol that is rapidly fluctuating (see image P7), and further displays a resident symbol corresponding to the normal symbol that is rapidly fluctuating (see image P8). Also, at this time, as shown in FIG. 9(a), the words "Right Hit" (see image P5) are displayed in small letters at the upper right corner of the screen to encourage the player to hit the right.
[0096] Next, if the normal symbol is not won after all, as shown in Fig. 9(b), a decorative symbol stops (see image P7, in the illustration "767"), and furthermore, a resident symbol stops (see image P8, in the illustration "767"), which is displayed as a loss on the liquid crystal display device 41. As shown in Fig. 9(b), the liquid crystal display device 41 displays "0 remaining" (see image P20) in small letters at the top left corner of the screen, indicating that this is the final spin of the time-saving game, and furthermore, the words "Hit right" (see image P5) are displayed in small letters at the top right corner of the screen, encouraging the player to hit right.
[0097] Next, when the final spin of the time-saving game is completed, as shown in Fig. 9(c), the liquid crystal display device 41 displays the words "RUSH END" (see image P21) in the center of the screen. Then, as shown in Fig. 9(d), the liquid crystal display device 41 displays the words "HIT LEFT" (see image P22) in the center of the screen, urging the player to hit left, so as to hide the words "RUSH END" (see image P21).
[0098] If a normal symbol start-up ball is reserved, the reserved normal symbol start-up ball will change to the normal symbol, just as it does during time-saving play, so only the resident symbol corresponding to the normal symbol is displayed (see image P8) as shown in Figures 9(c) and (d). In this case, the game state is normal play, i.e., the opening / closing member 45b1 of the electric chute (normal electric device) is open, and the time during which the guide member 45c1 is in the guiding state is not extended. Therefore, even if a normal symbol is won, the opening / closing member 45b1 of the electric chute (normal electric device) is open, and the time during which the guide member 45c1 is in the guiding state is not extended. Therefore, without performing a normal symbol change effect, only the resident symbol corresponding to the normal symbol is displayed (see image P8) as shown in Figures 9(c) and (d). In addition, if the number of balls reserved for starting the normal pattern is displayed on the liquid crystal display device 41 during time-saving play, it will be hidden when the text "RUSH End" is displayed.
[0099] Thus, the game is played by determining whether the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state and whether the time during which the guide member 45c1 is in the guiding state is extended.
[0100] To realize such a game, an allocation table such as that shown in FIG. 10 can be used. The allocation table shown in FIG. 10(a) is configured so that, in the normal symbol lottery, if a winning probability of 1 / 60 is obtained, the main control CPU 600a selects normal symbol 1 with a probability of 30 / 100 and normal symbol 2 with a probability of 70 / 100, as shown in FIG. 10(a). In this case, as shown in FIG. 10(a), in the normal game state, whether normal symbol 1 or 2 is obtained, the opening / closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guiding state is not extended. Therefore, the probability that the opening / closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guiding state is extended, is "0."
[0101] On the other hand, as shown in Figure 10(a), in the advantageous game state 2A, in the case of a normal winning 1, the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guiding state is extended, and in the case of a normal winning 2, the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guiding state is not extended. Therefore, the probability that the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guiding state is extended is 1 / 60 (normal winning probability) × 30 / 100 (normal winning probability of 1) = 1 / 200.
[0102] 10(a), in the advantageous gaming state 2B, whether the normal symbol is 1 or 2, the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guiding state is extended. Therefore, the probability that the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state, and the time during which the guide member 45c1 is in the guiding state is extended is 1 / 60 (because it is sufficient to win the normal symbol).
[0103] 7 to 9, in this embodiment, the game is designed so that the lottery for special symbol 2 almost always results in a small win, so if the opening / closing member 45b1 of the electric chute (normal electric device) is in the open state and the time during which the guide member 45c1 is in the guiding state is extended, it is almost certain that a big win will occur. Therefore, the probability of selecting a normal winning symbol that results in the opening / closing member 45b1 of the electric chute (normal electric device) being in the open state and the time during which the guide member 45c1 is in the guiding state being extended is the probability of a real big win.
[0104] In the allocation table shown in Figure 10(b), when there is no small win and a lottery is drawn for special symbol 1, which has a jackpot probability of 1 / 199, if a jackpot is won, the main control CPU 600a selects jackpot 1 with a probability of 50 / 100 and selects jackpot 2 with a probability of 50 / 100, as shown in Figure 10(b). In this case, as shown in Figure 10(b), in the case of jackpot 1, a 3R jackpot is obtained, and 50 time-saving variations are granted as the number of times the normal symbol changes. Furthermore, in this case, in the normal gaming state, the game will transition to advantageous gaming state 2A, and in advantageous gaming state 2A or advantageous gaming state 2B, the game will transition to advantageous gaming state 2A.
[0105] Incidentally, in the advantageous game state 2A, as explained with reference to Figure 10(a), the probability that a normal winning symbol will be selected, which will cause the opening and closing member 45b1 of the electric chute (normal electric device) to be in the open state and the time that the guide member 45c1 is in the guiding state to be extended, is 1 / 200, and since this probability is also the probability of an actual jackpot, in the case of jackpot 1, the state will be approximately the same as the low-probability time-saving game state.
[0106] On the other hand, as shown in Figure 10(b), in the case of jackpot 2, it becomes a 3R jackpot, and 100 time reductions are granted as the number of times of fluctuation of the normal pattern. Furthermore, at this time, in the normal game state, it will transition to advantageous game state 2B, and in advantageous game state 2A or advantageous game state 2B, it will transition to advantageous game state 2B.
[0107] Incidentally, in advantageous game state 2B, as explained with reference to Figure 10(a), the probability that a normal winning symbol will be selected, in which the opening / closing member 45b1 of the electric chute (normal electric device) is in the open state and the time that the guide member 45c1 is in the guiding state is extended, is 1 / 60, which is also the probability of an actual jackpot, so in the case of jackpot 2, the state is approximately the same as the high-probability time-saving game state.
[0108] In the allocation table shown in Figure 10(c), in the lottery for special pattern 2, which has a jackpot probability of 1 / 199 and a small jackpot probability of 198 / 199, if a jackpot is won, the main control CPU 600a will select jackpot 1 with a probability of 100 / 100, as shown in Figure 10(c). If a small jackpot is won, the main control CPU 600a will select small jackpot 1 with a probability of 50 / 100, and small jackpot 2 with a probability of 50 / 100, as shown in Figure 10(c). As a result, in this embodiment, a small jackpot is almost always won in the lottery for special pattern 2.
[0109] On the other hand, as shown in Figure 10(c), in the case of jackpot 1, it becomes a 10R jackpot, and 100 times are awarded as the number of time-saving times to maintain the game in advantageous game state 2B. At this time, in the normal game state, it will transition to advantageous game state 2B, and in the advantageous game state 2A or advantageous game state 2B, it will transition to advantageous game state 2B.
[0110] On the other hand, as shown in Figure 10(c), in the case of a small win 1, it becomes a 10R small win, and 100 times are awarded as the number of time reductions to maintain the game in the advantageous game state 2B. At this time, in the normal game state, it will transition to the advantageous game state 2B, and in the advantageous game state 2A or advantageous game state 2B, it will transition to the advantageous game state 2B.
[0111] On the other hand, as shown in Figure 10(c), in the case of small win 2, it becomes a 3R small win, and 100 times are awarded as the number of time reductions to maintain the game in advantageous game state 2B. At this time, in the normal game state, it will transition to advantageous game state 2B, and in the advantageous game state 2A or advantageous game state 2B, it will transition to advantageous game state 2B.
[0112] Incidentally, in the advantageous gaming state 2B, as explained with reference to Figure 10(a), the probability that the opening / closing member 45b1 of the electric chute (normal electric device) will be in the open state and the time that the guide member 45c1 will be in the guiding state will be extended is 1 / 60, which is also the probability of a de facto jackpot. Therefore, regardless of whether there is one jackpot or one or two small jackpots, the game will be in a so-called probability-varying gaming state with 100 time-saving times.
[0113] Thus, by using the allocation table shown in FIG. 10, the games described with reference to FIGS. 7 to 9 can be realized.
[0114] Furthermore, by using such an allocation table, even in a type 1 / 2 gaming machine that cannot set a probability-varying gaming state for special symbols and normal symbols, it is possible to create a low probability gaming state and a high probability gaming state in terms of the probability of winning a jackpot.
[0115] <Explanation of gameplay using multiple advantageous game states (part 2)> Next, we will explain the specifications that have the potential to transition from the normal game state to the advantageous game state 2 by using the special time-saving symbols described above.
[0116] First, as shown in Figure 11, the system is set to draw a special time-saving symbol in the normal game state where the player hits the left hand, that is, in the state where the probability of winning the jackpot is low and there is no electric support. In this case, the normal symbol variation time is set to 5 seconds, and the time during which the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state and the guide member 45c1 is in the guide state is set to 80 ms, which is the non-extension state.
[0117] 11, in the advantageous game state 1 where the player hits the left hand, that is, in the state where the probability of winning the jackpot is low and there is no electric support, the lottery for the special time-saving symbol is not performed. In this case, the fluctuation time of the normal symbol is set to 4.9 seconds, which is a time-saving state in which the time is shortened to a time that the player cannot distinguish, and the time for which the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state and the guide member 45c1 is in the guide state is set to 80 ms, which is a non-extension state.
[0118] On the other hand, as shown in Figure 11, in advantageous gaming state 2 where the player hits the right hand, that is, in a state where the probability of winning a jackpot is low and there is electric support, the lottery for the special time-saving symbol is set not to be performed. In this case, the fluctuation time of the normal symbol is set to 4.9 seconds, a time-saving state in which it is shortened to a time that the player cannot distinguish, and the time during which the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state and the guide member 45c1 is in the guide state is set to 4000 ms.
[0119] On the other hand, as shown in Figure 11, in advantageous gaming state 3 where the player hits the right hand, that is, in a state where the probability of winning a jackpot is high and there is electric support, the lottery for the special time-saving symbol is not set to take place. In this case, the fluctuation time of the normal symbol is set to 4.9 seconds, a time-saving state in which it is shortened to a time that the player cannot distinguish, and the time during which the opening and closing member 45b1 of the electric chute (normal electric device) is in the open state and the guide member 45c1 is in the guide state is set to 4000 ms.
[0120] Thus, with this setting in place, specific examples of specifications with gameplay that may allow a transition from a normal game state to an advantageous game state 2 using special time-saving symbols will be explained below, divided into patterns 1 and 2.
[0121] <Pattern 1: Mixed type 1 and 2 machines> As shown in Figure 12 (d), in this embodiment, in the range of 0 to 65535 as the random number value for the special symbol 1 jackpot, the random number value in the range of 0 to 10000 is set to miss, the random number value in the range of 10001 to 10329 is set to jackpot, the random number value in the range of 10330 to 20000 is set to miss, the random number value in the range of 20001 to 22184 is set to win the special time-saving symbol, and the random number value in the range of 22185 to 65535 is set to miss. Therefore, the jackpot probability of special symbol 1 is 1 / 199, and the probability of winning the special time-saving symbol is 1 / 30.
[0122] 12(d), in this embodiment, in the range of 0 to 65535 as the random number value for the special symbol 2 jackpot, the random number value in the range of 0 to 10000 is set to miss, the random number value in the range of 10001 to 10329 is set to jackpot, the random number value in the range of 10330 to 20000 is set to miss, the random number value in the range of 20001 to 22184 is set to special time-saving symbol win, the random number value in the range of 22185 to 30000 is set to miss, the random number value in the range of 30001 to 62767 is set to small win, and the range of 62768 to 65535 is set to miss. Therefore, the probability of a jackpot for the special symbol 2 is 1 / 199, the probability of a hit for the special time-saving symbol is 1 / 30, and the probability of a small win for the special symbol 2 is 1 / 2. In addition, since the special pattern 2 basically only changes in the advantageous game state 2, and the special time-saving pattern is not drawn in the advantageous game state 2, there is no need to set a range of random numbers from 20001 to 22184 that are set for the special time-saving pattern.
[0123] Thus, when a lottery using such random numbers results in a jackpot for special symbol 1, the main control CPU 600a selects jackpot 1 (4R) with a probability of 50 / 100, jackpot 2 (4R) with a probability of 5 / 100, and jackpot 3 (4R) with a probability of 45 / 100, as shown in the allocation table in FIG. 12(a). When jackpot 1 (4R) is selected, as shown in FIG. 12(a), the game transitions to advantageous game state 2, and 100 time-saving cycles are awarded as the number of times the special symbol changes. Furthermore, as shown in FIG. 12(a), when jackpot 2 (4R) is selected, the game transitions to advantageous game state 1, and 50 time-saving cycles are awarded as the number of times the special symbol changes. Furthermore, as shown in FIG. 12(a), when jackpot 3 (4R) is selected, the game transitions to advantageous game state 1, and 10,000 time-saving cycles are awarded as the number of times the special symbol changes.
[0124] On the other hand, when a special time-saving symbol is selected as a result of the lottery using the random number values described above, the main control CPU 600a selects special time-saving symbol 1 with a probability of 10 / 100 and selects special time-saving symbol 2 with a probability of 90 / 100, as shown in the allocation table shown in Figure 12(b). In this case, as shown in Figure 12(b), when special time-saving symbol 1 is selected, the game transitions to advantageous game state 2, and 10,000 time-saving times are awarded to maintain the game in advantageous game state 2. Furthermore, as shown in Figure 12(b), when special time-saving symbol 2 is selected, the game transitions to advantageous game state 1, and 10,000 time-saving times are awarded to maintain the game in advantageous game state 1.
[0125] On the other hand, when a lottery using the random number values described above results in a jackpot of special pattern 2, the main control CPU 600a selects jackpot 1 (9R) with a probability of 100 / 100, as shown in the allocation table shown in Fig. 12(c). In this case, as shown in Fig. 12(c), when jackpot 1 (9R) is selected, the game transitions to advantageous game state 2, and 100 times are awarded as the number of time-saving times to maintain the game in advantageous game state 2. On the other hand, when a small win of special pattern 2 is won, the main control CPU 600a selects small win 1 (a 9R jackpot with V passing (winning in the V area 47a)) with a probability of 10 / 100, selects small win 2 (a 2R jackpot with V passing (winning in the V area 47a)) with a probability of 80 / 100, selects small win 3 (a 2R jackpot with V passing (winning in the V area 47a)) with a probability of 1 / 100, and selects small win 4 (a 2R jackpot with V passing (winning in the V area 47a)) with a probability of 9 / 100. In this case, as shown in FIG. 12(c), if small win 1 is selected, the game transitions to advantageous game state 2, and 100 times are granted as the number of time-saving times during which the game in advantageous game state 2 is maintained. Furthermore, as shown in Figure 12(c), when small win 2 is selected, the game transitions to advantageous game state 2, and 100 times are awarded as the number of time-saving times to maintain the game in advantageous game state 2. Furthermore, as shown in Figure 12(c), when small win 3 is selected, the game transitions to advantageous game state 1, and 50 times are awarded as the number of time-saving times to maintain the game in advantageous game state 1. Furthermore, as shown in Figure 12(c), when small win 4 is selected, the game transitions to advantageous game state 1, and 10,000 times are awarded as the number of time-saving times to maintain the game in advantageous game state 1.
[0126] The transition of the game state described above will now be explained in more detail with reference to FIG. 13. As shown in FIG. 13, when the game state is the normal game state (no low-probability power support state) YG1, the main control CPU 600a executes a lottery for special symbol 1 using the random number value for the special symbol 1 jackpot shown in FIG. 12(d). At this time, in the normal game state (no low-probability power support state) YG1, a lottery for the special time-saving symbol is also executed. As a result, if the special time-saving symbol is selected with a probability of 10 / 100 as shown in the allocation table shown in FIG. 12(b), the game state transitions to game state YG3 of advantageous game state 2 as shown in FIG. 13 (see RO1). On the other hand, if the special time-saving symbol 2 is selected with a probability of 90 / 100, the game state transitions to game state YG2 of advantageous game state 1 as shown in FIG. 13 (see RO2). At this time, since the big win has not been won, the big prize slot (not shown) will not be opened.
[0127] On the other hand, if the special symbol 1 is won and jackpot 1 is selected with a probability of 50 / 100 as shown in the allocation table in FIG. 12(a), the gaming state will transition to gaming state YG3 of advantageous gaming state 2 as shown in FIG. 13 (see RO3). Also, if jackpot 2 is selected with a probability of 5 / 100, the gaming state will transition to gaming state YG2 of advantageous gaming state 1 as shown in FIG. 13 (see RO4). Furthermore, if jackpot 3 is selected with a probability of 45 / 100, the gaming state will transition to gaming state YG2 of advantageous gaming state 1 as shown in FIG. 13 (see RO5).
[0128] When the power is turned on to the pachinko gaming machine 1, the RAM clear switch 620 is turned on, and the main control RAM 600c is cleared, the normal gaming state (low probability state without electric support) YG1 described above is entered. In this normal gaming state (low probability state without electric support) YG1, a lottery for a special time-saving symbol is executed. Therefore, when a player starts playing first thing in the morning, there is a possibility that the game will transition to advantageous gaming state 2, in which the player hits the right button, i.e., a state in which the probability of winning a jackpot is low and electric support is available. Therefore, in addition to the gameplay of whether or not special symbol 1 will result in a jackpot, the gameplay of whether or not the game can transition to a state with electric support is added. This increases the interest in playing in low probability states, and allows the gaming parlor to selectively provide services to players.
[0129] In the game state YG3 of the advantageous game state 2, the main control CPU 600a executes the lottery for the special symbol 2 using the random number value for the special symbol 2 jackpot shown in Figure 12 (e). At this time, as explained above, the lottery for the special time-saving symbol is not executed.
[0130] Thus, if a jackpot of special pattern 2 is won and jackpot 1 is selected with a probability of 100 / 100 as shown in the allocation table in Figure 12(c), the game state will remain in game state YG3 of advantageous game state 2 as shown in Figure 13 (see RO6).
[0131] On the other hand, if you win a small prize with special pattern 2, and as shown in the allocation table in Figure 12(c), small prize 1 is selected with a probability of 10 / 100, and small prize 2 is selected with a probability of 80 / 100, the game state will remain in game state YG3 of advantageous game state 2, as shown in Figure 13 (see RO6).
[0132] On the other hand, if the small win of special symbol 2 is won and small win 3 is selected with a probability of 1 / 100 as shown in the allocation table shown in Figure 12(c), the game state will shift to game state YG2 of advantageous game state 1 as shown in Figure 13 (see RO7). Also, if small win 4 is selected with a probability of 9 / 100 as shown in the allocation table shown in Figure 12(c), the game state will shift to game state YG2 of advantageous game state 1 as shown in Figure 13 (see RO8).
[0133] In the game state YG2 of the advantageous game state 1, the main control CPU 600a executes the lottery for the special symbol 1 using the random number value for the special symbol 1 jackpot shown in Figure 12 (d). At this time, as explained above, the lottery for the special time-saving symbol is not executed.
[0134] Thus, if a jackpot of special pattern 1 is won and jackpot 1 is selected with a probability of 50 / 100 as shown in the allocation table in Figure 12(a), the game state will transition to game state YG3 of advantageous game state 2 as shown in Figure 13 (see RO9).
[0135] On the other hand, if a jackpot of special symbol 1 is won and jackpot 2 is selected with a probability of 5 / 100 as shown in the allocation table in Figure 12(a), the gaming state will remain in gaming state YG2 of advantageous gaming state 1 as shown in Figure 13 (see RO10). Also, if jackpot 3 is selected with a probability of 45 / 100 as shown in the allocation table in Figure 12(a), the gaming state will remain in gaming state YG2 of advantageous gaming state 1 as shown in Figure 13 (see RO11).
[0136] On the other hand, if 10,000 time-saving turns are awarded when the game transitions from the advantageous game state 1 to the game state YG2, the player cannot transition to the normal game state unless the special symbol is changed 10,000 times unless a jackpot is won. In other words, advantageous game state 1 essentially becomes the game state in which the player primarily stays. However, if 50 time-saving turns are awarded, even if a jackpot is not won, changing the special symbol 50 times will cause the game state to transition to the normal game state (low-probability no-electricity support state) YG1, as shown in Figure 13 (see RO13). Therefore, if the game transitions to the normal game state (low-probability no-electricity support state) YG1 after the time-saving turns have ended, a lottery for the special time-saving symbol will be executed. Therefore, even in a low-probability state, the player can enjoy the gameplay of whether or not the special symbol 1 will result in a jackpot, as well as the gameplay of whether or not the game can transition to a state with electric support. Therefore, it is possible to improve the interest of the game in the low probability state. When the granted time reduction number of 10,000 times ends, the game state will transition to the normal game state (no low probability electric support state) YG1 as shown in Figure 13 (see RO12).
[0137] Incidentally, the gaming state YG2 of the advantageous gaming state 1 appears to be the same as the low probability state as explained above, and this gaming state is mainly the "normal time" where the player mainly stays, and it is a state in which the player enjoys the conventional gameplay of whether or not they will hit a jackpot. Also, when the power is turned on to the pachinko gaming machine 1 and the backup recovery process is performed, it is highly likely that the gaming state before the power outage was almost the advantageous gaming state 1, so it is almost the gaming state YG2 of the advantageous gaming state 1.
[0138] <Pattern 2: A gaming machine with both regular and non-regular winning options> As shown in Figure 14(d), in this embodiment, the random number value for the special symbol jackpot ranges from 0 to 65535. Random numbers from 0 to 10000 are set to a miss, random numbers from 10001 to 10205 are set to a jackpot in both the low-probability game state and the high-probability game state, random numbers from 10206 to 12048 are set to a jackpot only in the high-probability game state, random numbers from 12049 to 20000 are set to a miss, random numbers from 20001 to 22184 are set to a win for the special time-saving symbol, and random numbers from 22185 to 65535 are set to a miss. Therefore, the jackpot probability for special symbols 1 and 2 in the low-probability game state is 1 / 319, and the jackpot probability for special symbols 1 and 2 in the high-probability game state is 1 / 32, and the probability of winning the special time-saving symbol is 1 / 30.
[0139] Thus, when a lottery using such random numbers is performed and a jackpot with special symbols 1 or 2 is won, the main control CPU 600a selects jackpot 1 (10R probability change) with a probability of 60 / 100 and jackpot 2 (10R time-saving) with a probability of 40 / 100, as shown in the allocation table in Figure 14(a). In this case, as shown in Figure 14(a), if jackpot 1 is selected, the game transitions to advantageous game state 3, and 10,000 time-saving cycles are awarded as the number of times the special symbols change. Furthermore, as shown in Figure 14(a), if jackpot 2 is selected, the game transitions to advantageous game state 2, and 100 time-saving cycles are awarded as the number of times the special symbols change.
[0140] On the other hand, when the special time-saving symbol is selected as a result of the lottery using the random number values as described above, the main control CPU 600a selects the special time-saving symbol 1 with a probability of 10 / 100 and the special time-saving symbol 2 with a probability of 90 / 100, as shown in the allocation table shown in FIG. 14(b). In this case, as shown in FIG. 14(b), when the special time-saving symbol 1 is selected, the game transitions to the advantageous game state 2, and 10,000 time-saving times are awarded to maintain the game in the advantageous game state 2. Furthermore, as shown in FIG. 14(b), when the special time-saving symbol 2 is selected, the game transitions to the advantageous game state 1, and 10,000 time-saving times are awarded to maintain the game in the advantageous game state 1.
[0141] Here, the transition of the game state described above will be explained in more detail with reference to FIG. 15. As shown in FIG. 15, when the game state is the normal game state (no low probability electric support state) YG10, the main control CPU 600a executes a lottery for the special symbol 1 using the random number value for the special symbol jackpot shown in FIG. 14(c). At this time, in the normal game state (no low probability electric support state) YG10, a lottery for the special time-saving symbol is also executed. As a result, if the special time-saving symbol is won and the special time-saving symbol 1 is selected with a probability of 10 / 100 as shown in the allocation table shown in FIG. 14(b), the game state will transition to the game state YG12 of the advantageous game state 2 as shown in FIG. 15 (see RO20). On the other hand, if the special time-saving symbol 2 is selected with a probability of 90 / 100, the game state will transition to the game state YG11 of the advantageous game state 1 as shown in Figure 15 (see RO21). Note that at this time, since the jackpot has not been won, the big prize slot (not shown) will not open.
[0142] On the other hand, if the special symbol 1 is won and jackpot 1 is selected with a probability of 60 / 100 as shown in the allocation table in Figure 14(a), the game state will transition to game state YG13 of advantageous game state 3 as shown in Figure 15 (see RO22). Also, if jackpot 2 is selected with a probability of 40 / 100, the game state will transition to game state YG12 of advantageous game state 2 as shown in Figure 15 (see RO23).
[0143] Incidentally, even in such a pachinko gaming machine, when the power is turned on, the RAM clear switch 620 is turned on, and the main control RAM 600c is cleared, the normal gaming state (low probability state without electric support) YG10 described above is entered. In this normal gaming state (low probability state without electric support) YG10, a lottery for a special time-saving symbol is executed, so when a player starts playing first thing in the morning, there is a possibility that the game will transition to advantageous gaming state 2, in which the player hits the right button, i.e., a state in which the probability of winning a jackpot is low and electric support is available. Therefore, in addition to the gameplay of whether or not special symbol 1 will result in a jackpot, the gameplay of whether or not the game can transition to a state with electric support is added, thereby increasing the interest of playing in a low probability state.
[0144] In the game state YG12 of the advantageous game state 2, the main control CPU 600a executes the lottery for the special symbol 2 using the random number value for the special symbol jackpot shown in Figure 14 (c). At this time, as explained above, the lottery for the special time-saving symbol is not executed.
[0145] Thus, if a jackpot of special symbol 2 is won and jackpot 1 is selected with a probability of 60 / 100 as shown in the allocation table in Figure 14(a), the game state will transition to game state YG13 of advantageous game state 3 as shown in Figure 15 (see RO24). Also, if jackpot 2 is selected with a probability of 40 / 100, the game state will remain in game state YG12 of advantageous game state 2 as shown in Figure 15 (see RO25).
[0146] On the other hand, when the game state transitions to YG12 in the advantageous game state 2, once the 100 time-saving times granted have been completed, the game state transitions to the normal game state (low-probability electric support state) YG10, as shown in FIG. 15 (see RO26). Therefore, if the game transitions to the normal game state (low-probability electric support state) YG10 after the time-saving times have been completed, a lottery for the special time-saving symbol will be executed. Therefore, even in a low-probability state, the gameplay of whether or not the special symbol 1 will be a jackpot can be enjoyed, as well as whether or not the game can transition to a state with electric support. This can increase the interest of the game in a low-probability state.
[0147] In the game state YG13 of the advantageous game state 3, the main control CPU 600a executes the lottery for the special symbol 2 using the random number value for the special symbol jackpot shown in Figure 14 (c). At this time, as explained above, the lottery for the special time-saving symbol is not executed.
[0148] Thus, if a jackpot of special symbol 2 is won and jackpot 1 is selected with a probability of 60 / 100 as shown in the allocation table in Figure 14(a), the gaming state will remain in gaming state YG13 of advantageous gaming state 3 as shown in Figure 15 (see RO27). Also, if jackpot 2 is selected with a probability of 40 / 100, the gaming state will transition to gaming state YG12 of advantageous gaming state 2 as shown in Figure 15 (see RO28).
[0149] In the game state YG11 of the advantageous game state 1, the main control CPU 600a executes the lottery for the special symbol 1 using the random number value for the special symbol jackpot shown in Figure 14 (c). At this time, as explained above, the lottery for the special time-saving symbol is not executed.
[0150] Thus, if a jackpot of special symbol 1 is won and jackpot 1 is selected with a probability of 60 / 100 as shown in the allocation table in Figure 14(a), the game state will transition to game state YG13 of advantageous game state 3 as shown in Figure 15 (see RO29). Also, if jackpot 2 is selected with a probability of 40 / 100, the game state will transition to game state YG12 of advantageous game state 2 as shown in Figure 15 (see RO30).
[0151] As explained above, the game state YG11 of the advantageous game state 1 looks the same as the low probability state, and this game state is mainly the "normal state." Also, when the power is turned on to the pachinko gaming machine 1 and the backup recovery process is performed, the game state is almost the game state YG11 of the advantageous game state 1.
[0152] Thus, as explained in patterns 1 and 2 above, by utilizing the special time-saving symbols, it is possible to create a game that has the potential to transition from the normal game state to advantageous game state 2.
[0153] However, as explained above, by using multiple advantageous game states and special time-saving symbols, new gameplay can be created, thereby increasing the interest in playing in low probability states.
[0154] However, when multiple advantageous game states are provided, conventional processing can complicate management. Specifically, as shown in FIG. 16(a), in the normal game state, the jackpot lottery probability is low and there is no electric support, so the special symbol probability variable flag is OFF (00H) and the electric support flag is OFF (00H). In the potential probability game state, the jackpot lottery probability is high and there is no electric support, so the special symbol probability variable flag is ON (5AH) and the electric support flag is OFF (00H). Furthermore, in the time-saving game state, the jackpot lottery probability is low and there is electric support, so the special symbol probability variable flag is OFF (00H) and the electric support flag is ON (5AH). Furthermore, in the probability variable game state, the jackpot lottery probability is high and there is electric support, so the special symbol probability variable flag is ON (5AH) and the electric support flag is ON (5AH). In addition to this, there are various other flags that indicate the game status, such as a normal chance flag.
[0155] Thus, in the past, various game states were managed using flags.
[0156] However, if the above-mentioned multiple advantageous game states are managed simply by turning flags on and off, as in the past, the more advantageous game states there are, the more complicated the management may become.
[0157] Therefore, in this embodiment, as shown in Figure 16 (b), management is performed using an advantageous gaming state flag and an advantageous gaming state pattern. That is, in the normal gaming state, the advantageous gaming state flag is set to OFF (00H), and the advantageous gaming state pattern is set to 00H. Then, in advantageous gaming state 1, the advantageous gaming state flag is set to ON (5AH), and the advantageous gaming state pattern is set to 01H. Furthermore, in advantageous gaming state 2, the advantageous gaming state flag is set to ON (5AH), and the advantageous gaming state pattern is set to 02H. And further, in advantageous gaming state 3, the advantageous gaming state flag is set to ON (5AH), and the advantageous gaming state pattern is set to 03H.
[0158] In this way, even if multiple advantageous game states are increased, it is only necessary to increase the numerical value of the advantageous game state pattern accordingly, and therefore it is not necessary to increase the number of flags, and it is possible to reduce the situation where management becomes complicated. Of course, it is also possible to provide conventional flags such as special probability flags, electric support flags, and normal probability flags.
[0159] On the other hand, when notifying a player of multiple advantageous gaming states, the main control CPU 600a outputs an advantageous gaming state LED signal to the 7-segment display device 53a based on the advantageous gaming state flag and / or advantageous gaming state pattern. This allows the 7-segment display device 53a to display whether the gaming state is advantageous or not. However, in the case of advantageous gaming state 1, no notification is made. In other words, advantageous gaming state 1 is not displayed on the 7-segment display device 53a. This is because if the gaming state is advantageous gaming state 1, the player will realize that they are in a gaming state in which a lottery for special time-saving symbols is not being held, which could reduce their interest in the game and cause the player to stop playing. Therefore, in advantageous gaming state 1, no notification is made.
[0160] <Explanation of sound and lamp effects> Next, the sound and lamp effects will be specifically described with reference to FIGS.
[0161] <Explanation of the sounds used in the trailer> First, with reference to Fig. 17, the sound in the preview effect will be explained. The preview effect shown in Fig. 17(a) to (c) is an example of an information preview effect. To be more specific, as shown in Fig. 17(a), a rapidly changing decorative pattern (see image P30) and a rapidly changing permanent pattern (see image P31) are displayed on the liquid crystal display device 41, and at this time, the word "Ganbatte" (try your best) is displayed in a speech bubble in the lower left corner of the screen (see image P32). If the word "Ganbatte" is written in black, for example, indicating a low expectation of a jackpot game state, a sound effect SE1 of "pon" will be emitted from the speaker 17 shown in Fig. 1.
[0162] Next, as shown in Figure 17(b), the words "Feels good!" are displayed in a speech bubble in the lower left corner of the screen of the liquid crystal display device 41 (see image P33), and if the words "Feels good!" are, for example, in red letters, which increases the expectation of a jackpot game state, a "ping-pong" sound effect SE2 will be emitted from the speaker 17 shown in Figure 1.
[0163] Next, as shown in Figure 17(c), when the LCD display device 41 displays in a speech bubble in the lower left corner of the screen the words "Super Hot!" sandwiched between the word "DANGER," indicating a high expectation of a jackpot game state (see image P34), the sound effect SE3 "Beep! Beep! Beep! Beep!" is emitted from the speaker 17 shown in Figure 1.
[0164] On the other hand, the preview effects shown in Figures 17(d) to (f) are examples of chime sound preview effects. Specifically, as shown in Figure 17(d), a rapidly changing decorative pattern (see image P30) and a rapidly changing permanent pattern (see image P31) are displayed on the liquid crystal display device 41, and the word "ping pong" is displayed slightly above the center of the screen (see image P40). If the word "ping pong" is, for example, a white character indicating a low expectation of a jackpot game state, the sound effect SE4 of "ping pong" is emitted from the speaker 17 shown in Figure 1.
[0165] Next, as shown in Figure 17(e), the words "Ping Pong! Ping Pong!" are displayed on the liquid crystal display device 41 slightly above the center of the screen (see image P41), and if the words "Ping Pong! Ping Pong!" are, for example, in red, which increases the expectation of a jackpot game state, the sound effect SE5 "Ping Pong! Ping Pong!" will be emitted from the speaker 17 shown in Figure 1.
[0166] Next, as shown in Fig. 17(f), when the liquid crystal display device 41 displays the so-called danger pattern words "DANGER DANGER DANGER" (see image P42) slightly above the center of the screen, indicating a high expectation of a jackpot game state, the speaker 17 shown in Fig. 1 emits a sound effect SE6 of "Beep! Beep! Beep! Beep!" In other words, the same sound effect as the information preview performance is emitted from the speaker 17 shown in Fig. 1.
[0167] Thus, even with such different preview effects, in the case of so-called danger patterns where the expectation of a big win game state is high, the player can recognize that the expectation of a big win game state is high in any preview effect by emitting a common sound effect from the speaker 17. In this way, in a situation where multiple types of previews and reach effects are executed in parallel, it is possible to effectively increase the interest in the game without placing a burden on the control side.
[0168] In addition, the sound effects in the information preview effect shown in Figures 17(a)-(b) are different from the sound effects in the chime preview effect shown in Figures 17(d)-(e). Therefore, the information preview effect shown in Figures 17(a)-(b) may be executed during the execution of the chime preview effect shown in Figures 17(d)-(e). That is, the execution timing of the chime preview effect shown in Figures 17(d)-(e) may overlap part or all of the execution timing of the information preview effect shown in Figures 17(a)-(b). However, the execution timing of the information preview effect shown in Figure 17(c) and the execution timing of the chime preview effect shown in Figure 17(f) should not overlap. If they overlap, the same sound effects will be emitted from the speaker 17 in duplicate, which may cause the player to feel uncomfortable and reduce their interest in the game.
[0169] In this embodiment, in the so-called danger pattern where there is a high expectation of a jackpot game state, the sound effect "Beep! Beep! Beep! Beep!" is emitted from the speaker 17, but the time for which this sound effect is played may be different between the information preview effect and the chime preview effect. In other words, the common sound effect does not have to be the same, as long as it is of the same type.
[0170] Furthermore, in this embodiment, when the characters "Feels good!" in the information preview performance are, for example, in red characters indicating a high expectation of a jackpot game state, the speaker 17 shown in Fig. 1 emits a "ping" sound effect SE2. However, even if different characters (for example, "It's hot!") are displayed in red characters indicating a high expectation of a jackpot, the speaker 17 shown in Fig. 1 may emit the same "ping" sound effect SE2. In this way, even if the characters are different, if they are the same color, the same "ping" sound effect SE2 will be emitted, so the player can recognize that the same color (for example, red characters) indicates a high expectation of a jackpot.
[0171] Furthermore, the preview performance in this embodiment is merely an example and can be applied to any preview performance.
[0172] <Explanation of sound classification in production> Next, the classification of sounds in effects will be explained with reference to Figures 18 to 21. BGM, sound effects, and dialogue sounds are known as classifications of sounds in effects. These may be played simultaneously in a series of effects, but if they are all played at the same volume, the player may not be able to recognize each of the BGM, sound effects, and dialogue sounds, which may reduce the player's interest in the game.
[0173] Therefore, in this embodiment, in the case of an effect in which BGM, sound effects, and dialogue are simultaneously generated, the volume settings for these sound data are set so that the relationship of dialogue sounds > sound effects > BGM is established so that the maximum volumes of the BGM, sound effects, and dialogue do not overlap. Note that the volume setting for the sound data here does not refer to the volume that can be set by the player using the setting button 15 or the volume that can be set by the gaming parlor (hall) using a setting means (not shown) such as a dial on the back side of the pachinko gaming machine 1, but rather to the volume that is set by the sound LSI 801 during playback. This point will be specifically explained with reference to FIGS. 18 and 19.
[0174] FIG. 18 shows a preview effect. First, as shown in FIG. 18(a), the liquid crystal display device 41 displays a stopped decorative symbol (see image P50, "767" in the figure), and then a stopped resident symbol (see image P51, "767" in the figure). At this time, the sound LSI 801 plays the background music shown in FIG. 19 at a volume one level lower than the maximum volume (see timing T1). As a result, the background music is emitted from the speaker 17 shown in FIG. 1 at a volume one level lower than the maximum volume. Note that the maximum volume shown here is the volume set by the sound LSI 801 or the sound function in the VDP 803 when the volume that can be set by the player using the setting button 15 or the volume that can be set by the gaming parlor (hall) using a setting means (not shown) such as a dial on the back side of the pachinko gaming machine 1 is the maximum.
[0175] Next, the liquid crystal display device 41 shown in Fig. 18(b) displays a decorative pattern that changes at high speed (see image P50), and further displays a resident pattern that changes at high speed (see image P51). At this time, the sound LSI 801 plays the background music shown in Fig. 19 at a constant volume.
[0176] Next, when a preview effect that increases the expectation of a jackpot game state is executed, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to lower the volume of the background music if a sound effect is generated. In response to this, the sound LSI 801 plays the background music at the minimum volume at timing T2, as shown in FIG. 19. This causes the background music to be emitted from the speaker 17 shown in FIG. 1 at the minimum volume. This minimum volume is a volume that the player can still perceive, even if the player further lowers it using the setting button 15 to the lowest volume value. The volume that the player can lower using the setting button 15 is not limited to the background music, but can also be lowered for sound effects and dialogue. While the volume is instantaneously switched to the minimum in the illustrated example, it is of course possible to gradually lower the volume to the minimum.
[0177] Next, a preview effect is executed to increase the expectation of a jackpot game state. That is, as shown in FIG. 18(c), the screen of the liquid crystal display device 41 goes dark, and the word "CHANCE" (see image P52) is displayed in the center of the screen. When the word "CHANCE" (see image P52) is displayed, the sound LSI 801 reproduces the sound effect shown in FIG. 19 at a volume one level lower than the maximum volume (see timing T3). As a result, the speaker 17 shown in FIG. 1 produces the "bang" sound effect SE10 shown in FIG. 18(c) at a volume one level lower than the maximum volume. At this time, although the speaker 17 produces background music at the lowest volume, the volume of the sound effect SE10 is louder than the volume of the background music, so the player can easily hear the sound effect SE10. The volume of the sound effect SE10 gradually decreases as shown in FIG. 19.
[0178] Next, as shown in FIG. 18(d), the screen of the liquid crystal display device 41 goes dark, and the word "CHANCE" (see image P52) continues to be displayed in the center of the screen. At timing T4 shown in FIG. 19, when the playback of the sound effect SE10 is almost finished, the sound LSI 801 plays the dialogue sound shown in FIG. 19 at maximum volume, and the dialogue sound VC1 of "CHANCE" shown in FIG. 18(d) is emitted from the speaker 17 shown in FIG. 1 at maximum volume. At this time, the speaker 17 emits the background music and sound effect SE10 at the lowest volume, but the volume of the dialogue sound VC1 is louder than the volume of the background music and sound effect SE10, so the player can easily hear the dialogue sound VC1. Note that the volume of this dialogue sound VC1 gradually decreases as shown in FIG. 19.
[0179] Thus, after the word "CHANCE" (see image P52) is displayed on the liquid crystal display device 41, a dialogue sound VC1 indicating the content of the words is emitted from the speaker 17, and by adding a time delay, it is possible to make it easier for the player to recognize the content of the presentation.
[0180] Next, when the reproduction of the dialogue sound VC1 ends and a screen similar to that shown in Fig. 18(b) is displayed on the liquid crystal display device 41 as shown in Fig. 18(e), that is, when the advance notice effect that increases the expectation of a big win gaming state ends, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to restore the volume of the background music to its original volume. In response to this, the sound LSI 801 reproduces the background music at the original volume at timing T5 shown in Fig. 19.
[0181] Thus, in a preview performance in which sound effects and dialogue sounds are generated, controlling the volume of the background music to lower the volume makes it easier to hear the sound effects and dialogue sounds. However, in this case, the sound LSI 801 prevents the start of playback of the sound effects and dialogue sounds from occurring simultaneously. This is because if they were played simultaneously, the sound effects and dialogue sounds would mix, potentially reducing the effect of the performance for the player. Therefore, in this embodiment, the start timing of playback of the sound effects and the dialogue sounds is shifted to make each sound easier to hear.
[0182] In this way, in a situation where multiple types of notices, reach, and other effects are executed in parallel, the interest in the game can be effectively increased without placing a burden on the control side.
[0183] This BGM is played in a loop. The BGM volume is set to be louder during jackpot play and electric support play (probability variable play state / time-saving play state) than during normal play state (no low probability electric support). In other words, the relationship of BGM (during jackpot play and electric support play) > BGM (normal play state (no low probability electric support)) is established.
[0184] On the other hand, in this embodiment, the maximum initial volume of the sound effect SE10 and the maximum initial volume of the dialogue sound VC1 are set so as not to overlap, and the dialogue sound VC1 is played just before the playback of the sound effect SE10 ends, but this is not limiting, and the dialogue sound VC1 may be played after the playback of the sound effect SE10 ends. In other words, they may not overlap at all.
[0185] In addition, in this embodiment, when the effect of increasing the expectation of the big win game state shown in Figures 18(c) to (d) is executed, the volume of the background music is set to the lowest volume, but it is not limited to this, and the volume of the background music may be muted (i.e., "0" or approximately "0"), or the sound LSI 801 may stop the playback of the background music. This point will be specifically explained with reference to Figures 20 and 21.
[0186] 20 shows a preview effect that has a high degree of reliability for the jackpot game state. First, as shown in FIG. 20(a), the liquid crystal display device 41 displays a stopped decorative symbol (see image P60, "767" in the figure), and then a stopped resident symbol (see image P61, "767" in the figure). At this time, the sound LSI 801 plays BGM1 shown in FIG. 21 at a volume one level lower than the maximum volume (see timing T10), and thus BGM1 is emitted from the speaker 17 shown in FIG. 1 at a volume one level lower than the maximum volume. Note that this BGM1 is played in a loop.
[0187] Next, the liquid crystal display device 41 shown in FIG. 20(b) displays decorative symbols fluctuating at high speed (see image P60), and further displays resident symbols fluctuating at high speed (see image P61). Furthermore, a character CH1 holding a sword is displayed on the left side of the screen of the liquid crystal display device 41. At this time, the sound LSI 801 reproduces the dialogue sound shown in FIG. 21 at maximum volume (see timing T11), and thus the dialogue sound VC10, "Yay!", shown in FIG. 20(b), is emitted at maximum volume from the speaker 17 shown in FIG. 1. At this time, because the dialogue sound VC10 is short, the volume of the BGM1 shown in FIG. 21 is not lowered. Therefore, although the BGM1 is emitted from the speaker 17 at a volume one level lower than the maximum volume, the dialogue sound VC10 is louder than the volume of the BGM1, so the player can easily hear the dialogue sound VC10. The volume of the dialogue sound VC10 gradually decreases as shown in FIG.
[0188] Next, an effect that increases the expectation of a jackpot game state is executed. That is, as shown in FIG. 20(c), the screen of the liquid crystal display device 41 goes dark, the decorative symbols disappear or become difficult to see, and the words "DANGER DANGER DANGER" are displayed in the center of the screen, along with an explosion effect (see image P62). At this time, the sound effect shown in FIG. 21 is reproduced by the sound LSI 801 at a volume one level lower than the maximum volume (see timing T12). As a result, a "Beep! Beep! Beep! Beep!" sound effect (not shown) is emitted from the speaker 17 shown in FIG. 1 at a volume one level lower than the maximum volume. At this time, in order to emphasize the so-called danger sound effect, which indicates a high expectation of a jackpot game state, the sub-control CPU 800a mutes the BGM1 (i.e., "0" or approximately "0") or transmits a control signal to the sound LSI 801 to stop the reproduction of BGM1. In response to this, the sound LSI 801 mutes the volume of BGM1 (i.e., "0" or approximately "0") or stops the playback of BGM1. Note that the volume of this sound effect gradually decreases as shown in FIG.
[0189] Next, at timing T13 shown in FIG. 21, when the playback of the sound effect is almost finished, the screen shown on the liquid crystal display device 41 changes from dark to bright, and the character CH2 is displayed on the left side of the screen, as shown in FIG. 20(d). At this time, the sound LSI 801 plays the dialogue sound shown in FIG. 21 at maximum volume (see timing T13), and the dialogue sound VC11, "It's so hot!", as shown in FIG. 20(d), is emitted at maximum volume from the speaker 17 shown in FIG. 1. At this time, the speaker 17 emits the sound effect at gradually decreasing volumes, but because the volume of the dialogue sound VC11 is louder than the volume of the sound effect, the player can easily hear the dialogue sound VC11. The volume of this dialogue sound VC11 gradually decreases as shown in FIG. 21.
[0190] Next, at timing T14 shown in Fig. 21, the reproduction of the dialogue sound VC11 ends, and as shown in Fig. 20(e), the liquid crystal display device 41 displays a decorative symbol for the reach state (see image P60), and the word "REACH" (see image P63) is displayed so as to overlap the decorative symbol for the reach state. At this time, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to reproduce BGM2, which is different from BGM1. In response to this, the sound LSI 801 reproduces BGM2, which is different from BGM1, at a volume one level lower than the maximum volume (see timing T14). As a result, BGM2 is emitted from the speaker 17 shown in Fig. 1 at a volume one level lower than the maximum volume. If the sound LSI 801 continues to play BGM1 at muted volume (i.e., "0" or approximately "0"), at timing T14 shown in FIG. 21, the sub-control CPU 800a sends a control signal to the sound LSI 801 to stop the playback of BGM1. In response to this, the sound LSI 801 stops the playback of BGM1. Note that this BGM2 is not loop-played.
[0191] Thus, in the preview performance in which sound effects and dialogue sounds are generated, the sound effects and dialogue sounds can be made easier to hear by controlling the volume of BGM1 to be muted or stopped. However, in this case, the sound LSI 801 prevents the start of playback of the sound effects and the dialogue sounds from occurring simultaneously. This is because if they were played simultaneously, the sound effects and the dialogue sounds would mix, which could reduce the effect of the performance for the player. Therefore, in this embodiment, the start timing of playback of the sound effects and the dialogue sounds is shifted to make each sound easier to hear.
[0192] Even in this way, in a situation where multiple types of previews, reach effects, etc. are executed in parallel, the interest in the game can be effectively improved without imposing a burden on the control side.
[0193] In this embodiment, the maximum initial volume of the sound effect and the maximum initial volume of the dialogue sound VC11 are set so as not to overlap, and the dialogue sound VC11 is played just before the playback of the sound effect ends, but this is not limiting, and the dialogue sound VC11 may be played after the playback of the sound effect ends. In other words, they may not overlap at all.
[0194] Furthermore, in this embodiment, when the performance in which the dialogue sound VC10 "Yaa!" shown in Figure 20(b) is uttered is executed, the volume of BGM1 is not lowered, but it may be lowered as shown in Figures 18 and 19.
[0195] Furthermore, in this embodiment, the volume of BGM1 is muted or stopped, but as shown in FIG. 19, the volume of BGM1 may be set to the minimum volume.
[0196] <An example of simply playing sound in a production> In the above example, when the volume of the background music is lowered due to the occurrence of a preview effect, the volume is lowered by controlling the volume in response to the occurrence of the preview effect. This is because, if the occurrence of a preview effect is determined by lottery, the volume of the background music is lowered, but if the lottery is not won and the preview effect does not occur, the volume of the background music continues to be played at the same volume without being lowered. For this reason, the volume is lowered by controlling the occurrence of the preview effect.
[0197] However, for example, in a reach effect, it is determined that a preview effect in which a sound effect or a dialogue sound indicating that it is an SP reach will always occur. Therefore, rather than lowering the volume by control until such a preview effect occurs, it is also possible to have the sound LSI 801 play BGM data whose volume has been set to a lowered state in advance in accordance with the timing when such a preview effect occurs, so as to avoid imposing a burden on the control. This point will be specifically described with reference to Figures 22 and 23.
[0198] FIG. 22 shows the progression from a normal reach effect to an SP reach effect. First, as shown in FIG. 22(a), the liquid crystal display device 41 displays the reach state decorative symbol (see image P70), the word "REACH" (see image P71) is displayed so as to overlap the reach state decorative symbol, and the rapidly changing resident symbol is displayed (see image P72). At this time, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to play BGM2. In response to this, the sound LSI 801 plays BGM2 at a volume one level lower than the maximum volume, as shown in FIG. 23 (see timing T20). As a result, BGM2 is emitted from the speaker 17 shown in FIG. 1 at a volume one level lower than the maximum volume.
[0199] Next, the left decorative symbol moves to the upper left corner of the screen, the right decorative symbol moves to the upper right corner of the screen, and the center decorative symbol is rapidly changing (see image P70), and further, the resident symbol is rapidly changing (see image P72) is displayed on the liquid crystal display device 41 shown in Fig. 22(b). At this time, the sound LSI 801 plays BGM2 shown in Fig. 23 at a constant volume.
[0200] Next, when the playback of BGM2 ends, the liquid crystal display device 41 shown in FIG. 22(c) displays the words "SP Reach" (see image P73) in the center of the screen instead of the rapidly fluctuating central decorative symbols, thus executing a preview effect. At this time, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to play BGM3 and dialogue sounds. In response to this, the sound LSI 801 plays BGM3 and dialogue sounds at timing T21 shown in FIG. 23. At this time, the volume of the beginning of BGM3 is muted in advance (i.e., "0" or approximately "0"), so although BGM3 is being played, it is not emitted from the speaker 17 shown in FIG. 1. Note that this BGM3 is not played in a loop.
[0201] Meanwhile, the sound LSI801 reproduces the dialogue sound shown in Fig. 23 at maximum volume (see timing T21), and as a result, the dialogue sound VC20 "SP Reach!" shown in Fig. 22(c) is emitted at maximum volume from the speaker 17 shown in Fig. 1. At this time, since only the dialogue sound VC20 is emitted from the speaker 17, the player can easily hear the dialogue sound VC10. Note that the volume of this dialogue sound VC20 gradually decreases as shown in Fig. 23.
[0202] Next, the color of the text changes according to the reliability of the jackpot gaming state, and a sound effect according to the reliability of the jackpot gaming state is reproduced. That is, on the liquid crystal display device 41 shown in FIG. 22(d), the color of the "SP Reach" text displayed in the center of the screen changes to, for example, red (see image P73). At this time, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to reproduce the sound effect. In response to this, the sound LSI 801 reproduces the sound effect at timing T22 shown in FIG. 23. As a result, the sound is reproduced at a volume one level lower than the maximum volume (see timing T22), and thus the sound effect SE20 "Da-da-n!" shown in FIG. 22(d) is emitted from the speaker 17 shown in FIG. 1 at a volume one level lower than the maximum volume. In this case, if BGM3, which is set to start from mute (i.e., "0" or approximately "0") and go from the lowest volume, is being played by the sound LSI 801, the volume automatically switches from mute (i.e., "0" or approximately "0") to the lowest volume at timing T22 shown in FIG. 23. In other words, the sound LSI 801 only plays BGM3, but does not control the volume. Thus, the speaker 17 emits sound effect SE20 at a volume one level lower than the maximum volume, and BGM3 is played at the lowest volume. However, since the volume of sound effect SE20 is louder than the volume of BGM3, the player can easily hear sound effect SE20. Note that the volume of this sound effect SE20 gradually decreases as shown in FIG. 23.
[0203] Incidentally, if the color of the "SP Reach" text displayed in the center of the screen is black, a sound effect of "Dang!" is played, and if it is a danger pattern, a sound effect of "Beep! Beep! Beep! Beep!" is played. Therefore, the preview effect based on the title text color as exemplified in FIG. 22(d) is not whether it will be performed or not, but rather which color it will be performed in is determined by lottery. Therefore, regardless of which color is selected, the sound effect will always be played.
[0204] Next, at timing T23 shown in FIG. 23, the volume of BGM3 switches from the minimum volume to one level lower than the maximum volume after a predetermined period of time, starting the SP reach effect. That is, on the liquid crystal display device 41 shown in FIG. 22(e), instead of the words "SP reach" (see image P73), a character CH10 holding a sword is displayed in the center of the screen. At this time, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to play a dialogue sound. In response to this, the sound LSI 801 plays the dialogue sound shown in FIG. 24 at the maximum volume (see timing T24). As a result, the dialogue sound VC21 "Let's go!" shown in FIG. 22(e) is emitted at the maximum volume from the speaker 17 shown in FIG. 1. At this time, the speaker 17 emits BGM3 at a volume one level lower than the maximum volume, but the volume of the dialogue sound VC21 is louder than the volume of BGM3, so the player can easily hear the dialogue sound VC21. Note that the volume of this dialogue sound VC21 gradually decreases as shown in Figure 23.
[0205] Thus, by preparing background music with the volume turned down in advance, it is possible to effectively increase the enjoyment of the game without imposing a burden on the control side.
[0206] In this embodiment, an example has been shown in which BGM3 is set to go from muted to the lowest volume from time T21 to time T23 shown in FIG. 23, but this is not limiting, and the volume may remain muted from time T21 to time T23, or may remain at the lowest volume from time T21 to time T23.
[0207] Furthermore, in this embodiment, an example has been shown in which, in "SP Reach", after the dialogue sound VC20 is played, the sound effect SE20 is played, but this is not limiting, and the dialogue sound VC20 may be played after the sound effect SE20 is played.
[0208] <Explanation of the lamp effects> Next, the lamp effect will be described.
[0209] <Explanation of lamp pattern types> First, we will explain the case of flashing lamp patterns. The decorative lamps, such as full-color LED lamps, mounted on the decorative lamp board 90 described above can flash as lamp patterns to create a lamp effect. Specifically, the flashing can be achieved using the methods shown in FIGS. 24(a-1) and 24(b-1). That is, as shown in FIG. 24(a-1), the decorative lamps LA, such as full-color LED lamps mounted on the decorative lamp board 90, are turned on (e.g., white), and then, after a predetermined period, are turned off (e.g., white), as shown in FIG. 24(b-1). Then, after a predetermined period, the decorative lamps LA shown in FIG. 24(a-1) are turned on (e.g., white), and this cycle is repeated alternately to flash the lamps. The periods during which the decorative lamps LA are turned on and off do not have to be the same; different periods may be set and repeated periodically. Furthermore, the period is set to be no shorter than one frame (=33 ms), which is the drawing update period for drawing one screenful of image on the liquid crystal display device 41, so that the player can recognize the flashing. This allows the decorative lamp LA and the liquid crystal display to produce effects without giving the player a sense of incongruity by synchronizing the cycle for drawing an image for one screen with the update cycle of the decorative lamp LA, or by synchronizing the blinking cycle with an integral multiple of the cycle for drawing an image for one screen.
[0210] Alternatively, the methods shown in Figs. 24(a-2) to 24(d-2) can be used. That is, as shown in Fig. 24(a-2), the decorative lamp LA, such as a full-color LED lamp mounted on the decorative lamp board 90, is turned on (e.g., white), and then, after a predetermined period, is turned off, as shown in Fig. 24(b-2). Next, as shown in Fig. 24(c-2), the decorative lamp LA is turned on in a color (e.g., yellow) different from the color shown in Fig. 24(a-2), and, after a predetermined period, is turned off, as shown in Fig. 24(d-2). Next, after a predetermined period, the decorative lamp LA shown in Fig. 24(a-2) is turned on (e.g., white), and this cycle is repeated, causing the lamp to flash. Thus, when an effect is performed in which the decorative lamp LA is alternately turned on in white and yellow as an effect for the player, the lamp is flashed via the off state, as described above. This is because when the lamp changes from white to yellow, the white decorative lamp LA is turned off so that the player does not have an afterimage of the white decorative lamp LA, and the lamp effect when switching between different colors appears natural. Note that the cycle is set to be no shorter than one frame (=33 ms) so that the player can recognize that the lamp is flashing.
[0211] Incidentally, as shown in Figures 24(a-2) to 24(d-2), when flashing the decorative lamp LA using different colors, it is preferable not to use blue and red, as this may cause an accident in which the player suffers from photosensitive seizures or the like.
[0212] Next, we will explain lamp patterns that gradually change the brightness and color of decorative lamps. Decorative lamps, such as full-color LED lamps mounted on the decorative lamp substrate 90 described above, can gradually change their brightness and color as lamp patterns that create lamp effects. Specifically, the decorative lamps can be controlled based on brightness data for setting the brightness and RGB data for setting the color. Therefore, the methods shown in FIGS. 25(a-1) to 25(f-1) can be used to adjust the brightness. That is, as shown in FIG. 25(a-1), the decorative lamp LA lights up at 100% brightness, for example, in white. Then, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 75% brightness after a predetermined period, changing from white to light gray, as shown in FIG. 25(b-1). Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to a brightness of 50% after a predetermined period of time, as shown in FIG. 25(c-1), and lights up, changing from light gray to dark gray. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to a brightness of 25% after a predetermined period of time, as shown in FIG. 25(d-1), and lights up, changing from dark gray to darker gray. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to a brightness of 50% after a predetermined period of time, as shown in FIG. 25(e-1), and lights up, changing from darker gray to dark gray. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to a brightness of 75% after a predetermined period of time, as shown in FIG. 25(f-1), and lights up, changing from dark gray to light gray. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 100% brightness after a predetermined period of time, and lights up in white, as shown in FIG. 25(a-1).
[0213] Thus, by repeating the cycle of brightness adjustment shown in Figures 25(a-1) to 25(f-1) while keeping the decorative lamp LA lit, the brightness of the decorative lamp can be changed in stages. The reason for not turning it off is to prevent the player from losing interest in the game. That is, when brightness gradation is used to change the brightness in stages, turning it off gives the player the feeling that the brightness change has ended, which can cause the player to feel uncomfortable and decrease the player's interest in the game. The cycle is set to be no shorter than one frame (= 33 ms) so that the player can recognize that the brightness of the decorative lamp is changing.
[0214] On the other hand, the method shown in Fig. 25(a-2) can be used for color adjustment. That is, based on the RGB data for setting the color transmitted from the sub-control CPU 800a, as shown in Fig. 25(a-2), the decorative lamps LA, such as full-color LED lamps mounted on the decorative lamp board 90, are changed in color from yellow to green to blue to red (so-called rainbow colors) from the bottom to the top of the pachinko gaming machine 1. Note that even when performing such color gradation, turning off the lamp may give the player the feeling that the color gradation has ended, which may cause the player to feel uncomfortable and reduce the player's interest in the game. To prevent this situation, the lamps are not turned off, but the color is changed in stages while remaining lit.
[0215] Next, a lamp pattern for flashing the decorative lamp in gradations (strobe flash) will be described. The decorative lamps, such as full-color LED lamps mounted on the decorative lamp board 90 described above, can be flashed in gradations (strobe flash) as a lamp pattern that produces a lamp effect. Specifically, as shown in FIG. 26(a), the decorative lamp LA lights up, for example, in white at 100% brightness. Then, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 75% brightness after a predetermined period, as shown in FIG. 26(b), and changes from white to light gray. Then, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 50% brightness after a predetermined period, as shown in FIG. 26(c), and changes from light gray to dark gray. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 25% brightness after a predetermined period of time, as shown in FIG. 26(d), and changes from dark gray to an even darker gray. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 0% brightness after a predetermined period of time, as shown in FIG. 26(e), and turns off. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 100% brightness after a predetermined period of time, as shown in FIG. 26(a), and turns on in white. By turning off the lamp in this way, a lamp pattern that flashes in gradations (strobe flashes) can be executed when it is desired to intentionally give the player a sense of discomfort due to the above-described light-off, thereby making a stronger impression than other effects. Therefore, the frequency of occurrence of this lamp pattern is set lower than that of brightness gradations and color gradations.
[0216] In this way, by gradually changing the brightness of the decorative lamp LA to 0% and then suddenly changing it to 100%, a strobe-like lamp pattern can be realized. Note that the cycles shown in Figures 26(a) to 26(e) are set to be no shorter than one frame (=33 ms) so that the player can recognize that the brightness of the decorative lamp is changing.
[0217] In this way, various types of lamp patterns can be realized simply by turning the decorative lamp LA on and off and adjusting the brightness and color, so that in situations where multiple types of previews, reaches, and other effects are executed in parallel, the enjoyment of the game can be effectively increased without placing a burden on the control side.
[0218] <Explanation of "static" and "dynamic" ramp patterns> By the way, by using the lamp patterns explained above, it is possible to create a "static" lamp pattern and a "dynamic" lamp pattern. That is, a "static" lamp pattern is used when performing a lamp effect with no movement (small movement), and for example, as shown in Fig. 27(a), by using the lighting and extinguishing of the decorative lamp, the decorative lamp is lit from 0 frame (0f) to 150 frames (150f) and extinguished from 150 frames (150f) to 300 frames (300f).
[0219] Also, as shown in FIG. 27(b), slow gradation can be achieved by adjusting the brightness of the decorative lamp. That is, the decorative lamp is illuminated, for example, in white at 100% brightness from frame 0 (0f) to frame 15 (15f), and then illuminated from white to light gray at 75% brightness from frame 15 (15f) to frame 30 (30f). Next, the decorative lamp is illuminated from light gray to slightly dark gray at 65% brightness from frame 30 (30f) to frame 45 (45f). Next, the decorative lamp is illuminated from slightly dark gray to dark gray at 50% brightness from frame 45 (45f) to frame 60 (60f). Next, the decorative lamp is illuminated from dark gray to darker gray at 25% brightness from frame 60 (60f) to frame 75 (75f). Next, the decorative lamp is illuminated from darker gray to dark gray at 50% brightness from 75 frames (75f) to 90 frames (90f). Next, the decorative lamp is illuminated from dark gray to medium-dark gray at 65% brightness from 90 frames (90f) to 105 frames (105f). Next, the decorative lamp is illuminated from medium-dark gray to light gray at 75% brightness from 105 frames (105f) to 120 frames (120f). Next, the decorative lamp is illuminated from light gray to white at 100% brightness from 120 frames (120f) to 135 frames (135f). This process is repeated up to 300 frames (300f).
[0220] Thus, by doing so, slow gradation can be achieved using the brightness adjustment of the decorative lamp.
[0221] On the other hand, the "dynamic" lamp pattern is used to create dynamic (intense) lamp effects, and for example, as shown in Fig. 27(c), the decorative lamps can be turned on and off at high speed to blink. That is, as shown in Fig. 27(c), the decorative lamps are turned on from 0 frames (0f) to 1 frame (1f) and then turned off from 1 frame (1f) to 2 frames (2f), and this is repeated alternately.
[0222] As shown in FIG. 27(d), the decorative lamp can be luminance-adjusted to achieve gradational flashing (strobe flashing). Specifically, the decorative lamp is illuminated, for example, in white at 100% brightness from frame 0 (0f) to frame 1 (1f), and then illuminated from white to light gray at 75% brightness from frame 1 (1f) to frame 2 (2f). Next, the decorative lamp is illuminated from light gray to dark gray at 50% brightness from frame 2 (2f) to frame 3 (3f). Next, the decorative lamp is illuminated from dark gray to darker gray at 25% brightness from frame 3 (3f) to frame 4 (4f). Next, the decorative lamp is turned off from dark gray to black at 0% brightness from frame 4 (4f) to frame 5 (5f). The decorative lamp is then returned to 100% brightness and illuminated in white, providing a gradational flash (strobe flash), and this process is repeated.
[0223] Thus, by combining such "static" lamp patterns with "dynamic" lamp patterns, a sharp lamp effect can be achieved. For example, as shown in Fig. 28, the decorative lamps are turned on at a slow gradation speed (see Fig. 27(b)) from 0 frame (0f) to 60 frame (60f) (e.g., while the decorative symbols are fluctuating). Next, the decorative lamps are turned on at a high speed (see Fig. 27(c)) from 60 frame (60f) to 90 frame (90f) (e.g., when the Tenpai Aori is initiated). Next, the decorative lamps are turned off from 90 frame (90f) to 120 frame (120f). Next, the decorative lamp is turned on at a slow gradation rate (see FIG. 27(b)) from 120 frames (120f) to 150 frames (150f) (e.g., during the tenpai-aori process), and then turned on at a high speed (see FIG. 27(c)) from 150 frames (150f) to 210 frames (210f) (e.g., during the tenpai-aori process). Next, the decorative lamp is turned off at a high speed (see FIG. 27(c)) from 210 frames (210f) to 270 frames (270f) (e.g., during the tenpai-aori process). Next, the decorative lamp is turned off at a high speed (see FIG. 27(c)) from 270 frames (270f) to 300 frames (300f) (e.g., during the tenpai process). Next, the decorative lamp is turned off at a high speed (see FIG. 27(c)) from 300 frames (300f) to 330 frames (330f). Next, the decorative lamp is turned on at a slow gradation (see FIG. 27(b)) over the 330th frame (330f) to 390th frame (390f) (for example, while the decorative pattern is on standby).
[0224] Thus, when combining a "still" lamp pattern with a "moving" lamp pattern, a well-balanced lamp effect can be produced by inserting a "lights-out" pattern at the point where the effect changes.
[0225] <Decorative lamp placement instructions> The decorative lamps described above can be arranged as shown in FIG. 29. FIG. 29 is a schematic diagram illustrating a pachinko gaming machine 1. As shown in the schematic front view of the pachinko gaming machine 1 in FIG. 29(a), a first decorative lamp LA1 consisting of multiple decorative lamps is arranged at an angle at the upper right of the peripheral frame of the front frame 3, a second decorative lamp LA2 consisting of multiple decorative lamps is arranged at an angle at the lower right, a third decorative lamp LA3 consisting of multiple decorative lamps is arranged at an angle at the upper left, and a fourth decorative lamp LA4 consisting of multiple decorative lamps is arranged at an angle at the lower left. Also, as shown in FIG. 29(a), a fifth decorative lamp LA5 consisting of multiple decorative lamps is arranged in a straight line above the liquid crystal display device 41 of the gaming board 4, a sixth decorative lamp LA6 consisting of multiple decorative lamps is arranged in a straight line to the right of the liquid crystal display device 41 of the gaming board 4, and a seventh decorative lamp LA7 consisting of multiple decorative lamps is arranged in a straight line to the left of the liquid crystal display device 41 of the gaming board 4.
[0226] Thus, of the decorative lamps arranged in this manner, as shown in the schematic right-side vertical cross-sectional view of Figure 29(b), the first decorative lamp LA1 and the third decorative lamp LA3 are arranged at a downward incline from the front side (the side visible to the player) of the front frame 3 to the rear side (the back side of the pachinko gaming machine 1), and the second decorative lamp LA2 and the fourth decorative lamp LA4 are arranged at an upward incline from the front side (the side visible to the player) of the front frame 3 to the rear side (the back side of the pachinko gaming machine 1). Therefore, when lighting the first decorative lamp LA1 to the fourth decorative lamp LA4, if they are lit from the front side of the front frame 3 (the side visible to the player) to the rear side (the back side of the pachinko gaming machine 1), or from the rear side of the front frame 3 (the back side of the pachinko gaming machine 1) to the front side (the side visible to the player), a three-dimensional effect can be created, and a flowing lighting pattern can be produced, thereby giving the lamp performance a sense of dynamism.
[0227] As shown in Fig. 29(b), the sixth decorative lamp LA6 is composed of a front-side sixth decorative lamp LA6a and a rear-side sixth decorative lamp LA6b. As shown in Fig. 29(b), the front-side sixth decorative lamp LA6a is arranged on the front side of the gaming board 4 (the side visible to the player), and the rear-side sixth decorative lamp LA6b is arranged on the rear side of the gaming board 4 (the rear side of the pachinko gaming machine 1) offset from the front-side sixth decorative lamp LA6a so as to be located behind the front-side sixth decorative lamp LA6a. As a result, the sixth decorative lamps LA6 are arranged in multiple layers, creating a three-dimensional effect and a sense of dynamism in the lamp effects.
[0228] <Explanation about the illumination panel> Next, the illumination panel will be described. As shown in FIG. 30, the illumination panel IP is disposed on the front side (the side viewed by the player) of the liquid crystal display device 41. It is composed of a transparent light guide plate IPa and an illumination section IPb, which is arranged along the edge side (the upper end side in the figure) of the light guide plate IPa and has multiple full-color LEDs. Numerous minute recesses (not shown) are formed on the surface of the light guide plate IPa, which reflect light emitted by the illumination section IPb forward. The dense collection of these minute recesses allows a predetermined display mode to be displayed on the light guide plate IPa. For example, in FIG. 30, a display mode simulating a movable gambling device 43 is displayed. When the movable gambling device 43 moves to the front of the liquid crystal display device 41, the illumination panel IP is illuminated with light, thereby enhancing the visual effect of the movable gambling device 43. The color of the multiple full-color LEDs is set based on RGB data, and their brightness can be set based on brightness data.
[0229] To effectively create such an illuminated panel, the full-color LEDs arranged in the illumination unit IPb are illuminated at a brightness of less than 100% based on the brightness data transmitted from the sub-control CPU 800a when the LEDs are illuminated in white based on the RGB data transmitted from the sub-control CPU 800a. If the LEDs were illuminated at 100% brightness, the display pattern displayed on the light guide plate IPa would be too bright, potentially causing discomfort to the player. As will be described later, to effectively create an illuminated panel, it is necessary to arrange many full-color LEDs within a given area. Therefore, when illuminating the full-color LEDs in white, illuminating all three RGB LEDs in the full-color LED array results in even higher brightness. Therefore, when illuminating the full-color LEDs in the illumination unit IPb in white, it is preferable to illuminate them at a brightness of less than 100%. However, unlike the multiple full-color LEDs arranged in the illumination section IPb, the decorative lamp described above does not display anything, so even when emitting white light, it may be emitted at 100% brightness, or of course, at a brightness below 100%.
[0230] However, even if the decorative lamps with different uses and the multiple full-color LEDs arranged in the illumination section IPb are made to emit the same white color, the optimal expression can be achieved simply by changing the brightness.Therefore, in a situation where multiple types of previews, reaches, and other effects are being executed in parallel, the enjoyment of the game can be effectively improved without placing a burden on the control side.
[0231] The brightness of both the decorative lamp and the multiple full-color LEDs arranged in the illumination unit IPb can be adjusted by the player using the setting button 15. However, even if the brightness adjustment value adjusted by the player using the setting button 15 is at the maximum value, the brightness of the multiple full-color LEDs arranged in the illumination unit IPb is configured to be less than 100% even if the multiple full-color LEDs are made to emit the same white light.
[0232] On the other hand, when the power is turned on to the pachinko game machine 1, there is no player present, so if the RGB data of the multiple full-color LEDs arranged in the lighting section IPb is set to white and they are lit in white to check their operation, the brightness of the full-color LEDs can be set to 100% to emit light.
[0233] On the other hand, to effectively express the illumination panel, it is preferable to set the spacing between the multiple full-color LEDs arranged in the illumination unit IPb to, for example, 10 mm or less, which is smaller than the spacing between decorative lamps. It is also preferable to increase the current value of the full-color LEDs to the allowable limit. Furthermore, it is preferable to arrange the multiple full-color LEDs arranged in the illumination unit IPb at a right angle (90 degrees) to the light guide plate IPa.
[0234] Furthermore, the brightness of the LCD screen of the LCD display device 41 is preferably reduced to 50% to 100% in order to effectively display the illuminated panel. However, even without reducing the brightness of the LCD screen, a black semi-transparent image may be displayed in front of the LCD screen to darken it. Also, the background image may be a black image, and only necessary patterns, such as permanent patterns, may be displayed.
[0235] <Explanation of specific lamp effects> Next, a specific lamp effect will be described. For example, when a jackpot game is won and before the jackpot game state starts, as shown in FIG. 31(a), when a guidance effect is executed to guide the player to use the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4, for example, a display of "Hit right ⇒" is displayed on the liquid crystal display device 41. At this time, the opening and closing door 46a of the prize winning device 46 is opened, and the game ball can enter the big prize opening (not shown), but depending on the player, there are cases where it is unclear where on the right side of the game board 4 the game ball should be aimed so that it will flow down.
[0236] Therefore, in this embodiment, a lamp effect pattern is implemented to clarify the target. That is, as shown in FIG. 31(a), the multiple decorative lamps LA arranged on the winning device 46 are rapidly flashed (see FIG. 27(c)), and the multiple decorative lamps LA arranged on the top decoration 42a, right decoration 42c, etc. are sequentially lit from left to right in the direction of arrow Y1, creating the appearance of light flowing toward the winning device 46. At this time, some of the other decorative lamps arranged on the gaming board 4 are turned off. FIG. 31(a) illustrates a state in which the multiple decorative lamps LA arranged on the left decoration 42b side, the special symbol 1 starting hole 44 side, or the general winning hole 49 side are turned off. By implementing such a lamp effect pattern, the player can recognize where to aim the gaming ball. This type of lamp effect pattern is the "dynamic" lamp pattern explained above, and is executed when a guide effect occurs so that the player is not disadvantaged by a moving lamp pattern, and is not executed in other effects. This is because, in order to emphasize the change in playing method from left-handed to right-handed, if it were executed in other effects, the degree of emphasis would be diminished.
[0237] On the other hand, when a predetermined period of time has elapsed from the state shown in FIG. 31(a) and the jackpot gaming state is initiated, a round effect is executed. At this time, as shown in FIG. 31(b), the LCD display device 41 displays "ROUND 1" in addition to the display "Right Hit ⇒." At this time, a lamp effect pattern is executed. Unlike FIG. 31(a), as shown in FIG. 31(b), multiple decorative lamps LA arranged on the winning device 46 are slowly flashed (the flashing cycle is lengthened and they flash slowly). Alternatively, they are illuminated in rainbow colors. As shown in FIG. 31(b), multiple decorative lamps LA arranged on the top ornament 42a side, the left ornament 42b side, the right ornament 42c side, the special symbol 1 starting hole 44 side, or the general winning hole 49 side are illuminated in rainbow colors. By executing such a lamp effect pattern, the player can recognize that the jackpot gaming state has begun. This lamp effect pattern is the "still" lamp pattern explained above, and is used to inform the player, who has already grasped that he will aim for the big prize slot by hitting to the right, that the big win game will be executed without changing from the right hitting state. Furthermore, this lamp effect pattern can be executed not only in the round effect but also in other effects such as big win fluctuations.
[0238] Thus, simply by changing the lighting mode of the multiple decorative lamps LA arranged in the winning device 46 according to the difference in the presentation, the player can recognize the difference in the presentation, and thus, in a situation where multiple types of presentations such as previews and reaches are executed in parallel, the interest in the game can be effectively increased without placing a burden on the control side.
[0239] In this embodiment, an example of the lighting mode of the multiple decorative lamps LA arranged on the winning device 46 is shown, but it is not limited thereto. After a jackpot game, when a player aims at the electric chute (normal electric device), i.e., the special symbol 2 starting device 45, and hits the game ball using the launch handle 16, the multiple decorative lamps arranged on the special symbol 2 starting device 45 may be made to flash at high speed (see FIG. 27(c)) as in FIG. 31(a) , and the multiple decorative lamps LA arranged on the top decoration 42a, right decoration 42c, etc. may be made to light up sequentially from left to right in the direction of arrow Y1, so that it appears as if light is flowing to the special symbol 2 starting device 45. However, as long as the manner of guiding to the winning device 46 or the special symbol 2 starting device 45 is clear, the decorative lamps other than those on the winning device 46 or the special symbol 2 starting device 45 may be turned off.
[0240] Furthermore, the high-speed flashing lamp lighting pattern of the multiple decorative lamps LA arranged in the prize-winning device 46 shown in this embodiment is preferably not used when flashing decorative lamps other than those of the prize-winning device 46 except when the door 46a of the prize-winning device 46 is opened. That is, if such a high-speed flashing lamp lighting pattern is executed when the door 46a of the prize-winning device 46 is not opened, a player who sees it may mistakenly believe that the door 46a of the prize-winning device 46 is about to open, which could result in trouble with the gaming facility (hall). Therefore, when flashing decorative lamps other than the multiple decorative lamps LA arranged in the prize-winning device 46, it is preferable to make the cycle of switching on and off longer than the cycle of the high-speed flashing lamp lighting pattern.
[0241] <Main control: Program description> Here, the processing method of the various contents explained above will be explained in detail below. First, the program stored in the main control ROM 600b (see FIG. 4) processed by the main control board 60 will be outlined with reference to FIGS. 32 to 47.
[0242] First, when the power is turned on to the pachinko gaming machine 1, a power-on signal is sent to indicate that the DC voltage generated by the voltage generating unit 1300 of the power supply board 130 (see Fig. 4) has been applied to each control board, and upon receiving this signal, the main control CPU 600a (see Fig. 4) reads out a program stored in the main control ROM 600b and performs the main control processing shown in Fig. 32. At this time, the main control CPU 600a first sets itself to an interrupt-prohibited state (step S1).
[0243] Next, the main control CPU 600a performs a stack pointer setting process to set the value of the stack pointer inside the main control CPU 600a to correspond to the final address of the normal stack area (step S2).
[0244] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) built into the main control CPU 600a (step S3), and clears the output port that outputs the launch control signal (step S4).
[0245] Next, 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 a watchdog timer (WDT) not shown (step S7).
[0246] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8), and if it has not become "0" (step S8: ≠ 0), it returns to processing of step S7, and if it has become "0" (step S8: = 0), it proceeds to processing of step S9.
[0247] Next, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 4) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 4) twice, checks whether the levels of the voltage abnormality signal ALARM acquired twice match, stores the signal in an internal register (not shown) of the main control CPU 600a, and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is "L" level (step S10: YES), the process returns to step S9. If the level of the voltage abnormality signal ALARM is "H" level (step S10: NO), the process proceeds to step S11. That is, the main control CPU 600a repeats the same process (steps S9 to S10) until the voltage abnormality signal ALARM changes to a normal level (i.e., "H" level). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.
[0248] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11) and initializes the work area of the main control RAM 600c (step S12). Specifically, the power supply abnormality confirmation counter is set to 00H and the system operation status is set to 01H.
[0249] Next, the main control CPU 600a transmits a processing command (performance control command DI_CMD) to the sub-control board 80 to cause the liquid crystal display device 41 to display a standby screen (step S13).
[0250] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S14), and checks whether a signal indicating that power has been turned on (power-on signal) has been received from the dispensing control board 70 (step S15). If the power-on signal has not been received (step S15: OFF), the process returns to step S14, and if the power-on signal has been received (step S15: ON), the process proceeds to step S16.
[0251] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves them in the work area of the main control RAM 600c (step S16).
[0252] Next, the main control CPU 600a acquires a 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 work area of the main control RAM 600c, and the signal of the setting key switch 630 (step S17), and checks whether all of them are ON (step S18). If all are ON (step S18: YES), the main control CPU 600a performs setting switching processing (step S19).
[0253] <Main control: Main processing: Explanation of setting switching processing> Here, this setting switching process will be specifically described with reference to FIG.
[0254] First, the main control CPU 600a transmits a setting change start command (performance control command DI_CMD) indicating that a setting change is being performed to the sub-control board 80 (step S50).
[0255] Next, the main control CPU 600a clears the backup flag (step S51). This backup flag is data indicating whether backup processing has been executed when a voltage drop due to a power outage or the like is detected in the power supply abnormality check processing shown in Fig. 33. The backup flag is cleared in order to detect in step S21 shown in Fig. 33, which will be described later, a case in which power is interrupted for some reason during the setting switching processing and the main control RAM 600c has not been backed up properly.
[0256] Next, the main control CPU 600a sets 02H to the system operation status (step S52), acquires the set value of the probability of generating a special game state advantageous to the player stored in the main control RAM 600c (see FIG. 4), and sets it in the W register (step S53). Specifically, if the set value is, for example, "1" to "6," the set values "1" to "6" are set in the W register in correspondence with values "00H" to "05H" in the program.
[0257] 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). If the value set in the W register is greater than the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: YES), the main control CPU 600a determines that the value is an abnormal value and sets 00H to the W register (step S56).
[0258] On the other hand, if the value set in the W register is smaller than the maximum set probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: NO), it is determined to be a normal value and the process proceeds to step S57.
[0259] Next, the main control CPU 600a sets a security signal to ON via an external terminal (not shown) that is output to a hall computer (not shown) used to manage the amusement center's game island, and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) (step S57).
[0260] Next, the main control CPU 600a sets 00H to the LED common port (step S58).
[0261] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S59).
[0262] Next, the main control CPU 600a sets the LED common port that displays the set value to ON (step S60).
[0263] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a so that a 4 ms wait is applied, and then performs a countdown process (step S61). Note that this process is a process in which, when checking for changes in the level data of the RAM clear switch 620 (see FIG. 4) and the setting key switch 630 (see FIG. 4), a time interval of at least 4 ms is allowed from the previous acquisition of the switch level to ensure that the change in the level data is not due to an irregularity such as noise. Furthermore, when checking for changes in the voltage abnormality signal in the subsequent power abnormality check process and counting the power abnormality confirmation counter, a time interval of 4 ms is allowed to ensure that the "L" level of the voltage abnormality signal is not due to an irregularity such as noise.
[0264] Next, the main control CPU 600a performs a power supply abnormality check process (step S62). This power supply abnormality check process will be specifically described with reference to FIG.
[0265] <Main control: Main processing: Explanation of power supply abnormality check processing> 35, the main control CPU 600a acquires twice the voltage abnormality signal ALARM (see FIG. 4) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 4) (step S80), and checks whether the levels of the voltage abnormality signal 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), the process returns to step S80.
[0266] Next, if the level of the voltage abnormality signal ALARM is "H" level (step S82: OFF), the main control CPU 600a clears the power abnormality confirmation counter (step S83) and ends the power abnormality check process.
[0267] On the other hand, if the level of the voltage abnormality signal ALARM is "L" (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.
[0268] On the other hand, if the value of the power supply abnormality confirmation counter is 2 or greater (step S85: YES), the main control CPU 600a sends a power cut-off command (performance control command DI_CMD) to the sub-control board 80 indicating that the power supply has been cut off (step S86).
[0269] 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 determines that the setting change process is in progress (step S87: YES), does not set the backup flag to ON, and proceeds to the processing of step S89. In this way, a case where power is interrupted for some reason during the setting change process and the main control RAM 600c is not backed up properly can be detected in step S21 shown in Figure 33, which will be described later.
[0270] On the other hand, if the value of the system operation status is not 02H, it is determined that the setting change process is not in progress (step S87: NO), and the backup flag is set to ON (step S88).
[0271] Next, the main control CPU 600a disables writing data to the main control RAM 600c (step S89), clears the output data of all output ports (step S90), and disables timer interrupts (step S91), repeating an infinite loop process to wait for the voltage to drop.
[0272] <Main control: Main processing: Explanation of setting switching processing> Thus, after completing the power supply abnormality check process (step S62) through the above-described processes, the main control CPU 600a creates switch edge data for the RAM clear switch 620 signal and switch edge data for the setting key switch 630 signal from the previous and current level data of the RAM clear switch 620 and the level data of the setting key switch 630 (step S63).The main control CPU 600a stores the created edge data in the main control RAM 600c.
[0273] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c, and if the setting key switch 630 is ON (step S64: NO), proceeds to processing of step S65, and if the setting key switch 630 is OFF (step S64: YES), proceeds to processing of step S67.
[0274] 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 processing of step S54.
[0275] On the other hand, if the RAM clear switch 620 is OFF (step S65: NO), the process returns to step S57.
[0276] Thus, the above process is repeated until the setting key switch 630 is turned OFF, and when the setting key switch 630 is turned OFF, the main control CPU 600a overwrites the value of the W register with the setting value of the probability of generating a special game state advantageous to the player (for example, the setting value "00H" to "05H" corresponding to "1" to "6") stored in the main control RAM 600c (see Figure 4) and stores it (step S67).
[0277] Next, the main control CPU 600a outputs a setting confirmation display to the LED data port (step S68).
[0278] Next, the main control CPU 600a transmits a setting switching end command (performance control command DI_CMD) that reflects the setting value to the sub-control board 80 (step S69).
[0279] <Main control: Explanation of main processing> Thus, after the above-described processing and the setting switching processing (step S19) shown in FIG. 32 is completed, the main control CPU 600a proceeds to the processing of step S26 shown in FIG.
[0280] On the other hand, the main control CPU 600a checks whether the signal of the RAM clear switch 620 and the signal of the setting key switch 630 are all ON (step S18), and if they are not all ON (step S18: NO), the main control CPU 600a performs the processing of step S20 shown in Figure 33.
[0281] That is, the main control CPU 600a acquires the set value of the probability of generating a special game state advantageous to the player (for example, a set value of "00H" to "05H" corresponding to "1" to "6") stored in the main control RAM 600c (see FIG. 4), and checks whether it is equal to or less than the set maximum value (for example, "05H" corresponding to "6") (step S20). If it is equal to or less than the set maximum value (step S20: YES), it checks whether the backup flag is set to ON (step S21).
[0282] <Main control: Main processing: Explanation of RAM error processing> If the value is not below the set maximum value (step S20: NO) or the backup flag is not set to ON (step S21: NO), the main control CPU 600a sends a RAM error command (performance control command DI_CMD) to the sub-control board 80 indicating a RAM error (step S22).
[0283] Next, the main control CPU 600a outputs an error display to the LED data port (step S23).
[0284] Next, the main control CPU 600a performs a power supply abnormality check process (step S24), returns to the process of step S23, and repeats the process. Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG.
[0285] <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).
[0286] <Main control: Main processing: Explanation of 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. 32 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). Note that since the normal RAM area and normal stack area of the main control RAM 600c are cleared, the game state becomes the normal game state.
[0287] Next, the main control CPU 600a sets the RAM clear notification timer to 30 seconds (30s) (step S27), and sets the timer that outputs a security signal to a hall computer (not shown) used to manage the amusement center's game island via an external terminal (not shown) to 30 seconds (30s) (step S28).
[0288] Next, the main control CPU 600a sets initial values in part of the main control RAM 600c (step S29), and proceeds to the processing of step S41.
[0289] <Main control: Explanation of main processing> On the other hand, if the signal from the RAM clear switch 620 is OFF (step S25: NO), the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Fig. 1 is open or not, and a signal from the setting key switch 630 (step S30), and checks whether all are ON or not (step S31). If all are not ON (step S31: NO), the process proceeds to step S40.
[0290] <Main control: Main processing: Explanation of setting confirmation processing> On the other hand, if all are ON (step S31: YES), the main control CPU 600a sends a setting value command (performance control command DI_CMD) that reflects the setting value to the sub-control board 80 (step S32).
[0291] Next, the main control CPU 600a sets a timer to 30 seconds (30s) to output a security signal to a hall computer (not shown) used to manage the amusement center's game island via an external terminal (not shown) (step S33).
[0292] Next, the main control CPU 600a sets the security signal to ON via an external terminal (not shown) that is output to a hall computer (not shown) used to manage the amusement center's game island, and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) for the 30 seconds (30s) set by the timer (step S34).
[0293] Next, the main control CPU 600a outputs the set value to the LED data port (step S35).
[0294] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a so that a wait of 4 ms is applied, and performs a countdown process (step S36).
[0295] Next, the main control CPU 600a performs a power supply abnormality check process (step S37). Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG.
[0296] Next, the main control CPU 600a creates switch edge data for the setting key switch 630 signal from the previous and current level data of the setting key switch 630 (step S38). The main control CPU 600a stores the created edge data in the main control RAM 600c (see FIG. 4).
[0297] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (see FIG. 4) (step S39), and if the setting key switch 630 is ON (step S39: NO), returns to the processing of step S34.
[0298] <Main control: Explanation of main processing> On the other hand, if the setting key switch 630 is OFF (step S39: YES), initial values for the backup flag, error detection timer, etc. are set in part of the main control RAM 600c (step S40).
[0299] Next, the main control CPU 600a transmits to the sub-control board 80 a command (performance control command DI_CMD) indicating whether power is to be restored by clearing RAM or by a backup (step S41).
[0300] Next, the main control CPU 600a performs a game status notification information update process to update the game status notification information (step S42).
[0301] Next, the main control CPU 600a sets the internal function register (step S43). Specifically, it sets the launch control signal to ON and sends it to the dispensing control board 70. This causes the dispensing control board 70 to control the launch control board 71 to start operating. The main control CPU 600a also sets the CTC (Counter Timer Circuit), which is provided inside the main control CPU 600a and has functions such as generating pulse output at a fixed period and measuring time. In other words, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt is periodically generated every 4 ms.
[0302] Next, the main control CPU 600a performs a prize ball winning number management process 1 (step S45) that calculates performance such as the total number of game balls shot into the game area 40, including the number of winning balls and the number of non-winning balls, with interrupts to itself set to a prohibited state (step S44).The main control CPU 600a then performs an update process for various random number counters (step S46), and then returns to an interrupt permitted state (step S47), returns to step S44, and performs a loop process that repeatedly performs the processes of steps S44 to S47.
[0303] <Main Control: Explanation of Prize Ball Winning Number Management Process 1> Here, the winning ball number management process 1 will be described in detail with reference to FIGS.
[0304] As shown in FIG. 36, the winning ball count management process 1 first executes a save process for saving the contents of the register group in the main control CPU 600a to a measurement stack area in the main control RAM 600c (step S100).
[0305] Next, the main control CPU 600a performs initial setting of the measurement RAM area of the main control RAM 600c (step S101).
[0306] <Main control: Explanation of initial settings for measurement RAM area> This will be explained in more detail with reference to Fig. 37. In this initial setting, as shown in Fig. 37, first, the main control CPU 600a (see Fig. 4) checks the RAM error flag (step S110). If the RAM error flag is set to ON, it is determined that the flag does not indicate any of the values "1" to "6" (step S110: YES), and an abnormality has occurred in the main control RAM 600c (RAM error). The processes of steps S111 and S112 are not performed, and the process proceeds to step S113.
[0307] On the other hand, if the RAM error flag is set to OFF, the main control CPU 600a determines that the value indicates any one of "1" to "6" (step S110: NO), and acquires the value of the initialized flag (step S111). Next, the main control CPU 600a checks whether the acquired value of the initialized flag is 5AH (step S112). If it is not 5AH (step S112: NO), the main control CPU 600a sets the initialized flag to 5AH (step S113), initializes (clears) the measurement RAM area (step S114), and ends the initial setting process for the measurement RAM area. On the other hand, if it is 5AH (step S112: YES), it determines that the measurement RAM area has already been initialized, and ends the initial setting process for the measurement RAM area.
[0308] However, if the acquired setting value does not indicate one of the values "1" to "6", it is possible that measurements (described later) based on the current setting value are not being performed correctly, so even if initialization has been completed, the measurement RAM area of the main control RAM 600c should be cleared.
[0309] <Main Control: Explanation of Prize Ball Winning Number Management Process 1> Thus, as shown in FIG. 36, the main control CPU 600a performs initial setting of the measurement RAM area of the main control RAM 600c (step S101), and then executes count processing (step S102).
[0310] <Main control: Explanation of counting process> To explain this point in more detail with reference to Figure 38, as shown in Figure 38, the main control CPU 600a obtains a setting value (for example, a setting value of "1" to "6") of the probability of generating a special game state advantageous to the player, which is stored in the main control RAM 600c (see Figure 4), and selects a counting counter table corresponding to the setting value using the current setting value as an offset (step S120).
[0311] Incidentally, the counting counter table stores contents corresponding to the set values 1 to 6.
[0312] That is, the counting counter table for setting value 1 contains the following: Total prize ball counter for setting value 1: 1 Total prize ball counter 2 for setting value 1, Setting value 1 for the first role cumulative prize ball counter 1, Setting value 1 for the first role cumulative prize ball counter 2, Setting value 1 for the second role cumulative prize ball counter 1, Setting value 1 for the second role cumulative prize ball counter 2, Accumulation out counter 1 for set value 1, Accumulation out counter 2 for set value 1, is stored.
[0313] The counter table for setting value 2 includes Total prize ball counter 1 for setting value 2, Total prize ball counter 2 for setting value 2, Setting value 2 for the first role cumulative prize ball counter 1, Setting value 2 for the first role cumulative prize ball counter 2, Setting value 2 for the second role cumulative prize ball counter 1, Setting value 2 for the second role cumulative prize ball counter 2, Accumulation out counter 1 for setting value 2, Accumulation out counter 2 for setting value 2, is stored.
[0314] The counter table for setting value 3 includes Total prize ball counter for setting value 3 1, Total prize ball counter 2 for setting value 3, Setting value 3 for the first role cumulative prize ball counter 1, Setting value 3 for the first role cumulative prize ball counter 2, Setting value 3 for the second role cumulative prize ball counter 1, Setting value 3 for the second role cumulative prize ball counter 2, Accumulation out counter 1 for setting value 3, Accumulation out counter 2 for setting value 3, is stored.
[0315] The counting counter table for setting value 4 includes Total prize ball counter for setting value 4 1, Total prize ball counter 2 for setting value 4, Setting value 4 for the first role cumulative prize ball counter 1, Setting value 4 for the first role cumulative prize ball counter 2, Setting value 4 for the second role cumulative prize ball counter 1, Setting value 4 for the second role cumulative prize ball counter 2, Accumulation out counter 1 for setting value 4, Accumulation out counter 2 for set value 4, is stored.
[0316] The counter table for setting value 5 includes Total prize ball counter for setting value 5 1, Total prize ball counter 2 for setting value 5, Setting value 5 for the first role cumulative prize ball counter 1, Setting value 5 for the first role cumulative prize ball counter 2, Setting value 5 for the second role cumulative prize ball counter 1, Setting value 5 for the second role cumulative prize ball counter 2, Accumulation out counter 1 for set value 5, Accumulation out counter 2 for set value 5, is stored.
[0317] The counter table for setting value 6 includes Total prize ball counter for setting value 6 1, Total prize ball counter 2 for setting value 6, Setting value 6 for the first role cumulative prize ball counter 1, Setting value 6 for the first role cumulative prize ball counter 2, Setting value 6 for the second role cumulative prize ball counter 1, Set value 6 for the second role cumulative prize ball counter 2, Accumulation out counter 1 for set value 6, Accumulation out counter 2 for set value 6, is stored.
[0318] Therefore, for example, if the current setting value is "2", the count counter table for setting value 2 will be selected. The count counter table corresponding to the setting value described above is stored in the measurement RAM area of the main control RAM 600c.
[0319] Next, in step S505 shown in FIG. 47, which will be described later, the main control CPU 600a acquires the input flag of the upper right general prize opening switch 49a1, the input flag of the upper left general prize opening switch 49b1, the input flag of the middle left general prize opening switch 49c1, the input flag of the lower left general prize opening switch 49d1, and the input flag of the special symbol 1 start opening switch 44a, which are stored in the main control RAM 600c (step S121). Then, these input flags are checked (step S122). If all the input flags are OFF (step S122: NO), the process proceeds to step S126. If any one of the input flags is ON (step S122: YES), the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 is added to the value of the total prize ball counter 1 for setting value 2 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) (step S123). Specifically, if the input flag of the upper right general prize entrance switch 49a1 is ON, five prize balls are awarded, so +5 is added to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting is "2," then +5 is added to the value of the total prize ball counter 1 for setting values 1 to 6). If the input flags of the upper left general prize entrance switch 49b1, the center left general prize entrance switch 49c1, and the lower left general prize entrance switch 49d1 are ON, ten prize balls are awarded for each ON input flag, so +10 (× the number of ON input flags) is added to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting is "2," then +3 is added to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting is "2," then +3 is added).
[0320] Next, the main control CPU 600a checks whether the gaming state is low probability (a state in which the winning lottery probability is a normal low probability state) (step S124). If the gaming state is not low probability state (step S124: NO), the process proceeds to step S126.
[0321] On the other hand, if the game state is in a low-probability state (step S124: YES), the main control CPU 600a adds to the value of the cumulative prize ball counter (step S125). Specifically, if the input flag of the upper right general prize slot switch 49a1 is ON, five prize balls are awarded, and +5 is added to the value of the cumulative prize ball counter. If the input flags of the upper left general prize slot switch 49b1, the middle left general prize slot switch 49c1, and the lower left general prize slot switch 49d1 are ON, ten prize balls are awarded for each ON input flag, and +10 (× the number of ON input flags) is added to the value of the cumulative prize ball counter. Furthermore, if the input flag of the special symbol 1 start slot switch 44a is ON, three prize balls are awarded, and +3 (× the number of ON input flags) is added to the value of the cumulative prize ball counter. This cumulative prize ball counter is stored in the measurement RAM area of the main control RAM 600c.
[0322] Next, the main control CPU 600a acquires the input flag of the special symbol 2 start port switch 45a1 stored in the main control RAM 600c in step S505 shown in Fig. 47 (described later) (step S126). If this input flag is OFF (step S127: NO), the process proceeds to step S132. If this input flag is ON (step S127: YES), the value is added to the value of the first role cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the value is added to the value of the first role cumulative prize ball counter 1 for setting value 2) (step S128), and is added to the value of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the value is added to the value of the total prize ball counter 1 for setting value 2) (step S129). Specifically, if the input flag of the special pattern 2 start port switch 45a1 is in the ON state, three prize balls will be awarded, so +3 is added to the value of the first role cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", then the first role cumulative prize ball counter 1 for setting value 2), and +3 is added to the value of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2).
[0323] Next, the main control CPU 600a checks whether the gaming state is low probability (the winning lottery probability is a normal low probability state) (step S130). If the gaming state is not low probability state (step S130: NO), the process proceeds to step S132.
[0324] On the other hand, if the game state is a low probability state (step S130: YES), the main control CPU 600a adds to the value of the first role cumulative prize ball counter (step S131). Specifically, if the input flag of the special pattern 2 start port switch 45a1 is in the ON state, three prize balls are awarded, so +3 is added to the value of the first role cumulative prize ball counter. This first role cumulative prize ball counter is stored in the measurement RAM area of the main control RAM 600c.
[0325] Next, the main control CPU 600a acquires the input flag of the large prize entrance switch 46c stored in the main control RAM 600c in step S505 shown in Fig. 47 described later (step S132). If this input flag is OFF (step S133: NO), the process proceeds to step S138. If this input flag is ON (step S133: YES), the value is added to the value of the second accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the value is added to the value of the second accessory cumulative prize ball counter 1 for setting value 2) (step S134), and is added to the value of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the value is added to the value of the total prize ball counter 1 for setting value 2) (step S135). Specifically, if the input flag of the large prize slot switch 46c is in the ON state, 15 prize balls will be awarded, so +15 is added to the value of the second device cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", then the second device cumulative prize ball counter 1 for setting value 2), and +15 is added to the value of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2).
[0326] Next, the main control CPU 600a checks whether the gaming state is low probability (the winning lottery probability is a normal low probability state) (step S136). If the gaming state is not low probability state (step S136: NO), the process proceeds to step S138.
[0327] On the other hand, if the game state is a low probability state (step S136: YES), the main control CPU 600a adds to the value of the second device cumulative prize ball counter (step S137). Specifically, if the input flag of the big prize opening switch 46c is in the ON state, 15 prize balls are awarded, so +15 is added to the value of the second device cumulative prize ball counter. This second device cumulative prize ball counter is stored in the measurement RAM area of the main control RAM 600c.
[0328] Next, in step S505 shown in Fig. 47 (to be described later), the main control CPU 600a acquires the input flag of the outlet switch 50a stored in the main control RAM 600c (step S138). If this input flag is OFF (step S139: NO), the process proceeds to step S142. If this input flag is ON (step S139: YES), the value of the cumulative out counter is incremented (+1) (step S140), and the value of cumulative out counter 1 for set values 1 to 6 in the counter table for set values 1 to 6 selected in step S120 (for example, if the current set value is "2", the value of cumulative out counter 1 for set value 2) is incremented (+1) (step S141). The cumulative out counter is stored in the measurement RAM area of the main control RAM 600c.
[0329] Next, the main control CPU 600a checks the value of the cumulative out counter (step S142), and if the cumulative total number of outs has not reached the predetermined value (60,000) (step S142: NO), proceeds to the processing of step S148. If the cumulative total number of outs has reached the predetermined value (60,000) (step S142: YES), the main control CPU 600a sets the value of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2) to "0" in step S148. The value of the first role cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", then the first role cumulative prize ball counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 is stored (step S143), and the value of the first role cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", then the first role cumulative prize ball counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 is stored (step S144). The value of the first role cumulative prize ball counter 2 (for example, if the current setting value is "2", the first role cumulative prize ball counter 2 for setting value 2) is stored (step S144), and the value of the second role cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the second role cumulative prize ball counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 is stored in the second role cumulative prize ball counter 2 for setting values 1 to 6 (for example, if the current setting value is "2") in the counting counter table for setting values 1 to 6 selected in step S120. If so, the value is stored in the second device cumulative prize ball counter 2 for setting value 2 (step S145), and the value of cumulative out counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", then cumulative out counter 1 for setting value 2) is stored in cumulative out counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", then cumulative out counter 2 for setting value 2) (step S146).
[0330] Next, the main control CPU 600a clears the values of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2), the first role cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", then the first role cumulative prize ball counter 1 for setting value 2), the second role cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", then the second role cumulative prize ball counter 1 for setting value 2), and the cumulative out counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", then the cumulative out counter 1 for setting value 2) (step S147).
[0331] Next, the main control CPU 600a checks whether the game state is low probability (the winning lottery probability is a normal low probability state) (step S148). If the game state is not low probability state (step S148: NO), the counting process is terminated, and if the game state is low probability state (step S148: YES), the low probability cumulative out counter is incremented (+1) (step S149) and the counting process is terminated. The low probability cumulative out counter is stored in the measurement RAM area of the main control RAM 600c.
[0332] <Main Control: Explanation of Prize Ball Winning Number Management Process 1> Thus, as shown in FIG. 36, the main control CPU 600a executes counting processing (step S102) and then executes counting processing (step S103).
[0333] <Main control: Explanation of counting process> This will be explained in more detail with reference to Figure 39. As shown in Figure 39, the main control CPU 600a checks the value of the low-probability cumulative out counter (step S160). If the value of the low-probability cumulative out counter is 0 (step S160: YES), the counting process ends.
[0334] On the other hand, if the value of the low probability cumulative out counter is not 0 (step S160: NO), the main control CPU 600a adds the values of the cumulative prize ball counter, the first role cumulative prize ball counter, and the second role cumulative prize ball counter, and divides the added value by the value of the low probability cumulative out counter to calculate a base value of how many prize balls were won during low probability, and stores this value in the bL base monitor work area of the measurement RAM area of the main control RAM 600c (step S161).
[0335] Next, the main control CPU 600a checks the value of the cumulative out counter (step S162). If the value of the cumulative out counter is 0 (step S162: YES), the counting process ends.
[0336] On the other hand, if the cumulative out counter is not 0 (step S162: NO), the main control CPU 600a adds the values of the cumulative prize ball counter, the first role cumulative prize ball counter, and the second role cumulative prize ball counter, and divides the added value by the value of the cumulative out counter to calculate a base value of how many prize balls have been won, and stores this in the b6 base monitor work area of the measurement RAM area of the main control RAM 600c (step S163).
[0337] Next, the main control CPU 600a checks the value of the cumulative out counter 2 for setting values 1 to 6 (for example, if the current setting value is "2", the cumulative out counter 2 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 38 (step S164).
[0338] If the value of the cumulative out counter 2 for the setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the cumulative out counter 2 for the setting value 2) reaches 60000 (step S164: YES), the main control CPU 600a selects the first role cumulative prize ball counter 2 for the setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the first role cumulative prize ball counter 2 for the setting value 2) and the first role cumulative prize ball counter 2 for the setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. The value of the second device cumulative prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 38 is added to the value of the second device cumulative prize ball counter 2 for setting value 1 to 6 (for example, if the current setting value is "2", then the second device cumulative prize ball counter 2 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 38, to calculate the device ratio, and the result is stored in the y6 device ratio work area in the measurement RAM area of the main control RAM 600c (step S165).
[0339] Next, the main control CPU 600a calculates the role ratio for the large prize slot by dividing the value of the second role cumulative prize ball counter 2 for setting values 1 to 6 (for example, if the current setting value is "2", then the second role cumulative prize ball counter 2 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 38 by the value of the total prize ball counter 2 for setting values 1 to 6 (for example, if the current setting value is "2", then the total prize ball counter 2 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 38, and stores the ratio in the yA role ratio work area in the measurement RAM area of the main control RAM 600c (step S166), completing the counting process.
[0340] On the other hand, if the value of the cumulative out counter 2 for the setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the cumulative out counter 2 for the setting value 2) has not reached 60,000 (step S164: NO), the main control CPU 600a selects the first role cumulative prize ball counter 1 for the setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the first role cumulative prize ball counter 1 for the setting value 2) and the first role cumulative prize ball counter 1 for the setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. The value of the second role cumulative prize ball counter 1 for setting values 1 to 6 in the selected counting counter table for setting values 1 to 6 (for example, if the current setting value is "2", then the second role cumulative prize ball counter 1 for setting value 2) is added, and the added value is divided by the value of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 38 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2), to calculate the role ratio and store it in the y6 role ratio work area in the measurement RAM area of the main control RAM 600c (step S167).
[0341] Next, the main control CPU 600a calculates the role ratio for the large prize slot by dividing the value of the second role cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", then the second role cumulative prize ball counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 38 by the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 38, and stores this in the yA role ratio work area in the measurement RAM area of the main control RAM 600c (step S168), completing the counting process.
[0342] <Main Control: Explanation of Prize Ball Winning Number Management Process 1> Thus, after completing the above processing, the main control CPU 600a executes counting processing as shown in Figure 36 (step S103), restores the contents of the register that were saved in the measurement stack area of the main control RAM 600c (step S104), and completes the prize ball winning number management processing 1.
[0343] In this embodiment, in the counting process shown in Fig. 38, an example is shown in which the counter is incremented if the gaming state is a low probability state, but when using the advantageous gaming described with reference to Figs. 5 to 16, in order to prevent the counter from incrementing in the case of advantageous gaming state 1, it is preferable to determine steps S124, S130, and S136 shown in Fig. 38 based on whether the advantageous gaming state flag shown in Fig. 16(b) is ON (5AH). On the other hand, when the counter is incremented including advantageous gaming state 1, it is preferable to determine whether the advantageous gaming state pattern shown in Fig. 16(b) is equal to or less than 01H (advantageous gaming state pattern ≦ 01H).
[0344] <Main control: Explanation of timer interrupt processing> Next, with reference to FIG. 40, a timer interrupt program that interrupts the above-described main processing and is started every 4 ms will be described.
[0345] When this timer interrupt occurs, a save process is executed to save the contents of the registers in the main control CPU 600a to the normal stack area of the main control RAM 600c (step S200), and then a voltage abnormality check process is executed (step S201). This voltage abnormality check process is the same process as the power supply abnormality check process shown in Figure 37.
[0346] Next, the main control CPU 600a inputs ON / OFF signals of various switches including the special pattern 1 start port switch 44a (see Figure 4), the special pattern 2 start port switch 45a1 (see Figure 4), the normal pattern start port switch 48a (see Figure 4), the upper right general prize port switch 49a1 (see Figure 4), the upper left general prize port switch 49b1 (see Figure 4), the middle left general prize port switch 49c1 (see Figure 4), the lower left general prize port switch 49d1 (see Figure 4), the outlet switch 50a (see Figure 4), and the large prize port switch 46c (see Figure 4), and the ON / OFF signal levels and their start-up states are stored in the working area of the main control RAM 600c (step S202).
[0347] Next, the main control CPU 600a performs timer subtraction processing of various timers (normal symbol fluctuation timer, normal symbol accessory timer, etc.) that manage the time of each game operation (step S203).
[0348] Next, the main control CPU 600a performs random number management processing (step S204). Specifically, the main control CPU 600a performs processing to update random numbers for normal symbols, special symbols, etc., used in the winning / losing lottery.
[0349] Next, the main control CPU 600a performs error management processing (step S205). The error management processing determines whether any abnormalities have occurred inside the device, such as a stoppage of game ball supply, a jam of game balls, or a disconnection of the special symbol 1 start port switch 44a (see FIG. 4), the special symbol 2 start port switch 45a1 (see FIG. 4), the normal symbol start port switch 48a (see FIG. 4), the upper right general prize port switch 49a1 (see FIG. 4), the upper left general prize port switch 49b1 (see FIG. 4), the center left general prize port switch 49c1 (see FIG. 4), the lower left general prize port switch 49d1 (see FIG. 4), the outlet switch 50a (see FIG. 4), or the large prize port switch 46c (see FIG. 4). When an error occurs, a command (performance control command DI_CMD) corresponding to the error is sent to the sub-control board 80.
[0350] Next, the main control CPU 600a executes a prize ball management process (step S206). This prize ball management process outputs a payout control command PAY_CMD to the payout control board 70 (see FIG. 4) to perform a payout operation.
[0351] Next, the main control CPU 600a executes normal symbol processing (step S207). This normal symbol processing executes a lottery to determine whether the normal symbol will be selected, and determines the normal symbol variation pattern and the normal symbol stop display state based on the lottery result. Details of this processing will be described later.
[0352] Next, the main control CPU 600a executes a normal electric accessory management process (step S208). This normal electric accessory management process generates a signal related to the control of the normal electric accessory solenoid 45b2 (see FIG. 4) required for the normal electric accessory release game to occur based on the lottery result of the normal symbol process (step S207).
[0353] Next, the main control CPU 600a executes the special symbol processing (step S209). In this special symbol processing, a lottery is executed to determine whether the special symbol will be selected or not, and the variation pattern of the special symbol and the stop display mode of the special symbol are determined based on the result of the lottery. The details of this processing will be described later.
[0354] Next, the main control CPU 600a executes a special electric accessory management process (step S210). In this special electric accessory management process, when the jackpot lottery result is a "big win" or a "small win", a setting process necessary for executing and controlling a winning game corresponding to the win is performed. At this time, a signal related to the control of the special electric accessory solenoid 46b (see FIG. 4) is also generated. If the jackpot lottery result is a "big win" or a "small win", a command related thereto (performance control command DI_CMD) is sent to the sub-control board 80.
[0355] Next, the main control CPU 600a performs right-hit notification information management processing (step S211). This right-hit notification information management processing performs processing to display a "launch position guidance effect (right-hit notification effect)" that provides a right-hit instruction notification in situations where right-hit is advantageous, such as when the opening / closing member 45b1 of the electric chute (normal electric device) is in the open state and the time during which the guide member 45c1 is in the guiding state is extended, or when the opening / closing door 46a is opened and the large prize opening (not shown) is opened. When a right-hit notification effect is performed, a command (effect control command DI_CMD) related to the right-hit notification effect is transmitted to the sub-control board 80 (sub-control CPU 800a) in this right-hit notification information management processing. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that causes the determined stop symbol (normal symbol stop symbol) to be displayed on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, causing the liquid crystal display device 41 to display "Hit Right" as shown in Figures 7 to 9. When encouraging the player to hit left, a command related to hitting left (presentation control command DI_CMD) is transmitted to the sub-control board 80. As a result, the liquid crystal display device 41 displays "Hit Left" as shown in Figure 9(d).
[0356] Next, the main control CPU 600a executes LED management processing (step S212). At this time, the main control CPU 600a outputs an advantageous gaming state LED signal to the 7-segment display device 53a based on the advantageous gaming state flag and / or advantageous gaming state pattern shown in FIG. 16(b). This allows the 7-segment display device 53a to display whether the gaming state is an advantageous gaming state or not. However, if the gaming state is advantageous gaming state 1, no notification is made. In other words, the fact that the gaming state is advantageous gaming state 1 is not displayed on the 7-segment display device 53a.
[0357] Next, the main control CPU 600a executes an external terminal management process (step S213). In this external terminal management process, predetermined game information such as the number of wins during a winning game, the number of times a special symbol changes, information on the detection of a winning ball entering a winning slot, information on the time-saving game state, and security information is output from an external terminal (not shown) to a hall computer (not shown) used for managing the game island in the game parlor.
[0358] Next, the main control CPU 600a performs solenoid management processing (step S214). At this time, the main control CPU 600a checks the signal related to the control of the normal electric role solenoid 45b2 (see FIG. 4) generated in the normal electric role management processing (step S208), and also checks the signal related to the control of the special electric role solenoid 46b (see FIG. 4) generated in the special electric role management processing (step S210). Then, based on this signal, the operation / stop of the normal electric role solenoid 45b2 or the special electric role solenoid 46b is controlled, and the opening / closing member 45b1 of the electric chute (normal electric role) is opened, and the time during which the guide member 45c1 is in the guiding state is extended / non-extended, or the opening / closing door 46a (see FIG. 2) is operated so that the special winning opening (not shown) is opened or closed.
[0359] Next, the main control CPU 600a performs out-of-use area processing (step S215). Details of this processing will be described later.
[0360] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S216), returns to an interrupt enabled state (step S217), restores the contents of the registers saved in the normal stack area of the main control RAM 600c, and ends the timer interrupt (step S218). This causes the process to return from the interrupt processing routine to the main processing (see FIG. 32).
[0361] <Main control: Explanation of normal pattern processing> Next, the normal symbol processing will be described in detail with reference to FIG.
[0362] As shown in Figure 41, the normal symbol processing first checks whether a game ball has passed through the normal symbol start port 48 (see Figure 2), which is a gate. That is, it checks the signal level of the normal symbol start port switch 48a (see Figure 4) of the normal symbol start port 48 (step S250). If the game ball has passed through (step S250: YES), the main control CPU 600a checks the main control RAM 600c (see Figure 4) in which the number of reserved balls for normal symbol start is stored to determine whether the number of reserved balls for normal symbol start is, for example, four or more (step S251). At that time, if the number of reserved balls for normal symbol start is less than four (step S251: ≠ MAX), the number of reserved balls for normal symbol start is incremented by one (step S252). Thereafter, the main control CPU 600a stores the random number value for determining whether the normal pattern is a winning symbol, which is used in the lottery to determine whether the normal pattern is a winning symbol, in the main control RAM 600c (see Figure 4) in which the number of balls reserved for starting the normal pattern is stored (step S253), and then proceeds to processing in step S254.
[0363] On the other hand, if the passing of a game ball is not detected in step S250 (step S250: NO), or if it is determined in step S251 that the number of initial reserved balls for normal patterns is 4 or more (step S251: = MAX), the processing of steps S252 to S253 is not performed, and the processing proceeds to step S254.
[0364] When the main control CPU 600a proceeds to the processing of step S254, it checks whether the normal symbol win activation flag is set to ON, that is, whether the normal symbol win activation flag is set to 5AH (step S254). If the normal symbol win activation flag is set to 5AH (step S254: ON), it determines that the normal symbol is winning, updates the display data of the normal symbol (step S263), and then ends the normal symbol processing.
[0365] On the other hand, if the normal symbol winning operation flag is not set to 5AH (step S254: OFF), the processing state indicating the behavior of the normal symbol, that is, the value of the normal symbol operation status flag is confirmed (step S255). Then, if the normal symbol operation status flag is 00H, the main control CPU 600a determines that it is in the state before the normal symbol fluctuation starts, and proceeds to step S256, where it is confirmed whether the number of start-up reserved balls of the normal symbol is 0 (step S256).
[0366] The main control CPU 600a checks the main control RAM 600c (see FIG. 4) in which the number of reserved balls for starting normal symbols is stored, and if it determines that the number is 0 (step S256:=0), it updates the display data for the normal symbols (step S263) and then ends the normal symbol processing. On the other hand, if it determines that the number is not 0 (step S256:≠0), it subtracts 1 from the number of reserved balls for starting normal symbols (step S257).
[0367] After that, the main control CPU 600a uses a normal symbol winning judgment table (not shown) to judge whether the random number corresponding to the number of balls reserved for the normal symbol starting, stored in the main control RAM 600c, is a winning number. If a winning number is found, the normal symbol winning judgment flag is set to 5AH and turned ON. If a winning number is not found, the normal symbol winning judgment flag is turned OFF.
[0368] On the other hand, when a game is being played to see whether or not a normal symbol will be won, in which the opening / closing member 45b1 of the electric chute (normal electric device) as shown in Figure 8 is in the open state and the time that the guide member 45c1 is in the guiding state is extended, if a normal symbol is won, the main control CPU 600a will select either 1 for the normal symbol or 2 for the normal symbol using an allocation table as shown in Figure 10.
[0369] Next, the main control CPU 600a determines the stop symbols (normal symbol stop symbols) based on the lottery results determined in the random number lottery process (step S259). As a result, the main control CPU 600a transmits the determined stop symbols (normal symbol stop symbols) to the sub-control CPU 800a as a performance control command DI_CMD. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to images (video) that cause the determined stop symbols (normal symbol stop symbols) to be displayed on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, resulting in the liquid crystal display device 41 displaying images such as those shown in Figures 8(b) to (g) and 9.
[0370] Next, the main control CPU 600a checks whether the normal pattern time reduction flag, which shortens the normal pattern fluctuation time, is set to ON, and if it is set to ON, it sets the normal pattern fluctuation timer to the corresponding fluctuation time, and if it is set to OFF, it performs a process of setting the normal pattern fluctuation timer to the normal fluctuation time (step S260).
[0371] Next, the main control CPU 600a shifts the memory area of the main control RAM 600c (see Figure 4) in which the random number value used to draw the winning or losing lottery for the normal pattern corresponding to the number of balls reserved for the starting normal pattern is stored (step S261). In other words, assuming that a maximum of four normal pattern start-up reserved balls can be reserved, the random number value used in the lottery to determine whether the normal pattern corresponding to four normal pattern start-up reserved balls is shifted to the main control RAM 600c (see Figure 4) in which the random number value used in the lottery to determine whether the normal pattern corresponding to three normal pattern start-up reserved balls is stored, the random number value used in the lottery to determine whether the normal pattern corresponding to three normal pattern start-up reserved balls is shifted to the main control RAM 600c (see Figure 4) in which the random number value used in the lottery to determine whether the normal pattern corresponding to two normal pattern start-up reserved balls is stored, and the random number value used in the lottery to determine whether the normal pattern corresponding to two normal pattern start-up reserved balls is shifted to the main control RAM 600c (see Figure 4) in which the random number value used in the lottery to determine whether the normal pattern corresponding to one normal pattern start-up reserved ball is stored.
[0372] After this processing, the main control CPU 600a sets the normal pattern operation status flag used in step S255 above to 01H, and performs processing to set 00H to the main control RAM 600c (see Figure 4) in which the random number value used to draw the winning or losing lottery for the normal pattern corresponding to the initial reserved ball count of 4 for the normal pattern was stored (step S262).
[0373] Then, after completing the process of step S262, the main control CPU 600a updates the display data of the normal symbols (step S263), and ends the normal symbol process.
[0374] On the other hand, in step S255, if the processing status indicating the behavior of the normal symbol, i.e., the value of the normal symbol operation status flag, is 01H, the main control CPU 600a determines that the normal symbol is changing, proceeds to step S264, and checks whether the normal symbol change timer is 0 (step S264). If the normal symbol change timer is not 0 (step S164: ≠ 0), the normal symbol display data is updated (step S263), and the normal symbol processing is terminated. Then, if the normal symbol change timer is 0 (step S264: = 0), the main control CPU 600a sets the normal symbol operation status flag used in step S255 to 02H, and sets the normal symbol change timer to, for example, about 600 ms in order to maintain the result of the normal symbol lottery for a certain period of time (step S265).
[0375] After completing the process of step S265, the main control CPU 600a updates the display data of the normal symbols (step S263) and ends the normal symbol process.
[0376] On the other hand, in step S255, if the processing status indicating the behavior of the normal symbol, i.e., the value of the normal symbol operation status flag, is 02H, the main control CPU 600a determines that the normal symbol is in the confirmation time (the normal symbol fluctuation has ended and is stopped), proceeds to step S266, and checks whether the normal symbol fluctuation timer is 0 (step S266). If the normal symbol fluctuation timer is not 0 (step S266: ≠ 0), the display data of the normal symbol is updated (step S263), and the normal symbol processing is terminated. Then, if the normal symbol fluctuation timer is 0 (step S266: = 0), the main control CPU 600a sets the normal symbol operation status flag used in step S255 to 00H (step S267), and checks whether the normal symbol winning determination flag is set to ON (5AH is set) (step S268).
[0377] As a result, if the normal symbol winning determination flag is set to OFF (5AH is not set) (step S268: OFF), the main control CPU 600a updates the normal symbol display data (step S263) and ends the normal symbol processing. Then, if the normal symbol winning determination flag is set to ON (5AH is set) (step S268: ON), the main control CPU 600a sets the normal symbol winning activation flag used in step S254 to ON (5AH is set) (step S269), and then ends the normal symbol processing.
[0378] <Main control: Explanation of special pattern processing> Next, the special symbol process will be described in detail with reference to FIGS.
[0379] As shown in Figure 42, the special pattern processing first checks whether a game ball (winning ball) has been detected at the special pattern 1 start port switch 44a (see Figure 4) of the special pattern 1 start port 44 (see Figure 2) (step S300), and then checks whether a game ball (winning ball) has been detected at the special pattern 2 start port switch 45a1 (see Figure 4) of the special pattern 2 start port 45a (see Figure 2) (step S301).
[0380] <Main control: Special pattern processing: Explanation of starting port check processing> This process will be explained in detail with reference to Figure 43. The main control CPU 600a checks whether a gaming ball has entered (won) the special symbol 1 start hole 44 or the special symbol 2 start hole 45a, that is, checks the level of the special symbol 1 start hole switch 44a of the special symbol 1 start hole 44 or the special symbol 2 start hole switch 45a1 of the special symbol 2 start hole 45a (step S350). If no gaming ball has entered (won) (step S350: NO), the special symbol process ends.
[0381] On the other hand, if a game ball is detected to have entered the game (winning) (step S350: YES), the main control CPU 600a checks whether the number of start-up reserved balls that triggers the change of the special symbol is a predetermined number and is stored in the main control RAM 600c (see FIG. 4) (step S351). If the number of start-up reserved balls is less than 4 (step S351: ≠ MAX), the number of start-up reserved balls is incremented by 1 (+1) (step S352).
[0382] Next, the main control CPU 600a stores the random number value used when the special pattern stops, the random number value for the variation pattern, and the random number value for determining a jackpot in the main control RAM 600c (see Figure 4), which stores the number of start-up pending balls that trigger the variation of the special pattern (step 353).
[0383] 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 or not the pre-reading is prohibited (step S354). If the pre-reading is not prohibited (step S354: NO), the main control CPU 600a acquires the random number value for jackpot determination used in the lottery to determine whether or not the special symbol has been won, which was stored in the main control RAM 600c (see FIG. 4) in step S353 (step S355), and further acquires a random number determination table for when the special symbol has been entered into the starting slot (not shown) (step S356).
[0384] Next, the main control CPU 600a performs a jackpot lottery using the random number value for jackpot determination acquired in step S355 and the start gate entry random number determination table (not shown) acquired in step S356, and further determines the type of jackpot (rank-up bonus win, normal jackpot, etc.) using the special symbol random number value stored in the main control RAM 600c (see FIG. 4) in step S353, determines the variation pattern using the variation pattern random number value, and generates a corresponding special symbol start gate entry command (step S357). Note that at this time, in addition to the jackpot lottery, a small jackpot lottery and a special time-saving symbol lottery may also be performed, and the type of small jackpot or the type of special time-saving symbol may be 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 variation pattern may be used to determine the variation pattern, and a corresponding special symbol start gate entry command may be generated.
[0385] Next, the main control CPU 600a generates a start pending addition command of the lower byte according to the special symbol start hole winning command generated above (step S358).
[0386] On the other hand, the main control CPU 600a completes the processing of step S358, or if the number of start-up reserved balls for special pattern 1 or 2 is 4 or more in step S351 (step S351:=MAX), or if pre-reading is prohibited (step S354:YES), it generates a start-up reserved addition command of the upper byte according to the increased number of start-up reserved balls (step S359).
[0387] Next, the main control CPU 600a combines the lower byte start pending addition command generated in step S358 above with the upper byte start pending addition command generated in step S359 above, and performs processing to send the combined command as a start pending addition command (performance control command DI_CMD) to the sub-control board 80 (step S360).
[0388] <Main control: Explanation of special pattern processing> 42 is completed, the main control CPU 600a checks whether the special symbol small win activation flag is set to ON, that is, whether 5AH is set to the special symbol small win activation flag (step S302). If 5AH is set to the special symbol small win activation flag (step S302: ON), it determines that the special symbol is in a small win, updates the display data of the special symbol (step S308), and then ends the special symbol processing.
[0389] On the other hand, if the special symbol small win activation flag is not set to 5AH (step S302: OFF), it is confirmed whether the special symbol big win activation flag is set to ON, that is, whether the special symbol big win activation flag is set to 5AH (step S303). If the special symbol big win activation flag is set to 5AH (step S303: ON), it is determined that the special symbol is in a big win, and after updating the display data of the special symbol (step S308), the special symbol processing is terminated.
[0390] On the other hand, if the special symbol jackpot activation flag is not set to 5AH (step S303: OFF), the processing state indicating the behavior of the special symbol, that is, the value of the special symbol operation status flag is confirmed (step S304). More specifically, if the value of the special symbol operation status flag is 00H or 01H, the main control CPU 600a determines that the special symbol is waiting for a change (indicating that the special symbol has not changed and is waiting for the next change), and performs special symbol change start processing (step S305).
[0391] <Main control: Special symbol processing: Explanation of special symbol variation start processing> This process will be explained in detail with reference to Figure 44. The main control CPU 600a checks whether the start pending ball count, which is the trigger for the special symbol to fluctuate, is 0 or not (step S400). That is, the main control CPU 600a checks whether it is stored in the main control RAM 600c (see Figure 4), and if it determines that the start pending ball count is 0 (step S400: = 0), it checks whether the value of the special symbol operation status flag is 00H or not (step S401). If the value of the special symbol operation status flag is 00H (step S401: YES), the special symbol variation start process is terminated.
[0392] On the other hand, if the value of the special symbol operation status flag is not 00H (step S401: NO), the main control CPU 600a transmits a customer waiting demo command as a performance control command DI_CMD to the sub-control board 80 (see FIG. 4) (step S402).
[0393] Next, the main control CPU 600a sets the special symbol operation status flag to 00H (step S403), and ends the special symbol variation start process.
[0394] On the other hand, if the main control CPU 600a determines that the number of start-up pending balls is not 0 (step S400: ≠ 0), it subtracts 1 (-1) from the start-up pending ball number (step S404) and sends the start-up pending subtraction command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S305).
[0395] Next, the main control CPU 600a shifts the memory area in the main control RAM 600c (see Figure 4) in which the random number values used when the special pattern stops, the random number values for the variable pattern, and the random number values for determining whether or not a jackpot has been won (see step S353 in Figure 43) are stored (step S406), and sets 0 to the area in the main control RAM 600c (see Figure 4) in which the random number values used to determine whether or not a special pattern corresponding to start hold 4 has been won (step S407).
[0396] Next, the main control CPU 600a performs a win determination process (step S408). Specifically, the main control CPU 600a performs a lottery to determine whether or not the special symbol 1 has been selected, and a lottery to determine whether or not the special symbol 2 has been selected. If a jackpot is won, the special symbol jackpot determination flag is set to 5AH and turned ON. If a small jackpot is won, the special symbol small jackpot determination flag is set to 5AH and turned ON. At this time, the main control CPU 600a performs a lottery to determine whether or not the special symbol 1 has been selected, using a random number value for jackpot determination. When a jackpot with a jackpot probability of 1 / 199 as shown in FIG. 10(b) is selected, the allocation table shown in FIG. 10(b) is used to select jackpot 1 with a probability of 50 / 100, and jackpot 2 with a probability of 50 / 100. At this time, values are set to the advantageous game state flag and advantageous game state pattern shown in FIG. 16(b) according to the selected jackpot.
[0397] In addition, the main control CPU 600a uses the random number value for determining a jackpot to draw a lottery for the special symbol 2, and when a jackpot with a jackpot probability of 1 / 199 as shown in FIG. 10(c) is won, the allocation table shown in FIG. 10(c) is used to select jackpot 1 with a probability of 100 / 100. On the other hand, the main control CPU 600a uses the random number value for determining a jackpot to draw a lottery for the special symbol 2, and when a small jackpot with a small jackpot probability of 198 / 199 as shown in FIG. 10(c) is won, the allocation table shown in FIG. 10(c) is used to select small jackpot 1 with a probability of 50 / 100 and small jackpot 2 with a probability of 50 / 100. At this time, values are set to the advantageous game state flag and advantageous game state pattern shown in FIG. 16(b) depending on the selected jackpot and small jackpot.
[0398] On the other hand, the main control CPU 600a uses the random number value for the special symbol 1 jackpot shown in Figure 12(d), which explains the above <Pattern 1: Type 1 / 2 mixed type gaming machine>, to draw a lottery for the special symbol 1, and when the special symbol 1 jackpot is won, the main control CPU 600a uses the allocation table shown in Figure 12(a) to select jackpot 1 (4R) with a probability of 50 / 100, jackpot 2 (4R) with a probability of 5 / 100, and jackpot 3 (4R) with a probability of 45 / 100. At this time, values are set in the advantageous game state flag and advantageous game state pattern shown in Figure 16(b) according to the selected jackpot.
[0399] On the other hand, the main control CPU 600a uses the random number value for the special pattern 2 jackpot shown in Figure 12(e), which explains the above <Pattern 1: Type 1 / Type 2 mixed type gaming machine>, to draw lots to see if the special pattern 2 jackpot will be won, and if the special pattern 2 jackpot is won, the main control CPU 600a will use the allocation table shown in Figure 12(c) to select jackpot 1 (9R) with a probability of 100 / 100. On the other hand, the main control CPU 600a uses the random number value for the special pattern 2 jackpot shown in Figure 12(e) to draw lots to see if the special pattern 2 jackpot will be won, and if the small jackpot for special pattern 2 is won, the main control CPU 600a will use the allocation table shown in Figure 12(c) to select small jackpot 1 (a 9R jackpot with V passing (winning in the V area 47a)) with a probability of 10 / 100, select small jackpot 2 (a 2R jackpot with V passing (winning in the V area 47a)) with a probability of 80 / 100, select small jackpot 3 (a 2R jackpot with V passing (winning in the V area 47a)) with a probability of 1 / 100, and select small jackpot 4 (a 2R jackpot with V passing (winning in the V area 47a)) with a probability of 9 / 100. At this time, values are set to the advantageous game state flag and advantageous game state pattern shown in FIG. 16(b) according to the selected big win or small win.
[0400] On the other hand, using the random number value for the special symbol jackpot shown in Figure 14(c) that explains the above <Pattern 2: Gaming machine with general probability variable jackpot and non-probability variable jackpot>, the main control CPU 600a performs a lottery to determine whether special symbol 1 or special symbol 2 will win, and if a jackpot is won, the main control CPU 600a will use the allocation table shown in Figure 14(a) to select jackpot 1 (10R probability variable) with a probability of 60 / 100 and jackpot 2 (10R time-shortened) with a probability of 40 / 100. At this time, values will be set in the advantageous game state flag and advantageous game state pattern shown in Figure 16(b) according to the jackpot selected.
[0401] Next, after completing the hit determination process (step S408) as described above, the main control CPU 600a performs a special time-saving symbol hit determination process (step S409). Specifically, the main control CPU 600a executes a lottery to determine whether the special time-saving symbol will be hit or not. If the special time-saving symbol is hit or not, the special time-saving symbol hit determination flag is set to 5AH and turned ON. However, the main control CPU 600a checks the values set in the advantageous game state flag and advantageous game state pattern shown in FIG. 16(b), and executes a lottery to determine whether the special time-saving symbol will be hit or not only in the set game state (in this embodiment, the normal game state).
[0402] Incidentally, the main control CPU 600a draws for the special time-saving symbol using the random number value for the special symbol 1 jackpot shown in Figure 12(d) which explained the above <Pattern 1: Type 1 / 2 mixed type gaming machine>, and when the special time-saving symbol is won, the main control CPU 600a uses the allocation table shown in Figure 12(b) to select special time-saving symbol 1 with a probability of 10 / 100 and special time-saving symbol 2 with a probability of 90 / 100. Note that in the special symbol confirmation time processing (step S307 shown in Figure 42) which will be described later, values are set in the advantageous game state flag and advantageous game state pattern shown in Figure 16(b) according to the selected special time-saving symbol.
[0403] On the other hand, the main control CPU 600a uses the random number value for the special symbol jackpot shown in Figure 14(c), which explains the above <Pattern 2: gaming machine with general probability variable hits and non-probability variable hits>, to draw a lottery for a special time-saving symbol, and when a special time-saving symbol is selected, the main control CPU 600a uses the allocation table shown in Figure 14(b) to select special time-saving symbol 1 with a probability of 10 / 100 and special time-saving symbol 2 with a probability of 90 / 100. Note that in the special symbol confirmation time processing (step S307 shown in Figure 42), which will be described later, values are set in the advantageous game state flag and advantageous game state pattern shown in Figure 16(b) according to the selected special time-saving symbol.
[0404] Next, after completing the special time-saving pattern hit determination process (step S409) as described above, the main control CPU 600a generates a stopping pattern for the special pattern using the random number value used when the special pattern stops, which was stored in the main control RAM 600c (see Figure 4) in step S353 of Figure 43 (step S410).
[0405] Next, the main control CPU 600a prepares to transition to a game state such as a normal state, a time-shortening state, a latent probability variable state, a probability variable state, or an advantageous game (step S411).
[0406] Next, the main control CPU 600a generates a special symbol variation pattern using the variation pattern random number value stored in the main control RAM 600c (see FIG. 4) in step S353 of FIG. 43, and transmits the variation pattern command of the generated special symbol variation pattern as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S412). In response to this, the sub-control CPU 800a will execute the performances shown in FIG. 7, FIG. 8(a), (h)-(l), FIG. 17, FIG. 18, FIG. 20, FIG. 22, and FIG. 31. In addition, in this step S412, the main control CPU 600a will set the variation time in the special symbol variation timer, set the time reduction number in the special symbol time reduction number counter, and set the probability variation number in the special symbol probability variation number counter.
[0407] Next, the main control CPU 600a sets the special symbol varying flag to 5AH, and turns it ON (step S413).
[0408] Next, the main control CPU 600a generates a pattern designation command that designates a special pattern to be displayed on the liquid crystal display device 41 (step 414), and performs processing to transmit the generated pattern designation command to the sub-control board 80 (sub-control CPU 800a) as a performance control command DI_CMD (step S415).
[0409] Next, the main control CPU 600a sets the special symbol operation status flag to 02H (step S416), and ends the special symbol variation start process.
[0410] <Main control: Explanation of special pattern processing> On the other hand, as shown in Figure 42, if the value of the special pattern operation status flag is 02H, the main control CPU 600a determines that the special pattern is changing (indicating that the special pattern is currently changing) and performs special pattern changing processing (step S306).
[0411] <Main control: Special symbol processing: Explanation of processing during special symbol fluctuation> This process will be explained in detail with reference to Fig. 45. First, the main control CPU 600a checks whether the change time set in the special symbol change timer in step S412 of Fig. 44 has elapsed, that is, whether it has reached 0 (step S420). If the special symbol change timer is not 0 (step S420: NO), the main control CPU 600a ends the special symbol change process.
[0412] On the other hand, if the special symbol variation timer is 0 (step S420: YES), the main control CPU 600a sends a symbol determination command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S421). In response to this, the sub-control CPU 800a sends a command list for determining the symbol to the VDP 803. In response to this, the VDP 803 generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the liquid crystal display device 41. As a result, the liquid crystal display device 41 displays images such as those shown in Figures 7(a), (c), 18(a), and 20(a).
[0413] Next, the main control CPU 600a sets the special symbol operation status flag to 03H and the special symbol changing flag to 00H. Furthermore, the main control CPU 600a sets the special symbol changing timer to, for example, about 500 ms in order to maintain the result of the special symbol winning / losing lottery for a certain period of time (step S422). Thereafter, the main control CPU 600a ends the special symbol changing process.
[0414] <Main control: Explanation of special pattern processing> On the other hand, as shown in Figure 42, if the value of the special pattern operation status flag is 03H, the main control CPU 600a determines that the special pattern is being confirmed (indicating that the special pattern fluctuation has ended and is stopped), and performs processing during the special pattern confirmation time (step S307).
[0415] <Main control: Special pattern processing: Explanation of processing during special pattern confirmation> This process will be explained in detail with reference to Fig. 46. First, the main control CPU 600a checks whether the change time set in the special symbol change timer in step S412 of Fig. 44 has elapsed, that is, whether it has reached 0 (step S450). If the special symbol change timer is not 0 (step S450: ≠ 0), the main control CPU 600a ends the special symbol confirmation time process.
[0416] On the other hand, if the special symbol fluctuation timer is 0 (step S450: = 0), the main control CPU 600a sets the special symbol operation status flag to 01H (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 special symbol jackpot determination flag is set to 00H, the special symbol jackpot activation flag is set to 5AH, the special symbol time-saving flag is set to 00H, the special symbol probability variable flag is set to 00H, and the special symbol time-saving counter and the special symbol probability variable counter, which will be described later, are set to 00H (step S453). Thereafter, the main control CPU 600a terminates the special symbol confirmation time processing.
[0417] 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 time-saving hit determination flag is set to ON (if 5AH is set) (step S454). If the special time-saving hit determination flag is set to ON (if 5AH is set) (step S454: YES), the special time-saving hit determination flag is set to 00H, and the normal symbol probability variable flag, normal symbol time-saving flag, extension state flag, advantageous game state flag, and advantageous game state pattern shown in FIG. 16(b) are set to values (step S455). Thereafter, the main control CPU 600a terminates the special symbol confirmation time processing.
[0418] On the other hand, if the special time-saving winning judgment flag is not set to ON (if 5AH is not set) (step S454: NO), the main control CPU 600a checks whether the special symbol small winning judgment flag is set to ON (if 5AH is set) (step S456). If the special symbol small winning judgment flag is set to ON (if 5AH is set) (step S456: YES), the special symbol small winning judgment flag is set to 00H, and the special symbol small winning activation flag is set to 5AH (step S457).
[0419] After completing the processing of step S457, or if the special pattern small win determination flag is not set to ON (if 5AH is not set) (step S456: NO), the main control CPU 600a checks whether the value of the special pattern time-saving count counter is 0 (step S458).
[0420] If the value of the special symbol time-shortening counter is not 0 (step S458: NO), the value of the special symbol time-shortening counter is decremented by 1 (-1) (step S459), and the main control CPU 600a again checks whether the value of the special symbol time-shortening counter is 0 (step S460). If the value of the special symbol time-shortening counter is 0 (step S460: YES), various settings are made for when the special symbol time-shortening ends (step S461).
[0421] After completing the processing of step S461, or if the value of the special symbol time-saving count counter is 0 (step S458: YES), or if the value of the special symbol time-saving count counter is not 0 (step S460: NO), the main control CPU 600a checks whether the value of the special symbol probability change count counter is 0 (step S462). If the value of the special symbol probability change count counter is 0 (step S462: YES), the main control CPU 600a ends the processing during the special symbol confirmation time.
[0422] On the other hand, if the value of the special symbol probability change counter is not 0 (step S462: NO), the main control CPU 600a subtracts 1 (-1) from the value of the special symbol probability change counter (step S463) and checks again whether the value of the special symbol probability change counter is 0 (step S464). If the value of the special symbol probability change counter is not 0 (step S464: NO), the main control CPU 600a ends the special symbol confirmation time processing.
[0423] On the other hand, if the value of the special pattern probability change count counter is 0 (step S464: YES), the main control CPU 600a sets the special pattern time-shortening flag to 00H, performs processing to set the special pattern probability change flag to 00H (step S465), and terminates processing during the special pattern confirmation time.
[0424] <Main control: Explanation of special pattern processing> Thus, when the processing of any one of steps S305, S306, and S307 shown in FIG. 42 is completed, the main control CPU 600a updates the display data of the special symbol (step S308), and then ends the special symbol processing.
[0425] <Main control: Explanation of processing outside the area of use> Next, the out-of-use area processing will be described in detail with reference to FIG.
[0426] The main control CPU 600a saves all registers to a measurement stack area in the main control RAM 600c (step S500), and saves the stack pointer during normal processing to a measurement stack area in the main control RAM 600c (step S501).
[0427] Next, the main control CPU 600a sets a stack pointer address for use outside the used area in the stack pointer inside the main control CPU 600a (step S502).
[0428] Next, the main control CPU 600a performs a prize ball winning number management process 2 (step S503). In this prize ball winning number management process 2, a process is performed to display the performance display value calculated in the prize ball winning number management process 1 in step S45 shown in Fig. 33 on the measurement / setting display device 610 (see Fig. 4).
[0429] Next, the main control CPU 600a performs an out-of-use area LED update process (step S504).
[0430] Next, the main control CPU 600a stores input flags, which are detection information for switches outside the usage area, such as the special pattern 1 start port switch 44a (see Figure 4), the special pattern 2 start port switch 45a1 (see Figure 4), the normal pattern start port switch 48a (see Figure 4), the upper right general prize port switch 49a1 (see Figure 4), the upper left general prize port switch 49b1 (see Figure 4), the middle left general prize port switch 49c1 (see Figure 4), the lower left general prize port switch 49d1 (see Figure 4), the outlet switch 50a (see Figure 4), and the large prize port switch 46c (see Figure 4), in the measurement RAM area of the main control RAM 600c (step S505).
[0431] Next, the main control CPU 600a performs a process to update the test firing signal used when outputting various signals related to the game to the test machine during the certification test (test firing test) of the gaming machine (step S506), restores the stack pointer used during normal processing that was saved to the measurement stack area of the main control RAM 600c (step S507), and restores all registers (step S508).
[0432] <Processing contents of the sub-control board> Next, the processing contents (program outline) of the sub-control board 80 will be specifically described with reference to FIGS.
[0433] First, when the power is turned on to the pachinko gaming machine 1, a power-on signal indicating that power has been turned on is sent from the power supply board 130 (see FIG. 4) to each control board. Then, upon receiving this signal, the sub-control CPU 800a performs the main processing shown in FIG.
[0434] <Sub-control: Main processing> 48, first, the sub-control CPU 800a initializes the internal registers and sets the input / output direction of the input / output port, and then sets the data to be transmitted from the output port set in the output direction so that the data is transmitted serially (step S1000).
[0435] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c that stores the performance control command DI_CMD received from the main control board 60 (see FIG. 4) (step S1001). Then, the sub-control CPU 800a performs interrupt permission setting processing for the input port that receives the interrupt signal from the main control board 60 (step S1002).
[0436] Next, the sub-control CPU 800a initializes the memory areas in the sub-control RAM 800c used as a work area and stack area (step S1003), and issues an initialization command to the sound LSI 801 (see FIG. 4). As a result, the sound LSI 801 initializes the registers provided therein (step S1004).
[0437] Next, the sub-control CPU 800a checks the memory area in the sub-control RAM 800c where motor data for operating the motors (not shown) that operate the up, left, right, and upper-left movable props 43a to 43d (see FIG. 2) is stored to determine whether an abnormality has occurred in the motors. If abnormal data is stored, the sub-control CPU 800a issues a command to return the motors to their origin positions. This causes the up, left, right, and upper-left movable props 43a to 43d to return to their initial positions (step S1005).
[0438] Next, the sub-control CPU 800a sets a CTC (Counter Timer Circuit) provided therein, which has functions such as generating pulse output at a constant period and measuring time. That is, the sub-control CPU 800a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 1 ms (step S1006).
[0439] Next, the sub-control CPU 800a performs a checksum calculation, which is an 8-bit addition calculation, on the working area of the sub-control RAM 800c (step S1007), and compares the checksum calculation value with the checksum calculation value calculated in the memory backup (see step S1015) described below and stored in the sub-control RAM 800c to confirm whether they match (step S1008). If they do not match (step S1008: NO), the sub-control CPU 800a performs a process to clear all areas in the sub-control RAM 800c (step S1009).
[0440] On the other hand, if there is a match (step S1008: YES), or after completing the processing of step S1009, the sub-control CPU 800a disables the watchdog timer function (not shown) (step S1010) and performs a hardware refresh of the sub-control CPU 800a, VDP 803, etc. (step S1011).
[0441] Next, the sub-control CPU 800a reads the effect control command DI_CMD received from the main control board 60 (see FIG. 4) stored in the memory area of the sub-control RAM 800c, and determines by lottery an effect pattern corresponding to the content of the command from among a large number of effect patterns pre-stored in the sub-control ROM 800b (step S1012). At this time, if a customer waiting demo command is not provided and the gaming state transitions to the customer waiting demo state in response to a symbol determination command, when the symbol determination command is received, a timer is started and counts for a predetermined time.
[0442] Next, the sub-control CPU 800a performs a process of analyzing the input contents of the setting button 15 or the effect button device 13 acquired in the timer interrupt process described later (step S1013). Specifically, the sub-control CPU 800a analyzes whether the setting button 15 or the effect button device 13 was pressed by the player at the moment, the moment it was released, or whether it was still pressed.
[0443] Next, the sub-control CPU 800a controls the operation of the top, left, right, and top-left movable accessories 43a to 43d (see FIG. 2), controls the lighting or extinguishing of the decorative lamps such as LED lamps mounted on the decorative lamp board 90 (see FIG. 4), controls the speaker 17, and controls the image displayed on the liquid crystal display device 41 based on the performance pattern determined by lottery in step S1012 (step S1014). The specific processing method will be described later.
[0444] Next, the sub-control CPU 800a performs a checksum calculation, which is an 8-bit addition calculation, on the working area of the sub-control RAM 800c, and performs memory backup processing to store the checksum calculation value in the sub-control RAM 800c (step S1015).
[0445] Next, the sub-control CPU 800a checks whether or not a VSYNC interrupt signal has been transmitted to the sub-control CPU 800a from the VDP 803 (step S1016). If a VSYNC interrupt signal has not been transmitted (step S1016: NO), the sub-control CPU 800a repeatedly executes the processing of step S1016 until a VSYNC interrupt signal is transmitted, and when a VSYNC interrupt signal is transmitted (step S1016: YES), the process returns to the processing of step S1007 again, and the processing of steps S1007 to S1016 is repeated.
[0446] <Sub-control: Data analysis processing> Next, the data analysis process of step S1014 of the main process will be described in detail with reference to Figure 53. First, the sub-control CPU 800a generates a command list for generating image data to be displayed on the liquid crystal display device 41 by the VDP 803, based on the effect pattern determined by lottery in step S1012 (step S1050).
[0447] Next, the sub-control CPU 800a generates light-related control signals based on the determined effect pattern and stores them in the sub-control RAM 800c. At this time, light-related control signals for turning on / off the decorative lamps described with reference to Figures 24 to 31 and the multiple full-color LEDs arranged in the illumination unit IPb are generated.
[0448] In addition, the sub-control CPU 800a determines the operation content of the upper, left, right, and upper left movable parts 43a to 43d based on the performance pattern determined above, and generates motor data for the motor (not shown) of the movable part device 43 according to the determined operation content.
[0449] Furthermore, the sub-control CPU 800a generates sound-related control signals based on the determined effect pattern (step S1051). At this time, control signals related to the sound of the sound effects SE1 to SE6 described with reference to FIG. 17, the BGM, sound effect SE10, and dialogue sound VC1 described with reference to FIGS. 18 and 19, the BGM1, BGM2, sound effects, and dialogue sound VC10 to VC11 described with reference to FIGS. 20 and 21, and the BGM2, BGM3, sound effect SE20, and dialogue sound VC20 to VC21 described with reference to FIGS. 22 and 23 are generated. The generated sound-related control signals are then transmitted by the sub-control CPU 800a to the sound LSI 801. In response to the generated sound signals, the sound LSI 801 reads sound data corresponding to the transmitted control signals from the game ROM 805 or the sound RAM 802 and outputs the data to the speaker 17. As a result, the speaker 17 emits the sound effects SE1 to SE6 described with reference to Figure 17, the BGM, sound effect SE10, and dialogue sound VC1 described with reference to Figures 18 and 19, the BGM1, BGM2, sound effects, and dialogue sound VC10 to VC11 described with reference to Figures 20 and 21, and the BGM2, BGM3, sound effect SE20, and dialogue sound VC20 to VC21 described with reference to Figures 22 and 23.
[0450] Thus, the sub-control CPU 800a repeats the processing of steps S1050 and S1051 until it has generated all the data based on the presentation pattern determined by lottery in step S1012 shown in Figure 48 (step S1052: NO), and when it has generated all the data (step S1052: YES), it proceeds to processing of step S1053.
[0451] Next, the sub-control CPU 800a performs processing when the button is enabled based on the contents stored in the sub-control RAM 800c in step S1051 above and the input contents of the setting button 15 or the performance button device 13 processed in step S1013 shown in Figure 48 (step S1053).
[0452] <Sub-control: Command reception interrupt processing> Next, referring to Figure 50, we will explain the processing that occurs when a performance control command DI_CMD and an interrupt signal are sent from the main control board 60 while such main processing is being executed.
[0453] 50, when the sub-control CPU 800a receives the interrupt signal, it executes a save process to save the contents of each register to a 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 performance control command DI_CMD (step S1101), and calculates a pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1102).
[0454] Then, the sub-control CPU 800a again reads the register of the input port that received the performance control command DI_CMD (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), the process proceeds to step S1107. If they match (step S1104: YES), the performance control command DI_CMD received from the main control board 60 is stored at the address corresponding to the calculated pointer (step S1105). Note that this stored performance control command DI_CMD is read out by the sub-control CPU 800a when processing step S1012 shown in FIG.
[0455] 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 registers saved in the processing of step S1100 (step S1107). This causes the process to return to the main processing shown in FIG.
[0456] <Sub-control: Timer interrupt processing> Next, with reference to FIG. 51, a description will be given of the processing when a timer interrupt occurs every 1 ms, which is set in the processing of step S1006 (see FIG. 48) of the main processing.
[0457] As shown in FIG. 51, when a timer interrupt occurs every 1 ms, the sub-control CPU 800a executes a save process to save the contents of each register in a stack area in the sub-control RAM 800c (step S1150).
[0458] Next, the sub-control CPU 800a twice acquires the data of the setting button 15, the data of the effect button device 13, the motor data of the movable role device 43, etc. (step S1151), and checks whether the data acquired twice matches (step S1152). If the data do not match (step S1152: NO), the sub-control CPU 800a repeats the processing of step S1151 until the data match, and if they match (step S1152: YES), it stores the matching data in the sub-control RAM 800c (step S1153).
[0459] 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 is analyzed in the button analysis process of step S1013 shown in FIG.
[0460] Next, the sub-control CPU 800a transmits the light-related control signal stored in the sub-control RAM 800c in step S1051 shown in Fig. 49 to the decorative lamp board 90 (see Fig. 4), and also transmits it to the multiple full-color LEDs arranged in the illumination unit IPb shown in Fig. 30, and further transmits a control signal required to turn on or off the identification lamp device 51A (see Fig. 2) (step S1155). As a result, the decorative lamp and the multiple full-color LEDs arranged in the illumination unit IPb are turned on or off, thereby executing the lamp patterns and lamp effects described with reference to Figs. 24 to 31.
[0461] Next, the sub-control CPU 800a restores the registers saved in the process of step S1150 (step S1156), thereby returning to the main process shown in FIG.
[0462] <Sub-control: Command list> The command list generated in step S1050 shown in FIG. 49 will now be described in detail with reference to FIG.
[0463] This command list is a sequence of commands that are issued to the VDP 803, but the content and order of the commands differ slightly depending on whether the command is to draw a moving image or a still image.
[0464] When instructing the VDP 803 to draw a moving image, the initial command list shown in FIG. 52(a) and the regular command list shown in FIG. 52(b) are used.
[0465] As shown in FIG. 52(a), the sub-control CPU 800a first generates a command to set the memory area of the DDR2 SDRAM 804 in which the frame buffer area is set, and the memory area of the DDR2 SDRAM 804 in which video data is stored (step S1200).
[0466] Next, a command to decode the moving image is generated (step S1201). Specifically, it is an instruction to specify which compressed moving image data to decode, along with the address of the CG data storage area in the game ROM 805 shown in Figure 4 where the relevant moving image is stored, the number of frames of the moving image, etc.
[0467] Next, a command for finalization processing is entered to complete the generation of the initial command list (step S1202).
[0468] Next, the sub-control CPU 800a generates a steady command list shown in FIG. 52(b).
[0469] 52(b), this steady command list is made up of instructions to draw moving images, and in the initial command list, a command is generated to indicate which frame number of decoded data is to be drawn at which coordinate position on the liquid crystal display device 41, for the decoded moving image data (step S1203). Next, a termination processing command is entered to complete the generation of the steady command list (step S1204).
[0470] On the other hand, when instructing the VDP 803 to draw a still image, as shown in Figure 52 (c), the sub-control CPU 800a first generates a command to set the memory area of the DDR2 SDRAM 804 in which the frame buffer area is set, and the memory area of the built-in VRAM (not shown) in which the still image data is stored (step S1210).
[0471] Next, a command to instruct decoding of the still image is generated (step S1211). Specifically, it is an instruction as to which compressed still image data to decode, and is instructed together with the address and data size of the CG data storage area of the game ROM 805 shown in Figure 4 where the corresponding still image is stored.
[0472] Next, a command is generated to indicate at what coordinate position on the liquid crystal display device 41 and in what manner (rotation angle, scaling, etc.) the decoded still image data is to be drawn (step S1212). Next, a command for termination processing is entered to complete the generation of the command list related to still images (step S1213).
[0473] Thus, such a command list for moving images and a command list for still images are transmitted to the VDP 803 (see FIG. 4), processed appropriately, and then transmitted to the liquid crystal display device 41. As a result, a desired image is displayed on the liquid crystal display device 41. To give specific examples, the images are displayed as shown in FIGS. 7 to 9, 17 to 18, 20, and 22.
[0474] Therefore, according to the present embodiment described above, in a situation where multiple types of previews, reaches, and other effects are executed in parallel, it is possible to effectively increase the enjoyment of the game without placing a burden on the control side.
[0475] On the other hand, according to this embodiment, it is possible to increase the interest in playing games in low probability states.
[0476] In this embodiment, the sound LSI 801 and the VDP 803 are configured separately, but they may be integrated into one chip.
[0477] Furthermore, in this embodiment, an example has been shown in which the sub-control CPU 800 a is provided in the sub one-chip microcomputer 800 , but this is not limiting, and the sub-control CPU 800 a may be provided in the VDP 803 . [Explanation of symbols]
[0478] 1. Pachinko games machine 16 Launch handle (launching means) 40 Gaming area 41 Liquid crystal display Place 800a Sub-control CPU (performance execution means) LA Decorative Orchid P YK Game Ball
Claims
[Claim 1] An image display means for displaying a predetermined image; a gaming board having a gaming area; a performance execution means capable of executing a predetermined performance; A plurality of decorative light emitting means provided on the game board; A frame effect light emitting means provided on a front frame disposed on the front side of the outer frame of the gaming machine; and a launching means capable of launching a game ball into the game area, The predetermined effect includes a guidance effect that guides the player to a launch position when encouraging the player to launch a game ball using the launch means, The performance execution means The guidance performance is executed in a predetermined light-emitting mode in which some of the plurality of decorative light-emitting means are sequentially lit toward a predetermined winning means, and some of the plurality of decorative light-emitting means that are not sequentially lit are turned off; After a predetermined period of time has elapsed since the start of the execution of the guidance performance, a specific performance is executed in which the plurality of decorative light-emitting means emit light in a specific light-emitting mode different from the predetermined light-emitting mode; the specific light-emitting mode can be a light-emitting mode in which at least some of the plurality of decorative light-emitting means are illuminated in rainbow colors; the plurality of decorative light-emitting means include a first decorative light-emitting means disposed in the predetermined winning means and a second decorative light-emitting means other than the first decorative light-emitting means, the first decorative light emitting means flashes in a first light emitting manner when the predetermined winning means is in an open state in which it receives the game ball; the second decorative light emitting means, when the predetermined winning means is in a closed state in which it does not receive the game ball, does not flash in the first light emitting manner but flashes in the second light emitting manner; a cycle of switching between on and off when flashing in the second light emission mode is longer than a cycle of switching between on and off when flashing in the first light emission mode, The plurality of decorative light emitting means are arranged around the image display means and include effect light emitting means arranged in multiple layers from the front side to the rear side of the game board, The performance execution means A special light-emitting effect is executed in a special light-emitting mode in which the light is lit from the side that the player sees toward the rear side of the gaming machine, or from the rear side of the gaming machine toward the side that the player sees, The special light emitting effect can be performed by using the effect light emitting means and the frame effect light emitting means to create a three-dimensional effect, The special light emitting mode is a first special light-emitting mode in which the brightness of the full-color LEDs of the effect light-emitting means and the frame effect light-emitting means is switched in a first cycle; a second special light-emitting mode in which the brightness of the full-color LED of the effect light-emitting means and the frame effect light-emitting means is switched at a second cycle shorter than the first cycle; When the first special light-emitting mode and the second special light-emitting mode are combined to perform the special light-emitting performance, the performance light-emitting means used for the special light-emitting performance and the full-color LED constituting the frame performance light-emitting means are turned off when switching between the first special light-emitting mode and the second special light-emitting mode, or for a certain period during the second special light-emitting mode, as a trigger point for switching the performance.
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