JP2015112197A - Game machine - Google Patents

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Publication number
JP2015112197A
JP2015112197A JP2013255017A JP2013255017A JP2015112197A JP 2015112197 A JP2015112197 A JP 2015112197A JP 2013255017 A JP2013255017 A JP 2013255017A JP 2013255017 A JP2013255017 A JP 2013255017A JP 2015112197 A JP2015112197 A JP 2015112197A
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Japan
Prior art keywords
effect
information
liquid crystal
game
display
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JP2013255017A
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Japanese (ja)
Inventor
拓郎 道口
Takuo Michiguchi
拓郎 道口
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京楽産業.株式会社
Kyoraku Sangyo Co Ltd
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Priority to JP2013255017A priority Critical patent/JP2015112197A/en
Publication of JP2015112197A publication Critical patent/JP2015112197A/en
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Abstract

Provided is a gaming machine capable of controlling an effect in which a processing load for each effect image for each development stage used for the development effect composed of a plurality of development stages is minimized.
A form having a plurality of areas in which effect objects used for effects in a game can be arranged, a form in which a reference object is arranged in the area is stored, and arranged in a first area in the form. The existing reference object is replaced with the effect object. Thus, an effect image in which the effect object arranged in the first area and the reference object in the second area different from the first area are displayed in different display modes is generated.
[Selection] Figure 25

Description

  The present invention relates to a gaming machine.

  In a game played on a gaming machine such as a pachinko machine, it is determined whether or not a game advantageous to the player who performs the game is performed, and the result of the determination process is used by using an effect image corresponding to the result. This is informing the player.

  In order to provide a player with high interest as a production at this time, various productions are provided, and in particular, there is a development production that forms a single production through a plurality of production stages (development stages). is there.

  This development effect forms one effect by using a production image associated with each development stage. At the time of processing the effect image at this time, although the effect image itself is different although the related effect image is used, it is necessary to form the effect image at each development stage.

  In the following Patent Document 1, since the image at the start of variation is shared by all special figure variation games, and further from the variation start to the symbol variation deceleration at the time of variation stop, it is changed from the start of variation to the common variation image. It is described that the images up to the transfer are common, and the storage capacity can be reduced and the image processing load can be reduced.

JP 2011-167338 A

  As in the above-described prior art, a technique for reducing the processing load by minimizing the image data stored in the storage area by commonly having the image data used for the predetermined effect has been disclosed.

  However, the common use of image data limits the variation of effects, and provides many effects and does not reduce the processing load of image data.

  Accordingly, an object of the present invention is to provide a gaming machine capable of controlling an effect in which the processing load for each effect image for each development stage used for the development effect composed of a plurality of development stages is minimized. To do.

  In order to achieve the above object, the invention of claim 1 has an object arrangement in which a plurality of areas where an effect object used for an effect in a game using a game medium can be arranged, and a reference object is arranged in the area. Object placement information storage means for storing information, object replacement means for replacing a reference object placed in a first area in the object placement information stored in the object placement information storage means with the effect object, and the object replacement means And an effect image generating means for generating an effect image in which the effect object arranged in the first area and the reference object in the second area different from the first area are displayed in different display modes.

  According to a second aspect of the present invention, in the first aspect of the invention, the object arrangement information storage unit stores object arrangement information in which motion information of the effect object is associated, and the effect image generation unit is the object. The operation information control unit controls the operation of the effect object based on the operation information stored in association with the object arrangement information in the arrangement information storage unit, and the operation arranged in the first area by the operation control unit. An effect image in which the operation of the object is controlled is generated.

  According to a third aspect of the present invention, in the first aspect of the invention, the object replacement means is an effect object corresponding to the development stage in the development stage having a plurality of development stages in the stage, and the object placement information is stored in the object layout information. Replace the reference object in one area.

  According to a fourth aspect of the present invention, in the third aspect of the present invention, a drawing viewpoint storage means for storing a drawing viewpoint for drawing the object arrangement information replaced by the effect object by the object replacement means according to the development stage. And a drawing viewpoint specifying means for specifying the drawing viewpoint stored in the drawing viewpoint storage means for the development stage in the development effect, wherein the effect image generating means is specified by the drawing viewpoint specifying means. An effect image in which the object arrangement information is drawn from the drawing viewpoint is generated.

  According to the present invention, there is an effect that it is possible to control an effect in which the processing load for each effect image for each development stage used for the development effect composed of a plurality of development stages is minimized.

The front view of the gaming machine in the embodiment of the present invention. The perspective view of the state which open | released the glass frame provided in the front surface of the game machine in embodiment of this invention. The perspective view of the back surface side of the gaming machine in the embodiment of the present invention. The block diagram which shows the whole structure of the game machine in embodiment of this invention. The figure which shows an example of the determination table which performs the hit determination for every special symbol and normal symbol performed in the gaming machine in the embodiment of the present invention. The figure which shows an example of the symbol determination table which determines the stop symbol of the special symbol in the gaming machine in the embodiment of the present invention. The figure which shows an example of the big hit game completion | finish setting data table for determining the game state after the big hit game performed with the game machine in embodiment of this invention is complete | finished. The figure which shows an example of the special electric accessory operating mode determination table for determining the big winning opening opening mode determination table. The figure which shows the structure of the special prize opening release mode determination table determined using the special electric accessory operation mode determination table shown in FIG. The figure which shows the fluctuation pattern determination table which determines the fluctuation pattern of a special symbol. The figure which shows an example of the change effect pattern determination table for determining the change aspect of the effect symbol displayed in a 1st liquid crystal display device and a 2nd liquid crystal display device. The block diagram which shows the structure of the frame buffer used in the image control board of the game machine in embodiment of this invention. The figure which shows the animation information used in the image control board of the game machine in embodiment of this invention. An example of a display list including drawing control commands used on an image control board of a gaming machine according to an embodiment of the present invention. The flowchart which shows the detailed flow of the main process performed with the main control board of the game machine in embodiment of this invention. The flowchart which shows the detailed flow of the timer interruption process performed with the main control board of the game machine in embodiment of this invention. The flowchart which shows the detailed flow of the special figure special electric control process performed with the main control board of the game machine in embodiment of this invention. The flowchart which shows the detailed flow of the special symbol memory | storage determination process performed with the main control board of the game machine in embodiment of this invention. The flowchart which shows the detailed flow of the main process performed with the presentation control board of the gaming machine in the embodiment of the present invention. The flowchart which shows the detailed flow of the timer interruption process performed with the presentation control board of the gaming machine in the embodiment of the present invention. The flowchart which shows the detailed flow of the command analysis process performed with the presentation control board of the gaming machine in the embodiment of the present invention. The flowchart which shows the continuation of the flowchart which shows the detailed flow of the command analysis process performed with the presentation control board of the gaming machine in the embodiment of the present invention. The flowchart which shows the detailed flow of the main process performed in the image control board of the game machine in embodiment of this invention. The flowchart which shows the detailed flow of the interruption process performed in the image control board of the game machine in embodiment of this invention. The block diagram which shows the detailed structure of the display instruction | indication control part which the image control board of the game machine in embodiment of this invention comprises. The figure which shows an example of the form information table used with the gaming machine in the embodiment of the present invention. The figure which shows an example of the replacement information setting table which set the replacement information used in the gaming machine in the embodiment of the present invention. The figure which shows an example of the operation information table which designated the operation information by the operation control performed in the gaming machine in the embodiment of the present invention. The figure which shows an example of the drawing viewpoint information setting table used in the gaming machine in the embodiment of the present invention. An example of the flowchart which shows the detailed flow of the display instruction | indication control process performed in the game machine in embodiment of this invention. The flowchart which shows the detailed flow of the substitution process in the display instruction | indication control process shown in FIG. The flowchart which shows the detailed flow of the drawing viewpoint specific process in the display instruction | indication control process shown in FIG. The figure which shows an example of the specific effect image displayed in the gaming machine in the embodiment of the present invention.

  Hereinafter, an embodiment of a gaming machine according to the present invention will be described in detail with reference to the accompanying drawings.

  FIG. 1 is an example of a device configuration diagram of a gaming machine 1 configured by applying the gaming machine according to the embodiment of the present invention. FIG. 2 shows the gaming machine 1 in a state where the glass frame of the present invention is opened. FIG. 3 is a perspective view of the back side of one gaming machine 1.

  The gaming machine 1 includes an outer frame 60 attached to an island facility of a game store, and a glass frame 50 that is rotatably supported by the outer frame 60 (see FIGS. 1 and 2). Further, the outer frame 60 is provided with a game board 2 in which a game area 6 in which game balls flow down is formed. In the glass frame 50, an operation handle 3 for launching a game ball toward the game area 6 by being rotated, an audio output device 32 including a speaker, an effect lighting device 34 having a plurality of lamps, An effect button 35 for changing the effect mode by pressing operation and a cross key 36 capable of pressing operation in at least two directions (usually four directions) are provided.

  Further, the glass frame 50 is provided with a tray 40 for storing a plurality of game balls, and the tray 40 has a downward slope so that the game balls flow down toward the operation handle 3. (See FIG. 2). A receiving opening for receiving a game ball is provided at the end of the downward slope of the tray 40, and the game ball received in the receiving opening is driven by the ball feed solenoid 4b, so that the glass frame 50 One game ball is sent to the ball feed opening 41 provided on the back surface one by one.

  Then, the game ball sent out to the ball feed opening 41 is guided to the end of the downward slope of the launch rail 42 by the launch rail 42 having a downward slope toward the launching member 4c. A stopper 43 for stopping and stopping the game ball is provided above the end of the firing rail 42 that is inclined downward, and the game ball sent out from the ball feed opening 41 is the end of the downward inclination of the launch rail 42. One game ball is stopped at the section (see FIG. 2).

  Then, when the player rotates the operation handle 3, the launch volume 3b directly connected to the operation handle 3 also rotates, and the launch intensity of the game ball is adjusted by the launch volume 3b, and the launch is performed with the adjusted launch intensity. The launch member 4c directly connected to the solenoid 4a for rotation rotates. As the launch member 4c rotates, the launch ball 4c launches the game ball stored at the end of the downward slope of the launch rail 42, and the game ball is launched into the game area 6.

  When the game ball fired as described above rises between the rails 5a and 5b from the launch rail 42 and exceeds the ball return prevention piece 5c, the game ball reaches the game area 6 and then freely falls within the game area 6. . At this time, the game ball falls unpredictably by a plurality of nails and windmills provided in the game area 6.

  The game area 6 is provided with a plurality of general winning awards 12.

  Each of these general winning ports 12 is provided with a general winning port detecting switch 12a. When the general winning port detecting switch 12a detects a winning of a game ball, a predetermined winning ball (for example, ten game balls) is provided. To be paid out.

  Further, in the area below the center of the game area 6, there are a first start port 14 and a second start port 15 that constitute a start area into which game balls can enter, and a second large area in which game balls can enter. A winning opening 17 is provided.

  The second start port 15 includes a pair of second start port movable pieces 15b, and the pair of second start port movable pieces 15b is maintained in a closed state. The pair of second start opening movable pieces 15b are controlled to move to the “second mode” in which the pair is opened.

  At this time, when the second start port 15 is controlled to the second mode, the pair of second start port movable pieces 15b function as a tray, and a game ball wins the second start port 15. It becomes easy. That is, when the second start port 15 is in the first mode, there is no game ball winning opportunity, and when it is in the second mode, the game ball winning opportunity is increased as compared to the first mode.

  Here, the first start port 14 is provided with a first start port detection switch 14a for detecting the entrance of a game ball, and the second start port 15 is provided with a second start port detection switch for detecting the entrance of a game ball. 15a is provided. When the first start port detection switch 14a or the second start port detection switch 15a detects the entry of a game ball, a special symbol determination random number value is acquired, and a right acquisition lottery (to be described later) Hereinafter, “Lottery for jackpot” is performed.

  In addition, when the first start port detection switch 14a or the second start port detection switch 15a detects the entry of a game ball, the predetermined start port detection switch 12a has a predetermined value in the same manner as when the general winning port detection switch 12a detects the winning of a game ball. Prize balls (for example, three game balls) are paid out.

  In addition, the second grand prize winning port 17 is configured by an opening formed in the game board 2.

  A movable piece 17b for the second big prize opening is provided at the right end of the second big prize opening 17, and the second big prize prize is moved by moving one of the movable pieces 17b for the second big prize opening as a fulcrum. An open state that makes it easy to win the mouth 17 and a closed state that cannot win a prize are controlled.

  When the movable piece 17b for the second big prize opening is opened, the movable piece 17b for the second big prize opening functions as a tray for guiding the game ball into the second big prize opening 17, and the game ball is the second. It is possible to enter the big winning opening 17. The second big prize opening 17 is provided with a second big prize opening detection switch 17a. When the second big prize opening detection switch 17a detects the entry of a game ball, a predetermined prize ball ( For example, 15 game balls) are paid out.

  Furthermore, in the area on the right side of the game area 6, there are provided a normal symbol gate 13 constituting a normal area through which game balls can pass and a first grand prize opening 16 through which game balls can enter.

  For this reason, if the operation handle 3 is rotated largely and a game ball is not launched with a greater force than the game ball is launched in the left area of the game area 6, the game will be displayed in the normal symbol gate 13 and the first big prize opening 16. The ball is configured not to pass or win.

  In particular, even if the short game state, which will be described later, is entered, if the game ball flows down to the left side of the game area 6, the game ball will not normally pass through the symbol gate 13, so that it is at the second start port 15. The pair of second start opening movable pieces 15b are not opened, and it is difficult for a game ball to win the second start opening 15.

  The normal symbol gate 13 is provided with a gate detection switch 13a for detecting the passage of the game ball. When the gate detection switch 13a detects the passage of the game ball, the normal symbol determination random number value is acquired, which will be described later. “Normal lottery” is performed. This normal symbol gate 13 is also provided in the area on the right side of the game area.

  The first grand prize opening 16 is normally kept closed by the first big prize opening opening / closing door 16b, and it is impossible to enter a game ball. In contrast, when a special game, which will be described later, is started, the first grand prize opening opening / closing door 16b is opened, and the first big prize opening opening / closing door 16b puts the game ball in the first big winning opening 16; It functions as a receiving tray that guides the game ball and can enter the first grand prize opening 16. The first grand prize opening 16 is provided with a first big prize opening detection switch 16a. When the first big prize opening detection switch 16a detects the entry of a game ball, a predetermined prize ball (for example, 15 Game balls).

  Furthermore, at the bottom of the game area 6, the player does not enter any of the general winning opening 12, the first starting opening 14, the second starting opening 15, the first major winning opening 16, and the second major winning opening 17. An out port 11 is provided for discharging the game balls.

  In addition, a decoration member 7 that affects the flow of the game ball is provided in the center of the game area 6. A first liquid crystal display device 31 (hereinafter also referred to as “main liquid crystal”) configured by an LCD (Liquid Crystal Display) or the like is provided at a substantially central portion of the decorative member 7, and the first liquid crystal display device. A decoration device 33 a is provided above 31. A second liquid crystal display device 37 (33b) (hereinafter also referred to as “sub liquid crystal”) having a size smaller than that of the first liquid crystal display device 31 is provided above the first liquid crystal display device 31.

  The decoration device 33a and the second liquid crystal display device 37 (33b) are driven by the effect drive device 33. That is, the second liquid crystal display device 37 (33b) has a function and a drive for displaying the effect image. It has the function to do. The second liquid crystal display device 37 (33 b) displays an effect image by a signal from the image control board 150 and is driven by the effect driving device 33.

  In FIG. 1 and FIG. 1, an example of the second liquid crystal display device 37 having a size (4.3 inches) smaller than the size (19 inches) of the first liquid crystal display device 31 is shown as an example. The second liquid crystal display device 37 may be larger in size than the first liquid crystal display device 31.

  The first liquid crystal display device 31 displays a demo image during standby when no effects are being performed, or displays an image according to the progress of the game. Among them, three effect symbols 38 for informing a lottery lottery result to be described later are displayed, and a combination of specific effect symbols 38 (for example, 777) is stopped and displayed as a result of the jackpot lottery. A big hit is announced.

  More specifically, when a game ball enters the first start port 14 or the second start port 15, the three effect symbols 38 are displayed in a variable manner by scroll display (rotation display), and a predetermined time has elapsed. Later, the scrolling is stopped, and the effect design 38 is stopped and displayed. Further, by displaying an effect image composed of characters or the like during the variation display of the effect symbol 38, a high expectation that the player may win a big hit is given to the player.

  The decoration device 33a or the like driven by the effect drive device 33 gives a player a sense of expectation by an operation mode using the effect image.

  The decoration device 33a driven by the effect drive device 33 can move in the vertical direction simultaneously with the second liquid crystal display device 37 (33b) (of course, it is not limited to the vertical direction and can be moved in the vertical and horizontal directions). Thus, the movement in the vertical direction moves to the front surface of the first liquid crystal display device 31. The decoration device 33a is equipped with an effect lighting device 34 and lights up in conjunction with the movement of the decoration device 33a or independently.

  Similarly to the decoration device 33a, the second liquid crystal display device 37 (33b) can be moved by being driven by the effect drive device 33, and the second liquid crystal display device 37 shown in FIG. Is shown in a state of being stored in a horizontally-oriented manner with the up and down direction.

  In the state of this horizontal orientation, the second liquid crystal display device 37 moves to the front surface of the substantially central portion of the first liquid crystal display device by the lowering operation.

  Furthermore, in addition to the above-described various production devices, the audio output device 32 outputs BGM (background music), SE (sound effects), etc., and produces productions using sound. The illumination direction and the emission color of the light are changed to produce effects by illumination, and are provided at a plurality of positions.

  In the lower right of the game area 6, a first special symbol display device 20, a second special symbol display device 21, a normal symbol display device 22, a first special symbol hold indicator 23, a second special symbol hold indicator 24, a normal A symbol hold indicator 25 is provided.

  The first special symbol display device 20 informs the result of the jackpot lottery performed when a game ball has entered the first start port 14, and is a plurality of lighting composed of LEDs or the like. It is comprised by the member. One or more predetermined lighting members blink according to the result of the lottery lottery, and the lighting members in the blinking state are lit simultaneously with the stop display of the effect symbol 38.

  The first special symbol display device 20 can also be configured by a 7-segment LED. That is, a plurality of special symbols corresponding to the jackpot lottery result are provided, and the lottery result is notified to the player by displaying the special symbol corresponding to the jackpot lottery result on the first special symbol display device 20. I am doing so. For example, “7” is displayed when the jackpot is won, and “−” is displayed when the player wins. “7” and “−” displayed in this way are special symbols, but these special symbols are not displayed immediately, but are displayed in a stopped state after being displayed for a predetermined time. .

  Here, the “successful lottery” means that when a game ball enters the first starting port 14 or the second starting port 15, a special symbol determining random number value is acquired, and the acquired special symbol determining random value is acquired. Is a random number value corresponding to “big hit” or a random number value corresponding to “small hit”. The jackpot lottery result is not immediately notified to the player, and the first special symbol display device 20 displays a variation such as blinking of the special symbol, and when the predetermined variation time has passed, the jackpot lottery result The special symbol corresponding to is stopped and displayed so that the player is notified of the lottery result.

  The second special symbol display device 21 is for notifying a lottery result of a jackpot that is performed when a game ball enters the second start port 15, and the display mode is the above-described first display mode. This is the same as the special symbol display mode in the special symbol display device 20.

  Further, in this embodiment, “big hit” means that a right to win a big hit game is obtained in a big win lottery performed on condition that a game ball has entered the first start port 14 or the second start port 15 Say what you did. In the “hit game”, a round game in which the first big prize opening 16 or the second big prize opening 17 is opened is performed a predetermined number of times (for example, 15 times). A predetermined time is set for the maximum opening time of the first grand prize port 16 or the second grand prize port 17 in each round game, and during this time, the first grand prize port 16 or the second grand prize port 17 is set. When a predetermined number of game balls (for example, nine) enter, one round game is completed.

  In other words, the “big hit game” is a game in which a game ball can enter the first grand prize winning opening 16 or the second big winning prize opening 17 and the player can acquire a winning ball according to the winning prize.

  The normal symbol display device 22 is for notifying the lottery result of the normal symbol that is performed when the game ball passes through the normal symbol gate 13. As will be described in detail later, when the winning symbol is won by the normal symbol lottery, the normal symbol display device 22 is turned on, and then the second start port 15 is controlled to the second mode for a predetermined time.

  Here, “normal symbol lottery” means that when a game ball passes through the normal symbol gate 13, the normal symbol determination random number value is acquired, and the acquired normal symbol determination random value corresponds to “winning”. This is a process for determining whether or not a random value. The lottery result of the normal symbol is not always notified immediately after the game ball passes through the normal symbol gate 13, but the normal symbol display device 22 displays a variation such as blinking of the normal symbol. When the fluctuation time elapses, the normal symbol corresponding to the lottery result of the normal symbol is stopped and displayed so that the player is notified of the lottery result.

  Furthermore, if a game ball enters the first start port 14 or the second start port 15 during special symbol fluctuation display or a special game to be described later, and if a big win lottery cannot be performed immediately, a certain condition The right to win a jackpot will be withheld.

  More specifically, the random number value for special symbol determination acquired when the game ball enters the first start port 14 is stored as the first hold, and when the game ball enters the second start port 15 The acquired special symbol determination random number value is stored as the second hold.

  For both of these holds (first hold and second hold), the upper limit hold number is set to four, and the hold numbers are respectively set to the first special symbol hold indicator 23 and the second special symbol hold indicator 24. Is displayed.

  When there is one first hold, the leftmost LED of the first special symbol hold indicator 23 lights up, and when there are two first holds, the leftmost end of the first special symbol hold indicator 23 The two LEDs turn on. When there are three first holds, three LEDs blink from the leftmost end of the first special symbol hold indicator 23 and the right LED is lit. When there are four first holds, the first Four LEDs blink from the leftmost end of the special symbol hold indicator 23.

  The second special symbol hold indicator 24 also displays the number of second hold on hold in the same manner as described above.

  The upper limit reserved number of normal symbols is also set to four, and the reserved number of normal symbols is displayed in the same manner as the first special symbol hold indicator 23 and the second special symbol hold indicator 24. Displayed on the instrument 25.

  The glass frame 50 supports a glass plate 52 that covers the game area 6 so as to be visible in front of the game board 2 (player side). The glass plate 52 is detachably fixed to the glass frame 50.

  The glass frame 50 is connected to the outer frame 60 via a hinge mechanism 51 on one end side in the left-right direction (for example, the left side facing the gaming machine 1). The end side (for example, the right side facing the gaming machine 1) can be rotated in a direction to release from the outer frame 60. The glass frame 50 covers the game board 2 together with the glass plate 52, and can be opened like a door with the hinge mechanism 51 as a fulcrum to open the inner part of the outer frame 60 including the game board 2.

  On the other end side of the glass frame 50, a lock mechanism for fixing the other end side of the glass frame 50 to the outer frame 60 is provided. The fixing by the lock mechanism can be released by a dedicated key. The glass frame 50 is also provided with a door opening switch 133 that detects whether or not the glass frame 50 is opened from the outer frame 60.

  On the back surface of the gaming machine 1, as shown in FIG. 3, a main control board 110, an effect control board 120, a payout control board 130, a power supply board 170, a game information output terminal board 30, and the like are provided. The power supply board 170 is provided with a power plug 171 for supplying power to the gaming machine 1 and a power switch (not shown).

  Next, control means for controlling the progress of the game will be described using the block diagram of the entire gaming machine 1 in FIG.

  The main control board 110 is a main control means for controlling the basic operation of the game, and receives various detection signals from the first start port detection switch 14a, etc., and the first special symbol display device 20 and the first big winning port opening / closing solenoid. The game is controlled by driving 16c and the like.

  The main control board 110 includes at least a one-chip microcomputer 110m including a main CPU 110a, a main ROM 110b, and a main RAM 110c, an input port for main control, and an output port (not shown).

  The main control input port includes a payout control board 130, a general winning port detection switch 12a for detecting that a game ball has entered the general winning port 12, and a game ball having entered the normal symbol gate 13. Gate detection switch 13a to detect, first start port detection switch 14a to detect that a game ball has entered the first start port 14, and second start to detect that a game ball has entered the second start port 15 The mouth detection switch 15a, the first grand prize opening detection switch 16a that detects that a game ball has entered the first grand prize opening 16, and the second that detects that a game ball has entered the second grand prize opening 17 A big prize opening detection switch 17a is connected. Various signals are input to the main control board 110 through the main control input port.

  The output port for main control includes a payout control board 130, a start port opening / closing solenoid 15c for opening / closing the pair of second start port movable pieces 15b of the second start port 15, and a first big prize opening opening / closing door 16b. The first large winning opening / closing solenoid 16c for operating the second large winning opening / closing solenoid 17c for operating the movable piece 17b for the second large winning opening, the first special symbol display device 20 for displaying special symbols, and the second special symbol. Display device 21, normal symbol display device 22 for displaying normal symbols, first special symbol hold indicator 23 and second special symbol hold indicator 24 for displaying the number of reserved symbols for special symbols, and the number of reserved balls for normal symbols The normal symbol hold display 25 and the game information output terminal board 30 for outputting an external information signal are connected. Various signals are output from the main control output port.

  The main CPU 110a reads out a program stored in the main ROM 110b based on an input signal from each detection switch or timer, performs arithmetic processing, directly controls each device or display, or determines the result of the arithmetic processing. In response, a command is transmitted to another board.

  The main CPU 110a can perform a jackpot lottery on the holding ball before the lottery process on the holding ball and pre-acquire (pre-read) the lottery result. The image is sent to the image control board 150 via the control board 120.

  The main ROM 110b of the main control board 110 stores a game control program and data and tables necessary for determining various games. For example, (1) a jackpot determination table referred to in the jackpot lottery, (2) a hit determination table referred to in the normal symbol lottery, (3) a symbol determination table for determining a special symbol stop symbol, and (4) a jackpot end Big hit game end setting data table for determining the subsequent gaming state, (5) Special electric accessory actuating mode determination table for determining the opening / closing conditions of the opening / closing doors of the first big winning opening 16 and the second big winning opening 17 , (6) a big prize opening opening determination table for specifying the opening manner of the first big winning opening 16 and the second big winning opening 17, (6) a variation pattern determining table for determining a variation pattern of special symbols, and the like. ing.

  Note that the above-described table is merely an example of characteristic tables among the tables in the present embodiment, and a number of other tables and programs (not shown) are provided for the progress of the game. ing.

  Next, details of various tables stored in the main ROM 110b of the main control board 110 will be described with reference to FIGS.

  FIG. 5 is a diagram showing an example of a determination table for performing a hit determination for each special symbol and normal symbol performed in the gaming machine according to the embodiment of the present invention.

  FIG. 5 (a-1) and FIG. 5 (a-2) are diagrams showing a jackpot determination table used for the “big winner lottery”.

  FIG. 5A-1 is a jackpot determination table (a jackpot determination table for the first special symbol display device) referred to in the first special symbol display device 20, and FIG. It is a jackpot determination table (a jackpot determination table for the second special symbol display device) referred to in the special symbol display device 21. In the tables of FIG. 5 (a-1) and FIG. 5 (a-2), although the winning probabilities for small hits are different, the jackpot probabilities are the same.

  Specifically, the big hit determination table is for determining “big hit”, “small hit”, or “losing” based on the current probability gaming state and the acquired random numbers for determining special symbols.

  For example, according to the jackpot determination table for the first special symbol display device shown in FIG. 5 (a-1), in the low probability gaming state, all the special symbol determinations “7” and “8” are performed. On the other hand, when the random number value is determined to be a jackpot, all the 20 special symbol determination random numbers “7” to “26” are determined to be a jackpot when the gaming state is a high probability game state.

  Further, according to the jackpot determination table for the first special symbol display device shown in FIG. 5 (a-1), the special symbol determination for either the low probability gaming state or the high probability gaming state. When the random number values are all four special symbol determination random values of “50”, “100”, “150”, and “200”, it is determined as “small hit”. Although not shown, when the random number is other than the special symbol determination random number shown above, it is determined as “lost”.

  Accordingly, since the random number range of the special symbol determination random number value is “0” to “598”, the probability of being determined as “big hit” in the low-probability gaming state is “1 / 299.5” and high The probability of being determined as “big hit” in the probability gaming state is “1 / 29.9”, which is approximately 10 times.

  Further, in the first special symbol display device 20, the probability of being determined as “small hit” is “1 / 149.75” regardless of whether the gaming state is the low probability gaming state or the high probability gaming state.

  Next, FIG. 5B is a diagram showing a hit determination table used for “ordinary symbol lottery”.

  Specifically, the winning determination table is for determining “winning” or “losing” based on the presence / absence of the short-time gaming state and the acquired random number for normal symbol determination.

  For example, according to the hit determination table shown in FIG. 5B, in the non-short-time gaming state, one normal symbol determination random value of “0” is determined to be a win, while in the short-time gaming state. In some cases, it is determined that all 65535 normal symbol determining random numbers from “0” to “65534” are hits. Although not shown, if the random number is other than the normal symbol determining random number shown above, it is determined as “lost”.

  Accordingly, since the random number range of the normal symbol determination random number value is “0” to “65535”, the probability of being determined as “winning” in the non-time saving gaming state is “1/65536”, and the time saving gaming state The probability of being determined as “winning” at the time of is “65535/65536”.

  FIG. 6 is a diagram showing a symbol determination table for determining a special symbol stop symbol.

  FIG. 6A is a symbol determination table that is referred to in order to determine a stop symbol at the time of a big hit, and FIG. 6B is a symbol that is referred to in order to determine a stop symbol at the time of a big hit. FIG. 6C is a symbol determination table that is referred to in order to determine a symbol to be stopped when a loss occurs.

  Specifically, according to the symbol determination table shown in FIG. 6, a special ball display device type (a type of a start opening in which a game ball has won) and a game ball at the first start port 14 or the second start port 15. The special symbol type (stop symbol data) is determined based on the jackpot symbol random number value or the small bonus symbol random number value acquired when the ball is entered.

  For example, the first special symbol display device 20 refers to the symbol determination table shown in FIG. 6A in the case of “big hit”, and if the acquired big hit symbol random number value is “55”, the stopped symbol data As “03” (special symbol 3 (first probability variation 3)).

  Further, in the first special symbol display device 20, when “small hit”, the symbol determination table shown in FIG. 6B is referred to, and if the acquired random number value for small hit symbol is “50”, it is stopped. The symbol data is determined as “08” (special symbol B (small hit B)).

  In the case of “losing”, the symbol determination table shown in FIG. 6C is referred to, and “00” (special symbol 0 (losing)) is determined as stop symbol data. That is, in the case of “losing”, any random number value is determined as stop symbol data of “00”.

  Then, at the time of starting the change of the special symbol, an effect designating command is generated as special symbol information based on the determined special symbol type (stop symbol data). Here, the production symbol designation command is composed of data of “2 bytes” as a unit command, and includes “1 byte” of MODE data for identifying the control command and the contents of the control command to be executed. It consists of “1 byte” worth of DATA data. The same applies to a variation pattern designation command described later.

  As will be described later, the game state after the jackpot game (see FIG. 7) and the type of jackpot game (see FIG. 8) are determined by the type of special symbol (stop symbol data). It can be said that the type determines the gaming state after the jackpot game ends and the type of jackpot game.

  FIG. 7 is a jackpot game end setting data table for determining the gaming state after the jackpot game ends.

  Based on the special symbol type (stop symbol data) and the state stored in the game state buffer, the high probability game flag setting, the number of high probability games (X ), A short-time game flag, and a short-time count (J) are set.

  Here, the “gaming state buffer” is information indicating the gaming state at the time of winning the big hit. The gaming state includes a combination of a short-time gaming state (or a non-short-time gaming state) and a high probability gaming state (or low probability gaming state).

  Specifically, if the gaming state buffer is “00H”, it indicates the gaming state information of the low-probability gaming state and the non-short-time gaming state in which both the short-time gaming flag and the high-probability gaming flag are not set. If the gaming state buffer is “01H”, the short-time gaming flag is not set, but the high-probability gaming flag indicates gaming state information of the high-probability gaming state and the non-short-time gaming state that are set. If the gaming state buffer is “02H”, it indicates gaming state information of a low-probability gaming state and a short-time gaming state in which the short-time gaming flag is set but the high-probability gaming flag is not set. If the game state buffer is “03H”, it indicates the game state information of the high-probability gaming state and the short-time gaming state in which both the short-time gaming flag and the high-probability gaming flag are set.

  In the jackpot game end setting data table shown in FIG. 7, even if the type of the same special symbol, the setting of the short-time game flag and the number of short-time games (J) are made different based on the information stored in the game state buffer. Is possible.

  Specifically, when the type of the special symbol is special symbol 3 (corresponding to stop symbol data 03, first probability variation jackpot “3”), regarding the high probability game flag and the high probability game number (X), Regardless of the information stored in the state buffer, the high probability game flag is set after the jackpot game ends, and the high probability game count (X) is set to “10000 times”.

  On the other hand, regarding the short-time game flag and the short-time number of times (J), if information (“00H” or “01H”) indicating a game state in which the short-time game flag is not set is stored in the game state buffer, Does not set the short-time game flag, and sets the short-time number (J) to “0”. On the other hand, if information (“02H” or “03H”) indicating the gaming state in which the short-time gaming flag is set is stored in the gaming state buffer, the short-time gaming flag is set after the big hit game is finished. , The number of time reduction (J) is set to “10000 times”.

  Thereby, the number of time reductions (J) can be changed according to the gaming state at the time of winning the jackpot, and the player can be interested in the gaming state at the time of winning the jackpot.

  FIG. 8 is a special electric accessory actuating mode determination table for determining the special winning opening opening mode determining table.

  With reference to the special electric accessory operating mode determination table shown in FIG. 8, the special winning opening opening mode determination table is determined based on the type of special symbol (stop symbol data).

  As will be described later, since the jackpot game is executed based on the jackpot opening mode determination table, it can be said that the jackpot opening mode determination table indicates the type of jackpot game.

  Further, the special electric accessory actuating mode determination table shown in FIG. 8 is characterized in that, in the second special symbol display device 21 that is actuated when a game ball enters the second starting port 15, the “short hit table” is used. "Is not determined.

  This is because, in the non-short-time gaming state, almost no gaming ball enters the second starting port 15, but “short hit” is determined when a gaming ball enters the second starting port 15. This is because even if the short-time gaming state is provided, the player's willingness to play may be reduced.

  In the present embodiment, the second special symbol display device 21 is configured not to determine the “short hit table”. Of course, the second special symbol display device 21 also determines the “short hit table”. You may comprise. However, in the case of determining the “short hit table” in the second special symbol display device 21, compared with the first special symbol display device 20 that is activated when a game ball enters the first start port 14, By configuring the “short hit table” to be difficult to determine for the reasons described above, it is possible to prevent a decrease in game motivation.

  FIG. 9 is a diagram showing a configuration of the big prize opening opening mode determination table determined in FIG. 8, and the first big winning hole opening / closing door 16b or the second big winning hole is used according to the big winning hole opening mode determination table. The opening / closing conditions of the movable piece 17b are determined.

  FIG. 9A shows a big winning opening opening determination table group for jackpots that is referred to in the jackpot game, and is composed of a long winning table, a short winning table, and an advanced winning table.

  FIG. 9B shows a big winning opening releasing mode determination table group for small hits determined at the small hit game.

  Then, a long hit game is executed based on the long hit table, a short hit game is executed based on the short hit table, a development game as described later is executed based on the developed hit table, The small hit game is executed based on the winning opening opening mode determination table.

  In the big winning opening opening determination table for jackpot shown in FIG. 9 (a), the type of the big winning opening to be opened (the first big winning opening 16 or the second big winning opening 17) and the one big win game The maximum number of round games (R), the specified number indicating the maximum number of winnings in the big winning opening in one round, the start interval time from the start of the big hit game to the execution of the first round game, and in each round game Maximum number of times of opening of the grand prize opening (K), opening time of the big winning opening for one opening of each round game, and closing time of the big winning opening for one opening of each round game And the closing interval time of the big prize opening from the end of one round game to the execution of the next round game, and the end interval time from the end of the last round game to the end of the jackpot game Are 憶.

  On the other hand, in the large winning opening opening determination table for small hits shown in FIG. 9B, the type of the large winning opening to be opened (the first large winning opening 16 or the second large winning opening 17), The maximum number of times of opening (K) in a single small hit game, a specified number indicating the maximum number of winning points in a single winning game, and the first large winning opening is opened from the start of the small hit game Until the end of the small hit game from the end of the closing time of the last prize winning opening and the closing time of the last prize winning opening The interval time is stored.

  Here, according to the long winning table of the big winning prize opening opening determination table for jackpot shown in FIG. 9A, the first big winning opening opening / closing door 16b is operated, and the first winning prize opening / closing door 16b is located on the right side of the game area 6. The grand prize winning opening 16 can be opened up to a maximum of “approximately 29 seconds” per round.

  However, when the specified number (9) of game balls have won the first grand prize opening 16 before the opening time has passed “approximately 29 seconds”, the operation of the first grand prize opening opening / closing door 16b is terminated. The game for one round will end.

  Here, the short win table of the big winning prize opening manner determination table for jackpots shown in FIG. 9A and the big winning opening release mode determination table for small hits shown in FIG. 9B are the maximum number of round games ( R), the maximum number of times of opening (K), the closing interval time, and the closing time of the big winning opening at each opening number, there are data differences, but the same second big winning opening 17 performs the same opening / closing operation (second large) The winning opening 17 repeats “opening for 0.052 seconds” and closing for “2.0 seconds” for “15 times”), and the player is “short win game” or “small hit game” from the appearance. Cannot be determined.

  Thereby, it is possible to cause the player to guess whether the game is “short hit game” or “small hit game”.

  In this embodiment, the opening time in the “short hit game” and the opening time in the “small hit game” are set to the same opening time (“0.052 seconds”), and the closing time in the “short hit game” An example is shown in which the closing time in the “small hit game” is set to the same closing time (“2 seconds”).

  Of course, the present invention is not limited to this, and a configuration in which a time difference that the player cannot discriminate between “short win game” and “small hit game” may be provided.

  In addition, the per-development table of the big winning prize opening mode determination table for jackpot shown in FIG. 9A is also the above-described short winning game and small winning game until the third big winning opening is opened (K = 3). The second grand prize opening 17 performs the same opening / closing operation (the second big prize opening 17 repeats an opening time of “0.052 seconds” and a closing time of “2.0 seconds”), and the player looks Therefore, it is not possible to determine whether the game is “game per development, game per short, or game per short”.

  However, from the opening of the fourth grand prize opening (maximum number of round games (R) = "2", maximum number of big winning openings (K) = "1"), the opening of the big prize opening for games per development The time becomes longer ("approximately 29 seconds"), and the game per development can be discriminated from the short win game and the small hit game.

  For this reason, a game that first causes the player to recognize that the game is a short hit game or a small hit game, and then causes the player to recognize that the game ball is a jackpot game that can be acquired (this game is referred to as “game per development”). It can be performed.

  In this embodiment, until the opening of the big prize opening where the game per development becomes indistinguishable from the short hit game and the small hit game, the opening time of the big prize opening of the game per development is reduced to the short win game and the small hit game. The opening time is set to the same opening time ("0.052 seconds") and the closing time of the big winning opening for games per development is the closing time of the big winning opening for short win games and small hit games And the same closing time ("2 seconds"). However, even if the game is not set at the same time, a difference in time in which the player cannot determine whether the game per development, the game per short hit, or the game per small hit may be provided.

  In addition, the short opening time (“0.052 seconds”) of “short win game” and “small hit game” and the short opening time (“0.052 seconds”) of the first half of “game per development” are as described above. Thus, even if the movable piece 17b for the second big prize opening is actuated, it is necessary to win the second big prize opening 17 because it is shorter than the time for which one game ball is fired ("approximately 0.6 seconds"). Is difficult.

  For this reason, it can be said that the opening mode of “short hit game” and “small hit game” and the opening mode of the first half of “game per development” are “unfavorable opening mode” for the player.

  On the other hand, the long release time of “game per long” (“approximately 29 seconds”) and the long release time of the latter half of “game per development” (“approximately 29 seconds”) are the time (one game ball is fired) ( It is longer than “approximately 0.6 seconds”), and can be said to be an “advantageous release mode” for the player.

  Further, according to the jackpot big winning opening opening determination table shown in FIG. 9A, the maximum number of round games (R) at the time of all jackpots regardless of the long win game, the short win game, or the development game. ) Is set to the same number of times. For this reason, there is no need to provide a display device for identifying the number of round games as in the prior art.

  FIG. 10 is a diagram showing a variation pattern determination table for determining a variation pattern of special symbols as will be described later.

  Specifically, according to the special symbol variation pattern determination table shown in FIG. 10, the special symbol display device that operates (the type of the starting opening that the game ball won), the jackpot determination result, the special symbol to stop, and the short-time gaming state Based on the presence / absence, the number of special symbol hold (U1 or U2), the reach determination random number value, and the special symbol variation random value, the variation pattern of the special symbol is determined.

  Then, based on the determined special symbol variation pattern, the special symbol variation time is determined, and the special symbol variation pattern designation command for transmitting the special symbol information to the effect control board 120 is specified. An example of this variation pattern designation command is shown in FIG.

  Therefore, it can be said that the “special symbol variation pattern” defines at least the jackpot determination result and the special symbol variation time. In addition, since a reach is always performed when a big hit or a small hit, the reach determination random number value is not referred to when a big hit or a small win. The reach determination random number value and the special figure variation random value are set to 100 random numbers (0 to 99).

  Here, the special symbol variation pattern designation command is composed of “1 byte” of MODE data for identifying the command classification and “1 byte” of DATA data indicating the content (function) of the command. Yes.

  When the MODE data is “E6H”, a special symbol variation pattern designation command (of the first special symbol display device 20) corresponding to the winning of the game ball at the first start port 14 is shown. "E7H" indicates a special symbol variation pattern designation command corresponding to the winning of a game ball in the second start port 15 (second special symbol display device 21).

  Further, the special symbol variation pattern determination table shown in FIG. 10 is set so that the variation time of the special symbol is shortened when the jackpot determination result is lost and the game is in the short-time gaming state. For example, when the jackpot determination result is a loss and the number of held balls is “2”, if the game is in the short-time game state, the variation time is “3000 ms” with a probability of “95%” based on the reach determination random value. Pattern “9” (shortening variation) is determined. On the other hand, when in the non-time saving gaming state, a variation pattern in which the variation time exceeds “3000 ms” is determined.

  In this manner, the variation time is set to be short when the time-saving gaming state is entered.

  The table as described above is stored in the main ROM 110b of the main control board 110.

  Subsequently, the main RAM 110c of the main control board 110 functions as a data work area during the arithmetic processing of the main CPU 110a and has a plurality of storage areas.

  As an example of the storage area at this time, for example, in the main RAM 110c, the normal symbol hold number (G) storage area, the normal symbol hold storage area, the normal symbol data storage area, the first special symbol hold number (U1) storage area, Second special symbol holding number (U2) storage area, first special symbol random value storage area, second special symbol random value storage area, round game number (R) storage area, number of times released (K) storage area, first large Number of balls (C) storage area, game state storage area (high probability game flag storage area and time-short game flag storage area), high probability game number (X) counter of the winning opening 16 and the second grand prize opening 17 Various timer counters are provided, such as a short time (J) counter, a game state buffer, a stop symbol data storage area, a transmission data storage area for effects, a special symbol time counter, and a special game timer counter. That. Note that the above-described storage area is merely an example, and many other storage areas are provided.

  The game information output terminal board 30 is a board for outputting an external information signal generated in the main control board 110 to a hall computer or the like of the game shop. The game information output terminal board 30 is connected to the main control board 110 by wiring, and is provided with a connector for connecting external information to a hall computer or the like of a game store.

  The power supply board 170 is provided with a backup power supply composed of a capacitor, supplies a power supply voltage to the gaming machine 1 and monitors a power supply voltage supplied to the gaming machine 1, and when the power supply voltage becomes a predetermined value or less, An interruption detection signal is output to the main control board 110. More specifically, when the power interruption detection signal becomes high level, the main CPU 110a enters an operable state, and when the power interruption detection signal becomes low level, the main CPU 110a enters an operation stop state. The backup power source is not limited to a capacitor, and for example, a battery may be used, and a capacitor and a battery may be used in combination.

  The effect control board 120 mainly controls each effect such as during a game or standby.

  The effect control board 120 includes a sub CPU 120a, a sub ROM 120b, and a sub RAM 120c, and is connected to the main control board 110 so as to be communicable in one direction from the main control board 110 to the effect control board 120. .

  The sub CPU 120a reads out a program stored in the sub ROM 120b based on a command transmitted from the main control board 110 or an input signal from the effect button detection switch 35a, the cross key detection switch 36a, and the timer, and performs arithmetic processing. And corresponding data (such as an effect pattern designation command to be described later) is transmitted to the lamp control board 140 or the image control board 150 based on this processing.

  The sub RAM 120c functions as a data work area during the arithmetic processing of the sub CPU 120a.

  For example, when the sub CPU 120a in the effect control board 120 receives the fluctuation pattern designation command indicating the fluctuation pattern of the special symbol from the main control board 110, the contents of the received fluctuation pattern designation command are analyzed and the first liquid crystal display device 31 is analyzed. The voice output device 32, the effect drive device 33, the effect illumination device 34, and data for causing the second liquid crystal display device 37 to execute a predetermined effect (such as an effect pattern designation command to be described later) are specified. Then, the specified data (effect pattern designation command or the like) is transmitted to the image control board 150 or the lamp control board 140.

  FIG. 11 shows an example of a table used when an effect pattern designation command is specified based on the variation pattern designation command at this time.

  The sub ROM 120b of the effect control board 120 stores a program for effect control, data necessary for determining various games, and a table.

  For example, a sub-ROM 120b includes a sub-ROM 120b, a sub-ROM 120b, a sub-ROM 120b, a sub-ROM 120b, a sub-ROM 120b, etc. Is remembered.

  In the variation effect pattern determination table at this time, after the jackpot lottery is in the reach state and the reach effect in the reach state indicates that the jackpot lottery result is “losing”, it is revived and the jackpot lottery result is displayed. In addition to storing an effect pattern (revival jackpot effect pattern) for effecting “big hit”, an effect effect pattern for switching the game state (game mode) is stored. Note that the above-described table is merely an example of characteristic tables among the tables in the present embodiment, and a number of other tables and programs (not shown) are provided for the progress of the game. ing.

  The effect control board 120 creates an effect pattern designation command using a variation effect pattern determination table as shown in FIG. 11 and sends it to the lamp control board 140 and the image control board 150.

  The sub RAM 120c of the effect control board 120 functions as a data work area when the sub CPU 120a performs arithmetic processing, and has a plurality of storage areas.

  The sub RAM 120c is provided with a game state storage area, an effect mode storage area, an effect pattern storage area, an effect symbol storage area, and the like. Note that the above-described storage area is merely an example, and many other storage areas are provided.

  FIG. 11 is a diagram showing a variation effect pattern determination table for determining the variation mode of the effect symbol 38 displayed on the first liquid crystal display device 31 and the second liquid crystal display device 37.

  In addition, the structure which the fluctuation production pattern determination table used for a time production is provided may be sufficient. In other words, the variation effect pattern determination table used for the time effect shifts when the effect control board 120 receives a notification of a predetermined time from the image control board 150, and accepts a notice that a certain time has elapsed from that time. It is a table which shows the change effect pattern and effect pattern designation | designated command determined in the effect mode ("time effect mode") complete | finished by this.

  The variation pattern designation command shown in FIG. 11 is information received from the main control board 110, and the random number for production 1 (0 to 99) is an effect generated by a random number generator (not shown). This is a random value to be used, and the sub CPU 120a determines a variation effect pattern (and an effect pattern designation command in the variation effect pattern) based on such information.

  In FIG. 11, even when the sub CPU 120a receives the variation pattern designation command of the same special symbol, the variation control pattern can be determined based on the random number value 1 for the effect. The number of special pattern variation pattern designation commands stored in the main control board 110 is reduced compared to the variation effect pattern stored in 120.

  As a result, the storage capacity of the main control board 110 can be reduced, and a variety of effects can be achieved.

  The “variation effect pattern” refers to the effect contents (first liquid crystal display device 31, sound output device 32, effect drive device 33, effect illumination device 34, second liquid crystal display device 37) performed during the change of the special symbol. ) In a specific production mode. For example, in the first liquid crystal display device 31 and the second liquid crystal display device 37, the display mode of the background, the display mode of the character, and the variation mode of the production symbol 38 are determined by this variation effect pattern.

  In addition, the “reach” in the present embodiment refers to a state in which a part of the combination of the effect symbols 38 that informs the transition to the special game is stopped and the other effect symbols 38 are performing the variable display. . For example, when a combination of three effect symbols 38 of “777” is set as a combination of the effect symbols 38 informing that a transition to a jackpot game is made, the two effect symbols 38 are stopped and displayed at “7”. The state in which the remaining effect symbols 38 are variably displayed is called “reach”.

  In this way, when the sub CPU 120a determines the variation effect pattern based on the variation pattern designation command and the effect random number 1, the sub CPU 120a specifies the effect pattern designation command corresponding to the variation effect pattern and performs image control. This is transmitted to the liquid crystal control CPU 150a of the substrate 150.

  Specifically, in the effect pattern designation command, “1 command” is composed of 2 bytes of data, and “1 byte” of MODE data for identifying the control command classification and the control command to be executed. It consists of “1 byte” of DATA data indicating the contents.

  Further, as the effect pattern designation command corresponding to the variable effect pattern shown in FIG. 11, in the “non-time effect mode”, the variable effect pattern based on the change pattern of the special symbol in the first special symbol display device 20 is used. In some cases, “MODE” is set as “A1H”, and when the variation effect pattern is based on the variation pattern of the special symbol in the second special symbol display device 21, “MODE” is set as “B1H”. “DATA” is set according to the identification number.

  Although illustration is omitted, in addition to the effect pattern specifying command corresponding to the variable effect pattern, the MODE setting value is changed, and “effect pattern specifying command corresponding to the demo effect pattern (MODE = 01H)”, "Effect pattern designation command corresponding to hit start effect pattern (MODE = 0H)", "Effect pattern designation command corresponding to jackpot effect pattern (MODE = 03H)", "Effect pattern designation command corresponding to hit end effect pattern ( MODE = 04H) ”and the like, and the sub CPU 120a transmits the various effect pattern designation commands to the image control board 150.

  Subsequently, the payout control board 130 shown in FIG. 4 performs payout control of the game ball.

  The payout control board 130 includes a one-chip microcomputer including a payout CPU, a payout ROM, and a payout RAM (not shown), and is connected to the main control board 110 so as to be capable of bidirectional communication.

  The payout CPU reads out the program stored in the payout ROM based on the input signals from the payout ball count detection switch 132, the door opening switch 133, and the timer for detecting whether or not the game ball has been paid out, and performs arithmetic processing. At the same time, based on the processing, the corresponding data is transmitted to the main control board 110.

  Further, a payout motor 131 of a payout device for paying out a predetermined number of game balls from the game ball storage unit is connected to the output side of the payout control board 130. The payout CPU reads out a predetermined program from the payout ROM based on the payout number designation command transmitted from the main control board 110, performs arithmetic processing, and controls the payout motor 131 of the payout device to give a predetermined game ball. Pay out.

  At this time, the payout RAM functions as a data work area at the time of calculation processing of the payout CPU.

  The lamp control board 140 controls the lighting of the effect lighting device 34 provided on the game board 2 and controls the driving of the motor for changing the light irradiation direction. Further, energization control is performed on a drive source such as a solenoid or a motor that operates the decoration device 33a. The lamp control board 140 is connected to the effect control board 120 and performs the above-described controls based on various commands transmitted from the effect control board 120.

  The image control board 150 is connected to the first liquid crystal display device 31, the audio output device 32, and the second liquid crystal display device 37, and the first liquid crystal display is based on various commands transmitted from the effect control board 120. Image display control in the device 31 and the second liquid crystal display device 37 and audio output control in the audio output device 32 are performed.

  The image control board 150 performs liquid crystal control CPU 150 a, liquid crystal control RAM 150 b, liquid crystal control ROM 150 c, CGROM 151, crystal oscillator 152, in order to perform image display control of effect images displayed on the first liquid crystal display device 31 and the second liquid crystal display device 37. A VRAM 153, an RTC device 154, an image control unit (VDP (Video Display Processor)) 2000 (hereinafter referred to as “VDP2000”), and a sound control circuit 3000 that performs control to output sound information from the sound output device 32 are provided.

  The liquid crystal control CPU 150a creates a display list, which will be described later, based on the “effect pattern designation command” received from the effect control board 120, and transmits the display list to the VDP 2000 to thereby store the image data stored in the CGROM 151. An instruction to display on the first liquid crystal display device 31 and / or the second liquid crystal display device 37 is given. The liquid crystal control CPU 150a includes a movement control processing unit 155 described later.

  The image control board 150 has two asynchronous counters (also referred to as “counter”, “counter”, and “counter”).

  One counter is also referred to as a first counter 150d ("first counter controller" or "frame counter controller") that counts a first counter value (hereinafter referred to as "frame counter value") used for production. In the following, it is referred to as “frame counter 150d”, and the other counting device has a second counter value (hereinafter referred to as “RTC counter”) at a counting interval different from the counting interval (counting width) counted by the frame counter 150d. RTC device 154 (also referred to as “second counting device 154”).

  The frame counter 150d is provided in the liquid crystal control CPU 150a. The RTC device 154 includes an image control board 150, and the RTC device 154 and the liquid crystal control CPU 150a are connected via a bus.

  Of course, this configuration is an example, and the frame counter 150d may be connected to the liquid crystal control CPU 150a, or the RTC device 154 may be included in the liquid crystal control CPU 150a.

  Further, the RTC device 154 may be provided not in the image control board 150 but in the effect control board 120. In this case, as will be described later, effect time information based on the RTC counter value is not stored in the liquid crystal control RAM 150b of the effect control CPU 150a in the image control board 150, but is stored in the sub RAM 120c of the effect control board 120.

  At this time, the frame counter 150d receives the power supply from the power supply board 170, which will be described later, and counts the frame counter value at the effect processing timing of the production. When the power supply from the power supply board 170 is stopped, Stop counting the frame counter value. When the supply of power by the power supply board 170 is resumed, the frame counter 150d initializes the frame counter value registered in the register and resumes counting.

  On the other hand, the RTC device 154 includes an internal power source such as a battery or a capacitor. Unlike the frame counter 150d, the RTC counter 154 uses the internal power source even when the power supply by the power supply board 170 is stopped. Continue to count values.

  That is, the frame counter 150d executes or stops the frame counter value counting process according to the power supply state of the power supply board 170, but the RTC device 154 directly determines how the power supply state of the power supply board 170 is. It shows that the counting process of the RTC counter value is performed regardless of the actual state.

  The frame counter 150d included in the liquid crystal control CPU 150a receives a predetermined interrupt timing (when receiving an effect processing timing notification signal described later) from the VDP 2000 based on the V blank interrupt signal generated by the crystal oscillator 152. Count the frame counter value.

  That is, every time a V blank interrupt signal is generated, the “effect processing timing notification signal” is notified from the VDP 2000, so that the frame counter 150d counts the frame counter value and a predetermined number of V blank interrupt signals are received. The frame counter value may be counted by receiving an “effect processing timing notification signal” notified by the VDP 2000 when it occurs.

  The RTC device 154 is an RTC (Real Time Clock) that counts an RTC counter value based on an oscillation frequency (for example, 32768 Hz) by a crystal oscillator (also referred to as a “crystal oscillator”) that is a high-frequency module. The counted RTC counter value is stored in an RTC counter value register (hereinafter also referred to as “time information storage unit”).

  The information stored in the RTC counter value register is time information that is an RTC counter value. The RTC counter value register is configured by a detailed register for each time configuration information (hour, minute, second, etc.) constituting the time information. By using a crystal vibrator for the RTC device 154, it is possible to count the RTC counter value with higher accuracy than the frame counter 150d.

  In the example shown above, the RTC counter value counted by the RTC device 154 is time information. However, the present invention is not limited to this, and the RTC device 154 counts the RTC counter value indicating a predetermined time interval. The time information may be set, and as a result, the time information may be timed.

  At this time, the frame counter 150d of the liquid crystal control CPU 150a and the RTC device 154 can communicate with each other. The frame counter 150d requests an RTC counter value from the RTC device 154, so that the RTC counter value is sent from the RTC device 154. Read time information as

  The RTC device 154 has an “alert function”. The RTC device 154 instructs the frame counter 150d to read the RTC counter value by counting the RTC counter value (alert function). The frame counter 150 d that has received this read instruction requests the RTC counter value from the RTC device 154 to read the RTC counter value.

  The RTC counter value counted by the RTC device 154 is time information (time information) used for production, and is registered as “production time information”.

  The RTC counter value counted by the RTC device 154 is set to “acting time information” by the frame counter 150d as a host in order to prevent the staging time information from being registered and becoming indefinite when the frame counter 150d is not intended. It is necessary to manage as.

  Therefore, the RTC device 154 does not output the RTC counter value to the frame counter 150d, but the frame counter 150d reads the RTC counter value counted by the RTC device 154 and stores it as effect time information.

  The frame counter 150d that has read the RTC counter value in this way updates “effect time information” stored in the liquid crystal control RAM 150b described later with the read RTC counter value.

  The effect time information is information used in the effect control process performed by the process in the liquid crystal control CPU 150a and the effect control board 120.

  Each time the frame counter 150d updates the effect time information stored in the liquid crystal control RAM 150b, the liquid crystal control CPU 150a is associated with the time information in which the effect time information is associated with the information related to the time effect stored in the liquid crystal control ROM 150c. Judgment is made.

  By determining that the effect time information is time information associated with information related to the time effect, the liquid crystal control CPU 150a sets the time effect mode in which the time effect is performed in the liquid crystal control RAM 150b. Furthermore, the liquid crystal control CPU 150a notifies the effect control board 120 that the time effect mode has been entered.

  As described above, when the effect time information based on the RTC counter value is stored in the sub RAM 120c of the effect control board 120, the effect control CPU 150a reads the effect time information from the sub RAM 120c and performs processing. .

  The time information associated with the time effect at this time is stored in the liquid crystal control RAM 150b, and information related to the effect content of the time effect performed by timing the time information is associated.

  In the effect control board 120, when it is notified from the liquid crystal control CPU 150a that the time effect mode has been set, mode flag information related to the time effect mode is set and stored in the sub-RAM 120c.

  In the effect control board 120, the mode flag information related to the time effect mode is set in the sub RAM 120c, so that the table different from the table for determining the variable effect pattern in a state where the mode flag information related to the time effect mode is not set. Is used to determine the variation production pattern.

  In the liquid crystal control CPU 150a, when the presentation time information stored in the liquid crystal control RAM 150b becomes time information associated with the time presentation (a standby presentation start time (preliminary presentation start time) described later), An output control process is performed in which the effect image in the time effect is displayed in the display form (output form) and the sound control circuit 3000 is instructed to output the audio data.

  The output control process performed by the liquid crystal control CPU 150a starts from the start time information (music performance effect start time) of the music performance effect in the time effect, and back-calculates based on the start point to start the standby effect (prior effect) ( Pre-production start time) is determined. Then, the liquid crystal control CPU 150a outputs a time effect image and audio data in a predetermined output form at the determined start time.

  When the liquid crystal control CPU 150a of the image control board 150 receives an effect pattern designation command determined using the time effect mode variable effect pattern determination table from the effect control board 120, a display list is created based on the effect pattern specification command. The display list is sent to VDP2000.

  The “production time information” updated by the frame counter 150d becomes such time information, whereby the time production in the time production mode is performed.

  The liquid crystal control CPU 150 a further instructs the sound control circuit 3000 to output predetermined sound data to the sound output device 32 based on the effect pattern designation command received from the effect control board 120.

  The liquid crystal control RAM 150b is built in the liquid crystal control CPU 150a, functions as a data work area when the liquid crystal control CPU 150a performs arithmetic processing, and temporarily stores data read from the liquid crystal control ROM 150c.

  Information stored in the liquid crystal control RAM 150b at this time includes “effect time information” used to execute a time effect performed by measuring a predetermined time.

  The liquid crystal control ROM 150c is configured by a mask ROM or the like, and includes a control processing program of the liquid crystal control CPU 150a, a display list generation program for generating a display list, an animation pattern for displaying an animation of an effect pattern, an animation Scene information, time effect information related to time effects, and the like are stored.

  This animation pattern is referred to when displaying the animation of the production pattern, and stores the combination of animation scene information included in the production pattern, the display order of each animation scene information, and the like. In the animation scene information, a wait frame (display time), target data (sprite identification number, transfer source address, etc.), parameters (sprite display position, transfer destination address, etc.), drawing method, and effect image are displayed. Information such as information specifying a display device is stored.

  An example of this animation information is shown in FIG. 13 and will be described below.

  The time effect information stored in the liquid crystal control ROM 150c includes time information in the time effect mode in which the time effect is performed, and information related to the time effect (movie data composed of video data, sound data, etc.). Furthermore, a configuration in which “standby effect time information (date, time information)” of the standby effect (prior time effect) in the time effect and “music performance effect time information (date, time information)” of the music performance effect are associated with each other. It may be.

  In the liquid crystal control CPU 150a, the frame counter 150d uses the “effect state information” used when determining the display mode when displaying the effect image on the first liquid crystal display device 31 and the second liquid crystal display device 37 on the image control board 150. The time information in the RTC counter value read from the RTC device 154 is used for determination, and the effect state information is stored in the liquid crystal control RAM 150b.

  The production state information at this time is the standby flag information indicating that the time is in the standby production state until the time is measured by the music performance production time information after counting the time by the standby production time information, and the time by the music performance production time information. It is composed of music performance effect flag information indicating that the music performance effect is in a state from when the music performance effect is finished until the end time at which the music performance effect ends is counted.

  That is, when the standby performance time information is timed, the liquid crystal control CPU 150a sets the standby flag information indicating the standby performance state to “valid (ON)”, and in this state, when the music performance performance time information is timed, the music performance is performed. The musical performance performance flag information indicating the performance state is set to “valid (ON)”.

  Thereby, when the standby flag information is “valid (ON)” or when the music performance effect flag information is “valid (ON)”, the image control board 150 is in the “special effect mode”. It shows that.

  At this time, when at least one of the standby flag information and the music performance effect flag information is “valid (ON)”, that is, in the “time effect mode”, as described above, the fluctuation Instead of the effect pattern determination table, an effect pattern designation command is output to the image control board 150 using the changed effect effect pattern determination table.

  Further, the liquid crystal control CPU 150a sets all the flag information (“standby flag information” and “music performance effect flag information”) to “invalid (OFF)” by measuring the end time of the time effect (initial setting). To do. Thereby, the liquid crystal control CPU 150a notifies the effect control board 120 of “non-time effect mode” which is an effect mode other than the “special effect mode” as effect state information.

  Thereby, the effect control board 120 receives and stores the effect state information (non-time effect mode) in the image control board 150.

  The general-purpose board 39 is provided between the image control board 150 and the first liquid crystal display device 31 and the second liquid crystal display device 37, and converts the image data into a predetermined image format and outputs it when displaying the image data. have.

  The general-purpose board 39 has a bridge function for converting to an image format corresponding to the performance of the first liquid crystal display device 31 and the second liquid crystal display device 37 for displaying image data. For example, SXGA (1280 dots × 1080) Dot) 19-inch main liquid crystal connected as the first liquid crystal display device 31, and XGA (1024 dots × 768 dots) 17-inch main liquid crystal connected as the first liquid crystal display device 31. Absorb differences.

  Subsequently, the CGROM 151 is composed of a flash memory, an EEPROM, an EPROM, a mask ROM, and the like, and compresses image data (sprite, movie), etc. composed of a collection of pixel information in a predetermined range of pixels (for example, 32 pixels × 32 pixels). And remember. The pixel information is composed of color number information for designating a color number for each pixel and an α value indicating the transparency of the image.

  The CGROM 151 is read out in units of image data by the VDP 2000, and image processing is performed in units of image data of this frame.

  Further, the CGROM 151 stores palette data in which color number information for designating color numbers and display color information for actually displaying colors are associated with each other without being compressed.

  Note that the CGROM 151 may have a configuration in which only a part of the image data is compressed without being compressed. As a movie compression method, various known compression methods such as MPEG4 can be used.

  The crystal oscillator 152 outputs a pulse signal (V blank interrupt signal) to the VDP 2000 approximately every 16.6 milliseconds. The VDP 2000 divides this pulse signal to control the system clock. A synchronization signal or the like for synchronizing with the liquid crystal display device 31 or the second liquid crystal display device 37 is generated.

  The VRAM 153 is composed of an SRAM that can write or read image data at high speed. The VRAM 153 is configured by a memory map as shown in FIG.

  FIG. 12 is an example of a configuration diagram illustrating a configuration of a frame buffer used in the image control board 150 of the gaming machine according to the embodiment of the present invention.

  FIG. 12A shows a case where image data is displayed using either the first liquid crystal display device 31 or the second liquid crystal display device 37, and in particular, only the first liquid crystal display device 31 has the image control board 150. In other words, the second liquid crystal is not a configuration in which the first liquid crystal display device 31 and the second liquid crystal display device 37 are connected as shown in FIG. It is a memory map in the structure when not having the display device 37.

  The memory map shown in FIG. 12A includes an image data development area 153b consisting of arbitrary areas, a display list storage area 153a, a main liquid crystal first frame buffer area 153c, a main liquid crystal second frame buffer area 153d, and other areas. It is configured.

  The image data development area 153b is an area for storing image data expanded by an expansion circuit (described later) included in the VDP 2000. The display list storage area 153a temporarily stores the display list output from the liquid crystal control CPU 150a. This is the area to be stored in

  The main liquid crystal first frame buffer area 153c and the main liquid crystal second frame buffer area 153d display effect images to be displayed on the first liquid crystal display device 31 based on the display list stored in the display list storage area 153a. This is a work area for drawing.

  Incidentally, pallet data etc. are memorize | stored in other area | regions, for example.

  The two frame buffers, the first liquid crystal frame buffer area 153c and the main liquid crystal second frame buffer area 153d, are divided into a "drawing frame buffer" and a "display frame buffer" each time drawing is started. It switches alternately. That is, when one frame buffer functions as a drawing frame buffer, the other frame buffer functions as a display frame buffer.

  FIG. 12B shows a case where the image data received from the image control board 150 is displayed on both the first liquid crystal display device 31 and the second liquid crystal display device 37, that is, as shown in FIG. As shown, the memory map in the configuration in which the first liquid crystal display device 31 and the second liquid crystal display device 37 are connected.

  12B, similarly to the memory map shown in FIG. 12A, the image data development area 153b, the display list storage area 153a, the main liquid crystal first frame buffer area 153c, and the main liquid crystal A second frame buffer area 153d and other areas are provided, and a sub-liquid crystal first frame buffer 153e and a sub-liquid crystal second frame buffer 153f are further provided.

  The image data development area 153b, the display list storage area 153a, the main liquid crystal first frame buffer area 153c, the main liquid crystal second frame buffer area 153d, and the other areas are the same as described above. The frame buffer 153e and the second sub-liquid crystal frame buffer 153f are work areas for drawing effect images to be displayed on the second liquid crystal display device 37 based on the display list stored in the display list storage area 153a.

  The two frame buffers, the first sub-liquid crystal frame buffer 153e and the sub-liquid crystal second frame buffer 153f, alternate between a “drawing frame buffer” and a “display frame buffer” every time drawing is started. It will be switched. That is, when one frame buffer functions as a drawing frame buffer, the other frame buffer functions as a display frame buffer.

  In addition to the above, the first liquid crystal display device 31 as shown in FIG. 12B may be configured without the second liquid crystal display device 37, that is, with only the first liquid crystal display device 31. It is also possible to use a memory map having a frame buffer of the second liquid crystal display device 37.

  In this case, the frame buffers of the sub-liquid crystal first frame buffer 153e and the sub-liquid crystal second frame buffer 153f are not used as work areas.

  Subsequently, the VDP 2000 is a so-called image processor. Based on an instruction from the liquid crystal control CPU 150a, for the first liquid crystal display device 31, a main liquid crystal first frame buffer area 153c and a main liquid crystal second frame buffer area 153d For the second liquid crystal display device 37, the image data is read from the “display frame buffer” in the frame buffer of either the sub-liquid crystal first frame buffer 153e or the sub-liquid crystal second frame buffer 153f.

  Based on the read image data, a video signal (LVDS signal, RGB signal, etc.) is generated and output to the first liquid crystal display device 31 and / or the second liquid crystal display device 37 for display.

  The VDP 2000 includes a control register (not shown), a CG bus I / F, a CPU I / F, a clock generation circuit, an expansion circuit, a drawing circuit, a display circuit, and a memory controller, which are connected by a bus.

  The control register is a register for the VDP 2000 to control drawing and display, and drawing control and display control are performed by writing and reading data to and from the control register. The liquid crystal control CPU 150a can write and read data to and from the control register via the CPU I / F.

  This control register is a "system control register" that performs basic settings necessary for the operation of the VDP2000, a "data transfer register" that performs settings necessary for data transfer, and a setting for controlling drawing "Drawing register" for performing the settings, "Bus interface register" for performing settings necessary for bus access, "Decompression register" for performing settings necessary for decompressing compressed images, and settings for controlling display There are six types of registers, “display registers”.

  The CG bus I / F is an interface circuit for communication with the CGROM 151, and image data from the CGROM 151 is input to the VDP 2000 via the CG bus I / F.

  The CPU I / F is an interface circuit for communication with the liquid crystal control CPU 150a. The liquid crystal control CPU 150a outputs a display list to the VDP 2000, accesses a control register, and accesses the VDP 2000 via the CPU I / F. Various interrupt signals from are input to the liquid crystal control CPU 150a.

  The data transfer circuit performs data transfer between various devices. Specifically, data transfer between the liquid crystal control CPU 150a and the VRAM 153, data transfer between the CGROM 151 and the VRAM 153, and data transfer between various storage areas (including the frame buffer) of the VRAM 153 are performed.

  The clock generation circuit receives a pulse signal (V blank interrupt signal) from the crystal oscillator 152 and generates a system clock that determines the operation processing speed of the VDP2000. Also, a synchronization signal generation clock is generated, and the synchronization signal is output to the first liquid crystal display device 31 via the display circuit.

  The decompression circuit is a circuit for decompressing the image data compressed in the CGROM 151, and stores the decompressed image data in the image data development area 153b.

  The drawing circuit is a circuit that performs sequence control based on a display list composed of drawing control commands.

  The display circuit includes a main display liquid crystal first frame buffer region 153c, a main liquid crystal second frame buffer region 153d, a sub liquid crystal first frame buffer 153e, and a sub liquid crystal second frame buffer 153f in the VRAM 153. From the image data (digital signal) stored in the frame buffer functioning as a “frame buffer”, a video signal indicating the color data of the image is generated as a video signal.

  The display circuit is a circuit that outputs the generated video signal to the first liquid crystal display device 31 and the second liquid crystal display device 37. Further, the display circuit also outputs a synchronizing signal (vertical synchronizing signal, horizontal synchronizing signal, etc.) for synchronizing with the first liquid crystal display device 31, and synchronizing signal (for synchronizing with the second liquid crystal display device 37). Vertical sync signals, horizontal sync signals, etc.) are also output.

  When there is an instruction to switch the frame buffer from the liquid crystal control CPU 150a, the memory controller performs control to switch roles between the “drawing frame buffer” and the “display frame buffer”.

  The sound control circuit 3000 is provided with an audio ROM (not shown) in which a large number of audio data is stored. The sound control circuit 3000 is based on an audio output instruction command transmitted from the effect control board 120. While reading a predetermined program, the audio output control in the audio output device 32 is performed.

  FIG. 13 is a diagram showing animation information used on the image control board 150 of the gaming machine according to the embodiment of the present invention.

  The animation pattern shown in FIG. 13 (a) includes the timing of displaying the effect image in addition to the object that is the configuration information constituting the effect image displayed on the first liquid crystal display device 31 and the second liquid crystal display device 37. This is information specifying a scene as a scene, and is image forming information for forming an effect image to be displayed at the time of effect.

  A group (hereinafter also referred to as “animation group”) is formed by bundling one or a plurality of the animation patterns. For example, in FIG. 13A, a background group for displaying a background animation, a notice A notice group A for displaying the animation of the character used for A, a notice group B for displaying the animation of the character used for notice B, a reach group for displaying the animation of the reach character, and an animation of the big hit effect are displayed. The effect symbol group for displaying the animation of the big hit effect group for the effect symbol 38 is shown.

  Of course, these are merely examples of groups, and many other groups are provided.

  This animation group is stored in the liquid crystal control ROM 150c.

  The liquid crystal control CPU 150a receives the effect pattern designation command from the sub CPU 120a in the effect control board 120, determines one or more animation groups to be executed based on the effect pattern designation command, and determines the animation pattern from each animation group. To decide.

  FIG. 13B to FIG. 13D and FIG. 13E received the effect pattern designation command “A1H07H” among the effect pattern designation commands designated in the variation effect pattern determination table shown in FIG. An example of an animation pattern to be determined is shown.

  This effect pattern designation command (A1H07H) is a command for instructing to perform a normal variation effect with a variation effect pattern of “variation effect pattern 7” as shown in the variation pattern designation command table of FIG. It is an animation group to which the constituent elements used when performing the normal variation effect belong, and specifies at least one of the animation groups separated for each role used for the variation effect.

  That is, the liquid crystal control ROM 150c stores an animation group correspondence table (not shown) in which an effect pattern designation command and an animation group used for the effect pattern of the effect pattern designation command are associated with each other. The animation group to be used for the production pattern designation command is determined using this animation group correspondence table.

  For example, when receiving the effect pattern designation command (A1H07H) corresponding to the variable effect pattern “7”, the liquid crystal control CPU 150a determines four groups of “background group, notice A group, notice B group, effect symbol group”. The animation pattern can be determined from each of these anime groups.

  As an example, “animation pattern 1” is determined from the background group, “anime pattern 11” is determined from the notice A group, “anime pattern 21” is determined from the notice B group, and “anime pattern 501” is determined from the directing design group. To decide.

  As shown in FIGS. 13 (b) to 13 (d) and 13 (e), the animation pattern includes a combination of animation scene information, a display order of each animation scene information, information specifying a display device to be displayed, and the like. Is remembered.

  For example, in the animation pattern of the effect symbol group shown in FIG. 13E, “sub liquid crystal (second liquid crystal display device 37)” is designated in the information designating the display device to be displayed. The scene 501 is executed, the animation scene 511 is executed second after the animation scene 501, and the effect image of the animation pattern is displayed on the sub liquid crystal (second liquid crystal display device 37).

  The liquid crystal control RAM 150 b has a “scene switching counter” that counts and updates every frame, and this “scene switching counter” counts 540 while the first animation scene 501 is being executed. As a result, the animation scene is switched to the second animation scene 511.

  When “60” (for 60 frames) is counted by the “scene switching counter” while the second animation scene 511 is being executed, the animation scene of the animation pattern of the effect symbol group ends.

  Note that “one frame” is the update timing of the display device (update timing of the vertical synchronization signal). For example, when the first liquid crystal display device 31 displays 60 frames per second, “1/60”. One frame is updated every second (about 16.6 ms).

  In the above example, one frame is updated every "1/60 seconds (about 16.6 ms)". However, the present invention is not limited to this, and "1/30 seconds (about 33. The configuration may be such that one frame is updated every 3 ms). In this case, the display device displays 30 frames per second.

  Each animation scene stores animation scene information. As animation information, a weight frame (display time) updated for each frame, target data (sprite identification number, transfer source address, etc.), parameters, and the like. (Sprite display position, transfer destination address, etc.), a drawing method, information for designating a display device for displaying the effect image, and the like are stored.

  For example, in the animation scene shown in FIG. 13 (e), first, the first symbol, the second symbol, the third symbol, and the fourth symbol are given coordinates (the first symbol is coordinates (x30, y30), the second symbol. Is displayed at coordinates (x40, y40), the third symbol at coordinates (x50, y50), and the fourth symbol at coordinates (x60, y60) for 20 frames (approximately 0.33 seconds).

  Then, the first symbol, the second symbol, the third symbol, and the fourth symbol are different coordinates (the first symbol is coordinates (x31, y31), the second symbol is coordinates (x41, y41), the third symbol is coordinates ( x51, y51), the 4th symbol continues to be displayed for 15 frames (about 0.25 seconds) at coordinates (x61, y61)).

  Similarly, when the first symbol, the second symbol, the third symbol, and the fourth symbol continue to be displayed at the designated coordinates for the predetermined frame, the first symbol, the second symbol, the third symbol, The animation is such that the symbol and the fourth symbol are moved and displayed.

  In addition, in each of the “background group, notice A group, notice B group” animation patterns shown in FIGS. 13B to 13D, “main liquid crystal (first liquid crystal display) in the information designating the display device to be displayed. Device 31) ”is designated, and in the background group,“ 600 ”frames of the animation scene 1 are executed as shown in FIG. 13B, and in the notice group A, the animation scene 0 is shown in FIG. 13C. After the “120” frame is executed, the animation scene 11 is executed for the “180” frame. In the notice B group, as shown in FIG. 13D, after the animation scene 0 is executed for the “180” frame, the animation scene 21 is “240”. The frame is executed, and the effect image of the animation pattern is displayed on the main liquid crystal (first liquid crystal display device 31).

  As described above, as shown in FIG. 13B to FIG. 13D, “animation pattern 1 of the background group, animation pattern 11 from the notice A group, animation pattern 21 from the notice B group, and Are determined and the animations of these animation patterns are executed in parallel in time series, whereby an effect image based on the animation pattern is displayed on the main liquid crystal (first liquid crystal display device 31). As shown in FIG. 13 (e), the animation pattern “animation pattern 501 from the production pattern group” is determined, and the animation pattern is executed to execute the animation pattern on the sub liquid crystal (second liquid crystal display device 37). An effect image based on is displayed.

  As a result, images of BG1 (mountains) and BG2 (clouds) continue to be displayed in the display area of the first liquid crystal display device 31 from the start to the end of the animation pattern, and 2 seconds from the start of the animation pattern. An image that performs animation for displaying the notice of character A after (120 frames) is displayed for 3 seconds (180 frames), and 4 images that perform animation for displaying the notice of character B after 3 seconds (180 frames) from the start of the animation pattern. Seconds (240 frames) are displayed.

  These images are displayed in an overlapping manner in the display area of the first liquid crystal display device 31, and the first drawn image is overwritten by an image drawn later and cannot be visually recognized as an image. Become.

  Furthermore, in the display area of the second liquid crystal display device 37, an image for performing the animation of the normal variation display of the effect symbol is performed for 9 seconds (540 frames), and then temporarily stopped for 1 second (60 frames) (stop time). The image that performs the animation is displayed. In addition, although the example which displays only an effect design is shown on the 2nd liquid crystal display device 37, it does not limit to this, For example, the animation pattern 1 which consists of the background group displayed in the 1st liquid crystal display device 31, and an effect The animation pattern 501 may be displayed in parallel in time series from the symbol group.

  FIG. 14 is an example of a display list composed of a group of drawing control commands, and shows an example of a display list for each display device to be displayed.

  FIG. 14A is an example of a first display list that is image forming information for forming an effect image to be displayed on the first liquid crystal display device 31, and FIG. 14B is a diagram illustrating the second liquid crystal display device 37. It is an example of the 2nd display list which is the image formation information for forming the production image displayed in.

  When the liquid crystal control CPU 150a determines the animation pattern based on the animation information as shown in FIG. 13 described above, every predetermined frame (1) displayed on each of the first liquid crystal display device 31 and the second liquid crystal display device 37. A display list is generated for each frame). That is, a display list is generated for each unit frame according to the number of display devices.

  The liquid crystal control CPU 150a outputs each display list generated in this way to the VDP 2000.

  Here, the display list generation method is such that the liquid crystal control CPU 150a changes the contents of the animation scene at the current number of frames based on the “frame counter” indicating the current frame and the determined animation pattern (animation scene). The display list for the current number of frames is generated by generating the drawing control command according to the priority (drawing order) of each animation group.

  Below, the example of the display list which comprises the effect image displayed in the 1st liquid crystal display device 31 is shown.

  In FIG. 14A, as the priority order of the animation group shown in FIG. 13A, the background group is associated with the lowest “priority 9” data, and the notice A group has “priority order 8”. ”Data,“ priority 7 ”data is associated with the notice B group, and… (omitted)…. The highest priority data is associated with the jackpot presentation group It is assumed that

  Further, in FIG. 14B, as the priority order of the animation group shown in FIG. 13A, data of “priority order 2” having a low priority order is associated with the background group, It is assumed that “priority 1” data having a high priority is associated. In the example shown in FIG. 14B, in the above case, the animation pattern 1 consisting of the background group and the animation pattern 501 from the effect design group are displayed on the second liquid crystal display device 37 in chronological order in parallel. An example of a display list is shown. Of course, when only the animation pattern 1 composed of the background group is displayed, the display list designating only the animation scene 501 of the effect design group, that is, the “background group” in the animation group column of FIG. The display list does not include the specified record.

  In FIG. 14 (a), as shown in FIGS. 13 (b) to 13 (d), the background group anime pattern 1, the notice A group from the anime pattern 11, and the notice B group It is assumed that a plurality of anime patterns with the anime pattern 21 have been determined. In FIG. 14B, as shown in FIG. 13E above, the anime pattern 1 of the background group and the animation pattern from the effect design group are displayed. Assume that a plurality of animation patterns 501 are determined.

  Next, as a display list corresponding to the effect image displayed on the first liquid crystal display device 31, the animation in the current frame counter (current number of frames) is selected from the animation pattern 1 of the lowest priority animation group (background group). Drawing control commands are generated sequentially according to the contents of the scene, and when drawing control commands are generated up to the highest priority anime group (big hit effect group) among the determined anime groups, drawing ends at the end. A display list as shown in FIG. 14A is completed by generating a command.

  Next, as a display list corresponding to the effect image displayed on the second liquid crystal display device 37, the animation pattern 1 of the animation group (background group) with the lower priority and the animation scene in the current frame counter (current number of frames). When the drawing control command for the animation group with higher priority (direction design group) is generated among the determined anime groups, the drawing end command is finally sent. The display list as shown in FIG. 14B is completed by generating.

  The display lists as shown in FIGS. 14A and 14B are generated with reference to necessary data by the liquid crystal control CPU 150a.

  In this way, the liquid crystal control CPU 150a outputs to the VDP 2000 the display lists (first display list and second display list) for each display device in which the drawing control command group is grouped for each predetermined frame (one frame). The drawing circuit constituting the VDP 2000 performs a drawing process for drawing the effect image for each display list, and displays the effect image subjected to the drawing process on the corresponding display device (the first liquid crystal display device 31 or the second liquid crystal display device 37). To do.

  Subsequently, various processes performed in the gaming machine according to the embodiment of the present invention will be described with reference to all 10 diagrams from FIG. 15 to FIG. 24.

  FIG. 15 is an example of a flowchart showing a detailed flow of the main process performed on the main control board 110 of the gaming machine in the embodiment of the present invention.

  When power is supplied from the power supply board 170, a system reset occurs in the main CPU 110a, and the main CPU 110a performs the following main processing.

  First, the main CPU 110a performs initialization processing (S1501). In this initialization process, the main CPU 110a reads a startup program from the main ROM 110b in response to power-on, and performs a process of initializing flags and the like stored in the main RAM 110c.

  Subsequently, the main CPU 110a performs an effect random number update process for updating the reach determination random number value and the special figure variation random value for determining the variation mode (variation time) of the special symbol (S1502).

  Then, the main CPU 110a updates the special symbol determination initial random number value, the big hit symbol initial random value, the small hit symbol initial random number value, and the normal symbol determination initial random value (S1503).

  When such a process is performed, it is determined whether or not a power-off process for shutting off the power is performed (S1504), and until the power-off process is performed (NO in S1504), an interrupt process is performed to produce an effect. The random number value update process (S1502) and subsequent steps are repeated. If the power interruption process is performed (YES in S1504), the process is terminated.

  FIG. 16 is an example of a flowchart showing a detailed flow of the timer interrupt process performed on the main control board 110 of the gaming machine according to the embodiment of the present invention.

  A clock pulse is generated every predetermined period (4 milliseconds) by the reset clock pulse generation circuit provided on the main control board 110, thereby executing a timer interrupt process described below.

  First, the main CPU 110a saves information stored in the register of the main CPU 110a to the stack area (S1601).

  The main CPU 110a has various timers such as a special symbol time counter update process, a special game timer counter update process such as a special electric accessory release time, a normal symbol time counter update process, and a general electric release time counter update process. A time control process for updating the counter is performed. Specifically, a process of subtracting 1 from the special symbol time counter, the special game timer counter, the normal symbol time counter, and the general electricity open time counter is performed (S1602).

  The main CPU 110a performs random number update processing for the special symbol determination random number value, the big hit symbol random number value, the small hit symbol random number value, and the normal symbol determination random number value (S1603).

  Specifically, each random number value and random number counter are incremented (unit number addition) and updated. When the added random number counter exceeds the maximum value of the random number range (when the random number counter makes one round), the random number counter is returned to “0 (zero)” and the initial random number “0 (zero) at that time” ”To update each random value.

  Subsequently, as in S1503, the main CPU 110a updates the initial random number value for updating the initial random number value for special symbol determination, the initial random number value for big hit symbol, the initial random number value for small hit symbol, and the initial random number value for normal symbol determination. Processing is performed (S1604).

  The main CPU 110a performs input control processing (S1605).

  In this input control process, the main CPU 110a includes the general winning opening detecting switch 12a, the first large winning opening detecting switch 16a, the second large winning opening detecting switch 17a, the first starting opening detecting switch 14a, and the second starting opening detecting switch 15a. Then, it is determined whether or not there is an input to each switch of the gate detection switch 13a.

  Specifically, various detection signals from the general winning opening detecting switch 12a, the first big winning opening detecting switch 16a, the second large winning opening detecting switch 17a, the first starting opening detecting switch 14a, and the second starting opening detecting switch 15a. Is inputted, predetermined data is added to the prize ball counter used for the prize ball provided for each prize opening and updated.

  Furthermore, when a detection signal is input from the first start port detection switch 14a, if the data set in the first special symbol hold number (U1) storage area is less than 4, the first special symbol hold number ( U1) Add 1 to the storage area to obtain special symbol determination random number value, jackpot symbol random number value, small hit symbol random number value, reach determination random value, and special symbol variation random value The random number value is stored in a predetermined storage unit (0th storage unit to 4th storage unit) in the first special symbol random value storage area.

  Similarly, when a detection signal is input from the second start port detection switch 15a, if the data set in the second special symbol hold number (U2) storage area is less than 4, the second special symbol hold number (U2) 1 is added to the storage area, and a special symbol determination random number value, a big hit symbol random number value, a small hit symbol random number value, a reach determination random number value, and a special symbol variation random value are acquired. Various random numbers are stored in a predetermined storage unit (0th storage unit to 4th storage unit) in the second special symbol random number value storage area.

  When a detection signal is input from the gate detection switch 13a, if the data set in the normal symbol hold number (G) storage area is less than 4, the normal symbol hold number (G) storage area is set to 1. It adds, acquires the random number value for normal symbol determination, and memorize | stores the acquired random number value for normal symbol determination in the predetermined memory | storage part (0th memory | storage part-4th memory | storage part) in a normal symbol holding | maintenance storage area.

  Further, when a detection signal is input from the first grand prize opening detection switch 16a or the second big prize opening detection switch 17a, the number of game balls won in the first big prize opening 16 or the second big prize opening 17 is counted. 1 is added to the number of entries (C) storage area for the big winning opening to update.

  Next, the main CPU 110a performs special figure special electric power control processing for controlling the jackpot lottery, the special electric accessory, and the gaming state (S1606). Subsequently, the main CPU 110a performs a general-purpose normal power control process for controlling the normal symbol lottery and the normal electric accessory (S1607).

  Specifically, it is first determined whether or not 1 or more data is set in the normal symbol hold count (G) storage area, and 1 or more data must be set in the normal symbol hold count (G) storage area. If this is the case, the current ordinary power transmission control process is terminated.

  If 1 or more data is set in the normal symbol holding number (G) storage area, after subtracting 1 from the value stored in the normal symbol holding number (G) storage area, the data is in the normal symbol holding storage area. The normal symbol determination random numbers stored in the first storage unit to the fourth storage unit are shifted to the previous storage unit. At this time, the normal symbol determination random value already written in the 0th storage unit is overwritten and erased.

  Then, a process of determining whether or not the normal symbol determination random number value stored in the 0th storage unit of the normal symbol hold storage area is a random value corresponding to “win” is performed. Thereafter, the normal symbol display device 22 displays the fluctuation of the normal symbol. When the fluctuation time of the normal symbol elapses, the normal symbol corresponding to the result of the normal symbol lottery is stopped and displayed. If the random number for normal symbol determination referred to is “winning”, the start opening / closing solenoid 15c is driven to control the second start opening 15 to the second mode for a predetermined opening time.

  Here, in the non-short-time gaming state, the variation time of the normal symbol is set to 29 seconds, and if it is “winning”, the second start port 15 is controlled to the second mode for 0.2 seconds. On the other hand, in the short time gaming state, the variation time of the normal symbol is set to 0.2 seconds, and if it is “winning”, the second start port 15 is set to “3.5 seconds” for the second mode. To control.

  Then, the main CPU 110a performs a payout control process (S1608).

  In this payout control process, the main CPU 110a refers to each prize ball counter, generates payout number designation commands corresponding to various winning ports, and transmits the generated payout number designation commands to the payout control board 130. To do.

  The main CPU 110a includes external information data, start opening / closing solenoid data, first big prize opening / closing solenoid data, second big prize opening / closing solenoid data, special symbol display device data, normal symbol display device data, and memory number designation command data. A creation process is performed (S1609).

  The main CPU 110a performs output control processing. In this process, an output control process for outputting signals of the external information data, the start opening / closing solenoid data, the first big prize opening / closing solenoid data, and the second big prize opening / closing solenoid data created in S600 is performed (S1610).

  Further, the special symbol display device data and the normal symbol display device data created in S600 are used to turn on the LEDs of the first special symbol display device 20, the second special symbol display device 21 and the normal symbol display device 22. Display device output processing is performed.

  Further, command transmission processing for transmitting the command set in the effect transmission data storage area of the main RAM 110c to the effect control board 120 is also performed.

  The main CPU 110a restores the information saved in S1601 to the register of the main CPU 110a (S1611).

  FIG. 17 is an example of a flowchart showing a detailed flow of the special figure special power control process performed on the main control board 110 of the gaming machine in the embodiment of the present invention.

  First, the value of the special figure special processing data is loaded (S1701), and the branch address is referenced from the loaded special figure special processing data (S1702).

  At this time, if the special symbol special electricity processing data is “0 (zero)”, the special symbol memory determination processing is performed (S1703). If the special symbol special electricity processing data is “1”, the special symbol variation processing is performed. (S1704), and if the special figure special electricity processing data is "2", special symbol stop processing is carried out (S1705).

  If the special figure special power processing data is “3”, the big hit game processing is performed (S1706), and if the special figure special electric processing data is “4”, the big hit game end processing is performed (S1707). If the process data is “5”, a small hit game process is performed (S1708).

  This “special drawing special electricity processing data” is set as necessary in each subroutine of the special figure special electricity control processing, so that the subroutine necessary for the game is appropriately processed.

  As the special symbol memory determination process at this time, the main CPU 110a performs a jackpot determination process, a special symbol determination process for determining a special symbol to be stopped and displayed, a variation time determination process for determining a variation time of the special symbol, and the like. The detailed flow of this special symbol memory determination process will be described with reference to FIG.

  FIG. 18 is an example of a flowchart showing a detailed flow of the special symbol memory determination process performed on the main control board 110 of the gaming machine in the embodiment of the present invention.

  First, the main CPU 110a determines whether or not one or more data is set in the first special symbol hold count (U1) storage area or the second special symbol hold count (U2) storage area (S1801).

  If one or more data is not set in any storage area of the first special symbol hold number (U1) storage area or the second special symbol hold number (U2) storage area (NO in S1801), the special figure is stored. The special symbol variation process of this time is terminated while the special electric processing data is kept at “0 (zero)”.

  On the other hand, if one or more data is set in the first special symbol hold count (U1) storage area or the second special symbol hold count (U2) storage area (YES in S1801), the main CPU 110a performs the jackpot determination process. This is performed (S1802).

  Specifically, when one or more data is set in the second special symbol hold count (U2) storage area, 1 is calculated from the value stored in the second special symbol hold count (U2) storage area. After the subtraction, the various random numbers stored in the first to fourth storage units in the second special symbol random number storage area are shifted to the previous storage unit. At this time, various random values already written in the 0th storage unit are overwritten and deleted. Whether the special symbol determination random number value stored in the 0th storage unit of the second special symbol random value storage area is a random value corresponding to “big hit” or a random value corresponding to “small hit” Judgment is made.

  In addition, when one or more data is not set in the second special symbol hold number (U2) storage area and one or more data is set in the first special symbol hold number (U1) storage area, Various random numbers stored in the first to fourth storage units in the first special symbol random number storage area after subtracting 1 from the value stored in the first special symbol hold number (U1) storage area Is shifted to the previous storage unit. Also at this time, various random numbers already written in the 0th storage unit are overwritten and deleted. Whether the special symbol determination random number value stored in the 0th storage unit of the first special symbol random value storage area is a random value corresponding to “big hit” or a random value corresponding to “small hit” Judgment is made.

  In the present embodiment, the random number value stored in the second special symbol random value storage area is shifted (digested) with priority over the first special symbol random value storage area.

  Without being limited thereto, the first special symbol storage area or the second special symbol storage area may be shifted in the order of winning in the start opening, or the first special symbol storage area may be shifted to the second special symbol storage area. The shift may be performed with priority over.

  Next, the main CPU 110a performs a special symbol determination process for determining the type of special symbol to be stopped (S1803).

  In this special symbol determination process, if it is determined as “big hit” in the jackpot determination process (S1802), the jackpot symbol random number value stored in the 0th storage unit of the first special symbol random number value storage area is set. The jackpot symbol is determined based on this.

  Also, in the big hit determination process (S1802), if it is determined as “small hit”, the small hit symbol is stored based on the small bonus symbol random number stored in the 0th storage unit of the first special symbol random value storage area. The winning symbol is determined.

  Further, in the big hit determination process (S1802), when it is determined “lost”, a lost symbol is determined.

  Stop symbol data corresponding to the special symbol determined as described above is stored in the stop symbol data storage area.

  Next, the main CPU 110a performs special symbol variation time determination processing (S1804).

  Specifically, the variation pattern of the special symbol is determined based on the reach determination random number value and the special diagram variation random value stored in the 0th storage unit of the first special symbol random value storage area. Thereafter, the variation time of the special symbol corresponding to the determined variation pattern of the special symbol is determined. Then, a process of setting a counter corresponding to the determined variation time of the special symbol in the special symbol time counter is performed.

  The main CPU 110a sets variation display data for causing the first special symbol display device 20 or the second special symbol display device 21 to perform variation display of the special symbol (LED blinking) in a predetermined processing area.

  As a result, when variable display data is set in a predetermined processing area, LED lighting or extinguishing data is appropriately created by the above processing, and the created data is output, whereby the first special symbol display The variable display of the device 20 or the second special symbol display device 21 is performed.

  Furthermore, when the special symbol variation display is started (S1805), the main CPU 110a changes the special symbol variation pattern designation command (the first special symbol variation pattern designation command or the first special symbol variation pattern designation command) corresponding to the determined special symbol variation pattern. The second special symbol variation pattern designation command) is set in the effect transmission data storage area of the main RAM 110c.

  The main CPU 110a sets “Special Figure Special Electric Processing Data = 0” to “Special Special Electric Processing Data = 1” (S1806), prepares for the special symbol variation processing subroutine, and ends the special symbol memory determination processing. To do.

  FIG. 19 is an example of a flowchart showing a detailed flow of the main process performed on the effect control board 120 of the gaming machine in the embodiment of the present invention.

  First, the sub CPU 120a performs initialization processing (S1901).

  In this initialization process, the sub CPU 120a reads a main processing program from the sub ROM 120b and initializes and sets a flag and the like stored in the sub RAM 120c in response to power-on.

  Next, the sub CPU 120a performs an effect random number update process (S1902).

  In this effect random number update process, the sub CPU 120a updates the random numbers (the effect random number value 1, the effect random number value 2, the effect design determining random value, the effect mode determining random value, etc.) stored in the sub RAM 120c. Process.

  Subsequently, it is determined whether or not a power interruption process for shutting off the power is performed (S1903). Until the power interruption process is performed (NO in S1903), the effect random number update process (until the predetermined interrupt process is performed) ( S1902) and subsequent steps are repeated. If the power interruption process is performed (YES in S1903), the process ends.

  FIG. 20 is an example of a flowchart showing a detailed flow of the timer interrupt process performed on the effect control board 120 of the gaming machine in the embodiment of the present invention.

  Although not shown in the figure, a clock pulse is generated every predetermined period (2 milliseconds) by a reset clock pulse generation circuit provided on the effect control board 120, a timer interrupt processing program is read, and the timer of the effect control board is read. Interrupt processing is executed.

  First, the sub CPU 120a saves the information stored in the register of the sub CPU 120a in the stack area (S2001), and updates various timer counters used in the effect control board 120 (S2002).

  Next, the sub CPU 120a performs command analysis processing (S2003).

  In this command analysis processing, the sub CPU 120a performs processing for analyzing a command stored in the reception buffer of the sub RAM 120c. Specific description of the command analysis processing will be described later with reference to FIGS. 21 and 22. When the effect control board 120 receives a command transmitted from the main control board 110, a command reception interrupt process of the effect control board 120 (not shown) occurs, and the received command is stored in the reception buffer. Thereafter, the received command is analyzed.

  The sub CPU 120a checks the signals of the effect button detection switch 35a and the cross key detection switch 36a, performs effect input control processing related to the effect button 35 (S2004), and receives various commands set in the transmission buffer of the sub RAM 120c. Data output processing to be transmitted to the lamp control board 140 and the image control board 150 is performed (S2005).

  Then, the sub CPU 120a restores the information saved in S2001 to the register of the sub CPU 120a (S2006).

  FIG. 21 is an example of a flowchart showing a detailed flow of a command analysis process performed on the effect control board 120 of the gaming machine in the embodiment of the present invention. FIG. 22 is a continuation of the command analysis process shown in FIG. It is a flowchart which shows.

  The sub CPU 120a confirms whether or not the command is received in the reception buffer, and confirms whether or not the command is received (S2101).

  If there is no command in the reception buffer (NO in S2101), the sub CPU 120a ends the command analysis process. If there is a command in the reception buffer (YES in S2101), it is subsequently confirmed whether or not the command stored in the reception buffer is a demo designation command (S2102).

  If the command stored in the reception buffer is a demonstration designation command (YES in S2102), the sub CPU 120a performs a demonstration effect pattern determination process for determining a demonstration effect pattern (S2103).

  Specifically, the demonstration effect pattern is determined, the determined demonstration effect pattern is set in the effect pattern storage area, and information on the determined demonstration effect pattern is transmitted to the image control board 150 and the lamp control board 140. An effect pattern designation command based on the demo effect pattern is set in the transmission buffer of the sub-RAM 120c.

  If the command stored in the reception buffer is not a demo designation command (NO in S2102), then the sub CPU 120a checks whether the command stored in the reception buffer is a special symbol storage designation command. (S2104).

  If the command stored in the reception buffer is a special symbol memory designation command (YES in S2104), the special symbol memory designation command is analyzed and displayed on the first liquid crystal display device 31 and / or the second liquid crystal display device 37. A special symbol memory number determination process for determining the number of special figure reservation images to be displayed and transmitting a special figure display number designation command corresponding to the determined display number of special figure reservation images to the image control board 150 and the lamp control board 140 (S2105).

  If the command stored in the reception buffer is not a special symbol storage designation command (NO in S2104), the sub CPU 120a then determines whether or not the command stored in the reception buffer is an effect symbol designation command. Confirmation is made (S2106).

  If the command stored in the reception buffer is an effect designating command (YES in S2106), the sub CPU 120a determines the first liquid crystal display device 31 and / or the second liquid crystal based on the content of the received effect designating command. An effect symbol determination process for determining an effect symbol 38 to be stopped and displayed on the display device 37 is performed (S2107).

  Specifically, the effect symbol determination process analyzes the effect symbol designation command, determines the effect symbol data constituting the combination of the effect symbols 38 according to the presence or absence of the jackpot and the type of jackpot, and the determined effect In addition to setting the symbol data in the effect symbol storage area and transmitting the effect symbol data to the image control board 150 and the lamp control board 140, a stop symbol designating command indicating the effect symbol data is set in the transmission buffer of the sub RAM 120c. .

  At this time, the sub CPU 120a further acquires one random number value from the effect mode determination random value updated as shown above, and based on the acquired effect mode determination random value and the received effect designating command. Then, an effect mode determination process for determining one effect mode from a plurality of effect modes (for example, a normal effect mode and a chance effect mode) is performed (S2108). Further, the determined effect mode is set in the effect mode storage area.

  If the command stored in the reception buffer is not an effect designating command (NO in S2106), the sub CPU 120a checks whether or not the command stored in the receiving buffer is a variation pattern specifying command (S2109). ).

  If the command stored in the reception buffer is a variation pattern designation command (YES in S2109), the sub CPU 120a acquires one random value from the updated effect random value 1, and the acquired effect random value 1. Based on the received variation pattern designation command and the effect mode set in the effect mode storage area, a variation effect pattern determination process for determining one variation effect pattern from a plurality of variation effect patterns is performed (S2110). .

  Thereafter, based on the effect pattern, the first liquid crystal display device 31, the audio output device 32, the decoration device 33a, the effect lighting device 34, and the second liquid crystal display device 37 are controlled. Note that the variation mode of the effect design 38 is determined based on the variation effect pattern determined here.

  If the command stored in the reception buffer is not a variation pattern designation command (NO in S2109), the sub CPU 120a checks whether or not the command stored in the reception buffer is a symbol determination command (S2111). .

  If the command stored in the reception buffer is a symbol determination command (YES in S2111), the sub CPU 120a transmits a stop designation command for stopping and displaying the effect symbol to stop the effect symbol 38 to be transmitted to the sub RAM 120c. An effect symbol stop process to be set in the buffer is performed (S2112).

  If the command stored in the reception buffer is not a symbol determination command (NO in S2111), the sub CPU 120a determines whether or not the command stored in the reception buffer is a gaming state designation command (S2113). .

  If the command stored in the reception buffer is a gaming state designation command (YES in S2113), the sub CPU 120a stores data indicating the gaming state based on the received gaming state designation command in the gaming state storage area in the sub RAM 120c. Set (S2114).

  If the command stored in the reception buffer is not a gaming state designation command (NO in S2113), the sub CPU 120a checks whether or not the command stored in the reception buffer is an opening command (S2115).

  If the command stored in the reception buffer is an opening command (YES in S2115), the sub CPU 120a performs a hit start effect pattern determination process for determining a hit start effect pattern (S2116).

  Specifically, the hit start effect pattern is determined based on the opening command, the determined hit start effect pattern is set in the effect pattern storage area, and information on the determined hit start effect pattern is controlled by the image control board 150 and the lamp control. In order to transmit to the board 140, an effect pattern designation command based on the determined hit start effect pattern is set in the transmission buffer of the sub RAM 120c.

  If the command stored in the reception buffer is not an opening command (NO in S2115), the sub CPU 120a determines that the command stored in the reception buffer is the first grand prize winning port 16 and / or the second major winning prize port 17. It is confirmed whether or not it is a special winning opening opening designation command for instructing opening (S2117).

  If the command stored in the reception buffer is a big winning opening opening designation command (YES in S2117), the sub CPU 120a performs a jackpot effect pattern determination process for determining a jackpot effect pattern (S2118).

  Specifically, the jackpot effect pattern is determined based on the big prize opening opening designation command, the determined jackpot effect pattern is set in the effect pattern storage area, and information on the determined jackpot effect pattern is stored in the image control board 150 and the lamp. In order to transmit to the control board 140, an effect pattern designation command based on the determined jackpot effect pattern is set in the transmission buffer of the sub RAM 120c.

  If the command stored in the reception buffer is not a special winning opening opening designation command (NO in S2117), the sub CPU 120a checks whether or not the command stored in the reception buffer is an ending command (S2119). ).

  If the command stored in the reception buffer is an ending command (YES in S2119), the sub CPU 120a performs a hit end effect pattern determination process for determining a hit end effect pattern (S2120).

  Specifically, the winning end effect pattern is determined based on the ending command, the determined winning end effect pattern is set in the effect pattern storage area, and information on the determined hit end effect pattern is controlled by the image control board 150 and the lamp control. In order to transmit to the board 140, an effect pattern designation command based on the determined hit end effect pattern is set in the transmission buffer of the sub-RAM 120c.

  If it is not any command (NO in S2119), the command analysis process is terminated by terminating the present process.

  Next, FIG. 23 is a flowchart showing a detailed flow of a main process performed in the image control board 150 of the gaming machine according to the embodiment of the present invention.

  When power is supplied from the power supply board 170, a system reset occurs in the liquid crystal control CPU 150a, and the liquid crystal control CPU 150a performs main processing as described below.

  The liquid crystal control CPU 150a performs an initialization process (S2301).

  In this initialization process, the liquid crystal control CPU 150a reads the main processing program from the liquid crystal control ROM 150c and instructs the initial settings of the various modules of the liquid crystal control CPU 150a and the VDP 2000 when the power is turned on.

  Here, the liquid crystal control CPU 150a, as an instruction for initial setting of the VDP 2000, (1) instructs the display circuit constituting the VDP 2000 to create and output a video signal, and therefore instructs the display of the video signal (display). (“1” is set to 0 bit of the register), or (2) image data that is frequently used in the decompression circuit constituting the VDP2000 (image data such as production symbol 38) is decompressed to the image data development area 153b of the VRAM 153. In order to set the initial value data in the expansion register, or (3) the initial value image data (such as a character image “power-on”) is drawn in the drawing circuit constituting the VDP 2000. Output value display list.

  Subsequently, the liquid crystal control CPU 150a performs a drawing execution start process (S2302).

  In this drawing execution start process, drawing execution start data is set in the drawing register in order to instruct VDP 2000 to execute drawing on the display list that has already been output.

  That is, at the start of power-on, execution of drawing on the initial value display list output at step (S2301) is instructed, and at normal routine processing, execution of drawing on the display list output at S2050 described later is instructed. It will be.

  Next, the liquid crystal control CPU 150a performs an effect instruction command analysis control process for analyzing the effect pattern designation command (command stored in the reception buffer of the liquid crystal control RAM 150b) transmitted from the effect control board 120 (S2303).

  When the image control board 150 receives a command transmitted from the effect control board 120, a command reception interrupt process of the image control board 150 (not shown) occurs, and the received command is stored in the reception buffer. Thereafter, the received command is analyzed.

  The effect instruction command analysis control process confirms whether or not an effect pattern designation command is stored in the reception buffer. If the effect pattern designation command is not stored in the reception buffer, the process is continued. If the effect pattern designation command is stored in the reception buffer, a process of reading a new effect pattern designation command is performed. Based on the read effect pattern designation command, one or more animation groups to be executed are determined, and an animation pattern is determined from each animation group.

  When the animation pattern is determined, the read effect pattern designation command is deleted from the transmission buffer.

  Next, the liquid crystal control CPU 150a performs animation control processing (S2304).

  In this animation control process, based on the above-described “scene switching counter”, “weight frame”, “frame counter” to be updated, and the animation pattern determined by the process as described above, Update the scene address.

  Thereby, the liquid crystal control CPU 150a determines the display list from the display information (sprite identification number, display position, etc.) of one frame of the animation scene at the updated address according to the priority order (drawing order) of the animation group to which the animation scene belongs. When the generation of the display list is completed, the display list is output to the VDP 2000 (S2305). The display list output here is stored in the display list storage area 153a of the VRAM 153 via the CPU I / F 2030 in the VDP 2000.

  Then, the liquid crystal control CPU 150a determines whether or not the FB switching flag = 01 (S2306).

  Here, as will be described later with reference to FIG. 24B, the FB switching flag indicates that if the previous display list has been drawn in the V blank interrupt every 1/60 seconds (about 16.6 ms). , FB switching flag = 01. That is, it is determined whether or not the previous drawing has been completed.

  If the FB switching flag is “01” (YES in S2306), the liquid crystal control CPU 150a sets the FB switching flag to “00” (S2307) (turns off the FB switching flag) and ends the process.

  On the other hand, if the FB switching flag is “00” (NO in S2306), the process waits until the FB switching flag becomes “01”.

  Next, FIG. 24 is a flowchart showing a detailed flow of an interrupt process performed on the image control board 150 of the gaming machine according to the embodiment of the present invention.

  In the interrupt processing of the image control board 150, a drawing end interrupt process performed by inputting a drawing end interrupt signal, a V blank interrupt process performed by inputting a V blank interrupt signal, and a command are received. And at least a command reception interrupt process performed.

  Note that the drawing end interrupt process and the V blank interrupt process will be described with reference to FIG. 24, but the command reception interrupt process has been described above, and is not shown.

  FIG. 24A is a flowchart showing a detailed flow of a drawing end interrupt process performed on the image control board 150 of the gaming machine according to the embodiment of the present invention.

  When the drawing of a predetermined unit frame (one frame) is completed, the VDP 2000 outputs a drawing end interrupt signal to the liquid crystal control CPU 150a.

  When the liquid crystal control CPU 150a receives a drawing end interrupt signal from the VDP 2000, the liquid crystal control CPU 150a executes a drawing end interrupt process.

  In the drawing end interrupt process, the liquid crystal control CPU 150a sets the drawing end flag = 01 (turns on the drawing end flag), and ends the current drawing end interrupt process (S2401). That is, the drawing end flag is turned on every time drawing ends.

  FIG. 24B is a flowchart showing a detailed flow of the V blank interrupt process performed on the image control board 150 of the gaming machine according to the embodiment of the present invention.

  The crystal oscillator 152 constituting the image control board 150 generates a V blank interrupt signal (vertical synchronization signal) having a pulse waveform every 1/60 seconds (about 16.6 ms), and this V blank interrupt signal is generated. The detected VDP 2000 outputs an “effect processing timing notification signal” based on the V blank interrupt signal to the liquid crystal control CPU 150a at a predetermined timing.

  Thereby, the liquid crystal control CPU 150a receives an “effect process timing notification signal” based on the V blank interrupt signal from the VDP 2000, and performs an interrupt process to perform an effect by receiving the effect process timing notification signal. The effect process is performed at the interrupt timing by the interrupt process.

  The predetermined timing at which the VDP 2000 outputs the “production process timing notification signal” to the liquid crystal control CPU 150a is determined based on the generated V blank interrupt signal.

  As an interrupt process performed by the image control board 150, first, the liquid crystal control CPU 150a performs a process of updating various counters of “scene switching counter”, “wait frame”, and “frame counter” from existing values by a unit quantity ( S2402).

  Subsequently, when the liquid crystal control CPU 150a performs processing for updating these various counters, it determines whether or not “01” is set in the “drawing end flag” (S2403). This “drawing end flag” is flag information for determining whether or not the rendering process of the effect image in the immediately preceding frame has ended.

  If the liquid crystal control CPU 150a determines that the “drawing end flag” is “01” (YES in step S2403), that is, determines that drawing of the effect image in the frame has ended, the “drawing end flag” "00" is set to "" (S2404).

  On the other hand, if “01” is not set in the “drawing end flag” (NO in S2403), that is, if it is determined that drawing of the effect image in the frame has not ended, the current V blank assignment Finish the process. Even if an effect processing timing notification signal based on the V blank interrupt signal is received from the VDP 2000, the subsequent interrupt processing is not performed unless the effect image drawing processing in the immediately preceding frame is completed in the liquid crystal control CPU 150a. It is shown that.

  Then, the rendering of the effect image in the immediately preceding frame has been completed, and when “00” is set in the “rendering end flag” (S2404), the liquid crystal control CPU 150a continues to the memory controller configuring the VDP2000. Then, together with an instruction to switch between “display frame buffer” and “drawing frame buffer”, an “effect processing timing notification signal” is output (S2405).

  This “effect process timing notification signal” is a signal for notifying the effect process timing in the liquid crystal control CPU 150a.

  Then, the liquid crystal control CPU 150a sets “01” in the “FB switching flag” (turns on the FB switching flag) (S2406), cancels the standby state, and ends the V blank interrupt processing.

  Thus, the liquid crystal control CPU 150a instructs the VDP2000 memory controller to generate an effect image in units of frames corresponding to the effect pattern designation command received from the effect control board 120 in the drawing frame buffer after switching.

  As a result, the VDP 2000 reads the image information constituting the effect image stored in the CGROM 151 and stores the effect image composed of the frames in the drawing frame buffer on the VRAM 153.

  In addition to this, in the VDP 2000, even if the V blank interrupt signal generated by the crystal oscillator 152 is detected, when the V blank interrupt signal is detected immediately before, an effect processing timing notification signal is notified to the liquid crystal control CPU 150a. If the V blank interrupt signal is present, the effect processing timing notification signal is not notified. Conversely, when the V blank interrupt signal is detected immediately before, the effect processing timing notification is sent to the liquid crystal control CPU 150a. When the signal is not notified, the presentation process timing notification signal may be notified in the case of the V blank interrupt signal.

  This is because, for example, when the V blank interrupt signal is detected in VDP2000, the interrupt flag is “valid (ON)”, so that the effect processing timing notification signal is notified to the liquid crystal control CPU 150a, and then the interrupt is performed. Set the flag from “valid (ON)” to “invalid (OFF)”. Subsequently, when the next V blank interrupt signal is received, since the interrupt flag is set to “invalid (OFF)”, the interrupt flag is not notified to the liquid crystal control CPU 150a without notifying the liquid crystal control CPU 150a. Is set to “valid (ON)”, an effect processing timing notification signal can be notified every other time (at intervals).

  FIG. 25 is a block diagram showing a detailed configuration of the display instruction control unit configured by the image control board of the gaming machine according to the embodiment of the present invention.

  More specifically, the display instruction control unit 200 is provided in the liquid crystal control CPU 150a on the image control board 150. The display instruction control unit 200 uses a form having a plurality of areas in which effect objects used for effects relating to games can be arranged, and displays the effect objects arranged in the area of the form in various display forms. A display instruction control process is performed for instructing the image control unit 2000 to perform the display instruction.

  More specifically, the display instruction control unit 200 performs an image generation process for generating an effect image in which the effect object is displayed in various display modes, and issues an instruction to display the effect image generated by the image generation process.

  The effect performed using the effect image generated by such display instruction control processing is a “specific effect”, and a determination result as to whether or not to perform a special game particularly advantageous to the player as the specific effect It is possible to use for the development effect which alert | reports.

  Is the development production performed as the specific production a special game through a plurality of development phases (for example, three development phases (“first development phase”, “second development phase”, “third development phase”))? This is an effect of notifying the determination result.

  The number of development stages of the development effect is determined (designated) by the production control board 120, and the display instruction control unit 200 receives the production pattern designation command in which the development stage number is designated, and the process is started. . For example, when the number of development stages specified in the production pattern designation command is “3”, the production in the “second development stage” after the first development stage following the production in the “first development stage”. Further, it is shown that after this second development stage, the development effect for performing the production in the “third development stage” is performed.

  In the development effect, it is possible to notify the player that the greater the number of development stages, the higher the possibility that a special game will be played.

  The display instruction control unit 200 includes a transmission / reception unit 201, a condition determination unit 202 includes a storage unit 203, a form determination unit 204, a replacement control unit 205, an operation control unit 206, a viewpoint identification unit 207, and a rendering unit 208. Has been.

  When the transmission / reception unit 201 receives an effect pattern designation command determined by the sub CPU 120 a in the effect control board 120, the transmission / reception unit 201 sends the received effect pattern designation command to the condition determination unit 202. The condition determination unit 202 determines whether the effect pattern designation command received from the transmission / reception unit 201 is a command instructed to perform a specific effect.

  The condition determination unit 202 determines whether or not a “specific effect execution condition” for displaying an effect image in a specific effect is established by the display instruction control process.

  More specifically, in the form information table shown in FIG. 26 in which the effect pattern designation command received by the condition determining unit 202 from the transmission / reception unit 201 is stored in the storage unit 203, If it is determined that the form information associated with the action information of the effect object is set, the condition determination unit 202 determines that the specific effect execution condition is satisfied. On the other hand, when the effect pattern designation command received in the form information is not set, the condition determination unit 202 does not determine that the specific effect execution condition is satisfied.

  That is, the storage unit 203 stores table information in which an effect command instructed to perform a specific effect is associated with form information used for the specific effect.

  This form information is format information (also referred to as “object placement information” or “placement region designation information”) in which a plurality of placement areas in which a production object used for production in a game using a game medium can be arranged is defined. The reference object is arranged in at least one of the arrangement areas. This indicates that the configuration may be such that the reference object is arranged in all the arrangement areas.

  The effect object at this time is an effect object used for a specific effect as described above, and examples thereof include objects such as character objects and characters.

  The reference object is an object that is initially set and includes the above-described effect object and can be replaced with other objects. As the reference object, there is an object that can be blinked or lit in addition to the effect object described above. For this reason, the reference object may be referred to as a “replaceable object”.

  The storage unit 203 can be configured by a liquid crystal control ROM 150c in addition to the liquid crystal control RAM 150b included in the liquid crystal control CPU 150a. The storage unit 203 stores various table information in addition to the form information. This form information is an example of information stored in the storage unit 203. In addition, the storage unit 203 stores various types of information, and also serves as a work area (work RAM) in the display instruction control unit 200. This is a functional area.

  The condition determination unit 202 that has determined that the specific effect execution condition has been satisfied transmits an effect pattern designation command that has been determined that the specific effect execution condition has been satisfied to the form determination unit 204.

  When the form determination unit 204 receives the effect pattern designation command from the condition determination unit 202, the form determination unit 204 reads form information for the effect pattern designation command stored in the storage unit 203. The storage unit 203 stores a form information table as shown in FIG. The form determination unit 204 reads out the form information specified in this form information table.

  FIG. 26 is a diagram showing an example of a form information table in which form information used in the gaming machine according to the embodiment of the present invention is set.

  In FIG. 26, the form information table includes a “command” item 2601, a “form ID” item 2602, an “area information” item 2603, and an “operation information” item 2604.

  [Command] item 2601 is a command for determining that the specific effect execution condition is satisfied, and is an item for designating a command associated with form information used for the specific effect.

  [Form ID] item 2602 is information for identifying form information shown in [Region information] item 2603 and [Operation information] item 2604.

  The [area information] item 2603 is an item that defines a plurality of area information (arrangement area information for arranging effect objects) as form information. In the form information table shown in FIG. This also indicates that a second area (also referred to as “second arrangement area”) different from the first area is set. In the [area information] item 2603, the area range (area range) and information (object ID) related to the arranged objects are set for each area information.

  In other words, in this [area information] item 2603, an area range is designated for each arrangement area, and an object in an initially arranged state is shown.

  [Action information] item 2604 is an item that specifies action information of an object arranged in a predetermined arrangement area of the form as form information, and is associated with the object arranged in the arrangement area. The operation of the object is controlled based on the arranged operation information.

  The motion information indicated in the [motion information] item 2604 is specified for each of the regions indicated in the [region information] item 2603. In FIG. 1 area and 2nd area) are provided, the motion information for the object placed in the first area and the motion information for the object placed in the second area are designated. This indicates that the motion information is designated for each object arranged in each area.

  From the above, the form information is composed of information related to the arrangement area in which the object is arranged, and operation information of the object arranged in this arrangement area.

  An example of the form information table shown in FIG. 26 will be described.

  By receiving “command 001” specified in the “command” item 2601, the form determination unit 204 determines form information as shown below. In other words, this indicates that an effect image related to the specific effect is generated using the determined form information.

  The effect pattern designation command “command 001” indicates any one of the commands designated as the effect pattern designation command to be transmitted to the image control board 120 in the variation effect pattern determination table shown in FIG. As “A1H06H”. The “chance effect” performed by the effect pattern designation command “A1H06H” corresponds to the specific effect.

  As form information when the “command 001” indicated in the “command” item 2601 is received, information for identifying the form information is indicated as “form 001” in the “form ID” item 2602.

  As the form information identified by the form ID “form 001”, the “area information” item 2603 sets “first area as“ (x1, x2) to (y1, y2) ”, and the first area includes“ reference object ”. ”Is arranged” and “the second area is“ (k1, k2) to (m1, m2) ”and the“ reference object ”is arranged in this second area” ”. In addition, in the [motion information] item 2604, “an object placed in the first area is moved based on“ motion 01 ”, and an object placed in the second area is moved based on“ motion 02 ”. Is shown.

  The area information (first area and second area) at this time indicates the distance from the reference point when the predetermined reference point is set as coordinates (0, 0).

  In addition, as the motion indicated as the motion information, for example, there is a motion that causes the character object to blink, and as another motion, for example, a motion related to the motion that the character object blinks, There are operations such as swinging back and forth and left and right and rotating in a specified direction. As other actions, it is also possible to make the character object move in a specified direction in relation to these actions.

  When such form information is determined and read by the form determination unit 204, the form determination unit 204 notifies the replacement control unit 205 of the determined form information.

  When the replacement control unit 205 receives the presentation pattern designation command from the form determination unit 204 together with the notification of the form information, the replacement control unit 205 reads the replacement information setting table stored in the storage unit 203. The replacement information setting table is information in which replacement information is associated with the effect command. An example is shown in FIG.

  FIG. 27 is a diagram showing an example of a replacement information setting table in which replacement information used in the gaming machine according to the embodiment of the present invention is set.

  In FIG. 27, the replacement information setting table includes a [command] item 2701, a [replacement information] item 2702, and a [remarks] item 2703.

  [Command] item 2701 is an item corresponding to [command] item 2601 in the form information table shown in FIG. 26, and is information for identifying an effect pattern designation command for performing a specific effect.

  For the effect command shown in the [command] item 2701, information on the object to be replaced and the area where the object is replaced is specified in the [replacement information] item 2702, and specified in the [remarks] item 2703. When the effect is a development effect, the number of development stages in the development effect performed using the effect object specified in the [replacement information] item 2702 and the description thereof are described.

The object shown in the [replacement information] item 2702 is a replacement object that replaces the object shown in each area in the [area information] item 2603 of the form information table shown in FIG. In addition, the replacement area shown in the [Replacement information] item 2702 indicates an area for replacing an object.
An example of the replacement information shown in FIG. 27 is shown.

  The “command” item 2701 indicates “command 001”, and the “replacement information” item 2702 indicates that “the replacement object is“ production object A ”and the replacement region is“ first region ”” ”. In the [Remarks] item 2703, “a specific effect performed when this effect pattern designation command is received is an expansion effect, and the number of development stages in this development effect is“ 2 ”. The record indicating that the object to be used is “production object A” indicates that the object set in the replacement area “first area” is replaced with the replacement object “first area” by receiving the command “command 001”. It is defined that the object is replaced with the effect object A ”.

  Further, in this record, it is specified that the replaced “production object A” is an object used in the development stage (level) “2”. That is, it is set to replace the object in the form information with the effect object according to the development stage, and the replacement control unit 205 replaces it.

  When the replacement information setting table as described above is read out, the replacement control unit 205 reads the existing area specified in the arrangement area by the form information in the arrangement area specified by the form information for the received effect pattern designation command. The replacement area specified in the replacement table for the object and the replacement object are specified. Further, the replacement control unit 205 replaces the object placed in the specified replacement area with the specified replacement object.

  As a result, the replacement control unit 205 sets a new object after replacement by replacing the object in the form information, and stores in the storage unit 203 the object arrangement area, the motion information, and the effect information regarding the replaced object.

  When the object replacement process ends, the replacement control unit 205 notifies the motion control unit 206 that the object replacement has ended.

  Accordingly, when the motion control unit 206 receives a notification from the replacement control unit 205 that the replacement of the object has been completed, the motion information set in the form information table as shown in FIG. 26 for the replaced object. Operation control is performed based on the above. The motion control unit 206 stores the object arrangement area, the motion information, the effect information regarding the replaced object, and the motion information table as shown in FIG. Is read. Then, the motion control unit 206 performs a control process for moving the object based on the motion information specified in the motion information table based on the information specified in the effect information.

  When the motion control process is performed in this way, the motion control unit 206 stores information (referred to as “object motion designation information”) designating the motion of the motion-controlled object in the storage unit 203, and the viewpoint specifying unit 207. Is notified that the “object motion designation information” has been stored in the storage unit 203.

  Details of the operation information by the operation control performed by the operation control unit 205 at this time are shown in FIG.

  FIG. 28 is a diagram showing an example of an operation information table in which operation information by operation control performed in the gaming machine according to the embodiment of the present invention is designated.

  In FIG. 28, the operation information table includes an “operation ID” item 2801, an “operation name” item 2802, and an “operation detailed information” item 2803.

  [Operation ID] item 2801 is identification information of the operation information shown in [Operation Information] item 2604 of the form information table shown in FIG. 26, and [Operation Name] item 2802 indicates the name of the operation information. Yes.

  [Operation detailed information] item 2803 indicates the details of the operation information in the identification information indicated in [Operation ID] item 2801, and indicates the operation of the object.

  As the motion information at this time, “motion for vertically rotating the object” is shown as the details of the motion information identified by the motion ID “motion 01”, and the motion information identified by the motion ID “motion 02”. As the details of the above, “the action of blinking the object continuously” is shown, and as the details of the action information identified by the action ID “action 03”, “the action of rotating the object horizontally” is shown.

  Using such a motion information table, the motion control unit 206 controls the motion of the object.

  When motion control is performed in this manner, the motion control unit 206 stores object motion designation information of an object based on the motion control in the storage unit 203. This object motion designation information is information that designates motion details for a target object.

  When the motion control of the object is performed based on the motion information table, the motion control unit 206 notifies the viewpoint specifying unit 207 that the motion control has been performed.

  When notified from the motion control unit 206 that motion control has been performed in this manner, the viewpoint specifying unit 207 performs processing for specifying the rendering viewpoint of the effect image including the effect object whose operation is controlled. The storage unit 203 stores a drawing viewpoint information setting table in which information about a drawing viewpoint for drawing at least a part of a form used for generating the effect image is associated with the development stage in the development effect. An example of the drawing viewpoint information setting table is shown in FIG.

  In addition, this drawing viewpoint is stored in accordance with the transition of the content of the production of the specific production. More specifically, when performing the development production performed through a plurality of development stages as the specific production, the storage unit 203 , I remember the drawing viewpoint for the development stage in the development direction.

  FIG. 29 is a diagram showing an example of a drawing viewpoint information setting table used in the gaming machine according to the embodiment of the present invention.

  In FIG. 29, the drawing viewpoint information setting table includes a [command] item 2901 and a [drawing viewpoint information] item 2902.

  [Command] item 2901 is an item corresponding to [command] item 2601 in the form information table shown in FIG. 26, and is information for identifying an effect pattern designation command for performing a specific effect.

  For the effect command shown in the [command] item 2901, information related to the drawing viewpoint in the specific effect is set in the [drawing viewpoint information] item 2902.

The [drawing viewpoint information] item 2902 shown in FIG. 29 is drawing viewpoint information in the case of performing the development effect as the specific effect, and the effect in the first development stage, the effect in the second development stage, and the first effect performed as the development effect. The drawing viewpoints in each of the three development stages are set. In other words, the drawing viewpoint is set and stored in accordance with the effect state in the specific effect (particularly, when the specific effect is the “development effect”).
An example shown in FIG. 29 will be described.

  In FIG. 29, “command 001” is shown in the “command” item 2901, and “viewpoint in the first development stage is“ viewpoint A ”and the viewpoint in the second development stage is“ The record that is “viewpoint B” and the viewpoint at the third development stage is “viewpoint C” indicates that the rendering viewpoint when the “command 001” is received as the effect pattern designation command is the development effect. “Viewpoint A” when in the first development stage, “Viewpoint B” when in the second development stage of the development stage, and “Viewpoint C” when in the third development stage of the development stage. Is shown.

  That is, when the production pattern designation command is “command 001”, it indicates that the development production is performed as the specific production, and that the number of development stages in this development production is “3”.

  Therefore, the viewpoint specifying unit 207 performs processing for specifying the drawing viewpoint according to the development stage of the development effect based on the drawing viewpoint information setting table as shown in FIG. Information about the drawing viewpoint is sent to the drawing unit 208.

  The rendering unit 208 performs a process of rendering the moving object designated in the object motion designation information stored in the storage unit 203 from the rendering viewpoint identified by the viewpoint identifying unit 207. This rendering process is a process of rendering (cutting out) a part of an image generated by controlling the motion of an object replaced with a predetermined arrangement area of form information based on motion information.

  When the rendering process is performed in this manner, the rendering unit 208 sends the rendered effect image (the rendered image displayed in the specific effect) to the transmission / reception unit 201.

  And the transmission / reception part 201 produces | generates the effect image information which the image control part 2000 performs an image control process and displays on a display apparatus by transmitting the effect image received from the drawing part 208 with respect to the image control part 2000. ing.

  FIG. 33 is a diagram showing an example of an effect image displayed by performing the display instruction control process in the display instruction control unit in the gaming machine according to the embodiment of the present invention.

  The effect image shown in FIG. 33 is displayed when processing is performed by receiving “command 001” as the effect pattern designation command from the effect control board 120, and FIGS. 33 (a) and 33. FIG. 33B displayed following (a) and FIG. 33C displayed following FIG. 33B are described.

  The specific effect image shown in FIG. 33 shows the effect image of each development stage in the three development stages. FIG. 33A shows the effect image of the “first development stage”, and FIG. The effect image of the “second development stage” is shown, and the effect image of the “third development stage” is shown in FIG.

  These effect images are effect images drawn from the drawing viewpoints corresponding to each development stage. In the example shown in FIG. 33, as the development stage progresses (from the first development stage to the third development stage). The effect image drawn from the drawing viewpoint approaching the stage image provided in front is shown. As a result, the player can feel the depth of the image.

  The specific effect image shown in FIG. 33 shows an example in which the reference object that is initially set as form information is “blinking object”, and this blinking object is arranged in the first arrangement region range 3301. An example in which the replaced “effect object A” is arranged in the second arrangement area range 3302 is shown.

  Also, in the specific effect image shown in FIG. 33, the images displayed in other areas other than the first arrangement area range 3301 and the second arrangement area range 3302 are images that are initially set in the form information. . In the example shown in FIG. 33, a stage image, a moving path image to the stage indicated by the stage image, a ceiling image showing the ceiling of the stage, and the like are shown.

  FIG. 30 is an example of a flowchart showing a detailed flow of the display instruction control process performed in the gaming machine according to the embodiment of the present invention.

  In FIG. 30, the display instruction control unit 200 determines whether or not an execution condition for a specific effect has been established by receiving an effect pattern designation command for instructing the execution of a specific effect using an effect image based on form information. (S3001).

  The processing in this flowchart is not started until it is determined that the execution condition is satisfied by this determination processing (NO in S3001). On the other hand, if it is determined that the effect execution condition is satisfied, the display instruction control unit 200 subsequently performs a process of determining the form information constituting the effect image used for the specific effect (S3002).

  This form information determination process is a process in which the display instruction control unit 200 determines the form information specified for the effect pattern specification command received from the effect control board 120.

  When the form information is determined in this way, the display instruction control unit 200 determines the reference object arranged in the predetermined arrangement area in the decided form information based on the replacement information setting table as shown in FIG. (S3003).

  A detailed flow of this replacement processing is shown in FIG. 31 and will be described later.

  When the reference object is replaced with the effect object by the replacement process, the display instruction control unit 200 determines whether the operation information is set in association with the form information that forms the effect image using the effect object. (S3004).

  If it is determined that motion information is set by this determination processing (YES in S3004), display instruction control unit 200 subsequently performs motion control of the effect object after replacement based on the motion information. (S3005).

  Then, when this operation control process is performed (S3005), or when it is determined that the operation information is not associated (NO in S3004), the display instruction control unit 200 subsequently performs the effect state in the specific effect. A drawing viewpoint specifying process for specifying the drawing viewpoint is performed according to (S3006).

  The detailed flow of this drawing viewpoint specifying process is shown in FIG. 32 and will be described later.

  When the rendering viewpoint specifying process is performed and the rendering viewpoint is identified according to the rendering state, the display instruction control unit 200 renders the rendering image from the identified rendering viewpoint (S3007). Subsequently, the display instruction control unit 200 issues a display instruction for the rendered effect image (S3008), and determines whether or not the display instruction for the effect image in all the development stages has been completed (S3009). This determination process is a process for determining whether or not the number of development stages in the development effect is the maximum value.

  As a result, when the number of development stages reaches the maximum value, and the display instruction of the effect image in all the development stages is finished (YES in S3009), the processing in this flowchart is finished. In addition, when the display instruction of the effect image in all the development stages is not completed (NO in S3009), the drawing viewpoint specifying process in S3006 is performed with the new number of development stages.

  FIG. 31 is a flowchart showing a detailed flow of the replacement process in the display instruction control process shown in FIG.

  In FIG. 31, when the form information is determined, the display instruction control unit 200 starts processing. First, the replacement information setting table as shown in FIG. 27 is read, and an object to be replaced based on the replacement information setting table is displayed. One or a plurality of replacement areas arranged is specified (S3101). Subsequently, the display instruction control unit 200 specifies a replacement effect object to be replaced with the specified replacement region (S3102).

  Then, the display instruction control unit 200 performs a process of replacing the reference object in the replacement area specified in this way with the specified effect object (S3103).

  When the replacement process is performed in this way, the display instruction control unit 200 determines whether or not these replacement processes have been specified and ended in all replacement areas (S3104). Until the replacement of objects is completed in all replacement areas (NO in S3104), the processing in S3101 and subsequent steps is repeated. When the replacement of objects is completed in all replacement areas (YES in S3104), the processing in this flowchart is ended.

  FIG. 32 is a flowchart showing a detailed flow of the drawing viewpoint specifying process in the display instruction control process shown in FIG.

  In FIG. 32, the display instruction control unit 200 starts processing when the object motion control is completed, and determines whether or not the specific effect specified by the received effect pattern specifying command is an “advanced effect” ( S3201). This determination process can be determined based on whether or not the viewpoint information for the development stage is set in the rendering designation information setting table as shown in FIG. That is, when the viewpoint information for the development stage is set, it is determined that the effect is the development effect, and when the viewpoint information is not set for the development stage, it is not determined that the effect is the development effect.

  When it is not determined that the specific effect designated by the effect pattern designation command is the “development effect” by such a determination process (NO in S3201), the display instruction control unit 200 identifies the rendering viewpoint designated in advance. In step S3203, the process in this flowchart ends.

  On the other hand, when it is determined that the specific effect designated by the effect pattern designation command is the “development effect” (YES in S3201), the display instruction control unit 200 performs viewpoint information based on the number of development stages in the development effect. Is specified (S3202).

  Through such processing, viewpoint information corresponding to the number of development stages in the development effect is specified, and an effect image related to the specific effect is displayed based on this viewpoint information.

  The embodiment described above is one embodiment of the present invention, and is not limited to these examples, and can be implemented with appropriate modifications within a range not changing the gist thereof.

1 gaming machine 150 image control board 150a liquid crystal control CPU
150b Liquid crystal control RAM
150c LCD control ROM
150d first counter (frame counter)
151 CGROM
152 Crystal Oscillator 153 VRAM
154 Second counting device (RTC device)
200 Display instruction control unit

Claims (4)

  1. An object arrangement information storage unit that stores a plurality of areas in which presentation objects used for presentation in a game using a game medium can be arranged, and stores object arrangement information in which reference objects are arranged in the areas;
    Object replacement means for replacing a reference object placed in a first area in the object placement information stored in the object placement information storage means with the effect object;
    Effect image generating means for generating an effect image in which the effect object placed in the first area by the object replacement means and the reference object in the second area different from the first area are displayed in different display modes; A gaming machine comprising:
  2. The object arrangement information storage means includes
    Storing object arrangement information in which the action information of the effect object is associated;
    The effect image generating means
    Motion control means for controlling motion of the effect object based on motion information stored in association with the object placement information in the object placement information storage means,
    The gaming machine according to claim 1, wherein the operation control means generates an effect image in which the effect object placed in the first area is controlled in operation.
  3. The object replacement means includes:
    The gaming machine according to claim 1, wherein a reference object in the first area of the object arrangement information is replaced with an effect object corresponding to the development stage in the development stage having a plurality of development stages in the stage.
  4. Rendering viewpoint storage means for storing a rendering viewpoint for rendering the object placement information replaced by the effect object by the object replacement means according to the development stage;
    A drawing viewpoint specifying means for specifying a drawing viewpoint stored in the drawing viewpoint storage means for the development stage in the development effect;
    The effect image generating means
    The gaming machine according to claim 3, wherein an effect image in which the object arrangement information is drawn from the drawing viewpoint specified by the drawing viewpoint specifying unit is generated.

JP2013255017A 2013-12-10 2013-12-10 Game machine Pending JP2015112197A (en)

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Citations (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2001000669A (en) * 1999-06-21 2001-01-09 Sophia Co Ltd Game machine and control method therefor
JP2002000842A (en) * 2000-06-26 2002-01-08 Airemu Software Engineering Kk Game machine
JP2004321626A (en) * 2003-04-25 2004-11-18 Sankyo Kk Game machine
JP2005131074A (en) * 2003-10-30 2005-05-26 Sankyo Kk Game machine
JP2008125765A (en) * 2006-11-20 2008-06-05 Aruze Corp Game machine
JP2011083450A (en) * 2009-10-16 2011-04-28 Daito Giken:Kk Game machine
JP2011120875A (en) * 2009-11-10 2011-06-23 Sanyo Product Co Ltd Game machine
JP2012075523A (en) * 2010-09-30 2012-04-19 Kyoraku Sangyo Kk Pachinko game machine
JP2012125417A (en) * 2010-12-15 2012-07-05 Sanyo Product Co Ltd Game machine
JP2013236852A (en) * 2012-05-17 2013-11-28 Kyoraku Sangyo Kk Game machine

Patent Citations (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2001000669A (en) * 1999-06-21 2001-01-09 Sophia Co Ltd Game machine and control method therefor
JP2002000842A (en) * 2000-06-26 2002-01-08 Airemu Software Engineering Kk Game machine
JP2004321626A (en) * 2003-04-25 2004-11-18 Sankyo Kk Game machine
JP2005131074A (en) * 2003-10-30 2005-05-26 Sankyo Kk Game machine
JP2008125765A (en) * 2006-11-20 2008-06-05 Aruze Corp Game machine
JP2011083450A (en) * 2009-10-16 2011-04-28 Daito Giken:Kk Game machine
JP2011120875A (en) * 2009-11-10 2011-06-23 Sanyo Product Co Ltd Game machine
JP2012075523A (en) * 2010-09-30 2012-04-19 Kyoraku Sangyo Kk Pachinko game machine
JP2012125417A (en) * 2010-12-15 2012-07-05 Sanyo Product Co Ltd Game machine
JP2013236852A (en) * 2012-05-17 2013-11-28 Kyoraku Sangyo Kk Game machine

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