U.S. patent application number 09/740064 was filed with the patent office on 2001-09-13 for gaming machine.
Invention is credited to Ito, Keiji, Yoshida, Hiroshi.
Application Number | 20010021666 09/740064 |
Document ID | / |
Family ID | 27341715 |
Filed Date | 2001-09-13 |
United States Patent
Application |
20010021666 |
Kind Code |
A1 |
Yoshida, Hiroshi ; et
al. |
September 13, 2001 |
Gaming machine
Abstract
Described is a gaming machine capable of performing smooth
control operation even when effecting a variety of gaming
presentations and realizing a reduction in manufacturing and
maintenance costs. A control device for electrically controlling a
gaming machine is constituted of a main control device (a main
control board 100) for controlling the first hierarchical level,
which is the highest hierarchical processing level of the gaming
machine; an intermediate control device (a sub-control board 200)
for controlling the second hierarchical level situated lower than
the first hierarchical level, under control of the main control
device; and a lower control device (an image control board 300) for
controlling a third hierarchical level situated lower than the
second hierarchical level, under control of the intermediate
control device.
Inventors: |
Yoshida, Hiroshi;
(Koutou-ku, JP) ; Ito, Keiji; (Koutou-ku,
JP) |
Correspondence
Address: |
Snider & Associates
Ronald R. Snider
P.O. Box 27613
Washington
DC
20038-7613
US
|
Family ID: |
27341715 |
Appl. No.: |
09/740064 |
Filed: |
December 20, 2000 |
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3202 20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Dec 22, 1999 |
JP |
11-365707 |
Dec 28, 1999 |
JP |
11-373997 |
Jan 31, 2000 |
JP |
2000-021130 |
Claims
What is claimed is:
1. A gaming machine comprising: a variable display section for
variably displaying a plurality of types of symbols required for
gaming; a starting device for starting variable display of the
symbols; a stopping device for stopping the symbols being variably
displayed; a profit provision device for providing a player with
profits if a combination of symbols constitutes a predetermined
winning mode when the symbols are stopped and displayed; an image
display device for displaying information about a game; a sound
generation device for generating a sound relevant to a game; and a
control device for electrically controlling the variable display
section, the starting device, the stopping device, the profit
provision device, the image display device, and the sound
generation device on the basis of a hierarchical processing
structure, the control device including a main control device for
controlling a first hierarchical level, which is a highest
hierarchical processing level of the gaming machine, an
intermediate control device for controlling a second hierarchical
level situated lower than the first hierarchical level, under
control of the main control device, and a lower control device for
controlling a third hierarchical level situated lower than the
second hierarchical level, under control of the intermediate
control device.
2. The gaming machine according to claim 1, wherein the control
device performs processing for making a decision pertaining to the
player's profits; the lower control device controls an image
display to be performed by the image display device; and the
intermediate control device performs control operations other than
those to be performed by the lower control device.
3. The gaming machine according to claim 2, wherein the
intermediate control device performs control operations including a
sound generation control operation to be performed by the sound
generation device.
4. The gaming machine according to claim 1, wherein the
intermediate control means is controlled in accordance with a
command code transmitted from the main control means, and the lower
control means is controlled in accordance with a command code
transmitted from the intermediate control means.
5. The gaming machine according to claim 1, wherein the lower
control device comprises a plurality of control boards specialized
for specific control processing operations.
6. The gaming machine according to claim 5, wherein the lower
control means is equipped with a lamp control board.
7. The gaming machine according to claim 2, wherein the lower
control device comprises a plurality of control boards specialized
for specific control processing operations.
8. The gaming machine according to claim 7, wherein the lower
control means is equipped with a control board having mounted
thereon at least an image control CPU and character ROM.
9. A gaming machine comprising: variable display means for variably
displaying a plurality of types of symbols required for gaming;
starting means for starting variable display of the symbols;
stopping means for stopping the symbols being variably displayed;
profit provision means for providing a player with profits if a
combination of symbols constitutes a predetermined winning mode
when the symbols are stopped and displayed; image display means for
displaying information about a game; sound generation means for
generating a sound relevant to a game; and control means for
electrically controlling the variable display means, the starting
means, the stopping means, the profit provision means, the image
display means, and the sound generation means on the basis of a
hierarchical processing structure, the control means including main
control means for controlling a first hierarchical level, which is
a highest hierarchical processing level of the gaming machine,
intermediate control means for controlling a second hierarchical
level situated lower than the first hierarchical level, under
control of the main control means, and lower control means for
controlling a third hierarchical level situated lower than the
second hierarchical level, under control of the intermediate
control means.
Description
RELATED APPLICATIONS
[0001] This application claims the priority of Japanese Patent
Application Nos. 11-365707 filed on Dec. 22, 1999, 11-373997 filed
on Dec. 28, 1999 and 2000-021130 filed on Jan. 31, 2000, which are
incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming machine, and more
particularly, to a gaming machine which performs electrical control
on the basis of a hierarchical processing structure.
[0004] 2. Description of the Related Art
[0005] Slot machines have hitherto been known as gaming machines of
this type.
[0006] A related-art slot machine comprises: three reels for
variably displaying a plurality of types of symbols required for
game; a start switch for commencing spinning of all the reels in
unison on condition that a gaming token has been inserted; a stop
switch for stopping spinning of the reels individually; a hopper
for paying out gaming tokens as a prize if the reels constitute a
predetermined combination when stopped; a liquid-crystal display
device for displaying game information; and a speaker for
generating sounds associated with the game.
[0007] In such a related-art slot machine, a player actuates a
start switch after a game starting condition has been properly set,
whereupon a plurality of reels on which symbols are printed rotate.
When the player actuates stop switches assigned to respective
reels, the reels stop rotating. The plurality of symbols printed on
the surfaces of the reels are displayed stationarily.
[0008] When the stationarily-displayed symbols enter a
predetermined winning mode, gaming tokens are paid out from the
hopper as a prize. Provided that the stationarily-displayed symbols
enter a predetermined jackpot winning mode, the player is allowed
to play a special game (e.g., a big bonus game or regular bonus
game) which is more advantageous than a regular game. Such a round
of game operations is controlled by a control unit, such as a
microcomputer.
[0009] In order to cause a slot machine to provide a variety of
presentations, such display of animated images, control operation
to be performed by the control unit has recently become more
complicated, thereby posing difficulty for a single control unit to
control all game operations. For this reason, the control unit is
divided into a main control unit and sub-control units, and there
has recently been employed a method of controlling a slot machine
by means of a hierarchical control architecture. For instance, a
determination pertaining to player's profits is rendered by a main
control unit, and the sub-control units control a hopper, a
liquid-crystal display device, and a speaker.
[0010] In a case where a liquid-crystal device provides visual
presentations, great processing capability is required for
effecting image processing, and an enormous amount of image data
must be stored. For these reasons, if a control unit is divided
into a main control unit and sub-control units such that a
determination pertaining to player's profits is rendered by the
main control unit and such that image processing which is
lower-hierarchical-level processing of the main control unit is
performed by the sub-control units, as is the case with the
related-art slot machine, burdens imposed on the sub-control units
increase, thereby incurring the risk of precluding smooth control
of game.
[0011] In order to attract a player to play a game in accordance
with his tastes, there must be prepared a plurality of types of
slot machines which provide different presentations. Even slot
machines providing different presentations have a commonality with
regard to the principal control of game operation.
[0012] However, in the related-art slot machine, a control
processing architecture is not fragmented. For this reason, a
control unit must be re-designed for each of slot machines
performing different game operations, thus adding to manufacturing
costs.
[0013] Even when a portion of functions of the control unit have
failed, the entire control unit must be replaced. In this regard,
costs of a slot machine are also increased.
[0014] The present invention has been conceived in light of the
foregoing circumstances and is aimed at providing a gaming machine
capable of diminishing manufacturing costs and maintenance costs,
as well as capable of performing smooth control operation even when
providing a variety of gaming presentations.
SUMMARY OF THE INVENTION
[0015] To these ends, a gaming machine according to the present
invention comprises:
[0016] a variable display section for variably displaying a
plurality of types of symbols required for gaming;
[0017] a starting device for starting variable display of the
symbols;
[0018] a stopping device for stopping the symbols being variably
displayed;
[0019] a profit provision device for providing a player with
profits if a combination of symbols constitutes a predetermined
winning mode when the symbols are stopped and displayed;
[0020] an image display device for displaying information about a
game;
[0021] a sound generation device for generating a sound relevant to
a game; and
[0022] a control device for electrically controlling the variable
display section, the starting device, the stopping device, the
profit provision device, the image display device, and the sound
generation device on the basis of a hierarchical processing
structure, the control device including
[0023] a main control device for controlling the first hierarchical
level, which is the highest hierarchical processing level of the
gaming machine,
[0024] an intermediate control device for controlling the second
hierarchical level situated lower than the first hierarchical
level, under control of the main control device, and
[0025] lower control device for controlling a third hierarchical
level situated lower than the second hierarchical level, under
control of the intermediate control device.
[0026] Preferably, the control device performs processing for
making a decision pertaining to the player's profits, and the lower
control device controls image display to be performed by the image
display device. Further, the intermediate control device preferably
performs control operations other than those to be performed by the
lower control device.
[0027] Preferably, the intermediate control device performs control
operations including a sound generation control operation to be
performed by the sound generation device. Preferably, the
intermediate control means is controlled in accordance with a
command code transmitted from the main control means, and the lower
control means is controlled in accordance with a command code
transmitted from the intermediate control means.
[0028] Preferably, the lower control device comprises a plurality
of control boards specialized for specific control processing
operations, respectively.
[0029] Preferably, the lower control means is equipped with a lamp
control board.
[0030] Preferably, the lower control means is equipped with a
control board having mounted thereon at least an image control CPU
and character ROM.
[0031] The control device is embodied by, for example, a
microcomputer having features such as a CPU, ROM, and RAM. The
gaming machine is controlled by means of the CPU operating in
accordance with a sequence program stored in the ROM or a like
memory device.
[0032] Further, the present invention provides a gaming machine
comprising:
[0033] variable display means for variably displaying a plurality
of types of symbols required for gaming;
[0034] starting means for starting variable display of the
symbols;
[0035] stopping means for stopping the symbols being variably
displayed;
[0036] profit provision means for providing a player with profits
if a combination of symbols constitutes a predetermined winning
mode when the symbols are stopped and displayed;
[0037] image display means for displaying information about a
game;
[0038] sound generation means for generating a sound relevant to a
game; and
[0039] control means for electrically controlling the variable
display means, the starting means, the stopping means, the profit
provision means, the image display means, and the sound generation
means on the basis of a hierarchical processing structure, the
control means including
[0040] main control means for controlling the first hierarchical
level, which is the highest hierarchical processing level of the
gaming machine,
[0041] intermediate control means for controlling the second
hierarchical level situated lower than the first hierarchical
level, under control of the main control means, and
[0042] lower control means for controlling a third hierarchical
level situated lower than the second hierarchical level, under
control of the intermediate control means.
BRIEF DESCRIPTION OF THE DRAWINGS
[0043] FIG. 1 a front view of a slot machine according to an
embodiment of the present invention;
[0044] FIG. 2 is a schematic block diagram of a control unit (main
control board);
[0045] FIG. 3 is a schematic block diagram of the control unit (a
sub-control board and an image control board);
[0046] FIG. 4 is a table describing an IN port (input port [0])
constituting the sub-control board;
[0047] FIG. 5 is a table describing an OUT port (output port [0])
constituting the sub-control board;
[0048] FIG. 6 is a table describing an IN port (a command receive
port [of higher hierarchical level]) constituting the sub-control
board;
[0049] FIG. 7 is a table describing an IN port (a command receive
port [of lower hierarchical level]) constituting the sub-control
board;
[0050] FIG. 8 is a table describing an OUT port (a command receive
port [of lower hierarchical level]) constituting the sub-control
board;
[0051] FIG. 9 is a table describing an OUT port (a sound output
port) constituting the sub-control board;
[0052] FIG. 10 is a table for describing commands to be received by
the command receive port;
[0053] FIG. 11 is an illustration for describing a data value
corresponding to a command code (MCMD_INIT);
[0054] FIG. 12 is an illustration for describing a data value
corresponding to a command code (MCMD_DEMO);
[0055] FIG. 13 is an illustration for describing a data value
corresponding to a command code (MCMD_MDIN);
[0056] FIG. 14 is an illustration for describing a data value
corresponding to a command code (MCMD_NMST);
[0057] FIG. 15 is an illustration for describing a data value
corresponding to a command code (MCMD_RBST);
[0058] FIG. 16 is an illustration for describing a data value
corresponding to a command code (MCMD_BBST);
[0059] FIG. 17 is an illustration for describing a data value
corresponding to a command code (MCMD_RLSP);
[0060] FIG. 18 is an illustration for describing a data value
corresponding to a command code (MCMD_NHIT);
[0061] FIG. 19 is an illustration for describing a data value
corresponding to a command code (MCMD_JHIT);
[0062] FIG. 20 is an illustration for describing a data value
corresponding to a command code (MCMD_POFN);
[0063] FIG. 21 is an illustration for describing a data value
corresponding to a command code (MCMD_BNST);
[0064] FIG. 22 is an illustration for describing a data value
corresponding to a command code (MCMD_BBFN);
[0065] FIG. 23 is an illustration for describing a data value
corresponding to a command code (MCMD_ERR);
[0066] FIG. 24 is an illustration for describing a data value
corresponding to a command code (MCMD_PSEL);
[0067] FIG. 25 is an illustration for describing a data value
corresponding to a command code (MCMD_SUND);
[0068] FIG. 26 is a table for describing a display control code to
be transmitted from a liquid crystal display command transmission
port;
[0069] FIG. 27 is an illustration for describing a data value
corresponding to a command code (DSP_INIT);
[0070] FIG. 28 is an illustration for describing a data value
corresponding to a command code (DSP_DEMO);
[0071] FIG. 29 is an illustration for describing a data value
corresponding to a command code (DSP_REEL);
[0072] FIG. 30 is an illustration for describing displayed symbol
data;
[0073] FIG. 31 is an illustration for describing a data value
corresponding to a command code (DSP_NSTR);
[0074] FIG. 32 is an illustration for describing a data value
corresponding to a command code (DSP_SSTR);
[0075] FIG. 33 is an illustration for describing a data value
corresponding to a command code (DSP_NLSP);
[0076] FIG. 34 is an illustration for describing a data value
corresponding to a command code (DSP_RECH);
[0077] FIG. 35 is an illustration for describing a data value
corresponding to a command code (DSP_SSTP);
[0078] FIG. 36 is an illustration for describing a data value
corresponding to a command code (DSP_NHIT);
[0079] FIG. 37 is an illustration for describing a data value
corresponding to a command code (DSP_SHIT);
[0080] FIG. 38 is an illustration for describing a data value
corresponding to a command code (DSP_BHIT);
[0081] FIG. 39 is an illustration for describing a data value
corresponding to a command code (DSP_BSTG);
[0082] FIG. 40 is an illustration for describing a data value
corresponding to a command code (DSP_RSTR);
[0083] FIG. 41 is an illustration for describing a data value
corresponding to a command code (DSP_JHIT);
[0084] FIG. 42 is an illustration for describing a data value
corresponding to a command code (DSP_BSTR);
[0085] FIG. 43 is an illustration for describing a data value
corresponding to a command code (DSP_BNHT);
[0086] FIG. 44 is an illustration for describing a data value
corresponding to a command code (DSP_BRHT);
[0087] FIG. 45 is an illustration for describing a data value
corresponding to a command code (DSP_ERR);
[0088] FIG. 46 is a table for describing constants to be used in
control processing performed by the sub-control board;
[0089] FIG. 47 is an illustration for describing a timer to be used
in the control processing performed by the sub-control board;
[0090] FIG. 48 is an illustration for describing a flag to be used
in the control processing performed by the sub-control board;
[0091] FIG. 49 is a table for describing a work area used in the
control processing to be performed by the sub-control board;
[0092] FIG. 50 is a table for describing a work area used in the
control processing to be performed by the sub-control board;
[0093] FIG. 51 is an illustration for describing a sequence control
table stored in program ROM of the sub-control board;
[0094] FIG. 52 is an illustration for describing command data to be
transmitted to sound source IC;
[0095] FIG. 53 is an illustration for describing sound effects
(powerball 3 LI-ZHI failure) generated by the sound source IC;
[0096] FIG. 54 is an illustration for describing sound effects
(powerball 3, LI-ZHI winning) generated by the sound source IC;
[0097] FIG. 55 is an illustration for describing sound effects (RB
stage 3, completion of eight jackpot winnings) generated by the
sound source IC;
[0098] FIG. 56 is an illustration for describing sound effects (RB
stage 3, jackpot failures ended with punctures) generated by the
sound source IC;
[0099] FIG. 57 is an illustration for describing sound effects (RB
stage 3, jackpot winnings ended with punctures) generated by the
sound source IC;
[0100] FIG. 58 is a table for describing sound output request
control code;
[0101] FIG. 59 is a table for describing sound output request
control code;
[0102] FIG. 60 is a table for describing sound output request
control code;
[0103] FIG. 61 is an illustration for describing a sound output
data table;
[0104] FIG. 62 is an illustration for describing a sound output
data table;
[0105] FIG. 63 is an illustration for describing a sound output
data table;
[0106] FIG. 64 is an illustration for describing a sound output
data table;
[0107] FIG. 65 is an illustration for describing a sound output
data table;
[0108] FIG. 66 is an illustration for describing a sound output
data table;
[0109] FIG. 67 is an illustration for describing a sound output
data table;
[0110] FIG. 68 is an illustration for describing a sound output
data table;
[0111] FIG. 69 is an illustration for describing a sound output
data table;
[0112] FIG. 70 is an illustration for describing a sound output
data table;
[0113] FIG. 71 is an illustration for describing a sound output
data table;
[0114] FIG. 72 is an illustration for describing a sound output
data table;
[0115] FIG. 73 is an illustration for describing a sound output
data table;
[0116] FIG. 74 is an illustration for describing a sound output
data table;
[0117] FIG. 75 is an illustration for describing a sound output
data table;
[0118] FIG. 76 is a table for describing sound codes used in the
sound output data table;
[0119] FIG. 77 is an illustration for describing a LI-ZHI
presentation selection table to be used during a normal game;
[0120] FIG. 78 is an illustration for describing the LI-ZHI
presentation selection table to be used during a normal game;
[0121] FIG. 79 is an illustration for describing the LI-ZHI
presentation selection table to be used during a normal game;
[0122] FIG. 80 is an illustration for describing the LI-ZHI
presentation selection table to be used during a normal game;
[0123] FIG. 81 is an illustration for describing the LI-ZHI
presentation selection table to be used during a normal game;
[0124] FIG. 82 is an illustration for describing a LI-ZHI
presentation selection table to be used during an
internally-generated bonus game;
[0125] FIG. 83 is an illustration for describing the LI-ZHI
presentation selection table to be used during an
internally-generated bonus game;
[0126] FIG. 84 is an illustration for describing the LI-ZHI
presentation selection table to be used during an
internally-generated bonus game;
[0127] FIG. 85 is an illustration for describing the LI-ZHI
presentation selection table to be used during an
internally-generated bonus game;
[0128] FIG. 86 is an illustration for describing the LI-ZHI
presentation selection table to be used during an
internally-generated bonus game;
[0129] FIG. 87 is an illustration for describing a LI-ZHI
presentation selection table to be used for illuminating WIN
lamps;
[0130] FIG. 88 is an illustration for describing the LI-ZHI
presentation selection table to be used for illuminating WIN
lamps;
[0131] FIG. 89 is an illustration for describing the LI-ZHI
presentation selection table to be used for illuminating WIN
lamps;
[0132] FIG. 90 is an illustration for describing the LI-ZHI
presentation selection table to be used for illuminating WIN
lamps;
[0133] FIG. 91 is an illustration for describing the LI-ZHI
presentation selection table to be used for illuminating WIN
lamps;
[0134] FIG. 92 is an illustration for describing a LI-ZHI
presentation displayed-symbol table for effecting "BBRECHDATBB"
generation presentation;
[0135] FIG. 93 is an illustration for describing a LI-ZHI
presentation displayed-symbol table for effecting "RBRECHDATRB"
generation presentation;
[0136] FIG. 94 is an illustration for describing a LI-ZHI
presentation displayed-symbol table for effecting "MSRECCHDAT"
failure presentation;
[0137] FIG. 95 is an illustration for describing a table for
selecting a center symbol to be displayed when
"balancing-on-rolling-ball LI-ZHI" has failed;
[0138] FIG. 96 is an illustration for describing a table for
selecting symbols to be displayed during a normal game (no
LI-ZHI);
[0139] FIG. 97 is an illustration for describing a table for
selecting symbols to be displayed during an internally-generated
bonus game (without LI-ZHI);
[0140] FIG. 98 is an illustration for describing a table for
selecting flash data to be used with the LI-ZHI presentation
selection table;
[0141] FIG. 99 is a table for describing the relationship between
flash data, random numbers for selection, a reel blinking pattern,
and presentation sound (start sound);
[0142] FIG. 100 is a table for describing the relationship between
flash data, random numbers for selection, a reel blinking pattern,
and presentation sound (start sound);
[0143] FIG. 101 is a table for describing the relationship between
flash data, random numbers for selection, a reel blinking pattern,
and presentation sound (start sound);
[0144] FIG. 102 is a table for describing the relationship between
flash data, random numbers for selection, a reel blinking pattern,
and presentation sound (start sound);
[0145] FIG. 103 is a demonstration display appearing in response to
a command code "02h" (shown in FIG. 28);
[0146] FIG. 104 is a demonstration display appearing in response to
the command code "02h" (shown in FIG. 28);
[0147] FIG. 105 is a demonstration display appearing in response to
the command code "02h" (shown in FIG. 28);
[0148] FIG. 106 is a demonstration display appearing in response to
the command code "02h" (shown in FIG. 28);
[0149] FIG. 107 is a reel screen display appearing in response to a
command code "03h" (shown in FIG. 29);
[0150] FIG. 108 is a reel screen display appearing in response to
the command code "03h" (shown in FIG. 29);
[0151] FIG. 109 is a sign presentation display appearing in
response to a command code "04h" (shown in FIG. 31);
[0152] FIG. 110 is a sign presentation display appearing in
response to the command code "04h" (shown in FIG. 31);
[0153] FIG. 109 is a sign presentation display appearing in
response to the command code "04h" (shown in FIG. 31);
[0154] FIG. 112 is a sign presentation display appearing in
response to the command code "04h" (shown in FIG. 31);
[0155] FIG. 113 is a sign presentation display appearing in
response to the command code "04h" (shown in FIG. 31);
[0156] FIG. 114 is a sign presentation display appearing in
response to the command code "04h" (shown in FIG. 31);
[0157] FIG. 115 is a sign presentation display appearing in
response to the command code "04h" (shown in FIG. 31);
[0158] FIG. 116 is a sign presentation display appearing in
response to the command code "04h" (shown in FIG. 31);
[0159] FIG. 117 is a sign presentation display appearing in
response to the command code "04h" (shown in FIG. 31);
[0160] FIG. 118 is a sign presentation display appearing in
response to the command code "04h" (shown in FIG. 31);
[0161] FIG. 119 is a sign presentation display appearing in
response to the command code "04h" (shown in FIG. 31);
[0162] FIG. 120 is a sign presentation display appearing in
response to the command code "04h" (shown in FIG. 31);
[0163] FIG. 121 is a LI-ZHI presentation display appearing in
response to a command code "07h" (shown in FIG. 34);
[0164] FIG. 122 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34 );
[0165] FIG. 123 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0166] FIG. 124 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0167] FIG. 125 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0168] FIG. 126 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0169] FIG. 127 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0170] FIG. 128 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0171] FIG. 129 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0172] FIG. 130 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0173] FIG. 131 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0174] FIG. 132 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0175] FIG. 133 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0176] FIG. 134 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0177] FIG. 135 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0178] FIG. 136 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0179] FIG. 137 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0180] FIG. 138 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0181] FIG. 139 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0182] FIG. 140 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0183] FIG. 141 is a LI-ZHI presentation display appearing in
response to the command code "07h" (shown in FIG. 34);
[0184] FIG. 142 is a big bonus stage presentation screen appearing
in response to a command code "0Ch" (shown in FIG. 39);
[0185] FIG. 143 is a big bonus stage presentation screen appearing
in response to the command code "0Ch" (shown in FIG. 39);
[0186] FIG. 144 is a big bonus stage presentation screen appearing
in response to the command code "0Ch" (shown in FIG. 39);
[0187] FIG. 145 is a big bonus stage presentation screen appearing
in response to the command code "0Ch" (shown in FIG. 39);
[0188] FIG. 146 is a big bonus stage presentation screen appearing
in response to the command code "0Ch" (shown in FIG. 39);
[0189] FIG. 147 is a big bonus stage presentation screen appearing
in response to the command code "0Ch" (shown in FIG. 39);
[0190] FIG. 148 is a big bonus stage presentation screen appearing
in response to the command code "0Ch" (shown in FIG. 39);
[0191] FIG. 149 Is a big bonus stage presentation screen appearing
in response to the command code "0Ch" (shown in FIG. 39);
[0192] FIG. 150 is a big bonus stage presentation screen appearing
in response to the command code "0Ch" (shown in FIG. 39);
[0193] FIG. 151 is a big bonus stage presentation screen appearing
in response to the command code "0Ch" (shown in FIG. 39);
[0194] FIG. 152 is a big bonus stage presentation screen appearing
in response to the command code "0Ch" (shown in FIG. 39);
[0195] FIG. 153 is a big bonus stage presentation screen appearing
in response to the command code "0Ch" (shown in FIG. 39);
[0196] FIG. 154 is a regular bonus stage presentation screen
appearing in response to a command code "0Dh" (shown in FIG.
40);
[0197] FIG. 155 is a regular bonus stage presentation screen
appearing in response to the command code "0Dh" (shown in FIG.
40);
[0198] FIG. 156 is a regular bonus stage presentation screen
appearing in response to the command code "0Dh" (shown in FIG.
40);
[0199] FIG. 157 is a regular bonus stage presentation screen
appearing in response to the command code "0Dh" (shown in FIG.
40);
[0200] FIG. 158 is a jackpot-game-winning presentation screen
appearing in response to a command code "0Eh" (shown in FIG.
41);
[0201] FIG. 159 is a jackpot-game-winning presentation screen
appearing in response to the command code "0Eh" (shown in FIG.
41);
[0202] FIG. 160 is a jackpot-game-winning presentation screen
appearing in response to the command code "0Eh" (shown in FIG.
41);
[0203] FIG. 161 is a big bonus game presentation screen appearing
in response to a command code "0Fh" (shown in FIG. 42);
[0204] FIG. 162 is a big bonus game presentation screen appearing
in response to the command code "0Fh" (shown in FIG. 42);
[0205] FIG. 163 is a big bonus game presentation screen appearing
in response to the command code "0Fh" (shown in FIG. 42);
[0206] FIG. 164 is a small-jackpot combination winning presentation
screen appearing during a normal game in big bonus in response to a
command code "10h" (shown in FIG. 43);
[0207] FIG. 165 is a small-jackpot combination winning presentation
screen appearing during a normal game in big bonus in response to
the command code "10h" (shown in FIG. 43);
[0208] FIG. 166 is a small-jackpot combination winning presentation
screen appearing during a normal game in big bonus in response to
the command code "10h" (shown in FIG. 43);
[0209] FIG. 167 is a small-jackpot combination winning presentation
screen appearing during a normal game in big bonus in response to
the command code "10h" (shown in FIG. 43);
[0210] FIG. 168 is a small jackpot combination winning presentation
screen appearing during a normal game in big bonus in response to
the command code "10h" (shown in FIG. 43);
[0211] FIG. 169 is a small-jackpot combination winning presentation
screen appearing during a normal game in big bonus in response to
the command code "10h" (shown in FIG. 43);
[0212] FIG. 170 is a regular bonus winning presentation screen
appearing during a big bonus in response to a command code "11h"
(shown in FIG. 44);
[0213] FIG. 171 is a regular bonus winning presentation screen
appearing during a big bonus in response to the command code "11h"
(shown in FIG. 44);
[0214] FIG. 172 is a regular bonus winning presentation screen
appearing during a big bonus in response to the command code "11h"
(shown in FIG. 44);
[0215] FIG. 173 is a regular bonus winning presentation screen
appearing during a big bonus in response to the command code "11h"
(shown in FIG. 44);
[0216] FIG. 174 is an error display screen appearing in response to
a command code "12h" (shown in FIG. 45);
[0217] FIG. 175 is an error display screen appearing in response to
the command code "12h" (shown in FIG. 45);
[0218] FIG. 176 is an error display screen appearing in response to
the command code "12h" (shown in FIG. 45);
[0219] FIG. 177 is an error display screen appearing in response to
the command code "12h" (shown in FIG. 45);
[0220] FIG. 178 is an error display screen appearing in response to
the command code "12h" (shown in FIG. 45);
[0221] FIG. 179 is a flowchart showing procedures for receive
interrupt processing;
[0222] FIG. 180 is a flowchart showing procedures for receive
interrupt processing;
[0223] FIG. 181 is a flowchart showing procedures for receive
interrupt processing;
[0224] FIG. 182 is a flowchart showing procedures for receive
interrupt processing;
[0225] FIG. 183 is a flowchart showing procedures for timer
interrupt processing;
[0226] FIG. 184 is a flowchart showing procedures for receive
interrupt processing;
[0227] FIG. 185 is a flowchart showing procedures for receive
interrupt processing;
[0228] FIG. 186 is a flowchart showing procedures for transmission
start processing;
[0229] FIG. 187 is a flowchart showing procedures for command
transmission processing;
[0230] FIG. 188 is a flowchart showing procedures for presentation
restoration check processing;
[0231] FIG. 189 is a flowchart showing procedures for presentation
restoration check processing;
[0232] FIG. 190 is a flowchart showing procedures for presentation
nonrestoration processing;
[0233] FIG. 191 is a flowchart showing procedures for presentation
control processing;
[0234] FIG. 192 is a flowchart showing procedures for presentation
control processing;
[0235] FIG. 193 is a flowchart showing procedures for game status
check processing;
[0236] FIG. 194 is a flowchart showing procedures for game status
check processing;
[0237] FIG. 195 is a flowchart showing procedures for game status
check processing;
[0238] FIG. 196 is a flowchart showing procedures for presentation
sequence control processing;
[0239] FIG. 197 is a flowchart showing procedures for presentation
sequence control processing;
[0240] FIG. 198 is a flowchart showing procedures for analyzing a
received command;
[0241] FIG. 199 is a flowchart showing procedures for demonstration
display command processing;
[0242] FIG. 200 is a flowchart showing procedures for token
insertion command processing;
[0243] FIG. 201 is a flowchart showing procedures for token
insertion command processing;
[0244] FIG. 202 is a flowchart showing procedures for game start
command processing during a normal game;
[0245] FIG. 203 is a flowchart showing procedures for reel spinning
start command processing during a regular bonus game;
[0246] FIG. 204 is a flowchart showing procedures for reel spinning
start command processing during a regular bonus game;
[0247] FIG. 205 is a flowchart showing procedures for reel spinning
start command processing during a big bonus game;
[0248] FIG. 206 is a flowchart showing procedures for reel spinning
start command processing during a big bonus game;
[0249] FIG. 207 is a flowchart showing procedures for stop reel
command processing;
[0250] FIG. 208 is a flowchart showing procedures for stop reel
command processing;
[0251] FIG. 209 is a flowchart showing procedures for stop reel
command processing;
[0252] FIG. 210 is a flowchart showing procedures for stop reel
command processing;
[0253] FIG. 211 is a flowchart showing procedures for winning
(all-reel-stop) command processing;
[0254] FIG. 212 is a flowchart showing procedures for winning
(all-reel-stop) command processing;
[0255] FIG. 213 is a flowchart showing procedures for winning
(all-reel-stop) command processing;
[0256] FIG. 214 is a flowchart showing procedures for
jackpot-winning command processing;
[0257] FIG. 215 is a flowchart showing procedures for
jackpot-winning command processing;
[0258] FIG. 216 is a flowchart showing procedures for payout
completion command processing;
[0259] FIG. 217 is a flowchart showing procedures for processing
pertaining to an instruction changing the status of a bonus
game;
[0260] FIG. 218 is a flowchart showing procedures for processing
pertaining to an instruction changing the status of a bonus
game;
[0261] FIG. 219 is a flowchart showing procedures for operation
command processing to be performed when a big bonus ends;
[0262] FIG. 220 is a flowchart showing procedures for operation
command processing to be performed when a big bonus ends;
[0263] FIG. 221 is a flowchart showing procedures for error
presentation command processing;
[0264] FIG. 222 is a flowchart showing procedures for error
presentation command processing;
[0265] FIG. 223 is a flowchart showing procedures for
main-CPU-presentation-type command processing;
[0266] FIG. 224 is a flowchart showing procedures for
main-CPU-presentation-type command processing;
[0267] FIG. 225 is a flowchart showing procedures for
main-CPU-presentation-type command processing;
[0268] FIG. 226 is a flowchart showing procedures for sound single
command processing;
[0269] FIG. 227 is a flowchart showing procedures for presentation
selection processing to be performed when a normal game and a bonus
game is internally generated;
[0270] FIG. 228 is a flowchart showing procedures for presentation
selection processing to be performed when a normal game and a bonus
game is internally generated;
[0271] FIG. 229 is a flowchart showing procedures for presentation
selection processing to be performed when a normal game and a bonus
game is internally generated;
[0272] FIG. 230 is a flowchart showing procedures for presentation
selection processing to be performed when a normal game and a bonus
game is internally generated;
[0273] FIG. 231 is a flowchart showing procedures for bonus-winning
processing;
[0274] FIG. 232 is a flowchart showing procedures for bonus-winning
processing;
[0275] FIG. 233 is a flowchart showing procedures for winning
during a big bonus game;
[0276] FIG. 234 is a flowchart showing procedures for winning
during a big bonus game;
[0277] FIG. 235 is a flowchart showing procedures for winning
during a big bonus game;
[0278] FIG. 236 is a flowchart showing procedures for winning
during a big bonus game;
[0279] FIG. 237 is a flowchart showing procedures for presentation
status reset processing;
[0280] FIG. 238 is a flowchart showing procedures for sound
restoration processing;
[0281] FIG. 239 is a flowchart showing procedures for received
command storage processing;
[0282] FIG. 240 is a flowchart showing procedures for command fetch
processing;
[0283] FIG. 241 is a flowchart showing procedures for
winning-sign-presentation-type selection processing;
[0284] FIG. 242 is a flowchart showing procedures for
winning-sign-presentation-type selection processing;
[0285] FIG. 243 is a flowchart showing procedures for
LI-ZHI-presentation-type selection processing;
[0286] FIG. 244 is a flowchart showing procedures for
LI-ZHI-presentation-type selection processing;
[0287] FIG. 245 is a flowchart showing procedures for
LI-ZHI-presentation-type selection processing;
[0288] FIG. 246 is a flowchart showing procedures for selecting
from a selection table symbols to be displayed;
[0289] FIG. 247 is a flowchart showing procedures for sound control
processing;
[0290] FIG. 248 is a flowchart showing procedures for sound
initialization processing;
[0291] FIG. 249 is a flowchart showing procedures for sound mute
processing;
[0292] FIG. 250 is a flowchart showing procedures for sound mute
processing;
[0293] FIG. 251 is a flowchart showing procedures for sound output
processing;
[0294] FIG. 252 is a flowchart showing procedures for sound output
processing;
[0295] FIG. 253 is a flowchart showing procedures for sound output
processing;
[0296] FIG. 254 is a flowchart showing procedures for sound output
processing;
[0297] FIG. 255 is a flowchart showing procedures for SD- OUT sound
output data transmission processing;
[0298] FIG. 256 is a flowchart showing procedures for s topping
replay of all channels;
[0299] FIG. 257 is a flowchart showing transmission timing of a
transmission command;
[0300] FIG. 258 is a flowchart showing transmission timing of a
transmission command;
[0301] FIG. 259 is a flowchart showing transmission timing of a
transmission command;
[0302] FIG. 260 is an illustration showing the configuration of a
transmission command;
[0303] FIG. 261 is an illustration for describing a reel blinking
pattern;
[0304] FIG. 262 is an illustration for describing a reel blinking
pattern;
[0305] FIG. 263 is an illustration for describing a reel blinking
pattern;
[0306] FIG. 264 is an illustration for describing a reel blinking
pattern;
[0307] FIG. 265 is an illustration for describing a reel blinking
pattern;
[0308] FIG. 266 is an illustration for describing a reel blinking
pattern;
[0309] FIG. 267 is an illustration for describing a reel blinking
pattern; and
[0310] FIG. 268 is an illustration for describing a reel blinking
pattern.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0311] Preferred embodiments of the present invention will be
described by the accompanying drawings.
[0312] Throughout the following descriptions, a slot machine is
taken as a typical gaming machine.
[0313] Slot Machine
[0314] FIG. 1 is a front view showing an embodiment of the slot
machine according to the present invention.
[0315] As shown in FIG. 1, the slot machine 1 according to the
present invention has a housing 3, and a reclosable front door 2 is
provided on the front surface of the housing 3. A display window 4
is formed at a position above and near the center of the front face
of the front door 2. The respective outer peripheral surfaces of
three reels 5a to 5c disposed within the housing 3 face the display
window 4. Winning-line indicators 6 for indicating effective
winning lines are printed across the display window 4 so as to
extend to the peripheries thereof. Here, the winning-line
indicators 6 are constituted of a total of five indicators; that
is, three horizontal indicators and two diagonal indicators
crossing the horizontal ones. Also, effective-line indicator lamps
7a to 7e are provided on the left-end side of the winning-line
indicators 6a to 6e for indicating corresponding effective winning
lines.
[0316] In the following descriptions, the left-side reel 5a is
called a first reel; the right-side reel 5c is called a second
reel; and the center reel 5b is called a third reel. Stoppage of
the first reel is called a first stoppage; stoppage of the second
reel is called a second stoppage; and stoppage of the third reel is
called a third stoppage. A symbol displayed at the time of stoppage
of the first reel is sometimes called simply a left-side displayed
symbol; a symbol displayed at the time of stoppage of the second
reel is sometimes called simply a right-side displayed symbol; and
a symbol displayed at the time of stoppage of the third reel is
sometimes called simply a center displayed symbol.
[0317] Although the three reels 5a to 5c are disposed within a
single display window 4 in the embodiment shown in FIG. 1, discrete
display windows may be provided so as to correspond to the reels 5a
to 5c. Further, although five effective winning lines are provided
here, the effective winning lines may be provided in any number,
such as seven or nine.
[0318] On the right-end side of the winning-line indicators 6,
there are provided a replay display lamp 8 which is illuminated at
the time of a replay winning; a game stop display lamp 9 for
displaying a wait time from starting of the last reel spinning
until starting of the next reel spinning is permitted; a winning
display lamp 10 for indicating that a winning combination is
generated; a game start display lamp 11 for indicating that a start
switch 20 is active; and a gaming token insertion lamp 12 for
indicating that insertion of gaming tokens is permitted.
[0319] An image display section 13 for displaying game information
is disposed in substantially the center of the front face of the
front door 2 and below the display window 4. The image display
section 13 consists of, for example, a liquid-crystal display, a
plasma display, an EL display, a CRT display, a dot-matrix
indicator, or the like, and can display a game presentation, which
will be explained later in detail, in the form of a stationary
image or an animation.
[0320] In the embodiment shown in FIG. 1, the reels 5a to 5c, which
are variable display means, and the image display section 13 are
constructed separately from each other. However, they may be
indicated in a single display device through use of a CRT display
of about 17 inches or a like device. In this case, simulated reels
can be displayed on the CRT in place of the reels 5a to 5c.
[0321] A token insertion slot 14 is formed on the right side of the
image display section 13 for enabling simultaneous insertion of
gaming tokens to be used for gaming. An open/close key 15 is
provided on the front door 2 and in a position lower right with
reference to the token insertion slot 14. A first bet switch 16 is
provided on the left side of the image display section 3 for
enabling insertion of gaming tokens on a one-by-one basis within a
credited range. A second bet switch 17 is provided next the first
bet switch 16 for insertion of two gaming tokens within the
credited range. In addition, a max bet switch 18 is provided just
to the left of the image display section 13 for enabling insertion
of gaming tokens up to a maximum bet number (three in this
embodiment) within the credited range.
[0322] Though not shown, a card unit may be attached to the slot
machine 1 so as to form a card-type slot machine which accepts a
valued medium such as a prepaid card or the like for loaning out
gaming tokens, so that credit can be made in a credit section as in
the case where the gaming tokens are inserted into the slot machine
1. Further, the card-type slot machine may be configured such that,
while the card unit is attached to the slot machine 1, a hopper of
the slot machine main body is actuated upon a gaming token loan-out
operation, so as to loan out a predetermined number of gaming
tokens to a token tray 22.
[0323] Below the image display section 13, the front face of the
front door 2 is provided with a C/P switch 19 for changeover
between credit and payout of the tokens acquired by the player; the
start switch 20 for starting spinning of each of the reels 5a to 5c
on condition that a gaming token has been inserted; and three stop
switches 21a to 21c for stopping spinning of the respective reels
5a to 5c.
[0324] The token tray 22 is provided in a lower part of the front
door 2 for receiving gaming tokens paid out as a prize. A token
payout slot 23 is provided opposite the token tray 22. Sound
transmission holes 24 are provided on the front face of the front
door 2 and in a position above the token tray 22. A speaker 25 is
provided within the housing 3 so as to face the sound transmission
holes 24.
[0325] An upper part of the front face of the housing 3 is provided
with a dividend display section 26 for displaying the number of
dividend gaming tokens to be paid out as a reward for a winning
combination. A decorating section 27 provided with a plurality of
decorating lamps (not shown) is provided above the dividend display
section 26. The decorating section 27 is divided into a plurality
of (e.g., 8) lateral sub-sections, each sub-section including a
decorating lamp. The decorating lamp is illuminated or blinked
according to the status of a game, thus enhancing the entertainment
value of a game.
[0326] Within the housing 3, the reels 5a to 5c are rotatably
disposed at their respective positions where their outer peripheral
surfaces face the display window 4. Further, a hopper (not shown)
is disposed at a position communicating with the token payout slot
23 for paying out gaming tokens as a prize. A control unit (not
shown) is disposed within the housing 3 for electrically
controlling the slot machine 1.
[0327] A light-transparent reel tape having a plurality of kinds of
symbols printed thereon at predetermined intervals is affixed onto
the outer peripheral surface of each of the reels 5a to 5c. For
example, the kinds of symbols include "7," "EXTRA," "CHERRY,"
"DIAMOND," "DRAGON," "BALL," etc. Twenty-one symbols are printed on
each of the reels 5a to 5c. When symbols constitute a combination
"7-7-7," a big bonus (BB) is started. When symbols constitute a
combination "EXTRA-EXTRA-EXTRA," a regular bonus (RB) is started.
In this situation, when symbol "CHERRY" is stopped at the middle
stage of the left reel 5a, two gaming tokens are paid out. When
symbol "CHERRY" is stopped at either the upper or lower stage of
the left reel 5a, four gaming tokens are paid out. When symbols
constitute a combination "DIAMOND-DIAMOND-DIAMOND", ten gaming
tokens are paid out, and when symbols constitute a combination
"DRAGON-DRAGON-DRAGON", seven gaming tokens are paid out. When
symbols constitute a combination "DRAGON-EXTRA-EXTRA" (i.e., an
internally-generated dragon combination to be described later),
three gaming tokens are paid out. When symbols constitute a
combination "BALL-BALL-BALL," the player can replay a game.
[0328] Here, the kinds of symbols and the number of symbols
displayed in each of the reels 5a to 5c can be changed as
appropriate. For example, the kinds of symbols may include, in
addition to those mentioned above, "BELL," "ORANGE," "PERSON,"
"ANIMAL," "FISH," "JAC," "BAR," and the like. Further, each of
symbols may be painted in a plurality of colors such that the
symbols are distinguishable from each other.
[0329] Disposed inside each of the reels 5a to 5c are three back
lamps (not shown) in a vertical row for illuminating from inside
the respective reel 5a to 5c in a transmitting manner the symbols
seen through the display window 4. As the back lamps are
illuminated, each of the reels 5a to 5c is illuminated from inside,
whereby symbols stationarily displayed on effective winning lines
can be highlighted.
[0330] <Game Played on Slot Machine>
[0331] In order to play a game with the slot machine 1, the player
inserts gaming tokens into the token insertion slot 14.
Alternatively, the player actuates any of the bet switches 16, 17,
and 18, to thereby insert gaming tokens for game within a credited
range. Now, effective winning lines are determined according to the
number of inserted gaming tokens, and corresponding ones of the
effective-line indicator lamps 7a to 7e are illuminated. For
example, when one gaming token is inserted, a middle horizontal
line becomes effective. When two gaming tokens are inserted, three
horizontal lines; that is, the upper, middle, and lower horizontal
lines, become effective. When three gaming tokens, which constitute
the maximum permissible bet number, are inserted, five lines in
total consisting of three horizontal lines in the upper, middle,
and lower parts and two diagonal lines become effective.
[0332] Subsequently, when the player actuates the start switch 20,
all the reels 5a to 5c start spinning simultaneously, whereby a
plurality of kinds of symbols printed on the respective outer
peripheral surfaces of the reels 5a to 5c are displayed while
vertically moving within the display window 4. When spinning of the
reels 5a to 5c reaches a predetermined speed, corresponding stop
switches 21a to 21c are made active. As the player actuates the
stop switches 21a to 21c, the corresponding reels 5a to 5c stop
spinning.
[0333] In a case where the combination of the symbols stationarily
displayed on an effective winning line enters a predetermined
winning mode, the number of gaming tokens corresponding to this
winning mode are paid out as a prize or added as a credit.
[0334] <Winning Mode>
[0335] Predetermined winning modes include normal winning modes,
and special winning modes to become a starting condition for
special games which are more advantageous to the player than normal
games. Further, the special winning modes include so-called big
bonus and so-called regular bonus.
[0336] Specific examples of winning modes include, as
frequently-occurring winning modes in general, so-called
small-JACKPOT combinations such as "CHERRY," "DIAMOND," "DRAGON,"
and "WATERMELON," and winning modes known as replay by which the
next game can be played without insertion of a gaming token.
[0337] Usually, if no winning occurs in an internally-generated
game, the established internally-generated combination will not be
transferred to the next and later games. Further, a relatively
small number of gaming tokens; i.e., 15 or fewer tokens, are paid
out. Big bonuses and regular bonuses, which are called special
winning modes are generated when combinations of predetermined
special game starting symbols are aligned on the winning lines.
Here, the big bonuses include CT-attached big bonuses, wherein the
CT-attached big bonuses further include games known as challenge
time (CT) in which stop control for the reels 5a to 5c by random
number sampling is stopped for a predetermined period after
completion of a big bonus game.
[0338] In such special winning games called big bonuses and regular
bonuses, winning modes occur at a higher probability than in normal
games. The internal sampling probability of these winning modes is
much lower than that of small-jackpot combinations or replay
winning. Hence, even when no winning occurs in the
internally-generated game; that is, when no special winning mode
constituted on a winning line, their internally-generated jackpots
are arranged so as to be transferable to the next and later games.
A large number of gaming tokens; i.e., on the order of about 350 to
450 for a big bonus and about 120 for a regular bonus, can be
acquired in one jackpot game.
[0339] Internal generation is that the control unit performs random
number sampling and enables occurrence of a winning mode on the
basis of a result of sampling. If internal generation is performed,
the reels 5a to 5c are regulated to stop so as to constitute
winning modes to the greatest extent practicable when the player
performs an operation for stopping the stop switches 21a to 21c. In
contrast, if internal generation is not performed, even when the
player performs an operation for stopping the stop switches 21a to
21c in an attempt to constitute a winning mode, control is effected
so as not to constitute a winning mode.
[0340] <Big Bonuses>
[0341] The winning modes of big bonus are concerned with games
which are started on condition that the combination of symbols
stationarily displayed on an effective winning line assumes "7,"
"7," and "7." In this case, after a predetermined number of; e.g.,
15 gaming tokens, have been paid out, the player can play a big
bonus game in which the player can advantageously acquire a greater
number of gaming tokens than in a normal game.
[0342] In this big bonus game, games similar to normal games with
an increased sampling probability of small-jackpot combinations
(called normal games in a big bonus (BB) game [normal games in BB])
can be played up to 30 times. During the normal games in BB, if the
symbols stationarily displayed on an effective winning line assume
a combination of, for example, "DIAMOND," "DIAMOND," and "DIAMOND,"
ten gaming tokens are paid out. If "CHERRY" is stationarily
displayed in a left-side position on the display window 4, two
gaming tokens are paid out. If the symbols stationarily displayed
on an effective winning line assume a combination of "BALL,"
"BALL," and "BALL," which is a specific winning mode, five gaming
tokens are paid out, and the player is allowed to play a JAC game
up to three times.
[0343] In terms of a combination of stopped symbols constituting a
winning mode as well as the number of gaming tokens paid out when a
winning mode is constituted, normal games in BB are performed under
substantially the same conditions as those under which normal games
are played outside a period of a big bonus, except that no replay
winning mode is available and that there is a specific winning mode
for shifting into a JAC game, in place of a specific winning mode
serving as a starting condition of a special game.
[0344] <JAC Game>
[0345] In a JACKPOT game, the start switch 20 is actuated with
insertion of a predetermined number of gaming tokens; e.g., one
gaming token, to thereby start spinning the reels 5a to 5c.
Subsequently, the stop switches 21a to 21c are actuated to stop
spinning of the reels 5a to 5c.
[0346] The player can play a bonus game (legally called "Jackpot
Game") in which, if a combination of stopped symbols constitutes a
predetermined combination of, e.g., "BALL," "BALL," and "BALL," a
predetermined number of; e.g., 15 gaming tokens, are paid out. In
connection with the slot machine constructed so as to generate a
regular bonus, the number of gaming tokens to be paid during a
regular bonus are substantially the same as those paid out during a
JAC game arising during the big bonus. In some cases, a big bonus
is defined as being constituted of a predetermined number of
regular games in BB and a predetermined number of regular
bonuses.
[0347] In the JAC game, the maximum number of games and the maximum
number of wins are restricted. For example, when the
above-mentioned game is played 12 times, which constitutes the
maximum game number, or the number of the above-mentioned wins
reaches eight, which is the maximum winning number, the JAC game
ends.
[0348] <Regular Bonus>
[0349] In addition to the above-mentioned big bonus, there are
special game modes known as so-called regular bonus.
[0350] The winning modes of regular bonus are concerned with games
to be started on condition that symbols stationarily displayed on
an effective winning line constitute a combination of "EXTRA,"
"EXTRA," and "EXTRA." After a predetermined number of; for example,
fifteen gaming tokens have been paid out, the player can play
regular bonus games.
[0351] In a regular bonus game, the acquirable profit is smaller
than that in the above-mentioned big bonus game. For example, the
above-mentioned JAC game is allowed to be played one time at
maximum.
[0352] Control Unit
[0353] Gaming operations in the slot machine 1 are controlled by a
control unit.
[0354] This control unit will be explained with reference to FIGS.
2 and 3.
[0355] As shown in FIGS. 2 and 3, the control unit comprises a main
control board 100, a sub-control board 200, and an image control
board 300.
[0356] As shown in FIG. 2, the main control board 100 performs main
control of gaming operations in the slot machine. The main control
board 100 comprises a main CPU 101; ROM 102; RAM 103; a clock
circuit 104 for generating an operating clock signal for the main
CPU 101; and a probability setting section 105 for setting the
probability of generation of big bonus and like bonuses.
[0357] The ROM 102 stores data items such as a winning probability
table for determining the probability of sampling,
internally-generated combinations, a stop control table for
controlling stoppage of the reels 5a to 5c according to the status
of gaming, or the like, as well as storing processing procedures
for gaming in the slot machine 1 as a sequence program. As the main
CPU 101 and other circuits operate according to the sequence
program, gaming in the slot machine 60 is controlled.
[0358] The clock circuit 104 comprises a clock pulse generator 106
for generating a reference clock at a predetermined frequency, and
a divider 107 for generating an operating clock signal for the CPU
101 by dividing the reference clock signal.
[0359] The probability setting section 105 comprises a random
number generator 108 for generating random numbers within a
predetermined range under the control of the main CPU 101, and a
random number sampling circuit 109 for extracting a given random
number from the random numbers generated in the random number
generator 108 and transmitting the thus-extracted random number to
the main CPU 101. A probability setting switch 110 for setting the
probability of occurrence of big bonus is connected to the
probability setting section 105.
[0360] The probability setting section 105 generates random numbers
to be used for normal games, big bonus, or the like. Specifically,
a determination as to whether or not there is an
internally-generated combination and determination of a winning
combination are made by means of comparing the random number
extracted at the time of actuation of the start switch 20 with the
winning probability table stored in the ROM 102.
Internally-generated bonus combinations, which are the results of
internal generation of big bonus or regular bonus, can be
transferred to the next and later games. In contrast,
internally-generated small-jackpot combination or replay winning is
only valid in the game in which they are internally generated.
[0361] A plurality of I/O ports provided with the CPU 101 are
connected to: the first bet switch 16; the second bet switch 17;
the max bet switch 18; the C/P switch 19; the start switch 20; a
token sensor 111 for detecting gaming tokens inserted from the
token insertion slot 14; a payout setting switch 112 for
determining whether to effect a payout process; a play-out cancel
switch 113 for canceling the play-out status; a motor drive circuit
114; a reel-position detection circuit 115; a reel-stop-signal
circuit 116; a hopper drive circuit 117; a payout-completion-signal
circuit 118; a speaker drive circuit 119; and a lamp drive circuit
120.
[0362] In the following, the individual circuits mentioned above
will be explained in detail.
[0363] The motor drive circuit 114 is connected to stepping motors
121a to 121c for spinning the respective reels 5a to 5c. Spinning
of the reels 5a to 5c is stopped or started by means of enabling or
disabling supply of drive pulses to the stepping motors 121a to
121c under control of the main CPU 101.
[0364] The reel-position detection circuit 115 is provided with a
position detection sensor (not shown) comprising an optical sensor
or the like for detecting the spinning position of each of the
reels 5a to 5c. Position detection signals concerning the reels 5a
to 5c detected by the position detection sensor are transmitted to
the main CPU 101.
[0365] When a combination of symbols stationarily displayed on the
respective reels 5a to 5c constitute a winning mode, profits are
awarded to the player. The principal functions of the reels 5a to
5c are to "variably display visually-cognizable symbols or images,
to determine variations in accordance with the player's operation,
and to determine whether to reward profits to the player on the
basis of the result of determination." Simulated reels, for
example, as well as mechanical reels as employed in the present
embodiment, may be variably displayed on an electrical image
display device. In addition to variable display of a plurality of
symbols, a single or plurality of characters or background images
are variably displayed. A determination as to whether to award
profits to the player may be made on the basis of fixed statuses;
for instance, the posture, expressions, and reactions, of the
stopped characters or images; the relationship between characters
or images; the extent to which background is changed; combinations
of words; progress in a story; or the like.
[0366] The reel-stop-signal circuit 116 is connected to the stop
switches 21a to 21c. As the player actuates the stop switches 21a
to 21c, the actuation is detected, and the resultant stop switch
detection signal is transmitted to the main CPU 101. More
specifically, after the individual reels 5a to 5c attain
constant-speed spinning as a result of actuation of the start
switch 20, actuation of the stop switches 21a to 21c is allowed.
When the stop switches 21a to 21c are pressed one after another, a
total of seven frames extending to the fourth frame from the
shortest stoppable position are checked according to the stop
switch detection signal, the position detection signal, and the
stop control table stored in the ROM 102. If there is any symbol
corresponding to the internally-generated combination, there is
performed so-called draw-in control operation such that the symbol
is aligned on the effective winning line. Further, there is
performed so-called kick control operation so as not to establish
any other winning combinations which are not internally generated.
Thus, the reels 5a to 5c are stopped. In the case of losing (also
called a "failure" in drawings) in which there is no
internally-generated combination, the individual reels 5a to 5c are
stopped such that no internally-generated combination is
established. In an internally-generated bonus game to which the
internally-generated bonus combination has been transferred,
internally-generated combinations other than the
internally-generated bonus combination are sampled. If a
small-jackpot combination or replay winning is internally
generated, a draw-in control operation is performed so as to
preferentially attain the small-jackpot combination or replay. The
only requirement for means corresponding to the stop switches 21a
to 21c is to be able to determine one from images that are being
displayed variably and to display the thus-determined image. The
means may be embodied as a touch sensor, a device which produces a
stop signal upon voice recognition, a thermally-sensitive sensor,
or the like. There is not necessity for the means being fixed on
the body of the slot machine. The means may be controlled remotely
in a wireless or wired manner.
[0367] The hopper drive circuit 117 is connected to a hopper 122
for storing gaming tokens.
[0368] The payout-completion-signal circuit 118 is connected to a
token storage section 123 and a token detecting section 124. The
token storage section 123 stores the gaming tokens inserted from
the token insertion slot 14 or gaming tokens to be paid out as a
prize. The token storage section 123 can store gaming tokens until
they reach a predetermined maximum permissible storage number of;
for example, 50. Gaming tokens are stored in the hopper 122 in a
number up to 50, and the 51st and later gaming tokens are actually
paid out from the hopper 122 to the token tray 22. The actually
paid-out tokens are counted by the token detecting section 124 at
the time when being paid out from the hopper 122 to the token tray
22.
[0369] In the operation of paying out gaming tokens at the time of
winning, if the sum value to be added to and stored in the token
storage section 123 or the counted value in the token detection
section 124 reaches a predetermined payout number, a payout
completion signal is transmitted from the payout-completion-signal
circuit 118 to the main CPU 101.
[0370] Means for awarding profits to the player is not limited to a
hopper and may be embodied by a prize payout device. For instance,
in a case where Pachinko balls are employed as gaming media, a
prize ball payout device can be provided. Further, the means for
awarding profits to the player may not be a physical gaming
medium.
[0371] For instance, in the case of a card-type slot machine, a
prize value may be written directly onto a card. If electronic
money is utilized, profits may be transferred directly into the
player's account.
[0372] The lamp drive circuit 120 is connected to back lamps 125
for illuminating from inside the reels 5a to 5c in a transmitting
manner the symbols seen through the display window 4. Three back
lamps 125 are provided in a vertical row for each of the reels 5a
to 5c. Nine back lamps 125 in total illuminate the reels 5a to 5c
from inside in a transmitting manner.
[0373] It is not necessarily required that the slot machine 1 have
a housing. The slot machine 1 may be constructed so as to connect a
main server having stored therein game programs with a terminal
device assigned to each player by way of a communications link such
as the Internet, and to enable the player to play a game by means
of displaying the reels 5a to 5c along with visual presentations on
a display provided on each terminal. In this case, a game program
may be downloaded to each of terminal devices, and a game may be
initiated on each terminal device. Alternatively, a program stored
in the main server may be initiated directly from each terminal
device. Moreover, terminal devices may be arranged so as to be
interconnected by way of a communications link so that a game
played on a certain terminal device can be remotely controlled from
another terminal device.
[0374] <Sub-Control Board>
[0375] The sub-control board 200 transmits a signal pertaining to
image presentation control to the image control board 300 under
control of the main control board 100 and controls generation of
sound effects.
[0376] As shown in FIG. 3, the sub-control board 200 is mounted
with a sub-CPU 201, program ROM 202, and control RAM 203. The
sub-CPU 201 on the sub-control board 200 receives a signal from the
main control board 100 by way of an IN port 204. A command of this
signal is transmitted in only one direction from the main control
board 100 to the sub-control board, 200, thereby preventing
unauthorized manipulation of the main control board 100, which
would otherwise be caused by loading an illegal program into the
sub-control board 200. Further, the sub-CPU 201 determines various
presentation images on the basis of the data output from the main
control board 100 and the selection table stored in the program ROM
202, and transmits a signal to the image control board 300 in only
one direction by way of an OUT port 205. The sub-control board 200
is additionally mounted with a sound-source IC 206 which generates
sound effects or the like from the speaker 25 by way of a power
amplifier 207. In the present embodiment, the sub-CPU 201 has a
receiving function of controlling receipt of a command from the
main control board 100; a presentation selection function of
selecting and determining presentations; a transmission function of
transmitting the kind of thus selected presentation to the image
control board 300; and a sound-effect control function of
sequentially controlling specific sound effects according to the
kind of selected presentation. The present embodiment primarily
relates to the sub-control board 200. If a statement concerning
sequence control is found in the following description, the term in
principle expresses sequence control of sound effects. Since
sequence control of images involves a heavy load, sequence control
of specific images is delegated to the image control board 300
provided in a hierarchical level immediately below the sub-control
board 200.
[0377] <Image Control Board>
[0378] The image control board 300 controls display of specific
images on the image display section 13 under control of the
sub-control board 200.
[0379] As shown in FIG. 3, the image control board 300 is mounted
with an image control CPU 301; program ROM 302; control RAM 303; an
image control IC 304; character ROM 305; and video RAM 306. The
image control board 300 receives a signal from the sub-control
board 200 by way of an IN port 307, and transmits a drive signal to
the image control IC 304. Under the control of the image control
CPU 301, the image control IC 304 receives signals from the
character ROM 305 and video RAM 306, and controls the image display
section 13 (e.g., a color liquid-crystal panel), thereby effecting
image displays.
[0380] In the present embodiment, according to the general kind of
presentations selected by the sub-CPU 201, the image control CPU
301 performs sequence control of specific images.
[0381] The functions assigned to the control boards in the present
embodiment may be changed. For instance, the sub-CPU 201 may be
assigned only a receiving function and an presentation selection
function, and sequence control of sound effects may be delegated to
a separately sound-only CPU.
[0382] In a case where the sub-CPU 201 has high presentation or
where the volume of images to be handled is small, an image
sequence control function may be assigned to the sub-CPU 201. In
addition, ramp control performed by the main control board 100 may
be delegated to the sub-control board 200 (in this case, the
sub-control board 200 is preferably mounted with a lamp control
board, as is the image control board 300).
[0383] <Ports of Sub-Control Board>
[0384] A specific example of the IN port 204 and that of the OUT
port 205 constituting the sub-control board 200 will now be
described by reference to FIGS. 4 through 9.
[0385] As shown in FIGS. 4 through 9, each of ports has eight data
terminals.
[0386] The IN port 204 is constituted of an input port [0] for
receiving a strobe signal and power-down signal output from the
main control board 100 (INMAPO in FIG. 4); a command receipt port
[of higher hierarchical level] for receiving data from the main
control board 100 (COMHMAP in FIG. 6); and a command receipt port
[of lower hierarchical level] (COMPLMAP in FIG. 7).
[0387] The OUT port 205 is constituted of a control output port [0]
for outputting a sound-mute-control output signal, a
liquid-crystal-strobe output signal, and a watchdog-timer reset
signal (CNTMAPO in FIG. 5); a liquid-crystal display command
transmission port for outputting data to the image display CPU
(LCDMAP in FIG. 8); and a sound output port for outputting data to
the sound-source IC 206 (SUNDMAP in FIG. 9).
[0388] <Commands Transmitted from the Main Control Board to the
Sub-Control Board>
[0389] As shown in FIG. 260, a command transmitted from the main
control board 100 is constituted of four bytes in total; namely,
preceding two-byte data having stored therein information about
various games, and subsequent two-byte data having stored therein
the status of gaming and a BCC (Block Check Character) value. The
status of gaming is expressed in ascending sequence from lower
bits: namely, whether or not RB operation is in progress (bit 0);
whether or not BB winning is expected [i.e., the symbols displayed
on the reels 5a, 5b, and 5c are now in TEN P'AIS status (in which
two identical symbols are displayed on an effective line and in
which, if the third symbol becomes identical with the other two
symbols, a jackpot becomes effective, and this status will be
hereinafter referred to simply as "TEN P'AIS" throughout the
specification) (bit 1); whether or not replay is in progress (bit
2); whether or not the main control board 100 is in losing (bit 3);
whether or not the slot machine is in a play-out status (bit 5);
whether or not generation of bonus is determined and displayed (bit
6); and whether or not BB operation is in progress (bit 7). The
subsequent two-byte data are common to all transmission commands,
and hence the preceding two-byte data will be described.
[0390] FIG. 10 shows a command which is transmitted from the main
control board 100 and is received by the command receipt port
(shown in FIGS. 6 and 7). More specifically, FIG. 10 explains
command codes received by the command receipt port. The left-side
column shows command codes; the center column shows data values;
and the right-side column shows descriptions of the command
codes.
[0391] Data pertaining to each of the command codes consist of one
byte (=eight bits). Data pertaining to each command code will be
described in more detail by reference to FIGS. 11 through 25.
[0392] FIGS. 11 through 25 show data values corresponding to
typical command codes. Contents of bytes are described in
descending sequence from the top of the code.
[0393] FIG. 11 shows a data value corresponding to a command code
(MCMD_INIT) shown in FIG. 10. Command code "0IH" is described as a
presentation initialization command. This command code is
transmitted when the slot machine is powered up, settings are
changed, or play is not restored for reasons of corruption of RAM.
In terms of presentation, all sounds are muted, and a display
appearing on a liquid-crystal screen disappears. By means of this
presentation initiation command, a liquid-crystal display erasure
command (01h) is selected and transmitted as a command (hereinafter
called a sub-sub-command) to be transmitted to the image control
board 300. A capital H is suffixed to a command code transmitted
from the main control board 100 to the sub-control board 200, and a
lower-case "h" is suffixed to a command code transmitted from the
sub-control board 200 to the image control board 300.
[0394] FIG. 12 shows a data value corresponding to a command code
(MCMD_DEMO) shown in FIG. 10, and a command code "02H" is described
as a demonstration display command. When the player fails to
perform an operation during a given period of time (e.g., 30
seconds), the main control board 100 transmits the demonstration
display code (but does not transmit the code during a bonus game).
A demonstration display, a dividend display, or explanations about
game rules are displayed as presentations. By means of the
demonstration display code, a demonstration display sub-sub-command
(02h) is selected and transmitted.
[0395] FIG. 13 shows a data value corresponding to a command code
(MCMD_MDIN) shown in FIG. 10, and a command code "03H" in the first
byte is described as gaming token insertion data. Further, data
pertaining to the number of gaming tokens to be inserted are stored
in the second byte. The command code is transmitted when a gaming
token is inserted. At the time of addition of credits, a sound
single presentation instruction to be described later is issued. By
means of the command code, a reel screen display sub-sub-command
(03h) is selected and transmitted.
[0396] FIG. 14 shows a data value corresponding to a command code
(MCMD_NMST) shown in FIG. 10, and a command code "04H" provided in
the first byte is described as a data command for starting a game
during a normal game. Data pertaining to the type of winning, such
as a big bonus, a regular bonus, or a replay winning, are added to
the second byte. During a normal game (including a normal game
arising during a big bonus game), the command code is transmitted
after the type of internally-generated winning has been determined
through probability sampling processing upon detection of actuation
of the start switch 20. The command code is followed by a
main-CPU-presentation-type command or a command for starting
spinning of reels during a big bonus, which will be described
later. Changes in presentations on the slot machine are not induced
by merely the game start data command code; presentations are
determined on the basis of commands following the game start data
command code (only the type of winning is transmitted).
[0397] FIG. 15 shows a data value corresponding to a command code
(MCMD_RBST) shown in FIG. 10, and a command code "05H" provided in
the first byte is described as data for starting spinning of reels
during a regular bonus game. Data pertaining to the number of
available regular bonus games and data pertaining to the number of
available regular bonus operations are added to the second byte.
The command code is transmitted when spinning of the reels 5a to 5c
is started upon detection of actuation of the start switch 20
during a regular bonus game. A game start sound and sound effects
for presentation of a regular bonus game are generated as
presentations. Further, regular-bonus-game presentations (of three
types for each regular bonus stage) are displayed. By means of the
command code, there is selected and transmitted a sub-sub-command
(0Dh) for starting spinning of reels during a regular bonus
game.
[0398] FIG. 16 shows a data value corresponding to a command code
(MCMD_BBST) shown in FIG. 10, and a command code "06H" provided in
the first byte is described as data for starting spinning of reels
during a big bonus game. Data pertaining to the number of available
big bonus games and data pertaining to the number of available big
bonus operations are added to the second byte. The command code is
transmitted when spinning of the reels 5a to 5c is started upon
detection of actuation of the start switch 20 during a big bonus
game. This command code is transmitted along with the game start
command code during a normal game. A game start sound is generated
as presentations. Further, presentations to be displayed during a
big bonus game (three types of presentations for each big bonus
stage) and the number of remaining normal games during a big bonus
are effected. By means of the command code, a sub-sub command code
(0Fh) for starting spinning of the reels during a big bonus is
selected and transmitted.
[0399] FIG. 17 shows a data value corresponding to a command code
(MCMD_RLSP) shown in FIG. 10, and a command code "07H" in the first
byte is described as stop reel data. Stop reel information is added
to the second byte. The command code is transmitted every time
reels are stopped. Reel stop sound is generated, and sound effects
are generated at the time of presentation of a chance. When any two
of the reels 5a to 5c enter a TEN P'AIS state, chance presentation
sound is generated in accordance with a sound solo presentation
instruction to be described later. According to the type of a
screen appearing on the liquid-crystal screen, another command code
is selected and transmitted by means of the command code.
Specifically, at the time of second stoppage of a reel, a reel stop
sub-sub command (07h) (a LI-ZHI presentation instruction) for a
normal reel screen is selected and transmitted. [LI-ZHI designates
a game status analogous to TEN P'AIS status. This status arises
when two identical symbols appear in predetermined positions,
thereby inducing a chance of great winning. Throughout the
specification, this status will be hereinafter referred to simply
as "LI-ZHI"] Further, at the time of first stoppage of a reel, a
reel stop sub-sub command (08h) for an internally-notified-state
reel screen is selected according to the type of a screen appearing
on the liquid-crystal screen, and the thus-selected sub-sub command
is transmitted.
[0400] FIG. 18 shows a data value corresponding to a command code
(MCMD_NHIT) shown in FIG. 10, and a command code "08H" in the first
byte is described as winning data (exclusive of Jackpot winning
data). Data pertaining to the type of winning, such as a big bonus,
a regular bonus, or a replay winning, are added to the second byte.
The command code is transmitted after all the reels 5a through 5c
have stopped and the result of retrieval of winning has been
acquired. In a case where reel lamps are blinked for presentation
after all the reels 5a to 5c have stopped, the command code is
transmitted after the presentation. Token payout sound and replay
sound are generated as presentations. In the case of winning of
bonus mode, bonus game presentation display is commenced. According
to the state of the game at that time, another command code is
selected and transmitted by means of the command code. When a
normal reel screen is displayed, a small-jackpot winning
presentation sub-sub command (09h) for a normal reel is selected
and transmitted. When an internally-notified-state reel screen is
displayed, small-jackpot winning presentation on an
internally-notified-state reel screen is selected and transmitted.
When a bonus winning has arisen, a bonus winning presentation
sub-sub command (0Bh) is selected and transmitted. When a regular
bonus winning has arisen during a big bonus game, a regular bonus
winning presentation sub-sub command (11h) is selected and
transmitted. In other cases; that is, when a winning has arisen
during normal games provided in a big bonus game, a small-jackpot
winning sub-sub command (010h) for a normal game during a big bonus
is selected and transmitted.
[0401] FIG. 19 shows a data value corresponding to a command code
(MCMD_JHIT) shown in FIG. 10. A command code "09H" stored in the
first byte is described as jackpot (i.e., a bonus arising during
the previously-described JAC game) winning data. Data pertaining to
the number of possible jackpot winnings (1 through 8 winnings) are
added to the second byte. Data "0" to be added represent "losing."
The command code is transmitted after all reels have stopped during
a regular bonus game and a result of retrieval of winning has been
produced. Jackpot winning sound is generated as a presentation, and
display of a jackpot winning presentation and corresponding sound
effects are effected (the sound effects are common to winning and
losing presentations). By means of the command code, a jackpot
winning presentation sub-sub command (0Eh) is selected and
transmitted.
[0402] FIG. 20 shows a data value corresponding to a command code
(MCMD_POFN) shown in FIG. 10. Command code "0AH" stored in the
first byte is described as payout completion data. The command code
is transmitted when payout is completed. Muting of payout sound is
performed. When bonus winning has arisen, bonus start sound and
bonus operation sound are generated.
[0403] FIG. 21 shows a data value corresponding to a command code
(MCMD_BNST) shown in FIG. 10. Command code "0BH" stored in the
first byte is described as bonus game status change instruction
data. Data pertaining to the status of a big bonus and data
pertaining to the status of a regular bonus are added to the second
byte. The command code is transmitted at the end of a regular bonus
game, at the end of a regular bonus game during a big bonus game,
and at the end of the big bonus game. At the end of a regular bonus
game, a regular bonus operation sound is muted. At the end of a
regular bonus game played during a big bonus game, a regular bonus
operation sound and a big bonus operation sound are muted. At the
end of a big bonus game, muting of an operation sound corresponding
to the status of a game (e.g., a game is ended normally or ended
with punctures), display of a big bonus ending presentation, and
generation of corresponding sound effects are effected. By means of
the command code, a bonus stage display instruction sub-sub command
(0Ch) is selected and transmitted.
[0404] FIG. 22 shows a data value corresponding to a command code
(MCMD_BBFN)shown in FIG. 10. Command code "0CH" stored in the first
byte is described as data pertaining to an operation to be
performed at the end of a big bonus game. Data pertaining to the
status of a big bonus and data pertaining to the status of a
regular bonus are added to the second byte. Status data pertaining
to settlement operation and play-out operation are added to the
second byte. In a case where the data stored in the second byte
represent completion of a wait time after the end of a game (i.e.,
a continuation mode), the command code is transmitted after a game
stop time has elapsed since the end of a big bonus game. In a case
where the pay-out sound is being generated, the pay-out sound is
muted. In a case where the data represent that a play-out sound is
being generated, the sound is muted. In a case where the data
stored in the second byte represent settlement operation, the
command code is transmitted after the end of a big bonus game, and
token payout sound is generated. In a case where the data stored in
the second byte represent play-out operation, the command code is
transmitted when the slot machine is set so as to stop a play at
the end of a big bonus game, after checking of automatic settlement
operation, or after completion of an operation. When pay-out sound
is being generated, muting of the sound and generation of a
play-out sound are performed.
[0405] FIG. 23 shows a data value corresponding to a command code
(MCMD_ERR) shown in FIG. 10. Command code "0DH" stored in the first
byte is described as error presentation data. Error status data are
added to the second byte. The command code is transmitted upon
detection of an error or upon recovery from an error. In the event
of occurrence of an error, an error sound is generated. An error
screen matching an error code is displayed. In contrast, at the
time of recovery from an error, an error sound is muted, and the
screen is restored to a status in effect prior to occurrence of the
error. By means of this command code, an error screen sub-sub
command (12h) is selected and displayed.
[0406] FIG. 24 shows a data value corresponding to a command code
(MCMD_PSEL) shown in FIG. 10. Command code "0EH" stored in the
first byte is described as presentation type data. Data pertaining
to the presentation type of the main control board 100 are added to
the second byte. After the type of a presentation to be performed
by the main CPU 101 has been selected upon detection of actuation
of the start switch 20 during a normal game, the command code is
transmitted along with the normal game start command described
previously. A game start sound is generated as a presentation. At
the time of presentation of a chance, corresponding sound effects
are generated, and animated display of symbols on the
liquid-crystal screen is commenced, thus effecting various chance
presentations. By means of the command code, a sub-sub command is
selected and transmitted according to the type of a reel screen.
Specifically, in the case of a normal reel screen display, a reel
spinning start sub-sub command (04h) for a normal reel screen is
selected and transmitted. In the case of an internally-notified
status reel screen, a spinning start sub-sub command (05h) for an
internally-notified status reel screen is selected and
transmitted.
[0407] FIG. 25 shows a data value corresponding to a command code
(MCMD_SUND) shown in FIG. 10. Command code "0FH" stored in the
first byte is described as sound single presentation instruction
data. Data pertaining to details of a sound are added to the second
byte. Here, the sound single presentation means presentation of a
sound which enables determination of a specific presentation style
through use of only information provided from the main control
board 100, regardless of selection of a token insertion sound, a
LI-ZHI sound originating from a main reel, and presentations
processed by the sub-control board. More specifically, as will be
described later, a LI-ZHI presentation is determined on the basis
of data pertaining to an internally-generated combination or play
information about the status of a game output from the main control
board 100, as well as by reference to a presentation selection
table stored in the sub-control board 200. As a matter of course,
there is selected a sound presentation corresponding to the type of
a LI-ZHI presentation. In other words, a specific form of sound
presentation cannot be determined from merely the play data output
from the main control board 100. In contrast, sound presentation,
such as token insertion sound, can be determined specifically,
regardless of a presentation which is not specifically determined
until selection is made by the sub-control board 200 (i.e., without
involvement of a presentation selection table). The command code is
transmitted when the main control board 100 has determined the type
of sound described in the second byte. Accordingly, various sound
effects are produced.
[0408] Timings within the stream of a game--at which commands are
to be transmitted from the main control board 100--will be
described by reference to FIGS. 257 through 259.
[0409] In each of FIGS. 257 through 259, the left-side portion of
the drawing shows the schematic flow of a game, and the right-side
portion of the same shows commands to be transmitted to the
sub-control board 200 in respective processing steps pertaining to
the game.
[0410] When the slot machine is powered up, operations of the CPU
and RAM and those of other devices are checked, whereby the RAM and
the I/O ports are initialized (M01_1). At this time, the
presentation initialization command (01H) is transmitted to the
sub-control board 200.
[0411] On the assumption that a game is to be played continuously,
data pertaining to a previous game are cleared (M01_2). A
determination is made as to whether or not a token automatic
insertion request has been output at the time of commencement of a
current game as a result of replay winning having arisen in the
previous game (M01_3). If an insertion request has been issued,
automatic token insertion processing is performed (M01_4). In
contrast, if no automatic insertion request has been issued, a
token is inserted by means of the player's token-inserting action
or actuation of one of the bet switches 16 to 18 (M01_5). At this
time, the gaming token insertion command (03H) and the sound
presentation instruction command (0FH) are transmitted. In the
event of occurrence of an error (i.e., a token jam error or a token
reverse-movement error), an error instruction command (0DH) is
transmitted (M01_5).
[0412] Next, a determination is made as to whether or not the start
switch 20 has been actuated (M01_6). When the start switch 20 has
been actuated, a determination is made as to whether or not a time
of 4.1 seconds has elapsed from the previous game (M01_7). If a
time of 4.1 seconds has not yet elapsed, commencement of a game is
awaited until a specific period of time elapses (M01_8). Further,
there is a necessity for generating a wait sound, and hence a sound
presentation instruction command (0FH) is transmitted.
[0413] A random number for determining winning is extracted
(M01_9), and a watchdog timer is set for ensuring a specific period
of time for one play (M01_10). Probability sampling is performed
through use of the thus-extracted random number and a probability
table (M01_11). By reference to the result of probability sampling
and the status of a game, selection is made as to the type of a
game start sound, to the type of a reel lamp demonstration, and to
a presentation for which the main control board 100 determines
whether to illuminate WIN lamps in the case of bonus winning
(M01_12). At this time, according to the type of the game, the
presentation type command (0EH) is transmitted from the main CPU
101 along with any one of the command for starting a game during a
normal game (04H), the command for starting spinning of reels
during a regular bonus game (05H), and the command for starting
spinning of reels during a big bonus game (06H). A determination is
made as to whether or not the player has performed a stop operation
after the stop switches 21a through 21c have been made active
(M01_13).
[0414] Here, if the stop switches 21a through 21c have not yet been
actuated, a determination is made as to whether or not an automatic
reel stop time (usually a period of 30 to 40 seconds since reels
have started to spin) has been reached. If the time has not yet
been reached, processing is looped to step "M01_13" (M01_14). In
the event that a stop request has been issued, the number of frames
over which the reels are to coast before stopping from the
positions of the currently-displayed symbols (the frames will be
hereinafter called simply "coasting frames") is determined, by
reference to a stop table selected by means of a generation flag or
a stop operation position (M01_15). After having spun over the
coasting frames, the reels 5a through 5c are stopped (M01_16). At
this time, the reel stop command (07H) and the sound presentation
instruction command (0FH) for generating a reel stopping sound are
transmitted.
[0415] A determination is made as to whether or not all the reels
5a through 5c have stopped. If not all of the reels 5a through 5c
have stopped yet, processing loops to step "M01_13" (M01_17). In
contrast, if all the reels 5a through 5c have already stopped, the
reel lamp blinking operation (M01_18) and the WIN lamp Go
illumination operation (M01_19), which are to be performed after
all reels have stopped, are carried out in accordance with a
selected report pattern (M01_19).
[0416] Next, winning is retrieved (M01_20), and a determination is
made as to whether or not a mismatch exists between the pattern of
the reels 5a through 5c after stopping and an internally-generated
combination (M01_21). If a mismatch has arisen, occurrence of an
illegal error is reported, and an error instruction command (0DH)
is transmitted (M01_22). If no mismatch is found, token credits or
tokens are paid out (M01_23). At this time, the jackpot winning
command (09H) or the winning command (08H) exclusive of a jackpot
is transmitted according to the state of the game. After the end of
payout of tokens, a payout completion command (0AH) is transmitted.
In the event of occurrence of an error, such as an empty hopper or
a hopper jam, the error instruction command (0DH) is
transmitted.
[0417] A determination is made as to whether or not a big bonus
game or a regular bonus game is in progress (M01_24). If neither a
big bonus game nor a regular bonus game is being played, processing
returns to the start. In contrast, if a big bonus game or a regular
bonus game is being played, a check is made as to the progress of
the bonus game (M01_25). The bonus game status change instruction
command (0BH) matching the status of gaming is transmitted.
[0418] A determination is made as to whether or not the big bonus
game has ended (M01_26). If the big bonus game has ended,
initialization operation to be performed at the end of a big bonus
game (i.e., clearing of RAM) is effected (M01_27), and processing
returns to the start.
[0419] <Commands to be Transmitted from the Sub-Control Board to
the Image Control Board>
[0420] Display control codes to be transmitted to the image control
board 300 from the liquid crystal display command transmission
ports (shown in FIG. 8) are shown in FIG. 26. FIG. 26 shows display
control codes transmitted from the liquid crystal display command
transmission ports. Command codes are provided in the left-side
column; data values are provided in the center column; and details
of the commands are described in the right-side column.
[0421] Data pertaining to each of the command codes consist of one
byte (=eight bits). Data pertaining to each command code will be
described in more detail by reference to FIGS. 27 through 45.
[0422] FIGS. 27 through 45 show data values corresponding to
typical command codes. Contents of respective bytes are described
in descending sequence from the top of the code.
[0423] FIG. 27 shows a data value corresponding to a command code
(DSP_INIT) shown in FIG. 26. Command code "01h" is described as
liquid crystal display erasure (initialization) data. The command
data are transmitted at the time of initialization operation or
when a presentation initialization command is received. The command
data correspond to the command data shown in FIG. 11. The command
is transmitted at the time of an initialization operation or when a
presentation initialization command is received from the main
control board 100.
[0424] FIG. 28 shows a data value corresponding to a command code
(DSP_DEMO) shown in FIG. 26. Command code "02h" is described as
demonstration display data. These command data are transmitted when
demonstration display is performed. The command data correspond to
the command data shown in FIG. 12. The command code is transmitted
when the demonstration display command is received.
[0425] FIG. 29 shows a data value corresponding to a command code
(DSP_REEL) shown in FIG. 26. Command code "03h" is described as
reel screen display data. Reel screen type data are added to this
command code. When a gaming token insert command is received, the
command code is transmitted along with the displayed symbol data
preserved in the sub-control board 200. During the course of play
of a bonus game, the command code is not transmitted. The command
code corresponds to the command data shown in FIG. 13 and is
transmitted when the sub-control board 200 receives a demonstration
display command from the main-control board 100.
[0426] The displayed symbol data comprise displayed symbol data 1
pertaining to a left-side displayed symbol, and displayed symbol
data 2 pertaining to a center displayed symbol and a right-side
displayed symbol. As shown in FIG. 30, each of displayed data sets
comprises ten types of symbols; i.e., "7," "BAR," "Do," "Cake,"
"Cookie," "E," "X," "T," "R," and "A." So long as four bits are
assigned to the left-side displayed symbol, the center displayed
symbol, and the right-side displayed symbol, the type of symbol can
be identified.
[0427] FIG. 31 shows a data value corresponding to a command code
(DSP_NSTR) shown in FIG. 26. Command code "04h" is described as
data for starting spinning of reels on a normal reel screen. Sign
presentation instruction data are added to this command code. The
sub-control board 200 transmits the command data by means of
selecting a sign presentation, upon receipt of a presentation type
command from the main control board 100. The command data are based
on the command data shown in FIG. 24. In connection with the
command data, selection of stationarily-displayed symbols and
selection of LI-ZHI presentation type are performed simultaneously.
Transmission of the command data pertaining to the symbols and
transmission of the presentation type are performed by means of
different commands. When a command pertaining to the type of a
presentation to be performed by the main CPU 101 is received, a
presentation is selected, and then the command data are
transmitted.
[0428] FIG. 32 shows a data value corresponding to a command code
(DSP_SSTR) shown in FIG. 26. Command code "05h" is described as
data for starting spinning of reels on an
internally-notified-status reel screen. Sign presentation
instruction data are added to this command code.
[0429] In a case where spinning of the reels 5a through 5c is
started on the internally-notified-status reel screen, there is no
necessity for performing presentation of internal generation of a
bonus combination (i.e., a LI-ZHI presentation), because
determination of a bonus combination has already been displayed.
For this reason, a LI-ZHI presentation sign is not included in the
transmission command.
[0430] When the internally-notified-status reel screen is displayed
and a presentation type command is received from the control board
100, selection of a presentation is effected, and the command data
are transmitted. The command data correspond to those shown in FIG.
24. In connection with the command data, selection of
stationarily-displayed symbols is performed. Transmission of the
command data pertaining to the stationarily-displayed symbols is
performed by means of another command. Here, the
internally-notified status means a status in which internal
generation of a bonus is definitely displayed on the liquid-crystal
screen on the basis of the determination data determined by the
main control board 100. When a command pertaining to the type of
presentation to be performed by the main CPU 101 is received,
selection of a presentation is made, and the command data are
transmitted. Although selection of stationarily-displayed symbols
and selection of type of LI-ZHI presentation are performed
simultaneously, command data pertaining to them are transmitted by
different commands.
[0431] FIG. 33 shows a data value corresponding to a command code
(DSP_NLSP) shown in FIG. 26. In the present embodiment, command
code "06h" is unassigned.
[0432] FIG. 34 shows a data value corresponding to a command code
(DSP_RECH) shown in FIG. 26. Command code "07h" is described as
data (LI-ZHI presentation instruction) for stopping spinning of
reels on a normal reel screen. LI-ZHI presentation instruction data
are added to this command code. In a case where a stop command is
received from the main control board 100 and the stop command
induces first stoppage and represents a normal reel screen (i.e.,
during the course of a normal game), the command data are
transmitted. Hence, the selected LI-ZHI presentation instruction
and stationarily-displayed symbol data are transmitted. As shown in
a lower column in FIG. 34, the stationarily-displayed symbol data
comprise a stop sequence signal, stationarily-displayed-symbol data
1, and stationarily-displayed-symbol data 2.
[0433] In the present embodiment, in a case where an instruction
for advance presentation concerning determination of a big or
regular bonus is issued through use of a reel-spinning-start
command, symbols to be displayed on the liquid-crystal screen are
automatically stopped. In such a case, the command is not
transmitted. The command data correspond to those shown in FIG.
18.
[0434] FIG. 35 shows a data value corresponding to a command code
(DSP_SSTP) shown in FIG. 26. Command code "08h" is described as
reel stop data for an internally-notified-state reel screen. The
command code is transmitted along with the
stationarily-displayed-symbol data. As shown in a lower column in
FIG. 35, the stationarily-displayed symbol data comprise a stop
sequence signal, stationarily-displayed-symbol data 1, and
stationarily-displayed-symbol data 2. The command data correspond
to those shown in FIG. 17.
[0435] FIG. 36 shows a data value corresponding to a command code
(DSP_NHIT) shown in FIG. 26. Command code "09h" is described as
small-jackpot winning presentation data for a normal reel screen.
Small-jackpot winning presentation instruction data are added to
this command code. When a winning command is received while a
normal reel screen is displayed, the command data are transmitted
along with the stationarily-displayed-symbol data. As shown in a
lower column in FIG. 36, the stationarily-displayed symbol data
comprise stationarily-displayed-symbol data 1 and
stationarily-displayed-symbol data 2. The command data correspond
to those shown in FIG. 18.
[0436] The stationarily-displayed-symbol data to be transmitted are
identical with those transmitted by the reel stop command.
[0437] FIG. 37 shows a data value corresponding to a command code
(DSP_SHIT) shown in FIG. 26. Command code "0Ah" is described as
small-jackpot winning presentation data for an
internally-notified-status reel screen. Small-jackpot winning
presentation instruction data are added to this command code. When
a winning command is received from the main control board 100 while
an internally-notified-status reel screen is displayed, the command
data are transmitted along with the stationarily-displayed-symbol
data. As shown in a lower column in FIG. 37, the
stationarily-displayed symbol data comprise
stationarily-displayed-symbol data 1 and
stationarily-displayed-symbol data 2. The command data correspond
to those shown in FIG. 18.
[0438] The stationarily-displayed-symbol data to be transmitted are
identical with those transmitted by the reel stop command.
[0439] FIG. 38 shows a data value corresponding to a command code
(DSP_BHIT) shown in FIG. 26. Command code "0Bh" is described as
bonus winning presentation data. Type-of-bonus-won data are added
to this command code. When a winning command is received from the
main control board 100 and where a bonus winning is instructed, the
command data are transmitted. The command data correspond to those
shown in FIG. 18.
[0440] In a case where a reel spinning start command is received
from the main control board 100 before completion of a bonus
winning presentation, a display command is transmitted in
accordance with the command. In this case, the bonus winning
presentation is forcefully terminated.
[0441] FIG. 39 shows a data value corresponding to a command code
(DSP_BSTG) shown in FIG. 26. Command code "0Ch" is described as
bonus stage display data. Bonus stage type data are added to this
command code. When a bonus-game-status change instruction command
is received from the main control board 100, the command data are
transmitted. The command data correspond to those shown in FIG.
21.
[0442] FIG. 40 shows a data value corresponding to a command code
(DSP_RSTR) shown in FIG. 26. Command code "0Dh" is described as
data for starting spinning of reels during a regular bonus game.
Data pertaining to the number of regular bonus games and data
pertaining to the number of big bonus games are added to this
command code. When a command for starting spinning of reels during
a regular bonus game is received from the main control board 100,
the command data are transmitted. The command data correspond to
those shown in FIG. 15.
[0443] FIG. 41 shows a data value corresponding to a command code
(DSP_JHIT) shown in FIG. 26. Command code "0Eh" is described as
jackpot winning presentation data. Data pertaining to the number of
regular bonus stages and data pertaining to the number of jackpot
wins are added to this command code. When a command for starting
spinning of reels during a regular bonus game is received from the
main control board 100, the command data are transmitted. The
command data correspond to those shown in FIG. 19.
[0444] FIG. 42 shows a data value corresponding to a command code
(DSP_BSTR) shown in FIG. 26. Command code "0Fh" is described as
data for starting winning of reels during a big bonus. Data
pertaining to the number of big bonus stages and data pertaining to
the number of big bonus games are added to this command code. When
a command for starting spinning of reels during a big bonus game is
received from the main control board 100, the command data are
transmitted. The command data correspond to those shown in FIG.
16.
[0445] FIG. 43 shows a data value corresponding to a command code
(DSP_BNHT) shown in FIG. 26. Command code "10h" is described as
data pertaining to small-jackpot winning presentation during a big
bonus game. Data pertaining to the number of big bonus stages, data
pertaining to the number of remaining big bonus games, and
small-jackpot winning presentation instruction data are added to
this command code. When a winning command is received from the main
control board 100 during the big bonus game and the thus-received
winning command is other than a regular bonus, the command data are
transmitted. As shown in a lower column in FIG. 36, the
stationarily-displayed symbol data comprise
stationarily-displayed-symbol data 1 and
stationarily-displayed-symbol data 2. The command data correspond
to those shown in FIG. 18.
[0446] FIG. 44 shows a data value corresponding to a command code
(DSP_BRHT) shown in FIG. 26. Command code "11h" is described as
presentation data pertaining to winning of a regular bonus during a
big bonus game. Data pertaining to the number of regular bonus
stages are added to this command code. When a winning command is
received from the main control board 100 during the big bonus game
and the thus-received winning command corresponds to a regular
bonus, the command data are transmitted. The command data
correspond to those shown in FIG. 18.
[0447] FIG. 45 shows a data value corresponding to a command code
(DSP_ERR) shown in FIG. 26. Command code "12h" is described as
error screen display data. Error type data are added to this
command code. When an error presentation instruction command is
received from the main control board 100, the command data are
transmitted. The command data correspond to those shown in FIG.
23.
[0448] In a case where an error status cancel instruction command
is received from the main control board 100, the display command
which has been saved is transmitted, thereby restoring a display
status before occurrence of an error.
[0449] <Constants to be Used in the Control Processing Performed
by the Sub-Control Board>
[0450] A plurality of constants to be used in control processing
are defined in the sequence program to be executed by the
sub-control board 200.
[0451] FIG. 46 shows constants to be used in the control processing
performed by the sub-control board 200. The left-side column shows
labels; the center column shows data values; and the right-side
column shows descriptions of the command codes.
[0452] For instance, "DUMMY" denotes dummy data and assumes an
initial value of 0. "STBI_BITN" denotes a detection bit included in
the strobe signal output from the main CPU 101 and assumes an
initial value of 7.
[0453] Each of the constants is initialized to the corresponding
value shown in FIG. 46 when a reset signal is received from the
main control board 100.
[0454] <Timer to be Used in the Control Processing Performed by
the Sub-Control Board>
[0455] A plurality of timers to be used in control processing are
defined in the sequence program to be executed by the sub-control
board 200.
[0456] FIG. 47 shows timers to be used in the control processing
performed by the sub-control board 200. The left-side column shows
labels; and the right-side column shows descriptions of the timers
and timeout values.
[0457] "MDWIN_TM" denotes a time to detect down-status of the main
CPU. A timeout is set to 50 ms.
[0458] Respective timers are used in the control processing to be
performed by the sub-control board 200.
[0459] <Flags to be Used in the Control Processing Performed by
the Sub-Control Board>
[0460] FIG. 48 shows the detailed internal construction of an
especially-dominant work area for selecting a presentation during
the control processing performed by the sub-control board 200. The
left-side column shows labels; and the right-side column shows
descriptions of the flags.
[0461] For example, "GAMEST; [D7]" denotes a flag to be set when a
big bonus game is in progress, and "GAMEST; [D6]" denotes a flag to
be set when internal generation of winning is being notified.
[0462] The flags are used for the control processing in the
sub-control board 200.
[0463] <Work Area>
[0464] A plurality of work areas to be used in the control
processing are defined in the sequence program to be executed by
the sub-control board 200.
[0465] FIGS. 49 and 50 show work areas to be used in the control
processing to be performed by the sub-control board 200. The
left-side column shows labels; the center column shows the number
of bytes of an employed location; and the right-side column shows
descriptions of the work areas.
[0466] For instance, "GAMEST" denotes a one-byte work area to be
used in connection with the status of a game, and "PRDC_STS"
denotes a one-byte work area to be used in connection with a
presentation-status flag.
[0467] The work areas are used in the control processing performed
by the sub-control board 200.
[0468] <Sequence Control Table>
[0469] A plurality of sequence control tables to be used in
sound-effect generation control processing are stored in the
program ROM 202 of sub-control board 200, and a sequence control
table corresponding to a selected presentation is selected. FIG. 51
shows a sequence control table stored in the program ROM 202 of the
sub-control board 200. The table is constituted of a plurality of
sequence control tables corresponding to LI-ZHI statuses and game
statuses, such as a big bonus game and a regular bonus game.
[0470] For instance, there are sequence control tables
corresponding to a balloon LI-ZHI (a presentation for determining a
regular bonus) and a balloon LI-ZHI (a presentation for determining
a big bonus), and a sound generation sequence corresponding to the
status of a game is described in each of the sequence control
tables.
[0471] The sound-source IC 206 operates on the basis of the
respective sequence control tables and generates sound effects from
the speaker 25 by way of the power amplifier 207.
[0472] <Commands to be Transmitted to the Sound IC>
[0473] As shown in FIG. 52, command data to be transmitted to the
sound-source IC 206 consist of four bytes (one byte=eight
bits).
[0474] Data pertaining to the type of sound, such as an alarm
sound, and data pertaining to a channel used are stored in the
first byte of the command data, and replay-level data are stored in
the second byte. A pan-pot setting is stored in the third byte, and
phrase-number data are stored in the fourth byte.
[0475] <Sound Output Request Control Code>
[0476] The previously-described sound effects are generated by
means of a sound output request control code.
[0477] FIGS. 58 through 60 show sound output request control codes;
in each FIG. the left-side column shows labels; the center column
shows the types of sound; and the right-side column shows
descriptions of the control codes.
[0478] For instance, sound output request code "NONSD" assumes a
sound type of "0" and makes a request for generating sound from
presentation sequence control data (no sound output), and sound
output request code "ENDSQ" assumes a sound type of "OFFH" and
makes a request for generating sound from presentation sequence
control data (end of a sequence).
[0479] <Sound Output>
[0480] FIGS. 53 through 57 show specific sound effects to be
generated by the sound-source IC 206.
[0481] In a case where there is a necessity of generating sound
effects, such as presentation sounds like LI-ZHI presentation
sounds or bonus-in-progress presentation sounds, over a
comparatively long period of time, a single group of sound effects
are produced by combination of the sound output request control
codes, so that a sound-effect sequence control operation is
effected, to thereby produce sounds. More specifically, sound
effects are generated in accordance with the sequence control table
shown in FIG. 51.
[0482] For instance, in a case where the sub-control board selects
"PowerBall 3 LI-ZHI Losing" in accordance with a command output
from the main control board 100, a LI-ZHI presentation instruction
command is transmitted to the image control board 300. With regard
to an image, the image control CPU 301 analyzes the thus-received
command and controls the image control IC 304, on the basis of the
image sequence control table stored in the program ROM 302 mounted
on the image control board 300, to thereby sequentially display
LI-ZHI presentation scenes. Similarly, the sub-CPU 201 selects
"PowerBall 3 LI-ZHI Losing" from the sound-effect sequence control
table stored in the program ROM 202, thereby performing
presentation processing while ensuring a match between image
presentations and time.
[0483] By reference to FIG. 53, there will now be described sound
effects which are produced by the sound-source IC 206 when the
sequence control table for "PowerBall 3 LI-ZHI Losing" is selected.
Here, "PowerBall" and "Do!" denote characters to be displayed on
the image display section 13.
[0484] When the sequence control table for "PowerBall 3 LI-ZHI
Losing" is selected, the sound-source IC 206 sequentially generates
sounds at specified times: for example, no sound for 650 ms; a
super LI-ZHI advancement sound for 167 ms; a "Do!" emergence sound
for 1100 ms; a powerball straining sound (sound generated when a
character strains to accumulate power) for 1683 ms; a powerball
ascending sound for 933 ms; a powerball ascending sound for 917 ms;
a powerball ascending sound for 367 ms; a muted powerball-straining
sound for 700 ms; a target-lock sound for 933 ms; a powerball
throwing sound for 350 ms; a powerball explosion sound for 150 ms;
a powerball explosion sound for 167 ms; a powerball explosion sound
for 1167 ms; and a sitting-down sound. Upon detection of an end
code, the sound-source IC 206 terminates the presentation sequence
control operation. The thus-generated sound effects are produced
from the speaker 25 by way of the power amplifier 207.
[0485] Similarly, when the sequence control table for "PowerBall 3
LI-ZHI Winning" is selected, sound effects such as those shown in
FIG. 54 are produced. When a sequence control table for
"Regular-Bonus Stage 3 Ended with Eight Wins in Jackpots" is
selected, sound effects such as those shown in FIG. 55 are
generated. When a sequence control table for "Regular-Bonus Stage
3, Jackpot Losing Ended with Punctures" is selected, sound effects
such as those shown in FIG. 56 are generated. When a sequence
control table for "Regular-Bonus Stage 3, Jackpot Winning Ended
with Punctures" is selected, sound effects such as those shown in
FIG. 57 are generated.
[0486] <Sound Output Data Table>
[0487] When any of the sound output request control codes are
transmitted, the sound-source IC 206 generates sound effects in
accordance with the sound output data table.
[0488] FIGS. 61 through 75 show sound output tables; in each FIG.
the left-side column shows code names assigned to sound output
data; the center column shows sound output data; and the right-side
column shows descriptions of the sound output data.
[0489] For instance, when a sound output request control code
(SD_ERR) is transmitted, a sound output data table relating to an
anomalous operation alarm sound (indicated by 6 in FIG. 61) is
selected. In the sound output data table, ERR_SW indicates that the
type of sound is an alarm sound; REP indicates that the sound is
continuous; CH1 indicates that channel 1 is used for generating the
alarm sound; 20 indicates a level of sound; CENTER indicates that a
pan-pot is set to center; and 1 indicates a phrase number.
[0490] <Sound Code>
[0491] Next will be described sound codes used in the sound output
data tables.
[0492] FIG. 76 shows sound codes used in the sound output data
tables, wherein the left-side column shows labels; the center
column shows data values; and the right-side column shows
descriptions of the sound codes.
[0493] For instance, "INIT_CODE" denotes an initialization request
code and assumes a data value of "0E0H," and "CMD_PLAY" denotes a
replay start command and assumes a data value of "0F0H."
[0494] <LI-ZHI Presentation Selection Table>
[0495] Various presentations corresponding to gaming statues are
performed in the image display section 13. Presentations to be
performed in the image display section 13 are associated with
generation of a LI-ZHI and are divided into a LI-ZHI sign
presentation and a LI-ZHI presentation. There will be described a
LI-ZHI presentation selection data table used in association with
generation of a LI-ZHI, by reference to FIGS. 77 through 91.
[0496] FIGS. 77 through 81 show LI-ZHI presentation selection
tables to be used during a normal game; FIGS. 82 through 86 show
LI-ZHI presentation selection tables to be used during internal
generation of a bonus mode; and FIGS. 87 through 91 show LI-ZHI
presentation selection tables to be used during illumination of WIN
lamps.
[0497] In each of FIGS. 77 through 91, the left-side column shows
the type of LI-ZHI sign presentation; the center column shows the
type of LI-ZHI presentation; and the right-side column shows
reference values to be used for selecting a LI-ZHI presentation.
The reference values (a total of 20 types ranging from 00 to 19) to
be used for selecting a LI-ZHI presentation are categorized
according to a plurality of flash data sets. A flash data set to be
used for categorizing the reference values is selected according to
a selection table shown in FIG. 98.
[0498] In a table shown in FIG. 98 for selecting a LI-ZHI selection
table, a reference value is selected for each of the LI-ZHI
selection tables shown in FIGS. 77 through 91, on the basis of the
presentation data output from the main control board 100, the
status of gaming and a starting sound (on the longitudinal axis),
and a flash data number (on the lateral axis). A LI-ZHI
presentation selection table is selected in accordance with the
state of gaming, and a LI-ZHI presentation and a LI-ZHI sign
presentation are determined from a random number for selecting a
presentation and from a reference value. Flash table number "0"
corresponds to NO FLASH DATA described in the table shown in FIG.
98 to be described later. Random numbers to be used for sampling
consist of 65,536 (from "0" to "65535"). Further, LI-ZHI
presentation selection (LI-ZHI sign presentation selection) tables
are roughly classified into a selection table for use in the course
of a normal game shown in FIGS. 77 through 81 and a selection table
for use in the course of an internally-generated bonus game with
illumination of WIN lamps (indicating that determination data are
selected). By reference to a corresponding column of reference
values, the random number is compared with reference values in
descending sequence from the top (each of the selection tables is
split into five or six segments for convenience of illustration; in
reality, each selection table is continuous).
[0499] In the case of a LI-ZHI presentation selection table for use
in the course of a normal game shown in FIG. 77, if a reference
value selected this time assumes a value of "00" and a random
number is sampled from the numbers "0" to "58732," "no LI-ZHI
presentation" is selected. When a random number is sampled from the
numbers "58733" to "61232," "normal LI-ZHI losing presentation" is
selected. When a random number is sampled from the numbers "61233"
to "63232", "oshikura losing presentation" is selected." When a
random number is sampled from the numbers "63233" to "64232,"
"powerball 1 LI-ZHI losing presentation" is selected. When a random
number is sampled from the numbers "64233" to "64532," "powerball 2
LI-ZHI losing presentation" is selected. When a random number
"64533" is sampled, "powerball 3 LI-ZHI losing presentation" is
selected. When a random number is sampled from the numbers "64534"
to "65333," "balancing-on-rolling-ball right LI-ZHI losing
presentation" is selected. When a random number is sampled from the
numbers "65335" to "65533," "balancing-on-rolling-ball left LI-ZHI
losing presentation" is selected. When a random number "65534" is
sampled, "balancing-on-rolling-ball center LI-ZHI losing
presentation" is selected. No LI-ZHI sign presentations are
provided for these selections. When a random number "65535" is
sampled, processing proceeds to the selection table shown in FIG.
78 (as mentioned previously, the tables shown in FIGS. 77 through
81 constitute a single continuous selection table in accordance
with figure numbers), wherein a OSHIKURA LI-ZHI losing presentation
is selected (OSHIKURA comes from the name of a popular Japanese
wintertime game, in which children push each other to warm up in
the cold; and OSHIKURA is used as is throughout the specification).
Accordingly, an OSHIKURA LI-ZHI presentation is selected as a
LI-ZHI sign presentation.
[0500] A specific computation method will be described. The sampled
random number is subtracted from reference number "58732" on the
first row, to thereby determine a result of first computation. If
the result of first computation represents a value of 0 or greater,
"No LI-ZHI presentation" on the first row is selected. If the
result of first computation is negative, the absolute value of the
result of first computation is subtracted from second reference
numeral "2500" (here, the reference value differs from that
selected by means of the flash data), to thereby determine a result
of second computation. If the result of second computation is
greater than 0, "normal LI-ZHI losing presentation" on the second
row is selected. If the result of second computation is negative,
the absolute value of the result of second computation is
subtracted from third reference numeral "2000," to thereby
determine a result of third computation. If the result of third
computation is greater than 0, "Oshikura LI-ZHI losing
presentation" on the third row is selected. Computations are
performed sequentially in the same manner, and LI-ZHI presentations
are selected so as to correspond to random numbers up to
"65535."
[0501] <Flash Data Selection Table to be Used in LI-ZHI
Presentation Selection Table >
[0502] A flash data selection table to be used in the
previously-described LI-ZHI presentation selection table will be
described by reference to FIG. 98.
[0503] As mentioned above, in a case where a LI-ZHI presentation is
selected by reference to the LI-ZHI presentation selection table, a
reference value is utilized. More specifically, reference values on
the LI-ZHI presentation selection table in the lateral direction
are determined from blinking patterns (flash data) 0 through 8 to
be performed after stoppage of all reels, the patterns being
transmitted from the main control board 100, game start sounds 1
and 2, and the status of gaming (e.g., a normal game is in
progress, an internally-generated bonus game is in progress, or an
internally-generated bonus game is in progress with WIN lamps
illuminated).
[0504] <Symbols to be Displayed when a LI-ZHI Presentation is
effected>
[0505] Symbols to be displayed during a LI-ZHI presentation will be
described by reference to FIG. 92 through 95.
[0506] FIG. 92 shows a BBRECHDAT_BB table for selecting symbols
displayed when a big bonus generation presentation is effected;
FIG. 93 shows a RBRECHDAT_RB table for selecting symbols displayed
when a regular bonus generation presentation is effected; FIG. 94
shows a MSRECHDAT table for selecting symbols displayed when a
LI-ZHI losing presentation is effected; and FIG. 95 shows a table
for selecting a center symbol displayed when a
"balancing-on-rolling-ball LI-ZHI losing presentation" is
effected.
[0507] In each of FIGS. 92 through 94, the left-side column shows
the type of displayed symbols, and the right-side column shows
descriptions of sampling numbers. In FIG. 95, the left-side column
shows TEN P'AIS symbols, and the right-side column shows
descriptions of the center displayed symbols.
[0508] Procedures for selecting a displayed symbol will be
described by means of taking, as an example, a "`BBRECHDAT_BB`
LI-ZHI presentation displayed-symbol table." In the case of
selection of symbols to be displayed at the time of a LI-ZHI
presentation, symbols to be displayed are determined by means of
comparison between a sampled random number and each of the
reference values described in rows. 65536 numbers (from "0" to
"65535") are employed as random numbers for sampling.
[0509] For instance, in connection with the "BBRECHDAT_BB" LI-ZHI
presentation displayed-symbol table, when a random number falling
within the range of "0" to "19660" is sampled, displayed symbol "7"
is selected. When a random number falling within the range of
"19661" to "45874" is sampled, displayed symbol "Do" is selected.
When a random number falling within the range of "45875" to "55705"
is sampled, displayed symbol "Cake" is selected. When a random
number falling within the range of "55706" to "65535" is sampled,
displayed symbol "Cookie" is selected.
[0510] A specific computation method will be described. The sampled
random number is subtracted from reference number "19660" on the
first row, to thereby determine a result of first computation. If
the result of first computation represents a value of 0 or greater,
"7" on the first row is selected. If the result of first
computation is negative, the absolute value of the result of first
computation is subtracted from second reference numeral "26214," to
thereby determine a result of second computation. If the result of
second computation is greater than 0, "Do" on the second row is
selected. If the result of second computation is negative, the
absolute value of the result of second computation is subtracted
from third reference numeral "9831," to thereby determine a result
of third computation. If the result of third computation is greater
than 0, "Cake" on the third row is selected. Computations are
performed sequentially in the same manner, and symbols to be
displayed are selected so as to correspond to random numbers up to
"65535." When a "balancing-on-rolling-ball LI-ZHI losing
presentation" is effected, a center displayed symbol to be
described in the right-side column is selected so as to correspond
to the TEN P'AIS symbol described in the left-side column. For
example, in the case of TEN P'AIS symbols, in which the left-side
displayed symbol is "7" and the right-side displayed symbol is "7,"
"BAR" is displayed in the center.
[0511] <Displayed Symbol Selection Table at the time of No
LI-ZHI>
[0512] The type of a winning sign presentation and displayed
symbols, which are used at the time of no LI-ZHI presentation, will
be described by reference to FIGS. 96 and 97. The type of a winning
sign presentation to be described herein in principle represents
the role of notifying internal generation of a small-jackpot
combination. Notification of internal generation of a bonus
combination is not effected actively; internal generation of a
bonus combination is notified by means of a LI-ZHI
presentation.
[0513] FIG. 96 shows a table for selecting symbols to be displayed
during a normal game (without a LI-ZHI), and FIG. 97 shows a table
for selecting symbols to be displayed during internal generation of
a bonus combination (without a LI-ZHI).
[0514] As shown in FIG. 96, in the case of a normal game (without a
LI-ZHI), a plurality of displayed-symbol selection tables are
prepared so as to correspond to internally-generated combinations.
In each of the displayed-symbol selection tables, correspondence
exists between a sampled random number, the type of a winning sign
presentation, and the type of a displayed symbol.
[0515] When "Cherry or Dragon 2" is selected as an
internally-generated combination, a "Displayed Symbol Selection
Table 1" is selected. When "Dragon 1" is selected as an
internally-generated combination, a "Displayed Symbol Selection
Table 2" is selected. When "Diamond" is selected as an
internally-generated combination, a "Displayed Symbol Selection
Table 3" is selected. When "Replay" is selected as an
internally-generated combination, a "Displayed Symbol Selection
Table 4" is selected. When "Single-Shot RB" is selected as an
internally-generated combination, a "Displayed Symbol Selection
Table 9" is selected. When "Single-Shot BB" is selected as an
internally-generated combination, a "Displayed Symbol Selection
Table 10" is selected. When "Losing" is selected as an
internally-generated combination, a "Displayed Symbol Selection
Table 0" is selected. Here, the term "Single-Shot RB" signifies a
game in which a regular bonus game is internally generated.
Further, the term "Single-Shot BB" signifies a game in which a big
bonus game is internally generated. During the course of a normal
game, a match exists between an internally-generated combination
and a winning sign presentation. As shown in FIG. 97, in a case
where a bonus game is being internally generated (without a
LI-ZHI), a plurality of displayed symbol selection tables are
prepared so as to correspond to an internally-generated
combination. For this reason, a mismatch often arises between a
winning sign presentation and a real internally-generated
combination during internal generation of a bonus. For instance, if
winning has not arisen in a replay game even though a replay sign
presentation has been performed (as a matter of course, a MEOSHI
operation has been performed), a bonus is determined (MEOSHI is a
technique for stopping a spinning reel such that an intended symbol
is displayed). In each of the displayed-symbol selection tables,
correspondence exists between a sampled random number, the type of
a winning sign presentation, and the type of a displayed
symbol.
[0516] When "Group 1" is selected as an internally-generated
combination, a "Displayed Symbol Selection Table 5" is selected.
When "DG (Dragon)" is selected as an internally-generated
combination, a "Displayed Symbol Selection Table 6" is selected.
When "Diamond" is selected as an internally-generated combination,
a "Displayed Symbol Selection Table 7" is selected. When "Replay"
is selected as an internally-generated combination, a "Displayed
Symbol Selection Table 8" is selected. When "RB" is selected as an
internally-generated combination, a "Displayed Symbol Selection
Table 11" is selected. When "BB" is selected as an
internally-generated combination, a "Displayed Symbol Selection
Table 12" is selected.
[0517] Procedures for selecting the type of a winning sign
presentation and a displayed symbol will be described by means of
taking, as an example, a "Displayed Symbol Selection Table 1." In
the case of selection of type of a winning sign presentation and a
displayed symbol at the time of no LI-ZHI presentation, the type of
a winning sign presentation and a symbol to be displayed are
determined by means of comparison between a sampled random number
and each of the reference values described in rows. 65536 numbers
(from "0" to "65535") are employed as random numbers for
sampling.
[0518] For instance, in connection with the "Displayed Symbol
Selection Table 1," when a random number falling within the range
of "0" to "52428" is sampled, "Group 1L Sign Presentation" is
selected. When a random number falling within the range of "52429"
to "58982" is sampled, "Group 1H Sign Presentation" is selected.
Further, when a random number falling within the range of "58983"
to "65535" is sampled, no winning sign presentation is
effected.
[0519] A specific computation method will be described. The sampled
random number is subtracted from reference number "52428" on the
first row, to thereby determine a result of first computation. If
the result of first computation represents a value of 0 or greater,
"Group 1L Sign Presentation" on the first row is selected. If the
result of first computation is negative, the absolute value of the
result of first computation is subtracted from second reference
numeral "6554," to thereby determine a result of second
computation. If the result of second computation is greater than 0,
"Group 1H Sign Presentation" on the second row is selected. If the
result of second computation is negative, "None" on the third row
is selected.
[0520] The type of a displayed symbol will be selected by means of
the same computation method. The sampled random number is
subtracted from reference number "3276" on the first row, to
thereby determine a result of first computation. If the result of
first computation represents a value of 0 or greater, "X" on the
first row is selected. If the result of first computation is
negative, the absolute value of the result of first computation is
subtracted from second reference numeral "45874," to thereby
determine a result of second computation. If the result of second
computation is greater than 0, "T" on the second row is selected.
If the result of second computation is negative, the absolute value
of the result of second computation is subtracted from third
reference numeral "3276," to thereby determine a result of third
computation. If the result of third computation is greater than 0,
"R" on the third row is selected. Computations are performed
sequentially in the same manner, and symbols to be displayed are
selected so as to correspond to random numbers up to "65535."
[0521] <Flash Data Table>
[0522] The relationship between flash data, a random number for
selection purpose, a reel blinking pattern, and presentation sound
(start sound) will now be described by reference to FIGS. 99
through 102.
[0523] As shown in FIGS. 99 through 102, flash data tables are of
ten types ("0" to "9"). The flash data tables correspond to
respective game statuses. Flash data table "9" corresponds to a
winning mode of "Diamond" arising during internal generation of a
big bonus or a regular bonus. Flash data table "0" corresponds to a
losing mode arising in a normal game when a big bonus game is
inoperative. Flash data table "1" corresponds to a group 1 winning
mode during a normal game (generation of a group, two cherries,
four cherries, and dragon B) when a big bonus game is inoperative.
Flash data table "2" corresponds to a winning mode of "Dragon"
during a normal game when a big bonus game is inoperative. Flash
data table "3" corresponds to a winning mode of "Diamond" during a
normal game when a big bonus game is inoperative. Flash data table
"4" corresponds to a winning mode of "Replay" during a normal game
when a big bonus game is inoperative. Flash data table "5"
corresponds to a winning mode of a big bonus or a regular bonus
during a normal game when a big bonus game is inoperative. Flash
data table "6" corresponds to losing during a big bonus or a
regular bonus. Flash data table "7" corresponds to a group 1
winning mode during internal generation of a big bonus or a regular
bonus. Flash data table "8" corresponds to a winning mode of
"Dragon" or "Replay" during internal generation of a big bonus or a
regular bonus.
[0524] In each of the flash data tables, a combination of a random
number and winning determination data corresponds to any one of the
two types of game start sounds; i.e., "Start Sound 1" and "Start
Sound 2," and any one selected from nine types of reel blinking
patterns (patterns "1" to "8" and "no blinking").
[0525] As shown in FIG. 99, in the case of random number "28" and
winning determination data "none" described in the flash data table
"9," "Start Sound 1" and reel blinking pattern "4" are selected. In
the case of random number "225" and winning determination data
"none" described in the flash data table "0," "Start Sound 1" and
reel blinking pattern "None" are selected.
[0526] The reel blinking pattern means a pattern in which nine back
lamps 125 in total, three back lamps being arranged in a vertical
row in each of the three reels 5a to 5c, are illuminated or
extinguished or blinked. As shown in FIGS. 261 to 268, reel
blinking pattern "1" involves extinction of all back lamps 125 for
a period of 103.25 ms (see FIG. 261). Reel blinking pattern "2"
involves continuous repetition of eleven types of illumination
patterns within a travel time of 150.18 ms, to thereby cause
blinking of the back lamps 125 (see FIG. 262). Reel blinking
pattern "3" involves continuous repetition of eleven types of
illumination patterns within a travel time of 75.09 ms, to thereby
cause blinking of the back lamps 125 (see FIG. 263). Reel blinking
pattern "4" involves continuous repetition of nine types of
illumination patterns within a travel time of 150.18 ms, to thereby
cause blinking of the back lamps 125 (see FIG. 264). Reel blinking
pattern "5" involves continuous repetition of nine types of
illumination patterns within a travel time of 103.25 ms, to thereby
cause blinking of the back lamps 125 (see FIG. 265). Reel blinking
pattern "6" involves continuous repetition of fifteen types of
illumination patterns within a travel time of 150.18 ms, to thereby
cause blinking of the back lamps 125 (see FIG. 266). Reel blinking
pattern "7" involves continuous repetition of fifteen types of
illumination patterns within a travel time of 75.09 ms, to thereby
cause blinking of the back lamps 125 (see FIG. 267). Reel blinking
pattern "8" involves continuous repetition of fifteen types of
illumination patterns within a travel time of 103.25 ms, to thereby
cause blinking of the back lamps 125 (see FIG. 268). In addition,
there is a "No Blinking" pattern in which no blinking of the back
lamps 125; that is, continuous illumination of the back lamps 125,
is performed.
[0527] Winning determination data correspond to a flag for
reporting the result of an internal generation operation performed
by the control unit to the player with 100% confidence. Further,
the "start sound" corresponds to a sound effect originating from
the speaker 25 at the commencement of a game. In the present
embodiment, two different types of start sounds; i.e., "Start Sound
1" and "Start Sound 2," are available. In the present embodiment,
selection processing pertaining to the flash data tables is
performed by the main control board 100. However, the sub-control
board 200 may be configured to perform the processing.
[0528] <Image Display>
[0529] On the basis of the data constituting the foregoing tables,
the image display section 13 displays images. Displayed images are
expressed as stationary or animated. A character shows up and
provides game rules or explanations of errors. Further, in
association with a progress in an adventure story in which a main
character appears, various presentations are effected.
[0530] Images appearing on the image display section 13 will be
described by reference to FIGS. 103 through 178.
[0531] FIGS. 103 through 106 show demonstration display screens
appearing in response to the previously-described demonstration
display command code "02h" (see FIG. 28). These demonstration
displays appear when no game is played on the slot machine.
Sequentially displayed in an animated manner in accordance with an
image sequence control table are images; for example, a
manufacturer's logo (see FIG. 103), a model name (see FIG. 104), a
dividend table (see FIG. 105), and explanations of game rules (see
FIG. 106).
[0532] For instance, during the display of logo shown in FIG. 103,
an archaeopteryx flies from the right side of the screen and enters
a triangular frame displayed on the left-side of the screen,
thereby completing a logo display. During the display of a model
name shown in FIG. 104, model name "DUEL DRAGON" and a message
indicating that insertion of gaming tokens is possible are
displayed. Further, a dividend table of winning combinations which
would arise during a normal game and a dividend table of winning
combinations which would arise during bonus games are displayed in
an animated manner. The dividend table shown in FIG. 105 states
that, in a case where "DIAMOND," "DIAMOND," "DIAMOND" is displayed
in the stopped state of the reels, fifteen gaming tokens are to be
paid out. The game rule display shown in FIG. 106 explains that
insertion of gaming token is necessary for starting a game.
Subsequently, animated display of a round of games is scrolled.
[0533] FIGS. 107 and 108 show reel screen displays appearing in
response to the reel screen display command code "03h" (see FIG.
29). This reel screen display appears after insertion of a gaming
token. The screen display is made up of a normal reel screen (see
FIG. 107) and an internally-notified-state reel screen (see FIG.
108).
[0534] In the normal reel screen shown in FIG. 107 (in a case where
01h is stored in the second byte of the transmission command), the
background is colored blue, thereby indicating that the display is
a normal reel screen. In the internally-notified-state reel screen
shown in FIG. 108 (in a case where 02h is stored in the second byte
of the transmission command), the background is colored red.
Moreover, symbols; for example, "7,", "7," "7," are displayed
stationarily, thereby indicating that a big bonus is internally
generated.
[0535] FIGS. 109 through 120 show sign presentation screens
appearing on the normal reel screen in response to the reel screen
display command code "04h" (see FIG. 31). These sign presentation
screens appear when the reels 5a to 5c start spinning on a normal
reel screen. In these screens, there are displayed a plurality of
types of small-jackpot combination sign presentations
(corresponding to the transmission commands having data 00h to 07h
stored in their second bytes) and a plurality of types of LI-ZHI
sign presentations (corresponding to the transmission commands
having 08h to 0Eh stored in their second bytes).
[0536] The sign presentation screen shown in FIG. 109 corresponds
to a screen in which "DB, Cherry Winning L Sign (01h)" presentation
is to be effected by means of the data stored in the second byte of
the transmission command. The sign presentation screen shown in
FIG. 110 corresponds to a screen in which "DB, Cherry Winning L
Sign (02h)" presentation is to be effected. The sign presentation
screen shown in FIG. 111 corresponds to a screen in which "Dragon
Winning L Sign (03h)" presentation is to be effected. The sign
presentation screen shown in FIG. 112 corresponds to a screen in
which "Dragon Winning H Sign (04h)" presentation is to be effected.
The sign presentation screen shown in FIG. 113 corresponds to a
screen in which "Diamond Winning H Sign (05h)" presentation is to
be effected. The sign presentation screen shown in FIG. 114
corresponds to a screen in which "Diamond Winning H Sign (06h)"
presentation is to be effected. The sign presentation screen shown
in FIG. 115 corresponds to a screen in which "Replay Winning Sign
(07h)" presentation is to be effected.
[0537] The sign presentation screen shown in FIG. 116 corresponds
to a screen in which "OSHIKURA LI-ZHI Sign (09h)" is to be
performed. The sign presentation screen shown in FIG. 117
corresponds to a screen in which "PowerBall LI-ZHI Sign (0Ah)" is
to be performed. The sign presentation screen shown in FIG. 118
corresponds to a screen in which "Balancing-on-Rolling-Ball LI-ZHI
Sign (0Bh)" is to be performed. The sign presentation screen shown
in FIG. 119 corresponds to a screen in which "YAH-HOO LI-ZHI sign
(0Ch)" is to be performed. The sign presentation screen shown in
FIG. 120 corresponds to a screen in which "BB Determination
(Rainbow 7) (0Dh)" is to be performed.
[0538] Although unillustrated, a screen similar to the screen shown
in FIG. 120 (in which "7," "7," "7" are changed to "BAR," "BAR,"
"BAR") appears in the "RB determination (rainbow BAR) (0Eh)"
presentation.
[0539] FIGS. 121 through 141 show LI-ZHI presentation screens to be
displayed on the normal screen so as to correspond to the stop
command code "07h" (see FIG. 34). The LI-ZHI presentation screen is
displayed when an operation for stopping a second reel during play
of a normal game is performed, in which a plurality of types of
LI-ZHI presentations are effected.
[0540] For example, the LI-ZHI presentation screens shown in FIGS.
121 and 122 are displayed when "Normal Winning (02h)" presentation
is to be effected by means of the data stored in the second byte of
the transmission command. When the three symbols stationarily
displayed on the screen become identical (e.g., all are cookies), a
message stating normal winning appears.
[0541] The LI-ZHI presentation screens shown in FIGS. 123 through
126 are displayed when "OSHIKURA Winning (04h)" presentation is to
be effected (FIG. 123), wherein the main character and a monster,
who oppose each other, push each other with an apple sandwiched
therebetween. In the case of "losing," the monster has won by
pushing the main character away, and the main character is crushed
by an apple that has fallen from above (see FIG. 124). Then, a
"losing" symbol is displayed. In contrast, in the case of
"winning," the main character has won by pushing away the monster,
and the monster is crushed by the apple that has fallen from above
(see FIG. 125). The apple located between them splits open, and "7"
emerges from the inside of the split apple. Accordingly, the
symbols assume combination "7," "7," "7" (see FIG. 126).
[0542] The LI-ZHI presentation screens shown in FIGS. 127 and 128
are displayed when "Balancing-on-Rolling-Ball Right Winning 1
(06h)" presentation is to be effected (FIG. 127). When the main
character has successfully balanced on a rolling ball (see FIG.
127) and shown a V sign, with displayed symbols assuming
combination "X," "X," "X," a message indicating "Winning" is
displayed. In the case of "losing," the main character makes an
unsuccessful landing when jumping down from the ball.
[0543] The LI-ZHI presentation screens shown in FIGS. 129 through
131 are displayed when "Balancing-on-Rolling-Ball Left Winning 1
(0Ah)" presentation is to be effected. Although the main character
has successfully balanced on a rolling ball (see FIG. 129), he
ended with an unsuccessful landing (see FIG. 130). Later, when the
main character wakes up and shows a V sign, with displayed symbols
assuming combination "X," "X," "X," a message indicating "Winning"
is displayed. In the case of "losing," the main character does not
wake up.
[0544] The LI-ZHI presentation screens shown in FIGS. 132 through
134 are displayed when "Balancing-on-Rolling-Ball Center Winning 1
(0Eh)" presentation is to be effected. After the main character has
jumped on the ball (see FIG. 132) and landed on the ball (see FIG.
133), the thus-landed main character shows a V sign, =with
displayed symbols assuming combination "X," "X," "X." Then, a
message indicating "Winning" is displayed. In the case of "losing,"
the main character makes an unsuccessful landing when jumping down
from the ball.
[0545] The LI-ZHI presentation screens shown in FIGS. 135 through
138 are displayed when "PowerBall 1 Winning (12h)" presentation is
to be effected. The main character throws three powerballs
sequentially toward a reel which is in motion and is to finally
stop (i.e., with a symbol to be displayed on the center reel) (see
FIGS. 135 through 137). The three powerballs hit the target, and
sign "HIT" appears (see FIG. 138), thereby indicating "Winning." In
the case of "losing," no powerballs hit the target. "PowerBall 2
Winning (14h)" presentation is identical with "PowerBall 1
Winning," except that balls are thrown faster than in PowerBall
1.
[0546] The LI-ZHI presentation screens shown in FIGS. 139 through
141 are displayed when "PowerBall 3 Winning (16h)" presentation is
to be effected. The main character throws at the target a
powerball, in which the character straining so as to attain the
power for throwing three balls (see FIGS. 139 and 140). The three
powerballs hit the target, and sign "HIT" appears (see FIG. 141),
thereby indicating "Winning." In the case of "losing," no
powerballs hit the target.
[0547] FIGS. 142 through 153 show big bonus stage presentation
screens appearing in response to the bonus stage display
instruction command code "0Ch" (see FIG. 39). The big bonus stage
presentation screens appear during a big bonus game, wherein a
story involving adventure of the main character is started.
[0548] The big bonus stage presentation screens shown in FIGS. 142
and 143 are displayed when "BB Stage 1 Start Display (command code
02h is stored in the second byte of the transmission command)"
presentation is to be effected. In association with start of a big
bonus stage 1, message "Let's Go!" appears (see FIG. 142). In
association with start of a normal game during a big bonus before a
first JAC game is started, there is displayed a scene in which the
main character goes to a green field (see FIG. 143).
[0549] The big bonus stage presentation screen shown in FIG. 144 is
displayed when "BB Stage 2 Start Display (command code 03h)"
presentation is to be effected. In association with start of a big
bonus stage 2, there is displayed a scene in which the main
character enters a forest.
[0550] The big bonus stage presentation screen shown in FIG. 145 is
displayed when "BB Stage 3 Start Display (command code 04h)"
presentation is to be effected. In association with start of a big
bonus stage 3, there is displayed a scene in which the main
character enters a cave. Thus, in the big bonus game, image
presentations differ from stage to stage, thereby constituting a
single story.
[0551] The big bonus stage presentation screens shown in FIGS. 146
and 147 are displayed when "Bonus End Presentation Display 1
(command code 05h)" presentation is to be effected. The main
character knocks down a dragon, which is a character who is the
boss of the main character's enemies, whereupon a message "See
You!" is displayed (see FIG. 146). Subsequently, a curtain descends
(see FIG. 147), and a message indicating the end of the big bonus
game appears.
[0552] The big bonus stage presentation screens shown in FIGS. 148
and 149 are displayed when "Bonus End Presentation Display 2 (RB1
and 2 ended with punctures) (command code 06h)" presentation is to
be effected. The main character has failed to defeat an enemy
monster (see FIG. 148) and has run away (see FIG. 149), thereby
having failed to attain the greatest possible number of wins
allowed in the first or second JAC game. Accordingly, the display
shows that the game is ended with punctures (here, "PUNCTURE" means
that the player has not won all the normal games available in a big
bonus game).
[0553] The big bonus stage presentation screens shown in FIGS. 150
and 151 are displayed when "Bonus End Presentation Display 3 (RB3
ended with punctures) (command code 07h)" presentation is to be
effected. The main character has failed to defeat the dragon, the
boss of the enemies, (see FIG. 150) and the main character's spirit
rises to heaven (see FIG. 151). The display shows that the player
has failed to attain the greatest possible number of wins allowed
in the third JAC game and the bonus game has ended with so-called
punctures.
[0554] The big bonus stage presentation screens shown in FIGS. 152
and 153 are displayed when "Big Bonus End Presentation Display 4 (a
normal game ended with punctures) (command code 08h)" presentation
is to be effected. After a message "LOSS ONE'S WAY ("you've lost
your way)" stating that the main character cannot meet the dragon
has been displayed (see FIG. 152), another message "GAME OVER" is
displayed (see FIG. 153), thereby showing that the player has
failed to enter a JAC game during a normal game provided in the big
bonus and has ended with so-called punctures.
[0555] The regular bonus stage presentation screens shown in FIGS.
154 through 157 are displayed in response to the reel spinning
start command code "0Dh" (see FIG. 40) for use in a regular bonus
game. The regular bonus stage presentation screens are displayed
during the course of a JACKPOT game. Accordingly, a story in which
the main character experiences adventures proceeds.
[0556] For instance, the regular bonus stage presentation screens
shown in FIGS. 154 through 157 show a stage number in the JAC game
(1 through 3) and the number of games provided in the JAC game (1
to 12), in association with progress of the adventure story. A
stage number is represented by a background screen, such as a green
field, a forest, or a cavern. Further, letter "TURN-1," "TURN-2,"
or the like appearing in the upper part on the screen denotes the
number of games.
[0557] Jackpot winning presentation screens shown in FIGS. 158
through 160 are displayed in response to the jackpot winning
presentation command code "0Eh" (see FIG. 41). The jackpot winning
presentation screen appears during the course of a JAC game, and a
story in which the main character experiences adventures
proceeds.
[0558] The jackpot winning presentation screens shown in FIGS. 158
through 160 show a stage number (1 through 3) in the JAC game and
the number of jackpot wins (1 through 8), in association with a
progress in the adventure story. A stage number is represented by
means of a background screen, such as a green field, a forest, or a
cave. Letters "HIT-1" appearing in the top on the screen shows the
number of jackpot wins.
[0559] FIGS. 161 through 163 show the big bonus presentation
screens shown in response to the reel spinning start command code
"0Fh" (see FIG. 42) for use in a big bonus game. The big bonus
presentation screens show the number of remaining games during the
big bonus round.
[0560] On the big bonus presentation screens shown in FIGS. 161
through 163, the number of remaining games provided in the big
bonus is shown, by means of numerals "3," "2," and "1." When a
so-called punctured state approaches, a message to that effect is
also displayed.
[0561] FIGS. 164 through 169 show small-jackpot winning
presentation screens which appear during a normal game provided in
a big bonus game in response to the small-jackpot winning
presentation command "10h" (see FIG. 43) for use in a normal game
provided in a big bonus game. The small-jackpot winning
presentation screens appear when small-jackpot winning has arisen
during a normal game provided in a big bonus game. A story in which
the main character experiences adventures proceeds.
[0562] For instance, on the small-jackpot winning presentation
screen shown in FIG. 164, the main character picks up an object,
and question mark "?" is provided in a thought balloon of the main
character. This means that the current state is a so-called dropped
state in which the player has failed to win in small-jackpot games
even though a winning mode has been internally generated. The
small-jackpot winning presentation screen shown in FIG. 165 shows
success in so-called replay drop operation, by means of the word
"NICE." Here, replay drop means that replay winning (indicated by
JAC game operation symbols during a big bonus game) is dropped
intentionally for the purpose of playing a specified number of
normal games during the big bonus round.
[0563] On the small-jackpot winning presentation screens shown in
FIGS. 166 through 168, display of symbols "PB (ball)," "PB (ball),"
and "PB (ball)" indicates occurrence of replay winning. Namely,
there has arisen a specific winning mode for entering a JAC game. A
character confronting the main character presents a stage number in
the JAC game.
[0564] Symbols "DIAMOND," "DIAMOND," "DIAMOND" appear on the
small-jackpot winning presentation screen shown in FIG. 169.
Further, numeral "15" is displayed to indicate the number of gaming
tokens to be paid out, thus displaying a winning mode of
diamond.
[0565] FIGS. 170 through 173 show regular bonus winning
presentation screens which appear during a big bonus game in
response to the regular bonus winning presentation command code
"11h" (see FIG. 44) for use in a big bonus game. The regular bonus
winning presentation screens are displayed when the player has won
a regular bonus during the big bonus game, and a story of the main
character experiencing adventures proceeds.
[0566] For instance, on the regular bonus winning (also called JAC
game winning in some instances) presentation screens shown in FIGS.
170 through 173, the main character confronts a monster (or dragon)
and throws balls toward the monster. If a ball hits the monster,
the monster changes into a token, and it is indicated that the
player has won the jackpot game (bonus game) provided in the
regular bonus game. The enemy is changed in accordance with a stage
number in the regular bonus game. On the third stage, even if a
ball hits the dragon, the dragon will not change into a token.
[0567] FIGS. 174 through 178 show error display screens which are
displayed in response to the error screen display command "12h"
(see FIG. 45). The error display screens appear in the event of
occurrence of an error in the slot machine. Details of the error
and an error code are displayed along with characters.
[0568] For instance, the error display screen shown in FIG. 174 is
displayed in the event of occurrence of a "selector jam error (01h
is stored in the second byte of the transmission data)," in which a
selector is jammed with gaming tokens. The error display screen
shown in FIG. 175 is displayed in the event of occurrence of "token
hopper full error (03h)," in which the token tray is filled with
tokens. The error display screen shown in FIG. 176 is displayed in
the event of occurrence of "Token-to-be-Replenished Error (05h),"
in which shortage of gaming tokens has arisen in the hopper. The
error display screen shown in FIG. 177 is displayed in the event of
occurrence of "Hopper Jam Error (06h)," in which the hopper is
jammed with gaming tokens. The error display screen shown in FIG.
178 is displayed in the event of occurrence of "Board Anomalies
Detected Error (07h)," in which anomalies have arisen in a
board.
[0569] <Control Procedures>
[0570] As has been described above, the slot machine 1 is
electrically controlled by means of control units (i.e., the main
control board 100, the sub-control board 200, and the image control
board 300).
[0571] FIGS. 179 through 256 shows control operations of the slot
machine 1, control operations to be performed by the sub-control
board 200 and those to be performed by the image control board 300
are described with emphasis.
[0572] <Receive Interrupt Processing: A01>
[0573] FIGS. 179 through 182 are flowcharts showing procedures for
receive interrupt processing.
[0574] As shown in FIGS. 179 through 182, receive interrupt
processing is for enabling the sub-control board 200 to receive a
signal from the main control board 100.
[0575] In receive interrupt processing, of received data, the
higher eight bits are imported from the command receive port
"COMHMAP (of higher hierarchical level)." The remaining, lower
eight bits are imported from "COMLMAP (of lower hierarchical
level)" (A01_1). Further, a strobe signal is imported from the
input port [0] (INMAP0) (A01_2), thereby enabling multiple
interrupts (timer interrupts) (A01_3).
[0576] Subsequently, the status of the strobe signal is fetched,
and a determination is made as to whether or not the thus-imported
signal is an invalid strobe signal, such as noise (A01_4). If the
imported signal is an invalid strobe signal, it is determined that
an error has arisen. Hence, the error counter "REER_CNT" is updated
(A01_32), and the main CPU down detection time initial value (50
ms) shown in FIG. 47 is set in the main CPU down watchdog timer
"M_WATCH" provided in the work area.
[0577] In contrast, if the imported signal is an effective strobe
signal, the receive sequence management data "RX_PHASE" (a
parameter for determining whether the strobe signal is a leading
command or a subsequent command of a command which is transmitted
in two bytes) (A01_5) are checked, thereby determining whether the
signal corresponds to the first sequence or the second sequence
(A01_6). The reason for this is that two bytes (one byte=eight
bits) are taken as one sequence and that data are transmitted in
the form of two sequences.
[0578] If the received sequence corresponds to the first sequence,
the first byte (representing the type of a command code) of the
received data is compared with the maximum value of the command
code "MCMD_MAX" output from the main CPU 101 (A0_17), thereby
determining whether or not the received data fall within the range
of "1" to "MCMD_MAX (00FH)" (A01_8). Since the transmitted command
code consists of sixteen types in total, the determination is made
in order to prevent receipt of any further values (see FIG. 10). If
the received data do not fall within the range of "1" to "MCMD_MAX
(00FH)," it is determined that an error has arisen. The error
counter "REER_CNT" is updated (A01_32). Further, the main CPU down
detection time initial value (50 ms) shown in FIG. 47 is set in the
main CPU down watchdog timer "M_WATCH" provided in the work area,
thereby resulting in restoration from the receive interrupt
processing.
[0579] If the received data do not fall within the range of "1" to
"MCMD_MAX (00FH)," "1" indicating the end of the first sequence is
set in the receive sequence management data "RX_PHASE" (A01_9). The
received commands are saved in the received-command higher byte
area "RCVCMDH" and in the received-command lower byte area
"RCVCMDI" (A01_10).
[0580] Subsequently, BCC check is performed, and a computed BCC
value is saved (A01_11). The timeout value "RX_TOUT" included in
the received sequence shown in FIG. 47 is loaded, and the
thus-loaded value is set in the receive timeout measurement timer
"RX_TIMER" (A01_12). The main CPU down detection time initial value
(50 ms) shown in FIG. 47 is set in the main CPU down watchdog timer
"M_WATCH" provided in the work area, thereby resulting in
restoration from the receive interrupt processing.
[0581] If the received sequence is the second sequence, the receive
sequence management data "RX_PHASE" is cleared (A01_13), and the
current time of the receive timeout measurement timer "RX_TIMER" is
checked. Then, the time value is compared with a time value of a
receive interval timer RX_NTIM (A01_14). The receive timeout
measurement timer "RX_TIMER" is cleared (A01_15), to thereby
determine whether or not a receive interval is normal (A01_16).
[0582] If the receiver interval is normal BCC value of the receive
command is checked (A01_17), to thereby determine whether or not a
match exists between the computed BCC value and the received BCC
value (A01_18).
[0583] If the match does not exist between the computed BCC value
and the received BCC value, it is determined that error has arisen,
thereby the error counter "REER_CNT" is updated (A01_32), and the
main CPU down detection time initial value (50 ms) shown in FIG. 47
is set in the main CPU down watchdog timer "M_WATCH" provided in
the work area, thereby resulting is restoration from the receive
interrupt processing.
[0584] If the receiver interval is anomalous, it is determined that
an error has arisen. The error counter "REER_CNT" is updated
(A01_32). Further, the main CPU down detection time initial value
(50 ms) shown in FIG. 47 is set in the main CPU down watchdog timer
"M_WATCH" provided in the work area, thereby resulting in
restoration from the receive interrupt processing.
[0585] If a match exists between the computed BCC value and the
received BCC value (A01_18), the received command is deemed normal,
thereby clearing the receive error counter "REER_CNT" (A01_19). On
the basis of the information about the game status stored in the
third byte of the received command (i.e., a higher byte stored in
the second sequence), the game status flag "GAMEST" is updated
(A01_20). Further, "received-command higher byte area "RCVCMDH" (in
which command code type information is stored) is checked
(A01_21).
[0586] Subsequently, a determination is made as to whether or not
the received command corresponds to the presentation initialization
request (01H) (A01_22). If the received command corresponds to the
presentation initialization request (01H), a presentation status
flag "PRDC_STS" is checked (A01_23). Further, a determination is
made as to whether or not an initialization command reject status
is brought into an ON state and initialization is rejected (for
example, as in the case where the initialization request has
already been received) (A01_24). If the initialization request is
accepted, a presentation initialization instruction flag of the
presentation status flag "PRDC_STS" is set to ON. Further, an
initialization command reject status flag is set to ON, thereby
rejecting acceptance of another initialization command (A01_25). In
a case where the initialization command reject status flag has
already been set to ON (YES is selected in A01_24), the main CPU
down detection time initial value (50 ms) shown in FIG. 47 is set
in the main CPU down watchdog timer "M_WATCH" provided in the work
area, thereby resulting in restoration from the receive interrupt
processing.
[0587] If the received command does not correspond to the
presentation initialization request (01H), the presentation
initialization instruction flag of the presentation status flag
"PRDC_STS" is cleared (A01_26). The command received this time is
compared with a finally-received command area "LST_RCMD," thereby
determining whether or not the commands are identical (A01_28). The
main control board 100 transmits identical data several times in
consideration of occurrence of failures to receive the data. If the
thus-transmitted commands are received and saved, a plurality of
identical commands are continuously saved. Eventually, a single
presentation is repeated. In order to prevent such a situation, the
received command is compared with the finally-received command
area. More specifically, the command transmitted this time is
transmitted repeatedly at an interval of 50 ms or less until the
next command is generated.
[0588] If the command received this time is identical with the
finally-received command area "LST_RCMD," the main CPU down
detection time initial value (50 ms) shown in FIG. 47 is set in the
main CPU down watchdog timer "M_WATCH" provided in the work area,
thereby resulting in restoration from the receive interrupt
processing.
[0589] In contrast, if the command received this time is different
from the finally-received command area "LST_RCMD" (i.e., the
command received this time is a new one), a determination is made
as to whether or not the received command is a sound presentation
instruction command (A01_29).
[0590] If the command received this time differs from the sound
presentation instruction command, the received command is saved as
a finally-received command into "LST_RCMD" (A01_30). In contrast,
if the command received this time is the sound presentation
instruction command, step (A01 30) is skipped. For example, if
tokens are inserted continuously, the main control board 100
transmits token insertion commands. In a case where an arrangement
is made so as to monitor a final receipt command, if tokens are
inserted continuously, the sub-control board 200 receives a token
insertion command before the sequence of the token insertion
command transmitted last time is completed. Accordingly, the token
insertion command transmitted this time is ignored.
[0591] Received-command storage processing (i.e., processing F03 to
be described in detail later) is performed (A01_31). The main CPU
down detection time initial value (50 ms) shown in FIG. 47 is set
in the main CPU down watchdog timer "M_WATCH" provided in the work
area, thereby resulting in restoration from the receive interrupt
processing.
[0592] As mentioned above, in contrast with a plurality of
transmissions of a single command, if subsequently-transmitted
commands should not be ignored (e.g., the sound presentation
instruction command in the present embodiment), there is performed
processing for preventing disregard for subsequent commands, thus
preventing interruption of a presentation.
[0593] <Timer Interrupts: A02>
[0594] FIGS. 183 through 185 are flowcharts showing procedures for
timer interrupt processing.
[0595] As shown in FIGS. 183 through 185, timer interrupt
processing involves execution of processing operations: that is,
processing by which the sub-control board 200 transmits a signal to
the image control board 300 after having received a signal from the
main control board 100; updating of random numbers for selecting a
presentation; monitoring of various errors; and updating of
timers.
[0596] In the timer interrupt processing, multiple interrupts are
enabled (A02_1), and the random numbers "SELRAND" are updated
(A02_2). A timer for adjusting a presentation sequence "PR_TIMER"
is checked (A02_3), thereby making a determination as to whether or
not time-up has arisen in the timer "PR_TIMER" (A02_4). If time-up
has not arisen in the timer "PR_TIMER," "one" is subtracted from a
timer value of the presentation sequence adjustment timer
"PR_TIMER" (A02_5). In contrast, if time-up has arisen in the timer
"PR_TIMER," the timer value subtraction processing (A02_5) is not
performed.
[0597] Subsequently, the receive timeout measurement timer
"RX_TIMER" (for checking a time interval from receipt of the first
sequence until receipt of the second sequence) is checked (A02_6),
to thereby determine whether or not time-up has arisen in the
receive timeout measurement timer "RX_TIMER" (A02_7). If time-up
has not arisen in the timer "PX_TIMER," "one" is subtracted from a
timer value of the "PX_TIMER" (A02_8). In contrast, if time-up has
arisen in the timer "PX_TIMER," it is determined that an error has
arisen. Received-sequence management data "RX_PAUSE" are cleared
(A02_9) without performance of the timer value subtraction
processing (A02_8). Further, the receive error counter "REER_CNT"
is updated (A02_10).
[0598] A determination is made as to whether or not the main CPU
down watchdog timer "M_WATCH" is checked (A02_11), to thereby
determine whether or not time-up has arisen in the timer "M_WATCH"
(A02_12). If time-up has arisen in the timer "M_WATCH," it is
determined that the main CPU is down. The presentation
initialization instruction flag of the presentation status flag
"PRDC_STS" is set to ON (A02_14), thereby resulting in restoration
from the timer interrupt processing.
[0599] If time-up has not arisen in the timer "M_WATCH," "one" is
subtracted from a timer value of the "M_WATCH" (A02_13). A check is
made as to transmission sequence management data "TX_PHASE" (a work
area for managing whether or not a command is transmitted to the
image control board 300) (A02_15), thereby determining whether or
not data are being transmitted to the image control board 300
(A02_16). If data are being transmitted to the image control board
300, command transmission processing (i.e., processing A04 to be
described in detail later) is performed (A02_17), thereby resulting
in restoration from the timer interrupt processing.
[0600] If data are not transmitted to the image control board 300,
a transmission management timer area "TX_TIMER" is checked
(A02_18). A determination is made as to whether or not time-up has
arisen in the transmission management timer area "TX_TIMER"
(A02_19). This timer area is a work area for managing a
transmission interval between transmission commands. In the present
embodiment, the transmission management timer area is set to an
initial value of 10 ms (see FIG. 47). Here, if time-up has arisen
in the transmission management timer area "TX_TIMER," transmission
start processing (i.e., processing A04 to be described in detail
later) is performed (A02_20), thereby resulting in restoration from
the timer interrupt processing.
[0601] In contrast, if time-up has not arisen in the transmission
management timer area "TX_TIMER," "one" is subtracted from a timer
value of the "TX_TIMER" (A02_21), thereby checking the presentation
status flag "PRDC_STS" (A02_22). A determination is made as to
whether or not the transmission command has already been edited
(A02_23). This flag means that various image presentations are
selected in accordance with the presentation command output from
the main control board 100, whereby the command to be transmitted
to the image control board 300 is determined (i.e., edited).
[0602] If the transmission command has not yet been edited,
restoration from the timer interrupt processing is effected.
[0603] In contrast, if the transmission command has already been
edited, the transmission data saved in a transmission command
edition buffer (doubling as a backup buffer) "TXBUFWK" are set in a
transmission command buffer "TXBUFF" (A02_24). The game status flag
"GAMEST" is checked (A02_25), thereby determining whether or not an
error has arisen (A02_26).
[0604] In the event that an error has arisen, the transmission data
saved in a dedicated buffer for an error screen display command
(doubling as a backup buffer) "TXERRWK" are set in the transmission
command buffer "TXBUFF" (A02_27). In contrast, if no error has
arisen, step (A02_27) is skipped.
[0605] Subsequently, computation of a BCC value of the transmission
command is set (A02_28), and a transmission command edited flag of
the presentation flag "PRDC_STS" is cleared (A02_29), thus
resulting in restoration from the timer interrupt processing.
[0606] <Transmission Start Processing: A03>
[0607] FIG. 186 is a flowchart showing procedures for transmission
start processing.
[0608] As shown in FIG. 186, transmission start processing is for
enabling the sub-control board 200 to start transmission of a
signal to the image control board 300.
[0609] In transmission start processing, the transmission command
buffer "TXBUFF" is first checked (A03_1), thereby determining
whether or not a transmission command is stored (A03_2). If no
transmission command is saved, restoration from the transmission
start processing is effected.
[0610] If a transmission command is stored in the buffer, a
transmission counter "TXDATCNT" is updated by the amount
corresponding to the number of transmission data sets (A03_3). "1"
is set in the transmission sequence management data "TX_PHASE,"
thereby indicating that transmission is in progress (A03_4). A
transmission start code "DSP_STX" is transmitted (A03_5), and
restoration from transmission start processing is effected.
[0611] <Command Transmission Processing: 04>
[0612] FIG. 187 is a flowchart showing procedures for command
transmission processing.
[0613] As shown in FIG. 187, command transmission processing is for
enabling the sub-control board 200 to send a signal to the image
control board 300.
[0614] In command transmission processing, the data saved in the
transmission command buffer "TXBUFF" are output to the OUT port and
transmitted (A04_1). The transmission counter "TXDATCNT" is
decremented by the amount corresponding to the number of
transmission data sets (A04_2). A determination is made as to
whether or not the transmission counter "TXDATCNT" has performed a
count-up operation (A04_3).
[0615] If the transmission counter "TXDATCNT" has performed a
count-up operation, "0" is set in the transmission sequence
management data "TX_PHASE," thereby indicating that transmission is
stopped (A04_4). A command transmission interval "TX_INTVAL" is set
in the transmission management timer "TX_TIMER" (A04_5), thereby
resulting in restoration from the command transmission
processing.
[0616] In contrast, if the transmission counter "TXDATCNT" has not
performed a count-up operation, transmission of the data stored in
the transmission command buffer "TXBUFF" (A04_1 through A04_3) is
continued.
[0617] <Presentation Control Processing (main loop): C01>
[0618] FIGS. 191 and 192 are flowcharts showing procedures for
presentation control processing.
[0619] As shown in FIGS. 191 and 192, presentation control
processing is a main loop for enabling the image display section 13
to perform presentation control operation.
[0620] In the presentation control processing, the watchdog timer
"M_WATCH" is reset (C01_1), and the receive error counter
"REER_CNT" is checked. A count value of the counter is compared
with the permissible number of consecutive receiver errors
"ERRN_MAX" (C01_2), thereby determining whether or not the number
of errors has exceeded an upper limit value 0F (16) (C01_3).
[0621] If the count value of the receive error counter "REER_CNT"
exceeds 16; that is, if errors have arisen continuously and
restoration from an error state has not been effected, acceptance
of interrupts is inhibited (C01_16). Further, the presentation
sequence timing adjustment timer "PR_TIMER" is cleared (C01_17),
and the receive error counter "REER_CNT" is also cleared (C01_18).
The receive sequence management data "TX_PHASE" are cleared,
thereby forcefully terminating transmission (C01_19). Further, the
receive sequence management data "RX_PHASE" are cleared, thereby
forcefully terminating a receiving operation (C01_20). The
finally-received command area "LST_RCMD" is cleared (C01_21), and a
backup data check code "BKCK_DAT" is brought into an ON state,
thereby indicating backup anomalies (C01_22). Processing proceeds
to presentation restoration check processing (processing B01 to be
described later).
[0622] In contrast, if the count value of the receive error counter
"REER_CNT" does not exceed 16; that is, if errors have not arisen
continuously and restoration from an error state has been effected,
the presentation status flag "PRDC_STS" is checked (C01_4), thereby
determining whether or not the presentation status flag is an
initialization instruction (C01_5).
[0623] If the presentation status flag is an initialization
instruction, processing analogous to that performed when the count
value of the receive error counter "REER_CNT" has exceeded 16
(C01_16 through C01_22) is performed, whereby processing proceeds
to presentation restoration check processing (i.e., processing B01
to be described later).
[0624] If the presentation status flag is not an initialization
instruction, the presentation status flag "PRDC_STS" is checked
(C01_6), determining whether or not the transmission command has
already been edited; i.e., whether or not there is a command to be
transmitted to the image control board 300 (C01_7). If the
transmission command has not yet been edited, a check is made to
the number of received data sets "RECCNT" (C01_8), thereby
determining whether or not a presentation instruction is output
from the main CPU 101 (C01_09).
[0625] If a presentation instruction is output from the main CPU
101, there are performed checking of a gaming status (i.e.,
processing C02 to be described in detail later) (C01_10), fetching
of a command (i.e., processing F04 to be described in detail later)
(C01_11), and analysis of a received command (i.e., processing D01
to be described in detail later) (C01_12).
[0626] Subsequently, if the transmission command has already been
edited (YES is selected in C01_7) and no presentation instruction
is output from the main CPU 101 (NO is selected in C01_9), the
presentation status flag "PRDC_STS" is checked (C01_13), thereby
determining whether or not sequence control operation is in
progress (C01_14). Here, a sequence control operation which is in
progress specifically means that sound effects are being generated.
For instance, the flag shows that the LI-ZHI presentation sequence
control table shown in FIG. 53 is in progress (i.e., a LI-ZHI
presentation is being performed).
[0627] If the sequence control is in progress, presentation
sequence control processing (processing C03 to be described in
detail later) is performed (C01_15), and processing proceeds to an
initial step of the presentation control processing.
[0628] <Presentation Restoration Check Processing: B01>
[0629] FIGS. 188 and 189 are flowcharts showing procedures for
presentation restoration check processing.
[0630] As shown in FIGS. 188 and 189, the presentation restoration
processing is performed when it is found that the command
transmitted from the main control board 100 is an initialization
request or when a game is resumed after having been interrupted for
reasons of an error such as an empty hopper.
[0631] In the presentation restoration check processing,
presentation status reset processing (i.e., F01 processing to be
described in detail later) is performed, thereby initializing a
presentation status (B01_1). The presentation initialization
instruction flag of the presentation flag "PRDC_STS" is cleared,
and the initialization command reject status flag is set to ON,
thereby rejecting initialization (B01_2). A command transmission
internal "TX_INTVAL (10 ms)" at which a command is to be
transmitted to the image control CPU is set in the transmission
management timer "TX_TIMER" (B01_3). Further, the receive error
counter "REER_CNT" is set in the register (B01_4), thereby enabling
interrupts (B01_5).
[0632] Subsequently, the watchdog timer "M_WATCH" is reset (B01_6),
and the backup data check code "BKCK_DAT" is checked (B01_7),
thereby determining whether or not a backup operation is operated
normally (B01_8). If a backup operation is not performed normally,
processing proceeds to presentation nonrestoration processing
(i.e., processing B02 to be described later).
[0633] In contrast, if a backup operation is performed normally,
sound restoration processing (i.e., processing F02 to be described
in detail later) is effected (B01_9). The presentation status flag
"PRDC_STS" is checked (B01_10), thereby determining whether or not
command analysis is in progress (B01_11).
[0634] In a case where command analysis is in progress, commands
"ALCMD_HI" and "ALCMD_LO," which are being analyzed, are set in the
register (B01_12), where the commands are subjected to
received-command analysis processing (i.e., processing D01 to be
described later) (B01_13). Processing then proceeds to presentation
control processing (i.e., processing C01 to be described in detail
later).
[0635] In contrast, if command analysis is not in progress, the
transmission command edited flag of the presentation status flag
"PRDC_STS" is set to ON (B01_14). The presentation status flag
"PRDC_STS" is checked (B01_15), thereby determining whether or not
sequence control is in progress (B01_16).
[0636] In a case where sequence control is in progress, a
presentation-sequence-control-table-access pointer backup "PRSQTBK"
is set in the presentation-sequence-control-table-access pointer
"PRSQPTR." The remaining portion of the sequence control which has
not yet been processed as a result of occurrence of an error is
resumed (B01_17), and processing proceeds to presentation control
processing (i.e., processing C01 to be described in detail later).
In a case where sequence control is not in progress, processing
jumps directly to presentation control processing (i.e., processing
C01 to be described in detail later).
[0637] <Presentation Nonrestoration Processing: B02>
[0638] FIG. 190 is a flowchart showing procedures for presentation
nonrestoration processing.
[0639] Presentation nonrestoration processing is effected when
processing cannot return to a presentation status before occurrence
of an error, for reasons of corruption of backup data. As shown in
FIG. 190, this processing is for shifting processing to
received-command analysis processing in a case where backup has not
been performed normally during the presentation restoration
processing.
[0640] In presentation nonrestoration processing, the watchdog
timer "M_WATCH" is reset (B02_1), and a RAM location is cleared
(B02_2). Interrupts are enabled (B02_3), the game status flag
"GAMEST" is checked (B02_4), and a determination is made as to
whether or not internal winning is being notified (B02_5).
[0641] If internal winning is being notified, the number of games
"PCHB_NUM" for changing symbols to be stationarily displayed after
illumination of the WIN lamps shown in FIG. 46 is set in a
displayed symbol change counter "WPLY_CNT" (for notifying the
number of games after which the type of bonus game is to be
notified when a big bonus game or a regular bonus game has not yet
been determined even though internal winning to be described later
is being notified), and the counter is initialized (B02_6). The
reel screen type flag of the presentation status flag "PRDC_STS" is
set to ON, thereby indicating that an internally-notified state has
arisen (B02_7). There are selected an initial value for data 1
pertaining to a symbol to be displayed on a liquid-crystal screen
(simply called "liquid-crystal screen displayed-symbol data 1") for
effecting the internal winning shown in FIG. 46, and an initial
value for data 2 pertaining to a symbol to be displayed on a
liquid-crystal screen (simply called "liquid-crystal screen
displayed-symbol data 2") for effecting the same (B02_8). If
internal winning is not notified, an initial value for the
liquid-crystal screen displayed-symbol data 1 and an initial value
for the liquid-crystal screen displayed-symbol data 2 are selected
(B02_9). In other words, in the presentation restoration processing
(i.e., when backup is performed normally), displayed symbol data
are stored in a center-side displayed-symbol save area "SREEL_BK"
and a right-side displayed-symbol save area "RREEL_BK." However,
the presentation nonrestoration processing involves selection of
initial values for the displayed-symbol data.
[0642] Selected initial values are set to the
stationarily-displayed symbol data 1 "STP_PIC1,"
stationarily-displayed symbol data 2 "STP_PIC2," displayed-symbol
data 1 "DSP_PIC1," and displayed-symbol data 2 "DSP_PIC2" (B02_10).
The commands "ALCMD_HI" and "ALCMD_LO," which are being analyzed,
are set in the register (B02_11). A
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is set to ON (B02_12), thereby effecting
received-command analysis processing (i.e., processing D01 to be
described in detail later).
[0643] <Game Status Check Processing: C02>
[0644] FIGS. 193 through 195 are flowcharts showing procedures for
game status check processing.
[0645] As shown in FIGS. 193 through 195, the game status check
processing is for generating a presentation status (e.g., sound
effects and an image to be displayed on the liquid-crystal screen)
corresponding to the status of a game by means of checking the
current state of a game.
[0646] In the game status check processing, the game status flag
"GAMEST" is checked (C02_1), and a sound backup area 1 "SND_BAK" is
checked (C02_2), thereby determining whether or not a play-out
sound is being generated (C02_3). A sound backup area consists of
four bytes in total and backs up sound data corresponding to
playback channels (CH1 through CH4) (please refer to FIGS. 61
through 75 for correspondence between sound effects and playback
channels).
[0647] If a play-out sound is being generated, a determination is
made as to whether or not the slot machine is in a play-out state
(C02_4). If the slot machine is not in the play-out state, it is
considered that the slot machine is in a state other than the
play-out state or is released from the play-out state. Hence, a
play-out sound mute code "SD_OFF1" [since a play-out sound is
played back by way of the channel 1 (see FIG. 63), the code is a
channel 1 mute code] is set in the register (C02_6), and the sound
backup area 1 "SND_BAK" is cleared (C02_7).
[0648] If the play-out sound is not being generated, the sound
backup area 1 "SND_BAK" is checked (C02_8), thereby determining
whether or not a bonus sound is being generated (C02_9). In a case
where a bonus sound is being generated, the game status flag
"GAMEST" is further checked (C02_10), thereby determining whether
or not a bonus game is being played (C02_11).
[0649] If a bonus game is not being played, a bonus sound mute code
"SD-OFF1" is set in the register (C02_12), and sound control
processing (i.e., processing G01 to be described in detail later)
is performed (C02_13). Thus, the sound backup area 1 "SND_BAK" is
cleared (C02_14).
[0650] If a bonus game is being played (YES is selected in C02_11),
if the slot machine is not in a play-out state (C02_5 to C02_7), or
if no bonus sound is output (NO is selected in C02_9), the sound
backup area 1 "SND_BAK" is checked (C02_15), thereby determining
whether or not an error sound is being output (C02_16).
[0651] If an error sound is output, the game status flag "GAMEST"
is checked (C02_17), thereby determining whether or not an error
sound is being generated (C02_18). If no error sound is generated,
the play-out sound mute code "SD_OFF1" is set in the register
(C02_19), and sound control processing (i.e., processing G01 to be
described in detail later) is performed (C02_20). The sound backup
area 1 "SND_BAK" is cleared (C02_21).
[0652] Subsequently, if no error sound is generated (NO is selected
in C02_16) or if an error sound is generated (YES is selected in
C02_18), the game status flag "GAMEST" is checked (C02_22), thereby
determining whether or not internal winning is being notified
(C02_23).
[0653] In a case where internal generation of a winning mode is
being notified, processing returns to the main routine. In
contrast, if internal winning is not notified, the presentation
status flag "PRDC_STS" is checked (C02_24), thus determining
whether or not a normal reel screen is displayed (C02_25). If a
normal reel screen is displayed, processing returns to the main
routine.
[0654] In contrast, if a normal reel screen is not displayed,
internal winning is not notified on the liquid-crystal screen in
spite of an internal winning notification state (i.e., WIN lamps
are illuminated), thus resulting in generation of presentation
mismatch (when the WIN lamps are illuminated; that is, when the
main control board 100 has selected determination data, an
internally-generated-bonus determination screen inevitably appears
on the liquid-crystal screen). Hence, the image is initialized.
More specifically, the reel screen type flag of the presentation
status flag "PRDC_STS" is set to OFF (C02_26). The displayed-symbol
data 1 initial value "PIC_INITI" is set in the displayed-symbol
data "DSP_PIC1" (C02_27). The displayed-symbol data 2 initial value
"PIC_INIT2" is set in the displayed-symbol data "DSP_PIC2"
(C02_28). Then, processing returns to the main routine.
[0655] <Presentation Sequence Control Processing: C03>
[0656] FIGS. 196 and 197 are flowcharts showing procedures for
presentation sequence control processing.
[0657] As shown in FIGS. 196 and 197, presentation sequence control
processing is for effecting presentation sequence by means of
making a determination as to a timing at which the presentation
sequence is to be effected. In the present embodiment, the
presentation sequence primarily means sound-effect (sound)
sequence.
[0658] In presentation sequence control processing, the game status
flag "GAMEST" is checked (C03_1), thereby determining whether or
not errors continue to occur (C03_2). Here, if errors continue to
occur, normal sequence control is impossible, and hence processing
returns to the main routine.
[0659] In contrast, if there are no errors, the presentation
sequence timing adjustment timer "PR_TIMER" (C03_3) is checked,
thereby determining whether or not time-up has arisen in the
presentation sequence timing adjustment timer "PR_TIMER"; that is,
whether or not a sequence implementation timing has arisen (C03_4).
If no sequence implementation timing has arisen, processing returns
to the main routine.
[0660] If the sequence implementation timing has arisen, the
presentation-sequence-access pointer "PRSQPTR" is checked "C03_5,"
thereby determining whether or not data stored in a corresponding
address of the sequence control table are a sequence end code
"ENDSQ" (C03_6). If the data are a sequence end code "ENDSQ," one
presentation sequence control operation has already been completed.
Hence, a LI-ZHI-presentation-in-effect flag of the presentation
status flag "PRDC_STS" is cleared, and the
presentation-sequence-control-in-progress flag is cleared, thus
indicating end of the sequence control operation (C03_7). The game
status flag "GAMEST" is checked (C03_8), thereby determining
whether or not the slot machine is in a play-out state (C03_9). If
the slot machine is not in a play-out state, processing returns to
the main routine.
[0661] If the slot machine is in a play-out state, the play-out
sound code "SD_OVER" is set in the register and in the sound backup
area 1 "SND_BAK" (C03_10), and sound control processing (i.e.,
processing G01 to be described in detail later) is effected
(C03_11).
[0662] If the data stored in the address represented by the
presentation-sequence-access pointer "PRSQPTR" are not the sequence
end code "ENDSQ" (NO is selected in C03_6), a determination is made
as to whether or not -the address data indicated by the
presentation-sequence-a- ccess pointer "PRSQPTR" are a sequence
repeat code "REPSQ" (C03_12).
[0663] If the address data indicated by the
presentation-sequence-access pointer "PRSQPTR" are a sequence
repeat code "REPSQ," the data pertaining to the sequence control
table (i.e., a leading address of the presentation sequence control
table) indicated by the address stored in the
sequence-control-table-access pointer backup "SQPTRBK" are set in
the register as a sound control request code (C03_13). In contrast,
if the address data indicated by the presentation-sequence-access
pointer "PRSQPTR" are not a sequence repeat code "REPSQ," step
(C03_13) is skipped.
[0664] Subsequently, from the data stored in the currently-selected
address, a determination is made as to whether or not sound is
being generated (C03_14). If sound is being generated, the sound
data are set in the register (C03_15), and sound control processing
(i.e., processing G01 to be described in detail later) is effected
(C03_16). In contrast, if no sound is generated, processing
(C03_16) is skipped.
[0665] Subsequently, the address of the
sequence-control-table-access pointer "PRSQPTR" is updated to the
next address (C03_17), and data pertaining to the thus-updated
address are set in the presentation-sequence-timing adjustment
timer "PR_TIMER" (C03_18). Processing is then returned.
[0666] <Received Command Analysis Processing: D01>
[0667] FIG. 198 is a flowchart showing procedures for
received-command analysis processing.
[0668] As shown in FIG. 198, received-command analysis processing
is for enabling analysis of a command stored in the register
through use of command fetch processing (i.e., processing F04 to be
described in detail later) and enabling a jump to corresponding
processing.
[0669] In received-command analysis processing, the command data
stored in the register are analyzed (D01_1). A jump is made to
corresponding processing by reference to the result of analysis and
a branch table (D01_2). The branch table is prepared from a
demonstration display command code of the command received from the
main CPU and shown in FIG. 10, through use of fourteen sub-routines
provided so as to correspond to a sound presentation instruction
command code. A received-command-analysi- s-in-progress flag of the
presentation status flag "PRDC_STS" is cleared (D01_3), and
processing returns to the main routine.
[0670] <Demonstration Display Command Processing: D02>
[0671] FIG. 199 is a flowchart showing procedures for demonstration
display command processing.
[0672] As shown in FIG. 199, demonstration display command
processing is for enabling the image display section 13 to control
a demonstration display.
[0673] In demonstration display command processing, a demonstration
display command "DSP_DEMO" is set in the
transmission-command-edition buffer "TXBUFWK" (D02_1), thereby
clearing a demonstration-display-in-pro- gress flag of the
presentation status flag "PRDC_STS," and the
transmission-command-edited flag is set to ON (D02_2). The
received-command-being-analyzed flag of the presentation status
"PRDC_STS" is cleared (D01_3), and processing returns to the main
routine.
[0674] <Token Insertion Command Processing: D03>
[0675] FIGS. 200 and 201 are flowcharts showing procedures for
token insertion command processing.
[0676] As shown in FIGS. 200 and 201, token insertion command
processing is for controlling an image display to be displayed by
the image display section 13 and generation of sound effects.
[0677] In token insertion command processing, a register value is
set to a token counter "MEDLCTR" (D03_1), and the token insertion
sound code shown in FIG. 58 "SD_MIN" is set in the register
(D03_2). Sound control processing (i.e., processing G01 to be
described in detail later) is effected (D03_3), and the game status
flag "GAMEST" is checked (D03_4). Thus, a determination is made as
to whether or not a bonus game is being played (D03_5).
[0678] If a bonus game is being played, the
received-command-analysis-in-p- rogress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine. The reason for this is that, during the course
of the bonus game, a demonstration display is not effected and
there is no necessity for changing a display on the liquid-crystal
screen by means of insertion of a gaming token (a bet operation). A
token insertion sound is controlled by means of sound single
processing to be described later. In contrast, if no bonus game is
being played, the presentation status flag "PRDC_STS" is checked
(D03_6), thereby determining whether or not a LI-ZHI presentation
is in operation (D03_7).
[0679] Even when a LI-ZHI presentation is in operation, a screen
display is not changed by means of insertion of a gaming token, and
the received-command-analysis-in-progress flag of the presentation
status "PRDC_STS" is cleared (D01_3), and processing returns to the
main routine. In contrast, if no LI-ZHI presentation is in
operation, the presentation status flag "PRDC_STS" is checked
(D03_8), thereby determining whether or not a normal reel screen is
being displayed (D03_9).
[0680] When a normal reel screen is being displayed, a display
designation code "NORM_REEL" for a normal reel screen is selected
(D03_10). When a normal reel screen is not being displayed, a
display designation code "FGDU_REEL" for an
internally-notified-state reel screen is selected (D03_11).
[0681] Subsequently, the gaming token insertion command code "03h"
is set, as a first byte, in the transmission-command-edition buffer
"TXBUFWK." Further, the selected reel screen type is set as a
second byte, and the displayed-symbol data 1 "DSP_PIC1" are set as
a third byte. The displayed-symbol data 2 "DSP_PIC2" are set as a
fourth byte (D03_12).
[0682] Since the slot machine is in neither a bonus game nor a
LI-ZHI presentation, a demonstration display may be displayed.
During a demonstration display, there is a necessity for changing
the screen display to a reel screen by means of inserting a gaming
token. Hence, the demonstration display flag of the presentation
status flag "PRDC_STS" is set to ON (C03_14), and the
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0683] <Processing for Starting a Game during a Normal Game:
D04>
[0684] FIG. 202 is a flowchart showing procedures pertaining to
processing for starting a game during a normal game (simply called
"game start command processing").
[0685] As shown in FIG. 202, game start command processing is for
enabling the image display section 13 to start presentation display
corresponding to a normal game or an internally-generated bonus
game.
[0686] In the game start command processing, the reel stop counter
"STOPCTR" is cleared (D04_1), and an internally-generated
combination is stored in a generated-combination-type "WAVEBIT" on
the basis of the data stored in the register (D04_2). The game
status flag "GAMEST" is checked (D04_3), thereby determining
whether or not a bonus game is being played (D04_4).
[0687] If a bonus game is not being played, a
presentation-in-effect flag "PRSELFLG" is set to ON (D04_5), the
received-command-analysis-in-progres- s command of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine. In a case where a bonus game is being played,
processing (D04_5) is skipped.
[0688] <Processing for Starting Spinning of Reels during a
Regular Bonus: D05>
[0689] FIGS. 203 and 204 are flowcharts showing procedures
pertaining to processing for starting spinning of reels during a
regular bonus game (called "RB spinning start command
processing").
[0690] As shown in FIGS. 203 and 204, the RB spinning start command
processing is for enabling the image display section 13 to start
presentation display corresponding to a regular bonus game.
[0691] In the RB spinning start command processing, the reel stop
counter "STOPCTR" is cleared (D05_1), and the data stored in the
register are analyzed (D05_2). The reel-spinning-start command code
"0Dh" for a regular bonus game is set in the first byte of the
transmission-command-edition buffer "TXBUFWK" (D05_3). A regular
bonus stage is set in the second byte of the
transmission-command-edition buffer "TXBUFWK" (D05_4). A
determination is made as to whether or not the regular bonus game
originates from a normal game or a big bonus game (D05_5) (in the
case of a single regular bonus game originating from a normal game,
data pertaining to the number of possible regular bonus operations
are set to "0").
[0692] If the regular bonus game originates from a big bonus game,
regular-bonus-stage data are set in bonus-stage-data "BNS_STGN"
(D05_6). In contrast, if the regular bonus game originates from a
normal game, processing (D05_6) is skipped.
[0693] The number of available regular bonus games; that is, the
number of jackpot games available during the regular bonus game
(usually set to an initial value of 12), is set in an area
concerning the number of available regular bonus games "JACGAME"
(D05_7). A determination is made as to whether or not a stage
number of the regular bonus is 3; that is, whether or not the
regular bonus is on the final stage (D05_8).
[0694] If the regular bonus is not in the final stage, an operation
sound code "SD_RBBGM1" for stage "1" or "2" of the regular bonus
game is selected (D05_9). Further, a sequence-control-address table
"RBP12_TBL" for stage "1" or "2" of the regular bonus game is
selected (D05_10).
[0695] If the regular bonus is in the final stage, an operation
sound code "SD_RBBGM3" for final stage "3" of the regular bonus
game is selected (D05_11). Further, a sequence-control-address
table "RBP3_TBL" for final stage "3" of the regular bonus game is
selected (D05_12).
[0696] As mentioned above, various presentations are feasible by
means of changing BGM from stage to stage during a regular bonus
game. Further, the player can correctly ascertain a progress in the
current bonus game.
[0697] An address of the selected sequence control table is set in
the sequence-control-table-access pointer "PRSQPTR" and in the
sequence-control-table-access pointer backup "SQPTRBK" (D05_13).
The sequence-timing-adjustment timer "PR_TIMER" is cleared
(D05_14). The transmission-command-edited flag and the
sequence-control-in-progress flag of the presentation status flag
"PRDC_STS" are set to ON (D05_15). A reel spinning start sound 1
code "ST_STT1" is set in the register (D05_16), and sound control
processing (processing G01 to be described in detail later) is
effected (D05_17).
[0698] The bonus operation sound backup area 1 "SND_BAK" is checked
(D05_18), thereby determining whether or not the selected regular
bonus operation sound is being generated (D05_19). In a case where
the thus-selected regular bonus operation sound is currently being
generated, the received-command-analysis-in-progress flag of the
presentation status flag "PRDC_STS" is cleared (D01_3), and
processing returns to the main routine.
[0699] The foregoing processing is performed for the following
reasons: Namely, this sub-routine is executed every time a game is
started during a regular bonus game (i.e., every time the main
control board 100 transmits the RG spinning start command). In a
case where a regular bonus operation sound is currently being
generated as a result of the previous game, if a regular bonus
operation sound request is again issued to the sound-source IC 206
in the current game because the player is currently playing a
regular bonus game, the currently-generated sound will be
interrupted, and the same sound will be generated again from the
beginning, thus breaking smooth, seamless presentation (the same
also applies to processing for a game during a big bonus, which
will be described later).
[0700] If the selected regular bonus sound is not being generated
now, the selected regular bonus operation sound code is set in the
bonus-operation-sound backup area 1 "SND_BAK" (D05_20). The
selected regular bonus operation sound code is set in the register
(D05_21). Sound control processing (i.e., processing G01 to be
described later) is effected (D05_22). The
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0701] <Processing for Starting a game during a Big Bonus:
D06>
[0702] FIGS. 205 and 206 are flowcharts showing procedures
pertaining to command processing for starting spinning of reels
during a big bonus game (called "BB spinning start command
processing").
[0703] As shown in FIGS. 205 and 206, BB spinning start command
processing is for enabling the image display section 13 to start
presentation display corresponding to a big bonus game.
[0704] In the BB spinning start command processing, the data stored
in the register are analyzed (D06_1). The reel-spinning-start
command code "0Fh" for a big bonus game is set in the first byte of
the transmission-command-edition buffer "TXBUFWK" (D06_2). A big
bonus stage is computed in accordance with descriptions of the
register (D06_3), and big-bonus-stage data are set in bonus stage
data "BNS_STGN" (D06_4), thereby determining whether or not the
stage of the big bonus game is in stage "3"; that is, whether or
not the big bonus is in the final stage (D06_5).
[0705] If the big bonus game is in the final stage, a
big-bonus-operation-sound code "SD_BBBGM3," which is to be effected
in the final stage of the big bonus and is shown in FIG. 58, is
selected (D06_6). In contrast, if the big bonus game is not in the
final stage, a determination is made as to whether a symbol on the
spinning reel is "White 7" or "Red 7" (D06_7). If the symbol is
"White 7," a big-bonus-operation sound code "SD_BBBGM1" to be
effected to "White 7" is selected (D06_8). If the symbol is "Red
7," a big-bonus-operation sound code "SD_BBBGM2" to be effected to
"Red 7" is selected (D06_9).
[0706] Subsequently, the number of remaining big bonus games is set
in the second byte of the transmission-command-edition buffer
"TXBUFWK" (D06_10). The number of remaining big bonus games
"BBPCTR" is updated (D06_11), and the transmission-command-edited
flag and the sequence-control-in-progress flag of the presentation
status flag "PRDC_STS" are set to ON (D06_12). A
reel-spinning-start sound 1 code "SD-STT1" shown in FIG. 58 is set
(D06_13), and sound control processing (i.e., processing G01 to be
described in detail later) is effected (D06_14).
[0707] Subsequently, the number of remaining big bonus numbers
"BBPCTR" is checked (D06_15), thereby determining whether or not
the number of remaining games is "five" or less (D06_16). If the
number of remaining games is "five" or less, a countdown sound code
matching the number of remaining games, such as that shown in FIG.
60, is set (D06_17), and sound control processing (i.e., processing
G01 to be described in detail later) is effected (D06_18). In
contrast, if the number of remaining games is "5" or more, the
foregoing processing operations (D06_17 and D06_18) are
skipped.
[0708] If the number of remaining normal games provided during the
big bonus game decreases, a countdown presentation is performed in
accordance with the state of the game, thereby enhancing the
feeling of impatience or expectation (e.g., the player thinks "The
game will be ended with punctures if I lose these three remaining
games. I hope a combination of symbols for replay operation (i.e.,
a combination of symbols for effecting a JACKPOT game) shows up
immediately!). Thus, the entertainment value of a game can be
enhanced.
[0709] The sound backup 1 "SND_BAK" is checked (D06_19), thus
determining whether or not the selected big bonus sound is
currently being generated (D06_20). If the selected big bonus sound
is currently being generated, the
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0710] In contrast, if the selected big bonus sound is not
currently being generated; for example, in the case of a first game
appearing after a stage of the big bonus game has changed to
another stage, the selected big bonus operation sound code is set
in the bonus-operation-sound backup area "SND_BAK" (D06_21). The
selected big bonus operation sound code is set in the register
(D06_22), and sound control processing (i.e., processing G01 to be
described in detail later) is effected (D06_23). The
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0711] <Stop Reel Command Processing: D07>
[0712] FIGS. 207 through 210 are flowcharts showing procedures for
stop reel command processing.
[0713] As shown in FIGS. 207 through 210, stop reel command
processing enables the image display section 13 to control
presentation display and sound effects so as to correspond to the
reels 5a to 5c that have come to a stop.
[0714] In stop reel command processing, the data stored in the
register are first analyzed (D07_1), thereby determining whether or
not the first reel has stopped (D07_2). If the first reel has
stopped, a first reel stop sound code "SD_STP1" shown in FIG. 59 is
selected (D07_3). Next, a determination is made as to whether or
not the second reel has stopped (D07_4). If the second reel has not
yet stopped, a third reel stop sound code "SD_STP3" is selected
(D07_5). If the second reel has stopped, a second reel stop sound
code "SD_STP2" is selected (D07_6). If the first reel has not yet
stopped (NO is selected in D07_2), processing (D07_3 through D07_6)
is skipped.
[0715] Next, the reel stop counter "STOPCTR" is updated (in this
case, the counter is brought to a standstill) (D07_7), and the
selected stop sound code is set in the register (D07_8). Sound
control processing (i.e., processing G01 to be described in detail
later) is effected (D07_9).
[0716] Subsequently, the game status flag "GAMEST" is checked
(D07_10), thereby determining whether or not a bonus game is being
played (D07_11). When the bonus game is being played, the
received-command-analysis-in-pro- gress flag of the presentation
flag "PRDC_STS" is cleared (D01_3), and processing returns to the
main routine.
[0717] When the bonus game is not being played, a sign presentation
type "PRE_CLS" is checked (D07_12), thus determining whether or not
the bonus determination sign (i.e., a balloon LI-ZHI) is being
displayed (D07_13). If the bonus determination sign is being
displayed, the received-command-analysis-in-progress flag of the
presentation flag "PRDC_STS" is cleared (D01_3), and processing
returns to the main routine.
[0718] In contrast, if the bonus determination sign is not being
displayed, the reel stop command "07h" for a normal reel screen is
selected as a transmission command (D07_14). The presentation
status flag "PRDC_STS" is checked while the LI-ZHI presentation
type "RECH_CLS" is set in the register (D07_15 and D17_16).
[0719] In accordance with the result of checking, a determination
is made as to whether or not the internally-notified-state reel
screen is currently being displayed (D07_17). If the reel screen is
being displayed, the stop command "08h" for an
internally-notified-state reel screen is selected (D07_18). Since
the internal generation of a winning mode has already been
internally notified, there is no necessity for performing a LI-ZHI
presentation. Hence, memory contents of the register are cleared
(without a LI-ZHI presentation) (D07_19). In contrast, if the
internally-notified-state reel screen is not being displayed,
processing (D07_18 and D7_19) is skipped.
[0720] As mentioned above, an arrangement is made so as to prevent
performance of a LI-ZHI presentation when the
internally-notified-state reel screen is already displayed (i.e.,
when internal-generation of bonus winning has been determined and
displayed). Thus, there can be prevented occurrence of an
unfavorable sensation in the player, which would otherwise be
caused by unnecessary presentation (for example, an unfavorable
sensation of wondering why LI-ZHI presentation is performed after
some time has elapsed since generation of bonus winning was
determined).
[0721] On the basis of the result of processing, the selected reel
screen type is set in the first byte of the
transmission-command-edition buffer "TXBUFWK"; and memory contents
of the register (i.e., a LI-ZHI presentation type) are set in the
second byte (D07_20). The stationarily-displayed symbol data 1
"STP_PIC1," the stationarily-displayed symbol data 2 "STP_PIC2,"
and the sequence number for which the current stopping operation is
to be performed (i.e., the first stoppage, the second stoppage, or
the third stoppage) are set in the third and fourth bytes (D07_21
and D07_22). The reel stop counter "STOPCTR" is checked
(D07_23).
[0722] In accordance with the result of checking, a determination
is made as to whether or not the current stopping operation is the
first stoppage (D07_24). If the stopping operation is the first
stoppage, it is too early to perform LI-ZHI presentation even if a
LI-ZHI presentation is to be performed. Hence, the OFF state of the
LI-ZHI presentation status flag of the presentation status flag
"PRDC_STS" is selected (D07_25). The sequence-control-in-progress
flag of the presentation status flag "PRDC_STS" is set to ON. In
accordance with the result of selection, the
LI-ZHI-operation-in-progress flag is set to OFF (i.e.,
nonpresentation is effected), and the transmission-command-edited
flag is set to ON (D07_39). The
received-command-analysis-in-progress flag is set to OFF (in which
a received command is cleared) (D01_3). Processing returns to the
main routine.
[0723] If the stopping operation is not the first stoppage, a
determination is made whether or not the stopping operation is the
second stoppage (D07_26). If the stopping operation is the second
stoppage, the memory contents in the register (i.e., the type of
LI-ZHI presentation, and, in this case, the result of a
determination as to whether or not LI-ZHI presentation is effected)
are checked (D07_27). If LI-ZHI presentation is not effected,
processing pertaining to step (D07_25) and subsequent steps is
performed. In contrast, if LI-ZHI presentation, processing next to
the next step (D07_28). The LI-ZHI presentation type flag
"RECH_CLS" is checked (D07_29), an address of the sequence control
table suited to the LI-ZHI type is computed (D07_30).
[0724] Next will be described the sequence control table. FIG. 51
is a list for the sequence control table employed in the present
embodiment. On the basis of the command transmitted from the main
control board 100 in accordance with the statuses of individual
games, the sub-control board 200 performs various processing
operations. For example, since a token insertion signal has been
transmitted from the main control board 100 this time, a token
insertion sound code is transmitted to the sound-source IC 206; or,
since a command pertaining to the type of presentation to be
performed by the main CPU 101 has been transmitted from the main
control board 100 this time, LI-ZHI presentation or sign
presentation is selected, and sound effects corresponding to the
thus-selected presentation is transmitted to the sound-source IC
206. Sound effects are roughly classified into two types. In one
type, presentation of sound effects is completed, so long as any
one sound output request control code of several sound output
request control codes shown in FIGS. 58 through 60 is transmitted
to the sound-source IC 206 (performance of, e.g., a token insertion
sound or a reel spinning start sound, is completed within a
comparatively short period of time). In another type, single sound
effects are produced by means of transmitting a plurality of sound
output request control codes to the sound-source IC 206 under a
certain rule (e.g., presentation of single sound effects is
performed over a comparatively long period of time, such as a
LI-ZHI presentation sound and various presentation sounds which
would be produced during a bonus game). The sequence control table
is provided for effecting presentation of sound effects of latter
type. The sequence control table is a data table to be used for
selecting a sound output request code and determining the sequence
of presentation and the length of sound playback time
(LI-ZHI-presentation-related sequence control tables are provided
in the upper part of FIG. 51, and bonus-game-related sequence
control tables are provided in the lower part of the same). For
example, FIG. 53 shows a sequence control table to be used when a
powerball 3 LI-ZHI game is lost. Specifically, when sequence
control is commenced, processing operations are sequentially
performed; for example, data (mute) provided on the top row are
output for a period of 650 ms; super LI-ZHI advancement sound
(i.e., SD_SPRIN shown in FIG. 59; see the super LI-ZHI advancement
sound data table shown in FIG. 72 for more detailed sound data) is
generated for a period of 167 ms; powerball straining sound is
generated for a period of 1683 ms; and a powerball rising sound is
generated for a period of time 933 ms. At a point in time when an
end code (ENDSQ) has been attained, the sequence control for
generating sound effects for losing of a powerball 3 LI-ZHI game is
completed (see FIGS. 54 and 57 for specific examples of another
sequence control table).
[0725] Turning again to description of the flowchart, a leading
address of the sequence control table selected in step (D07_30) is
set in the sequence-control-table-access pointer "PRSQPTR" and the
sequence-control-table-access pointer backup "SQPTRBK" (D07_31).
The sequence-timing-adjustment timer "PR_TIMER" (for managing the
sound output time mentioned above) (D07_32) and the presentation
status flag of the presentation status flag "PRDC_STS" are set to
ON (i.e., such that a LI-ZHI presentation is being effected)
(D07_33). Further, the sequence-control-in-progress flag of the
presentation status flag "PRDC_STS" is set to ON, and the
LI-ZHI-presentation-in-effect flag is set to ON (such that
presentation is effected) (D07_39). The transmission-command-edited
flag is also set to ON (D07_39), and the
received-command-analysis-in-progress flag is set to OFF (in which
a received command is cleared) (D01_3). Processing returns to the
main routine.
[0726] When NO is selected in step D07_26 (i.e., the third
stoppage), a displayed-symbol upgrade flag "RNKUP_FLG" is checked
(D07_34), thereby determining whether or not a displayed-symbol
upgrade presentation is selected (D07_35). If the presentation is
selected, a displayed-symbol upgrade determination sound (BB or RB)
sound output code "SD_RKUP" shown in FIG. 60 is set in the register
(D07_36). Sound control processing (i.e., processing G01 to be
described in detail later) is effected (D07_37), and the
presentation status flag of the presentation status flag "PRDC_STS"
is set to OFF (i.e., such that LI-ZHI presentation is not effected)
(D07_38). The sequence-control-in-progress of the presentation
status flag "PRDC_STS" is set to ON, and the
LI-ZHI-presentation-in-effec- t is set to off (such that
presentation is not effected) in accordance with the result of
selection (D07_39). The received-command-analysis-in-p- rogress
flag is set to OFF (cleared) (D01_3). Processing returns to the
main routine.
[0727] As mentioned above, even if the player has been notified,
over several consecutive games, of internal generation of winning
without the type thereof (e.g., a game in which displayed symbols
assume several bonus-winning combinations such as "Do" and "Cake"),
the combination which would lead to bonus winning if the player can
successfully stop the last reel at a required position is
inevitably made clear if the type of bonus winning is forcefully
notified on condition that the specified number of games have been
played, thus facilitating stopping operation.
[0728] <Winning (all-reel-stop) Command Processing: D08>
[0729] FIGS. 211 through 213 are flowcharts showing procedures for
winning (all-reel-stop) command processing.
[0730] FIGS. 211 through 213 show winning (all-reel-stop) command
processing for controlling presentation display and generation of
sound effects, which are to be performed by the image display
section 13, when all reels have stopped.
[0731] In winning (all-reel-stop) command processing, the data
stored in the register are first analyzed (D08_1), thereby
determining whether or not bonus winning is generated (D08_2). If
bonus winning has been generated, bonus winning processing (i.e.,
processing E02 to be described in detail later) is effected
(D08_3), and processing returns to the main routine.
[0732] In contrast, if bonus winning has not been generated, the
winning flag "WAVEBIT" is checked (D08_4). In accordance with
details of generation types "WAVEBIT," inter-bonus-flag check data
"FPLY_CHK" are changed (D08_5).
[0733] A determination is made as to whether or not small-jackpot
winning data are stored in the register (D08_6), as well as to
whether or not winning data other than bonus winning data are
stored in the register (D08_7). If small-jackpot winning data are
not stored in the register and winning data other than bonus
winning data are stored in the register, a dropped flag "DROP_FLG"
is set (D08_8). In contrast, if small-jackpot winning data are
stored in the register (YES is selected in D08_6) or if no
small-jackpot winning data are stored in the register (NO is
selected in D08_6) or no winning data other than bonus winning data
are stored in the register (NO is selected in D08_7), processing
(D08_8) is skipped. Losing of an internally-generated bonus-related
winning combination during a normal game is not taken as a drop of
winning.
[0734] The game status flag "GAMEST" is checked (D08_9), thereby
determining whether or not a big bonus game is being played
(D08_10). If a big bonus game is being played, there is performed
processing pertaining to winning arising during play of a big bonus
game (i.e., processing E03 to be described in later) (D08_11). The
received-command-analysis-in-progress flag of the presentation
status flag is cleared (D01_3). Processing then returns to the main
routine.
[0735] If a big bonus game is not being played, the game status
flag "PRDC_STS" is checked (D08_12), thereby determining whether or
not a normal reel screen is displayed (D08_13).
[0736] If a normal reel screen is displayed, the small-jackpot
winning presentation command "09h" for a normal reel screen is set
in the first byte of the transmission-command-edition buffer
"TXBUFWK," and a small-jackpot winning presentation instruction is
set in the second byte of the same (D08_14).
[0737] If a normal reel screen is not displayed, the small-jackpot
winning presentation command "0Ah" for an internally-notified-state
reel screen is set in the first byte of the
transmission-command-edition buffer "TXBUFWK," and the
small-jackpot winning presentation instruction is set in the second
byte of the same (D08_15).
[0738] The stationarily-displayed symbol data 1 "STP_PIC1" are set
in the third and fourth bytes of the transmission-command-edition
buffer "TXBUFWK" (D08_16), and the displayed-symbol data 1
"DSP_PIC1" are updated (D08_17). Further, the
stationarily-displayed symbol data 2 "STP_PIC2" are set in the
third and fourth bytes of the transmission-command-edition buffer
"TXBUFWK" (D08_18), and the displayed-symbol data 2 "DSP_PIC2" are
updated (D08_19).
[0739] The presentation status flag "PRDC_STS" is checked (D08_20),
thereby determining whether or not LI-ZHI presentation is effected
(D08_21) and whether or not LI-ZHI winning presentation is effected
(D08_22). If both LI-ZHI presentation and LI-ZHI winning
presentation are effected, the presentation status flag "PRDC_STS"
is set to an internally-notified-state reel screen (D08_23).
[0740] If LI-ZHI presentation is not effected (NO is selected in
D08_21) or if LI-ZHI presentation is effected (YES is selected in
D08_21) but LI-ZHI winning presentation is not effected (NO is
selected in D08_22), processing (D08_23) is skipped.
[0741] The transmission-command-edited flag of the presentation
status flag "PRDC_STS" is set to ON (D08_24). The data stored in
the register are checked (D08_25), thereby determining whether or
not winning is generated (D08_26). If no winning is generated, the
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0742] If winning is generated, the dropped flag "DROP FLAG" is
checked (D08_27), thereby determining whether or not the winning
has been dropped (D08_28) and whether or not the winning is replay
winning (D08_29). If the winning has been dropped, the
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0743] In contrast, if the winning has not been dropped (NO is
selected in D08_28) but is replay winning (YES is selected in
D08_29), the replay game sound output code "SD_RPLY" is set in the
register (D08_30). Sound control processing (i.e., processing G01
to be described in detail later) is effected (D08_35), the
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0744] Further, if the winning has not been dropped (NO is selected
in D08_28) and is not replay winning (NO is selected in D08_29),
another determination is made as to whether or not the winning is
winning (effected with payout sound 2) involving payout of 15
gaming tokens shown in FIG. 58 (D08_31).
[0745] If the winning is not winning involving payout of 15 gaming
tokens, a token payout sound 1 code "SD_PAY1" is selected (D08_32).
If the winning involves payout of 15 gaming tokens, a token payout
sound 2 "SD_PAY2" is selected (D08_33).
[0746] The selected payout sound code is set in the register and
the sound backup area 2 "SND_BAK+1" (D08_34), and sound control
processing (i.e., processing G01 to be described in detail later)
is effected. The received-command-analysis-in-progress flag of the
presentation status flag "PRDC_STS" is cleared (D01_3), and
processing returns to the main routine.
[0747] <Jackpot Winning Command Processing: D09>
[0748] FIGS. 214 and 215 are flowcharts showing procedures for
jackpot winning command processing.
[0749] As shown in FIGS. 214 and 215, jackpot winning command
processing is for controlling display of presentation and sound
effects, which are effected by the image display section 13.
[0750] In the jackpot winning command processing, the memory
contents in the register are checked (D09_1), and the jackpot
winning command "0Eh" is set in the first byte of the
transmission-command-edition buffer "TXBUFWK" (D09_2). The
bonus-stage-data "BNS_STGN" are checked, and a regular bonus stage
number is set in the second byte of the
transmission-command-edition buffer "TXBUFWK" (D09_3).
[0751] A determination is made as to whether or not the stage of
the regular bonus game is stage "3"; that is, whether or not the
regular bonus game is in the final stage (D09_4). If the regular
bonus game is in the final stage, a sequence-control-table address
for the final stage of a regular bonus game shown in FIG. 51 is
selected (D09_5), thereby determining whether or not jackpot
winning is in the final round (i.e., the eighth round) (D09_6).
[0752] If jackpot winning is in the final round, a
sequence-control-table address for the final round of a jackpot
game (D09_7) is selected. If jackpot winning is not in the final
round, step (D09_7) is skipped.
[0753] Next, the number of available regular bonus games "JACGAME"
is checked (D09_8), thereby determining whether or not the current
game is the final regular bonus game [here, the regular bonus game
means a jackpot game (which can be usually played twelve times in
one regular bonus round) and does not mean a final regular bonus
stage in a regular bonus stage stored in the bonus stage
"BNS_STGN"] (D09_9). If the current game is a final round of the
regular bonus game, a sequence-control-table address for the final
round of a regular bonus game is selected according to the status
of the current game; that is, whether or not eight jackpot games
provided in stage 3 of the regular bonus shown in FIG. 51 are ended
with eight wins, losing-ended with punctures, or winning-ended with
punctures (D09_10). If the current game is not a final round of the
regular bonus game, step (D09_10) is skipped. If the current game
is not in the final stage of the regular bonus game (NO is selected
in D09_4), steps (D09_5 through D09_10) are skipped.
[0754] The number of jackpot wins is set in the third byte of the
transmission-command-edition buffer "TXBUFWK" (D09_11), and the
transmission-command-edited flag of the presentation status flag
"PRDC_STS" is set to ON (D09_12).
[0755] A determination is made as to whether or not jackpot winning
has arisen (D09_13). If jackpot winning has arisen, a
sequence-control-table address for jackpot winning is selected
(D09_14), and a jackpot winning sound code "SDJAC" shown in FIG. 58
is set in the register (D09_15). Sound control processing (i.e.,
processing G01 to be described in detail later) is effected
(D09_16). If jackpot winning has not arisen (NO is selected in
D09_13), steps (D09_14 through D09_16) are skipped.
[0756] The selected sequence-control-table address is set in the
sequence-control-table-access pointer backup "SQPTRBK" and in the
sequence-control-table-access pointer "PRSQPTR" (D09_17). The
sequence-timing-adjustment timer "PR_TIMER" is cleared (D09_18),
and the sequence-control-in-progress flag of the presentation
status flag "PRDC_STS" is set to ON (D09_19). The
received-command-analysis-in-progre- ss flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0757] <Payout Completion Command Process: D10>
[0758] FIG. 216 is a flowchart showing procedures for payout
completion command processing.
[0759] As shown in FIG. 216, payout completion command processing
is for controlling generation of sound effects, which would be
generated when payout of gaming tokens has been completed.
[0760] In payout completion command processing, a sound backup area
2 "SND_BAK+1" is cleared (D10_1), a token payout sound mute code
"SD_OFF2" is set in the register (D1_2), and sound control
processing (i.e., processing G01 to be described in detail later)
is effected (D10_3).
[0761] A bonus sound backup area "BSND_BK" is checked (D1_4),
thereby determining whether or not a sound output request is a
bonus sound (start sound) output request (D10_5). If a sound output
request is not a bonus sound output request; that is, if payout has
not been effected for the winning established by bonus symbols, the
received-command-analysis-in-pr- ogress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0762] If the sound output is a bonus sound output request, a start
sound code corresponding to the type of winning bonus (i.e., any
one selected from the BB start sound 1, BB start sound 2, and RB
start sound shown in FIG. 58) is set (D1_6), and sound control
processing (i.e., processing G01 to be described in detail later)
is effected (D10_7).
[0763] A bonus operation sound code corresponding to the type of
winning bonus (i.e., either the BB operation sound 1 or RB
operation sound 1 shown in FIG. 58) is set in the sound backup area
1 "SND_BAK" (D1_8), and sound control processing (i.e., processing
G01 to be described in detail later) is effected (D10_9). The start
sound code set in the bonus sound backup area "BSND_BK" is cleared
(D10_10), and processing returns to the main loop.
[0764] <Bonus-Game-Status Change Instruction Command Processing:
D11>
[0765] FIGS. 217 and 218 are flowcharts showing procedures for
bonus-game-status change instruction command processing.
[0766] As shown in FIGS. 217 and 218, bonus-game-status change
instruction command processing is for controlling display of
presentation and sound effects, which are effected by the image
display section 13, according to the statuses of big bonus and
regular bonus games.
[0767] In bonus-game-status change instruction command processing,
the data stored in the register are checked (D11_1), and a bonus
stage display command "0Ch" is set in the first byte of the
transmission-command-edition buffer "TXBUFWK" (D11_2).
[0768] A determination is made as to whether or not there is a
big-bonus end code (D11_3). If there is a big-bonus end code, the
bonus stage data "BNS_STGN" are cleared (D11_4). In contrast, if
there is not a big-bonus end code, step (D11_4) is skipped.
[0769] In accordance with the memory contents in the register, an
address corresponding to any one of the bonus stage displays, which
are assigned to respective game statuses and are shown in FIG. 39,
is selected from the sequence control table (see FIG. 51) (D11_5),
thereby checking the presentation status flag "PRDC_STS" (D11_6). A
bonus stage type is set in the second byte of the
transmission-command-edition buffer "TXBUFWK" (D11_7). The selected
sequence-control-table address is set in the
sequence-control-table-access pointer backup "SQPTRBK" and in the
sequence-control-table-access pointer "PRSQPTR" (D11_8). The
sequence-timing-adjustment timer "PR_TIMER" is cleared (D11_9).
[0770] The transmission-command-edited flag of the presentation
status flag "PRDC_STS" is set to ON (D11_10), and a bonus operation
sound mute code "SD_OFF1" is set (D11_11). Sound control processing
(i.e., processing G01 to be described in detail later) is effected
(D11_12).
[0771] In accordance with the memory contents in the register, a
sound code is selected (D11_13), and the thus-selected sound code
is set in the sound backup area 2 "SND_BAK+1" (D11_14).
[0772] A determination is made as to whether or not a bonus
operation sound is being generated (D11_15). If a bonus operation
sound is being generated, the selected sound code is set in the
register (D11_16). Sound control processing (i.e., processing G01
to be described in detail later) is effected (D11_17). The
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0773] If a bonus operation sound is not being generated: that is,
if the selected bonus type is the end of a big bonus game or the
end of a regular bonus game (NO is selected in D11_15), the
stationarily-displayed symbol data 1 "STP_PIC1," the
stationarily-displayed symbol data 2 "STP_PIC2," the
displayed-symbol data 1 "DSP_PIC1," and the displayed-symbol data 2
"DSP_PIC2" are initialized, thereby setting initial settings for
displayed symbols (D11_18). The
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0774] <Operation Command Processing at the End of BB:
D12>
[0775] FIGS. 219 and 220 are flowcharts showing procedures for
operation command processing to be effected at the end of a big
bonus (called "BB-end operation command processing").
[0776] As shown in FIGS. 219 and 220, the BB-end operation command
processing is for controlling generation of sound effects to be
performed at the end of a big bonus game.
[0777] In the BB-end operation command processing, the sound backup
area "SND_BAK" is checked (D12_1), thereby determining whether or
not a payout sound has been generated; namely, whether or not a
settlement operation is in progress (D12_2). Put another way, in a
case where a settlement operation is currently performed in
accordance with a settlement operation command issued previously
from the main control board 100 and where the current command is
the play-out operation signal shown in FIG. 22, YES is
selected.
[0778] If settlement operation is in progress, the sound backup
area "SND_BAK" is cleared (D12_3), and the token payout sound mute
code "SD_OFF2" is set (D12_4). Sound control processing (i.e.,
processing G01 to be described in detail later) is effected
(D12_5), and the memory contents in the register are checked
(D12_6). In contrast, if no settlement operation is in progress,
steps (D12_3 through D12_6) are skipped.
[0779] On the basis of the memory contents in the register, a
determination is made as to whether or not a received instruction
is a settlement operation instruction (D12_7). If there is a
settlement operation instruction, a token payout sound code 1
"SD_PAY1" is set in the sound backup area 2 "SND_BAK+1" and the
register, and sound control processing (i.e., processing G01 to be
described in detail later) is effected (D12_9). The
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0780] In contrast, if there is not a settlement operation
instruction (NO is selected in D12_7), a determination is made as
to whether or not the received instruction is a play-out
instruction (D12_10). If the received instruction is a play-out
instruction, the presentation status flag "PRDC_STS" is checked
(D12_11), thereby determining whether or not a sequence control
operation is in progress; that is, whether or not big-bonus end
presentation is currently being generated (D12_12). If big-bonus
end presentation is currently being generated, the
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0781] If big-bonus end presentation is not currently being
generated, the play-out sound code "SD_OVER" is set in the register
and in the sound backup area 1 "SND_BAK" (D12_13), and sound
control processing (i.e., processing G01 to be described in detail
later) is effected (D12_14). The
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0782] If the received instruction is not a play-out instruction
(NO is selected in D12_10), the sound backup area 1 "SND_BAK" is
checked (D12_15), thereby determining whether or not a play-out
sound is currently being generated (D12_16). If a play-out sound is
not currently being generated, the
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0783] In contrast, if a play-out sound is currently generated, the
sound backup area 1 "SND_BAK" is cleared (D12_17), and the sound
mute code "SD_OFF1" is set in the register (D12_18). Sound control
processing (i.e., processing G01 to be described in detail later)
is effected (D12_19). The received-command-analysis-in-progress
flag of the presentation status flag "PRDC_STS" is cleared (D01_3),
and processing returns to the main routine.
[0784] <Error Presentation Command Processing: D13>
[0785] FIGS. 221 and 222 are flowcharts showing procedures for
error presentation command processing.
[0786] As shown in FIGS. 221 and 222, error command processing is
for controlling display of presentation and generation of sound
effects, which are performed by the image display section 13 in the
event of occurrence of errors.
[0787] In the error command processing, the data stored in the
register are first checked (D13_1), thereby determining whether or
not error recovery has been performed (D13_2).
[0788] If error recovery has not been performed; that is, if errors
still remain, an error screen display command "12h" is set in the
first byte of the buffer "TXERRWK" specialized for an error screen
display command (D13_3). In accordance with the memory contents in
the register, the type of error is set in the second byte of the
error-screen-display-command-de- dicated buffer "TXERRWK" (D13_4).
An error sound code "SD-EER" is set in the register and the sound
backup area 1 "SND_BAK" (D13_5). The
presentation-sequence-timing-adjustment timer "PR_TIMER" is set in
a presentation-sequence-control-table-access pointer backup
"PRSQTBK" (D13_6). [In other words, in the event that errors have
arisen during the course of sequence control processing,
information about the length of time in which (or extent to which)
the sequence control of the currently-processed sequence control
table has been processed is saved. After error recovery, the
sequence control processing for the remaining period of time is
resumed.] The presentation-sequence-timing-adjustment timer "PR
TIMER" is cleared (D13_7), thereby enabling interrupts (D13_8).
[0789] The transmission-command-edited flag of the presentation
status flag "PRDC_STS" is set (D13_13), and sound control
processing (i.e., processing G01 to be described in detail later)
is effected (D13_14). The received-command-analysis-in-progress
flag of the presentation status flag "PRDC_STS" is cleared (D01_3),
and processing returns to the main routine.
[0790] If error recovery has been performed (YES is selected in
D13_2), the sound backup area 1 "SND_BAK" is cleared (D13_9). An
error-status flag of the game status flag "GAMEST" is cleared
(D13_10), and an error sound mute code "SD_EROFF" is set in the
register (D13_11). The presentation-sequence-control-table-access
pointer backup "PRSQTBK" is set in the
presentation-sequence-timing-adjustment timer "PR_TIMER," thereby
resetting the timer "PR_TIMER" (D13_12).
[0791] The transmission-command-edited flag of the presentation
status flag "PRDC_STS" is set (D13_13), and sound control
processing (i.e., processing G01 to be described in detail later)
is effected (D13_14). The received-command-analysis-in-progress
flag of the presentation status flag "PRDC_STS" is cleared (D01_3),
and processing returns to the main routine.
[0792] <Presentation-Type Command Processing of the Main CPU:
D14>
[0793] FIGS. 223 through 225 are flowcharts showing procedures for
presentation-type command processing of the main CPU 101.
[0794] As shown in FIGS. 223 through 225, presentation-type command
processing of the main CPU 101 is for controlling display of
presentation and generation of sound effects, which are performed
by the image display section 13, in accordance with the status of a
game. In more detail, LI-ZHI presentation, sign presentation, and
sound effects are effected on the basis of the presentation type
determined by the main CPU 101, the presentation status, winning
type, and gaming status of a sub-CPU 201, and a random number for
selecting a presentation.
[0795] In the presentation-type command processing of the main CPU
101, a presentation-being-selected flag "PRSELFLG" is checked
(D14_1), thereby determining whether or not the
presentation-being-selected flag is set to OFF; that is, whether or
not a normal game start command has yet to be received (in other
words, whether or not processing pertaining to step D04_5 has been
performed in the normal game start command processing shown in FIG.
202) (D14_2). If a normal game start command has not yet been
received, the received-command-analysis-in-progress flag of the
presentation status flag "PRDC_STS" is cleared (D01_3), and
processing returns to the main routine.
[0796] In contrast, if the normal game start command has been
received, the presentation status flag "PRDC_STS" is checked
(D14_3), thereby determining whether or not sequence control is in
progress or whether or not LI-ZHI or big bonus ending presentation
is currently being performed (D14_4).
[0797] If LI-ZHI or big bonus ending presentation is currently
being performed, a LI-ZHI-presentation-in-effect flag and a
sequence-control-in-progress of the presentation status flag
"PRDC_STS" are cleared (D14_5). LI-ZHI presentation sound mute
codes "SD_OFF3" and "SD_OFF4" and the big-bonus ending sound mute
code "SD_OFF1" are set in the register (D14_6), and sound control
processing (i.e., processing G01 to be described in detail later)
is effected (D14_7). Conversely, in a case where the sub-control
board 200 is performing a control sequence, a normal game start
command is transmitted from the main control board 100 only when
LI-ZHI presentation is being performed or big bonus ending
presentation is being performed. The foregoing processing is set
for the following reasons: In a case where the main control board
100 manages time, there may sometimes arise a game where the
presentation operation being performed by the sub-control board 200
does not end (e.g., lengthy LI-ZHI presentation continues for about
15 seconds) although start of the next game is permitted (e.g., a
wait time of 4.1 seconds has elapsed). Many players desire
immediate start of the next game. In such a case, presentation
processing is forcefully terminated even when the current
presentation has not yet ended (i.e., sequence control is in
progress), thus enabling starting of the next game.
[0798] If LI-ZHI or big bonus ending presentation is not being
performed, steps (D14_5 through D14_7) are skipped.
[0799] Subsequently, presentation selection processing (i.e.,
processing El to be described in detail) is performed (D14_8), thus
checking the reel screen type of the presentation status flag
"PRDC_STS" (D14_9) and determining whether or not a normal reel
screen is being displayed (D14_10).
[0800] If a normal reel screen is not displayed, a spinning start
command "05h" on internally-notified-state reel screen is set in
the first byte of the transmission-command-edition buffer "TXBUFWK"
(D14_11). In contrast, if a normal reel screen is being displayed,
a spinning start command "04h" on a normal reel screen is set in
the first byte of the transmission-command-edition buffer "TXBUFWK"
(D14_12).
[0801] The sign presentation type "PRE_CLS" is checked, and sign
presentation is set in second byte of the
transmission-command-edition buffer "TXBUFWK" (D14_13). The
displayed-symbol data 1 "DSP_PIC1" and the displayed-symbol data 2
"DSP_PIC2" are set in the third and fourth bytes of the
transmission-command-edition buffer "TXBUFWK" (D 14_14).
[0802] A determination is made as to whether or not a sign
presentation greater than or equal to a Yah-Hoo sign presentation
code is instructed (D14_15). If a sign presentation [i.e., a
Yah-Hoo sign or (BB or RB) bonus determination presentation]
greater than or equal to a Yah-Hoo sign presentation code is not
instructed, the game start sound code (start sound 1 or 2) shown in
FIG. 58 is set (D14_27). Sound control processing (i.e., processing
G01 to be described in detail later) is effected (D14_28), and the
presentation-being-selected flag "PRSELFLG" is cleared (D14_29).
The received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0803] If sign presentation greater than or equal to a Yah-Hoo sign
presentation code (having a high probability of bonus winning) is
instructed, a determination is made as to whether or not the
instructed presentation is a bonus determination presentation
(balloon LI-ZHI) (D14_16). If the instructed presentation is not a
bonus determination presentation, a sign sound code "SD_PRE" (start
sound 3) shown in FIG. 60 is set in the register (D14_25), and
sound control processing (i.e., processing G01 to be described in
detail later) is effected (D14_26). The presentation-being-selected
flag "PRSELFLG" is cleared (D14_29). The
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0804] In contrast, if the instructed presentation is a bonus
determination presentation, a LI-ZHI presentation flag of the
presentation status flag "PRDC_STS" is set to ON; the
sequence-control-in-progress flag of the same is set to ON; and a
reel-screen type flag of the same is also set to ON (D14_17). The
winning flag "WAVEBIT" is checked (D14_18), thereby determining
whether or not regular bonus winning has arisen (D14_19).
[0805] If regular bonus winning has not arisen, an address in a
BB-determination-balloon-LI-ZHI-sequence control table is set in
the sequence-control-table-access pointer "PRSQPTR" and the
sequence-control-table-access pointer backup "SQPTRBK" (D14_20). A
sign presentation code to be transmitted is taken as big-bonus
determination and reset in the second byte of the
transmission-command-edition buffer "TXBUFWK" (D14_21).
[0806] If regular bonus winning has arisen, the address in a
BB-determination-balloon-LI-ZHI-sequence control table is set in
the sequence-control-table-access pointer "PRSQPTR" and the
sequence-control-table-access pointer backup "SQPTRBK" (D14_22).
The sign presentation code to be transmitted is taken as regular
bonus determination and reset in the second byte of the
transmission-command-ed- ition buffer "TXBUFWK" (D14_23).
[0807] The presentation-sequence-timing-adjustment timer "PR_TIMER"
is cleared (D14_24), and the presentation-being-selected flag
"PRSELFLG" is cleared (D14_29). The
received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0808] <Sound Single Command Processing: D15.sub.--
[0809] FIG. 226 is a flowchart showing processing for sound single
command processing.
[0810] As shown in FIG. 226, sound single command processing
corresponds to sound output control processing for sound outputs,
in which a real sound type (on the level of the sound output
request control codes shown in FIGS. 58 through 60 in the present
embodiment) is determined by means of the selection processing in
the main control board 100, without involvement of presentation
selection processing performed by the sub-control board 200.
Further, sound single command processing is for backing up sound
data requiring backup.
[0811] In sound single command processing, the data stored in the
register are first checked (D15_1), thereby determining whether or
not payout sound is specified (D15_2). If a payout sound has been
specified, a payout sound code is set in the sound backup area 2
"SND_BAK+1" (D15_3). If a payout sound has not been specified, step
(D15_3) is skipped.
[0812] A sound code is set in the register (D15_4), and sound
control processing (i.e., processing G01 to be described in detail
later) is effected (D15_5). The
.received-command-analysis-in-progress flag of the presentation
status flag "PRDC_STS" is cleared (D01_3), and processing returns
to the main routine.
[0813] <Presentation Selection Processing During Normal Game and
Internally-Generated Bonus Game: E01>
[0814] FIGS. 227 through 230 are flowcharts showing procedures for
presentation selection processing to be effected during a normal
game and an internally-generated bonus game.
[0815] As shown in FIGS. 227 through 230, this processing is for
controlling presentation display performed by the image display
section 13 during a normal game and an internally-generated bonus
game, in accordance with the status of the game.
[0816] In this processing, the inter-bonus-flag check data
"FPLY_CHK" (E01_1) are checked, and the displayed-symbol upgrade
flag "RNKUP_FLG" is checked (E01_2). The presentation status flag
"PRDC_STS" is checked (E01_3), thereby determining whether or not
presentation is currently being provided on the
internally-notified-state reel screen (E01_4). If presentation is
currently being provided on the internally-notified-state reel
screen, the counter "WPLY_CNT" for counting the number of games
after illumination of the WIN lamps is checked (E01_5), thereby
determining whether or not the displayed-symbol data have already
been changed (E01_6) and whether or not less than 10 games remain
after winning presentation has been performed (E01_7).
[0817] Here, the expression "whether the displayed-symbol data have
already been changed" signifies whether or not a displayed-symbol
upgrade flag has been set in a past game and whether the bonus type
of the displayed symbols has been determined and displayed.
[0818] If the displayed-symbol data have not been changed and ten
or more games still remain after winning presentation has been
performed, the winning flag "WAVEBIT" is checked (E01_8), thereby
determining whether or not a big bonus has been generated (E01_9).
If a big bonus has been generated, "7," which is a symbol to be
displayed on the left wheel when a big bonus game is generated, is
set in the stationarily-displayed symbol data 1 "STP_PICl."
Further, "7," which is a symbol to be displayed on the right and
center reels when a big bonus game is generated, is set in the
stationarily-displayed symbol data 2 "STP_PIC2" (E01_10). An
upgrade flag "RKUP_BBDT" for ranking displayed symbols as
BB-determination displayed symbols is selected (E01_11).
[0819] The selected upgrade flag is set in the displayed-symbol
upgrade flag "RNKUP_FLG" (E01_14). Further, a table "BNFGPLAY" for
selecting a winning sign during internal generation of a bonus
shown in FIG. 97 is selected (E01_15). The bonus generation bit of
the winning flag "WAVEBIT" is masked (i.e., small-jackpot
presentation is prioritized) and set in the register (E01_16).
[0820] Subsequently, a determination is made as to whether or not
small-jackpot winning is generated (E01_17). If no small-jackpot
winning is generated, a winning flag is rechecked and set in the
register (E01_18). Winning sign presentation type selection
processing (i.e., processing F05 to be described in detail later)
is effected (E01_19), and processing returns to the main routine.
In contrast, if small-jackpot winning is generated, step (E01_18)
is skipped.
[0821] If the displayed symbol data have already been changed (YES
is selected in E01_6) and if less than ten games remain after
winning presentation has been performed (YES is selected in E01_7),
the table "BNFGPLAY" is selected (E01_15). The bonus generation bit
of the winning flag "WAVEBIT" is masked (i.e., small-jackpot
presentation is prioritized) and set in the register (E01_16).
[0822] Subsequently, a determination is made as to whether or not
small-jackpot winning is generated (E01_17). If no small-jackpot
winning is generated, a winning flag is rechecked and set in the
register (E01_18). The winning sign presentation type selection
processing (i.e., processing F05 to be described in detail later)
is effected (E01_19), and processing returns to the main routine.
In contrast, if small-jackpot winning is generated, step (E01_18)
is skipped.
[0823] If not big bonus has been generated (NO is selected in
E01_9), "BAR," which is a symbol to be displayed on the left reel
when a regular bonus is generated, is set in the
stationarily-displayed symbol data 1 "STP-PIC1", and then "BAR,"
which is a symbol to be displayed on the right and center reels
when a regular bonus is generated, is set in the
stationarily-displayed symbol data 2 "STP_PIC2" (E01_12). The
upgrade flag "RKUP_BBDT" for ranking displayed symbols as
BB-determination displayed symbols is selected (E01_13). The
selected upgrade flag is set in the displayed-symbol upgrade flag
"RNKUP_FLG" (E01_14). Further, a table "BNFGPLAY" for selecting a
winning sign during internal generation of a bonus shown in FIG. 97
is selected (E01_15). The bonus generation bit of the winning flag
"WAVEBIT" is masked (i.e., small-jackpot presentation is
prioritized) and set in the register (E01_16).
[0824] Subsequently, a determination is made as to whether or not
small-jackpot winning is-generated (E01_17). If no small-jackpot
winning is generated, a winning flag is rechecked and set in the
register (E01_18). The winning sign presentation type selection
processing (i.e., processing F05 to be described in detail later)
is effected (E01_19), and processing returns to the main routine.
In contrast, if small-jackpot winning is generated, step (E0118) is
skipped.
[0825] If no presentation is performed on the
internally-notified-state reel screen (NO is selected in E01_4),
the game status flag "GAMEST" is checked (E01_20), thereby
determining whether or not internal generation of a winning mode is
currently notified; that is, whether or not the WIN lamps are
illuminated (E01_21).
[0826] If the WIN lamps are not illuminated, the inter-bonus-flag
check data "FPLY_CHK" (E01_22) are checked, thus determining
whether or not a bonus game is internally generated (E01_23). If no
bonus game is internally generated, a table GNRLRECH for selecting
LI-ZHI during a normal game shown in FIGS. 77 through 88 is
selected (E01_24). If a bonus game is internally generated, a table
"BNFGRECH" for selecting LI-ZHI during internal generation of a
bonus game shown in FIGS. 82 through 86 is selected (E01_26). If
the WIN lamps are illuminated (YES is selected in E01_21), a table
"WLONRECH" for selecting LI-ZHI during illumination of the WIN
lamps shown in FIGS. 87 through 90 is selected (E01_25).
[0827] LI-ZHI presentation type selection processing (i.e.,
processing F06 to be described in detail later) is effected
(E01_27). LI-ZHI presentation type "RECH_CLS" is checked (E01_28),
thereby determining whether or not LI-ZHI presentation is performed
(E01_29). If LI-ZHI presentation is effected, symbols to be
displayed have already been selected by means of selection of
LI-ZHI presentation, and processing returns to the main
routine.
[0828] If LI-ZHI presentation is not effected, a table "GNRLPLAY"
for selecting a winning sign during a normal game is selected
(E01_30). The inter-bonus-flag check data "FPLY_CHK" (E01_31) are
checked, thus determining whether or not a bonus game is internally
generated (E01_32).
[0829] If a bonus game is internally generated, the bonus
generation bit of the winning flag "WAVEBIT" is masked (i.e.,
small-jackpot presentation is prioritized) and set in the register
(E01_33). A determination is made as to whether or not
small-jackpot winning is generated (E01_34). If no small-jackpot
winning is generated, the winning flag is rechecked and set in the
register (E01_35). In contrast, if small-jackpot winning is
generated, step (E01_35) is skipped.
[0830] A table "BNFGPLAY" for selecting a winning sign during
internal generation of a big bonus is selected (E01_36). Winning
sign presentation type selection processing (i.e., processing F05
to be described in detail later) is effected (E01_37), and
processing returns to the main routine.
[0831] If a bonus game is not internally generated (NO is selected
in E01_32), steps (E01_33 through E01_36) are skipped. The winning
sign presentation type selection processing (i.e., processing F05
to be described in detail later) is effected (E01_37), and
processing returns to the main routine.
[0832] <Bonus Winning Processing: E02>
[0833] FIGS. 231 and 232 are flowcharts showing procedures for
bonus winning processing.
[0834] As shown in FIGS. 231 and 232, bonus winning processing is
for controlling presentation display and sound effects, which are
effected by the image display section 13, in accordance with the
status of a game at the time of generation of a bonus.
[0835] In bonus winning processing, a winning bonus type is
determined by means of analysis of the data stored in the register
(E02_1). A bonus winning presentation command "0Bh" is set in the
first byte of the transmission-command-edition buffer "TXBUFWK"
(E02_2). A winning bonus type is set in the second byte of the
transmission-command-edition buffer "TXBUFWK" (E02_3). The
transmission-command-edited flag of the presentation status flag
"PRDC_STS" is set to ON, and the reel screen type flag of the same
is set to OFF, thus indicting that a normal screen is displayed
(E02_4).
[0836] The presentation status flag "PRDC_STS" is checked (E02_5),
thereby determining whether or not LI-ZHI presentation is effected
(E02_6). If LI-ZHI presentation is effected, the LI-ZHI
presentation flag and the sequence-control-in-progress flag of the
presentation status flag "PRDC_STS" are set to OFF (E02_7). The
LI-ZHI presentation sound mute codes "SD_OFF3" and "SD_OFF4" are
set in the register (E02_8), and sound control processing (i.e.,
processing G01 to be described in detail later) is effected
(E02_9). If LI-ZHI presentation is not effected (NO is selected in
E02_6), steps (E02_7 through E02_9) are skipped. This processing
means that, when big bonus winning, for example, is generated as a
result of a player having performed stopping operation while LI-ZHI
presentation is effected by the sub-control board 200, the LI-ZHI
presentation is terminated, thereby effecting winning
presentation.
[0837] By means of such a configuration, the player does not
experience an unfavorable sensation, which would otherwise be
induced when presentation is continued even though winning has
already been generated (i.e., Jackpot winning or losing has been
determined).
[0838] A token payout sound code 2 "SD_PAY2" is set in the register
and the sound backup area 2 "SND_BAK+1" (E02_10), and sound control
processing (i.e., processing G01 to be described in detail later)
is effected (E02_11).
[0839] A determination is made as to whether or not regular bonus
winning has been generated (E02_12). If regular bonus winning has
been generated, a regular bonus start sound code "SD_RBHIT" and a
regular bonus operation sound 1 code "SD_RBBGM1" are set (E02_13).
The type of bonus stage is set as RB"00" (E02_14).
[0840] The selected bonus stage type is set in a bonus stage area
"BNS_STGN" (E02_19), and the selected sound code is set in the
register and a bonus sound backup area "BSND_BK" (E02_20). The
inter-bonus-flag check data "FPLY_CHK" are cleared (E01_21), and
processing returns to the main routine.
[0841] If the winning is not regular bonus winning (NO is selected
in E02_12), a determination is made as to whether or not big bonus
winning has been made by "White 7" or "Red 7" (E02_15).
[0842] If big bonus winning has been made by "Red 7," a big bonus
start sound 2 code "SD_BBHIT2" and a big bonus operation sound 2
code "SD_BBBGM2" are set (E02_16).
[0843] If big bonus winning has been made by "White 7," a big bonus
start sound 1 code "SD_BBHIT1" and a big bonus operation sound 1
code "SD_BBBGM1" are set (E02_17).
[0844] Subsequently, the type of bonus stage is set to BB stage 1
start "02" (E02_18), and the selected bonus stage type is set in
the bonus stage area "BNS_STGN" (E02_19). The selected sound code
is set in the register and the bonus sound backup area "BSND_BK"
(E02_20). The inter-bonus-flag check data "FPLY_CHK" are cleared
(E01_21), and processing returns to the main routine.
[0845] <Winning Processing to be Effected during a Big Bonus
Game: E03>
[0846] FIGS. 233 through 236 are flowcharts showing procedures for
winning processing to be effected during a big bonus game.
[0847] As shown in FIGS. 233 through 236, this processing is for
controlling presentation display and sound effects, which are
effected by the image display section 13, in accordance with the
status of a game at the time of big bonus winning.
[0848] In this processing, the type of small-jackpot winning is
determined by means of analysis of the data stored in the register
(E03_1), thereby determining whether or not the small-jackpot
winning is regular bonus winning (E03_2).
[0849] If the small-jackpot winning is not the regular bonus
winning generated during a big bonus game, a determination is made
as to whether or not a mismatch exists between the type of
generated winning and the type of winning; that is, whether or not
the data stored in the second byte of a winning type command, shown
in FIG. 18 and transmitted from the main control board 100,
represent 0 (losing) in spite of the fact that there has been
transmitted a game start command for a normal game, shown in FIG.
14, in which data stored in the second byte of the command
represent internal generation of winning (E03_3). If a mismatch
exists between the type of generated winning and the type of
winning, the dropped flag "DROP_FLG" is set to ON (E03_4). In
contrast, if no mismatch exists (i.e., if a match exists) between
the type of generated winning and the type of winning, step (E03_4)
is skipped.
[0850] A command code "DSP_BNHIT(10h)" pertaining to small jackpot
winning generated in a regular bonus game during a big bonus game
is set in the first byte of the transmission-command-edition buffer
"TXBUFWK" (E03_21). The bonus stage area "BNS_STGN" is checked, and
a big-bonus stage number is set in the third byte of the
transmission-command-edition buffer "TXBUFWK" (E03_22). The number
of remaining big bonus games "BBPCTR" is checked and is set in the
third byte of the transmission-command-edition buffer "TXBUFWK"
(E03_23). The memory contents in the register (i.e., the type of
small-jackpot winning) are checked, and the type of small-jackpot
winning is set in the fourth byte of the
transmission-command-edition buffer "TXBUFWK" (E03_24). The
transmission-command-edited flag of the presentation status flag
"PRDC_STS" is set to ON (E03_25).
[0851] A determination is made as to whether or not winning is
generated (E03_26) and, if winning has been generated, whether or
not the winning has been dropped (E03_37). If no winning is
generated or winning has been dropped, processing returns to the
main routine.
[0852] If winning is generated and no winning has been dropped, a
determination is further made as to whether or not the winning
involves payout sound 2 or whether or not the winning involves
payout of 15 gaming tokens (E03_28). If the winning does not
involve payout of 15 gaming tokens, the payout sound 1 code
"SD_PAY1" shown in FIG. 58 is selected (E03_29). In contrast, if
the winning involves payout of fifteen gaming tokens, the payout
sound 2 code "SD_PAY2" is selected (E03_30).
[0853] The thus-selected payout sound is set in the register and
the sound backup area 2 "SND_BAK+1" (E03_31), and sound control
processing (i.e., processing G01 to be described in detail later)
is effected (E03_32). A token get sound code "SD-CGET" shown in
FIG. 60 is set in the register (E03_33), and sound control
processing (i.e., processing G01 to be described in detail later)
is effected (E03_34). Processing returns to the main routine.
[0854] When regular bonus winning has arisen in the big bonus game
(YES is selected in E03_2), a presentation code "11h" pertaining to
regular bonus winning arising during a big bonus game is set in the
first byte of the transmission-command-edition buffer "TXBUFWK"
(E03_5). The bonus stage area "BNS_STGN" is checked, and a
regular-bonus stage number is set in the second byte of the
transmission-command-edition buffer "TXBUFWK" (E03_6). The
transmission-command-edited flag of the presentation status flag
"PRDC_STS" is set to ON (E03_7).
[0855] A regular-bonus start sound code "SD_JACIN1" shown in FIG.
58 is stored in the register and the bonus sound backup area
"BSND_BK" (E03_8). Sound control processing (i.e., processing G01
to be described in detail later) is effected (E03_9).
[0856] The token payout sound 1 code "SD_PAY1" is set in the sound
backup area 2 "SND_BAK+1" (E03_10), and sound control processing
(i.e., processing G01 to be described in detail later) is effected
(E03_11). The bonus stage area "BNS_STGN" is checked (E03_12),
thereby determining whether or not the regular bonus game is in
stage 3; that is, whether or not the regular bonus game is in the
final stage (E03_13).
[0857] If the regular bonus game is in the final stage, the number
of remaining big bonus games "BBPCTR" is checked (E03_14), thereby
determining whether or not restoration from puncture has been
effected; that is, whether or not regular bonus winning has been
achieved in the final big bonus game (E03_15).
[0858] If regular bonus winning has been achieved in the final big
bonus game, a restoration-from-punctures (failures) sound code
"SD_PRET" shown in FIG. 60 is set (E03_16), and sound control
processing (i.e., processing G01 to be described in detail later)
is effected (E03_17). In contrast, if regular bonus winning has not
been achieved in the final big bonus game, steps (E03_16 and
E03_17) are skipped.
[0859] A regular bonus operation sound 2 code "SD_RBBGM2" shown in
FIG. 58 is selected (E03_18), and the thus-selected regular bonus
operation sound code is set in the bonus sound backup area
"BSND_BK" (E03_19). Processing returns to the main routine.
[0860] If the current stage is not the final stage of the regular
bonus (NO is selected in E03_13), a regular bonus operation sound 1
code "SD_RBBGM1" is selected (E03_20). The thus-selected
regular-bonus operation sound code is set in the bonus sound backup
area "BSND_BK" (E03_19). Processing returns to the main
routine.
[0861] As mentioned above, in a case where regular bonus winning
has arisen in the final normal game during the big bonus, special
sound presentation is effected. Accordingly, clearing of all normal
games during the big bonus can be announced not only to the player
but also to other players around him, thereby increasing the
entertainment value of a game.
[0862] <Presentation Status Reset Processing: F01>
[0863] FIG. 237 is a flowchart showing procedures for presentation
status reset processing.
[0864] As shown in FIG. 237, status reset processing is for
initializing presentation display and generation of sound effects,
which are to be performed by the image display section 13.
[0865] In presentation status reset processing, a sound
initialization code "SDRESET" shown in FIG. 58 is set in the
register (F01_1), and sound control processing (i.e., processing
G01 to be described in detail later) is effected (F01_2). A
liquid-crystal display erasure (initialization) command "01h" is
set in the transmission-command-edition buffer "TXBUFWK" (F01_3).
The transmission-command-edited flag of the presentation status
flag "PRDC_STS" is set to ON (F01_4). Processing returns to the
main routine.
[0866] <Sound Restoration Processing: F02>
[0867] FIG. 238 is a flowchart showing procedures for sound
restoration processing.
[0868] As shown in FIG. 238, sound restoration processing is for
reconstructing backup sound data.
[0869] In sound restoration processing, the sound backup area 1
"SND_BAK" in which are stored sound data to be played back on CHI
of the sound-source IC 206 is checked (F02_1), thereby determining
whether or not backup data are stored in the backup area (F02_2).
If data are backed up in the area, the backed-up sound control
request code is set in the register (F02_3), and sound control
processing (i.e., processing G01 to be described in detail later)
is effected (F02_4). If no data are backed up, steps (F02_3 and
F02_4) are skipped.
[0870] Next, the sound backup area 2 "SND_BAK+1" in which are
stored sound data to be played back on CH2 of the sound-source IC
206 is checked (F02_5), thereby determining whether or not backup
data are stored in the backup area (F02_6). If data are backed up
in the area, the backed-up sound control request code is set in the
register (F02_7), and sound control processing (i.e., processing
G01 to be described in detail later) is effected (F02_8). If no
data are backed up, steps (F02_7 and F02_8) are skipped.
[0871] The sound backup area 3 "SND_BAK+2" in which are stored
sound data to be played back on CH3 and CH4 of the sound-source IC
206 is checked (F02_9), thereby determining whether or not backup
data are stored in the backup area (F02_10). If data are backed up
in the area, the backed-up sound control request code is set in the
register (F02_11), and sound control processing (i.e., processing
G01 to be described in detail later) is effected (F02_12). If no
data are backed up, steps (F02_11 and F02_12) are skipped.
[0872] <Received Command Storage Processing: F03>
[0873] FIG. 239 is a flowchart showing procedures for
received-command storage processing.
[0874] As shown in FIG. 239, received-command storage processing is
for storing data transmitted from the main control board 100.
[0875] In received command storage processing, data are extracted
from a received-command higher-byte area "RCVCMDH" and a
received-command lower-byte area "RCVCMDL." The thus-extracted data
are stored in a received-data area "RXBUFF" (F03_1). The number of
registered commands is updated, and the thus-updated number is
stored in a number-of-received-data area "RECCNT" (F03_2).
Processing returns to the main routine.
[0876] <Command Fetch Processing: F04>
[0877] FIG. 240 is a flowchart showing procedures for command fetch
processing.
[0878] As shown in FIG. 240, command fetch processing is for
analyzing commands.
[0879] In command fetch processing, a received command is extracted
from the received-data area "RXBUFF," and the thus-extracted
command is stored in an upper-byte-area-of-command-being-analyzed
"ALCMD_HI" and in a lower-byte-area-of-command-being-analyzed
"ALCMD-LO" (F04_1). The command-being-analyzed "ALCMD_HI" and the
command-being-analyzed "ALCMD_LO" are set in the register
(F04_2).
[0880] Next, "1" is subtracted from the number of received data
sets "RECCNT," thereby updating the number of commands registered
in the buffer (F04_3). The command-analysis-in-progress flag of the
presentation status flag "PRDC_STS" is set to ON (F04_4).
Interrupts are enabled (F04_5), and processing returns to the main
routine.
[0881] <Processing for Selecting the Type of Winning Sign
Presentation: F05>
[0882] FIGS. 241 and 242 are flowcharts showing procedures about
processing for selecting the type of winning sign.
[0883] As shown in FIGS. 241 and 242, this processing is for
selecting the type of winning sign presentation and presentation
display to be performed by the image display section 13
(specifically displayed symbols).
[0884] In this processing, a random number for selection purpose is
extracted from presentation selection random numbers "SELRAND"
(random numbers ranging from 0 to 65535) (F05_1). Sign presentation
is determined from the thus-selected winning sign presentation
selection table and the register (a winning flag), and the
thus-selected sign is set in the sign presentation type "PRE_CLS"
(F05_2).
[0885] The LI-ZHI presentation type "RECH_CLS" is cleared (F05_3),
and the presentation status flag "PRDC_STS" is checked (F05_4),
thereby determining whether or not an internally-notified-state
reel screen is displayed; that is, whether or not there is a
necessity for selecting symbols to be displayed (F05_5). In a case
where an internally-notified-state reel screen display is
displayed, there is no necessity for selecting symbols to be
displayed. Hence, processing returns to the main routine.
[0886] In contrast, if the internally-notified-state reel screen is
not displayed, a displayed-symbol section table number is set in a
displayed-symbol selection table number "DEMEDATA" by reference to
the sign presentation table selected by way of processing E01
(F05_6).
[0887] A random number is extracted from the presentation selection
random numbers "SELRAND" (F05_7). A center displayed symbol is
selected on the basis of the thus-selected displayed-symbol
selection table and random number (F05_8). The selected
center-displayed-symbol data are set in a center-displayed-symbol
data save area "SREEL_BK" (F05_9).
[0888] Another random number is extracted from the presentation
selection random numbers "SELRAND" (F05_10). A right-side displayed
symbol is selected on the basis of the thus-selected
displayed-symbol selection table and random number (F05_11). The
selected right-side-displayed-symbo- l data are set in a
right-side-displayed-symbol data save area "RREEL_BK" (F05_12). The
right-side-displayed-symbol data and the center-displayed-symbol
data are merged into a single data, and the thus-merged data are
set in the stationarily-displayed symbol data 2 "STP_PIC2"
(F05_13).
[0889] Further, another random number is extracted from the
presentation selection random numbers "SELRAND" (F05_14). A symbol
to be displayed on the left-side reel is selected on the basis of
the selected displayed-symbol selection table and random number
(F05_15). A determination is made as to whether or not the selected
displayed symbols constitute a bonus combination of symbols
(F05_16).
[0890] If the thus-selected displayed-symbols constitute a bonus
combination of symbols, the center-displayed-symbol data save area
"SREEL_BK" is checked (F05_17), thus determining whether or not the
selected displayed-symbol image is identical with the center
displayed symbol (F05_18).
[0891] If the selected displayed symbol is identical with the
center displayed symbol, the right-side displayed-symbol data
(RREEL_BK) is checked (F05_19), thus determining whether or not the
selected displayed-symbol image is identical with the right-side
displayed symbol (F05_20).
[0892] If the selected displayed symbol is identical with the
right-side displayed symbol, the selected displayed symbol is
shifted downward by 1 frame (F05_21). The selected displayed-symbol
is set in the stationarily-displayed symbol data 1 "STP_PIC1"
(F05_22). Processing returns to the main routine. By means of these
processing operations, the displayed symbols match the symbols of
the generated winning mode, thus preventing occurrence of a
mismatch between the displayed symbols and the status of the game.
If the selected displayed symbol differs from a bonus symbol (NO is
selected in F05_16), step (F05_17) is skipped. If the selected
displayed symbol differs from the center displayed-symbol (NO is
selected in F05_18), step (F05_19) is skipped. If the selected
displayed symbol differs from the right-side displayed-symbol (NO
is selected in F05_20), step (F05_21) is skipped. The selected
displayed-symbol is set in the stationarily-displayed symbol data 1
"STP-PIC1" (F05_22). Processing returns to the main routine.
[0893] <LI-ZHI Presentation-Type Selection Processing:
F06>
[0894] FIGS. 243 through 245 are flowcharts showing procedures for
LI-ZHI presentation-type selection processing.
[0895] As shown in FIGS. 243 through 245, LI-ZHI presentation-type
selection processing is for controlling presentation display to be
performed by the image display section 13.
[0896] In LI-ZHI presentation-type selection processing, a random
number for selection purpose is extracted from presentation
selection random numbers "SELRAND" (F06_1). On the basis of the
LI-ZHI presentation selection table selected in processing E01 and
the extracted random number, the type of LI-ZHI presentation and
the type of LI-ZHI sign presentation are determined (F06_2). In the
case where LI-ZHI presentation is to be effected, selection of
symbols to be displayed is not performed.
[0897] The selected type of LI-ZHI presentation is set in LI-ZHI
presentation type "RECH_CLS" (F06_3), thus determining whether or
not LI-ZHI sign presentation is to be effected (F06_4). If no
LI-ZHI sign presentation is to be effected, processing returns to
the main routine.
[0898] If LI-ZHI sign presentation is to be effected, the selected
sign presentation type is set in the sign presentation type
"PRE_CLS" (F06_5), thereby determining whether or not LI-ZHI
winning has arisen (F06_6).
[0899] If LI-ZHI winning has arisen, the winning flag "WAVEBIT" is
checked (F06_7), thereby checking whether or not big bonus winning
is generated (F06_8). If big bonus winning is not generated, a
table "RBRECHDAT" for selecting displayed symbols at the time of
regular bonus winning presentation shown in FIG. 93 is selected
(F06_9). If big bonus winning is generated, a table "BBRECHDAT" for
selecting displayed symbols at the time of big bonus winning
presentation shown in FIG. 92 is selected (F06_11).
[0900] If no LI-ZHI winning has arisen (NO is selected in F06_6), a
table "MSRECHDAT" for selecting displayed symbols at the time of
LI-ZHI losing presentation shown in FIG. 94 is selected
(F06_10).
[0901] A random number for selection purpose is extracted from
presentation selection random numbers "SELRAND" (F06_12). On the
basis of the extracted random number and the selected table for
selecting symbols to be displayed at the time of LI-ZHI winning,
symbols to be displayed (i.e., TEN P'AIS symbols) are determined
(F06_13).
[0902] Subsequently, a determination is made as to whether or not
LI-ZHI losing has arisen (F06_14). If LI-ZHI losing has not arisen,
a determination is made as to whether or not TEN P'AIS symbols
correspond to bonus-type determination symbols ("7" or "BAR")
(F06_15). If TEN P'AIS symbols correspond to bonus-type
determination symbols, the displayed-symbol change counter
"WPLY_CNT" is cleared (F06_16). In contrast, if TEN P'AIS symbols
do not correspond to bonus-type determination symbols, the initial
value "PCHG_NM" is set in the displayed-symbol change counter
"WPLY_CNT" (F06_17).
[0903] If LI-ZHI losing has arisen (YES is selected in F06_14),
steps (F06_15 through F06_17) are skipped.
[0904] Subsequently, a determination is made as to whether or not
balancing-on-rolling-ball LI-ZHI has arisen (F06_18). If
balancing-on-rolling-ball LI-ZHI has arisen, a center displayed
symbol is determined from the table for selecting a center symbol
to be displayed at the time of balancing-on-rolling-ball LI-ZHI
losing (F06_23). The right-side-displayed-symbol data and the
center-displayed-symbol data are merged into a single data, and the
resultant data are set in the stationarily-displayed symbol data 2
"STP_PIC2" (F06_24). The left-side-displayed-symbol data are set in
the stationarily-displayed symbol data 1 "STP_PIC1" (F06_25).
Processing returns to the main routine.
[0905] If no balancing-on-rolling-ball LI-ZHI has arisen (NO is
selected in F06_18), a random number for selection purpose is
extracted from presentation selection random numbers "SELRAND"
(F06_19). On the basis of the extracted random number and the
selected table "MSRECHDAT," a center symbol to be displayed is
determined (F06_20).
[0906] A determination is made as to whether or not all the
displayed symbols; i.e., the left-side displayed symbol, the center
displayed symbol, and the right-side displayed symbol, are
identical with one another (F06_21). If they are identical, the
center displayed symbol is shifted upward by 1 frame (F06_22). By
means of these processing operations, the displayed symbols come to
match the symbols of the generated winning mode, thus preventing
occurrence of a mismatch between the displayed symbols and the
status of the game. If not all of the three displayed symbols are
identical, step (F06_22) is skipped.
[0907] The right-side-displayed-symbol data and the
center-displayed-symbol data are merged into a single data, and the
resultant data are set in the stationarily-displayed symbol data 2
"STP_PIC2," (F06_24) and the left-side-displayed-symbol data are
set in the stationarily-displayed symbol data 1 "STP_PIC1"
(F06_25). Processing returns to the main routine.
[0908] <Processing for Selecting Displayed Symbol from Selection
Table: F07>
[0909] FIG. 246 is a flowchart showing procedures for processing
for selecting a displayed symbol from a selection table.
[0910] As shown in FIG. 246, this processing is for controlling
presentation display to be performed by the image display section
13, by means of selecting symbols to be displayed from a
displayed-symbol selection table.
[0911] In this processing, a random number for selection purpose is
extracted from presentation selection random numbers "SELRAND"
(F07_1). On the basis of the extracted random number and the
displayed-symbol selection table number "DEMEDATA," symbols to be
displayed are selected (F07_2). Processing returns to the main
routine.
[0912] <Sound Control Processing: G01>
[0913] FIG. 247 is a flowchart showing procedures for sound control
processing.
[0914] As shown in FIG. 247, sound control processing is for
controlling generation of sound effects by means of checking a
sound request control code.
[0915] In sound control processing, a sound request control code
stored in the register is first checked (G01_1), thus determining
whether or not there is a sound control request (G01_2). If there
is no sound control request, processing returns to the main
routine.
[0916] In contrast, if there is a sound control request, a
determination is made as to whether or not the sound control
request is an initialization code (G01_3) and, if the sound request
is not an initialization code, a determination is made as to
whether or not the request is a mute request code (G01_5).
[0917] If the sound control request is an initialization code,
sound initialization processing (i.e., processing G02 to be
described in detail later) is effected (G01_4). Then, processing
returns to the main routine (see FIG. 58). If the sound control
request is a mute request code, sound mute processing (i.e.,
processing G03 to be described in detail later) is effected
(G01_6). Then, processing returns to the main routine (see FIG.
58). If the sound control request corresponds to neither a sound
initialization request code nor a sound mute request code, sound
output processing (i.e., processing G4 to be described in detail
later) is effected (G01_7). Then, processing returns to the main
routine (see FIG. 58).
[0918] <Sound Initialization Processing: G02>
[0919] FIG. 248 is a flowchart showing procedures for sound
initialization processing.
[0920] As shown in FIG. 248, sound initialization processing is for
initializing sound effects to be generated.
[0921] In this processing, there is performed
all-channel-playback-stop processing (i.e., processing G06 to be
described in detail later) (G02_1), and all channel reset data are
stored in the register (G02_2).
[0922] Subsequently, SD_OUT sound output data transmission
processing (i.e., processing G05 to be described in detail later)
is effected (G02_3), and a
restoration-effective-sound-output-status storage area "PLAY_NUM"
is cleared (G02_4). A prioritized-single-sound-output-status
storage area "HIT_NUM" is cleared (G02_5). Processing returns to
the main routine.
[0923] <Sound Mute Processing: G03>
[0924] FIGS. 249 and 250 are flowcharts showing procedures for
sound mute processing.
[0925] As shown in FIGS. 249 and 250, this processing is for muting
sound effects.
[0926] In the processing, a determination is made as to whether or
not the sound control request is an error sound mute code "RESUME"
shown in FIG. 76 (G03_1). If the sound control request is not an
error sound mute code "RESUME", the
restoration-effective-sound-output-status storage area "PLAY_NUM"
is cleared (G03_2). A playback stop command code "CMD-QUIT" for
specifying a channel on which playback is to be stopped is set
(G03_3). SD_OUT sound output data transmission processing (i.e.,
processing G05 to be described in detail later) is performed
(G03_4). Processing returns to the main routine.
[0927] If the sound control request is the error sound mute code
"RESUME", ALL_OFF error sound mute processing is performed (G03_5).
Data pertaining to the specified channel are loaded from the
restoration-effective-sound-- output-status storage area "PLAY_NUM"
to the register (G03_6).
[0928] A determination is made as to whether or not sound output
request data are stored in the register (G03_7). If sound output
request data are stored in the register, sound output processing
(sound processing pertaining to a predetermined sound number) is
performed. In contrast, if sound output request data are not stored
in the register, the address is changed to the next channel
(G03_8). After all the channels have been subjected to the
above-described processing operations (G03_6 through G03_8)
(G03_9), processing returns to the main routine.
[0929] <Sound Output Processing: G04>
[0930] FIGS. 251 through 254 are flowcharts showing procedures for
sound output processing.
[0931] As shown in FIGS. 251 through 254, this processing is for
producing corresponding sound effects in accordance with the types
of sound output data set in the register.
[0932] In the processing, the data stored in the register are
compared with the total Ga5 number of sounds "SDDT" shown in FIG.
76 (G04_1), thereby determining whether or not the number of the
sounds stored in the register is greater than the total number of
sounds (G04_2). If the number of sounds is greater than the total
number, processing returns to the main routine.
[0933] If the number of sounds is less than the total number, the
type of sound is checked on the basis of the data stored in the
register [i.e., sound output data (data pertaining to any of the
types of sounds shown in FIGS. 58 through 60)] and by reference to
the sound output data table (G04_3).
[0934] A determination is made as to whether the type of sound is
an alarm sound request (G04_4), a restoration effective sound
request (G04_5), a prioritized single sound output request (G04_6),
or a termination sound (G04_7).
[0935] If the type of sound is an alarm sound request (YES is
selected in G04_4), the prioritized-single-sound-output-status
storage area "HIT_NUM" is cleared (G04_8), and
all-channel-playback-stop processing (i.e., processing G06 to be
described in detail later) is performed (G04_9).
[0936] All-channel-forced-reset data are set in the register
(G04_10), and SD_OUT sound output data transmission processing is
performed (G04_11). The register (sound output data) is forcefully
transformed into a real-time playback mode (G04_12). SD_OUT data
transmission sound output processing is performed (G04_13), and
processing returns to the main routine.
[0937] If the type of sound is a restoration effective sound
request (YES is selected in G04_5), the
restoration-effective-sound-output-status storage area "PLAY_NUM"
is checked (G04_14). The data stored in the register (i.e., the
sound output request data) are compared with the data stored in the
restoration-effective-sound-output-status storage area "PLAY_NUM"
(G04_15).
[0938] A determination is made as to whether or not the data are
identical with each other (G04_16). If they are identical (i.e.,
the requested sound has already been output in the previous
processing), processing returns to the main routine. In contrast,
if the data differ from each other, the data are considered to be
new sound output data. Hence, SD_OUT sound output data transmission
processing (i.e., processing G05 to be described in detail later)
is performed (G04_17). The
restoration-effective-sound-output-status storage area "PLAY_NUM"
is cleared (G04_18), and processing returns to the main
routine.
[0939] If the type of sound is a prioritized single sound output
request (YES is selected in G04_6), the
prioritized-single-sound-output-status storage area "HIT_NUM" is
checked (G04_19), and the data stored in the register (i.e., the
sound data) are compared with the data stored in the
prioritized-single-sound-output-status storage area
"HIT_NUM"(G04_20).
[0940] A determination is made as to whether or not the data are
identical with each other (G04_21). If the data differ from each
other, the register (sound data) is forcefully transformed into a
real-time playback mode (for this reason, the sound is called
"prioritized" single sound) (G04_22). Further, SD_OUT sound output
data transmission processing (i.e., processing G05 to be described
in detail later) is performed (G04_23). The
prioritized-single-sound-output-status storage area "HIT_NUM" is
cleared (G04_24), and processing returns to the main routine.
[0941] If the type of sound is an end sound request (YES is
selected in G04_7), the restoration-effective-sound-output-status
storage area "PLAY_NUM" is cleared (G04_25), and
all-channel-playback-stop processing (i.e., processing G06 to be
described in detail later) is performed (G04_9).
[0942] All-channel-forced-reset data are set in the register
(G04_10), and SD_OUT sound output data transmission processing is
performed (G04_11). The register (sound output data) is forcefully
transformed into a real-time playback mode (G04_12). SD_OUT data
transmission sound output processing is performed (G04_13), and
processing returns to the main routine.
[0943] If the type of sound does not match any of the foregoing
types, the restoration-effective-sound-output-status storage area
"PLAY_NUM" is cleared (G04_26); the
prioritized-single-sound-output-status storage area "HIT-NUM" is
cleared (G04_27); the register (sound output data) is forcefully
transformed into a real-time playback mode (G04_28); and SD_OUT
data transmission sound output processing is performed (G04_29).
Then, processing returns to the main routine.
[0944] <SD_OUT Sound Output Data Transmission Processing:
G05>
[0945] FIG. 255 is a flowchart showing procedures for SD_OUT data
transmission sound output processing.
[0946] As shown in FIG. 255, the processing is for causing actual
output of sound from the speaker 25, by means of outputting data
pertaining to sound effects to the sound-source IC 206.
[0947] In the processing, the memory contents in the register are
compared with end data "OFFH" (G05_1), thereby determining whether
transmission data are end data (G05_2). If the transmission data
are end data, processing returns to the main routine.
[0948] If transmission data are not end data, the data are output
until the transmission data become end data (G05_3). The next data
are set in the register (G05_4).
[0949] FIG. 52 shows details of a command to be transmitted to the
sound IC 206. The transmission command consists of four bytes in
total. The type of sound and a channel to be used are set in the
first byte. A sound playback level (sound level) is set in the
second byte. Pan-pot settings (i.e., choice as to whether
stereophonic sound is to be output from the left, the right, or
both the left and right in a balanced manner) are set in the third
byte. A specific phrase number is set in the fourth byte (see the
sound output data table shown in FIGS. 61 through 74 for individual
sound output data sets).
[0950] <All-Channel-Playback-Stop processing: G06>
[0951] FIG. 256 is a flowchart showing procedures for
all-channel-playback-stop processing.
[0952] As shown in FIG. 256, the processing is for stopping
generation of sound effects.
[0953] In this processing, a CHI playback stop command
"CMD_QUIT+CH1" is set in the register (G06_1), and SD_OUT sound
output data transmission processing (i.e., processing G05 mentioned
above) is performed (G06_2). A channel to be subjected to
processing is set to the next channel (G06_3).
[0954] A determination is made as to whether or not all channels
have been subjected to the processing (G06_4). Processing
pertaining to steps (G06_2 and G06_3) is repeated until all the
channels finish undergoing processing.
[0955] By means of the foregoing processing, the sub-control board
200 controls the image control board 300 under control of the main
control board 100, whereby an image is displayed on the image
display section 13. Further, the sub-control board 200 controls the
sound-source IC 206 under control of the main control board 100,
whereby sound effects are produced from the speaker 25.
[0956] In the previous embodiment, the control unit is constituted
of the main control board 100 situated in the highest hierarchical
level, the sub-control board 200 situated in an intermediate
hierarchical level, and the image control board 300 situated in a
lower hierarchical level. The control board situated in a lower
hierarchical level may be constituted of not only the image control
board 300 but of a plurality of control boards specialized for
other control processing operations.
[0957] Although the present invention has been described by taking
a slot machine as a typical gaming machine, the present invention
can be applied to other gaming machines, such as Pachinko machines,
Pachislo gaming machines (a hybrid machine of a Pachinko machine
and a slot machine), Arranged ball gaming machines, or JongKyu
Gaming Machines (a hybrid of a Mahjong game machine and a Pachinko
machine).
[0958] The present invention is embodied as having the
configurations mentioned previously and yields the following
advantages.
[0959] A gaming machine according to the present invention
comprises a main control device for controlling the first
hierarchical level, which is the highest hierarchical processing
level of the gaming machine; an intermediate control device for
controlling the second hierarchical level situated lower than the
first hierarchical level, under control of the main control device;
and a lower control device for controlling a third hierarchical
level situated lower than the second hierarchical level, under
control of the intermediate control device.
[0960] Such a construction enables separation of control
processing, thereby mitigating loads imposed on individual control
means and enabling smooth control of the gaming machine. In the
case of a plurality of gaming machines requiring different gaming
procedures, control shared among the gaming machines can be
delegated to the main control device. Control operations which
change from machine to machine are delegated to the intermediate
control device or the lower control device. As a result, the main
control device can be shared among the gaming machines, thereby
diminishing manufacturing and maintenance costs.
[0961] Preferably, the control device performs processing for
making a decision pertaining to the player's profits, and the lower
control device controls image display to be performed by the image
display device. Further, the intermediate control device preferably
performs control operations other than those to be performed by the
lower control device.
[0962] Image control processing which requires great processing
capability and storage of an enormous amount of image data is
delegated to the lower control device, thereby mitigating loads
imposed on the main control device and those imposed on the
intermediate control device. Therefore, control processing of the
gaming machine can be performed more smoothly.
[0963] Preferably, the intermediate control device performs control
operations including a sound generation control operation to be
performed by the sound generation device.
[0964] The only requirement of the lower control device is to
perform image control operations. Accordingly, control processing
is decentralized, thereby enabling much smoother control processing
of the gaming machine.
[0965] Preferably, the lower control device comprises a plurality
of control boards specialized for specific control processing
operations, respectively.
[0966] Consequently, the control processing required in the gaming
machine can be decentralized further. In a case where specific
control processing is shared among a plurality of gaming machines
requiring different gaming procedures, a board for performing the
specific control processing can be shared, thereby diminishing
manufacturing and maintenance costs. +CM
* * * * *