Game machine

The gaming machine adjusts and maintains an optimal number of game balls through external ejection mechanisms, addressing instability issues and ensuring stable gameplay.

JP2025006888AInactive Publication Date: 2025-01-17KYORAKU IND CO LTD
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Patent Information

Application Number
JP2023107928
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-30
Publication Date
2025-01-17
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing enclosed gaming machines face instability due to inappropriate numbers of game balls, with insufficient consideration given to setting the optimal number of balls, which can hinder stable gaming experiences.

Method used

A gaming machine equipped with a controller that adjusts the number of game balls to a predetermined level, featuring first and second adjusting means to eject balls externally, ensuring an appropriate number for stable gameplay.

Benefits of technology

The solution allows for maintaining an optimal number of game balls within the machine, facilitating stable gaming operations and reducing weight by ejecting excess balls, thereby enhancing gameplay consistency.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine in which the number of game balls circulated in the game machine can be set to a proper number, and efficiency of maintenance of the game machine and work for moving the game machine by reducing weight of the machine by discharging the game balls, can be improved.SOLUTION: A game machine is configured so that, game balls in the game machine can be circulated in playing a game, and comprises: first adjusting means for adjusting the number of the game balls in the game machine to a prescribed number; and second adjusting means capable of discharging the game balls to outside of the game machine.SELECTED DRAWING: Figure 45
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Conventionally, there are enclosed ball type gaming machines (pachinko gaming machines) in which game balls enclosed in the gaming machine body are circulated to play the game. For example, the following Patent Document 1 discloses an enclosed type gaming machine that can reduce the burden of control and improve the reliability of ball launch. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2007-000676 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in a sealed gaming machine, if the number of gaming balls in the gaming machine is not appropriate, it may hinder stable play. In addition, in the above-mentioned Patent Document 1, sufficient consideration is not given to setting the number of gaming balls in the gaming machine to an appropriate number.

[0005] Therefore, an object of the present invention is to provide a gaming machine that can set the number of gaming balls circulating within the gaming machine to an appropriate number. [Means for solving the problem]

[0006] The gaming machine of the present invention, provided to solve the above-mentioned problems, is capable of circulating gaming balls contained within the gaming machine for play, and is equipped with a first adjustment means for adjusting the number of gaming balls within the gaming machine to a predetermined number, and a second adjustment means capable of discharging the gaming balls to the outside of the gaming machine.

[0007] In the gaming machine of the present invention, the gaming balls in the gaming machine can be discharged by the second adjustment means. Therefore, according to the gaming machine of the present invention, the weight of the gaming machine can be reduced by discharging the gaming balls when the gaming machine is moved, etc. In addition, in the gaming machine of the present invention, the gaming balls in the gaming machine can be adjusted to a predetermined number. As a result, the gaming machine of the present invention can set the number of gaming balls in the gaming machine to an appropriate number. For example, according to the gaming machine of the present invention, when multiple gaming machines are installed, the number of gaming balls can be adjusted to the same for all machines. Effect of the Invention

[0008] According to the present invention, it is possible to provide a gaming machine that can set the number of gaming balls circulating within the gaming machine to an appropriate number. [Brief description of the drawings]

[0009] [Figure 1] FIG. [Diagram 2] A diagram showing the liquid crystal unit of the gaming machine in an open state and the frame control board. [Diagram 3] FIG. [Figure 4] FIG. 2 is a block diagram of the entire gaming machine. [Diagram 5] A block diagram of the frame control board of the gaming machine and each component connected to the frame control board. [Figure 6] FIG. 13 is a diagram showing an example of a jackpot determination table for a jackpot lottery. [Figure 7] A diagram showing an example of a special pattern determination table for a jackpot, and a diagram showing the types of jackpots and their allocation. [Figure 8] FIG. 13 is a diagram showing an example of a hit determination table. [Figure 9] FIG. 4 is a diagram showing main processing in a main control board. [Figure 10] FIG. 11 is a diagram showing timer interrupt processing in the main control board. [Figure 11] A diagram showing the special diagram special electric control processing on the main control board. [Figure 12]A diagram showing the MY value monitoring process in the main control board. [Figure 13] FIG. 13 is a diagram showing a complete reaching determination process in the main control board. [Figure 14] FIG. 13 is a diagram showing the main processing in the frame control board. [Figure 15] A diagram showing timer interrupt processing in the frame control board. [Figure 16] A diagram showing error control processing in the frame control board. [Figure 17] A diagram showing the under-error control process in the frame control board. [Figure 18] A diagram showing excessive error control processing in a frame control board. [Figure 19] A diagram showing the number of game balls update process on the frame control board. [Figure 20] A diagram showing the main processing in the performance control unit. [Figure 21] A diagram showing timer interrupt processing in the performance control unit. [Figure 22] A diagram showing command analysis processing in the performance control unit. [Figure 23] FIG. [Figure 24] A front view showing the lower part of the gaming machine. [Diagram 25] 2A and 2B are a plan view and a cross-sectional view showing the lower part of the gaming machine. [Figure 26] 1A and 1B are perspective and plan views showing a firing handle device; [Figure 27] FIG. 2 is an exploded perspective view showing the firing handle arrangement; [Figure 28] 1A and 1B are rear perspective and right side views of a firing handle assembly; [Figure 29] 1A and 1B are front and plan views showing a firing handle device. [Diagram 30] 2 is a perspective view of the firing lever portion of the firing handle device as seen from below. FIG. [Diagram 31] FIG. 2 shows a handle base of the firing handle device. [Diagram 32]FIG. 11 is a plan view showing the amount of displacement of the firing handle device and the position of the stop button. [Diagram 33] FIG. 2 shows a stroke input gear member and a stroke output gear member of the firing handle arrangement. [Diagram 34] 1 is a plan view showing each gear portion provided on a stroke input gear member and a stroke output gear member of a firing handle device. FIG. [Diagram 35] 1 is a perspective view showing a first interlocking gear member and a second interlocking gear member of a firing handle device. FIG. [Diagram 36] 10 is a plan view showing the operation of each stop button of the firing handle device and the positions of the first interlocking gear member and the second interlocking gear member. FIG. [Figure 37] FIG. [Figure 38] FIG. [Figure 39] FIG. [Diagram 40] 4 is a plan view showing a movable support member of the hand rest and a front unit base. FIG. [Diagram 41] 1 is a schematic diagram showing a gaming machine and a player gripping a launch handle device. [Diagram 42] FIG. [Diagram 43] FIG. 2 is a perspective view showing a lift of the circulation device. [Diagram 44] FIG. 4 is a conceptual diagram showing the paths of the circulation device and the positions of each switch. [Diagram 45] A plan view showing the positions of the adjustment lever and ball removal lever of the circulation device. [Diagram 46] 46 is a cross-sectional view taken along line L2-L2' in FIG. 45. [Figure 47] A plan view showing the position of the ball removal lever of the circulation device. [Figure 48] FIG. 2 is a perspective view showing the ball sending unit. [Figure 49] FIG. 2 is an exploded perspective view showing the ball sending unit. [Figure 50] A diagram showing the position of the ball feeding shutter of the ball feeding unit. [Figure 51] A diagram showing the positions of the subtraction inlet switch and subtraction outlet switch of the ball feeding unit. [Figure 52] FIG. 13 is a diagram illustrating an example of an excessive error notification. [Diagram 53] 13 is a diagram showing an example of an under-level error notification when the under-level error is resolved without opening the door. FIG. [Figure 54] 13 is a diagram showing an example of an under-level error notification when the door is open and the under-level error is resolved. FIG. [Figure 55] A figure showing an example of a notification that the number of game balls has been cleared. [Figure 56] A figure showing an example of a notification during ball removal mode. [Figure 57] A figure showing an example of a presentation during fluctuation. [Figure 58] 13A and 13B are diagrams illustrating examples of notifications when an excessive error and an insufficient error occur during fluctuation. [Figure 59] FIG. 11 is a diagram showing the execution timing of each complete operation related notification. [Figure 60] 11A to 11C are diagrams illustrating examples of each complete operation related notification. [Figure 61] FIG. 13 is a diagram showing types and priorities of errors. [Figure 62] FIG. 13 is a diagram illustrating an example of a power restoration notification. [Figure 63] FIG. 11 is a diagram illustrating an example of a magnetic detection error notification. [Figure 64] FIG. 13 is a diagram showing an example of a complete operation notification. [Figure 65] FIG. 13 is a diagram showing an example of a door opening error notification. [Figure 66] FIG. 13 is a diagram showing an example of an image for game customization. [Figure 67] FIG. 13 is a diagram showing an example of the number of game balls displayed on the image display device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings.

[0011] (Configuration of gaming machine 1) First, the configuration of the gaming machine 1 will be specifically described with reference to Fig. 1 to Fig. 3. Fig. 1 is an example of a front view of the gaming machine 1 according to an embodiment of the present invention. Fig. 2 is a perspective view showing a state in which the liquid crystal unit 3 of the gaming machine 1 is opened. Fig. 3 is a rear view of the gaming machine 1.

[0012] In the following description, the left-right direction when the gaming machine 1 is viewed from the front will be described simply as the "left-right direction". Furthermore, the left side of the left-right direction will be described simply as the "left side" or "left side", and the right side will be described simply as the "right side" or "right side". Furthermore, the up-down direction when the gaming machine 1 is viewed from the front will be described simply as the "up-down direction". Furthermore, the up-down direction will be described simply as the "upper" and the down-down direction will be described simply as the "lower". Furthermore, the front-to-rear direction when the gaming machine 1 is viewed from the front will be described simply as the "front-to-rear direction". Furthermore, the near side of the front-to-rear direction will be described simply as the "near side" or "front", and the far side will be described simply as the "far side" or "rear".

[0013] The gaming machine 1 of this embodiment uses gaming balls (gaming media) for play, but the gaming balls are not discharged outside (to the player's hand) of the gaming machine 1 but circulate within the gaming machine (a so-called managed gaming machine). In other words, the gaming machine 1 of this embodiment is capable of playing by circulating the gaming balls contained within the gaming machine 1.

[0014] In the managed gaming machine, information regarding the total number of gaming balls (gaming value) owned by the player is displayed on a gaming ball count display 101 described later by electromagnetic means (for example, addition by ball lending or prize balls, or subtraction by shooting). In this embodiment, for convenience, the term "payout" of gaming balls is used, but this does not mean that gaming balls are paid out outside the gaming machine as in conventional pachinko gaming machines, but rather means the above-mentioned "addition to the number of gaming balls."

[0015] 2, the gaming machine 1 has an outer frame 2, a liquid crystal unit 3, and a front unit 4. The outer frame 2 is fixed to an island facility of a gaming establishment via members such as fasteners.

[0016] The liquid crystal unit 3 is connected to the outer frame 2 so as to be able to open and close via a first hinge mechanism 5 provided at one end side in the left-right direction (for example, the left side of the gaming machine 1) together with the front unit 4. That is, in the gaming machine 1, when the liquid crystal unit 3 is opened, the inner part of the outer frame 2 can be opened.

[0017] The front unit 4 is rotatable like a door with respect to the liquid crystal unit 3, with a second hinge mechanism 6 provided at one end side in the left-right direction (for example, the left side of the gaming machine 1) as a fulcrum. In other words, the front unit 4 is openable and closable with respect to the liquid crystal unit 3. The front unit 4 has a glass plate 4a, and is attached to the liquid crystal unit 3 so that the glass plate 4a covers the front surface of the liquid crystal unit 3 (the game board 7 and the image display device 20).

[0018] In this way, in the gaming machine 1, the liquid crystal unit 3 and the front unit 4 can be opened and closed with the outer frame 2 as a base. A locking mechanism is provided on the right end of the front unit 4 to fix the right end of the front unit 4 to the outer frame 2. Fixation by the locking mechanism can be released with a dedicated key.

[0019] As shown in FIG. 2, the outer frame 2 is provided with a circulation device 70. Also, as shown in FIG. 1, the liquid crystal unit 3 is provided with a game board 7, a main lamp 18, an image display device 20, and a launch device 100 (see FIG. 5), etc. The front unit 4 is provided with a launch handle device 40, a performance operation device 23, a selection lever 25, a sound output device 21, a counting button 102, and a game ball number display 101, etc. As shown in FIG. 2 and FIG. 3, the liquid crystal unit 3 of the gaming machine 1 is provided with a main control board 110 and a performance control board 130. Also, as shown in FIG. 2, the outer frame 2 of the gaming machine 1 is provided with a frame control board 120 and a power supply board 160. Furthermore, the gaming machine 1 is provided with an external terminal board 19 (see FIG. 4), a power plug 161 (see FIG. 4) for supplying power to the gaming machine 1, a power switch (not shown), etc.

[0020] As shown in FIG. 1, a game area 8 in which game balls flow down is formed on the game board 7. The game board 7 is also provided with rails 9a, 9b, and a partition frame 10 that partitions the game area 8. In the game machine 1, when a player rotates a launch handle device 40 described later, a game ball is shot out with a launch strength according to the amount of displacement, and the game ball is launched into the game area 8. The game ball launched in the above manner rises from the launch rail between the rails 9a and 9b, and when it passes the ball return prevention piece 9c, it reaches the game area 8, and then falls freely within the game area 8. At this time, the game ball falls unpredictably due to a plurality of nails and windmills provided in the game area 8.

[0021] As shown in Figure 1, various winning openings (general winning opening 12, normal pattern gate 13, first start opening 14, second start opening 15, and large winning opening 16) and an image display device 20 are provided within the game area 8 of the game board 7.

[0022] As shown in Figure 1, there are three general winning openings 12 in the lower left side of the game area 8 through which game balls shot toward the left side area of ​​the game area 8 (so-called left-handed hits) can win (enter), and there is one general winning opening 12 in the lower right side of the game area 8 through which game balls hit to the right can win (enter).

[0023] Here, a general winning port detection switch (see FIG. 4) for detecting the winning of a game ball is provided in each general winning port 12. When the winning of a game ball into the general winning port 12 is detected, a predetermined number of prize balls (for example, five game balls) are paid out.

[0024] 1, a first starting hole 14 is provided in the lower center of the game area 8, which constitutes a starting area where game balls hit from the left can win but game balls hit from the right cannot win. In addition, a second starting hole 15 is provided in the right area of ​​the game area 8, which constitutes a starting area where game balls hit from the right can win (enter).

[0025] The second starting hole 15 has a starting movable piece 15b and a starting hole opening / closing solenoid 15c (see FIG. 4) which constitute a normal electric device (starting hole opening / closing device) for facilitating the entry of a game ball into the second starting hole 15. In the gaming machine 1 of this embodiment, the start moving piece 15b slides left and right by the operation of the start opening / closing solenoid 15c, and is controlled to be converted between a closed state (closed mode) in which the start moving piece 15b restricts the entry of a game ball into the second starting hole 15, and an open state (open mode) in which the start moving piece 15b opens the opening of the second starting hole 15 and allows the game ball to enter the second starting hole 15.

[0026] Here, the first start hole 14 is provided with a first start hole detection switch 14a (see FIG. 4) for detecting the entry of a game ball, and the second start hole 15 is provided with a second start hole detection switch 15a (see FIG. 4) for detecting the entry of a game ball. When the entry of a game ball into the first start hole 14 or the second start hole 15 is detected, a random number value for jackpot determination is obtained to perform a "jackpot lottery (jackpot determination)" described later.

[0027] In addition, when the entry of a game ball into the first start hole 14 or the second start hole 15 is detected, in addition to the random number value for jackpot determination, a random number value for determining a special symbol to determine the special symbol to be stopped and a random number value for reach determination and special symbol variation to determine the variation time of the special symbol are also obtained. The random number value for jackpot determination, the random number value for special symbol determination, the random number value for reach determination, and the random number value for special symbol variation are referred to as special symbol determination information.

[0028] Furthermore, when the entry of a game ball into the first start hole 14 is detected, a predetermined number of prize balls (for example, three game balls) are paid out. When the entry of a game ball into the second start hole 15 is detected, a predetermined number of prize balls (for example, one game ball) are paid out. The number of prize balls paid out when a game ball enters the first start hole 14 and the number of prize balls paid out when a game ball enters the second start hole 15 may be the same.

[0029] As shown in FIG. 1, a normal symbol gate 13 that constitutes a normal area through which gaming balls can pass is provided at the lower right side of the gaming area 8.

[0030] Here, the normal symbol gate 13 is provided with a gate detection switch 13a (see FIG. 4) for detecting the passage (entry) of a gaming ball. When the passage of a gaming ball through the normal symbol gate 13 is detected, a random number value for hit determination is obtained for performing a "hit lottery (hit determination)" described later.

[0031] In addition, when the passage of the game ball through the normal symbol gate 13 is detected, in addition to the above-mentioned random number value for winning judgment, a random number value for determining a normal symbol to determine the normal symbol to be stopped and a random number value for normal symbol fluctuation to determine the fluctuation time of the normal symbol are also obtained. The random number value for winning judgment, the random number value for determining a normal symbol, and the random number value for normal symbol fluctuation are called normal symbol judgment information.

[0032] As shown in FIG. 1, a right area of ​​the game area 8 is provided with a big prize hole 16 into which game balls hit to the right can win (enter) a prize, but game balls hit to the left cannot win.

[0033] The large prize opening 16 has a large prize opening door 16b and a large prize opening solenoid 16c (see FIG. 4) which constitute a special electric device (large prize opening opening device) for facilitating the entry of game balls into the large prize opening 16. The large prize opening door 16b is configured so that the upper surface is inclined downward toward the left. The large prize opening door 16b serves as a flow path for game balls and is movable in the front-rear direction. The large prize opening door 16b moves in the front-rear direction by the operation of the large prize opening solenoid 16c, and is controlled to be converted between a closed state (closed mode) that restricts the entry of game balls into the large prize opening 16 and an open state (open mode) that allows the entry of game balls into the large prize opening 16.

[0034] Here, the big prize opening 16 is provided with a big prize opening detection switch 16a (see FIG. 4) for detecting the entry of a game ball (entry of a game ball). When the entry of a game ball into the big prize opening 16 is detected, a preset number of prize balls (for example, 15 game balls) are paid out.

[0035] As shown in Figure 1, at the bottom of the game area 8, there is an outlet 11 for discharging game balls that do not win (go into) any of the general winning opening 12, the first starting opening 14, the second starting opening 15, and the large winning opening 16 out of the game area.

[0036] An image display device 20 configured with an LCD (Liquid Crystal Display) or the like is provided in the center of the game area 8. The image display device 20 displays customer waiting performance images during waiting when no game is being played, and displays performance images according to the progress of the game.

[0037] For example, three performance symbols 31 (left symbol, center symbol, right symbol) for notifying the lottery result of a jackpot in a variable performance described later are variably displayed on the image display device 20. In the gaming machine 1, a jackpot is notified as the lottery result of a jackpot by a combination of specific performance symbols 31 (e.g., 777, etc.) being stopped and displayed, and a loss is notified as the lottery result of a jackpot by a combination other than the specific performance symbols 31 (e.g., 289, etc.) being stopped and displayed.

[0038] The effect pattern 31 starts to vary in synchronization with the start of the variable display of the special pattern executed based on the winning (entry of the ball) of the game ball into the first start hole 14 or the second start hole 15, and stops in synchronization with the stopped display of the special pattern after a predetermined variation time has elapsed. In other words, the timing of the variable display of the effect pattern 31 and the special pattern, and the timing of the stopped display of the effect pattern 31 and the special pattern correspond to each other (are the same time).

[0039] In the image display device 20, three small performance symbols 32 for notifying the lottery result of the big win in the variable performance are displayed in a variable manner by scrolling vertically (from top to bottom in this embodiment).

[0040] The variable display of the small performance pattern 32 starts corresponding to the start of the variable display of the first special pattern or the second special pattern, and stops corresponding to the stop of the variable display of the first special pattern or the second special pattern. In other words, the variable display of the small performance pattern 32 is performed corresponding to the variable display of the first special pattern or the second special pattern, and the execution state of the variable display of the first special pattern or the second special pattern is notified (suggested) to the player by the variable state of the small performance pattern 32.

[0041] Like the performance symbols 31, the small performance symbols 32 are composed of symbols showing numbers from "1" to "9", and when the small performance symbols 32 are stopped, they stop for a predetermined time in a predetermined mode (miss mode, jackpot mode, etc.) that shows the result of the jackpot lottery. The jackpot mode (special result mode) is a combination of the same small performance symbols 32 such as "777" or a combination of small performance symbols 32 with a pattern such as "357", and the miss mode is any other mode.

[0042] The image display device 20 is further provided with a first reserved icon display area 33a for displaying, as an icon, a first special pattern reserved number (U1) indicating the number of special pattern determination information for which the jackpot lottery (jackpot determination) has not been executed (not yet determined) among the special pattern determination information acquired based on the entry of a gaming ball into the first starting port 14, a second reserved icon display area 33b for displaying, as an icon, a second special pattern reserved number (U2) indicating the number of special pattern determination information for which the jackpot lottery (jackpot determination) has not been executed (not yet determined) among the special pattern determination information acquired based on the entry of a gaming ball into the second starting port 15, and a variable icon display area 34 for displaying, as an icon, information indicating the special pattern determination information for which a variable display (variable performance) is being executed, so that the player can easily grasp the information.

[0043] In the following explanation, the icons displayed in the first reserve icon display area 33a and the second reserve icon display area 33b are referred to as "reserve icons (special chart judgment information for which the jackpot judgment has not been performed)", and the icons displayed in the variable icon display area 34 are referred to as "the variable icon (special chart judgment information for which the jackpot judgment has been performed and the variable display (variable performance) is being performed)".

[0044] In addition, the pending icon and the variable icon may be collectively referred to simply as "icon".

[0045] The audio output device 21 is a speaker that outputs BGM (background music), SE (sound effects), etc., and performs sound effects. The decorative lighting devices 22, such as the frame lighting device 22b, have multiple lamps (LEDs) and are provided in multiple positions to perform lighting effects by changing the direction of light irradiation and the color of light emitted from each lamp.

[0046] The performance operation device 23 is for changing the performance mode by the player's operation. In the gaming machine 1 of this embodiment, the performance operation device 23 is a lever that can be displaced back and forth as a whole. The performance operation device 23 is provided with a performance operation device drive motor 23a and a performance operation device detection switch 23b. The performance operation device 23 is displaceable so as to swing back and forth when the performance operation device drive motor 23a is activated during a predetermined performance. In addition, when the player operates the performance operation device 23, the operation is detected by the performance operation device detection switch 23b, and a further performance is executed.

[0047] The effect operation device 23 is provided with an effect button 24. The effect button 24 is provided with an effect button detection switch 24a (see FIG. 4), and when the effect button detection switch 24a detects an operation by the player, a further effect is executed in response to the operation.

[0048] The selection lever 25 can be operated in at least two directions (four directions in this embodiment). The selection lever 25 is also provided with a selection lever operation detection switch 25a (see FIG. 4), and is configured to allow the player to input predetermined information to the gaming machine 1.

[0049] The gaming machine 1 of this embodiment is provided with a plurality of decorative lighting devices 22. The decorative lighting devices 22 include a board lighting device 22a (not shown) and a frame lighting device 22b. The board lighting device 22a has a plurality of lamps (LEDs, etc.). The frame lighting devices 22b are provided on the left and right sides of the image display device 20.

[0050] Furthermore, a movable performance device 36 (see FIG. 4) is provided on the upper part of the partition frame 10 (on the upper part of the image display device 20). This movable performance device 36 is driven by a motor and can move in the vertical direction, and can be moved to the front of the image display device 20 by this vertical movement.

[0051] A main lamp 18 is provided outside the play area 8 of the play board 7. The main lamp 18 includes a first special symbol display device 18a, a second special symbol display device 18b, a normal symbol display device 18c, a first special symbol reserved indicator 18d, a second special symbol reserved indicator 18e, a normal symbol reserved indicator 18f, a round number indicator 18g, and a right-hit indicator 18h.

[0052] The first special pattern display device 18a notifies the result (judgment result) of a jackpot lottery (jackpot judgment) that is carried out based on the entry of a gaming ball into the first starting hole 14 by varying and displaying a first special pattern for a predetermined period of time and then stationary displaying a first special pattern of a type corresponding to the lottery result, and is composed of multiple lighting components such as LEDs.

[0053] The second special pattern display device 18b notifies the result (judgment result) of the jackpot lottery (jackpot judgment) which is carried out based on the entry of a gaming ball into the second starting hole 15 by varying and displaying the second special pattern for a predetermined period of time and then stationary displaying a second special pattern of a type corresponding to the lottery result, and is composed of multiple lighting components such as LEDs.

[0054] The first special symbol display device 18a and / or the second special symbol display device 18b may be configured with a 7-segment LED. For example, they may be configured to display a "7" when a jackpot is won, and a "-" when a loss occurs.

[0055] Here, the "jackpot lottery" refers to a process (jackpot determination) in which a random number value for determining a jackpot is obtained when a game ball enters (enters) the first starting hole 14 or the second starting hole 15, and it is determined whether the obtained random number value for determining a jackpot is a random number value corresponding to a "jackpot."

[0056] In addition, in this embodiment, a "jackpot" refers to obtaining the right to play a jackpot game (a special game advantageous to the player) in a jackpot lottery that is conducted based on the game ball winning (entering) the first starting hole 14 or the second starting hole 15.

[0057] In the "jackpot game", a round of play in which the big prize opening 16 (special electric device) is opened is played a predetermined number of times (for example, 4 times or 10 times) by operating a device continuous operation device for continuously operating the special electric device.

[0058] The maximum opening time of the big prize opening 16 in each round of play (the operation time of the special electric device) is set to a predetermined time, and when a predetermined number of game balls (for example, 10 balls) enter the big prize opening 16 during this time, one round of play ends. In other words, a "big prize game" is a game in which a game ball enters the big prize opening 16 and the player can win prize balls corresponding to the balls that enter. In this embodiment, multiple types of big prize games are provided, which will be described in detail later.

[0059] In addition, when a game ball enters the first starting hole 14 or the second starting hole 15 during the changing display of special symbols or during a jackpot game (special game), if the jackpot lottery cannot be held immediately, the right to the jackpot lottery is reserved under certain conditions.

[0060] More specifically, the special symbol determination information acquired when the game ball enters the first starting hole 14 is stored as the first reservation up to a maximum of four pieces, and the special symbol determination information acquired when the game ball enters the second starting hole 15 is stored as the second reservation up to a maximum of four pieces. The first special symbol reservation number (U1), which is the number of the first reservations, is displayed on the first special symbol reservation indicator 18d. Also, the second special symbol reservation number (U2), which is the number of the second reservations, is displayed on the second special symbol reservation indicator 18e.

[0061] In addition, the first special symbol reserved indicator 18d of the gaming machine 1 of this embodiment indicates the number of first reserved balls by the lighting pattern of the two LEDs. For example, when the first reserved ball is "0", the two LEDs of the first special symbol reserved indicator 18d are turned off, when the first reserved ball is one, the upper LED of the first special symbol reserved indicator 18d is turned on, and when the first reserved ball is two, the two LEDs of the first special symbol reserved indicator 18d are turned on. When the first reserved ball is three, the upper LED of the first special symbol reserved indicator 18d flashes and the lower (right) LED is turned on, and when the first reserved ball is four, the two LEDs of the first special symbol reserved indicator 18d flash. In addition, the second special symbol reserved indicator 18e also displays the number of reserved balls of the second reserved balls in the same manner as above.

[0062] Also, as shown in FIG. 1, the image display device 20 is provided with a first reserved number display area 35a that displays the number of first reserved items (first special pattern reserved number), and a second reserved number display area 35b that displays the number of second reserved items (first special pattern reserved number).

[0063] In the first hold number display area 35a, the number of first holds is displayed as a number. For example, if the number of first holds is "2", the number "2" is displayed in the first hold number display area 35a. Similarly, in the second hold number display area 35b, the number of second holds is displayed as a number.

[0064] In the gaming machine 1 of this embodiment, the number indicating the number of first reserved pieces is displayed in "blue" in the first reserved number display area 35a, and the number indicating the number of second reserved pieces is displayed in "red" in the second reserved number display area 35b. In this way, in the gaming machine 1 of this embodiment, the first special symbol reserved number and the second special symbol reserved number are displayed in a manner that is easy for the player to visually recognize and distinguish.

[0065] It should be noted that the gaming machine of the present invention is not limited to this embodiment, and the numbers indicating the first special reserved number (U1) and the numbers indicating the second reserved number (U2) may be displayed in the same color (for example, white or black), and the area color of the first reserved number display area 35a and the area color of the second reserved number display area 35b may be displayed in different colors (for example, the numbers may be the same color but the background color of the numbers may be different).

[0066] The normal pattern display device 18c notifies the result (judgment result) of the winning lottery (winning judgment) which is triggered by the passing of the gaming ball through the normal pattern gate 13 by varying and displaying the normal pattern for a predetermined period of time and then statically displaying the type of normal pattern corresponding to the lottery result, and is composed of a plurality of lighting members constituted by LEDs or the like.

[0067] Here, the "win lottery" refers to the process (win determination) of acquiring a random number value for win determination when a gaming ball passes through the normal symbol gate 13, and determining whether the acquired random number value for win determination is a random number value corresponding to a "win."

[0068] In this embodiment, a "win" refers to the acquisition of the right to play an auxiliary game advantageous to the player in a winning lottery that is executed based on the passing of a gaming ball through the normal symbol gate 13. In the "auxiliary game", the start movable piece 15b of the second start hole 15 is controlled to be converted to an open state for a predetermined time. In other words, the "auxiliary game" is a game in which a gaming ball enters (enters) the second start hole 15 and the player can obtain prize balls corresponding to the entry.

[0069] Also, similarly to the special symbols, when the game ball passes through the normal symbol gate 13 during the changing display of normal symbols or during auxiliary play, if the winning lottery cannot be held immediately, the right to the winning lottery is withheld under certain conditions.

[0070] More specifically, the normal symbol determination information acquired when the game ball passes through the normal symbol gate 13 is stored as the third reservation up to a maximum of four pieces. The number of the third reservations, that is, the normal symbol reservation number (G), is displayed on the normal symbol reservation indicator 18f in the same manner as the first special symbol reservation indicator 18d and the second special symbol reservation indicator 18e.

[0071] The round number indicator 18g displays the number of rounds when a jackpot game described later is executed by lighting up multiple LEDs. The right-hand hit indicator 18h notifies the player by lighting up the LEDs to encourage the player to shoot the game ball toward the right-hand play area during a jackpot game or auxiliary game described later.

[0072] The launch handle device 40 is rotated by the player to launch the game ball. The launch handle device 40 includes a handle body 41, a handle base 46, a touch sensor 40a, a launch volume 40b, and a handle light-emitting device 45 (see FIG. 27). The gaming machine 1 of this embodiment is also provided with an air blower 60 and a hand rest 65. The air blower 60 is provided to generate wind in a predetermined manner. The hand rest 65 functions as a hand rest on which the player's hands holding the handle body 41 are placed.

[0073] The launch handle device 40 has a handle base 46 fixed to the front unit 4 (cabinet side), and a handle body 41 that is rotatable relative to the handle base 46. The touch sensor 40a detects the touch of the player's hand. The launch volume 40b is made of a variable resistor whose resistance value changes depending on the rotation angle of the handle body 41. When the touch sensor 40a detects that the player's hand is touching the handle body 41 (launch lever portion 43), the game ball is launched with a strength according to the amount of displacement of the handle body 41.

[0074] In the gaming machine 1 of this embodiment, the launch handle device 40 can perform an air injection effect by blowing wind in a predetermined manner using the air blowing device 60 (see FIG. 25(b)). Also, in the gaming machine 1 of this embodiment, the launch handle device 40 can perform a light emission effect by lighting in a predetermined light emission manner using the handle light emitting device 45 (see FIG. 27).

[0075] The launch handle device 40, the blower device 60, and the hand rest 65 will be described in detail later with reference to FIG. 26 etc.

[0076] The circulation device 70 is for circulating game balls within the gaming machine 1. The circulation device 70 includes a passage unit 71, a ball feeding unit 72, an adjustment lever 73, a ball removal lever 74, and a lift 75.

[0077] In the passage unit 71, a plurality of passages R through which the game balls flow down are formed in order to circulate the game balls that flow down from the game area 8. The ball sending unit 72 is provided to send the game balls one by one to the launching device 100. The adjustment lever 73 is for removing the game balls from the first ball removal port 70d (see FIG. 42) provided in the upstream part of the circulation device 70 to the outside of the circulation device 70 and adjusting the number of game balls in the circulation device 70. The ball removal lever 74 is for removing the game balls from the second ball removal port 70e (see FIG. 42) provided in the downstream part of the circulation device 70 to the outside of the circulation device 70. The lift 75 is provided to transport the game balls upward. In the gaming machine 1 of this embodiment, two lifts 75, a left lift 75a and a right lift 75b, are provided.

[0078] Various switches are also provided in the circulation device 70. The various switches provided in the circulation device 70 will be described later.

[0079] The launching device 100 is provided with a launching pad (not shown) on which the game balls sent out from the ball feeding unit 72 are parked, a launching pad switch 100b (see Figure 5) for detecting the game balls parked on the launching pad, and a launch solenoid 100a (see Figure 5) for operating a launching hammer (not shown) for launching the game balls parked on the launching pad.

[0080] The game ball number display 101 is a display for displaying the total number of game balls that the player can fire (hereinafter, may be simply referred to as the "total number of game balls"), and is configured, for example, with a 6-digit 7-segment display.

[0081] The total number of game balls displayed on the game ball number display 101 is updated as appropriate. For example, when a game ball that has won (entered) the general winning opening 12 is detected by the general winning opening detection switch 12a, a predetermined number of game balls (e.g., 5 balls) are added as prize balls (a game bonus is awarded) to the number of game balls (game value) owned by the player, and the total number of game balls displayed on the game ball number display 101 is updated. Also, when a game ball wins the big winning opening 16 and is detected by the big winning opening detection switch 16a, a predetermined number of game balls (e.g., 15 balls) are added as prize balls (a game bonus is awarded) to the number of game balls owned by the player, and the total number of game balls displayed on the game ball number display 101 is updated. Furthermore, when a game ball is detected by both the subtraction entrance switch 92a and the subtraction exit switch 92b, the number of game balls owned by the player is subtracted by one, and the total number of game balls displayed on the game ball number display 101 is updated.

[0082] The counting button 102 is for transferring (storing) the number of game balls (game value) stored in the gaming machine 1 (owned by the player) to a member card, a visitor card, or the like. The counting button 102 allows the player to count the number of game balls (game value) owned by the player, which is displayed on the game ball number display 101, by operating it. Note that "counting" refers to storing and settling the number of game balls in the card itself or in a hall computer, which will be described later, by linking it to identification information stored in a storage medium, such as a member card or a visitor card inserted into the dedicated unit 300, which will be described later.

[0083] (Overall block diagram of gaming machine 1) Next, the control means for controlling the progress of the game will be described using the overall block diagram of the gaming machine 1 in Fig. 4 and Fig. 5. Fig. 4 is an overall block diagram of the gaming machine 1. Fig. 5 is a block diagram showing the frame control board 120 of the gaming machine 1 and each component connected to the frame control board 120.

[0084] The main control board 110 controls the basic operations (progress) of the game, and inputs various detection signals from the first start hole detection switch 14a, etc., to drive the first special pattern display device 18a, the large prize hole opening / closing solenoid 16c, etc., to control the game.

[0085] The control configuration of this embodiment includes a main control board 110 that provides overall control of the progress of the game (basic operations), a frame control board 120 that controls the payout of game balls based on receiving a payout number designation command from the main control board 110, a presentation control board 130 that controls the presentation related to the game based on receiving a presentation control command from the main control board 110, and a power supply board 160 that supplies power to the main control board 110, the frame control board 120, and the presentation control board 130.

[0086] In addition, communication between the main control board 110 and the frame control board 120 is configured to allow commands to be sent and received in both directions, and communication between the main control board 110 and the performance control board 130 is configured to allow commands to be sent in only one direction, from the main control board 110 to the performance control board 130.

[0087] The main control board 110 also includes a main CPU 110a that performs arithmetic processing, a main ROM 110b that stores game control programs and various data and tables required for game control, and a main control unit 110m that is a one-chip microcomputer that includes a main RAM 110c that serves as a work area during arithmetic processing. The main control board 110 also includes at least an input port and an output port (not shown) for main control, a RAM clear switch 111a for inputting a signal to clear the contents stored in the main RAM 110c, and an information display 113 for displaying performance information that allows the actual performance of the gaming machine to be understood. The RAM clear switch 111a is connected to the input port of the main control unit 110m, and the information display 113 is connected to the output port of the main control unit 110m.

[0088] The input port of the main control board 110 is connected to the frame control board 120, the general winning hole detection switch 12a for detecting that a game ball has entered the general winning hole 12, the gate detection switch 13a for detecting that a game ball has passed through the normal symbol gate 13, the first start hole detection switch 14a for detecting that a game ball has entered the first start hole 14, the second start hole detection switch 15a for detecting that a game ball has entered the second start hole 15, the big winning hole detection switch 16a for detecting that a game ball has entered the big winning hole 16, the magnetic sensor 17 for detecting the magnetism applied to the gaming machine 1, and the out ball detection switch 11a for detecting all game balls launched into the game area of ​​the game board 7. Various signals are input to the main control board 110 through the input port of the main control board 110.

[0089] In addition, the output port of the main control board 110 is connected to the performance control board 130, the frame control board 120, the start opening opening solenoid 15c that opens and closes the start movable piece 15b of the second start opening 15, the large prize opening opening opening solenoid 16c that operates the large prize opening opening door 16b, the first special pattern display device 18a and the second special pattern display device 18b that display the special pattern, the normal pattern display device 18c that displays the normal pattern, the first special pattern reserved indicator 18d and the second special pattern reserved indicator 18e that display the reserved number of special patterns, the normal pattern reserved indicator 18f that displays the reserved number of normal patterns, the round number indicator 18g that notifies the number of rounds, the right hit indicator 18h that notifies the player to hit right, and the external terminal board 19 that outputs external information signals. Various signals are output by the output port of this main control board 110.

[0090] Based on input signals from each detection switch and timer, the main CPU 110a reads out a program stored in the main ROM 110b and performs calculations related to the game while utilizing the main RAM 110c as a work area, and also directly controls each device and display, or sends commands to other boards depending on the results of the calculations.

[0091] In addition to the game control program, the main ROM 110b stores a jackpot determination table (see FIG. 6) used in the jackpot lottery, a special symbol determination table (see FIG. 7(a)) for determining the special symbol to be stopped and displayed, a win determination table (see FIG. 8) referenced in the win lottery, and the like. Although not shown, the main ROM 110b stores a jackpot game end setting data table for determining the game state after the jackpot ends, a special electric role operation mode determination table for determining the opening and closing conditions of the jackpot opening and closing door, a jackpot opening mode determination table, a special symbol change pattern determination table for determining the change pattern of the special symbol, a jackpot lottery pre-determination table, and the like. The above-mentioned tables are merely examples of characteristic tables among the tables in this embodiment, and many other tables and programs (not shown) are provided in the progress of the game.

[0092] The main RAM 110c is provided with various memory areas and timer counters such as a special symbol special signal processing data memory area, a normal symbol normal signal processing data memory area, a normal symbol reserved number (G) memory area, a normal symbol reserved memory area, a stop normal symbol data memory area, a first special symbol reserved number (U1) memory area, a second special symbol reserved number (U2) memory area, a first jackpot determination random number value memory area, a second jackpot determination random number value memory area, a round play count (R) memory area, a number of openings (K) memory area, a large prize opening winning ball counter (C) memory area, a second start opening winning ball counter (D), a start opening count counter, a high probability play flag memory area, a time-saving play flag memory area, a high probability play count (X) memory area, a time-saving play count (J) memory area, a game status buffer, a stop special symbol data memory area, a stop normal symbol data memory area, a performance transmission data storage area, a special symbol time counter, a special play timer counter, and an auxiliary play timer counter.

[0093] In addition, the main RAM 110c is provided with a total payout counter, a total out counter, a base memory area, a complete operation flag memory area, a complete operation preparation flag memory area, a MY calculation reference value storage area, a MY value storage area, and an error information memory area for storing information related to various error judgments. Note that the above-mentioned memory areas are merely examples, and many other memory areas and timer counters are also provided.

[0094] The external terminal board 19 is a board for outputting external information signals generated in the main control board 110 and the frame control board 120 to the hall computer of the amusement facility, etc. The external terminal board 19 is connected to the main control board 110 by wiring, and is provided with a plurality of connectors (terminals) for connecting external information to the hall computer of the amusement facility, etc.

[0095] The performance control board 130 is equipped with a performance control unit 130m that performs overall control of the progress of the performance based on the performance control commands received from the main control board 110, an image / audio control unit 140 that performs control processing for image display and audio output based on the performance control commands received from the performance control unit 130m, and a lamp control unit 150 that performs control processing for various light-emitting components (LEDs, etc.) and various driving sources (motors, solenoids, etc.) based on the performance control commands received from the performance control unit 130m.

[0096] The performance control unit 130m includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b in which a performance control program is stored, a sub-RAM 130c that serves as a work area during arithmetic processing, and input / output ports.

[0097] An image / audio control unit 140 and a lamp control unit 150 are connected to the input / output ports of the performance control unit 130m.

[0098] The sub-CPU 130a receives an operating clock from a crystal oscillator, reads out a performance control program stored in the sub-ROM 130b, and performs calculation processing related to the performance while using the sub-RAM 130c as a work area. This allows it to perform control processing for determining the performance mode of the variable performance, control processing for sending a performance control command based on the determination result to the image / audio control unit 140, control processing according to detection signals from various input devices (detection switches, etc.), control processing for controlling various output devices (lighting devices, motors, etc.), etc.

[0099] The image / audio control unit 140 receives commands from the performance control unit 130m and controls the image display device 20 to display a specified image, and controls the audio output device 21 to output a specified audio or sound.

[0100] The image / audio control unit 140 includes a general control unit 141 which performs general control of image display and audio output based on reception of a performance control command (e.g., a variable performance pattern instruction command) from the performance control unit 130m, an image control unit 145 (VDP) which controls the image display device 20 based on reception of a display control command (display list) from the general control unit 141, a CGROM 146 in which image data, etc. are stored, an audio control unit 148 (audio LSI) which controls the audio output device 21 based on reception of an audio control command from the general control unit 141, and an audio ROM 149 in which sound data, etc. are stored.

[0101] The overall control unit 141 includes an overall CPU 141a for performing arithmetic processing, an overall ROM 141b in which an overall control program is stored, and an overall RAM 141c which serves as a work area during arithmetic processing. The overall control unit 141 also includes input / output ports to which an image control unit 145 (VDP) and an audio control unit 148 (audio LSI) are connected.

[0102] The overall CPU 141a receives an operating clock from a crystal oscillator, reads out an overall control program stored in the overall ROM 141b, and performs arithmetic processing related to the performance while using the overall RAM 141c as a work area. This performs control processing for generating a display control command (display list) that indicates the performance image to be displayed on the image display device 20 and transmitting it to the image control unit 145, and control processing for generating an audio control command that indicates the performance sound to be output from the audio output device 21 and transmitting it to the audio control unit 148 (audio LSI), etc.

[0103] The lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b in which a lamp control program is stored, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.

[0104] The output port of the lamp control unit 150 is connected to the movable performance device 36, the board lighting device 22a, the frame lighting device 22b, and the performance operation device drive motor 23a. The input port of the lamp control unit 150 is connected to the performance operation device detection switch 23b, the performance button detection switch 24a, and the selection lever operation detection switch 25a.

[0105] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out a lamp control program stored in the lamp ROM 150b, and performs calculation processing related to the performance while using the lamp RAM 150c as a work area. This allows the control processing of the movable performance device 36, the board lighting device 22a, the frame lighting device 22b, and the performance operation device drive motor 23a.

[0106] The power supply board 160 generates a main power supply (operating power supply) required for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies the main power supply to the gaming machine 1 (the main control board 110, the frame control board 120, the performance control board 130, and various electronic components). The power supply board 160 includes a power interruption detection circuit 162 that detects whether the supplied power supply voltage has dropped (a power outage has occurred) and outputs a voltage drop signal to the main control board 110 based on the drop in the power supply voltage (the occurrence of a power outage), and a backup power supply circuit 163 that supplies a backup power supply to the main control board 110 when the power supply is interrupted (a power outage occurs).

[0107] The power supply board 160 also has a power switch (not shown) operable by a store clerk to switch between an ON state for supplying main power to the gaming machine 1 (main control board 110, frame control board 120, performance control board 130, and various electronic components) and an OFF state for stopping the supply, and when the power switch is turned ON, the supply of main power begins and the gaming machine 1 starts operating. Note that even if the power switch is OFF, the supply of backup power to the main control board 110 is maintained.

[0108] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage falls below a predetermined value, outputs a voltage drop detection signal to the main control board 110, and when the power supply voltage becomes greater than the predetermined value while the voltage drop detection signal is being output, stops outputting the voltage drop detection signal.

[0109] The backup power circuit 163 includes a capacitor that stores electricity when the gaming machine is energized, and when a power outage occurs, the backup power supply voltage stored in the capacitor is supplied to the main RAM 110c of the main control board 110. This allows the contents stored in the main RAM 110c to be retained even during a power outage, and the game control state can be restored to the state before the power outage (power outage) after recovery from the power outage (power outage).

[0110] Although a backup power supply is not provided to the frame control board 120 and the performance control unit 130m, a backup power supply may be provided to the frame control board 120 and the performance control unit 130m so that the contents stored in the frame control RAM 120c and the sub-RAM 130c are maintained even in the event of a power outage. Also, a backup power supply may be provided to only one of the frame control board 120 and the performance control unit 130m.

[0111] Next, the frame control board 120 of the gaming machine 1 and each component connected to the frame control board 120 will be described with reference to FIG.

[0112] The frame control board 120 is provided with a frame control CPU 120a that performs arithmetic processing, a frame control ROM 120b that stores the operation program of the frame control CPU 120a, and a frame control unit 121 that serves as a one-chip microcomputer that includes a frame control RAM 120c that serves as a work area during arithmetic processing. The frame control board 120 also has an input port and an output port for frame control. The frame control CPU 120a receives an operation clock from a crystal oscillator, reads out the program stored in the frame control ROM 120b, and performs arithmetic processing related to the game while utilizing the frame control RAM 120c as a work area, thereby controlling various solenoids and various displays, and transmitting predetermined information to the dedicated unit 300.

[0113] The input port of the frame control board 120 is connected to the touch sensor 40a, launch volume 40b, safe ball passage count switch 80, out ball passage count switch 81, foul ball passage count switch 82, excess switch 83, insufficient switch 84, each lift switch 85, subtraction entrance switch 92a, subtraction entrance switch 92b, launch pad switch 100b, count button 102, game ball count clear switch 103 (see FIG. 2), ball removal switch 104 (see FIG. 2), lending device connection terminal board 105, door open detection switch 106, radio wave detection sensor 107, etc. When detection signals from various detection switches and various detection sensors are input to the frame control board 120 via the input port, the frame control board 120 performs control processing according to the detection signals.

[0114] In addition, the output ports of the frame control board 120 are connected to each lift 75, the ball feeding solenoid 90, the launch solenoid 100a, the game ball count display 101, etc.

[0115] The touch sensor 40a is provided inside the launch handle device 40, and is composed of a capacitance-type proximity switch that utilizes a change in capacitance caused by a player touching the launch handle device 40. When the touch sensor 40a detects that a player has touched the launch handle device 40, it outputs a touch signal that permits the energization of the launch solenoid 100a. As a basic premise, the frame control unit 121 is configured not to launch the game ball into the game area 8 unless a touch signal is input from the touch sensor 40a.

[0116] The launch volume 40b is provided in the launch handle device 40 and is composed of a variable resistor. The launch volume 40b divides a constant voltage (e.g., 5V) applied to the launch volume 40b using the variable resistor, and supplies the divided voltage to the frame control unit 121 (varies the voltage supplied to the frame control unit 121). The frame control unit 121 energizes the launch solenoid 100a based on the voltage divided by the launch volume 40b, and launches the game ball into the game area 8 by rotating a launch member (not shown) directly connected to the launch solenoid 100a.

[0117] The firing solenoid 100a is configured as a rotary solenoid, and a striking member (not shown) is directly connected to the firing solenoid 100a, and the firing solenoid 100a rotates to rotate the striking member.

[0118] The ball sending solenoid 90 is composed of a linear solenoid, and sends out the game balls waiting in the ball sending unit 72 one by one toward a shooting member directly connected to the launch solenoid 100a.

[0119] When the frame control unit 121 detects that the player's hand is touching the launch handle device 40 by a touch signal input from the touch sensor 40a, it allows the ball feed solenoid 90 and the launch solenoid 100a to be energized, and when it detects that the displacement amount of the launch handle device 40 has changed by a detection signal from the launch volume 40b, it drives the ball feed solenoid 90 and drives the launch solenoid 100a so that the launch strength corresponds to the displacement amount of the launch handle device 40 to launch the game balls (99.9 balls / min). In other words, the frame control unit 121 is configured not to launch the game balls into the game area 8 unless a touch signal is input from the touch sensor 40a as a basic premise.

[0120] The safe ball passage count switch 80, the out ball passage count switch 81, the foul ball passage count switch 82, the excess switch 83, the insufficient switch 84, and the lift switch 85 are provided in the passage unit 71 (circulation device 70). Also, the ball feed solenoid 90, the subtraction inlet switch 92a, and the subtraction outlet switch 92b are provided in the ball feed unit 72 (circulation device 70).

[0121] The safe ball passage count switch 80 detects game balls that enter various winning ports and flow into the circulation device 70. The out ball passage count switch 81 detects game balls that flow into the out port 11 and then into the circulation device 70. The foul ball passage count switch 82 detects game balls (foul balls) that return without reaching the play area 8. The excess switch 83 detects an excess (surplus) of game balls (circulating game balls) in the circulation device 70. The shortage switch 84 detects a shortage (shortage) of game balls (circulating game balls) in the circulation device 70.

[0122] The lift switches 85 are for detecting the presence or absence of game balls upstream and downstream of each lift 75 (left lift 75a and right lift 75b). The lift switches 85 include a left lift lower switch 85a for detecting whether or not there is a game ball upstream of the left lift 75a (the entrance of the left lift 75a), a left lift upper switch 85b for detecting whether or not there is a game ball downstream of the left lift 75a (the exit of the left lift 75a), a right lift lower switch 85c for detecting whether or not there is a game ball upstream of the right lift 75b (the entrance of the right lift 75b), and a right lift upper switch 85d for detecting whether or not there is a game ball downstream of the right lift 75b (the exit of the right lift 75b) (see FIG. 44).

[0123] In the gaming machine 1, each lift 75 is operated according to the detection condition of each lift switch 85. For example, in the gaming machine 1, the left lift 75a is operated on the condition that the left lift down switch 85a is in the detection state and the left lift up switch 85b is in the non-detection state. In addition, in the gaming machine 1, the right lift 75b is operated on the condition that the right lift down switch 85c is in the detection state and the right lift up switch 85d is in the non-detection state. In the ball removal mode described later, the gaming machine 1 operates each lift 75 regardless of whether or not a gaming ball is detected by each lift switch 85.

[0124] The subtraction entrance switch 92a detects a game ball that has reached the ball sending unit 72 from the passage unit 71. The subtraction entrance switch 92b detects a game ball sent to the launching device 100 by the operation of the ball sending solenoid 90. The ball sending solenoid 90 and the ball sending shutter 91 are provided to send the game ball detected by the subtraction entrance switch 92a toward the launching device 100. When the subtraction entrance switch 92a detects a game ball, the ball sending solenoid 90 operates to open the ball sending shutter 91 that has been preventing the game ball from flowing down, and one game ball is sent out. In addition, the sent game ball is detected by the subtraction entrance switch 92b. In the gaming machine 1, when a game ball is detected by both the subtraction entrance switch 92a and the subtraction entrance switch 92b, "1" is subtracted from the number of game balls owned by the player.

[0125] The "counting button 102" is a button for transmitting data on the total number of game balls to the dedicated unit 300. The frame control CPU 120a judges whether the "counting button 102" is pressed "short press" or "long press" depending on the pressing time of the "counting button 102". Specifically, if the button is pressed for less than 0.5 seconds, it is judged as a "short press", and if the button is pressed for 0.5 seconds or more, it is judged as a "long press".

[0126] If the frame control CPU 120a judges it to be a "short press", it counts one game ball, and if it judges it to be a "long press", it counts 250 game balls at the count notification timing every 0.3 seconds. If the total number of game balls is less than 250 (for example, 200), it judges it to be a "long press" and counts all 200 balls.

[0127] The "game ball count clear switch 103" is a button for clearing the game ball count recorded by an electromagnetic method (setting the game ball count to "0"). When the power switch is turned ON while pressing the game ball count clear switch 103, the above-mentioned recorded game balls can be cleared. When the recorded game balls are cleared, a notification that the game ball count has been cleared (game ball count clear notification) is made by sound output under the control of the sound control unit 148, display control under the control of the image control unit 145, and light emission control under the control of the lamp control unit 150. The game ball count clear notification will be described in detail later. The game ball count is cleared only when the power switch is turned ON while pressing the game ball count clear switch 103. In other words, even if the "game ball count clear switch 103" is pressed while power is being supplied to the gaming machine 1, the game ball count is not cleared.

[0128] The "ball removal switch 104" is a switch for ejecting game balls outside the gaming machine 1. In the gaming machine 1, the game balls do not come into contact with the player's hands, but regular inspection, cleaning, or replacement is recommended. In such a case, the game balls can be ejected outside the gaming machine 1 by turning on the power switch while pressing the ball removal switch 104.

[0129] When game balls are being ejected outside the gaming machine 1, the fact that the ball ejection mode is in progress is notified by a voice notification under the control of the audio control unit 148 and a visual notification under the control of the image control unit 145. The notification manner during the ball ejection mode will be described in detail later. Game balls are ejected only when the power switch is turned ON while the ball ejection switch 104 is being pressed. In other words, even if the ball ejection switch 104 is pressed while power is being supplied to the gaming machine 1, game balls will not be ejected.

[0130] The door open detection switch 106 detects the opening of the liquid crystal unit 3 or the front unit 4. In the gaming machine 1, a front unit open detection switch and a liquid crystal unit open detection switch are provided as the door open detection switch 106. The front unit open detection switch is for detecting the opening (opening / closing) of the front unit 4. The liquid crystal unit open detection switch is for detecting the opening (opening / closing) of the liquid crystal unit 3. The door open detection switch may be ON when the liquid crystal unit 3 or the front unit 4 is open (in this case, it is determined that they are open when there is an ON input), or may be ON when the liquid crystal unit 3 or the front unit 4 is closed (in this case, it is determined that they are open when there is no ON input).

[0131] The lending device connection terminal board 105 is for communicating with the dedicated unit 300 arranged in parallel with the gaming machine 1. The launch pad switch 100b is for detecting game balls parked on the launch pad. The radio wave detection sensor 107 is provided for detecting abnormal radio waves.

[0132] The dedicated unit 300 is a part of the island equipment of the game parlor. The dedicated unit 300 has a function of storing the game balls (held balls) held by the player while the player is playing a game, displaying the held balls on a display unit (e.g., a touch panel), and displaying the remaining amount on the display unit if a bill is inserted. The display unit of the dedicated unit 300 can display a ball lending button image for lending game balls and a return button image for returning a membership card or a visitor card, in addition to displaying the held balls and the remaining amount. The dedicated unit 300 can input an operation signal when the ball lending button image is operated by the player, and can input an operation signal when the return button image is operated by the player. When these operation signals are input, the dedicated unit performs processing (ball lending, return) corresponding to the operation signal.

[0133] (Explanation of game state) Next, the game states as the game progresses will be described. In this embodiment, there are a "low probability game state" and a "high probability game state" as states related to the big win lottery, and there are a "non-time-saving game state" and a "time-saving game state" as states related to the start movable piece 15b of the second start opening 15. The states related to the big win lottery (low probability game state, high probability game state) and the states related to the start movable piece 15b (non-time-saving game state, time-saving game state) can be related to each other or can be independent. In other words, (1) A "low probability time-saving gaming state" which is a low probability gaming state and a time-saving gaming state; (2) A "low probability non-time-saving gaming state" which is a low probability gaming state and a non-time-saving gaming state; (3) A "high probability time-saving gaming state" which is a high probability gaming state and a time-saving gaming state; (4) It becomes possible to provide a “high probability non-time-saving gaming state” which is both a high probability gaming state and a non-time-saving gaming state. In addition, the gaming state when playing begins, i.e., the initial gaming state of the gaming machine 1, is set to a "low probability non-time-saving gaming state", and this gaming state will be referred to as the "normal gaming state" in this embodiment.

[0134] In this way, the "time-saving game state" includes a "high probability time-saving game state" and a "low probability time-saving game state." Here, the "time-saving game state" includes three types: "a time-saving game state," "b time-saving game state," and "c time-saving game state."

[0135] The "a time-saving game state" is a time-saving game state that is controlled after the end of a jackpot game (via a jackpot game). The "b time-saving game state" is a time-saving game state that is controlled (without going through a jackpot game) when the number of times that the variable display of the special symbol for a loss, which is executed after a predetermined condition is met (execution of RAM clear, or clearing to 0 the number of variations based on the end of a normal jackpot game), reaches a predetermined number. The "c time-saving game state" is a game state that is controlled after a predetermined special symbol for a loss (a specific loss symbol) stops in the variable display of the special symbol. The c time-saving game state can be started by stopping a specific loss symbol during a low probability non-time-saving game state, during the a time-saving game state, and during the c time-saving game state.

[0136] In the gaming machine 1 of this embodiment, the b time-saving game state and the c time-saving game state are not set, but the gaming machine of the present invention may be one in which the b time-saving game state and the c time-saving game state are set.

[0137] In the following explanation, the "high probability time-saving game state," the "low probability game state," the "a time-saving game state," and the "b time-saving game state" may be collectively referred to simply as the "time-saving game state."

[0138] In this embodiment, the "low probability game state" refers to a game state in which the probability of winning a jackpot is set low, for example, 1 / 300, in a jackpot lottery that is held on the condition that a game ball has entered the first starting hole 14 or the second starting hole 15. In contrast, the "high probability game state" refers to a game state in which the probability of winning a jackpot is improved compared to the low probability game state, and the probability of winning a jackpot is set high, for example, 1 / 60. Therefore, in the "high probability game state," it is easier to win a jackpot than in the "low probability game state." The change from the low probability game state to the high probability game state is made after the jackpot game ends.

[0139] In this embodiment, the "non-time-saving game state" refers to a game state in which the average variation time of the normal pattern corresponding to the winning lottery result, which is executed based on the passage of the game ball through the normal pattern gate 13, is set longer than the "time-saving game state", and the opening time of the second start port 15 when a winning lottery is won is likely to be set shorter. For example, when a game ball passes through the normal pattern gate 13, a winning lottery is performed and the normal pattern is displayed in a variable manner on the normal pattern display device 18c, but the normal pattern is displayed in a stopped state, for example, 30 seconds after the variable display begins. Then, if the lottery result is a winning lottery, the second start port 15 is controlled to be in an open state for 0.2 seconds after the normal pattern is displayed in a stopped state.

[0140] In contrast, the "time-saving game state" refers to a game state in which the average fluctuation time of the normal pattern corresponding to the lottery result is set shorter than that of the "non-time-saving game state" in the winning lottery executed based on the passage of the game ball through the normal pattern gate 13, and the opening time of the second start port 15 when a winning lottery is won is set to, for example, 3 seconds, longer than that of the "non-time-saving game state". Furthermore, in the "non-time-saving game state", the probability of winning a winning lottery is set low, for example, 1 / 16, and in the "time-saving game state", the probability of winning a winning lottery is set high, for example, 15 / 16. Therefore, in the "time-saving game state", when the game ball passes through the normal pattern gate 13, the second start port 15 is more easily controlled to the open state than in the "non-time-saving game state". As a result, in the "time-saving game state", the player can proceed with the game while reducing the consumption of game balls.

[0141] In this way, in the time-saving game state, the consumption of game balls can be reduced (high base) compared to the non-time-saving game state. In the following explanation, the non-time-saving game state may be referred to as the "low base state" and the time-saving game state may be referred to as the "high base state."

[0142] In addition, the non-time-saving play state may be described simply as "not under electric support," and the time-saving play state may be described simply as "under electric support."

[0143] In this embodiment, the "time-saving game state" is set to be more advantageous in the normal symbol variation time, the opening time of the second start port 15, and the winning probability of the winning lottery compared to the "non-time-saving game state". However, the "time-saving game state" may be set to be more advantageous in only one of the normal symbol variation time, the opening time of the second start port 15, and the winning probability of the winning lottery.

[0144] Next, various tables stored in the main ROM 110b will be described with reference to FIGS.

[0145] (Jackpot Judgment Table for Jackpot Lottery) Fig. 6 is a diagram showing a jackpot determination table. Specifically, Fig. 6(a) is a jackpot determination table for a jackpot lottery triggered by a game ball entering the first starting hole 14, and Fig. 6(b) is a jackpot determination table for a jackpot lottery triggered by a game ball entering the second starting hole 15. The jackpot probability is the same in the tables of Fig. 6(a) and Fig. 6(b).

[0146] As shown in Figures 6(a) and 6(b), the jackpot determination table associates a probability game state, a random number value for jackpot determination, and a jackpot determination result. The main CPU 110a refers to the jackpot determination table for the jackpot lottery shown in Figure 6, and determines whether the result is a "jackpot" or a "miss" based on the current probability game state and the obtained random number value for jackpot determination.

[0147] For example, according to the jackpot determination table of the jackpot lottery shown in FIG. 6, in a low probability game state, four random numbers for jackpot determination, "0," "1," "2," and "3," are determined as jackpots. On the other hand, in a high probability game state, 20 random numbers for jackpot determination, "0" to "19," are determined as jackpots. Any random number other than the above is determined as a "miss." Therefore, since the random number range for the random number for jackpot determination is from 0 to 1199, the probability of a jackpot being determined as a jackpot in a low probability game state is 1 / 300, and the probability of a jackpot being determined as a jackpot in a high probability game state is 5 times higher, at 1 / 60.

[0148] (Special symbol determination table for big wins) Fig. 7(a) is a diagram showing a special symbol determination table for determining the type of special symbol to be stopped and displayed as a result of the variable display. Specifically, Fig. 7(a) is a special symbol determination table for a big win. Although not shown, the main ROM 110b also stores a special symbol determination table for a loss.

[0149] As shown in FIG. 7(a), the special pattern determination table for a jackpot corresponds to the type of special pattern display device (the type of starting hole into which the gaming ball entered), a random number value for determining the special pattern obtained when the gaming ball enters the first starting hole 14 or the second starting hole 15, and a jackpot special pattern (special stop pattern data).

[0150] The main CPU 110a refers to the special symbol determination table shown in Fig. 7(a) and determines the type of special symbol (stop special symbol data) based on the type of special symbol display device and the random number value for special symbol determination, etc. Then, when the special symbol starts to vary, a performance symbol designation command is determined as information on the special symbol based on the determined type of special symbol (stop special symbol data).

[0151] Here, as described later, the type of special symbol (stop special symbol data) determines the game state after the jackpot game ends and the type of jackpot game, so it can be said that the type of special symbol determines the game state after the jackpot game ends and the type of jackpot game. Note that Figure 7(a) also lists the type of jackpot game (jackpot type) and the number of time-saving times as supplementary information.

[0152] (Explanation of the jackpot game) Next, the details of the big win game will be described.

[0153] The big win game includes an opening period until the big win opening 16 is first opened, a number of round games in which the big win opening 16 repeatedly opens and closes, a closing period (interval time and pause time) between round games in which the big win opening 16 is closed, and an ending from when the big win opening 16 closes until the next fluctuation of the special symbols begins. The round game refers to a single opening period of the big win opening 16. In addition, during the closing period, the big win opening 16 is in a blocked state.

[0154] In a round game, when a specified number of game balls (for example, 10 balls) enter the big prize opening 16, one round game ends. Also, even if the specified number of game balls do not enter the big prize opening 16, one round game ends when a specified number of seconds (for example, 29.5 seconds) has passed. In a round game, game balls are more likely to enter the big prize opening 16, and since the player can win prize balls according to the balls that enter the big prize opening 16, it is possible to win a large number of prize balls.

[0155] In this way, the gaming machine 1 can execute a round game (long-open round game) in which one round game ends when a specified number of game balls enter the big prize opening 16 or a specified number of seconds have elapsed. In addition to the long-open round game described above, the gaming machine of the present invention may also execute a so-called small prize game in which the big prize opening 16 is opened for a specified time (for example, 0.8 seconds).

[0156] (Big Win Type) Fig. 7(b) is a diagram showing the distribution ratio of the jackpot game. As shown in Fig. 7(a) and (b), in the special symbol determination table in the jackpot in this embodiment, "special symbol 1", "special symbol 2", "special symbol 3", and "special symbol 4" are set as the jackpot symbols.

[0157] (First big win: 4R chance) The first jackpot is a jackpot game that is played when the special symbol 1 is stopped and displayed. In the first jackpot, four rounds of play are played. In the variable display of the special symbol 1, a jackpot with the special symbol 1 is notified by displaying three decorative symbols (for example, a decorative symbol of "1") as a repeat number on the image display device 20. In addition, in the first jackpot, after the jackpot game ends, the game state is controlled to a high probability time-saving game state. In addition, the number of time-saving times at this time is 130. As shown in FIG. 7(b), the special symbol 1 is selected as a jackpot on the first special symbol display device with a probability of 50%.

[0158] (2nd jackpot: 4R normal) The second jackpot is a jackpot game that is played when the special symbol 2 is stopped and displayed. In the second jackpot, four rounds of play are played. In the variable display of the special symbol 2, a jackpot with the special symbol 2 is notified by displaying three decorative symbols (for example, the decorative symbol "2") as a repeat number on the image display device 20. In addition, in the second jackpot, after the jackpot game ends, the game state is controlled to a low probability time-saving game state. In addition, the number of time-saving times at this time is 130. As shown in FIG. 7(b), the special symbol 2 is selected as a jackpot on the first special symbol display device with a probability of 50%.

[0159] (3rd big win: 10R chance) The third jackpot is a jackpot game that is played when the special symbol 3 is stopped and displayed. In the third jackpot, 10 rounds of play are played. In the variable display of the special symbol 3, a jackpot with the special symbol 3 is notified by displaying three decorative symbols (for example, a decorative symbol of "7") as a repeat number on the image display device 20. In addition, in the third jackpot, after the jackpot game ends, the game state is controlled to a high probability time-saving game state. In addition, the number of time-saving times at this time is 130. As shown in FIG. 7(b), the special symbol 3 is selected as a jackpot on the second special symbol display device at a rate of 70%.

[0160] (4th jackpot: 4R chance) The fourth jackpot is a jackpot game that is played when the special symbol 4 is stopped and displayed. In the fourth jackpot, four rounds of play are played. In the variable display of the special symbol 4, a jackpot with the special symbol 4 is notified by displaying three decorative symbols (for example, a decorative symbol of "4") as a repeat number on the image display device 20. In addition, in the fourth jackpot, after the jackpot game ends, the game state is controlled to a high probability time-saving game state. In addition, the number of time-saving times at this time is 130. As shown in FIG. 7(b), the special symbol 4 is selected as a jackpot on the second special symbol display device at a rate of 30%.

[0161] In this embodiment, an example in which the types of jackpots are four has been shown, but the gaming machine of the present invention is not limited to this embodiment, and the types of jackpots may be three or less, or five or more. In this embodiment, the opening time of the jackpot opening / closing door 16b is set to 29.5 seconds for each jackpot (first jackpot to fourth jackpot), but the opening time is not limited to 29.5 seconds and may be different depending on the round of play. Furthermore, in the gaming machine 1 of this embodiment, an example in which one jackpot opening 16 is provided has been shown, but the gaming machine of the present invention may be one in which two or three or more jackpots are provided.

[0162] (Winning lottery winning table) 8 is a diagram showing a winning determination table for a winning lottery. As shown in Fig. 8, in the winning determination table, the presence or absence of a time-saving gaming state, a winning determination random number value, and a winning determination result are associated with each other.

[0163] The main CPU 110a refers to the winning judgment table shown in FIG. 8 and judges whether it is a "winning" or a "losing" based on the current time-saving game state and the acquired winning judgment random number value. For example, according to the winning judgment table shown in FIG. 8, when the game is in a non-time-saving game state, one specific winning judgment random number value "0" is judged as a winning. On the other hand, when the game is in a time-saving game state, 15 winning judgment random numbers from "0" to "14" are judged as winning. If the random number value is other than the above, it is judged as a "losing". Therefore, since the random number range of the winning judgment random number value is from 0 to 15, the probability of being judged as a winning in a non-time-saving game state is 1 / 16, and the probability of being judged as a winning in a time-saving game state is 15 / 16.

[0164] The main CPU 110a determines the normal symbol (stop normal symbol data) to be displayed on the basis of the winning judgment result, the current time-saving game state, the normal symbol determination table (not shown), and the acquired random number value for determining the normal symbol. In addition, when the winning judgment result is "winning", the main CPU 110a determines the opening mode of the start movable piece 15b according to the normal symbol (stop normal symbol data). This determines the opening pattern of the second start hole 15.

[0165] Next, the progress of the game in the gaming machine 1 will be described with reference to a flowchart.

[0166] (Main processing of the main control board) First, the main processing of the main control board 110 will be described with reference to Fig. 9. Fig. 9 is a flowchart showing the main processing in the main control board 110.

[0167] When power is supplied from the power supply board 160, a system reset occurs in the main CPU 110a, and the main CPU 110a performs the following main processing.

[0168] First, the main CPU 110a performs an initialization process consisting of steps S1 to S15. Specifically, in step S1, the main CPU 110a permits access to the main RAM 110c.

[0169] In step S2, the main CPU 110a judges whether or not the ball removal mode is in progress. Specifically, the main CPU 110a judges whether or not a ball removal mode start command has been received from the frame control board 120. The "ball removal mode" is a mode in which the lift 75 is operated to discharge the game balls inside the circulation device 70. If the main CPU 110a is in the ball removal mode, it waits until the ball removal mode ends, and if the main CPU 110a is not in the ball removal mode, it moves the process to step S3.

[0170] In step S3, the main CPU 110a determines whether or not a backup flag indicating that the power supply has been restored is set in the main RAM 110c. If the backup flag is set, the process proceeds to step S4, and if the backup flag is not set, the process proceeds to step S12.

[0171] In step S4, the main CPU 110a calculates a checksum of the main RAM 110c, and in step S5, compares the checksum stored in the main RAM 110c at the time of the previous power outage with the newly calculated checksum to determine whether the checksum is normal or not. If the checksum is normal, the process proceeds to step S5, and if the checksum is not normal, the process proceeds to step S12 assuming that there is an abnormality in the data stored in the main RAM 110c (the control state before the power outage cannot be restored normally).

[0172] In step S6, the main CPU 110a judges whether the RAM clear switch 111a is ON or not. If the RAM clear switch 111a is not ON, the process proceeds to step S7 to perform processing upon power recovery, and if the RAM clear switch 111a is ON, the process proceeds to step S13 to perform RAM clear processing.

[0173] In step S7, the main CPU 110a clears the backup flag and checksum stored in the main RAM 110c and sets the RAM for when the power is restored. By performing this process, the game progress state (control state) returns (restores) to the state before the power is cut off, so that the game can be resumed from the state before the power is cut off.

[0174] In addition, the main CPU 110a clears the MY value and the MY calculation reference value described later in step S7. That is, the MY value and the MY calculation reference value described later are cleared when the power is restored (the counter value becomes "0" when the power is restored).

[0175] In step S8, the main CPU 110a performs initial settings of the devices around the CPU. Specifically, it sets the output settings to the performance control board 130, the settings of the CTC (Counter Timer Circuit) to be used, the interrupt timer (4 milliseconds) of the CTC to be used, etc.

[0176] In step S9, the main CPU 110a sets a power restoration designation command indicating that the game control state has been restored and the game state before the power outage in the performance transmission data storage area of ​​the main RAM 110c, and proceeds to step S10. As a result, the power restoration designation command is transmitted to the performance control board 130, and the performance control board 130 performs processing to execute the power restoration notification.

[0177] The power restoration notification means displaying a power restoration notification screen indicating that the power has been restored on the image display device 20, or outputting a power restoration notification sound (power restoration system sound) indicating that the power has been restored from the audio output device 21. It is also possible to transmit a game state designation command indicating the current game state before or after transmitting the power restoration designation command without including information indicating the current game state in the power restoration designation command.

[0178] In step S10, the main CPU 110a sets a special symbol storage command indicating the first special symbol reservation number (U1) and the second special symbol reservation number (U2) in the performance transmission data storage area of ​​the main RAM 110c. This causes the special symbol storage command to be transmitted to the performance control board 130, and the performance control board 130 becomes able to grasp the special symbol reservation number.

[0179] In step S11, the main CPU 110a sets a normal symbol storage designation command indicating the number of reserved normal symbols (G) in the performance transmission data storage area of ​​the main RAM 110c. This causes the normal symbol storage designation command to be transmitted to the performance control board 130, making it possible for the performance control board 130 to grasp the number of stored normal symbols.

[0180] In step S12, the main CPU 110a clears all areas of the main RAM 110c (including the MY value and the MY calculation reference value described later), performs the settings of the RAM at the time of power-on, and moves the process to step S14.

[0181] In step S13, the main CPU 110a clears the usage area of ​​the main RAM 110c, sets the RAM at power-on, and moves the process to step S14. By performing this process, the progress state (control state) of the game is reset to the initial state (initialized).

[0182] In addition, if the complete operation flag or the complete operation preparation flag described later are set, these flags are cleared in this process. In other words, if the complete operation flag or the complete operation preparation flag are set, these flags are cleared by executing the RAM clear.

[0183] In the following description, power-on with the RAM clear switch 111a turned ON (accompanied by operation of the RAM clear switch 111a) may be described as a "RAM clear operation." Power-on without operation of the RAM clear switch 111a may be described as a "power restoration operation."

[0184] In step S14, the main CPU 110a performs initial settings of the devices around the CPU. Specifically, it sets the output settings to the performance control board 130, the settings of the CTC (Counter Timer Circuit) to be used, the interrupt timer (4 milliseconds) of the CTC to be used, etc.

[0185] In step S16, the main CPU 110a sets a RAM clear designation command indicating that the game control state has been initialized (RAM cleared) in the performance transmission data storage area of ​​the main RAM 110c, and proceeds to step S15. As a result, the RAM clear designation command is transmitted to the performance control board 130, and the performance control board 130 performs processing to execute a RAM clear notification.

[0186] The RAM clear notification means displaying an notification image on the image display device 20 indicating that a RAM clear has been performed, and / or outputting a RAM clear notification sound (RAM clear system sound) from the audio output device 21 indicating that a RAM clear has been performed (that the main RAM 110c has been initialized).

[0187] In step S16, the main CPU 110a performs a process of updating the random number value for reach determination and the random number value for special pattern variation, which are used to determine the variation pattern (variation time) of the special pattern, and in step S17, updates the initial random number value for jackpot determination, the initial random number value for special pattern determination, the initial random number value for hit determination, and the initial random number value for normal pattern determination.

[0188] In step S18, the main CPU 110a determines whether or not a power interruption has occurred. Specifically, it determines whether or not a power interruption detection signal has been input from a power interruption detection circuit provided on the power supply board 160. If a power interruption has occurred, the process proceeds to step S19, and if a power interruption has not occurred, the process proceeds to step S16 so as to loop.

[0189] In step S19, the main CPU 110a prohibits timer interrupts, in step S20, it clears the output port, in step S21, it calculates the checksum of the main RAM 110c and sets it in a predetermined area of ​​the main RAM 110c, in step S22, it sets a backup flag to be referenced when recovering from a power outage in a predetermined area of ​​the main RAM 110c, and in step S23, it prohibits access to the main RAM 110c and waits until the supply of power voltage is completely cut off.

[0190] When a power outage occurs and when power is turned on, the checksums of all used areas of the main RAM 110c are calculated and compared, but it is also possible to calculate and compare checksums of all areas, including unused areas.

[0191] (Timer interrupt processing on the main control board) The timer interrupt process of the main control board 110 will be described with reference to Fig. 10. Fig. 10 is a flowchart showing the timer interrupt process in the main control board 110.

[0192] A reset clock pulse generating circuit provided on main control board 110 generates a clock pulse at a predetermined cycle (4 milliseconds), thereby executing the timer interrupt process described below.

[0193] First, in step S100, the main CPU 110a saves information stored in the registers of the main CPU 110a in a stack area.

[0194] The main CPU 110a performs a time control process in step S101. Specifically, the main CPU 110a performs a process of updating (subtracting 1) various timer counters such as a process of updating a special symbol time counter, a process of updating a special game timer counter such as an opening time of a special electric role, a process of updating a normal symbol time counter, and a process of updating an opening and closing time of the starting movable piece 15b.

[0195] The main CPU 110a performs a random number update process in step S102. Specifically, the process of updating the random number value for jackpot determination, the random number value for special symbol determination, the random number value for jackpot determination, the random number value for normal symbol determination, and the random number value for normal symbol variation is performed. More specifically, each random number value and the random number counter are incremented by 1. Note that if the incremented random number counter value exceeds the maximum value of the random number range (if the random number counter has completed one cycle), the random number counter is reset to 0, and each random number value is updated from the initial random number value at that time.

[0196] In step S103, the main CPU 110a performs an initial random number value update process. Specifically, the main CPU 110a performs a process of updating (adding 1) the initial random number value for determining a big win, the initial random number value for determining a special symbol, the initial random number value for determining a win, and the initial random number value for determining a normal symbol.

[0197] The main CPU 110a performs input control processing in step S104. Specifically, it determines whether or not there is input to various switches, such as the general winning hole detection switch 12a, the special winning hole detection switch 16a, the first start hole detection switch 14a, the second start hole detection switch 15a, and the gate detection switch 13a, and performs processing to set predetermined data if there is input.

[0198] For example, in the input control process, the main CPU 110a judges whether or not a detection signal has been input from the general prize opening detection switch 12a, and if a detection signal has been input, performs a process of incrementing the prize ball counter for the general prize opening by 1. Also, in the input control process, the main CPU 110a judges whether or not a detection signal has been input from the special prize opening detection switch 16a, and if a detection signal has been input, performs a process of incrementing the prize ball counter for the special prize opening by 1.

[0199] In addition, in the input control processing, the main CPU 110a determines whether or not a detection signal has been input from the first start hole detection switch 14a, and if a detection signal has been input, adds 1 to the prize ball counter for the first start hole, and if the first special pattern reserved number (U1) is less than 4, adds 1 to the first special pattern reserved number (U1), and also performs processing to obtain special pattern determination information and store it in a predetermined memory unit (first memory unit to fourth memory unit) of the special pattern determination information storage area.

[0200] Furthermore, in the input control processing, the main CPU 110a determines whether or not a detection signal has been input from the second start hole detection switch 15a, and if a detection signal has been input, adds 1 to the prize ball counter for the second start hole, and if the second special pattern reserved number (U2) is less than 4, adds 1 to the second special pattern reserved number (U2), and also performs processing to obtain special pattern determination information and store it in a predetermined memory unit (first memory unit to fourth memory unit) of the special pattern determination information storage area.

[0201] Furthermore, in the input control process, the main CPU 110a determines whether or not a detection signal has been input from the gate detection switch 13a, and when a detection signal has been input, if the number of reserved ordinary symbols (G) is less than 4, it increments the number of reserved ordinary symbols (G) by 1, and also acquires ordinary symbol determination information and stores it in a predetermined memory unit (first memory unit to fourth memory unit) of the ordinary symbol determination information storage area.

[0202] In step S105, the main CPU 110a performs a special symbol special electricity control process. Specifically, the process controls the big win lottery, the variable display of the special symbol, the opening and closing of the big win opening 16, the change of the game state, etc. The details will be described later with reference to FIG.

[0203] In step S106, the main CPU 110a performs a normal symbol and normal power control process. Specifically, the main CPU 110a performs a process for controlling a winning lottery, a variable display of normal symbols, and opening and closing of the starting movable piece 15b.

[0204] The main CPU 110a performs payout control processing in step S107. Specifically, the main CPU 110a performs processing to refer to each prize ball counter, generate payout number designation commands corresponding to various winning ports, and set them in the transmission buffer of the main RAM 110c. As a result, the payout number designation command is transmitted to the frame control board 120, and processing is performed to add the number of game balls corresponding to the payout number designation command to the game ball number display 101 (to pay out to the player).

[0205] The main CPU 110a performs an error determination process in step S108. Specifically, it determines whether or not various errors (abnormal winning error, switch unconnected error, etc.) that are monitored by the main control board 110 have occurred, and performs a process for transmitting an error designation command corresponding to the occurred error to the performance control board 130. This causes the performance control board 130 to execute a process for notifying an error.

[0206] The main CPU 110a performs a game progress data creation process in step S109. Specifically, the main CPU 110a performs a process of creating output data related to game progress, such as an external information signal output from the external terminal board 19, drive data for the start opening / closing solenoid 15c, drive data for the large prize opening / closing solenoid 16c, display data for the first special symbol display device 18a, display data for the second special symbol display device 18b, display data for the normal symbol display device 18c, display data for the first special symbol reserved indicator 18d, display data for the second special symbol reserved indicator 18e, and display data for the normal symbol reserved indicator 18f.

[0207] The main CPU 110a performs a game ball counting process in step S110. Specifically, the main CPU 110a performs a process for counting game performance information such as the normal payout number, which is the number of prize balls paid out based on the entry of game balls into various winning ports (mainly the first start port 14 and the general winning port 12) during the low-probability non-time-saving game state, the normal out number, which is the number of game balls detected by the out ball detection switch 11a during the low-probability non-time-saving game state, the total payout number, which is the number of prize balls paid out based on the entry of game balls into each winning port (the general winning port 12 and the large winning port 16) and each starting port (the first start port 14 and the second start port 15) regardless of the game state, and the total out number, which is the number of game balls detected by the out ball detection switch 11a regardless of the game state.

[0208] In the gaming machine 1 of this embodiment, the setting value is set in only one stage, but even in a gaming machine with multiple setting values, the number of payouts during normal play and the number of outs during normal play are not affected by changing the setting value (unrelated to the setting value) and are game performance information. Therefore, by counting these, it is possible to calculate performance information that excludes the effect of the setting value, and it is possible to use this information to understand the performance of the gaming machine 1.

[0209] In step S111, the main CPU 110a performs a MY value monitoring process. Specifically, the main CPU 110a calculates a MY value, which will be described later, based on the total number of outs and the total number of payouts, and performs a process of updating the MY value, which will be described later in detail with reference to FIG. 12.

[0210] The main CPU 110a performs a complete achievement determination process in step S112. Specifically, the main CPU 110a performs a process of determining whether or not a condition for a complete operation, which will be described later, is satisfied. The details will be described later with reference to FIG.

[0211] The main CPU 110a performs output control processing in step S113. Specifically, it performs processing to output the various display data created in step S109. It also performs processing to transmit commands set in the performance transmission data storage area and transmission buffer of the main RAM 110c to the performance control board 130 and the frame control board 120.

[0212] In step S114, the main CPU 110a restores the information saved in step S100 to the register of the main CPU 110a.

[0213] (Special diagram special power control processing of main control board) The special pattern special voltage control process of the main control board 110 will be described with reference to Fig. 11. Fig. 11 is a flowchart showing the special pattern special voltage control process in the main control board 110.

[0214] First, in step S105-1, the main CPU 110a loads special symbol special electric processing data, and if the special symbol special electric processing data = 0, transfers processing to special symbol memory determination processing (step S105-2), if the special symbol special electric processing data = 1, transfers processing to special symbol change processing (step S105-3), if the special symbol special electric processing data = 2, transfers processing to special symbol stop processing (step S105-4), if the special symbol special electric processing data = 3, transfers processing to jackpot game processing (step S105-5), and if the special symbol special electric processing data = 4, transfers processing to jackpot game end processing (step S105-6).

[0215] This "special chart special electricity processing data" is set as necessary in the special chart special electricity control processing, as described below, so that the subroutines necessary for the progress of the game are processed appropriately.

[0216] In step S105-2, the main CPU 110a performs a special symbol storage determination process. Specifically, in this process, the main CPU 110a performs various processes such as a big win determination process, a special symbol determination process for determining a special symbol to be stopped and displayed, and a change time determination process for determining a change time of the special symbol.

[0217] Specifically, first, the main CPU 110a determines whether the first special pattern reserved number (U1) and the second special pattern reserved number (U2) are "1" or greater, and if neither the first special pattern reserved number (U1) nor the second special pattern reserved number (U2) are "1" or greater ("0"), it determines whether there is a customer waiting state flag indicating that the machine is in a customer waiting state (standby state) where the special pattern changing display and the jackpot game are not being executed.

[0218] If there is no customer waiting state flag, the customer waiting state flag is set in a specified area assuming that the customer waiting state has started, and the special pattern memory determination process is terminated while maintaining the special chart special electric processing data = 0, and if there is a customer waiting state flag, the customer waiting state is already started and the special pattern memory determination process is terminated while maintaining the special chart special electric processing data = 0.

[0219] When the second special pattern reserved number (U2) is "1" or more, the main CPU 110a subtracts "1" from the value stored in the second special pattern reserved memory area, then shifts various random number values ​​(special pattern determination information) stored in the first memory section to the fourth memory section in the second special pattern reserved memory area to the previous memory section, and sets a second special pattern storage designation command corresponding to the second special pattern reserved number (U2) after subtraction in the performance transmission data storage area.

[0220] In addition, when the second special pattern reserved number (U2) is not "1" or more but the first special pattern reserved number (U1) is "1" or more, the main CPU 110a subtracts "1" from the value stored in the first special pattern reserved memory area, then shifts the various random number values ​​stored in the first memory section to the fourth memory section in the first special pattern reserved memory area to the previous memory section, and sets a first special pattern storage designation command corresponding to the first special pattern reserved number (U1) after subtraction in the performance transmission data storage area.

[0221] Next, the main CPU 110a performs a jackpot determination (jackpot lottery) to determine whether or not to execute a jackpot game. Specifically, the main CPU 110a determines whether or not a jackpot game will be executed based on the random number value for determining a special symbol among various random numbers (special symbol determination information) shifted from the first storage section to the zeroth storage section of the special symbol reservation storage area (first special symbol reservation storage area or second special symbol reservation storage area) and the current probability game state (low probability game state, high probability game state).

[0222] Then, the main CPU 110a performs a process for determining the type of special symbol to be stopped and displayed (special symbol determination process). Specifically, the main CPU 110a determines the big win special symbol or the losing special symbol based on the random number value for the big win symbol stored in the special symbol reservation storage area, and sets the performance symbol designation command corresponding to the determined special symbol in the performance transmission data storage area.

[0223] Next, the main CPU 110a performs a process (special symbol variation pattern determination process) for determining the variation pattern (variation time) of the special symbol. Specifically, the main CPU 110a determines the variation pattern of the special symbol based on the random number value for reach judgment and the random number value for special symbol variation stored in the special symbol reserved storage area, sets the variation time corresponding to the determined variation pattern in the special symbol time counter, and sets the variation pattern designation command corresponding to the determined variation pattern in the performance transmission data storage area. Then, the main CPU 110a sets the variation display data for making the first special symbol display device 18a or the second special symbol display device 18b perform the variation display of the special symbol (LED blinking) in a predetermined processing area.

[0224] As a result, when the variable display data is set in a predetermined processing area, data for turning on or off the LED is appropriately created, and the created data is output, so that the first special symbol display device 18a or the second special symbol display device 18b displays the variable special symbol. Then, the special symbol special electric processing data is set from 0 to 1, and the special symbol memory determination process is completed.

[0225] The main CPU 110a performs special symbol variation processing in step S105-3. Specifically, the main CPU 110a performs processing to determine whether or not the variation time of the special symbol has elapsed, and if the variation time of the special symbol has elapsed, performs processing to transition to the special symbol stop processing in step S105-4. In more detail, in this processing, the main CPU 110a determines whether or not the variation time of the special symbol set in the special symbol storage determination processing (step S105-2) has elapsed (special symbol time counter = 0). If the variation time has not elapsed, the special symbol variation processing is terminated while maintaining the special symbol special telephone processing data = 1.

[0226] On the other hand, if the variation time has elapsed, the jackpot special symbol or the loss special symbol determined in the special symbol memory determination process (step S105-2) is stopped and displayed on the first special symbol display device 18a or the second special symbol display device 18b, and the predetermined stop time of the special symbol (0.5 seconds) is set in the special symbol time counter. This notifies the player of the result of the jackpot determination. Then, the special symbol special signal processing data is set from 1 to 2, and the special symbol variation process is terminated.

[0227] The main CPU 110a performs special symbol stop processing in step S105-4. In this processing, the main CPU 110a performs processing corresponding to the special symbols (jackpot symbols, losing symbols) that are stopped and performs processing to set the number of time-saving games (J), the time-saving game flag, the number of high-probability games (X), and the high-probability game flag. Specifically, in the special symbol stop processing, the main CPU 110a determines whether the stop time of the special symbol set in the special symbol variation processing has elapsed. If the stop time has not elapsed, the special symbol stop processing is terminated while maintaining the special symbol special power processing data=2.

[0228] On the other hand, when the stop time has elapsed, if the number of time-saving times>0, the time-saving times counter is updated by subtracting 1, and if the number of time-saving times=0, the time-saving play flag is cleared, and if the number of high-probability times>0, the high-probability times counter is updated by subtracting 1, and if the number of high-probability times=0, the high-probability play flag is cleared.

[0229] Then, the main CPU 110a judges whether the special symbol displayed in the stopped state is a jackpot special symbol. If it is a jackpot special symbol, the time-saving game flag, the high probability game flag, the time-saving count counter, and the high probability count counter are cleared, and the special symbol special electric processing data is set from 2 to 3, preparations are made to move to the jackpot game processing, and the special symbol stop processing is terminated. On the other hand, if it is a losing special symbol, the special symbol special electric processing data is set from 2 to 0, and the special symbol stop processing is terminated.

[0230] In step S105-5, the main CPU 110a performs a big win game process. Specifically, the main CPU 110a performs a process for controlling the big win game. In the process, the main CPU 110a performs a process for opening the big win opening 16, and the like.

[0231] The main CPU 110a performs a jackpot game end process in step S105-6. Specifically, the main CPU 110a determines the probability game state of either the high probability game state or the low probability game state, and performs a process of determining the game state of either the time-saving game state or the non-time-saving game state. Specifically, the main CPU 110a sets the high probability game flag, the high probability number of times, the time-saving game flag, and the number of times of time-saving based on the type of the jackpot special symbol (stop symbol data) set in the special symbol memory determination process (step S105-2), sets the special symbol special electric processing data from 4 to 0, and ends the jackpot game end process.

[0232] (Main control board MY value monitoring process) The MY value monitoring process of the main control board 110 will be described with reference to Fig. 12. Fig. 12 is a flowchart showing the MY value monitoring process in the main control board 110.

[0233] The gaming machine 1 of this embodiment has a function of stopping the game (game stop) and notifying the matter (that the game is stopped because the specific condition is met) when a specific condition is met. "Game stop" means stopping the variation of special symbols and normal symbols (variation stop) and invalidating the winning of each winning hole and starting hole (general winning hole 12, first starting hole 14, second starting hole 15, and large winning hole 16).

[0234] In the following description, the function of stopping a game when a specific condition is met and notifying the user of the fact may be referred to simply as the "complete function." Also, the state in which a game is stopped and notified of the fact when a specific condition is met may be referred to simply as the "complete operation" or "operation of the complete function."

[0235] As described above, in the gaming machine 1 of this embodiment, the game is stopped when the complete operation is performed. The gaming machine of the present invention may also prohibit the launch of game balls (stop launch) in addition to stopping the game when the complete operation is performed. The launch may be stopped, for example, by stopping the power supply to the launch solenoid 100a or the ball feed solenoid 90.

[0236] In the gaming machine 1, the complete function is activated when the number of game balls increases from the reference value when the game results are obtained during a day's business reaches a predetermined value (95,000 balls) based on the reference value when the game balls are the most decreased when the game results are obtained during a day's business, or when the jackpot symbol is stopped or a jackpot game is in progress ...

[0237] In the following explanation, the number of game balls obtained by subtracting the total number of outs from the total number of payouts after the power is turned on (after the start of business for the day) may be described simply as the "difference in balls." Note that the difference in balls is "0" when the power is turned on (at the start of business for the day). Also, the value of the difference in balls when the difference in balls is the smallest after the power is turned on (the difference in balls when the game result is obtained) may be described simply as the "MY calculation standard value." From another perspective, the "MY calculation standard value" can be said to be the value of the difference in balls when the difference in balls is the smallest in the game result from the start of business for the day (from power on) to the present.

[0238] In the gaming machine 1, the complete function is activated when the deviation value between the difference balls and the MY calculation reference value reaches "95000".

[0239] In the following explanation, the deviation value between the difference in balls and the MY calculation reference value (the value obtained by subtracting the MY calculation reference value from the difference in balls) may be referred to simply as the "MY value." In other words, the "MY value" can be said to be the increase in the number of game balls relative to the MY calculation reference value. As will be explained later, the MY value is always "0" or greater and is never a negative value (always "MY value ≧ 0").

[0240] Also, in some cases, the MY value ("95000") that is the condition for complete operation may simply be described as the "MY upper limit value". Further, in some cases, the remaining number of game balls up to the MY value (MY upper limit value "95000") that satisfies the complete operation condition (MY upper limit value - MY value) may simply be described as the "remaining MY number".

[0241] In step S111-1, the main CPU 110a performs a process of determining whether there has been a change in the total payout number or the total out number. Specifically, the main CPU 110a performs a process of determining whether there has been a change in at least one of the values of the total payout number counter and the total out number counter in the main RAM 110c. If there has been a change in at least one of the total payout number and the total out number, the process proceeds to step S111-2. If there has been no change in both the total payout number and the total out number, the current MY value monitoring process ends.

[0242] In step S111-2, the main CPU 110a performs a difference ball calculation process. Specifically, the main CPU 110a performs a process of subtracting the value of the total out number counter from the value of the total payout number counter in the main RAM 110c to calculate the current difference ball.

[0243] In step S111-3, the main CPU 110a performs a process of determining whether the difference ball is less than the MY calculation reference value. Specifically, the main CPU 110a refers to the MY calculation reference value stored in the MY calculation reference value storage area of the main RAM 110c and performs a process of determining whether the current difference ball is less than the value. If the difference ball is less than the MY calculation reference value ("difference ball < MY calculation reference value"), the process proceeds to step S111-4. If the difference ball is greater than or equal to the MY calculation reference value ("difference ball ≧ MY calculation reference value"), the process proceeds to step S111-5.

[0244] In step S111-4, main CPU 110a performs MY calculation reference value update processing. Specifically, main CPU 110a updates and stores the value of the difference ball calculated in step S111-2 as the new MY calculation reference value in the MY calculation reference value storage area of main RAM 110c.

[0245] In this way, the MY calculation reference value is updated when the difference ball (total payout number - total out number) is updated negatively. Explaining from the opposite perspective, the MY calculation reference value is not updated when the difference ball is updated positively. That is, the MY calculation reference value always becomes the lowest difference ball on that day (after power-on). Also, the MY value is not updated when the difference ball is smaller than the MY calculation reference value (when the difference ball < MY calculation reference value) (it remains "MY value = 0" without being updated). Furthermore, as the difference ball is updated negatively, the MY calculation reference value is also updated negatively. Therefore, it can be said that the MY value is the increased amount of the number of game balls starting from the MY calculation reference value. For this reason, the MY value never becomes a value smaller than "0" (always "MY value ≧ 0").

[0246] In step S111-5, main CPU 110a performs MY value update processing. Specifically, main CPU 110a updates and stores the value obtained by subtracting the MY calculation reference value from the difference ball as the new MY value in the MY value storage area of main RAM 110c.

[0247] In step S111-6, main CPU 110a performs the process of setting the MY value update designation command. Specifically, main CPU 110a sets the new MY value as the MY value update command in the production transmission data storage area. As a result, the updated MY value is transmitted to production control board 130 as the MY value update designation command, and the production control board 130 performs the processing for executing the pre-notification and the like described later.

[0248] (Complete Arrival Judgment Processing of Main Control Board) The complete reaching determination process of the main control board 110 will be described with reference to Fig. 13. Fig. 13 is a flowchart showing the complete reaching determination process in the main control board 110.

[0249] In step S112-1, the main CPU 110a performs a process of determining whether or not the MY value is "95000" or greater. Specifically, the main CPU 110a performs a process of determining whether or not the MY value stored in the MY value storage area of ​​the main RAM 110c is "95000" or greater. If the MY value is "95000" or greater, the process proceeds to step S112-2, and if the MY value is not "95000" or greater, the current complete achievement determination process is terminated.

[0250] In step S112-2, the main CPU 110a performs a process to determine whether or not the jackpot symbol is stopped for confirmation or the jackpot game is in progress. Specifically, the main CPU 110a performs a process to determine whether or not the special symbol (jackpot symbol) that will execute the jackpot game is stopped (stopped for confirmation) or whether or not the jackpot game is in progress. If the jackpot symbol is not stopped for confirmation or the jackpot game is not in progress, the process proceeds to step S112-3, and if the jackpot symbol is stopped for confirmation or the jackpot game is in progress, the process proceeds to step S112-5.

[0251] The main CPU 110a performs a complete operation process in step S112-3. Specifically, the main CPU 110a performs a process of setting a complete operation flag in a complete operation flag storage area of ​​the main RAM 110c. This causes the game to be stopped by invalidating each winning hole and starting hole, stopping fluctuations, and so on.

[0252] In step S112-4, the main CPU 110a sets a complete operation designation command in the performance transmission data storage area. This causes the complete operation designation command to be transmitted to the performance control board 130, which then notifies the performance control board 130 of the complete operation.

[0253] In step S112-5, the main CPU 110a performs a complete operation preparation process. Specifically, the main CPU 110a performs a process of setting a complete operation preparation flag in a complete operation preparation flag storage area of ​​the main RAM 110c.

[0254] In step S112-6, the main CPU 110a sets a complete operation preparation designation command in the performance transmission data storage area. This causes the complete operation preparation designation command to be transmitted to the performance control board 130, and the performance control board 130 operates the complete function after the end of the big win game, and a notification is given that the game will be stopped.

[0255] In addition, when the jackpot game ends with the complete operation flag set, the complete operation flag is set and the complete function is activated. In this manner, in the gaming machine 1 of this embodiment, if the jackpot symbol is not fixed or the jackpot game is not in progress, the complete operation process is performed when the MY value reaches "95000", and if the jackpot symbol is not fixed or the jackpot game is in progress when the MY value reaches "95000", the complete operation preparation flag is set and the complete operation is on standby until the jackpot game ends.

[0256] The manner in which the notification is made by the performance control board 130 during preparation for the complete operation and during the complete operation will be explained later with reference to Figure 60.

[0257] (Main processing of frame control board) Next, the main processing of the frame control board 120 will be described with reference to Fig. 14. Fig. 14 is a flowchart showing the main processing of the frame control board 120.

[0258] The frame control CPU 120a performs initialization processing in step S200. Specifically, the frame control CPU 120a prohibits all interrupts, performs CPU initial settings such as setting built-in registers, initializes the frame control RAM 120c, checks the presence or absence of a backup flag, calculates a checksum, and permits access to the frame control RAM 120c.

[0259] In step S201, the frame control CPU 120a judges whether the game ball number clear switch 103 is operated (ON or not). If the game ball number clear switch 103 is not operated, the process proceeds to step S204, and if the game ball number clear switch 103 is operated, the process proceeds to step S202, where the game ball number (game value) stored in the game ball number storage area of ​​the frame control RAM 120c is cleared.

[0260] In step S203, the frame control CPU 120a sets a game ball count clear start command indicating that the game ball count has been cleared in the performance transmission data storage area of ​​the frame control RAM 120c. As a result, the game ball count clear start command is transmitted to the performance control board 130, and processing for executing the game ball count clear notification is performed.

[0261] In step S204, the frame control CPU 120a determines whether the ball removal switch 104 is operated (ON or not). If the ball removal switch 104 is not operated, the process proceeds to step S206, and if the ball removal switch 104 is operated, the process proceeds to step S205.

[0262] In step S205, the frame control CPU 120a performs processing during the ball removal mode. Specifically, the processing is performed to drive each lift 75 for a predetermined time. As a result, game balls remaining in each lift 75 are transported downstream of the circulation device 70. In addition, when the ball removal lever 74 is operated by a staff member of the game establishment, the game balls can be discharged outside the game machine from the second ball removal port 70e provided on the downstream side of the passage R in the circulation device 70.

[0263] In step S205, the frame control CPU 120a sets a ball removal mode start command, indicating that the ball removal mode is in progress (ball removal operation in progress), in the performance transmission data storage area of ​​the frame control RAM 120c. This causes the ball removal mode start command to be sent to the main control board 110 and the performance control board 130, and processing is performed to notify the user that the ball removal mode is in progress. In addition, after the operation of each lift 75 has ended, the frame control CPU 120a waits until the power is turned off.

[0264] In step S206, the frame control CPU 120a starts a CTC (Counter Timer Circuit) for generating a timer interrupt (4 milliseconds), and permits all interrupts.

[0265] (Timer interrupt processing for frame control board) The timer interrupt processing of the frame control board 120 will be described with reference to Fig. 15. Fig. 15 is a flowchart showing the timer interrupt processing of the frame control board 120. This timer interrupt processing is executed by inputting a clock pulse at a predetermined period (4 ms) from a reset clock pulse generating circuit provided in the frame control unit 121.

[0266] First, in step S300, the frame control CPU 120a saves information stored in the register to the stack area of ​​the frame control RAM 120c. When the process of step S300 ends, the frame control CPU 120a advances the process to step S301.

[0267] In step S301, the frame control CPU 120a performs error control processing. Specifically, the frame control CPU 120a detects whether various errors (e.g., under-errors and over-errors) that are the subject of monitoring of the frame control board 120 have occurred and whether they have been resolved. Details of the error control processing will be described later with reference to FIG.

[0268] In step S302, the frame control CPU 120a performs a game ball number update process. Specifically, the frame control CPU 120a performs subtraction of the game ball number according to the launch of the game ball, addition of the game ball number according to the foul ball, addition of the game ball number according to the payout number designation command, etc. Details of the game ball number update process will be described later with reference to FIG. 19.

[0269] In step S303, the frame control CPU 120a performs a game ball counting process. Specifically, the frame control CPU 120a performs a process for transmitting (transmitting data) a part or all of the game balls owned by the player to the dedicated unit 300 based on the operation of the counting button 102 by the player.

[0270] In step S304, the slot control CPU 120a performs a game ball lending process. Specifically, based on a lending notice transmitted in association with the player's consumption of the player's valuables (the balance of the cash inserted into the dedicated unit) by the player's lending operation on the dedicated unit 300, the slot control CPU 120a performs a process of adding (lending) the number of game balls notified in the lending notice to the number of game balls owned by the player.

[0271] In step S305, the frame control CPU 120a performs output control processing. Specifically, the frame control CPU 120a performs processing for transmitting commands stored in the performance transmission data storage area of ​​the frame control RAM 120c to the performance control board 130 and outputting drive data for each lift 75, etc.

[0272] In step S306, the frame control CPU 120a performs a display control process. Specifically, the frame control CPU 120a performs a process for displaying the number of game balls owned by the player on the game ball number display 101.

[0273] In step S307, the frame control CPU 120a restores to the register the information that was saved in the stack area of ​​the frame control RAM 120c in step S300 described above, and ends this timer interrupt process.

[0274] (Error control processing of frame control board) Next, the error control processing of the frame control board 120 will be described with reference to Fig. 16. Fig. 16 is a flowchart showing the error control processing of the frame control board 120.

[0275] In step S301-1, the frame control CPU 120a performs an insufficient error control process. Specifically, the frame control CPU 120a performs a process of determining whether an insufficient error has occurred and whether it has been resolved. Details of the insufficient error control process will be described later with reference to FIG. 17.

[0276] In step S301-2, the frame control CPU 120a performs an excessive error control process. Specifically, the frame control CPU 120a performs a process of determining whether an excessive error has occurred and whether it has been resolved. Details of the excessive error control process will be described later with reference to FIG.

[0277] In step S301-3, the frame control CPU 120a performs other error control processing. Specifically, the frame control CPU 120a determines whether or not an error to be monitored other than an insufficient error and an excessive error (e.g., a door open error) has occurred, and if an error has occurred, performs processing such as transmitting a command corresponding to the error.

[0278] (Frame control board under-error control processing) The insufficient error control processing of the frame control board 120 will be described with reference to Fig. 17. Fig. 17 is a flowchart showing the insufficient error control processing of the frame control board 120.

[0279] First, in step S301-1-1, the frame control CPU 120a performs a process to determine whether or not there is an insufficient number of game balls. Specifically, the frame control CPU 120a performs a process to determine whether or not the insufficient number of game balls switch 84 is "OFF". If the frame control CPU 120a detects an insufficient number of game balls (if the insufficient number of game balls switch 84 is OFF), the process proceeds to step S301-1-2, and if the frame control CPU 120a does not detect an insufficient number of game balls (if the insufficient number of game balls switch 84 is ON), the process proceeds to step S301-1-3. That is, in the gaming machine 1 of this embodiment, if the insufficient number of game balls switch 84 is "OFF" (if the insufficient number of game balls switch 84 does not detect any game balls), it is determined that an "insufficient number error has occurred."

[0280] In step S301-1-2, the frame control CPU 120a sets an under-error start designation command indicating the occurrence of an under-error in the performance transmission data storage area of ​​the frame control RAM 120c. This causes the under-error start designation command to be sent to the performance control board 130, and processing for executing an under-error notification is performed. The frame control CPU 120a also performs processing to set an under-error flag in a predetermined area of ​​the frame control RAM 120c. When the processing of step S301-1-2 ends, the frame control CPU 120a ends the current under-error control processing.

[0281] In step S301-1-3, the frame control CPU 120a performs processing to determine whether or not an insufficient error flag is set. Specifically, the frame control CPU 120a performs processing to determine whether or not an insufficient error flag is set in the frame control RAM 120c. If the frame control CPU 120a determines that an insufficient error flag is set, it proceeds to step S301-1-4, and if it determines that an insufficient error flag is not set, it ends the current insufficient error control processing.

[0282] In step S301-1-4, the frame control CPU 120a performs a process of determining whether or not the deficiency of game balls has been resolved. Specifically, the frame control CPU 120a performs a process of determining whether or not the deficiency switch 84 is "ON". If the frame control CPU 120a determines that the deficiency of game balls has been resolved, it moves the process to step S301-1-5, and if it determines that the deficiency of game balls has not been resolved, it ends the current deficiency error control process.

[0283] In step S301-1-5, the frame control CPU 120a performs processing to determine whether or not the door is open. Specifically, the frame control CPU 120a performs processing to determine whether or not the liquid crystal unit 3 or the front unit 4 is in an open state and the door open detection switch 106 (liquid crystal unit open detection switch or front unit open detection switch) is OFF. If the frame control CPU 120a determines that the door is open, it proceeds to processing of step S301-1-7, and if it determines that the door is not open, it proceeds to processing of step S301-1-6.

[0284] In step S301-1-6, the frame control CPU 120a performs processing to end the under-error. Specifically, the frame control CPU 120a clears the under-error flag set in the frame control RAM 120c, and sets an under-error end command in the performance transmission data storage area of ​​the frame control RAM 120c. This causes the under-error end command to be sent to the performance control board 130, and processing to end the under-error notification is performed. When the processing of step S301-1-6 is completed, the frame control CPU 120a ends the current under-error control processing.

[0285] In step S301-1-7, the frame control CPU 120a performs a process of judging whether or not the excess switch 83 is ON. If the frame control CPU 120a judges that the excess switch 83 is ON, it proceeds to step S301-1-8, and if it judges that the excess switch 83 is not ON, it ends the current under-error control process.

[0286] In step S301-1-8, the frame control CPU 120a performs processing to end the under-error. Specifically, the frame control CPU 120a clears the under-error flag set in the frame control RAM 120c, and sets an under-error end command in the performance transmission data storage area of ​​the frame control RAM 120c. This causes the under-error end command to be sent to the performance control board 130, and processing to end the under-error notification is performed. When the processing of step S301-1-8 is completed, the frame control CPU 120a ends the current under-error control processing.

[0287] In this way, in the gaming machine 1 of this embodiment, if the shortage of game balls is resolved with the door open, the notification of the shortage error is promptly terminated, but if the shortage of game balls is resolved without the door being opened, the notification of the shortage error continues until an excess error occurs.

[0288] (Frame control board excessive error control processing) The excessive error control process of the frame control board 120 will be described with reference to Fig. 18. Fig. 18 is a flowchart showing the excessive error control process of the frame control board 120.

[0289] In step S301-2-1, the frame control CPU 120a performs a process to determine whether or not there is an excess of game balls. Specifically, the frame control CPU 120a performs a process to determine whether or not the excess switch 83 is "ON". If the frame control CPU 120a detects an excess of game balls (if the excess switch 83 is ON), it transfers the process to step S301-2-2, and if the frame control CPU 120a does not detect an excess of game balls (if the excess switch 83 is OFF), it transfers the process to step S301-2-3.

[0290] In step S301-2-2, the frame control CPU 120a sets an excessive error start designation command indicating the occurrence of an excessive error in the performance transmission data storage area of ​​the frame control RAM 120c. As a result, the excessive error start designation command is sent to the performance control board 130, and processing for executing the excessive error notification is performed. The frame control CPU 120a also performs processing to set an excessive error flag in a predetermined area of ​​the frame control RAM 120c. When the processing of step S301-2-2 ends, the frame control CPU 120a ends this excess error control processing.

[0291] In step S301-2-3, the frame control CPU 120a performs a process of determining whether the excess of game balls has been resolved. Specifically, the frame control CPU 120a performs a process of determining whether the excess switch 83 is "OFF". If the frame control CPU 120a determines that the excess of game balls has been resolved, it transfers the process to step S301-2-4, and if it determines that the excess of game balls has not been resolved, it ends the current excess error control process.

[0292] In step S301-2-4, the frame control CPU 120a performs processing to end the excessive error. Specifically, the frame control CPU 120a clears the excessive error flag set in the frame control RAM 120c, and sets an excessive error end command in the performance transmission data storage area of ​​the frame control RAM 120c. This causes the excessive error end command to be sent to the performance control board 130, and processing to end the excessive error notification is performed. When the processing of step S301-2-4 is completed, the frame control CPU 120a ends the current excessive error control processing.

[0293] (Ball count update process on frame control board) The game ball number update process of the frame control board 120 will be described with reference to Fig. 19. Fig. 19 is a flowchart showing the game ball number update process of the frame control board 120.

[0294] First, in step S302-1, the frame control CPU 120a determines whether or not both a signal from the subtraction entry switch 92a and a signal from the subtraction entry switch 92b have been detected. If it is determined that signals from both the subtraction entry switch 92a and the subtraction entry switch 92b have been detected, the process proceeds to step S302-2, and if it is determined that signals from both the subtraction entry switch 92a and the subtraction entry switch 92b have not been detected, the process proceeds to step S302-3.

[0295] In step S302-2, the frame control CPU 120a performs a process of subtracting "1" from the number of game balls owned by the player. Specifically, the frame control CPU 120a performs a process of subtracting "1" from the value of the number of game balls displayed on the game ball number display 101. When the process of step S302-2 ends, the frame control CPU 120a moves the process to step S302-3.

[0296] In step S302-3, the frame control CPU 120a judges whether or not a signal from the foul ball passage count switch 82 has been detected (a foul ball has been shot but returned without reaching the play area 8). If the frame control CPU 120a has not detected a signal from the foul ball passage count switch 82, it transfers processing to step S302-5, and if it has detected a signal from the foul ball passage count switch 82, it transfers processing to step S302-4.

[0297] In step S302-4, the frame control CPU 120a performs a process of adding "1" to the number of game balls owned by the player. Specifically, the frame control CPU 120a performs a process of adding "1" to the value of the number of game balls displayed on the game ball number display 101. That is, the frame control CPU 120a adds "1" to the number of game balls owned by the player for game balls (foul balls) that were shot out of the launching device 100 but returned without reaching the game area 8. When the process of step S302-4 ends, the frame control CPU 120a moves the process to step S302-5.

[0298] In step S302-5, the frame control CPU 120a judges whether or not a payout number designation command has been received. If the frame control CPU 120a receives a payout number designation command, it moves the process to step S302-4. If the frame control CPU 120a does not receive a payout number designation command, it ends the current game ball number update process.

[0299] In step S302-6, the frame control CPU 120a performs a process of adding the number of game balls according to the number of prize balls included in the payout number designation command. Specifically, the frame control CPU 120a performs a process of adding the number of prize balls (the number of prize balls corresponding to the winning of each winning port) included in the payout number designation command received from the main CPU 110a to the number of game balls displayed on the game ball number display 101 as the number of game balls owned by the player. As a result, the prize balls corresponding to the winning of each winning port (the large winning port 16, the first start port 14, the second start port 15, and the general winning port 12) are given as the number of game balls owned by the player. When the process of step S302-6 is completed, the frame control CPU 120a ends the current game ball number update process.

[0300] (Main processing of the production control section) The processing executed by the sub CPU 130a in the performance control unit 130m will be described. First, the main processing in the performance control unit 130m will be described with reference to Fig. 20. Fig. 20 is a flowchart showing the main processing in the performance control unit 130m.

[0301] First, the sub CPU 130a performs an initialization process in step S1000. In this process, the sub CPU 130a reads a main processing program from the sub ROM 130b in response to power-on, and also performs a process of initializing and setting flags and the like stored in the sub RAM 130c.

[0302] In step S1100, the sub CPU 130a performs a sub random number update process. In this process, the sub CPU 130a performs a process of updating various random number values ​​stored in the sub RAM 130c. After this, the process of step S1100 is repeated until a predetermined interrupt process is performed.

[0303] (Timer interrupt processing of the production control unit) The timer interrupt processing of the performance control unit 130m will be explained using Fig. 21. Fig. 21 is a flowchart showing the timer interrupt processing in the performance control unit 130m. Although not shown, a clock pulse is generated at a predetermined period (2 milliseconds) by a reset clock pulse generating circuit provided in the performance control unit 130m, and the timer interrupt processing program is read and the timer interrupt processing of the performance control board is executed.

[0304] In step S1300, the sub CPU 130a saves information stored in the register of the sub CPU 130a in a stack area.

[0305] In step S1400, the sub CPU 130a performs a command analysis process. In this process, the sub CPU 130a performs a process of analyzing a command stored in the receive buffer of the sub RAM 130c. The command analysis process will be described in detail later with reference to FIG.

[0306] In addition, when the performance control unit 130m receives a command transmitted from the main control board 110, a command reception interrupt process (not shown) occurs in the performance control unit 130m, and the received command is stored in the reception buffer of the sub-RAM 130c.

[0307] In step S1500, the sub-CPU 130a performs a timer update process for updating various timer counters used in the performance control unit 130m.

[0308] In step S1600, the sub-CPU 130a determines whether or not a signal has been input from the effect button detection switch 24a in a customer waiting state or a customer waiting effect that is performed in a customer waiting state where no special pattern is displayed or no special game (jackpot game) is being executed, and if a signal from the effect button detection switch 24a or the like has been input, it performs customer waiting effect control processing that performs control such as displaying a menu selection image 302 (see Figure 66 (b)).

[0309] In step S1700, the sub-CPU 130a determines whether or not signals from the performance button detection switch 24a, the selection lever operation detection switch 25a, etc. have been input, and if signals from the performance button detection switch 24a, etc. have been input, it performs performance input control processing to send performance button signals, etc. to the image / audio control unit 140.

[0310] In step S1800, the sub CPU 130a performs a data output process for transmitting various commands set in the transmission buffer of the sub RAM 130c to the lamp control unit 150 and the image / audio control unit 140.

[0311] In step S1900, the sub CPU 130a restores the information saved in step S1300 to the register of the sub CPU 130a.

[0312] (Command analysis process of the production control unit) Next, the command analysis process of the performance control unit 130m will be described with reference to Fig. 22. Fig. 22 is a flowchart showing the command analysis process in the performance control unit 130m.

[0313] In step S1401, the sub CPU 130a refers to the receive buffer to determine whether or not a command has been received. If a command has been received, the process proceeds to step S1402, and if a command has not been received, the sub CPU 130a ends this command analysis process.

[0314] In step S1402, the sub CPU 130a determines whether the command stored in the receive buffer is a RAM clear command. If the sub CPU 130a determines that the command stored in the receive buffer is a RAM clear command, it moves the process to step S1403, and if it determines that the command is not a RAM clear command, it moves the process to step S1404.

[0315] The sub CPU 130a performs a RAM clear setting process in step S1403. When this process ends, the current command analysis process ends.

[0316] In step S1404, the sub CPU 130a determines whether the command stored in the receive buffer is a power restoration command. If the sub CPU 130a determines that the command stored in the receive buffer is a power restoration command, it moves the process to step S1405, and if it determines that the command is not a power restoration command, it moves the process to step S1406.

[0317] The sub CPU 130a performs power recovery processing in step S1405. After completing this processing, the current command analysis processing ends.

[0318] In step S1406, the sub CPU 130a determines whether the command stored in the receive buffer is a customer waiting state designation command. If the sub CPU 130a determines that the command stored in the receive buffer is a customer waiting state designation command, it shifts the process to step S1407, and if it determines that the command is not a customer waiting state designation command, it shifts the process to step S1408.

[0319] In step S1407, the sub CPU 130a performs a customer waiting performance preparation process. In the customer waiting performance preparation process, the sub CPU 130a sets a customer waiting performance standby flag in the customer waiting performance flag storage area of ​​the sub RAM 130c, and sets a standby time until the customer waiting performance starts (customer waiting performance standby time: for example, 30 seconds) in a customer waiting performance timer counter. When this process ends, the current command analysis process ends.

[0320] When the customer waiting performance standby time has elapsed, the sub-CPU 130a sets a customer waiting performance instruction command indicating performance information of the customer waiting performance in the transmission buffer of the sub-RAM 130c. This causes the customer waiting performance instruction command to be transmitted to the image / audio control unit 140 and the lamp control unit 150, and the customer waiting performance is repeatedly executed for a predetermined time (for example, 30 seconds). The execution and standby of the customer waiting performance are terminated based on the transmission of a game state designation command, a performance designation command, a variation pattern designation command, etc. from the main control board 110 to the performance control board 130.

[0321] In step S1408, the sub-CPU 130a judges whether the command stored in the reception buffer is a special symbol storage command. If it is a special symbol storage command, the process proceeds to step S1409. If it is not a special symbol storage command, the process proceeds to step S1410.

[0322] In step S1409, the sub-CPU 130a performs reserved memory update processing and ends this command analysis processing. Specifically, the reserved memory number is analyzed from the received special symbol storage designation command, and the analyzed reserved memory number is set in the reserved memory number counter of the sub-RAM 130c.

[0323] In step S1410, the sub-CPU 130a judges whether the command stored in the receiving buffer is a start-portion winning designation command. If it is a start-portion winning designation command, the process proceeds to step S1411. If it is not a start-portion winning designation command, the process proceeds to step S1412.

[0324] In step S1411, the sub-CPU 130a performs a process of determining a pre-reading performance. Specifically, the sub-CPU 130a performs a process of determining whether or not to execute the pre-reading performance and an update scenario based on the content of the received start port winning designation command.

[0325] The "pre-reading effect" is an effect that is performed over one or more variable effects. The pre-reading effect can suggest the possibility of a jackpot game being executed or an effect that will be executed in the future (such as SP reach). The pre-reading effect includes an "icon change effect" that changes the color of the reserved icon or the variable icon, and a "pre-reading continuous effect." The "pre-reading continuous effect" is an effect that creates anticipation of a jackpot game being executed (suggests the possibility of a jackpot game being executed) by executing a predetermined effect over the variable display (variable effect) of one or more special patterns.

[0326] In step S1412, the sub-CPU 130a judges whether the command stored in the receiving buffer is a performance symbol designation command. If it is a performance symbol designation command, the process proceeds to step S1413, and if it is not a performance symbol designation command, the process proceeds to step S1414.

[0327] In step S1413, the sub-CPU 130a performs a basic symbol data determination process and ends this command analysis process. Specifically, the sub-CPU 130a performs a process for determining basic symbol data (first to fourth big win symbol data, losing symbol data) that can identify the presence or absence of a big win and the type of the big win based on the contents of the received performance symbol designation command.

[0328] In step S1414, the sub CPU 130a determines whether the command stored in the receive buffer is a fluctuation pattern designation command. If it is a fluctuation pattern designation command, the process proceeds to step S1415. If it is not a fluctuation pattern designation command, the process proceeds to step S1416.

[0329] In step S1415, the sub-CPU 130a performs a variable performance pattern determination process. Specifically, based on the content of the received variable pattern designation command, the variable performance pattern, which is the performance mode of the variable performance executed using various performance devices, is determined, and a variable performance pattern instruction command corresponding to the determined variable performance pattern is set in the transmission buffer of the sub-RAM 130c. As a result, the variable performance pattern instruction command is transmitted to the image / audio control unit 140 and the lamp control unit 150, and processing for executing the variable performance is performed.

[0330] In step S1416, the sub-CPU 130a judges whether the command stored in the receiving buffer is a symbol determination command. If it is a symbol determination command, the process proceeds to step S1417. If it is not a symbol determination command, the process proceeds to step S1418.

[0331] In step S1417, the sub-CPU 130a performs a process of stopping the effect pattern. Specifically, in order to stop the effect pattern 31, a process of setting a stop command for stopping the effect pattern in the transmission buffer of the sub-RAM 130c is performed. As a result, the stop command is transmitted to the image / audio control unit 140 and the lamp control unit 150, and a process of stopping the effect pattern 31 is performed.

[0332] In step S1418, the sub-CPU 130a determines whether the command stored in the receiving buffer is a game state designation command. If it is a game state designation command, the process proceeds to step S1419. If it is not a game state designation command, the process proceeds to step S1420.

[0333] In step S1419, the sub-CPU 130a performs a game state setting process and ends the current command analysis process. Specifically, the sub-CPU 130a performs a process of specifying the current game state by referring to the received game state designation command and setting data indicating the specified game state in a predetermined area of ​​the sub-RAM 130c.

[0334] In step S1420, the sub CPU 130a determines whether the command stored in the receive buffer is an opening designation command. If it is an opening designation command, the process proceeds to step S1421, and if it is not an opening designation command, the process proceeds to step S1422.

[0335] In step S1421, the sub-CPU 130a performs an opening performance pattern determination process and ends this command analysis process. Specifically, based on the opening designation command, the sub-CPU 130a determines the performance pattern of the opening performance performed at the start of the big win game, and performs a process of setting the opening performance instruction command corresponding to the determined performance pattern in the transmission buffer of the sub-RAM 130c. As a result, the opening performance instruction command is transmitted to the image / audio control unit 140 and the lamp control unit 150, and a process for executing the opening performance is performed.

[0336] In step S1422, the sub CPU 130a determines whether or not the command stored in the receive buffer is a round designation command. If it is a round designation command, the process proceeds to step S1423, and if it is not a round designation command, the process proceeds to step S1424.

[0337] In step S1423, the sub-CPU 130a performs a round performance pattern determination process and ends this command analysis process. Specifically, the sub-CPU 130a determines the performance pattern of the round performance performed during the round game based on the round designation command, and performs a process of setting the round performance instruction command corresponding to the determined performance pattern in the transmission buffer of the sub-RAM 130c. As a result, the round performance instruction command is transmitted to the image / sound control unit 140 and the lamp control unit 150, and a process for executing the round performance is performed.

[0338] In step S1424, the sub CPU 130a determines whether the command stored in the receive buffer is an ending designation command. If it is an ending designation command, the process proceeds to step S1425. If it is not an ending designation command, the process proceeds to step S1426.

[0339] In step S1425, the sub-CPU 130a performs an ending performance pattern determination process and ends this command analysis process. Specifically, based on the ending designation command, the sub-CPU 130a determines the performance pattern of the ending performance performed at the end of the big win game, and performs a process of setting the ending performance instruction command corresponding to the determined performance pattern in the transmission buffer of the sub-RAM 130c. As a result, the ending performance instruction command is transmitted to the image / audio control unit 140 and the lamp control unit 150, and a process for executing the ending performance is performed.

[0340] In step S1426, the sub CPU 130a determines whether the command stored in the receive buffer is a complete operation preparation command. If it is a complete operation preparation command, the process proceeds to step S1427. If it is not a complete operation preparation command, the process proceeds to step S1428.

[0341] In step S1427, the sub CPU 130a performs a complete operation preparation notification process. Specifically, the sub CPU 130a performs a process of setting a complete operation preparation instruction command in a transmission buffer of the sub RAM 130c based on the complete operation preparation designation command. As a result, the complete operation preparation instruction command is transmitted to the image / audio control unit 140 and the lamp control unit 150, and a process for executing a complete operation preparation notification, which will be described later, is performed. When this process ends, the current command analysis process ends.

[0342] In step S1428, the sub CPU 130a determines whether the command stored in the receive buffer is a complete operation command. If it is a complete operation command, the process proceeds to step S1429. If it is not a complete operation command, the process proceeds to step S1430.

[0343] In step S1429, the sub CPU 130a performs a complete operation notification process. Specifically, the sub CPU 130a performs a process of setting the complete operation instruction command in the transmission buffer of the sub RAM 130c based on the complete operation designation command. As a result, the complete operation instruction command is transmitted to the image / audio control unit 140 and the lamp control unit 150, and a process for executing the complete operation notification is performed. When this process ends, the current command analysis process ends.

[0344] In step S1430, the sub-CPU 130a judges whether the command stored in the reception buffer is an error designation command. The "error designation command" is a command indicating the occurrence of an error. Specifically, the error designation command includes an "excess error start designation command" indicating that an excess of game balls in the circulation device 70 has been detected, an "insufficient error start designation command" indicating that an insufficient number of game balls in the circulation device 70 has been detected, a "magnetic detection error designation command" indicating that magnetism has been detected, a "radio wave detection error designation command" indicating that radio waves have been detected, and a "door open error designation command" indicating that the door has been opened. If it is an error designation command, the process proceeds to step S1431, and if it is not an error designation command, the current command analysis process is terminated.

[0345] In step S1431, the sub-CPU 130a performs an error notification process. Specifically, based on the contents (type of error, etc.) included in the received error specification command, the sub-CPU 130a performs a process of setting a command related to the target error (for example, an under-error start instruction command, an over-error start instruction command, a magnetic detection error instruction command, etc.) in the transmission buffer of the sub-RAM 130c. As a result, the error instruction command is transmitted to the image / audio control unit 140 and the lamp control unit 150, and a process for executing the error notification is performed. When this process ends, the current command analysis process ends.

[0346] (Configuration of operation handle, blower, and hand rest) Next, launching handle device 40 and the components provided in the vicinity of launching handle device 40 (blower device 60 and hand rest 65) will be described in detail with reference to FIGS.

[0347] As shown in Fig. 23, in the gaming machine 1, an operation device arrangement section 4b is formed in a lower part of the front unit 4 so as to protrude forward. Various operation devices that accept operations by the player are arranged in the operation device arrangement section 4b. Specifically, as shown in Fig. 23, a performance operation device 23 is arranged in approximately the center of the operation device arrangement section 4b.

[0348] 23 and 24, the operation device arrangement section 4b is formed such that the right and left areas are at different heights, sandwiching the performance operation device 23. In other words, the operation device arrangement section 4b is configured such that the left and right areas are at different heights, with the performance operation device 23 as the boundary. In the following explanation, the right area of ​​the operation device arrangement section 4b may be simply referred to as the "right arrangement area 4R" and the left area may be simply referred to as the "left arrangement area 4L".

[0349] As shown in Fig. 23, the right arrangement area 4R is provided with the launching handle device 40 and the hand rest 65. The left arrangement area 4L is provided with the selection lever 25. Furthermore, as shown in Fig. 25(b), the blower device 60 is provided inside the operating device arrangement section 4b (below the launching handle device 40).

[0350] As shown in Fig. 24, the operation device arrangement portion 4b is configured such that the right arrangement area 4R and the left arrangement area 4L have different heights (thicknesses). Specifically, as shown in Fig. 23, the left arrangement area 4L is formed in a box shape, whereas the right arrangement area 4R is formed in a brim shape.

[0351] That is, as shown in Fig. 24, the distance (thickness Da1) from the left bottom surface Fc to the upper left surface Fd of the left arrangement area 4L is different from the distance (thickness Da2) from the right bottom surface Fa to the upper right surface Fb of the right arrangement area 4R. The thickness Da2 of the right arrangement area 4R is smaller than the height (thickness Da1) of the left arrangement area 4L. Note that the thickness Da2 of the right arrangement area 4R is approximately 1 / 4 of the thickness Da1 of the left arrangement area 4L. That is, the position of the upper right surface Fb of the right arrangement area 4R is lower than the position of the upper left surface Fd of the left arrangement area 4L.

[0352] As described above, in the gaming machine 1 of this embodiment, the launch handle device 40 is arranged in the right arrangement region 4R (the right and lower part of the housing of the gaming machine 1). In other words, the launch handle device 40 is provided in the lower part (the position with the lower height in the vertical direction) of the entire housing of the gaming machine 1.

[0353] As shown in Fig. 23, the launching handle device 40 is attached to the operating device arrangement portion 4b (front unit 4) so ​​that the cover portion 42 faces upward. The hand rest 65 is provided in the vicinity of the launching handle device 40. The air blower 60 (air speaker) is disposed below the launching handle device 40. More specifically, as shown in Fig. 25(b), the air blower 60 (air speaker) is disposed horizontally while being housed in the front unit 4.

[0354] (Launch handle device) Next, the configuration, appearance, size, etc. of firing handle device 40 will be described in detail with reference to FIG.

[0355] The launch handle device 40 is for adjusting the launch strength (flight distance) of the game ball by the player rotating the handle body 41. In the following explanation, the rotation operation of the handle body 41 (the operation of rotating the handle body 41) may be simply described as "handle operation" or "stroke adjustment." The "displacement amount of the handle body 41" refers to the angle (rotation angle) by which the handle body 41 is rotated from the initial position (rotation angle = 0 degrees).

[0356] As shown in FIG. 26(a), in the gaming machine 1 of this embodiment, the radially protruding portion (the finger hook portion of the handle) of the launch handle device 40 is smaller than that of the conventional one, and is generally cylindrical in shape. As shown in FIG. 26(a), the launch handle device 40 is arranged so that the cover portion 42 faces upward. In other words, the rotation axis C1 of the launch handle device 40 extends along the up-down direction. Also, when the player performs an operation to rotate the launch handle device 40 clockwise from the initial position where no rotation operation is performed, the launch handle device 40 rotates along a plane (horizontal direction) that extends in a direction intersecting with the rotation axis C1 (rotates sideways).

[0357] As shown in FIG. 26(b), the launch handle device 40 (handle body 41) can rotate (displace) within a predetermined range. Specifically, the handle body 41 of the launch handle device 40 can rotate from an initial position of a displacement of "0 degrees" to a maximum displacement K1 (approximately 120 degrees). In the gaming machine 1, the gaming ball can be launched toward the gaming area 8 with a launch strength according to the displacement of the handle body 41. Note that the launch handle device 40 is provided with a biasing member (spring) (not shown), and when the handle body 41 is released after the handle body 41 has been rotated, it returns to its initial position.

[0358] As described later, even if the handle is operated up to a certain angle (approximately 10 degrees) from the initial position, the game ball will not be launched. Therefore, in the gaming machine 1, the operation range in which the amount of displacement is reflected among the rotational angles in the handle operation is an angle (a displacement amount K2 of approximately 110 degrees) slightly smaller than the maximum displacement amount K1.

[0359] As shown in FIG. 27, the firing handle device 40 includes a cover portion 42, a firing lever portion 43, a handle decorative member 44, a handle light emitting device 45, a handle base 46, and a stop button 47.

[0360] 26, in the firing handle device 40, from the top, the cover portion 42, the firing lever portion 43, and the handle base 46 are arranged in this order. In addition, the stop button 47 is provided near the top of the handle base 46.

[0361] The firing handle device 40 is also provided with switches such as a stop button detection switch 47a and a firing volume 40b. The firing handle device 40 is also provided with gear members (a stroke input gear member 52 and a stroke output gear member 53) for transmitting the displacement amount (stroke amount) of the firing handle device 40 to the firing volume 40b, and gears (a first interlocking gear member 50 and a second interlocking gear member 51) for interlocking the two stop buttons 47.

[0362] As shown in Fig. 27, the firing lever portion 43 is a member formed in a ring shape. A plurality of finger hooks 43a formed in a convex shape and a text information portion 56 (see Fig. 29(a)) are provided on the outer peripheral surface of the firing lever portion 43. Also, as shown in Fig. 30, a gear connection portion 43b is formed on the firing lever portion 43 so as to protrude downward. As shown in Fig. 30, a convex portion 43c is formed on the tip of the gear connection portion 43b. A touch sensor 40a (see Fig. 5) is provided inside the firing lever portion 43, and when a player touches the firing lever portion 43, the touch sensor 40a detects that the player has touched the firing lever portion 43.

[0363] As shown in Fig. 27, a plurality of finger hooks 43a (six in this embodiment) are formed on the outer circumferential surface of the firing lever portion 43. Also, as shown in Fig. 29(b), the six finger hooks 43a are formed at approximately equal angles (approximately 60 degrees x six finger hooks 43a) on the outer circumferential surface of the firing lever portion 43. The character information portion 56 (engraving) of the firing lever portion 43 is provided so as to avoid the finger hooks 43a.

[0364] As shown in FIG. 26, the finger hook 43a has a rounded shape and is formed across the vertical direction of the firing lever 43. Also, as shown in FIG. 29(b), the finger hook 43a has a small protruding amount Db7. Specifically, as shown in FIG. 29(b), the protruding amount Db7 of the finger hook 43a is smaller than the protruding amount Db8 of the stop button 47. Therefore, the handle body 41 as a whole, including the finger hook 43a, is sized so that the player can wrap it in the palm of his / her hand. The position of the finger hook 43a and the character information section 56 will be described in detail later.

[0365] As shown in Fig. 27, cover portion 42 is a dome-shaped member that bulges out in the center. Cover portion 42 also closes the opening of firing lever portion 43. As shown in Fig. 26(a), cover portion 42 is formed with air blowing hole 54 that serves as an outlet for wind (air) blown out from blower device 60, which will be described later.

[0366] As shown in Fig. 27, the cover portion 42 has a slightly flat shape. Specifically, as shown in Fig. 29(a), the height (cover height Db6) of the cover portion 42 is about 1 / 4 of the diameter (main body diameter Db3). In other words, the firing handle device 40 has a small protrusion (center height) on the top surface, and the heights of the firing lever portion 43 and the handle base body 46 are small. Therefore, as shown in Fig. 26(a), the firing handle device 40 has a slightly flat outer shape overall.

[0367] The handle light emitting device 45 is a light emitting device that can emit light in a predetermined manner. The handle decoration member 44 and the cover portion 42 are made of a material having translucency. The handle light emitting device 45 and the handle decoration member 44 are disposed in a storage space formed by the launch lever portion 43 and the cover portion 42. Therefore, when the handle light emitting device 45 emits light, the light passes through the cover portion 42 and the handle decoration member 44 and is visible to the player. In other words, the launch handle device 40 is capable of executing a handle light emitting effect that allows the player to see the light from the launch handle device 40.

[0368] The handle base 46 is a connecting member with the housing, and also serves as a housing for various gears and switches. As shown in Fig. 31(a), the handle base 46 is composed of a base body 46a and a cover body 46c, which are assembled to form a space for housing various gears and switches inside. As shown in Fig. 27, a stop button 47 is attached to the handle base 46.

[0369] As shown in Fig. 31(a), an air transport path forming section 46b is formed in the handle base 46, which serves as a path for air from the blower device 60. The air generated by the blower device 60 passes through the air transport path forming section 46b and the air holes 54, and is sprayed toward the hand (palm) of the player holding the launch handle device 40. In other words, the launch handle device 40 is capable of executing an air spray effect in which air is sprayed toward the player's hand.

[0370] As shown in FIG. 28, the handle base 46 is provided with a finger escape portion 55 formed as a recess (hollowed out back side). The finger escape portion 55 is formed on the back side (rear side) of the launch handle device 40. This allows the game machine 1 to grip the launch handle device 40 without the player's fingers getting stuck and to prevent the fingers from slipping on the handle base 46, making it easier to grip the launch handle device 40. If the finger escape portion 55 is not provided, when a player with large hands grips the launch handle device 40, the fingers will float off the launch handle device 40. In other words, the game machine 1 allows the fingers to escape by the finger escape portion 55, making it easier to grip the launch handle device 40.

[0371] As shown in Fig. 31, various gear members, switches, etc. are housed inside the handle base body 46. Specifically, as shown in Fig. 31(b), a stroke input gear member 52, a stroke output gear member 53, a first interlocking gear member 50, a second interlocking gear member 51, and a stop button detection switch 47a are housed inside the handle base body 46. In addition, the stop button detection switch 47a, the firing volume 40b, etc. are housed inside the handle base body 46.

[0372] The stroke input gear member 52 and the stroke output gear member 53 are for transmitting the displacement of the handle body 41 to the firing volume 40b. As shown in FIG. 33(a), the stroke input gear member 52 is provided with an insertion hole 52a. A plurality of ribs 52b are formed on the inner wall surface of the insertion hole 52a so as to protrude toward the inside of the insertion hole 52a. As described above, the firing lever portion 43 is formed with a gear coupling portion 43b, and the gear coupling portion 43b is formed with a protrusion 43c (see FIG. 30).

[0373] The firing lever portion 43 and the stroke input gear member 52 are connected by fitting the gear coupling portion 43b of the firing lever portion 43 into the insertion hole 52a of the stroke input gear member 52. In addition, the firing lever portion 43 and the stroke input gear member 52 are configured to rotate together in the circumferential direction, with the protrusion 43c being fitted between the ribs 52b, restricting relative rotation in the circumferential direction. Therefore, when the firing lever portion 43 is rotated, the stroke input gear member 52 also rotates together. In this way, the displacement of the firing lever portion 43 (handle body 41) is transmitted to the stroke input gear member 52.

[0374] As shown in FIG. 33(a), a fitting hole 53a is formed in the stroke output gear member 53. The stroke output gear member 53 is also connected to the firing volume 40b. Specifically, the stroke output gear member 53 and the firing volume 40b are connected by fitting the knob 40c of the firing volume 40b into the fitting hole 53a of the stroke output gear member 53 (see FIG. 31(a) and (b)). Therefore, the stroke output gear member 53 and the knob 40c are restricted from moving in the circumferential direction relative to each other, and are configured to rotate together in the circumferential direction.

[0375] A plurality of gear portions are formed on each of the stroke input gear member 52 and the stroke output gear member 53. Details of these gear portions will be described later with reference to FIG.

[0376] The stop button 47 is a button for stopping the launch of the game ball. As shown in Fig. 26(a), in the gaming machine 1 of this embodiment, the launch handle device 40 is provided with two stop buttons 47. Specifically, in the gaming machine 1 of this embodiment, the launch handle device 40 includes a first stop button 48 provided on the left side and a second stop button 49 provided on the right side.

[0377] As shown in FIG. 26(a), the two stop buttons 47 are attached to the handle base 46. That is, the stop buttons 47 are configured to maintain their circumferential positions even when an operation to rotate the launch lever portion 43 is performed. The stop buttons 47 can be operated by pressing them toward the inside of the launch handle device 40. When the player operates the stop buttons 47, the launch of the game balls is stopped even if the launch handle device 40 has been rotated from the initial position.

[0378] As will be described later in detail, the gaming machine 1 of this embodiment is provided with a first interlocking gear member 50 corresponding to the first stop button 48 and a second interlocking gear member 51 corresponding to the second stop button 49. Details of these gear members will be described later with reference to FIG. 35 etc.

[0379] The cover portion 42, the firing lever portion 43, and the handle base 46 form the external appearance of the firing handle device 40. In other words, the outer shape of the firing handle device 40 is formed by assembling the cover portion 42, the firing lever portion 43, and the handle base 46. The cover portion 42 forms a cover that closes the opening of the firing lever portion 43. In other words, the cover portion 42 forms the top surface of the firing handle device 40, and the firing lever portion 43 forms the circumferential surface of the firing handle device 40.

[0380] As described above, the launch handle device 40 is provided with the air blowing hole 54 which serves as an air outlet, and when wind (air) is generated by the air blowing device 60, the wind passes through the inside of the air transport path forming portion 46b of the handle base 46 and is sprayed from the air blowing hole 54. As described above, the air blowing hole 54 opens upward, and the wind is sprayed toward the palm of the player holding the launch handle device 40, creating an air spray effect.

[0381] Thus, in the gaming machine 1 of this embodiment, the launch handle device 40 constitutes a device for controlling the launch of gaming balls, and is capable of executing a handle light emission effect and an air injection effect.

[0382] In the gaming machine 1 of this embodiment, the launch handle device 40 has a cover portion 42 and a launch lever portion 43 that can rotate integrally (rotate together). That is, in the launch handle device 40 of this embodiment, the handle main body 41 formed by the cover portion 42 and the launch lever portion 43 can rotate relatively to the handle base 46. In other words, in the launch handle device 40, the handle base 46 forms a fixed portion that cannot rotate, and the handle main body 41 formed by the cover portion 42 and the launch lever portion 43 forms a movable portion that can rotate relatively to the handle base 46 (see FIG. 29(a)).

[0383] (Regarding the position of the finger hook and the stop button) Next, the position of the stop button 47 and the position of the finger hook 43a will be described.

[0384] As shown in FIG. 29(b), the stop button 47 has a size that covers a range of a predetermined angle (approximately 60 degrees) in the circumferential direction of the launch handle device 40. That is, in the gaming machine 1, the arrangement range of the stop button 47 occupies about 1 / 3 of the entire circumferential direction of the launch handle device 40 (the two stop buttons 47 occupying a range of about 60 degrees out of the entire circumferential direction of the launch handle device 40, 360 degrees, is 120 degrees). Therefore, in the gaming machine 1, whether the player holds the handle main body 41 with the right hand or the left hand, the stop button 47 is located at the position of the thumb, making it easy to operate the stop button 47.

[0385] 29(b), the two stop buttons 47 are disposed toward the front of the handle base body 46. To explain in more detail, of the two stop buttons 47, the first stop button 48 is provided on the left and toward the front, and the second stop button 49 is provided on the right and toward the front.

[0386] That is, the first stop button 48 is disposed at a position where it can be easily pressed by the thumb of the right hand of the player holding the handle body 41. The second stop button 49 is disposed at a position where it can be easily pressed by the thumb of the left hand of the player holding the handle body 41. In other words, the first stop button 48 is provided at a position where it is assumed that it will be operated mainly by the right hand, and the second stop button 49 is provided at a position where it is assumed that it will be operated mainly by the left hand. In this way, the gaming machine 1 is designed to make it easy to stop the release of the gaming balls (stop shot) whether the handle is operated with the right hand or the left hand.

[0387] As described above, in the gaming machine 1 of this embodiment, the six finger hooks 43a are arranged at approximately equal intervals. Therefore, the same rotation operation can be performed with either the right or left hand, improving operability. In addition, even when the handle body 41 is rotated, the finger hooks 43a are always located near the stop button 47.

[0388] For example, as shown in Fig. 32(a), when the handle body 41 is in the initial position (displacement amount = 0 degrees), the finger hook portion 43a is located near the first stop button 48 and the second stop button 49. Also, as shown in Fig. 32(b), when the handle body 41 is displaced by 90 degrees, the finger hook portion 43a is located near the first stop button 48 and the second stop button 49. Furthermore, as shown in Fig. 32(c), when the handle body 41 is at its maximum rotation (displacement amount = 120 degrees), the finger hook portion 43a is located near the first stop button 48 and the second stop button 49.

[0389] In this way, in the gaming machine 1, the finger hook 43a is always located near the stop button 47, regardless of the amount of displacement of the handle body 41 (whatever the stroke). Therefore, in the gaming machine 1, stroke adjustment is easy regardless of the amount of displacement of the handle body 41. Furthermore, the launch handle device 40 is configured to rotate sideways, and multiple finger hooks 43a are provided. Therefore, in the gaming machine 1, stroke adjustment can be performed with a finger (rotation operation can be performed with a finger). Furthermore, in the gaming machine 1, multiple finger hooks 43a are provided in the circumferential direction of the handle body 41. Therefore, in the gaming machine 1, fine stroke adjustment can be performed.

[0390] In addition, each finger hook 43a has approximately the same size. That is, in the gaming machine 1, the finger hooks 43a having approximately the same size are arranged approximately evenly (rotationally symmetric) on the handle body 41, which is approximately circular in a plan view.

[0391] Therefore, the handle body 41 fits the player's hand well and allows stroke adjustment in the same way regardless of the amount of displacement or which hand is used to hold it (right hand or left hand). Therefore, in the launch handle device 40, there is no significant change in the feeling of holding the handle body 41 when attempting to launch a game ball toward the left game area 8 (when hitting with the left) or when attempting to launch a game ball toward the right game area 8 (when hitting with the right), or when making stroke adjustment with the right hand or left hand. This improves the operability of the gaming machine 1 when making stroke adjustment.

[0392] (Regarding the size of the handle body and handle base) 23, in the gaming machine 1 of this embodiment, the launching handle device 40 is sized so that a player can grip the handle body 41 with his / her hand placed on the hand rest 65. That is, the launching handle device 40 is smaller than conventional handles in both the overall height (total vertical length Db1) and the radial size (outer diameter Db2) including the finger hook portion 43a of the handle body 41.

[0393] 29(a), the firing handle device 40 has an overall height (vertical total length Db1) smaller than the overall diameter (outer diameter Db2) (outer diameter Db2>vertical total length Db1). In other words, the firing handle device 40 has a slightly flattened appearance in which the height dimension is smaller than the diameter dimension.

[0394] Additionally, the length (base height Db4) of the handle base body 46 in the direction of the rotation axis C1 (vertical direction) is shorter than the diameter (outer diameter Db2) of the handle base body 46 (outer diameter Db2>base height Db4). That is, the height dimension (length in the direction of the rotation axis C1) of the handle base body 46 is smaller than the diameter dimension. In other words, the handle base body 46 appears short.

[0395] Furthermore, as shown in Figure 29(a), the firing handle device 40 has a height (base height Db4) of the handle base 46 that is smaller than the diameter (body diameter Db3) of the firing lever portion 43 (handle body 41) (body diameter Db3 > base height Db4).

[0396] Furthermore, the height (body height Db5) of the handle body 41 is smaller than the diameter (body diameter Db3) (body diameter Db3>base height Db4). The ratio of the diameter to the height of the handle body 41 is approximately 2:1 (body diameter Db3:body height Db5≒2:1).

[0397] In this way, in the launch handle device 40, the handle base 46 has a short vertical length (base height Db4), and the handle main body 41 also has a short vertical length (main body height Db5). In other words, the launch handle device 40 has a compact height overall. Therefore, in the gaming machine 1, the launch handle device 40 can be easily gripped with the hand placed on the hand rest 65.

[0398] (About the text information section) As described above, the firing lever portion 43 is provided with the character information portion 56 (engraving). Specifically, as shown in Fig. 29(a), the firing lever portion 43 is provided (engraved) with the following character information portion 56: a first character information portion 56a provided with the character "TOUCH" and a second character information portion 56b provided with the character "TURN" and information indicating the turning direction (arrow shape). The arrow shape included in the second character information portion 56b is a shape indicating the operating direction (clockwise) of the handle body 41.

[0399] In the gaming machine 1, by adding the text information of "TOUCH" to the firing lever portion 43, the player can recognize that he or she should grip the firing lever portion 43 with his or her finger. Also, in the gaming machine 1, by adding the text information of "TURN" together with a figure indicating the turning direction (an arrow figure) to the firing lever portion 43, it can be shown that the firing lever portion 43 can be turned clockwise.

[0400] The text information section 56 is provided on the outer circumferential surface of the firing lever section 43 on the front side (near side) as viewed by the player. In other words, the text information section 56 faces the player and is provided in a position that is easy for the player to see. Furthermore, the text information section 56 is provided avoiding the finger hook section 43a (protrusion) (it is engraved avoiding the finger hook section 43a).

[0401] Furthermore, in the gaming machine 1, each of the two stop buttons 47 also has a text information section 56. The text information section 56 of the stop button 47 is a third text information section 56c that displays the text "STOP." As shown in FIG. 29(a), the third text information section 56c is also provided on the front side (near side) as viewed by the player. In the gaming machine 1, by providing the text information "STOP" to the stop button 47, it is possible to suggest that the launch of gaming balls can be stopped by operating the stop button 47.

[0402] In this way, in the gaming machine 1, the character information section 56 is provided on the launch handle device 40, and the character information section 56 is located in a position that is easily visible to the player. Therefore, the player can easily visually recognize the necessary information.

[0403] (Transmission of stroke amount of handle body by two gear parts) Next, details of each gear portion provided on the stroke input gear member 52 and the stroke output gear member 53 will be described with reference to FIGS.

[0404] As shown in Fig. 33(c), the gear portions provided on the stroke input gear member 52 and the stroke output gear member 53 mesh with each other. Therefore, the stroke amount (displacement amount) of the firing lever portion 43 (handle body 41) is transmitted to the firing volume 40b via the stroke input gear member 52 and the stroke output gear member 53. In other words, it can be said that the stroke input gear member 52 is the torque input side (driving side), and the stroke output gear member 53 is the torque output side (driven side).

[0405] 33(c), gear portions are provided partially in the entire circumferential area of ​​the stroke input gear member 52 and the stroke output gear member 53. In addition, the stroke input gear member 52 and the stroke output gear member 53 are each provided with a plurality of gear portions.

[0406] Specifically, as shown in Fig. 33(d), the stroke input gear member 52 is provided with a first input gear portion Gi1 and a third input gear portion Gi3 at the top, and a second input gear portion Gi2 at the bottom. Also, as shown in Fig. 33(d), the stroke output gear member 53 is provided with a first output gear portion Go1 and a third output gear portion Go3 at the top, and a second output gear portion Go2 at the bottom. In this way, the gear portions of the stroke input gear member 52 and the gear portions of the stroke output gear member 53 are configured in two stages in the vertical direction.

[0407] The first input gear portion Gi1 meshes with the first output gear portion Go1. The second input gear portion Gi2 meshes with the second output gear portion Go2. The third input gear portion Gi3 meshes with the third output gear portion Go3. The stroke input gear member 52 and the stroke output gear member 53 transmit the stroke amount of the handle body 41 to the firing volume 40b according to the gear ratio of each gear portion.

[0408] As shown in FIG. 34(b-1), the range (first displacement range A1) in which the first input gear portion Gi1 and the first output gear portion Go1 mesh with each other is a displacement of about 25 degrees in the positive direction (clockwise) from the initial position (displacement amount of the handle body 41=0 degrees). As shown in FIG. 34(b-2), the range (second displacement range A2) in which the second input gear portion Gi2 and the second output gear portion Go2 mesh with each other is a displacement amount of about 25 degrees to about 95 degrees. Furthermore, as shown in FIG. 34(b-3), the range (third displacement range A3) in which the third input gear portion Gi3 and the third output gear portion Go3 mesh with each other is a displacement amount of about 95 degrees to about 120 degrees.

[0409] As shown in FIG. 34(a-1), the angle of the interval (pitch) between the teeth of the first input gear portion Gi1 and the third input gear portion Gi3 of the stroke input gear member 52 is different from the pitch angle of the second input gear portion Gi2. Specifically, as shown in FIG. 34(a-1), the pitch angle (first angle E1) of the first input gear portion Gi1 and the third input gear portion Gi3 is smaller than the pitch angle (second angle E2) of the second input gear portion Gi2. In the gaming machine 1 of this embodiment, the first angle E1 is "approximately 14.5 degrees" and the second angle E2 is "approximately 18.5 degrees."

[0410] Also, as shown in FIG. 34(a-2), the pitch angle of the first output gear portion Go1 and the third output gear portion Go3 of the stroke output gear member 53 is different from the pitch angle of the second output gear portion Go2. Specifically, as shown in FIG. 34(a-2), the pitch angle (third angle E3) of the first output gear portion Go1 and the third output gear portion Go3 is smaller than the pitch angle (fourth angle E4) of the second output gear portion Go2. In addition, in the gaming machine 1 of this embodiment, the third angle E3 is "approximately 27 degrees" and the fourth angle E4 is "approximately 17 degrees".

[0411] Here, at the position where the first input gear portion Gi1 and the first output gear portion Go1 mesh with each other, when the stroke input gear member 52 rotates 14.5 degrees, the stroke output gear member 53 rotates 27 degrees (the gear ratio is approximately "0.5"). On the other hand, at the position where the second input gear portion Gi2 and the second output gear portion Go2 mesh with each other, when the stroke input gear member 52 rotates 18.5 degrees, the stroke output gear member 53 rotates 17 degrees (the gear ratio is approximately "1.1").

[0412] In this way, in the gaming machine 1, a part of the range in which the stroke input gear member 52 can be operated is provided with a part where the gear ratio is different (part where the gear ratio is larger). Specifically, the gear ratio is larger in the range (second displacement range A2) in which the second input gear portion Gi2 and the second output gear portion Go2 mesh with each other than in the other ranges. That is, when the displacement amount of the handle body 41 is transmitted via the second input gear portion Gi2, the output angle (the displacement amount of the stroke output gear member 53) is smaller with respect to the input angle (the displacement amount of the handle body 41) than when the displacement amount is transmitted via the other input gear portions (the first input gear portion Gi1 and the third input gear portion Gi3).

[0413] Specifically, as shown in Figure 34 (b-1), in the range (first displacement range A1) where the first input gear portion Gi1 and the first output gear portion Go1 mesh with each other, when the stroke input gear member 52 rotates an angle equivalent to the first angle E1 (approximately 14.5 degrees), the stroke output gear member 53 rotates an angle equivalent to the third angle E3 (approximately 27 degrees) (variable gear ratio: approximately "0.5").

[0414] Therefore, in the first displacement range A1 (displacement amount: range of 0 degrees to approximately 25 degrees), the rate of increase of the volume value of the launch volume 40b is large relative to the displacement amount of the handle body 41. As a result, even if the displacement amount (operation amount) of the handle body 41 is relatively small, the launch volume value increases significantly, and the launch strength of the game ball increases. Therefore, it is possible to increase the launch strength of the game ball without rotating the handle body 41 very much. Note that the displacement amount is also transmitted at a similar gear ratio in the range (third displacement range A3) where the third input gear section Gi3 and the third output gear section Go3 mesh (see FIG. 34(b-3)).

[0415] On the other hand, as shown in Figure 34 (a-2), in the range (second displacement range A2) where the second input gear portion Gi2 and the second output gear portion Go2 mesh, when the stroke input gear member 52 rotates an angle equivalent to the second angle E2 (approximately 18.5 degrees), the stroke output gear member 53 rotates an angle equivalent to the fourth angle E4 (approximately 17 degrees) (variable gear ratio: approximately "1.1").

[0416] Therefore, in the second displacement range A2 (displacement amount: range of approximately 25 degrees to approximately 95 degrees), the rate of increase in the volume value of the launch volume 40b relative to the displacement amount of the handle body 41 becomes smaller. As a result, the rate of increase in the launch strength of the game ball decreases relative to the displacement amount of the handle body 41. In other words, the launch strength of the game ball can be finely adjusted. Therefore, in the second displacement range A2, the launch strength of the game ball can be finely adjusted.

[0417] Here, when the amount of displacement of the handle body 41 is between 0 degrees and approximately 95 degrees, the game ball will reach the game area 8 on the left side (left shot). As described above, in the second displacement range A2, the launch strength of the game ball can be finely adjusted (fine stroke adjustment is possible). As a result, in the handle operation for winning the first starting hole 14, fine adjustment of the launch strength of the game ball becomes possible.

[0418] In the gaming machine 1 of this embodiment, when the amount of displacement is excessively small (for example, about 10 degrees) within the first displacement range A1 (amount of displacement: 0 degrees to about 25 degrees), the amount of displacement is transmitted by the first input gear section Gi1 and the first output gear section Go1, but the gaming ball is not launched. Specifically, in the gaming machine 1, when the volume value corresponds to a displacement of about 10 degrees from the initial position (amount of displacement of the handle body 41=0 degrees), the launch signal is not output.

[0419] This makes it possible for the gaming machine 1 of the present embodiment to prevent gaming balls from being launched with an excessively small launch strength. As a result, it is possible to prevent foul balls (balls that are launched and return to the circulation device 70 or the launching device 100 without reaching the play area 8) from returning to the launching device 100 and causing multiple (e.g., two) gaming balls to be launched at once (so-called gacha balls).

[0420] As described above, in the gaming machine 1 of this embodiment, the maximum displacement K1 (rotatable angle), which is the angle at which the handle body 41 is permitted to rotate, is approximately 120 degrees. The gaming machine of the present invention is not limited to this embodiment, and the angle at which the handle device can be operated (maximum displacement) may be smaller than 120 degrees or larger than 120 degrees. In other words, the angle at which the handle body 41 can be operated (maximum displacement) can be appropriately selected.

[0421] In addition, in the gaming machine 1 of this embodiment, the first displacement range A1 (range of about 25 degrees) and the third displacement range A3 (range of about 25 degrees) are configured to be smaller than the second displacement range A2 (range of about 70 degrees) (first displacement range A1<second displacement range A2, third displacement range A3<second displacement range A2), but the gaming machine of the present invention is not limited to the above-mentioned embodiment. For example, the first displacement range A1 may be the same as the second displacement range A2 or larger than the second displacement range (first displacement range A1≧second displacement range A2). Also, the third displacement range A3 may be the same as the second displacement range A2 or larger than the second displacement range (third displacement range A3≧second displacement range A2). That is, the displacement amounts in the first displacement range A1, the second displacement range A2, and the third displacement range A3 can be appropriately selected.

[0422] (About the linking of the two stop buttons) Next, a detailed description will be given of the gear for the stop button 47. Figure 35 is a perspective view showing the first interlocking gear member 50, the second interlocking gear member 51, and the stop button detection switch 47a.

[0423] As described above, the gaming machine 1 of this embodiment is provided with two stop buttons 47, and stop button gears corresponding to the two stop buttons 47 are provided. Specifically, a first interlocking gear member 50 is provided as a gear member corresponding to the first stop button 48, and a second interlocking gear member 51 is provided as a gear member corresponding to the second stop button 49.

[0424] The two gears (first interlocking gear member 50 and second interlocking gear member 51) corresponding to the two stop buttons 47 respectively have gear parts formed thereon that mesh with each other and are interlocked. Therefore, when either of the two stop buttons 47 is pressed, the detection rib 50c enters the detection position P1, and the launch of the game balls is stopped. This will be described in detail below.

[0425] 35, the first interlocking gear member 50 can be swung about a swing axis C2a, and the second interlocking gear member 51 can be swung about a swing axis C2b. In the following description, in the longitudinal direction of the first interlocking gear member 50, the portion where the swing axis C2a is provided (the portion where the gear part is provided) may be simply referred to as the "base end 50a", and the other may be simply referred to as the "swing end 50b". In addition, in the longitudinal direction of the second interlocking gear member 51, the portion where the swing axis C2b is provided (the portion where the gear part is provided) may be simply referred to as the "base end 51a", and the other may be simply referred to as the "swing end 51b".

[0426] When each stop button 47 is operated to be pressed toward the center of the firing handle device 40, the stop button 47 is displaced, and accordingly each swing end (swing end 50b and swing end 51b) is displaced toward the center of the firing handle device 40. In addition, as shown in Fig. 35, of the two stop button gear members, the first interlocking gear member 50 is provided with a detectable rib 50c.

[0427] Furthermore, a stop button detection switch 47a is disposed near the detected rib 50c. The stop button detection switch 47a is provided with a detection position P1. Specifically, as shown in Fig. 35, the detection position P1 of the stop button detection switch 47a is an area between two detection members 47b. When the detected rib 50c enters between the two detection members 47b, the operation of the stop button 47 is detected by the stop button detection switch 47a.

[0428] Next, the states of the gears and the stop button detection switch 47a when the stop button 47 is pressed will be described.

[0429] First, a case where the first stop button 48 is operated will be described. As shown in Fig. 36(a-1), when the first stop button 48 is in a position where it is not operated (initial position), the detected rib 50c is in a position that is out of the detection position P1. Here, as shown in Fig. 36(a-2), when the first stop button 48 is operated so as to be pressed toward the center of the firing handle device 40, the swing end 50b of the first interlocking gear member 50 is displaced toward the center of the handle main body 41 in conjunction with the displacement of the first stop button 48 (it swings about the swing axis C2a).

[0430] In addition, the detectable rib 50c provided below the swing end 50b is also displaced in accordance with the displacement of the swing end 50b, and enters the detection position P1. When the detectable rib 50c enters the detection position P1, the stop button detection switch 47a is turned ON. As a result, even if the launch lever portion 43 has reached a predetermined displacement amount (even if the launch lever portion 43 has reached a displacement amount that allows launch), the launch of the game ball is stopped. In this way, when the first stop button 48 is operated, the detectable rib 50c enters the detection position P1 in accordance with the displacement of the first stop button 48, and the launch of the game ball is stopped.

[0431] Next, a case where the second stop button 49 is operated will be described. As shown in Fig. 36(b-1), when the second stop button 49 is in a position where it is not operated (initial position), the detected rib 50c is in a position that is out of the detection position P1. Here, as shown in Fig. 36(b-2), when the second stop button 49 is operated so as to be pressed toward the center of the firing handle device 40, the swing end 51b of the second interlocking gear member 51 is displaced toward the center of the handle main body 41 in conjunction with the displacement of the second stop button 49 (it swings about the swing axis C2b).

[0432] Moreover, the displacement of the swing end 51b causes the base end 51a (gear portion) to rotate. Furthermore, in conjunction with the rotation of the second interlocking gear member 51, the base end 50a of the first interlocking gear member 50 that meshes with the second interlocking gear member 51 rotates. Furthermore, the detectable rib 50c provided on the swing end 50b of the first interlocking gear member 50 enters the detection position P1. This causes the stop button detection switch 47a to turn ON, and the launch of the game balls is stopped.

[0433] In this way, in the gaming machine 1, the two stop buttons 47 are linked, and the operation of these stop buttons 47 is detected by one stop button detection switch 47a. That is, in the gaming machine 1, one stop button detection switch 47a is provided for the two stop buttons 47, and the operations of the two stop buttons 47 are linked. Therefore, there is no need to provide two detection switches, which contributes to the miniaturization of the handle base 46.

[0434] As described above, in the gaming machine 1 of this embodiment, the outer shape of the handle base 46 is small, and the internal space is also limited. In addition, various gears and switches are housed inside the handle base 46, further limiting the space. In the gaming machine 1, two stop buttons 47 are provided on the launch handle device 40, and the two stop buttons 47 are linked together, so that one stop button detection switch 47a can be used. As a result, in the gaming machine 1 of this embodiment, the number of parts to be housed in the limited space of the handle base 46 is reduced, contributing to the miniaturization of the handle base 46.

[0435] (About the blower) Next, the blower 60 (air speaker) will be described with reference to FIG.

[0436] The blower device 60 is for blowing wind (air) in a predetermined manner from the blower hole 54 of the launching handle device 40. As shown in FIG.

[0437] The inside of the casing 62 is hollow. The blower device 60 is capable of compressing air using the air generating section 61 and discharging the air from the blowing port 60a of the casing 62. The air generated by the air generating section 61 passes through the inside of the casing 62 and is sent out towards the launching handle device 40. In addition, the air that has reached the launching handle device 40 passes through the air transport path forming section 46b of the handle base 46 and is sprayed from the air blowing hole 54 towards the player's hand.

[0438] As shown in Fig. 37(b), in the gaming machine 1 of this embodiment, the casing 62 of the blower 60 has a tapered shape toward the outlet 60a (air outlet). This allows the gaming machine 1 to increase the wind pressure of the air discharged from the air hole 54 while realizing a compact blower 60. As a result, the blower 60 can be placed in a limited space and can blow air with a strength that can be sufficiently recognized by the player.

[0439] As shown in Fig. 37(a), the blower 60 is disposed so that the longitudinal direction of the casing 62 is horizontal, and the blowing port 60a opens upward. That is, the blower 60 generates air downward, the air transport path is horizontal, and the blower 60 is disposed so as to blow air upward (see the arrow in Fig. 37(a)). In other words, the blower 60 generates air downward, transports the air horizontally, and sends out the air upward.

[0440] With the above-mentioned configuration, the gaming machine 1 can place the blower device 60 in a limited space (inside the right arrangement area 4R) of the cabinet. That is, the gaming machine 1 is configured to transport the air generated by the blower device 60 sideways, thereby realizing the placement of the blower device 60 in the right arrangement area 4R of the low-height operating device arrangement section 4b.

[0441] (About the hand rest) Next, the hand rest 65 will be described with reference to FIGS.

[0442] The hand rest 65 functions as a hand rest on which the player places his / her hand gripping the launch handle device 40, and also functions as a performance device that can vibrate according to the performance. In other words, the gaming machine 1 can execute a vibration performance of the hand rest 65. This allows the gaming machine 1 to improve the performance effect.

[0443] The hand rest 65 can vibrate in accordance with game customization, which will be described later. Specifically, when the "fire response vibration" or "hold vibration mode" is set to "ON" in game customization, the hand rest 65 vibrates in a manner corresponding to the game customization. The vibration manner of the hand rest 65 and the contents of the game customization will be described later.

[0444] 38, the hand rest 65 is attached to the front unit base 4c (the base below the housing) that constitutes the lower surface of the front unit 4. As shown in FIG. 25(a), the hand rest 65 is provided so as to surround the front side of the launch handle device 40.

[0445] As shown in Fig. 39, the hand rest 65 includes a surface design member 65a, a movable support member 65b, and a vibration motor 66. The movable support member 65b is attached to the front unit base 4c. The vibration motor 66 is attached (fixed) to the surface design member 65a. The surface design member 65a is attached to the movable support member 65b via a bush.

[0446] 40, the movable support member 65b is provided with multiple (five in this embodiment) cushioning members 67 that support the vibration of the movable side (surface design member 65a). The cushioning members 67 are configured such that a spring is provided inside a spring pressing member.

[0447] When the vibration motor 66 is activated, the surface design member 65a of the hand rest 65 vibrates as a whole. In addition, by attaching the surface design member 65a, which is the movable side, to the movable support member 65b, which is the fixed side to the cabinet, via the buffer member 67, it is possible to transmit vibrations to the player's hands and reduce the transmission of vibrations to the cabinet side.

[0448] Furthermore, in the gaming machine 1, the hand rest 65 functions as a hand rest for the player who grips the launch handle device 40. Therefore, the gaming machine 1 can reduce the burden on the player's hands.

[0449] (Function and effect of the launch handle device) As described above, the position of the launch handle device 40 is low in the gaming machine 1. This allows the player to grip the launch handle device 40 in a natural posture in the gaming machine 1. More specifically, as shown in Fig. 41, the gaming machine 1 allows the player to operate the launch handle device 40 from above as if operating a mouse.

[0450] Therefore, when adjusting the stroke of the launch handle device 40, there is no need to hold the handle with a bent wrist, and the stroke can be easily adjusted and the stroke (displacement) can be maintained. As a result, the hands do not get tired even when playing for a long time, and the burden on the player can be reduced.

[0451] As described above, in the gaming machine 1, the cover portion 42 forming the top surface of the launch handle device 40 and the launch lever portion 43 forming the circumferential surface of the launch handle device 40 are integrally rotatable (displaceable) about the rotation axis C1 extending in the vertical direction. That is, in the gaming machine 1, the cover portion 42 and the launch lever portion 43 are integrally rotatable sideways.

[0452] Therefore, in the gaming machine 1, the handle body 41 can be gripped by placing the hand from above. In other words, in the gaming machine 1, the player does not need to grip the handle with a bent wrist, and can easily operate the handle. Also, in the gaming machine 1, the cover part 42 and the firing lever part 43 can rotate integrally. Therefore, in the gaming machine 1, when the player tries to adjust the stroke of the handle body 41, the player can adjust the stroke amount with his / her fingers while placing his / her hand on the cover part 42.

[0453] Furthermore, in the gaming machine 1, when a player tries to maintain the stroke amount of the handle, the weight of the hand is used to maintain the displacement amount (stroke amount) of the handle body 41. In other words, in the gaming machine 1, the player can maintain the displacement amount (stroke amount) of the handle body 41 (fix it with the palm of the hand) simply by placing the hand on the handle body 41 (as if the hand was resting on a mouse). Therefore, in the gaming machine 1, the hand does not get tired even when playing for a long time. As a result, the gaming machine 1 can contribute to reducing the burden on the player's hands.

[0454] Here, in conventional launch handle devices, the launch lever is generally configured to rotate relative to the cover part. Also, in conventional launch handle devices in which the launch lever rotates relative to the cover part, when trying to rotate the launch lever part while placing a hand on the cover part, there are cases where the fixed cover part resists (due to friction between the cover part and the hand) and the launch lever cannot be rotated smoothly. In contrast, in the launch handle device 40 of the gaming machine 1, the cover part 42 and the launch lever part 43 rotate together, so there is no resistance to the hand when the handle main body 41 is rotated, and the launch handle device 40 can be rotated smoothly.

[0455] Furthermore, the gaming machine 1 is provided with a hand rest 65. Therefore, the launch handle device 40 can be gripped with the hand placed on the hand rest 65. As a result, the gaming machine 1 can reduce the burden on the player's hands.

[0456] (Configuration of the Circulation System) Next, the circulation device 70 will be described in detail with reference to Figures 42 to 51. As shown in Figure 42, the circulation device 70 includes a passage unit 71 and a ball sending unit 72, which form a single unit.

[0457] 42, the circulation device 70 is provided with an adjustment lever 73 and a ball removal lever 74. The circulation device 70 is also provided with two lifts 75 (see FIG. 43), a polishing member (not shown), various motors, and the like.

[0458] Furthermore, as shown in Fig. 42, the circulation device 70 is provided with an opening that serves as an entrance or exit for the game balls. Specifically, as shown in Fig. 42, the circulation device 70 is formed with a safe ball entrance 70a that serves as an entrance for safe balls, an out ball entrance 70b that serves as an entrance for out balls, and a foul ball entrance 70c that serves as an entrance for foul balls. That is, the circulation device 70 is provided with entrances for out balls, safe balls, and foul balls. The circulation device 70 is also provided with a first ball removal opening 70d that serves as an exit on the upstream side of the game balls, and a second ball removal opening 70e that serves as an exit on the downstream side of the game balls.

[0459] A "safe ball" is a game ball that enters each winning port (large winning port 16, general winning port 12, first starting port 14, and second starting port 15). A safe ball discharge passage (not shown) is provided on the game board 7, and the game ball that enters each winning port flows down the safe ball discharge passage and reaches the safe ball entrance 70a, and is transported from the safe ball entrance 70a to the inside of the circulation device 70 (passage unit 71).

[0460] An "out ball" is a game ball that is shot into the game area 8 but does not enter any of the winning holes and flows into the out hole 11. The game board 7 is provided with an out ball discharge passage (not shown), and the game ball that enters the out hole 11 flows down the out ball discharge passage and reaches the out ball entrance 70b, and is transported from the out ball entrance 70b into the inside of the circulation device 70 (passage unit 71).

[0461] Furthermore, a "foul ball" is a game ball that is shot out from the launching device 100 but does not reach the game area 8 and returns to the circulation device 70 (passage unit 71) or the launching device 100. The foul ball is transported from the foul ball entrance 70c into the inside of the circulation device 70 (passage unit 71).

[0462] Furthermore, various switches (such as an excess switch 83 and an insufficient switch 84) are provided in the circulation device 70. The positions of the various switches provided in the circulation device 70 will be described later with reference to FIG.

[0463] The passage unit 71 is for circulating the game balls that flow in from the game board 7. The passage unit 71 is composed of a plurality of passage members, and a plurality of passages R that serve as flow paths for the game balls are formed inside. In addition, two lifts 75 are arranged in the passage unit 71.

[0464] The lift 75 is for transporting the game balls in the circulation device 70 to the upper passage R. In the gaming machine 1 of this embodiment, two lifts 75, a left lift 75a located on the left and a right lift 75b located on the right, are provided in the circulation device 70. As shown in FIG. 43, each lift 75 is provided with a spiral member (lifting member 76). Although the gaming machine 1 of this embodiment has an example in which two lifts 75 are provided, the gaming machine of the present invention is not limited to this embodiment. Specifically, the gaming machine of the present invention may be provided with one lift 75. Also, the gaming machine of the present invention may be provided with three or more lifts 75.

[0465] Each lift 75 is provided with a lift motor (not shown). When the motor is operated, the lifting member 76 of the lift 75 rotates counterclockwise around the axis C3, enabling the game ball to be transported upward. Each lift 75 is configured such that the lifting member 76 is housed in a lift casing 77. The right lift 75b has a polishing member (not shown) attached to the inner wall of the lift casing 77. The right lift 75b transports the game ball upward and polishes the game ball with the polishing member at the same time.

[0466] Each lifting member 76 is provided with a rotation knob 76a. The rotation knob 76a can be rotated using a screwdriver or the like, and the lifting member 76 rotates when the rotation knob 76a is rotated. In other words, each lift 75 can be rotated manually without using a motor.

[0467] As described above, the gaming machine 1 of this embodiment is provided with two lifts 75. This allows the gaming machine 1 to increase the distance (circulation distance) of the passage R in the circulation device 70. Therefore, the gaming machine 1 can accommodate and circulate more gaming balls in the circulation device 70.

[0468] In addition, in the gaming machine 1 of this embodiment, a device for circulating the gaming balls is a unit called the circulation device 70. In addition, the circulation device 70 is removable from the outer frame 2. This allows the gaming machine 1 to easily perform maintenance of the circulation device 70.

[0469] (The path of the game balls, the location of each switch, etc.) Next, the path R for the game balls formed inside the circulation device 70 and the position of each switch will be described with reference to FIG. 44 etc.

[0470] FIG. 44 is a conceptual diagram showing each passage R formed in the circulation device 70. As shown in FIG. 44, multiple passages R are formed in the circulation device 70. The passages R are formed with a downward slope toward the ball sending unit 72, except for the portion (lift 75) that becomes the upward passage Ru. Therefore, the game balls flow down along the passages R toward the ball sending unit 72. That is, in the flow of game balls in the circulation device 70, the entrance sides of the safe ball entrance 70a, the out ball entrance 70b, and the foul ball entrance 70c are upstream, and the ball sending unit 72 side is downstream.

[0471] As shown in FIG. 44, the circulation device 70 is formed with a safe ball passage R1 which is a passage R for game balls flowing in from the safe ball entrance 70a, an out ball passage R2 which is a passage R for game balls flowing in from the out ball entrance 70b, and a foul ball passage R3 which is a passage R for game balls flowing in from the foul ball entrance 70c. The circulation device 70 is also formed with a first merging passage R4 where the safe ball passage R1 and the out ball passage R2 merge. The circulation device 70 is also formed with a second merging passage R5 where the first merging passage R4 and the foul ball passage R3 merge. In the second merging passage R5, the game balls flowing in from each entrance into the circulation device 70 merge and flow down one passage (the second merging passage R5) until they reach the ball sending unit 72.

[0472] Two lifts 75, a left lift 75a and a right lift 75b, are arranged in the second junction passage R5. The game balls are transported upward by these two lifts 75. In other words, the lifts 75 constitute an upward passage Ru that transports the game balls upward in the passage R.

[0473] As described above, a plurality of switches are provided in the circulation device 70. The switches provided in the circulation device 70 include an out ball passage count switch 81, a safe ball passage count switch 80, a foul ball passage count switch 82, an excess switch 83, an insufficient switch 84, a left lift down switch 85a, a left lift up switch 85b, a right lift down switch 85c, a right lift up switch 85d, a subtraction inlet switch 92a, and a subtraction outlet switch 92b.

[0474] The safe ball passage count switch 80 is provided in the safe ball passage R1. The out ball passage count switch 81 is provided in the out ball passage R2. The foul ball passage count switch 82 is provided in the foul ball passage R3.

[0475] The undercount switch 84 is provided downstream of the position (confluence point) where the first junction passage R4 and the foul ball passage R3 merge. In other words, the undercount switch 84 is provided near the start point of the second junction passage R5. As described above, the undercount switch 84 is for detecting a undercount (insufficiency) of game balls (circulating game balls) in the circulation device 70. More specifically, the undercount switch 84 detects whether the number of game balls in the circulation device 70 is less than a predetermined number (54 in this embodiment).

[0476] The excess switch 83 is provided in the first merging passage R4. That is, the excess switch 83 is provided upstream of the deficiency switch 84. As described above, the excess switch 83 is for detecting an excess (surplus) of game balls (circulating game balls) in the circulation device 70. More specifically, the excess switch 83 detects whether the number of game balls in the circulation device 70 is equal to or greater than a predetermined number (67 in this embodiment).

[0477] The sensors (up switch, down switch) for the left and right lifts are provided downstream or upstream of the lift 75. For example, the left lift down switch 85a is provided upstream of the left lift 75a. The left lift up switch 85b is provided downstream of the left lift 75a. The right lift down switch 85c is provided upstream of the right lift 75b. The right lift up switch 85d is provided downstream of the right lift 75b.

[0478] The left lift 75a is configured to operate (start transporting the game ball) when the left lift lower switch 85a detects a game ball, and to stop operation when the left lift upper switch 85b detects a game ball. That is, the left lift 75a operates when there is a game ball at the entrance position of the left lift 75a, and transports the game ball to the upper passage R. Also, the left lift 75a stops operation when a game ball is stuck at the exit position of the left lift 75a.

[0479] The right lift 75b is configured to operate (start transporting the game ball) when the right lift lower switch 85c detects a game ball, and to stop operation when the right lift upper switch 85d detects a game ball. In addition, the right lift 75b is configured to operate after a predetermined time has elapsed even if the right lift lower switch 85c does not detect a game ball. That is, the right lift 75b operates when there is a game ball at the position of the entrance of the right lift 75b, and also operates when there is no game ball at the position of the entrance of the right lift 75b after a predetermined time has elapsed, to transport the game ball to the upper passage R. In addition, the right lift 75b stops operation when a game ball is stuck at the position of the exit of the right lift 75b.

[0480] In this way, in the gaming machine 1, the lift 75 is stopped when the upper switch is in the "ON" state (with balls). This makes it possible to prevent the lift 75 from becoming clogged with balls. Also, in the gaming machine 1, the lift 75 is stopped when the lower switch is in the "OFF" state (without balls). This makes it possible to prevent the lift 75 from spinning freely. Note that in the "ball removal mode" described below, each lift 75 operates regardless of whether or not the lower switch of each lift 75 detects a gaming ball.

[0481] The subtraction entrance switch 92a is provided upstream of the ball sending unit 72. The subtraction outlet switch 92b is provided downstream of the ball sending unit 72. In the gaming machine 1 of this embodiment, when a gaming ball is detected by both the subtraction entrance switch 92a and the subtraction outlet switch 92b, the number of gaming balls owned by the player is subtracted by one.

[0482] Here, if there were no means for detecting foul balls (foul ball detection means), game balls (foul balls) that do not reach the game area 8 and return to the circulation device would be sent out from the ball sending unit and would remain counted negatively (remaining as "-1 ball"). In machines that do not circulate game balls within the game machine (non-sealed machines), the foul balls would return to the upper tray and would not cause any disadvantage to the player, but in the case of managed game machines, if foul balls remain counted negatively, this could cause a disadvantage to the player. The game machine 1 avoids this situation, guarantees the game value owned by the player, and prevents the player from being disadvantaged.

[0483] (Flow of game balls in the circulation device) Next, the flow of game balls in the circulation device 70 will be described with reference to FIG.

[0484] As shown in FIG. 44, the safe ball that flows into the inside of the circulation device 70 from the safe ball entrance 70a flows down the safe ball passage R1, passes through the first merging passage R4, and reaches the second merging passage R5. The out ball that flows into the inside of the circulation device 70 from the out ball entrance 70b flows down the out ball passage R2, passes through the first merging passage R4, and reaches the second merging passage R5. That is, in the first merging passage R4, the out ball and the safe ball merge and flow down. In addition, the foul ball that flows into the inside of the circulation device 70 from the foul ball entrance 70c flows down the foul ball passage R3 and reaches the second merging passage R5. In this way, the out ball, the safe ball, and the foul ball merge in the second merging passage R5 and are transported toward the ball sending unit 72.

[0485] The gaming ball that reaches the second junction passage R5 is transported downstream due to the inclination of the passage R to the left lift 75a, and is then transported by the left lift 75a to the upper passage R. The gaming ball then flows down to the right lift 75b, and is then transported by the right lift 75b to the upper passage R. The gaming ball transported by the right lift 75b to the upper passage R reaches the ball sending unit 72. The gaming ball is then transported from the ball sending unit 72 to the launching device 100.

[0486] (Position and function of adjustment lever and ball removal lever) Next, the positions and functions of the adjustment lever 73 and the ball removal lever 74 will be described with reference to FIG.

[0487] The adjustment lever 73 is for eliminating an excess of game balls in the circulation device 70 (67 or more game balls in this embodiment). More specifically, the adjustment lever 73 can adjust the number of game balls in the circulation device 70 to 63 (a predetermined number). In the gaming machine 1 of this embodiment, the number of game balls in the circulation device 70 is adjusted to 63 by operating the adjustment lever 73. That is, in the gaming machine 1 of this embodiment, when the number of game balls in the circulation device 70 becomes 67 or more, an excess error occurs, and the number of game balls in the circulation device 70 becomes 63 by operating the adjustment lever 73.

[0488] As shown in Fig. 44, the adjustment lever 73 is provided in the first merging passage R4. More specifically, as shown in Fig. 45, the adjustment lever 73 is disposed in the first merging passage R4 below the position where the excess switch 83 is provided. In other words, the adjustment lever 73 is provided so as to include the detection position of the excess switch 83 (excess error detection position P3).

[0489] As shown in Fig. 44, a first outlet 70f, which serves as an outlet for game balls, is provided at the position where the adjustment lever 73 is provided. The adjustment lever 73 closes the first outlet 70f and forms a part of the passage R (first merging passage R4). The first outlet 70f also serves as an outlet continuing to the first ball removal opening 70d via the first outlet passage Ro1.

[0490] Fig. 46 is a cross-sectional view taken along line L2-L2' in Fig. 45. As shown in Fig. 46(a), when the adjustment lever 73 is not being operated, the first outlet 70f is closed by the adjustment lever 73.

[0491] As shown in FIG. 46(b), when the adjustment lever 73 is pulled toward the user, the first discharge port 70f that was blocked by the adjustment lever 73 is opened. This causes game balls upstream of the adjustment lever 73 to fall into the first discharge port 70f. The game balls that flow into the first discharge port 70f are discharged from the first ball removal port 70d to the outside of the circulation device 70 through the first discharge passage Ro1.

[0492] In this way, in the gaming machine 1, an excess of game balls can be eliminated by operating the adjustment lever 73. For example, when an excess error is notified, the excess error can be eliminated by operating the adjustment lever 73.

[0493] The ball removal lever 74 is for discharging game balls from the circulation device 70. More specifically, the ball removal lever 74 is for discharging game balls other than game balls remaining in the left lift 75a in the circulation device 70 to the outside of the circulation device 70. Specifically, as will be described in detail later, the ball removal lever 74 is capable of discharging game balls downstream of the left lift 75a.

[0494] The ball removal lever 74 is disposed at the boundary between the ball sending unit 72 and the passage unit 71. In other words, the ball removal lever 74 is disposed at the most downstream of the passage unit 71. A second discharge port 70g, which serves as a discharge port for game balls, is provided at the position where the ball removal lever 74 is disposed. In addition, the ball removal lever 74 closes the second discharge port 70g and forms a part of the passage R.

[0495] As shown in Figure 47 (a), when the ball removal lever 74 is not being operated, the second discharge outlet 70g is closed by the passage forming portion 74a of the ball removal lever 74.

[0496] As shown in FIG. 47(b), when the ball removal lever 74 is pulled to the right, the entire ball removal lever 74 moves to the right, and the passage forming portion 74a of the ball removal lever 74 moves to a position away from the second discharge port 70g. As a result, the second discharge port 70g that was blocked by the passage forming portion 74a is opened. As a result, the game balls (game balls in the passage unit 71) located upstream of the ball removal lever 74 flow down from the second discharge port 70g, pass through the second discharge passage Ro2, and are discharged from the second ball removal port 70e to the outside of the circulation device 70. In this way, the gaming machine 1 can discharge the game balls in the circulation device 70.

[0497] The game balls that can be discharged by the ball removal lever 74 are those downstream of the lift 75 (those that can reach the second discharge port 70g by natural fall), and game balls remaining in the lift 75 cannot be discharged by operating the ball removal lever 74. Game balls remaining in the lift 75 can be discharged by executing the ball removal mode described later.

[0498] The game balls that can be discharged by the ball removal lever 74 will be described in more detail. As described above, the passage R of the circulation device 70 is inclined downward toward the downstream. Therefore, assuming that each lift 75 is stopped due to a power outage or the like, the game balls downstream of the right lift 75b flow down along the inclination of the passage R to the position where the ball removal lever 74 is provided. Therefore, in the game machine 1, when the right lift 75b is not operating, the ball removal lever 74 cannot discharge the game balls in the right lift 75b and the game balls upstream of the right lift 75b, but can discharge the game balls downstream of the right lift 75b. In other words, in the game machine 1, the game balls downstream of the right lift 75b can be structurally discharged by operating the ball removal lever 74.

[0499] In addition, in the gaming machine 1, a gaming ball downstream of the left lift 75a reaches the right lift 75b due to the inclination of the passage R, and is transported by the right lift 75b. Here, as described above, the right lift 75b is configured to automatically operate after a predetermined time has elapsed even if the right lift lower switch 85c does not detect a gaming ball. Therefore, in the gaming machine 1 of this embodiment, in principle, no gaming ball remains in the right lift 75b, except in the case of an irregular event such as a power outage occurring before the predetermined time has elapsed or while the right lift 75b is transporting a gaming ball, or a malfunction of the right lift 75b.

[0500] On the other hand, the left lift 75a is not configured to automatically operate after a predetermined time has elapsed even if a game ball remains. Also, the left lift 75a operates on the condition that the left lift lower switch 85a detects a game ball. Therefore, the left lift 75a stops operating when the left lift lower switch 85a no longer detects a game ball, even if the game ball is being transported. As a result, a game ball may remain in the left lift 75a.

[0501] A gaming ball that is upstream of the left lift 75a reaches the left lift 75a along the slope of the passage R. A gaming ball that reaches the vicinity of the entrance of the left lift 75a is detected by the left lift lower switch 85a. When the left lift lower switch 85a detects a gaming ball, the left lift 75a is activated. Therefore, except in the case of an irregular event such as a sudden power outage or a malfunction of the left lift 75a, in principle, no gaming ball remains upstream of the left lift 75a.

[0502] In this way, in the gaming machine 1, gaming balls may remain in the left lift 75a, but gaming balls downstream of the left lift 75a are automatically transported downstream under the control of the frame control board 120. Therefore, in the gaming machine 1, gaming balls downstream of the left lift 75a are automatically transported downstream under the control of the frame control board 120, and can be discharged by operating the ball removal lever 74. In other words, in the gaming machine 1, gaming balls downstream of the left lift 75a are transported under control, and these gaming balls can be discharged by operating the ball removal lever 74.

[0503] Furthermore, in the gaming machine 1, the left lift 75a can be forcibly operated by executing the ball removal mode. Therefore, in the gaming machine 1, by operating the ball removal lever 74 after executing the ball removal mode, it is possible to completely discharge the gaming balls in the circulation device 70, including the gaming balls remaining in the left lift 75a.

[0504] In this way, in the gaming machine 1, gaming balls downstream of the right lift 75b can be structurally discharged by operating the ball removal lever 74. Also, in the gaming machine 1, gaming balls downstream of the left lift 75a can be transported downstream in a controlled manner and discharged by operating the ball removal lever 74. Furthermore, gaming balls downstream of the adjustment lever 73 and upstream of the left lift 75a are transported downstream by the left lift 75a in a controlled manner. Furthermore, gaming balls remaining in the left lift 75a can be structurally discharged by operating the ball removal lever 74 after executing the ball removal mode. Furthermore, gaming balls upstream of the adjustment lever 73 can be structurally discharged by operating the adjustment lever 73.

[0505] As described above, in the gaming machine 1, the rotary knob 76a is provided on each lift 75. Therefore, even if the left lift 75a is stopped, the gaming balls remaining in the left lift 75a can be discharged by operating the rotary knob 76a.

[0506] In the gaming machine 1 of this embodiment, as described above, the function of the ball removal lever 74 allows the gaming balls in the circulation device 70 to be discharged. Here, when the gaming machine is shipped from the factory, the gaming machine is inspected to check whether the gaming balls fly without problems, whether the gaming machine can be played without problems, etc. Furthermore, if gaming balls remain in the gaming machine, the weight of the gaming machine increases, so it is necessary to remove the remaining gaming balls after the inspection is completed. Furthermore, the smaller the overall weight of the gaming machine, the better the work efficiency, such as the work of moving the machine in an amusement store. Furthermore, if illegal gaming balls (for example, small gaming balls) are mixed into the gaming machine, it becomes necessary to remove the gaming balls from the gaming machine. The gaming machine 1 is able to handle the above-mentioned situations by being able to remove the balls as appropriate.

[0507] In addition, in the gaming machine 1, when cleaning the passage R of the circulation device 70, the game balls in the circulation device 70 are discharged (by removing the balls), so that the circulation device 70 can be efficiently cleaned.

[0508] (Number of balls subject to insufficient and excessive errors) Next, the number of game balls that is the target of detection by the too-low switch 84 (the target of an too-low error) and the number of game balls that is the target of detection by the too-high switch 83 (the target of an too-high error) will be specifically explained.

[0509] As shown in Figure 45, if the game ball immediately before being sent out to the ball sending unit 72 (the game ball most downstream in the passage unit 71) is defined as the "first ball," then at least 63 game balls can be accommodated in the circulation device 70 (in the passage unit 71). In the following explanation, the game balls in the passage unit 71 (the game ball before being sent out to the ball sending unit 72) will be described by referring to the game ball most downstream in the passage unit 71 as the "first ball," and subsequent game balls on the upstream side as the "second ball," the "third ball," etc.

[0510] As shown in FIG. 45, in the gaming machine 1 of this embodiment, the excess switch 83 is provided at a position where the 67th gaming ball is detected (excess error detection position P3). That is, the excess switch 83 is capable of detecting when the number of gaming balls in the circulation device 70 becomes 67 or more. The excess switch 83 is "ON" when a gaming ball is detected, and is "OFF" when no gaming ball is detected. In addition, in the gaming machine 1, when the excess switch 83 is "ON", it is determined that an "excess error" has occurred. That is, in the gaming machine 1, when the number of gaming balls in the passage unit 71 becomes 67 or more, an excess error occurs.

[0511] As shown in FIG. 45, in the gaming machine 1 of this embodiment, the undercount switch 84 is provided at a position where the 55th gaming ball is detected (undercount error detection position P2). The undercount switch 84 is "ON" when gaming balls are detected (55 or more), and is "OFF" when gaming balls are not detected (54 or fewer). Furthermore, in the gaming machine 1, when the undercount switch 84 is "OFF", it is determined that there is an "undercount error". That is, in the gaming machine 1, when the number of gaming balls in the circulation device 70 becomes 54 or fewer (less than 55), an undercount error occurs.

[0512] As shown in FIG. 46(a), the adjustment lever 73 is capable of discharging game balls located upstream from the 64th ball onwards. That is, as shown in FIG. 46(b), when the adjustment lever 73 is operated, game balls from the 64th ball onwards are discharged. Therefore, when the adjustment lever 73 is operated, the number of game balls in the passage unit 71 becomes "63 balls." In other words, in the gaming machine 1 of this embodiment, it can be said that the optimal number of game balls (the number of game balls remaining in the passage unit 71 by operating the adjustment lever 73) is "63 balls."

[0513] As described above, the gaming machine 1 is equipped with an adjustment lever 73 (first adjustment means) for adjusting the number of gaming balls in the gaming machine 1 to "63" (a predetermined number), and a ball removal lever 74 (second adjustment means) that can eject the gaming balls outside the gaming machine 1.

[0514] As described above, in the gaming machine 1, the number of gaming balls that can be adjusted by operating the adjustment lever 73 (optimum number N1) is "63." Furthermore, in the gaming machine 1 of this embodiment, the number of gaming balls that are the subject of under-detection errors (number of under-detection errors N2) is "54," and the number of gaming balls that are the subject of over-detection errors (number of over-detection errors N3) is "67."

[0515] As described above, in the gaming machine 1 of this embodiment, by operating the adjustment lever 73, excess gaming balls in the gaming machine 1 can be discharged and adjusted to an appropriate number (predetermined number). For example, as described above, the number of gaming balls in the gaming machine 1 (in the passage unit 71) can be set to an appropriate number (e.g., 63) that allows smooth play. In addition, in the gaming machine 1 of this embodiment, when multiple gaming machines (e.g., 10 machines) are installed, the number of gaming balls can be adjusted to the same for all machines.

[0516] Furthermore, in the gaming machine 1, the ball removal lever 74 can eject most of the gaming balls inside the gaming machine 1. Therefore, according to the gaming machine 1, when the gaming machine 1 is moved, the weight of the gaming machine can be reduced by ejecting the gaming balls.

[0517] In the gaming machine 1 of this embodiment, the number of gaming balls (optimum number N1) adjusted by operating the adjustment lever 73 is set to "63", but the gaming machine of the present invention is not limited to the above embodiment. For example, in the gaming machine of the present invention, the number of gaming balls adjusted by operating the adjustment lever may be less than 63 when there is only one lift or no lift (when the number of gaming balls that can be accommodated in the circulation device is small). Also, the number of gaming balls adjusted by operating the adjustment lever 73 may be more than 63.

[0518] As described above, in the gaming machine 1 of this embodiment, the number of gaming balls to be detected as an under-error detection target (the under-error detection number N2) is "54", and the number of gaming balls to be detected as an over-error detection target (the over-error detection number N3) is "67", but the gaming machine of the present invention is not limited to this embodiment. The under-error detection number N2 and the over-error detection number N3 can be appropriately selected.

[0519] (Structure and operation of ball feeding unit) Next, the ball sending unit 72 will be described with reference to Fig. 48 etc. As shown in Fig. 48, the ball sending unit 72 is configured such that a ball sending port 95 serving as an outlet for the game ball is formed in a case body 93.

[0520] As shown in FIG. 49, the ball sending unit 72 includes a ball sending solenoid 90, a ball sending shutter 91, a subtraction inlet switch 92a, and a subtraction outlet switch 92b. The ball sending unit 72 also includes a case body 93 that houses the ball sending solenoid 90 and the like, and a ball sending outlet forming part 94. As shown in FIG. 49, the case body 93 is composed of a first case body 93a, a second case body 93b, and a third case body 93c. The circulation device 70 is provided with a second discharge passage forming part 78 that forms a second discharge passage Ro2. The second discharge passage forming part 78 is attached with a ball removal lever 74. The ball sending unit 72 is attached to the passage unit 71 via the second discharge passage forming part 78.

[0521] In the ball feed unit 72, the ball feed shutter 91 is displaced by the ball feed solenoid 90, so that the ball feed can be permitted or prevented. As shown in FIG. 50, the ball feed shutter 91 has a U-shaped tip, and a ball feed blocking portion 91a is formed at the tip. Also, as shown in FIG. 50, the ball feed shutter 91 can be displaced by the operation of the ball feed solenoid 90 so that the ball feed blocking portion 91a swings up and down.

[0522] In addition, a ball feed waiting section 96 is formed in the case body 93 at a position rearward of the ball feed shutter 91 (see FIG. 50(a-2)). The ball feed waiting section 96 is part of the passage for the game balls. The game balls that reach the ball feed unit 72 from the passage unit 71 wait in the ball feed waiting section 96 for being fed. As shown in FIG. 50(a-2), the ball feed waiting section 96 is provided above and rearward of the ball feed opening 95.

[0523] As shown in Fig. 50(a-1), when the ball feed solenoid 90 is not in operation, the ball feed blocking portion 91a of the ball feed shutter 91 is disposed so as to block the ball feed waiting portion 96. Therefore, the game ball in the ball feed waiting portion 96 is prevented from moving forward (downstream).

[0524] As shown in FIG. 50(b-2), when the ball feed solenoid 90 is actuated, the ball feed shutter 91 is displaced so that the tip portion moves upward. Therefore, the ball feed waiting section 96 that was blocked by the ball feed blocking section 91a of the ball feed shutter 91 is opened. Then, the game balls that were waiting in the ball feed waiting section 96 flow down toward the ball feed opening 95.

[0525] As shown in Figures 50 (b-2) and (b-3), the game ball that flows down from the ball feed waiting section 96 to the front moves forward from the ball feed waiting section 96, and then falls into the lower ball feed opening 95. The game ball then flows down from the ball feed opening 95 toward the launching device 100. As a result, the game ball is sent out from the ball feed unit 72 toward the launching device 100.

[0526] Here, as described above, two subtraction switches (the subtraction entrance switch 92a and the subtraction exit switch 92b) are provided in the ball sending unit 72. Also, as described above, the two subtraction switches (the subtraction entrance switch 92a and the subtraction exit switch 92b) are for subtracting game balls.

[0527] As shown in FIG. 51(a), the subtraction entrance switch 92a is provided in the upper part of the case body 93, near the ball feed waiting section 96. That is, the subtraction entrance switch 92a is provided in a position where a game ball waiting to be fed in the ball feed unit 72 can be detected (waiting game ball detection position P4). The subtraction port switch 92b is provided in the lower part of the case body 93, near the ball feed port 95. That is, the subtraction port switch 92b is provided in a position where a game ball fed from the ball feed unit 72 can be detected (ball feed game ball detection position P5).

[0528] When the game ball reaches the ball feed waiting section 96 of the ball feed unit 72, it is detected by the subtraction entrance switch 92a while waiting for the ball to be fed. Here, when the firing signal is "ON" (firing volume is equal to or greater than the threshold) and the subtraction entrance switch 92a is "ON" (when there is a ball), the ball feed solenoid 90 operates and the ball feed shutter 91 opens (the ball feed blocking section 91a of the ball feed shutter 91 moves upward).

[0529] As shown in Fig. 51(b), when a game ball reaches the ball feed port 95, the game ball is detected by the subtraction port switch 92b provided near the ball feed port 95. When the subtraction port switch 92b detects "ON", the value of the ball number counter is subtracted by "1" ("-1" is obtained, and the number of game balls is reduced by one).

[0530] In this manner, in the gaming machine 1 of this embodiment, the subtraction of the number of game balls used by the player for the game is performed by two switches, the subtraction entry switch 92a and the subtraction exit switch 92b. In other words, in the gaming machine 1, the two switches for subtraction are monitored on a "one-to-one" basis, the entry switch and the exit switch.

[0531] (Error notification mode for the circulation device and operation during ball removal mode) Next, a notification mode for errors related to the circulation device 70, such as an excess error or an insufficient error, and an operation in the ball removal mode will be described with reference to FIGS.

[0532] (Example of excessive error notification) First, a specific example of excessive error notification will be described with reference to Fig. 52. As shown in Fig. 52, excessive error notification starts with the detection of an excessive error. Specifically, excessive error notification starts when excessive switch 83 detects "ON" and sub CPU 130a receives an excessive error start command.

[0533] In the case of an excess error notification, an excess error notification image 200 is displayed. In addition, in the case of an excess error notification, no error sound (system sound) is output. As shown in FIG. 52, the excess error notification image 200 of this embodiment displays a text image saying "Circulating balls have been replenished. Please operate the adjustment lever to adjust the number of internally circulating balls" in a partial area (upper part) of the image display device 20. In addition, the display of the excess error notification image continues until an excess error end command is received (until the excess error is resolved).

[0534] (Example of under-error reporting) Next, a specific example of under-error notification will be described with reference to Fig. 53 and Fig. 54. As shown in Fig. 53 and Fig. 54, under-error notification starts from detection of an under-error. Specifically, under-error notification starts when the under-error switch 84 turns "OFF" and the sub CPU 130a receives an under-error start command.

[0535] In the under-error notification, an under-error notification image 201 is displayed, and an under-error system sound (a voice saying "Please refill circulating balls" and a siren sound) is output. As shown in Fig. 53, the under-error notification image 201 of this embodiment displays a text image saying "Please refill circulating balls" in a partial area (upper part) of the image display device 20.

[0536] Here, in the gaming machine 1 of this embodiment, the trigger for ending the undercount error notification is configured to differ depending on whether the undercount error is resolved without the door being opened, or whether the undercount error is resolved with the door being opened.

[0537] As shown in Fig. 53, when the undercount error is resolved without opening the door, an undercount error end command is sent to the sub-CPU 130a due to the elimination of the undercount error, and the undercount error notification ends when the sub-CPU 130a receives the undercount error end command. Note that an undercount error is resolved without opening the door when, for example, the number of game balls in the circulation device 70 decreases due to a so-called "grape state" in which multiple game balls are caught and retained on the game board 7, and then the game balls on the game board 7 flow down (when the grapes are released).

[0538] On the other hand, as shown in FIG. 54, if the under-run error is resolved with the door open, the under-run error notification continues until an over-run error occurs. That is, in the gaming machine 1, as a method of dealing with an under-run error, the game balls are replenished until the excess switch 83 is turned "ON", and the player is prompted to use the adjustment lever 73 to discharge the surplus balls. Note that if game balls are simply replenished until the under-run switch 84 is turned "ON" (until the under-run of game balls is resolved), there is a possibility that the number of game balls enclosed in each gaming machine will vary. In contrast, the gaming machine 1 can always keep the number of game balls enclosed inside (in the circulation device 70) constant.

[0539] (Specific example of ball count clear notification) Next, a specific example of the game ball count clear notification will be described with reference to FIG. 55. As shown in FIG. 55, the game ball count clear notification starts with the detection of the game ball count being cleared. Specifically, the game ball count clear notification is initiated when the game ball count clear switch 103 is set to "ON" and power is turned on, and a game ball count clear start command is transmitted. Furthermore, the game ball count clear notification starts when the sub-CPU 130a receives the game ball count clear start command. Note that "game ball count clear" refers to clearing the game ball count displayed on the game ball count display 101 (setting it to "0").

[0540] In the game ball count clear notification, a game ball count clear notification image 202 is displayed and an error sound (system sound) is output. As shown in FIG. 55, the game ball count clear notification image 202 of this embodiment displays a text image of "game ball count cleared" in a partial area (upper part) of the image display device 20. In addition, the game ball count clear system sound of this embodiment outputs a sound of "game ball count cleared." The game ball count clear notification image is displayed for three seconds from the reception of the game ball count clear start designation command. In addition, the game ball count clear system sound ends by outputting the sound once.

[0541] (Example of ball removal mode notification) Next, a specific example of the ball removal mode notification will be described with reference to FIG.

[0542] The "ball removal mode" is a mode in which all game balls in the circulation device 70 are completely discharged. The ball removal mode is executed by turning on the power while pressing the ball removal switch 104 when the number of game balls is "0". In the ball removal mode, each lift 75 starts moving unconditionally, and each lift 75 continues to operate for a predetermined time (for example, 60 seconds). Furthermore, by operating the ball removal lever 74, the game balls can be completely discharged (balls remaining in each lift 75 can be removed). In the ball removal mode, it is not possible to play games.

[0543] 56, the ball removal mode notification is started by detecting the ball removal mode. Specifically, the ball removal mode notification is started by turning on the power while pressing the ball removal switch 104 when the number of game balls is "0" and the sub-CPU 130a receives a ball removal mode start command.

[0544] In the ball removal mode notification, a ball removal mode notification image 203 is displayed and an error sound (system sound) is output. As shown in FIG. 56, the ball removal mode notification image 203 of this embodiment darkens the entire area of ​​the image display device 20 and displays a text image such as "ball removal mode in progress." The ball removal mode system sound of this embodiment outputs the sound "ball removal mode in progress." The display of the ball removal mode notification image continues until the power is turned off. The ball removal mode system sound ends by outputting the sound once.

[0545] (Example of a display device) Next, the icons (reserved icon HI, corresponding variable icon TI), performance pattern 31, small performance pattern 32, number reserved image 35, and the currently variable performance displayed on the image display device 20 will be described with reference to FIG.

[0546] In the gaming machine 1, the number of reserved balls is shown by the numbers (number reserved images 35) displayed in the reserved number display areas (first reserved number display area 35a, second reserved number display area 35b) provided on the image display device 20, or by the number of reserved ball icons HI. Furthermore, in the gaming machine 1, the small performance symbols 32 are displayed in a variable manner to indicate that the jackpot determination is changing, and the result of the jackpot determination (miss or jackpot) can be displayed by stopping and displaying the small performance symbols 32 in a predetermined manner.

[0547] The reserved number is updated and increased when a winning bid is made at the start port. For example, when the first reserved number increases by one from "2" to "3" due to a winning bid at the first start port 14, the image display device 20 displays the number reserved for the first reservation (the number displayed in the first reserved number display area 35a) as an updated number increased from "2" to "3". The reserved number is also updated and decreased when the final stop ends. For example, the image display device 20 displays the number reserved (the number displayed in the first reserved number display area 35a) as an updated number decreased from "3" to "2" (see FIG. 57(d)).

[0548] As shown in Fig. 57, on the image display device 20, during the change, the three performance symbols 31 are displayed in a manner that indicates that they are changing, such as scrolling (see Fig. 57(a)) or temporarily stopping (see Fig. 57(b)). Also, on the image display device 20, the three performance symbols 31 are stopped and displayed together with the fixed stop of the small performance symbol 32.

[0549] If the result of the big win determination is a "miss," three performance symbols 31 are displayed in a manner indicating a miss, and if the result is a "big win," three performance symbols 31 are displayed in a manner indicating a big win (for example, three performance symbols 31 of the same number, such as "777," are displayed in a manner indicating a big win). In addition, in the case of a miss, the next variable display begins after the fixed stop is completed (see FIG. 57(d)).

[0550] (Example of excessive and insufficient error notification during fluctuation) Next, an example of notification when an overage error or underage error occurs during a varying display will be described with reference to FIG.

[0551] As described above, in the image display device 20, the three performance symbols 31 are displayed in a manner that indicates that they are changing, such as scrolling or temporarily stopping, during the change. Also, when an excessive error occurs during the change display, as shown in Fig. 58(a), in the image display device 20, an excessive error notification image 200 is displayed together with the change display of the performance symbols 31.

[0552] 58(b), when an under-run error occurs during the varying display, the image display device 20 displays an under-run error notification image 201 together with the varying display of the performance pattern 31. In addition, together with the display of the under-run error notification image 201, an under-run error notification system sound (a voice saying "Please refill the circulation balls" and a siren sound) is output from the sound output device 21.

[0553] As shown in Figure 58, the excess error notification image 200 and the insufficient error notification image 201 are displayed in a position that does not overlap with the hold icon HI, the small performance pattern 32, or the number hold image 35.

[0554] (Timing of complete operation notification and complete operation preparation notification) Next, the timing at which the complete function is activated and the timing at which a notification related to the complete function is given will be described with reference to FIG.

[0555] As described above, in the gaming machine 1, when the MY value reaches "95000," the complete function is activated at a predetermined timing. Specifically, as shown in FIG. 59(a), if the MY value reaches "95000" when the jackpot symbol is not stopped for confirmation or the jackpot game is not in progress, the complete function is activated at that timing (when the MY value reaches "95000"). Also, as shown in FIG. 59(b), if the jackpot symbol is not stopped for confirmation or the jackpot game is in progress when the MY value reaches "95000," the complete function is activated when the jackpot game ends.

[0556] Fig. 59(a) is a timing chart showing the execution timing of each complete operation related notification when the complete function is activated when the MY value reaches "95000". As shown in Fig. 59(a), after the MY value reaches "90000", advance notifications are issued until the MY value reaches "95000". Furthermore, when the MY value reaches "95000", a complete operation notification is issued from that timing.

[0557] Fig. 59(b) is a timing chart showing the execution timing of each complete operation related notification when the complete function is activated at the end of a jackpot game. As shown in Fig. 59(b), after the MY value reaches "90000", a pre-notification is given until the MY value reaches "95000". Furthermore, when the MY value reaches "95000" during a jackpot game, a notification that a complete operation is in preparation is given from that point on. Furthermore, a complete operation notification is given from the point when the jackpot game ends.

[0558] In this way, the gaming machine 1 performs a predetermined notification (advance notification, notification that the complete function is being prepared) before the complete operation. This allows the gaming machine 1 to prevent the player from being confused when the complete operation is performed. The gaming machine 1 also prevents a situation in which the complete function is suddenly activated (the game suddenly stops), giving the player a sense of security.

[0559] (Examples of notifications related to each complete operation) Next, an example of each complete operation related notification (advance notification, complete operation preparation notification, complete operation notification) will be described with reference to FIG.

[0560] In the gaming machine 1 of the present embodiment, as notifications relating to the complete operation, a "pre-notification," a "notification in preparation for complete operation," and a "notification of complete operation" can be executed.

[0561] In the following description, when a predetermined image is displayed in the entire area of ​​the image display device 20, the screen on which the image is displayed may be described as "screen Z." For example, when a complete operation image 206 described later is displayed in the entire area of ​​the image display device 20, the screen may be described as "complete operation screen 206Z." When a predetermined image is displayed in the entire area of ​​the image display device 20, the screen may be described simply as "full screen" or "full screen display." Furthermore, a screen on which an effect image such as during a fluctuation or a big win is displayed may be described simply as "effect screen 210Z."

[0562] The "advance notification" is a notification that the remaining number of MY is getting low. In the gaming machine 1 of this embodiment, the advance notification is performed after the MY value reaches a predetermined value ("90000" in this embodiment) and before the complete operation or before the complete operation is being prepared.

[0563] The advance notification can be performed, for example, as shown in Fig. 60(a), by displaying an advance notification image 204 in a predetermined area of ​​the image display device 20. As shown in Fig. 60(a), the advance notification image 204 in this embodiment shows an estimate of the number of MY remaining until the complete activation, and is an image notifying that the game will end after the complete activation (an image including the text "The complete function will activate when there are approximately XX number of MY remaining. When activated, today's game will end").

[0564] The "Complete operation preparation notification" is given when the jackpot symbol is stopped to be determined or during the jackpot game if the MY value reaches "95000" during the jackpot symbol determination stop or jackpot game. The complete operation preparation notification is given after the MY value reaches "95000" during the jackpot symbol determination stop or during the jackpot game, until the end of the jackpot game (until the complete operation).

[0565] The notification that the complete operation is being prepared can be made by displaying a complete operation preparation image 205 (attention-calling image) in a predetermined area of ​​the image display device 20, as shown in Fig. 60(b), for example. The complete operation preparation image 205 is an image including a text image encouraging the player to continue playing, and text notifying the player that the complete operation will be performed after the jackpot game ends (a text image stating "You are in a jackpot. Please continue playing. The complete function will be activated after the jackpot ends. If it is activated, today's game will end").

[0566] The "complete operation notification" is given when the complete function is activated. In the complete operation notification, it is notified that the complete function has been activated.

[0567] The complete operation notification can be performed, for example, as shown in Fig. 60(c), by displaying a complete operation image 206 on substantially the entire area of ​​the image display device 20 and outputting a sound (complete operation system sound) notifying that the complete function has been activated by the audio output device 21. As shown in Fig. 60(c), the complete operation image 206 of this embodiment is a screen (complete operation screen 206Z) that darkens substantially the entire area of ​​the image display device 20 and displays a text image notifying that the complete function has been activated and that the game will end.

[0568] In this manner, in the gaming machine 1 of this embodiment, the advance notification indicates the remaining number of MY as an approximate value (for example, 5000). Also, in the gaming machine 1 of this embodiment, the advance notification is performed by displaying the complete operation preparation image 205 on the image display device 20. Note that in the gaming machine of the present invention, the complete operation notification may overlap with other notifications.

[0569] (Type of error, priority, and error notification content) Next, the types of errors, the notification priorities of these errors, and the contents of each error notification will be described with reference to FIG.

[0570] (Error type and priority) Fig. 61 is a diagram showing a list of types of errors (in other words, abnormalities) that may occur in the gaming machine 1, and their notification priorities (priorities). Note that the errors shown in Fig. 61 are only a portion of the errors that may occur and that can be detected, and there are various other errors in the gaming machine 1, which can be detected and notified.

[0571] Here, in this specification, "occurrence of an error" strictly means detection of the occurrence of an irregular event defined as an error, such as an event of power restoration or the occurrence of an abnormal winning. For example, although the event of "power restoration" is not an error of the gaming machine 1 itself, from the viewpoint that the state in which power is supplied to the gaming machine 1 so as to be used for a player's play is a normal state (in other words, a normal state), the event of the power of the gaming machine 1 switching from an OFF state to an ON state can be said to be a kind of abnormality (error). Also, although the event of "activation of the complete function" is not an error of the gaming machine 1 itself, the event in which the game is stopped can be said to be a kind of abnormality (error).

[0572] The contents of each error and the detection conditions will be described below with reference to Figure 61. Note that the game ball count clear, ball removal mode, excess error, and insufficient error have been explained above, so detailed explanations will be omitted below.

[0573] A game stop error is detected when the main control board 110 fails to receive a command from the frame control board 120 ten times. The game stop error notification is performed by displaying an image of "game stopped" across the entire area of ​​the image display device 20, and outputting a voice message of "please call an attendant" and a siren sound from the audio output device 21. The notification by the image display device 20 and the audio output device 21 continues until the power is turned off.

[0574] The power restoration is detected on the condition that a power restoration operation is detected. Specifically, the main control board 110 detects the power restoration on the condition that the gaming machine 1 is switched from the power OFF state to the power ON state (the power restoration operation is performed) without turning on the RAM clear switch 111a (while the RAM clear switch 111a is in the OFF state).

[0575] A magnetic detection error is detected when the magnetic sensor 17 detects a magnetic field for a predetermined period of time. Specifically, the main control board 110 detects a magnetic detection error when the magnetic sensor 17 continuously outputs an ON signal, such as when an abnormal magnetic field is applied to the gaming machine 1.

[0576] The impact detection error is detected when an impact sensor (not shown) detects an impact (vibration). Specifically, the main control board 110 detects an impact detection error when abnormal vibration is applied to the gaming machine 1.

[0577] A radio wave detection error is detected when the radio wave detection sensor 107 detects radio waves. Specifically, the main control board 110 detects a radio wave detection error when abnormal radio waves are applied to the gaming machine 1.

[0578] Complete operation is detected when the complete operation flag is set to "ON." As described above, when the MY value reaches the upper limit (95000), the main control board 110 sets (turns ON) the complete operation flag at a predetermined timing (when the MY value reaches 95000 or when the big win game ends). The main control board 110 detects complete operation when the complete operation flag is set to "ON."

[0579] The complete operation preparation is detected when the complete operation preparation flag is "ON". As described above, the main control board 110 sets (turns ON) the complete operation preparation flag when the MY value reaches the upper limit (95000) during the big win symbol determination stop or during a big win game. The main control board 110 detects the complete function preparation when the complete operation preparation flag is "ON".

[0580] The door open error is detected by detecting the OFF state of the door open detection switch 106 (a state indicating that the liquid crystal unit 3 or the front unit 4 is open). Specifically, the main control board 110 detects the door open error when the liquid crystal unit 3 is open relative to the outer frame 2 (when the liquid crystal unit open detection switch is OFF) or when the front unit 4 is open (when the front unit open detection switch is OFF).

[0581] The door open detection switch 106 is a switch that detects whether the LCD unit 3 or the front unit 4 is in a closed or open state, and outputs an ON signal when the LCD unit 3 or the front unit 4 is in a closed state, and outputs an OFF signal when the LCD unit 3 or the front unit 4 is in an open state. Furthermore, when the main control board 110 detects that the door open switch is in an ON state, it cancels the event.

[0582] In this way, at least 12 types of errors (errors 1 to 12) can occur in the gaming machine 1: game stop error, game ball count cleared, ball removal mode, power restoration, magnetic detection error, impact detection error, radio wave detection error, complete operation, preparation for complete operation, door open error, too little error, and too much error.

[0583] In addition, a notification priority order (priority) is set for each of the above-mentioned errors. To be more specific, the more serious the event (error) that should be notified to the player first, the higher the notification priority. Specifically, as shown in the list in FIG. 61, in the gaming machine 1 of this embodiment, the higher the priority of the error, and the priority order is "game stop error > game ball count clear > ball removal mode > power restored > magnetic detection error > impact detection error > radio wave detection error > complete operation > preparing for complete operation > door open error > too little error > too much error."

[0584] As mentioned above, the errors shown in Fig. 61 are merely examples, and other possible errors include errors at the start of setting change, end of setting change, end of setting confirmation, etc. Also, for these errors, the complete operation may be set as a "lower error" (error with low priority) or as a "higher error" (error with high priority).

[0585] (Examples of error notifications) Next, specific examples of error notification will be described with reference to FIGS.

[0586] (Example of power restoration notification) First, a specific example of the power restoration notification will be described with reference to Fig. 62. As shown in Fig. 62, the power restoration notification starts when the power is turned on. Specifically, the power-on notification starts when the sub CPU 130a receives a power restoration designation command.

[0587] In the power restoration notification, the power restoration notification image 207 is displayed on the entire screen, and a power-on system sound (predetermined BGM) is output. As shown in Fig. 62, the power restoration notification screen 207Z (power restoration notification image 207) of this embodiment darkens the entire area (full screen) of the image display device 20, and displays a text image of "power restoration". Moreover, the display of the power restoration notification screen 207Z and the output of the power-on system sound end 30 seconds after they start.

[0588] (Example of magnetic detection error notification) Next, a specific example of the magnetic detection error notification will be described with reference to Fig. 63. As shown in Fig. 63, the magnetic detection error notification starts from the detection of a magnetic detection error. Specifically, the magnetic detection error notification starts when the sub-CPU 130a receives a magnetic detection error designation command.

[0589] In the magnetic detection error notification, the magnetic detection error notification image 208 is displayed on the entire screen, and a magnetic detection error system sound (voice "Magnetic field has been detected" + siren) is output. As shown in Fig. 63, the magnetic detection error notification screen 208Z (magnetic detection error notification image 208) of this embodiment darkens the entire area (full screen) of the image display device 20 and displays a text image of "Magnetic field has been detected". Moreover, the display of the magnetic detection error notification screen 208Z and the output of the magnetic detection system sound end 180 seconds after starting.

[0590] (Example of complete operation notification) Next, a specific example of the complete operation notification will be described with reference to Fig. 64. As shown in Fig. 64, the complete operation notification is started from the operation of the complete function. Specifically, the complete operation notification is started when the sub CPU 130a receives a complete operation designation command.

[0591] In the complete operation notification, the complete operation image 206 is displayed on the entire screen, and a complete operation system sound (voice + siren saying "The complete function has been activated. Play ends for today") is output. As shown in FIG. 64, the complete operation screen 206Z (complete operation image 206) of this embodiment darkens the entire area (full screen) of the image display device 20, and displays a text image saying "Complete function is operating" and a text image saying "The maximum payout limit for one day has been reached. Play ends for today." The display of the complete operation image continues until the power is turned off. Meanwhile, the output of the complete operation system sound ends when two sets of "voice + siren" are output, with one set being one set.

[0592] (Specific example of door open error notification) Next, a specific example of the door open error notification will be described with reference to Fig. 65. As shown in Fig. 65, the door open error notification is started from the detection of the door open error. Specifically, the door open error notification is started by the sub CPU 130a receiving a door open error designation command.

[0593] In the door opening error notification, a door opening error notification image 209 is displayed and a door opening error system sound (a sound saying "Door is open") is output. As shown in Fig. 65, the door opening error notification image 209 in this embodiment displays a text image of "Door opening error" in a partial area (upper part) of the image display device 20. Furthermore, the display of the door opening error notification image and the output of the door opening error system sound are terminated when the door opening switch is detected to be "ON."

[0594] As shown in Fig. 61, the under-error notification and the over-error notification have a lower priority than the complete operation notification (complete operation notification>under-error notification, over-error notification). Also, the under-error notification and the over-error notification have a lower priority than the notification during ball removal mode (notification during ball removal mode>under-error notification, over-error notification). On the other hand, the notification for clearing the number of game balls and the notification during ball removal mode have a higher priority than the complete operation notification (notification for clearing the number of game balls, notification during ball removal mode>complete operation notification).

[0595] In the gaming machine 1 of this embodiment, the excessive error notification and the insufficient error notification have roughly equal priorities, but in the case of an insufficient error notification, an error notification sound is output from the audio output device 21, whereas in the case of an excessive error notification, no error notification sound is output from the audio output device 21. Note that the gaming machine of the present invention may be configured to notify the excessive error notification by the audio output device.

[0596] The complete operation notification may be displayed overlapping with other notifications (images, sounds, etc.). For example, the complete operation image 206 may be displayed overlapping with other images (error notification images, etc.). The complete operation system sound may be output overlapping with other notification sounds.

[0597] Furthermore, in the gaming machine 1 of this embodiment, an example has been shown in which the ball removal mode initiation notification has a higher priority than the complete operation notification, but the complete operation notification may also be given a higher priority than the ball removal mode initiation notification.

[0598] (Game customization and hand rest vibration mode) Next, game customization that can be set in the gaming machine 1 and the vibration mode of the hand rest 65 will be described with reference to FIG.

[0599] "Game customization" is a customization function that includes, at the player's discretion, setting a predetermined function, changing the frequency of a predetermined effect, and changing the expectation of a big win when a predetermined effect occurs. In the gaming machine 1 of this embodiment, "game customization" and "functionality customization" are provided as types of "game customization." In addition, in the gaming machine 1 of this embodiment, an ON / OFF function for displaying the number of balls is provided as one of the game customizations.

[0600] "Game customization" refers to changing the probability of winning when a specific effect (for example, a look-ahead effect) occurs (hereinafter, may be simply referred to as "reliability"), or increasing the frequency of occurrence of a specific effect (for example, an air injection effect or chance vibration). For example, game customization includes a "look-ahead reliability increase mode" that increases the reliability of look-ahead effects, an "air generation frequency increase mode" that increases the frequency of occurrence of air injection effects, and a "chance vibration increase mode" that increases the frequency of occurrence of vibration effects of the hand rest 65.

[0601] The "chance vibration" is an effect that indicates a high expectation of a big win game being played, and is an effect in which the hand rest 65 vibrates for a predetermined time (hand rest long vibration effect). In the gaming machine 1 of this embodiment, the chance vibration occurs in some fluctuations when the execution of a big win game is determined, but when the chance vibration up mode is turned ON, the frequency of the chance vibration occurrence increases.

[0602] The "functionality customization" includes an "auto button mode" that automatically operates the effect operation device 23 and the effect button 24, a "launch response vibration" that simulates the response of launching a game ball, and a "reserved number vibration mode" that notifies the user when the reserved number exceeds a predetermined number. Furthermore, the "reserved number vibration mode" includes a "protected 3&4 vibration mode," a "protected 4 vibration mode," a "protected 3 continuous vibration mode," and a "protected 4 continuous vibration mode."

[0603] The "protect 3&4 vibration mode" is a mode in which, when the number of pending calls reaches three or more (three or four), a short vibration alerts the user. The "protect 4 vibration mode" is a mode in which, when the number of pending calls reaches four, a short vibration alerts the user. The "protect 3 continuous vibration mode" is a mode in which, when the number of pending calls reaches three or more, a continuous vibration of the hand rest 65 alerts the user. The "protect 4 continuous vibration mode" is a mode in which, when the number of pending calls reaches four, a continuous vibration of the hand rest 65 alerts the user. Note that the "short vibration" refers to vibrating the hand rest 65 for a short period of time, such as one second.

[0604] The game customization can be set, for example, by displaying a game customization selection image on the customer waiting performan...

Claims

[Claim 1] The game balls contained in the game machine can be circulated and played. A first adjustment means for adjusting the number of game balls in the game machine to a predetermined number; and a second adjustment means capable of discharging the game ball to the outside of the game machine. Amusement machine.

Citation Information

Patent Citations

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