Game machine

The gaming machine automates memory initialization upon power restoration, addressing the inconvenience of manual operations in environments with multiple machines, ensuring smooth operation post-power loss.

JP2025015063AActive Publication Date: 2025-01-30NEWGIN KK
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Patent Information

Application Number
JP2023118164
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-20
Publication Date
2025-01-30
Estimated Expiration
2043-07-20

AI Technical Summary

Technical Problem

Existing gaming machines require manual operation of setting key switches to initialize memory information, which is cumbersome, especially in environments with many machines.

Method used

A gaming machine with a backup function that initializes memory information automatically upon power restoration, utilizing a specific operation method to initialize memory contents based on the operation of a clear switch, ensuring initialization even after power loss.

Benefits of technology

Reduces the hassle of manual initialization processes, allowing for seamless operation after power restoration without the need for manual intervention.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of reducing trouble regarding initialization of stored information.SOLUTION: When initialization processing is executed by operating a clear switch, stored contents in a main RWM become those in which at least partial information is initialized. Further, when it is determined that a predetermined period passes after power supply is interrupted even if the clear switch is not operated, the stored contents of the main RWM are allowed to be those in which at least partial information is initialized.SELECTED DRAWING: Figure 8
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Description

[Technical field]

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

[0002] In the past, some gaming machines, such as the gaming machine described in Patent Document 1, initialize at least a portion of the information stored in a memory means such as a RAM by operating an operating means such as a setting key switch when power supply is started. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2007-307138 A Summary of the Invention [Problem to be solved by the invention]

[0004] Initializing at least a portion of the information stored in the memory means requires operating an operating means such as a setting key switch, which can be particularly time-consuming in an amusement parlor where many gaming machines are installed. [Means for solving the problem]

[0005] A gaming machine that solves the above problem has a backup function for storing and holding at least a portion of information stored in a storage means even after power supply is cut off, and is equipped with an operable specific operation means, an initialization processing means capable of executing an initialization process, a display means capable of executing an effect game using effect symbols, and a display control means capable of controlling the display means, wherein the display means is capable of displaying an initial symbol combination when power supply is started, and the initialization processing means is capable of executing the initialization process based on the specific operation means being operated when power supply is started, and when the initialization process is executed based on the specific operation means being operated, the memory contents of the memory means become initialized memory contents of at least a portion of the information stored in the memory means, and when the specific operation means is not operated, The gist of the invention is that even when a predetermined period of time has elapsed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied, the memory contents of the memory means are configured to initialize at least a portion of the information stored in the memory means, and when the initialization process is executed based on the specific operation means being operated in response to the start of power supply and the memory contents of the memory means are configured to initialize at least a portion of the information stored in the memory means, an initial pattern combination displayed on the display means is the same as the initial pattern combination displayed on the display means when the predetermined period of time has elapsed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied and the memory contents of the memory means are configured to initialize at least a portion of the information stored in the memory means. Effect of the Invention

[0006] According to the present invention, it is possible to reduce the effort required for initializing stored information. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a perspective view of a pachinko gaming machine. [Diagram 2]FIG. 2 is a diagram showing the game board. [Diagram 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a flowchart of the process for preventing progress. [Diagram 5] FIG. 5 is a diagram showing an example of the contents stored in each RWM according to the elapsed time after the power supply is cut off. [Figure 6] FIG. 6 is a flowchart of the progress determination process. [Figure 7] FIG. 7 is a diagram showing the initial symbol combinations in each situation. [Figure 8] 8(a) and 8(b) are diagrams showing an example of various pieces of information before and after a predetermined period of time has elapsed since the power supply was cut off. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] Hereinafter, an embodiment of the gaming machine will be described. In this specification, up, down, left, right, front (front), and back (rear) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 (hereinafter, referred to as the gaming machine 10) as a gaming machine includes an outer frame Y1, a middle frame Y2, and a front frame Y3. The outer frame Y1 is fixed to a gaming machine installation facility (so-called island facility) such as an amusement facility. The middle frame Y2 is supported on the front side of the opening of the outer frame Y1 so as to be openable and closable. A gaming board unit including a gaming board YB is fixed to the middle frame Y2. The front frame Y3 is supported on the front side of the middle frame Y2 so as to be openable and closable so as to cover the front side of the gaming board YB. A protective glass for protecting the gaming board YB is supported on the front frame Y3. The protective glass covers the entire opening of the front frame Y3. The gaming machine 10 is provided with a locking mechanism Y4 for restricting the opening of the middle frame Y2 and the front frame Y3 and for releasing the restriction. For example, the locking mechanism Y4 can be unlocked by operating it using a key managed by the amusement facility manager, allowing the middle frame Y2 and front frame Y3 to be opened.

[0009] The gaming machine 10 is provided with a launch handle HD on the front side of the front frame Y3. In the gaming machine 10, a gaming ball as a gaming medium is launched with a strength according to the operation amount (rotation amount) of the launch handle HD. The launch handle HD is configured to be able to instruct the launch of the gaming ball.

[0010] The front frame Y3 is provided with a decorative lamp La that executes effects (hereinafter referred to as light-emitting effects) that cause the built-in light-emitting body to light up, blink, and turn off. The front frame Y3 is provided with a speaker Sp that executes effects that output various sounds (hereinafter referred to as sound effects). For example, sounds output from the speaker Sp include background sounds and fluctuating sounds. In this embodiment, the decorative lamp La corresponds to a light-emitting means capable of emitting light. In this embodiment, the speaker Sp corresponds to a sound output means capable of outputting sound.

[0011] As shown in Fig. 2, a game area YBa having a substantially circular shape in a front view is defined on the surface of the game board YB. The game board YB is provided with a guide passage 19 that guides a game ball launched by operating the launch handle HD to the game area YBa. The game board YB is provided with a backflow prevention valve 20 that prevents a game ball launched into the game area YBa from returning back to the guide passage 19. A game ball launched by operating the launch handle HD is guided by the guide passage 19, passes through the backflow prevention valve 20 located at the most downstream of the guide passage 19, and reaches the game area YBa. Then, the game ball that has reached the game area YBa flows down the game area YBa.

[0012] The gaming machine 10 includes an information display panel 22. The information display panel 22 includes a special symbol display section 22a. The special symbol display section 22a variably displays a predetermined symbol, and displays a special symbol variation game (hereinafter, referred to as a special game) in which the special symbol is finally displayed as a fixed, stopped symbol. In this manner, the gaming machine 10 is configured to be able to execute a special game as a variation game. The special symbol in this embodiment is a symbol for notifying the result of a jackpot lottery.

[0013] In this specification, "variable display" means a state in which the type of the displayed pattern changes over time. In this specification, "fixed stop display" means a state in which the pattern is fixedly displayed and the type of the displayed pattern does not change. The special patterns that can be fixedly displayed in the special pattern display section 22a include a jackpot pattern and a loss pattern. When a jackpot pattern is fixedly displayed in a special game, a jackpot can be recognized. When a loss pattern is fixedly displayed in a special game, a loss can be recognized. In this embodiment, when a jackpot is won, a jackpot game is awarded (occurs) after the special game that is the subject of the winning is finished. That is, in this embodiment, when a jackpot is won in a jackpot lottery, a jackpot game is awarded after the variable game is finished.

[0014] The information display panel 22 includes a special hold display section 22b. The special hold display section 22b recognizably displays the number of special games whose execution is on hold (hereinafter, referred to as the special hold number) because the start condition has been met but the execution condition has not yet been met.

[0015] The information display panel 22 includes a normal symbol display section 22c. The normal symbol display section 22c variably displays a predetermined symbol, and displays a normal symbol variable game (hereinafter referred to as a normal game) that finally displays a normal symbol as a fixed stop. The normal symbols that can be displayed as fixed stops on the normal symbol display section 22c include a normal win symbol and a normal loss symbol. When a normal win symbol is displayed as a fixed stop in a normal game, a normal win can be recognized. When a normal loss symbol is displayed as a fixed stop in a normal game, a normal loss can be recognized. In addition, the information display panel 22 includes a normal hold display section 22d. The normal hold display section 22d recognizably displays the number of normal games whose execution is held because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold number).

[0016] In the gaming machine 10, an effect display device 11 having an image display unit is provided in the approximate center of the play area YBa. The effect display device 11 is, for example, a liquid crystal display. As one of the effects, the effect display device 11 executes an effect (hereinafter, referred to as a display effect) in which an image imitating a predetermined character or letter is displayed. In this embodiment, the effect display device 11 corresponds to a display means.

[0017] The game board YB is provided with an internal movable body 90 as a movable body. The internal movable body 90 is displaceable between an original position Pa and a performance position Pb. That is, the internal movable body 90 is configured to be movable between the original position Pa and the performance position Pb. The internal movable body 90 operates by receiving power from a performance actuator EA (shown in FIG. 3). The game machine 10 is provided with an original position sensor GS (shown in FIG. 3) that can detect the internal movable body 90 when the internal movable body 90 is located at the original position Pa. In the game machine 10, the internal movable body 90 is one of the movable bodies provided on the game board YB.

[0018] The gaming machine 10 is provided with a first start opening 12 as a start opening. The first start opening 12 is located below the performance display device 11 in the gaming area YBa. The first start opening 12 is always open so that a gaming ball can enter the first start opening 12. The gaming machine 10 is provided with a first start sensor SE1 (shown in FIG. 3) that detects a gaming ball that has entered the first start opening 12. For example, the first start sensor SE1 is disposed in a ball passage that leads the gaming ball that has entered the first start opening 12 to the back side of the gaming board YB. When the gaming ball is detected by the first start sensor SE1, the start condition of the special game may be established and the payout condition of the prize ball is established.

[0019] The gaming machine 10 is provided with a second start hole 13 as a start hole. The second start hole 13 is located in the gaming area YBa at the lower right of the performance display device 11. The start holes include a first start hole 12 and a second start hole 13. The gaming machine 10 is provided with a second start sensor SE2 (shown in FIG. 3) that detects a gaming ball that has entered the second start hole 13. For example, the second start sensor SE2 is disposed in a ball passage that leads the gaming ball that has entered the second start hole 13 to the back side of the gaming board YB. When the gaming ball is detected by the second start sensor SE2, the start condition of the special game may be established and the payout condition of the prize ball is established. The second start hole 13 has a first variable member 16. The first variable member 16 can be operated between an open state where it is easy or possible to cause the game ball to enter the second starting hole 13, and a closed state where it is difficult (or impossible) to cause the game ball to enter the second starting hole 13. The first variable member 16 operates by receiving power from a first actuator A1 (shown in FIG. 3). In the following description, the open state of the first variable member 16 may be referred to as "the second starting hole 13 is opened," and the closed state of the first variable member 16 may be referred to as "the second starting hole 13 is closed." In this way, the gaming machine 10 is configured to be able to execute a special game when a game ball enters the starting hole 12, 13. In this specification, for example, "when a game ball enters the starting holes 12, 13" does not mean when a game ball enters both the first starting hole 12 and the second starting hole 13, but rather when a game ball enters either the first starting hole 12 or the second starting hole 13.

[0020] The gaming machine 10 is provided with a large prize opening 14. The large prize opening 14 is located to the right of the performance display device 11 in the gaming area YBa. The gaming machine 10 is provided with a count sensor SE3 (shown in FIG. 3) that detects a game ball that has entered the large prize opening 14. For example, the count sensor SE3 is disposed in a ball passage that leads the game ball that has entered the large prize opening 14 to the back side of the gaming board YB. When the game ball is detected by the count sensor SE3, a payout condition for the prize ball is established. The large prize opening 14 has a second variable member 17. The second variable member 17 is operable between an open state in which the game ball can be entered into the large prize opening 14 and a closed state in which the game ball cannot be entered into the large prize opening 14. The second variable member 17 is operated by receiving power from a second actuator A2 (shown in FIG. 3). When the second variable member 17 is in the open state, game balls are permitted to enter the large prize opening 14. When the second variable member 17 is in the closed state, game balls are not permitted to enter the large prize opening 14. In the following description, the open state of the second variable member 17 may be referred to as "the large prize opening 14 is opened," and the closed state of the second variable member 17 may be referred to as "the large prize opening 14 is closed."

[0021] The gaming machine 10 is equipped with a gate 18. The gate 18 is located to the right of the effect display device 11 in the gaming area YBa. The gate 18 has a gate opening that is always open so that gaming balls can enter the gate. A gate sensor SE4 (shown in FIG. 3) is disposed at the gate opening to detect gaming balls that enter and pass through. When a gaming ball is detected by the gate sensor SE4, the conditions for starting a normal game may be established.

[0022] The gaming machine 10 is provided with an outlet 36. In this embodiment, gaming balls that do not enter the first start opening 12, the second start opening 13, or the big prize opening 14 are discharged from the outlet 36 to the outside of the gaming board YB. The gaming machine 10 is provided with game components, such as nails (game nails) and windmills, that change the behavior of the gaming balls flowing down the gaming area YBa. In addition, the gaming machine 10 may be provided with a ball entry opening (a so-called general prize entry opening or normal prize entry opening) that is configured to always allow ball entry while the start conditions for the special game or normal game are not met and the payout conditions for the prize balls are met.

[0023] The gaming machine 10 is equipped with an out sensor SE5 (shown in FIG. 3) that detects gaming balls (out balls) discharged from the gaming board YB to the outside. The out sensor SE5 is disposed on a passage through which gaming balls launched into the gaming area YBa of the gaming board YB and gaming balls discharged to the outside of the gaming board YB are collected and passed. The gaming balls discharged to the outside of the gaming board YB include gaming balls that enter the out hole 36. The gaming balls discharged to the outside of the gaming board YB include gaming balls that enter each of the ball entry holes of the starting holes 12, 13 and the big winning hole 14. The out sensor SE5 functions as a discharged ball detection means that detects gaming balls discharged from the gaming board YB. The discharged ball detection means can also be said to be an out ball detection means that detects out balls.

[0024] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 has a low probability state and a high probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a jackpot lottery. The high probability state is a gaming state in which the jackpot probability is higher than in the low probability state. In the high probability state, the possibility of winning the jackpot lottery is higher than in the low probability state, making it an advantageous gaming state. The high probability state is what is known as a "probability variable state (high probability state)."

[0025] The gaming machine 10 has a low base state and a high base state as gaming states with different ratios of the number of winning balls to the number of launched gaming balls. The high base state is a gaming state in which the probability of the gaming ball entering the second starting hole 13 is higher than in the low base state. The high base state is a so-called "electric support state", and the low base state is a so-called "non-electric support state". In the high base state, the probability of the gaming ball entering the second starting hole 13 increases, making it an advantageous gaming state. In the high base state, the advantage of the gaming ball entering the second starting hole 13 is higher than in the low base state.

[0026] For example, the high base state can be realized by performing one control arbitrarily selected from the three controls of the first control to the third control described below, or by combining a plurality of controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to that in the low base state. The second control is a normal symbol probability variation control that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than that in the low base state. The third control is an opening time extension control that makes the total opening time of the first variable member 16 in one normal winning game longer than that in the low base state. As the opening time extension control, at least one of the following controls may be performed: a control that increases the number of openings of the first variable member 16 in one normal winning game compared to that in the low base state, and a control that makes the opening time of the first variable member 16 in one normal winning game longer than that in the low base state. The high base state may also be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that makes the fluctuation time of the special game (for example, the average fluctuation time) easier to be shorter than in the low base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes the so-called "fluctuation time shortening state."

[0027] Next, the big win in the gaming machine 10 will be described. The gaming machine 10 of this embodiment has a plurality of types of jackpot symbols as special jackpot symbols. The plurality of types of jackpot symbols are classified into a first jackpot symbol and a second jackpot symbol. A jackpot type is determined for each of the plurality of types of jackpot symbols, and there are a plurality of types of jackpots. A game state after the end of a jackpot game may be determined for the plurality of types of jackpot symbols. In the following description, a jackpot game based on the first jackpot symbol is referred to as a "first jackpot game", and a jackpot game based on the second jackpot symbol is referred to as a "second jackpot game".

[0028] In the jackpot game, first, an opening performance is performed for a predetermined opening period to notify the start of the jackpot game. In the jackpot game, after the opening period ends, a round game is performed in which the jackpot winning hole 14 is opened. The round game is performed up to a predetermined upper limit number of times. In one round game, the jackpot winning hole 14 is opened until a first round end condition is met in which a predetermined upper limit number of game balls win a prize, or a second round end condition is met in which a predetermined upper limit time has elapsed. In the round game, a round performance is performed. Then, in the jackpot game, when the final round game ends, an ending performance is performed for a predetermined ending period to notify the end of the jackpot game. The jackpot game ends with the end of the ending period.

[0029] For the jackpot symbols classified as the first jackpot symbol and the jackpot symbols classified as the second jackpot symbol, a jackpot game with a maximum number of rounds of 10 is set. In addition, for the jackpot symbols classified as the first jackpot symbol, it is set to be controlled to a high probability state after the jackpot game ends. For the jackpot symbols classified as the second jackpot symbol, it is set to be controlled to a low probability state after the jackpot game ends. For the jackpot symbols classified as the first jackpot symbol, it is set to be controlled to a high base state after the jackpot game ends until the next jackpot game is awarded. For the jackpot symbols classified as the second jackpot symbol, it is set to be controlled to a high base state after the jackpot game ends until a special game with a predetermined maximum number of times (100 times in this embodiment) is finished, or until a jackpot game is awarded before the special game with the maximum number of times is finished.

[0030] The display effects that can be executed by the effect display device 11 in this embodiment include an effect pattern change game (hereinafter, referred to as an effect game) in which effect patterns (hereinafter, referred to as effect patterns) are displayed in a variable manner in multiple rows, and a combination of effect patterns is finally displayed as a fixed stop. In this way, the gaming machine 10 is configured to be able to execute an effect game using effect patterns. That is, the gaming machine 10 is equipped with an effect display device 11 capable of executing an effect game. That is, this embodiment is equipped with a display means capable of executing an effect game. The effect patterns are patterns decorated with characters, patterns, etc., and are also called "decorative patterns" or "decorative patterns." The effect game is executed by displaying (scrolling) the first, second, and third pattern rows in a variable manner in the vertical direction. In the following description, the "first row" is referred to as the "left row," the "second row" is referred to as the "middle row," and the "third row" is referred to as the "right row." In the following explanation, the "left row performance pattern" is referred to as "left pattern Z1", the "middle row performance pattern" is referred to as "middle pattern Z2", and the "right row performance pattern" is referred to as "right pattern Z3". In each pattern row, the performance patterns imitating the numbers "1" to "8" are displayed in a predetermined order.

[0031] The effect game is performed in conjunction with the special game. Specifically, the effect game is started with the start of the special game and is ended with the end of the special game. Specifically, the effect game is started at the same timing as the start of the special game or at a timing after the start of the special game. In this way, the gaming machine 10 is configured to be able to execute the effect game while the special game is being executed. In the effect game, a combination of effect symbols corresponding to the special symbols that are fixedly displayed in the special game is fixedly displayed. When a jackpot symbol is fixedly displayed in the special game, the jackpot symbol combination is fixedly displayed in the effect game. For example, the jackpot symbol combination is a symbol combination in which the effect symbols of all columns are the same, such as "777". In other words, in this embodiment, the jackpot symbol combination (the jackpot effect symbol combination) is a symbol combination in which the effect symbols of all symbol columns are the same. When a losing symbol is fixedly displayed in the special game, the losing symbol combination is fixedly displayed in the effect game. For example, a losing symbol combination is a symbol combination in which at least one symbol in one row is different from the other symbols in the other rows, such as "323" or "426". In this embodiment, a losing symbol combination is a symbol combination in which the symbol in at least some of the symbol rows is different from the other symbols in the other rows. In a performance game, the symbol is temporarily stopped before being displayed as a fixed stop. In this specification, "temporary stop display" means a state different from a fixed stop display, such as a "shaking stop state".

[0032] Incidentally, in the gaming machine 10, during at least a part of the period when the special game is not being executed, a combination of effect symbols of effect symbols of multiple symbol rows may be displayed on the effect display device 11. For example, when the power supply to the gaming machine 10 is started and the special game is not being executed and a jackpot game is not awarded, if the game is restored, the initial combination of effect symbols may be displayed on the effect display device 11. That is, the effect display device 11 as a display means can display the initial combination of symbols when the power supply is started.

[0033] In the effect game, the display mode of the effect symbols may become a reach mode (a reach is formed), and a reach effect may be performed. The reach mode is a state in which effect symbols imitating the same numbers are temporarily displayed in a specific symbol row (for example, the left and right rows) among multiple rows, and effect symbols in a symbol row different from the specific symbol row (for example, the middle row) are continuously displayed in a variable manner. The reach effect may include multiple types of reach effects in which the characters that appear and the actions of the effect symbols are different. The reach effect includes a normal reach effect and a super reach effect that is performed after the start of a normal reach effect. When a super reach effect is performed during the execution of a special game, the expectation of a big win may be higher than when only a normal reach effect is performed. The reach effect is performed during the execution of a special game.

[0034] In the gaming machine 10, there are cases where the machine is controlled to a non-progress state where it is impossible to proceed with the game. That is, the gaming machine 10 can be controlled to a non-progress state where it is impossible to proceed with the game. In the gaming machine 10, the maximum difference number is counted. Then, in the gaming machine 10, when the maximum difference number reaches a specified value, the machine is controlled to a non-progress state. Note that in the gaming machine 10, when the maximum difference number reaches a specified value while a jackpot game is being awarded, the machine is controlled to a non-progress state after the jackpot game ends. However, in the gaming machine 10, for example, when the maximum difference number reaches a specified value during the execution of a special game, the machine is controlled to a non-progress state without waiting for the special game to end.

[0035] The gaming machine 10 can execute a no-go notice performance that allows a player to specify that the game will be controlled to a no-go state after the end of a big win game. The no-go notice performance corresponds to a performance that suggests or notifies the player that the game will be controlled to a no-go state after the end of a winning game. The no-go notice performance can also be said to be a performance that allows a player to specify that the game will be controlled to a no-go state after the end of a winning game. The no-go notice performance is executed in the performance display device 11 when the maximum difference number reaches a specified value while a big win game is awarded. When the no-go notice performance is executed, the no-go notice performance is executed continuously at least until the power supply is cut off. In the gaming machine 10, for example, the no-go notice performance is executed by displaying an image including text information "The game will stop after the end of the big win game" in the performance display device 11. The no-go notice performance is not limited to being executed only in the performance display device 11, but may be configured to be executed in some or all of the performance devices, for example, the performance display device 11, the decorative lamp La, and the speaker Sp.

[0036] The gaming machine 10 can execute an arrival notice performance that allows a player to identify that the maximum difference number is approaching a specified value. The arrival notice performance corresponds to a performance that notifies the player that the maximum difference number is approaching a specified value. The arrival notice performance is executed in the performance display device 11 when the remaining value until the maximum difference number reaches the specified value becomes less than a predetermined notice start value. In other words, the arrival notice performance is executed in the performance display device 11 when the remaining value until the maximum difference number reaches the specified value falls below the notice start value. When the arrival notice performance is executed, the arrival notice performance is continuously executed until the maximum difference number reaches the specified value. In the gaming machine 10, for example, the arrival notice performance is executed by displaying an image including text information such as "The maximum difference number will soon reach the specified value" in the performance display device 11. The arrival notice performance is not limited to being executed only in the performance display device 11, and may be configured to be executed in some or all of the performance devices, such as the performance display device 11, the decorative lamp La, and the speaker Sp. In the following description, the remaining value until the maximum difference number reaches the specified value is referred to as "remaining arrival difference number".

[0037] In the gaming machine 10, when the remaining arrival difference falls below the notice start value while the arrival notice performance is not being executed, the execution of the arrival notice performance is started. However, in the gaming machine 10, after the remaining arrival difference falls below the notice start value and the execution of the arrival notice performance is started, the execution of the arrival notice performance may not end even if the remaining arrival difference exceeds the notice start value. Specifically, in the gaming machine 10, after the remaining arrival difference falls below the notice start value and the arrival notice performance is executed, even if the remaining arrival difference becomes equal to or greater than the notice start value, the execution continues until the remaining arrival difference reaches the notice end value. In this embodiment, the notice start value is set to "500" and the notice end value is set to "1000".

[0038] The gaming machine 10 can execute an impossibility notification effect that allows a player to identify that the game has been controlled to an impossible-to-play state. The impossibility notification effect corresponds to an effect that notifies the player that the game has been controlled to an impossible-to-play state. The impossibility notification effect is executed by the effect display device 11 when the game is controlled to an impossible-to-play state. When the impossibility notification effect is executed, the impossibility notification effect is continuously executed at least until the power supply is cut off. In the gaming machine 10, for example, the impossibility notification effect is executed by displaying an image including text information such as "Today's game has ended" on the effect display device 11. The impossibility notification effect is not limited to being executed only by the effect display device 11, and may be configured to be executed by some or all of the effect devices, for example, the effect display device 11, the decorative lamp La, and the speaker Sp.

[0039] Next, the electrical configuration of the gaming machine 10 will be described with reference to FIG. The gaming machine 10 includes a main board 40 as a main control unit. The main board 40 performs various processes and outputs control information such as a control signal (control command) according to the results of the processes. The gaming machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs a predetermined process based on the control information output by the main board 40. For example, the sub-board 50 performs a process for executing a light-emitting effect by the decorative lamp La, a sound effect by the speaker Sp, and a display effect by the effect display device 11. The main board 40 and the sub-board 50 are disposed on the back side of the gaming board YB. The gaming board unit includes the main board 40 and the sub-board 50. In the gaming machine 10, the main board 40 and the sub-board 50 can be said to be disposed inside the machine. The main board 40 is connected to the sub-board 50. The main board 40 and the sub-board 50 are connected so that control information can be output in one direction from the main board 40 to the sub-board 50. The gaming machine 10 also includes a power supply unit 60.

[0040] First, the main board 40 will be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43 as a storage means. The main CPU 41 executes its control program (main control program) to perform various processes. The main RWM 43 includes a first main RWM 43a as a first storage unit and a second main RWM 43b as a second storage unit. Thus, the main board 40 is equipped with two RWMs. That is, the storage means includes a first storage unit and a second storage unit. The main board 40 also includes an RTC 45. The RTC is a real-time clock. The main board 40 also includes a clear switch 49.

[0041] The main ROM 42 stores a main control program, a lottery table and a judgment value used in a predetermined lottery. For example, the main ROM 42 stores a jackpot judgment value used in a jackpot lottery. The jackpot judgment value includes a high probability value and a common value. In a jackpot lottery when the probability is low, only the common value is used among the common value and the high probability value, while in a jackpot lottery when the probability is high, both the common value and the high probability value are used. For example, the main ROM 42 stores a jackpot pattern judgment value used to determine a jackpot pattern. The jackpot pattern judgment value includes a first jackpot pattern judgment value that determines a first jackpot pattern, and a second jackpot pattern judgment value that determines a second jackpot pattern. For example, the main ROM 42 stores a plurality of types of variation patterns. The variation patterns are associated with a variation time from the start of a special game to the end of the special game (variation time of the special game). The variation pattern can be said to be information capable of identifying the variation time of the special game. The variation pattern may be information capable of identifying a part or all of the presentation contents of the presentation game performed from the start of the special game to the end of the special game. The variation pattern includes, for example, a big win variation pattern and a miss variation pattern. The big win variation pattern is associated with a presentation content of the presentation game in which the big win pattern is finally displayed by the presentation pattern after the reach presentation. The miss variation pattern includes a no miss reach variation pattern and a miss reach variation pattern. The no miss reach variation pattern is associated with a presentation content of the presentation game in which the miss pattern is finally displayed by the presentation pattern after the reach presentation. The miss reach variation pattern is associated with a presentation content of the presentation game in which the miss pattern combination is finally displayed by the reach presentation.

[0042] The main RWM 43 is configured to be capable of storing various information that is appropriately rewritten during operation of the gaming machine 10. The information stored in the main RWM 43 includes, for example, flags, counters, and timers. The main board 40 is configured to be capable of generating random numbers. For example, the random numbers may be hardware random numbers or software random numbers.

[0043] A first start sensor SE1, a second start sensor SE2, a count sensor SE3, a gate sensor SE4, and an out sensor SE5 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE5 via a port. An information display panel 22 is connected to the main board 40. The main CPU 41 is able to control the display contents of the information display panel 22 via a drive circuit. A first actuator A1 and a second actuator A2 are connected to the main board 40. The main CPU 41 is able to control the operation of the various actuators A1, A2 via a drive circuit.

[0044] The RTC 45 continuously keeps track of the current time using power supplied from a backup power source 62 (described later) regardless of whether the power supply to the gaming machine 10 is cut off. The RTC 45 also generates RTC information that can identify the current date (year, month, day) and time (hour, minute, second).

[0045] The main CPU 41 is configured to be able to input an operation signal to be output when the clear switch 49 is operated to an on state. The clear switch 49 is configured to be able to be operated to instruct the initialization of various backed up information. In this embodiment, the clear switch 49 corresponds to an operable specific operation means.

[0046] Next, the sub-substrate 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes a control program (sub-control program) of the sub-CPU 51 to perform various processes (for example, processes related to performance). The sub-board 50 is equipped with one RWM. Thus, the number of RWMs mounted on the sub-board 50 is smaller than the number of RWMs mounted on the main board 40.

[0047] The sub ROM 52 stores a sub control program, a lottery table used in the lottery, a judgment value, etc. The sub ROM 52 stores display performance data capable of specifying the mode (content) of the display performance in the performance display device 11. The sub ROM 52 stores light emission performance data capable of specifying the mode (content) of the light emission performance in the decorative lamp La. The sub ROM 52 stores sound performance data capable of specifying the mode (content) of the sound performance in the speaker Sp.

[0048] The sub-RWM 53 is configured to be capable of storing various information that is appropriately rewritten during operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-substrate 50 is configured to be capable of generating random numbers. For example, the random numbers may be hardware random numbers or software random numbers.

[0049] The sub-substrate 50 is connected with the decorative lamp La, the speaker Sp, and the performance display device 11. The sub-CPU 51 can control the decorative lamp La, the speaker Sp, and the performance display device 11 through the drive circuit. In this embodiment, the sub-CPU 51 controls the performance devices corresponding to the performance execution means among the decorative lamp La, the speaker Sp, and the performance display device 11, thereby realizing the function of the performance control means that controls the performance execution means. In this embodiment, the sub-CPU 51 controls the decorative lamp La, thereby realizing the function of the light emission control means that can control the light emission means. In this embodiment, the sub-CPU 51 controls the speaker Sp, thereby realizing the function of the sound control means that can control the sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 11, thereby realizing the function of the display control means that can control the display means.

[0050] A performance actuator EA is connected to the sub-substrate 50. The sub-CPU 51 is capable of controlling the operation of the performance actuator EA via a drive circuit. In this embodiment, the sub-CPU 51 controls the operation of the internal movable body 90 by controlling the operation of the performance actuator EA, thereby realizing a function as a movable body control means capable of controlling the operation of the movable body. An original position sensor GS is connected to the sub-substrate 50. The sub-CPU 51 is configured to be capable of inputting a detection signal output by the original position sensor GS via a port.

[0051] Next, the power supply unit 60 will be described. The power supply unit 60 converts a power supply voltage supplied from an external power supply such as an amusement facility into a predetermined power supply voltage, and also converts the converted power supply voltage into a power supply voltage to be supplied to each of the boards 40, 50. The power supply unit 60 includes a power switch 61. The power switch 61 can be switched between an on state and an off state, and maintains the switched state. To start up the gaming machine 10, the power supply from the external power supply is started while the power switch 61 is operated to the on state, or the power switch 61 is operated from the off state to the on state while power is being supplied from the external power supply.

[0052] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the main RWM 43 even after the power supply is cut off. The main RWM 43 can retain the contents stored in the main RWM 43 at the time the power supply is cut off, even after the power supply is cut off, by receiving power from the backup power supply 62. For example, the main RWM 43 may be configured as a non-volatile memory capable of retaining the stored contents even when the power supply is cut off, so that the stored information can be retained even after the power supply is cut off.

[0053] The gaming machine 10 has a backup function. The backup function is a function that internally holds (backs up) various information related to game control even when the power supply from an external power source is cut off, and restores game control based on the various information held when the power supply is started. In this embodiment, the main board 40 has the backup function, but for example, the sub-board 50 may have the backup function similar to the main board 40. The main RWM 43 is an example of a storage means that is capable of storing various information and is configured to be able to hold at least a part of the stored information even after the power supply is cut off. As described above, the gaming machine 10 has a backup function that stores and holds at least a part of the information stored in the main RWM 43 even after the power supply is cut off. That is, this embodiment has a backup function that stores and holds at least a part of the information stored in the storage means even after the power supply is cut off.

[0054] Incidentally, when the power stored in the backup power supply 62 runs out, power is no longer supplied to the main RWM 43. As a result, at least a part of the various information stored in the main RWM 43 is erased. Then, an indefinite value is set in the main RWM 43. An indefinite value is set in the main RWM 43. For example, when the power stored in the backup power supply 62 runs out after time has elapsed since the power supply was cut off, at least the information stored in the first main RWM 43a is erased. Similarly, when the power stored in the backup power supply 62 runs out after time has elapsed since the power supply was cut off, at least the information stored in the second main RWM 43b is erased. Note that, when the power stored in the backup power supply 62 runs out, an initial value may be set in the main RWM 43.

[0055] Here, various processes executed by the main CPU 41 based on the main control program will be described. For example, the main CPU 41 executes processes such as special symbol input process and special symbol start process as timer interrupt processes executed every predetermined control period (for example, 4 ms).

[0056] First, the special symbol input process performed by the main CPU 41 will be described. The main CPU 41 judges whether a game ball has entered the start port 12, 13 based on whether a detection signal from the first start sensor SE1 or the second start sensor SE2 has been input (hereinafter referred to as input judgment). If the judgment result of the input judgment is positive, the main CPU 41 judges whether the special reserved number stored in the first main RWM 43a is less than the upper limit number (hereinafter referred to as reserved judgment). If the judgment result of the reserved judgment is positive, the main CPU 41 adds 1 to the special reserved number to update it. The main CPU 41 controls the information display panel 22 to display the updated special reserved number. The main CPU 41 stores control information (hereinafter referred to as reserved number command) capable of identifying the updated special reserved number in the output buffer. The control information (control command) stored in the output buffer is output to the sub-board 50 in the next or subsequent timer interrupt processing.

[0057] When the result of the hold determination is positive, the main CPU 41 acquires random numbers generated in the main board 40 and stores random number information based on the acquired random numbers in the first main RWM 43a. At this time, the main CPU 41 stores the random number information so that the storage order of the random number information can be specified. This random number information corresponds to random number information related to the special game. In this embodiment, by storing the random number information in the first main RWM 43a, the execution of the special game is suspended until the execution condition of the special game is established. In this way, the gaming machine 10 is configured to be able to suspend the execution of the special game when a gaming ball enters the starting hole 12, 13. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. For example, the random number may be a jackpot determination random number used in a jackpot lottery, a special symbol determination random number used to determine a jackpot symbol, a reach determination random number used in a reach lottery, a variation pattern determination random number used to determine a variation pattern, etc. After storing the random number information in the first main RWM 43a, the main CPU 41 ends the special symbol input process.

[0058] Next, the special symbol start process performed by the main CPU 41 will be described. The main CPU41 judges whether the execution condition of the special game is satisfied (hereinafter, referred to as execution judgment). In the execution judgment, the main CPU41 judges positively when the game is not a big win game and not a special game, and judges negatively when the game is a big win game or a special game. When the judgment result of the execution judgment is negative, the main CPU41 ends the special symbol start process. On the other hand, when the judgment result of the execution judgment is positive, the main CPU41 judges whether the special reserved number stored in the first main RWM43a is 1 or more. When the special reserved number is 0, the main CPU41 stores control information (hereinafter, referred to as demo command) capable of identifying a standby state in the output buffer. Incidentally, the main CPU41 does not store the demo command in the output buffer from the time the demo command is stored in the output buffer until the special game is executed. In other words, the demo command is stored in the output buffer only once from the time the special reserved number becomes 0 until the special game is executed.

[0059] If the special reserved number is 1 or more, the main CPU 41 updates the special reserved number stored in the first main RWM 43a by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated special reserved number is displayed. The main CPU 41 also stores a reserved number command capable of identifying the updated special reserved number in the output buffer. Next, the main CPU 41 reads out the random number information stored first from the first main RWM 43a. After reading out the first random number information, the main CPU 41 erases the first random number information stored first from the first main RWM 43a. Then, the main CPU 41 performs a jackpot lottery using the value of the jackpot determination random number that can be identified from the read random number information and the jackpot determination value stored in the main ROM 42. The jackpot determination value used in the jackpot lottery differs depending on whether the state is a low probability state or a high probability state. In this way, in the gaming machine 10, a jackpot lottery is held when a gaming ball enters the start hole 12, 13. In this embodiment, the main CPU 41 holds a jackpot lottery, thereby realizing a function as a lottery holding unit that holds a lottery.

[0060] Then, when a jackpot is won in the jackpot lottery, the main CPU41 uses the value of the special symbol determination random number that can be specified from the read random number information and the jackpot symbol judgment value to determine the jackpot symbol to be displayed as a definite stop in the special game. Determining the jackpot symbol corresponds to determining the type of jackpot. In this embodiment, the main CPU41 determines the jackpot symbol, thereby realizing a function as a jackpot type determination means that determines the type of jackpot. When a jackpot is won in the jackpot lottery, the main CPU41 determines the jackpot fluctuation pattern using the fluctuation pattern determination random number that can be specified from the read random number information. When a jackpot is not won in the jackpot lottery (when it is a miss), the main CPU41 determines the miss symbol and the miss fluctuation pattern to be displayed as a definite stop in the special game. For example, if the jackpot is not won in the jackpot lottery, the main CPU 41 may perform a reach lottery, and if the reach lottery is won, a loss reach variation pattern may be determined, and if the reach lottery is not won, a loss reach variation pattern may be determined. The main CPU 41 may determine the special symbol and the variation pattern using various random number values ​​that can be specified from the read random number information. After that, the main CPU 41 stores the control information (hereinafter referred to as a symbol command) that can specify the determined special symbol and the control information (hereinafter referred to as a variation pattern designation command) that can specify the variation pattern in the output buffer, and ends the special symbol start process.

[0061] Then, when the special symbol start process is ended, the main CPU 41 performs a process other than the special symbol start process and executes a special game. Specifically, the main CPU 41 controls the information display panel 22 so that a special game is started. The main CPU 41 measures a change time associated with a change pattern determined in the special symbol start process. Then, when the change time associated with the change pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed as a fixed stop. In addition, when the change time associated with the change pattern determined in the special symbol start process has elapsed, the main CPU 41 stores a game end command in the output buffer for displaying a fixed stop of a symbol combination by a performance symbol.

[0062] Next, the big win process performed by the main CPU 41 will be described. After the main CPU 41 displays the jackpot symbol in a fixed and stopped state in the special game, the main CPU 41 executes the jackpot process and awards the jackpot game. In the jackpot process, the main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. Then, after the special game of the jackpot is over, the main CPU 41 starts control to award the specified jackpot game. The main CPU 41 awards the jackpot game by executing the jackpot process. In this way, in the gaming machine 10, if a jackpot is won in the jackpot lottery, the jackpot game is awarded after the special game is over.

[0063] In the big win process, the main CPU 41 stores an opening command in the output buffer. When the main CPU 41 stores the opening command in the output buffer, it times an opening period (opening time). When the opening period has elapsed, the main CPU 41 performs a process for executing a round game. That is, the main CPU 41 controls the second actuator A2 so that the big prize opening 14 is opened according to the opening mode (opening pattern), and starts the round game. After starting the round game, when the first round end condition or the second round end condition is established, the main CPU 41 controls the second actuator A2 so that the big prize opening 14 is closed, and ends the round game. The main CPU 41 repeats the process for executing the round game until the round game is ended up to the upper limit number of times set for the big win game. The main CPU 41 stores a round command in the output buffer every time a round game is started. When the final round game is ended, the main CPU 41 stores an ending command in the output buffer. When the main CPU 41 stores the ending command in the output buffer, it times the ending period (ending time). Then, when the ending period has elapsed, the main CPU 41 ends the big win process.

[0064] Next, the game status processing performed by the main CPU 41 will be described. After the first jackpot game is completed, the main CPU 41 sets the probability state flag stored in the first main RWM 43a to a value that can specify that the state is controlled to a high probability state. When the main CPU 41 sets the probability state flag to a value that can specify that the state is controlled to a high probability state, the main CPU 41 stores control information that can specify that the state is a high probability state (hereinafter referred to as a high probability state command) in the output buffer. In addition, after the second jackpot game is completed, the main CPU 41 sets the probability state flag stored in the first main RWM 43a to a value that can specify that the state is controlled to a low probability state. In addition, when the main CPU 41 sets the probability state flag to a value that can specify that the state is controlled to a low probability state, the main CPU 41 stores control information that can specify that the state is a low probability state (hereinafter referred to as a low probability state command) in the output buffer.

[0065] After the end of the jackpot game, the main CPU41 sets the base state flag stored in the first main RWM43a to a value that can specify that the state is controlled to the high base state. When the main CPU41 sets the base state flag to a value that can specify that the state is controlled to the high base state, the main CPU41 stores control information that can specify that the state is the high base state (hereinafter, referred to as a high base state command) in the output buffer. In addition, the main CPU41 stores information that can specify that the state is controlled to the high base state until the next jackpot game is awarded in the first main RWM43a after the end of the first jackpot game. In addition, the main CPU41 stores 100 times, which corresponds to the upper limit number of times of the special game controlled to the high base state, in the first main RWM43a as the remaining number of times of the special game that gives the high base state after the end of the second jackpot game. Then, after the end of the second jackpot game, the main CPU41 subtracts 1 from the remaining number of times of the special game that gives the high base state every time a special game is executed. When the remaining number of times of the special game that gives the high base state becomes 0, the main CPU 41 sets the base state flag to a value that can specify control to the low base state with the end of the special game with the remaining number of times becoming 0. When the main CPU 41 sets the base state flag to a value that can specify control to the low base state, it stores control information that can specify that it is in the low base state (hereinafter referred to as a low base state command) in the output buffer. Incidentally, during a jackpot game, the main CPU 41 sets the probability state flag to a value that can specify control to the low probability state, and sets the base state flag to a value that can specify control to the low base state.

[0066] Next, the normal symbol input process performed by the main CPU 41 will be described. In the normal symbol input process, the main CPU 41 judges whether the game ball has passed (entered) the gate 18 based on whether a detection signal has been input from the gate sensor SE4. If the game ball has not passed through the gate 18, the main CPU 41 ends the normal symbol input process. On the other hand, if the game ball has passed through the gate 18, the main CPU 41 judges whether the normal reserved number stored in the first main RWM 43a is less than the upper limit number. If the normal reserved number is not less than the upper limit number, the main CPU 41 ends the normal symbol input process. If the normal reserved number is less than the upper limit number, the main CPU 41 adds 1 to the normal reserved number stored in the first main RWM 43a and updates it. In this case, the main CPU 41 controls the information display panel 22 to display the updated normal reserved number. In addition, the main CPU 41 stores control information (hereinafter, referred to as a normal reserved number command) capable of identifying the updated normal reserved number in the output buffer. Next, the main CPU 41 acquires random numbers generated in the main board 40, and stores random number information based on the acquired random numbers in the first main RWM 43a. This random number information corresponds to random number information related to the normal game. The main CPU 41 stores the random number information so that it is possible to identify that it is random number information for the normal game, and the storage order of the random number information. After that, the main CPU 41 ends the normal symbol input process.

[0067] Next, the normal symbol start process performed by the main CPU 41 will be described. In the normal symbol start process, the main CPU 41 judges whether the execution conditions of the normal game are satisfied. The main CPU 41 judges positively when the normal winning game is not being played and the normal game is not being played, whereas it judges negatively when the normal winning game is being played or the normal game is being played. If the execution conditions of the normal game are not satisfied, the main CPU 41 ends the normal symbol start process. On the other hand, if the execution conditions of the normal game are satisfied, the main CPU 41 judges whether the normal reserved number stored in the first main RWM 43a is 1 or more. If the normal reserved number is not 1 or more, the main CPU 41 ends the normal symbol start process. If the normal reserved number is 1 or more, the main CPU 41 updates the normal reserved number stored in the first main RWM 43a by subtracting 1. In this process, the main CPU 41 controls the information display panel 22 so that the updated normal reserved number is displayed. In addition, the main CPU 41 stores a normal reserved number command capable of identifying the updated normal reserved number in the output buffer.

[0068] Next, the main CPU41 reads out the random number information for the normal game that was stored first from the first main RWM43a. After reading out the first random number information, the main CPU41 erases the first random number information stored first from the first main RWM43a. Next, the main CPU41 judges whether or not a normal win is won based on the read random number information and the normal win judgment value stored in the main ROM42. This process corresponds to a normal win lottery (normal win judgment) for whether or not a normal win is won. For example, the main CPU41 may perform a normal win lottery so that the probability of winning a normal win is higher in a high base state compared to a low base state. When a normal win is won, the main CPU41 determines a normal win symbol to be derived in the normal game and a fluctuation time of the normal game. After that, the main CPU41 ends the normal symbol start process. For example, the main CPU 41 may determine a shorter time as the fluctuation time of the normal game in the high base state compared to the low base state (or may make it easier to determine a shorter time). The main CPU 41 may be configured to determine the fluctuation time of the normal game by determining a normal fluctuation pattern in which the fluctuation time of the normal game is set. The normal fluctuation pattern may be stored in the main ROM 42.

[0069] Then, the main CPU 41 executes the normal game by performing a process different from the normal symbol start process. Specifically, the main CPU 41 starts the normal game and controls the information display panel 22 so that the normal symbol determined in the normal symbol start process is derived when the variable time determined in the normal symbol start process has elapsed. In addition, the main CPU 41 stores control information capable of identifying the start of the execution of the normal game in the output buffer in conjunction with starting the execution of the normal game.

[0070] Next, the normal win process performed by the main CPU 41 will be described. After the normal game of the normal win is over, the main CPU 41 performs normal win processing. In the normal win processing, the main CPU 41 starts control to award a normal win game depending on whether the state is high base state or low base state. In the normal win processing, when the state is high base state, the main CPU 41 controls the first actuator A1 so that the second start hole 13 is opened in the opening mode in the high base state. When the state is low base state, the main CPU 41 controls the first actuator A1 so that the second start hole 13 is opened in the opening mode in the low base state.

[0071] Next, the prize ball processing performed by the main CPU 41 will be described. When a detection signal from the first start sensor SE1 is input, the main CPU 41 controls the first start port 12 so that a predetermined number of prize balls (for example, 3 balls) are dispensed. When a detection signal from the second start sensor SE2 is input, the main CPU 41 controls the second start port 13 so that a predetermined number of prize balls (for example, 1 ball) are dispensed. When a detection signal from the count sensor SE3 is input, the main CPU 41 controls the large prize port 14 so that a predetermined number of prize balls (for example, 10 balls) are dispensed. As described above, the main CPU 41 controls the number of prize balls associated with the prize port into which the game ball entered so that the game balls are dispensed. In this embodiment, the main CPU 41 controls the dispense of the game balls as prize balls, thereby realizing a function as a prize ball control means that controls the provision of prize balls.

[0072] Next, the maximum difference number information processing performed by the main CPU 41 will be described. The maximum difference number information process corresponds to a process of counting the maximum difference number. Note that information that can identify the maximum difference number (hereinafter, referred to as maximum difference number information) is stored in the second main RWM 43b. The maximum difference number information is a value that can identify the maximum difference number, and is the maximum difference number itself. In the maximum difference number information process, the main CPU 41 updates the maximum difference number information and counts the maximum difference number. The maximum difference number corresponds to a specific value that is a value that can be identified from the maximum difference number information (maximum difference number) and is variable and stored in the storage means. Thus, in this embodiment, the information on the progress-impossible state includes the maximum difference number information, that is, a specific value. The maximum difference number information is information stored in the second main RWM 43b of the first main RWM 43a and the second main RWM 43b. That is, in this embodiment, the specific value is information stored in the second storage unit of the first storage unit and the second storage unit.

[0073] In the maximum difference number information processing, when the main CPU 41 controls to pay out game balls as prize balls, it adds the number of paid out game balls to a value that can be specified from the maximum difference number information, and updates the maximum difference number information. When the main CPU 41 inputs a detection signal from the out sensor SE5, it subtracts 1 from the value that can be specified from the maximum difference number information, and updates the maximum difference number information. However, when the value that can be specified from the maximum difference number information before the subtraction is 0, the main CPU 41 does not update the maximum difference number information. When the main CPU 41 updates the maximum difference number information, it stores control information (hereinafter, referred to as a maximum difference number command) that can specify the updated maximum difference number in the output buffer. As described above, the maximum difference number is counted based on the number of awarded prize balls and the number of out balls (valid balls). In this way, the maximum difference number is a value that can change as the game progresses. In other words, the maximum difference number is a value that can change as the game progresses.

[0074] Next, the progress disable process performed by the main CPU 41 will be described with reference to FIG. In the progress disable process, the main CPU 41 judges whether progress disable completed information is stored in the first main RWM 43a (step S101). Although details will be described later, progress disable completed information corresponds to information stored in the first main RWM 43a under a situation in which progress is controlled to be in a progress disabled state. In this embodiment, progress disable completed information corresponds to disable information that can specify that the progress is controlled to be in a progress disabled state. And, in this embodiment, the information on the progress disabled state includes disable information that can specify that the progress is controlled to be in a progress disabled state. Progress disable completed information is information stored in the first main RWM 43a out of the first main RWM 43a and the second main RWM 43b. That is, in this embodiment, disable information is information stored in the first storage unit out of the first storage unit and the second storage unit.

[0075] If the progress disabled information is stored (step S101; YES), the main CPU 41 stores the unspecifiable command in the output buffer and outputs it to the sub-board 50 (step S102). After that, the main CPU 41 performs a loop process. As a result, the main CPU 41 performs the loop process until the power supply is cut off. The state in which the loop process is being performed is a progress disabled state in which the game cannot be progressed. For example, in the state in which the loop process is being performed, the special symbol input process is not performed, so even if a game ball enters the start hole 12, 13, the execution of the special game is not suspended. For example, in the state in which the loop process is being performed, the special symbol start process is not performed, so the special game is not executed. For example, in the state in which the loop process is being performed, the prize ball process is not performed, so even if a game ball enters either the start hole 12, 13 or the big prize hole 14, a prize ball is not awarded. For example, in the state in which the loop process is being performed, the big win process is not performed, so the awarding of the big win game is not started. For example, when the loop process is being performed, processing related to the normal game is not performed. Therefore, for example, when the loop process is being performed, execution of the normal game is not put on hold. For example, when the loop process is being performed, the normal game is not executed. For example, when the loop process is being performed, a normal win game is not awarded. Incidentally, in the gaming machine 10, if the power supply is cut off while the gaming machine 10 is controlled to the progress disabled state, and then the gaming machine 10 returns to the state without executing the initialization process described below when the power supply is started again, the determination result in step S101 becomes positive, and the gaming machine 10 is again controlled to the progress disabled state.

[0076] On the other hand, if the progress-disabled information is not stored (step S101; NO), the main CPU 41 judges whether the progress-disabled scheduled information is stored in the first main RWM 43a (step S103). Although details will be described later, the progress-disabled scheduled information corresponds to information stored in the first main RWM 43a under a situation in which it is determined that the progress will be disabled, but the progress is not controlled to the disabled state because a jackpot game is being awarded. In this embodiment, the progress-disabled scheduled information corresponds to determined information that can specify that the progress is not controlled to the disabled state but that it has been decided to control the progress to the disabled state. And, in this embodiment, the information on the progress-disabled state includes determined information that can specify that the progress is not controlled to the disabled state but that it has been decided to control the progress to the disabled state. The progress-disabled scheduled information is information stored in the first main RWM 43a of the first main RWM 43a and the second main RWM 43b. That is, in this embodiment, the determined information is information stored in the first storage unit of the first storage unit and the second storage unit.

[0077] When the progress disable scheduled information is stored (step S103; YES), the main CPU 41 judges whether a big win game has been awarded (step S104). When a big win game has been awarded (step S104; YES), the main CPU 41 ends the progress disable process. On the other hand, when a big win game has not been awarded (step S104; NO), the main CPU 41 stores progress disable completed information in the first main RWM 43a (step S105). Next, the main CPU 41 stores the unspecified command in the output buffer and outputs it to the sub-board 50 (step S106). After that, the main CPU 41 performs loop processing. As a result, the main CPU 41 performs loop processing until the power supply is cut off, similarly to after the processing of step S102 has been performed. The state in which the loop processing is being performed is a progress disable state in which it is impossible to proceed with the game.

[0078] On the other hand, if no progress-disabling scheduled information is stored (step S103; NO), the main CPU 41 judges whether the maximum difference number has reached a specified value (step S107). In the gaming machine 10, the specified value is set to "95,000." Therefore, in step S107, the main CPU 41 judges whether the maximum difference number that can be specified from the maximum difference number information of the second main RWM 43b has reached 95,000. Then, if the maximum difference number has not reached the specified value (step S107; NO), the main CPU 41 ends the progress-disabling process.

[0079] If the maximum difference number reaches the specified value (step S107; YES), the main CPU 41 judges whether a big win game has been awarded (step S108). If a big win game has been awarded (step S108; YES), the main CPU 41 stores the progress disable scheduled information in the first main RWM 43a (step S109). Next, the main CPU 41 stores the specific scheduled command in the output buffer and outputs it to the sub-board 50 (step S110). After that, the main CPU 41 ends the progress disable process.

[0080] On the other hand, when a big win game has not been awarded (step S108; NO), the main CPU 41 stores the progress disabled information in the first main RWM 43a (step S111). Next, the main CPU 41 stores the unspecifiable command in the output buffer and outputs it to the sub-board 50 (step S112). After that, the main CPU 41 performs loop processing. As a result, the main CPU 41 performs loop processing until the power supply is cut off, similar to after the processing of step S102 and the processing of step S106 are performed. The state in which the loop processing is being performed is a progress disabled state in which it is impossible to proceed with the game.

[0081] As described above, in the gaming machine 10, the main CPU 41 performs loop processing to control the game to an unprogressable state. In this embodiment, the main CPU 41 performs loop processing to realize a function as an unprogressable state control means capable of controlling the game to an unprogressable state in which the game cannot proceed. In addition, in the gaming machine 10, the game may be controlled to an unprogressable state when the maximum difference number reaches a specified value. That is, the main CPU 41 can control the game to an unprogressable state when the maximum difference number reaches a specified value. That is, in this embodiment, the unprogressable state control means can control the game to an unprogressable state when a specific value that is changeable and stored in the storage means reaches a specified value.

[0082] Next, various processes executed by the secondary CPU 51 based on the secondary control program will be described. First, the status processing performed by the secondary CPU 51 will be described. The sub-RWM53 stores information capable of identifying a game state. The information capable of identifying a game state stored in the sub-RWM53 includes information capable of identifying whether the game state is a low probability state or a high probability state (hereinafter referred to as a sub-use probability state flag). The information capable of identifying a game state stored in the sub-RWM53 includes information capable of identifying whether the game state is a high base state or a low base state (hereinafter referred to as a sub-use base state flag). When a low probability state command is input, the sub-CPU51 sets the sub-use probability state flag to a value capable of identifying a low probability state. When a high probability state command is input, the sub-CPU51 sets the sub-use probability state flag to a value capable of identifying a high probability state. When a low base state command is input, the sub-CPU51 sets the sub-use base state flag to a value capable of identifying a low base state. When a high base state command is input, the sub-CPU51 sets the sub-use base state flag to a value capable of identifying a high base state.

[0083] Next, the big win effect process performed by the sub-CPU 51 will be described. During a jackpot game, the sub-CPU 51 controls at least one of the decorative lamp La, the speaker Sp, and the performance display device 11 so that a jackpot performance is executed. Specifically, when the sub-CPU 51 inputs an opening command, it controls at least one of the decorative lamp La, the speaker Sp, and the performance display device 11 so that an opening performance is executed. When the sub-CPU 51 inputs a round command, it controls at least one of the decorative lamp La, the speaker Sp, and the performance display device 11 so that a round performance is executed. When the sub-CPU 51 inputs an ending command, it controls at least one of the decorative lamp La, the speaker Sp, and the performance display device 11 so that an ending performance is executed. In addition, the sub-CPU 51 operates the internal movable body 90 during a jackpot game. Specifically, when the sub-CPU 51 inputs an opening command, it operates the internal movable body 90 from the original position Pa to the performance position Pb. Then, when the sub-CPU 51 inputs the first round command in the big win game, it operates the internal movable body 90 from the performance position Pb to the original position Pa.

[0084] Next, the presentation game process performed by the secondary CPU 51 will be described. The sub-CPU51 controls at least one of the decorative lamp La, the speaker Sp, and the effect display device 11 so that an effect game or an effect associated with the effect game is performed. Specifically, when the sub-CPU51 inputs a symbol command and a variation pattern designation command, it controls to execute an effect game. That is, the sub-CPU51 determines a symbol combination by the effect symbols to be finally displayed as a fixed stop in the effect game based on the variation pattern designation command and the symbol command. When the special symbol that can be specified from the symbol command is a big win symbol, the sub-CPU51 determines a big win symbol combination. When the special symbol that can be specified from the symbol command is a losing symbol, the sub-CPU51 determines a losing symbol combination. When a reach effect is performed because a reach condition is established, the sub-CPU51 may determine a losing symbol combination including a reach.

[0085] When the sub-CPU51 inputs the variation pattern designation command, it controls the performance display device 11 to display the performance symbols in a variable manner. In other words, the sub-CPU51 starts the performance game. The variation pattern designation command can be said to be control information that instructs the start of the performance game based on the variation pattern. Then, the sub-CPU51 controls the performance display device 11 to temporarily stop and display the symbol combination by the determined performance symbols at a predetermined timing. After that, the sub-CPU51 controls the performance display device 11 to display the symbol combination by the performance symbols in a fixed and stopped manner upon input of the game end command. Incidentally, when executing the reach performance, the sub-CPU51 controls the performance display device 11 to temporarily stop and display the performance symbols in the left and right columns so that a reach is formed at a predetermined timing during the special game. The sub-CPU51 may measure a variation time that can be specified from the variation pattern, and control the symbol combination to be fixed and stopped upon the passage of the variation time. In this case, the game end command may be omitted.

[0086] Next, the maximum difference number information update process performed by the secondary CPU 51 will be described. In the maximum difference number information update process, when the secondary CPU 51 inputs a maximum difference number command, it updates the secondary maximum difference number information. Specifically, when the secondary CPU 51 inputs a maximum difference number command, it identifies the maximum difference number from the maximum difference number command. Then, the secondary CPU 51 updates the identified maximum difference number to secondary maximum difference number information that can be identified. The secondary maximum difference number information is stored in the secondary RWM 53. The secondary maximum difference number information corresponds to information that can identify the maximum difference number.

[0087] Next, the impossibility notice effect processing performed by the sub-CPU 51 will be described. In the impossibility notice performance process, the sub-CPU 51 judges whether a specific notice command has been input. If a specific notice command has not been input, the sub-CPU 51 ends the impossibility notice performance process. On the other hand, if a specific notice command has been input, the sub-CPU 51 controls the performance display device 11 so that the execution of the impossibility notice performance is started.

[0088] Next, the arrival notice effect process performed by the sub-CPU 51 will be described. In the arrival notice performance process, it is determined whether the secondary maximum difference number information has been updated. If the secondary maximum difference number information has not been updated, the secondary CPU51 ends the arrival notice performance process. If the secondary maximum difference number information has been updated, the secondary CPU51 controls the performance display device 11 so that the performance of the arrival notice performance is started when the maximum difference number that can be specified from the updated secondary maximum difference number information exceeds 94,500 while the arrival notice performance is not being executed. The case where the maximum difference number that can be specified from the updated secondary maximum difference number information exceeds 94,500 corresponds to the case where the remaining arrival difference number falls below the notice start value of 500. Note that the secondary CPU51 does not end the execution of the arrival notice performance even if the maximum difference number that can be specified from the updated secondary maximum difference number information becomes 94,500 or less. The secondary CPU51 ends the execution of the arrival notice performance when the maximum difference number that can be specified from the updated secondary maximum difference number information becomes 94,000 or less while the arrival notice performance is being executed. Incidentally, when the sub-CPU 51 inputs an unspecified command, it ends the execution of the arrival notice performance.

[0089] Next, the impossibility notification effect processing performed by the sub-CPU 51 will be described. In the impossibility notification performance processing, the sub-CPU 51 judges whether an unspecified command has been input. If an unspecified command has not been input, the sub-CPU 51 ends the impossibility notification performance processing. If an unspecified command has been input, the sub-CPU 51 controls the performance display device 11 to start the execution of the impossibility notification performance.

[0090] Here, the power-off process performed by the main CPU 41 when the power supply is cut off will be described. When the power supply to the gaming machine 10 is cut off, the main CPU 41 performs a power cut process. In the power cut process, the main CPU 41 performs a backup process of the main RWM 43. For example, the power supplied to the gaming machine 10 may be monitored in the power supply unit 60, and when the power supplied to the gaming machine 10 is reduced, control information indicating that the power supply to the gaming machine 10 has been cut off may be output to the main CPU 41. This allows the main CPU 41 to know that the power supply to the gaming machine 10 has been cut off. In the backup process, the main CPU 41 calculates a checksum of the first main RWM 43a. The main CPU 41 stores the calculated checksum of the first main RWM 43a in the first main RWM 43a. Incidentally, the main CPU 41 does not calculate a checksum of the second main RWM 43b. Therefore, in the gaming machine 10, of the first main RWM 43a and the second main RWM 43b, a checksum is stored in the first main RWM 43a, whereas a checksum is not stored in the second main RWM 43b.

[0091] In the backup process, the main CPU 41 stores and holds information such as registers and stack pointers in the main RWM 43 in addition to various information stored in the main RWM 43. Specifically, in the backup process, the main CPU 41 stores and holds information such as registers and stack pointers in the first main RWM 43a in addition to various information stored in the first main RWM 43a. Similarly, in the backup process, the main CPU 41 stores and holds information such as registers and stack pointers in the second main RWM 43b in addition to various information stored in the second main RWM 43b. This backs up at least a part of the information stored in the main RWM 43. Thereafter, the main CPU 41 waits until the power supply is cut off.

[0092] The information to be backed up among the information stored in the first main RWM 43a includes, for example, a base state flag and a probability state flag. The information to be backed up among the information stored in the first main RWM 43a includes, for example, various random number values ​​(random number information). The information to be backed up among the information stored in the first main RWM 43a includes, for example, a checksum of the first main RWM 43a. The information to be backed up among the information stored in the first main RWM 43a includes, for example, scheduled inability to proceed information. The information to be backed up among the information stored in the second main RWM 43b includes, for example, maximum difference number information.

[0093] Next, a main power-on process performed by the main CPU 41 when power supply is started, and a sub-power-on process performed by the sub CPU 51 when power supply is started will be described.

[0094] When the main CPU 41 is started by a start-up process (boot process) accompanying the start of power supply, the main CPU 41 first executes a main power-on process. In the main power-on process, whether or not to initialize the main RWM 43 is controlled according to the operation state of the clear switch 49 at the start of power supply. When the clear switch 49 is operated to the on state, the main CPU 41 executes an initialization process for initializing at least a part of the information stored in the main RWM 43. In this embodiment, the main CPU 41 executes the initialization process, thereby realizing a function as an initialization processing means capable of executing the initialization process. The main CPU 41 can execute the initialization process based on the operation of the clear switch 49 accompanying the start of power supply. That is, the initialization processing means can execute the initialization process based on the operation of a specific operation means accompanying the start of power supply. In the initialization process, the main CPU 41 initializes at least a part of the information stored in the main RWM 43. In the initialization process, the main CPU 41 initializes information by storing the initial information in the area for storing game information among various information in the memory area of ​​the main RWM 43. When the initialization process is completed, the main CPU 41 ends the main power-on process.

[0095] For example, when executing the initialization process, the main CPU 41 erases the value stored in the probability state flag in the first main RWM 43a and sets a value that can identify a low probability state, thereby initializing the stored information as the probability state flag. When executing the initialization process, the main CPU 41 erases the value stored in the base state flag in the first main RWM 43a and sets a value that can identify a low base state, thereby initializing the stored information as the base state flag. When executing the initialization process, the main CPU 41 erases the remaining number of special games that give a high base state stored in the first main RWM 43a and sets 0 as the remaining number of special games that give a high base state, thereby initializing the stored information that can identify the remaining number of special games that give a high base state. When executing the initialization process, the main CPU 41 erases the special reservation number stored in the first main RWM 43a and sets 0 as the special reservation number, thereby initializing the stored information that can identify the special reservation number. When executing the initialization process, the main CPU41 erases the random number information related to the special game stored in the first main RWM43a and initializes the random number information related to the special game stored in the first main RWM43a. When executing the initialization process, the main CPU41 erases the normal reserved number stored in the first main RWM43a and sets the special reserved number to 0, thereby initializing the stored information capable of identifying the normal reserved number. When executing the initialization process, the main CPU41 erases the random number information related to the normal game stored in the first main RWM43a and initializes the random number information related to the normal game stored in the first main RWM43a. When executing the initialization process, the main CPU41 erases the progress disabled information stored in the first main RWM43a and initializes the progress disabled information stored in the first main RWM43a. When executing the initialization process, the main CPU 41 erases the progress-disabled scheduled information stored in the first main RWM 43a and initializes the progress-disabled scheduled information stored in the first main RWM 43a. When executing the initialization process, the main CPU 41 erases the maximum difference number information stored in the second main RWM 43b and initializes the maximum difference number information by setting 0 as the maximum difference number.When executing the initialization process, the main CPU 41 erases the values ​​of various timers and sets the values ​​of various timers to 0, thereby initializing the timer values.

[0096] In this way, when the initialization process is executed, the storage contents of the main RWM 43 become storage contents in which at least a part of the information stored in the main RWM 43 is initialized. For example, when the initialization process is executed, the storage contents of the first main RWM 43a become storage contents in which at least a part of the information stored in the first main RWM 43a is initialized. For example, when the initialization process is executed, the storage contents of the second main RWM 43b become storage contents in which at least a part of the information stored in the second main RWM 43b is initialized. That is, in the gaming machine 10, when the initialization process is executed based on the operation of the clear switch 49, the storage contents of the main RWM 43 become storage contents in which at least a part of the information stored in the main RWM 43 is initialized. That is, when the initialization process is executed based on the operation of the specific operation means, the storage contents of the storage means become storage contents in which at least a part of the information stored in the storage means is initialized.

[0097] Furthermore, when the clear switch 49 is in the OFF state, the main CPU 41 does not execute the initialization process. When the clear switch 49 is in the OFF state, the main CPU 41 calculates the checksum of the first main RWM 43a. Then, the main CPU 41 judges whether the checksum is normal. Specifically, the main CPU 41 judges whether the checksum of the first main RWM 43a calculated in the power-off process is the same as the checksum of the first main RWM 43a calculated in the main power-on process, thereby judging whether the checksum is normal. Then, when the checksum is normal, the main CPU 41 executes the backup recovery process. On the other hand, when the checksum is not normal, the main CPU 41 executes the loop process. As a result, for example, the main CPU 41 executes the loop process without finishing the main power-on process until the power supply is stopped.

[0098] In the backup return process, the main CPU 41 returns based on the backed up memory contents of the main RWM 43, and ends the main power-on process. When the initialization process is executed, the state is returned to where neither the special game nor the normal game is being executed or held, and neither the big win game nor the normal win game is being played. On the other hand, when the initialization process is not executed, the state is returned to where it was when the power supply was cut off, based on the backed up game information.

[0099] When the main CPU 41 ends the main power-on process, it stores a predetermined control command in the output buffer for the sub-board 50 based on the game information stored in the main RWM 43. Specifically, if the initialization process is executed in the main power-on process, the main CPU 41 stores control information (hereinafter referred to as the initialization command) that can specify that the initialization process has been executed in the output buffer. On the other hand, if the initialization process is not executed in the main power-on process, the main CPU 41 stores control information (hereinafter referred to as the return command) that can specify that the state is to be restored to when the power supply is cut off in the output buffer. For example, when the main CPU 41 returns to the state during a jackpot game with the start of the power supply, it stores a return command that can specify that the state is to be restored to the state during a jackpot game in the output buffer.

[0100] As described above, when executing the initialization process, the main CPU 41 initializes the maximum difference number information by erasing the maximum difference number information stored in the second main RWM 43b and setting the maximum difference number to 0. That is, when the initialization process is executed based on the operation of the clear switch 49, the maximum difference number becomes 0, which corresponds to the initial value. That is, when the initialization process is executed based on the operation of the specific operation means, the specific value becomes the initial value.

[0101] The first main RWM 43a stores, for example, progress disabled information. The first main RWM 43a also stores, for example, progress disabled planned information. Then, when the initialization process is executed, the progress disabled information stored in the first main RWM 43a is erased. Similarly, when the initialization process is executed, the progress disabled planned information stored in the first main RWM 43a is erased. That is, in this embodiment, at least a part of the information stored in the first storage unit is erased when the initialization process is executed. The second main RWM 43b stores maximum difference number information. Then, when the initialization process is executed, the maximum difference number information stored in the second main RWM 43b is erased. That is, in this embodiment, the information stored in the second storage unit is erased when the initialization process is executed. In this way, when the initialization process is executed by the main CPU 41 based on the operation of the clear switch 49, at least the information stored in the second main RWM 43b is erased. That is, when the initialization process is executed based on the operation of the specific operation means, at least the information stored in the second storage unit is erased.

[0102] When the secondary CPU 51 is started by a start-up process (boot process) accompanying the start of power supply, it waits until an initialization command or a return command is input from the main CPU 41. Then, when the initialization command or the return command is input, the secondary CPU 51 executes a sub power-on process. In the sub power-on process, whether or not the secondary RWM 53 is initialized is controlled depending on whether an initialization command or a return command is input. Specifically, when an initialization command is input, the secondary CPU 51 initializes at least a part of the information stored in the secondary RWM 53. For example, the secondary CPU 51 initializes the game information by storing the initial information in the area that stores the game information among various information in the storage area of ​​the secondary RWM 53, and initializes at least a part of the information stored in the secondary RWM 53. Thereafter, the secondary CPU 51 ends the sub power-on process. On the other hand, when a return command is input, the secondary CPU 51 returns based on the control information output from the main CPU 41 thereafter, and ends the sub power-on process. When an initialization command is input, the machine can return to a state where no presentation game is being executed and neither the presentation during a big win game nor the presentation during a normal win game is being executed. On the other hand, when a return command is input, the machine can return to a state where the power supply was cut off.

[0103] When the sub-CPU 51 performs the sub power-on process, it controls the effect display device 11 so that the initial symbol combination by the predetermined effect symbol is displayed. The initial symbol combination is a symbol combination in which at least one column of the effect symbol is different from the effect symbols of the other columns. For example, the initial symbol combination is a symbol combination such as "876" or "523". Incidentally, the initial symbol combination may be a part of the effect symbol combinations of the losing symbol combinations. In other words, in the effect game, the same effect symbol combination as the initial symbol combination may be displayed as a fixed stop. In addition, the initial symbol combination may be a symbol combination that is not included in the losing symbol combination. In other words, in the effect game, the same effect symbol combination as the initial symbol combination may not be displayed as a fixed stop. In addition, in this embodiment, the sub-CPU 51 displays the symbol combination of "123" by the effect symbol as the initial symbol combination by the effect symbol. Incidentally, the sub-CPU 51 displays the symbol combination "123" as the initial symbol combination regardless of whether the initialization command or the return command is input. The initial symbol combination may be different depending on whether the initialization command is input or the return command is input.

[0104] When the initialization process is executed, the sub-CPU51 executes control regarding the execution of an initialization notification effect that notifies that the initialization process has been executed. In the gaming machine 10, the initialization notification effect is executed by the effect display device 11, the decorative lamp La, and the speaker Sp. Specifically, the initialization notification effect is executed by displaying text information "Initialization process has been executed" on the effect display device 11, the decorative lamp La flashing in red, and outputting a voice "Initialization process has been executed" from the speaker Sp. When the sub-CPU51 inputs an initialization command, it controls the effect display device 11, the decorative lamp La, and the speaker Sp so that the initialization notification effect is executed. After starting the execution of the initialization notification effect, when the performance time (for example, 60 seconds) of the initialization notification effect has elapsed, the sub-CPU51 ends the initialization notification effect. In this embodiment, the effect display device 11, the decorative lamp La, and the speaker Sp correspond to the notification effect. The initialization notification performance may be configured to be executed by one or more of the performance display device 11, the decorative lamp La, and the speaker Sp. In this embodiment, the performance display device 11, the decorative lamp La, and the speaker Sp are controlled by the sub-CPU 41, thereby realizing a function as a notification control means capable of controlling the notification means.

[0105] As described above, in the gaming machine 10, the performance display device 11, the decorative lamp La, and the speaker Sp can execute an initialization notification performance in association with the execution of the initialization process. That is, in this embodiment, the notification means can execute an initialization notification performance that notifies the user that the initialization process has been executed in association with the execution of the initialization process based on the operation of the specific operation means. Then, in the gaming machine 10, the initialization notification performance ends when the performance time has elapsed. That is, the initialization notification performance can end with the passage of time.

[0106] Next, control relating to the initial operation of the internal movable body 90 will be described. The sub-CPU 51 performs an initial operation process to perform an initial operation of the internal movable body 90 when power supply is started. In this manner, the gaming machine 10 is configured to be capable of performing an initial operation of the internal movable body 90 when power supply is started. The initial operation of the internal movable body 90 is a confirmation operation of the internal movable body 90 when power supply is started. In the initial operation process, the sub-CPU 51 performs control to perform the initial operation of the internal movable body 90. In this manner, the internal movable body 90 can perform an initial operation when power supply is started. In other words, the movable body can perform an initial operation when power supply is started.

[0107] In controlling the initial operation of the internal movable body 90, the secondary CPU 51 controls the performance actuator EA so that the internal movable body 90 performs the initial operation. The secondary CPU 51 monitors the transition of the detection signal from the home position sensor GS. The secondary CPU 51 determines that an abnormality has occurred in at least one of the internal movable body 90 and the performance actuator EA when the detection signal continues to be input from the home position sensor GS from the start of the initial operation of the internal movable body 90 until the time when the operation period has elapsed. In addition, the secondary CPU 51 determines that an abnormality has occurred in at least one of the internal movable body 90 and the performance actuator EA when the detection signal from the home position sensor GS is no longer input and the detection signal is no longer input again from the start of the initial operation of the internal movable body 90 until the time when the operation period has elapsed. During the operation period, the secondary CPU 51 controls the performance actuator EA in a direction in which the internal movable body 90 moves to the performance position Pb for half the operation period, and then controls the performance actuator EA in a direction in which the internal movable body 90 moves to the home position Pa for half the operation period. That is, when the internal movable body 90 and the performance actuator EA are normal, the internal movable body 90 moves from the original position Pa to the performance position Pb, and then moves from the performance position Pb to the original position Pa. When it is determined that an abnormality has occurred in at least one of the internal movable body 90 and the performance actuator EA, the sub-CPU 51 stops the performance actuator EA and stores information capable of identifying that there is an abnormality in the operation of the internal movable body 90 (hereinafter, referred to as movable body error information) in the sub-RWM 53. When the movable body error information is stored in the sub-RWM 53, the sub-CPU 51 does not operate the internal movable body 90 when various performances are executed. The situation in which the movable body error information is stored in the sub-RWM 53 corresponds to the situation in which a movable body error regarding the internal movable body 90 has occurred. Incidentally, the movable body error information stored in the sub-RWM 53 is erased when the power supply is cut off. In addition, the time that constitutes the operation period is set to a time longer than the time required for the initial operation of the internal movable body 90 to end normally. For example, the time period of operation is set to be longer than the time required for internal movable body 90 to move from original position Pa to performance position Pb and then move from performance position Pb to original position Pa.

[0108] In the gaming machine 10, when the internal movable body 90 is performing an initial operation, the initial symbol combination is displayed on the performance display device 11. That is, in the gaming machine 10, the initial symbol combination is displayed during the period during which the internal movable body 90 moves from the performance position Pb to the original position Pa after moving from the original position Pa to the performance position Pb. Therefore, in the gaming machine 10, the initial symbol combination is displayed on the performance display device 11 at a timing before the initial operation of the internal movable body 90 ends after the power supply is started. That is, in this embodiment, the initial symbol combination is displayed on the display means at a timing before the initial operation of the movable body ends after the power supply is started.

[0109] However, even when the internal movable body 90 is being initially operated, if a game ball enters the starting holes 12, 13, an effect game will be executed on the effect display device 11. In this case, when the effect game ends, an effect pattern combination different from the initial pattern combination may be displayed on the effect display device 11. In other words, when the internal movable body 90 is initially operated and the initial pattern combination is displayed, if a game ball does not enter the starting holes 12, 13 during the initial operation, the same initial pattern is displayed before and after the period from when the internal movable body 90 moves from the original position Pa to the effect position Pb until when it moves from the effect position Pb to the original position Pa.

[0110] As described above, in the gaming machine 10, when the clear switch 49 is operated as the power supply is started, the information stored in the first main RWM 43a is initialized, and the memory contents of the first main RWM 43a become the initialized memory contents. Similarly, in the gaming machine 10, when the clear switch 49 is operated as the power supply is started, the information stored in the second main RWM 43b is initialized, and the memory contents of the second main RWM 43b become the initialized memory contents.

[0111] In the gaming machine 10, even if the clear switch 49 is not operated, some of the information stored in the main RWM 43 may be initialized. As a result, even if the clear switch 49 is not operated, the stored contents of the main RWM 43 may become initialized stored contents.

[0112] As shown in FIG. 5, in the gaming machine 10, both the information stored in the first main RWM 43a and the information stored in the second main RWM 43b are stored and held until one hour has passed since the power supply was cut off. In addition, in the gaming machine 10, the information stored in the first main RWM 43a continues to be stored and held even after one hour has passed since the power supply was cut off. However, in the gaming machine 10, when it is determined that one hour has passed since the power supply was cut off, the information stored in the second main RWM 43b is initialized. In this embodiment, the time when it is determined that one hour has passed since the power supply was cut off corresponds to the time when a predetermined period has passed since the power supply was cut off and a situation has come to satisfy a specific condition. Incidentally, in this embodiment, the predetermined period is set to one hour, but the time corresponding to the predetermined period may be changed.

[0113] In this way, in the gaming machine 10, even when the clear switch 49 is not operated, when it is determined that one hour has passed since the power supply was cut off, the storage contents of the main RWM 43 are initialized to at least a part of the information stored in the main RWM 43. That is, in this embodiment, even when the specific operation means is not operated, when a predetermined period has passed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied, the storage contents of the storage means are initialized to at least a part of the information stored in the storage means. In particular, in the gaming machine 10, even when the clear switch 49 is not operated, when it is determined that one hour has passed since the power supply was cut off, at least the information stored in the second main RWM 43b is erased and initialized. That is, in this embodiment, even when the specific operation means is not operated, when a predetermined period has passed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied, at least the information stored in the second storage unit is erased. However, in the gaming machine 10, even if it is determined that one hour has passed since the power supply was cut off, the information stored in the first main RWM 43a is not erased or initialized. That is, in this embodiment, even if a predetermined period has passed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied, the information stored in the first storage unit is not erased.

[0114] In the gaming machine 10, when it is determined that one hour has passed since the power supply was cut off, the information stored in the second main RWM 43b is initialized before the power supply is started. That is, in the gaming machine 10, even when the clear switch 49 is not operated, when it is determined that one hour has passed since the power supply was cut off, before the power supply is started, the storage contents of the main RWM 43 become storage contents in which at least a part of the information stored in the main RWM 43 is initialized. That is, in this embodiment, even when the specific operation means is not operated, when a predetermined period has passed since the power supply was cut off and a situation has come to satisfy a specific condition, before the power supply is started, the storage contents of the storage means become storage contents in which at least a part of the information stored in the storage means is initialized.

[0115] Hereinafter, a control for initializing at least a part of the information stored in the second main RWM 43b without operating the clear switch 49 will be described. In the power-off process, the main CPU 41 acquires RTC information from the RTC 45 and stores it in the first main RWM 43a. The acquired RTC information corresponds to RTC information capable of identifying the date and time when the power supply was cut off. In the following description, the acquired RTC information is referred to as "RTC information at the time of power cut." The information stored in the first main RWM 43a that is backed up includes the RTC information at the time of power cut.

[0116] When the power supply is cut off, the main CPU 41 executes the progress determination process. For example, when the power supply is cut off, the main CPU 41 executes the progress determination process at a predetermined cycle (for example, 4 ms).

[0117] As shown in FIG. 6, in the progress determination process, the main CPU 41 determines whether the progress initialization information is stored in the first main RWM 43a (step S201). Although details will be described later, the progress initialization information corresponds to information stored in the first main RWM 43a under a situation where the information stored in the second main RWM 43b is initialized in response to a determination that a predetermined period has elapsed since the power supply was cut off. If the progress initialization information has already been stored in the first main RWM 43a (step S201; YES), the main CPU 41 ends the progress determination process. On the other hand, if the progress initialization information is not stored in the first main RWM 43a (step S201; NO), the main CPU 41 acquires RTC information from the RTC 45 (step S202). Next, the main CPU 41 determines whether a predetermined period has elapsed since the power supply was cut off based on the date and time identifiable from the acquired RTC information and the date and time when the power supply was cut off, identifiable from the power interruption RTC information stored in the first main RWM 43a (step S203). In step S203, the main CPU 41 determines whether one hour has elapsed since the power supply was cut off, thereby determining whether a predetermined period has elapsed since the power supply was cut off. If the predetermined period has not elapsed since the power supply was cut off (step S203; NO), the main CPU 41 ends the elapsed period determination process.

[0118] If a predetermined period of time has passed since the power supply was cut off (step S203; YES), the main CPU 41 stores elapsed initialization information in the first main RWM 43a (step S204). Next, the main CPU 41 initializes at least a portion of the information stored in the second main RWM 43b (step S205). After that, the main CPU 41 ends the elapsed determination process. The elapsed initialization information corresponds to information that can identify that at least a portion of the information stored in the second main RWM 43b has been initialized in response to the determination that a predetermined period of time has passed since the power supply was cut off.

[0119] In step S205, the main CPU 41 erases the maximum difference number information stored in the second main RWM 43b and sets 0 as the maximum difference number, thereby initializing the maximum difference number information. That is, when it is determined that a predetermined period has passed since the power supply was cut off, the maximum difference number becomes 0, which corresponds to the initial value. That is, when a predetermined period has passed since the power supply was cut off and a situation has arisen in which the specific condition is satisfied, the specific value becomes the initial value. Therefore, in both cases where the initialization process is executed based on the operation of the clear switch 49 and where it is determined that a predetermined period has passed since the power supply was cut off, the maximum difference number becomes 0, which corresponds to the initial value. That is, in both cases where the initialization process is executed based on the operation of the specific operation means and where a predetermined period has passed since the power supply was cut off and a situation has arisen in which the specific condition is satisfied, the specific value becomes the initial value.

[0120] In addition, in the gaming machine 10, the information stored in the second main RWM 43b is erased by the main CPU 41 performing the process of step S205. In the gaming machine 10, the progress determination process is performed when the power supply is cut off before the power supply is started, so that the information stored in the second main RWM 43b is erased even if the clear switch 49 is not operated.

[0121] When power supply is started and backup recovery processing is performed, if progress initialization information is stored in the first main RWM 43a, the main CPU 41 stores a progress clear command in the output buffer. The progress clear command corresponds to control information capable of specifying that at least a part of the information stored in the main RWM 43 has been initialized without operating the clear switch 49. The progress clear command can also be said to be control information capable of specifying that at least a part of the information stored in the main RWM 43 has been initialized when power supply is cut off.

[0122] The sub-CPU51 can execute control related to the execution of a clear notification effect that notifies that at least a part of the information stored in the main RWM43 has been rewritten when the power supply is cut off. The clear notification effect can be said to be an effect that notifies that the information stored in the second main RWM43b has been erased when the power supply is cut off. In addition, the clear notification effect can be said to be an effect that notifies that the information stored in the second main RWM43b has been initialized when the power supply is cut off. The clear notification effect is executed in the effect display device 11, the decorative lamp La, and the speaker Sp. Specifically, the clear notification effect is executed by displaying text information "Information has been rewritten during the power cut" in the effect display device 11, the decorative lamp La flashing in red, and outputting a voice "Information has been rewritten during the power cut" from the speaker Sp. When the sub-CPU51 inputs a progress clear command, the sub-CPU51 controls the effect display device 11, the decorative lamp La, and the speaker Sp so that the clear notification effect is executed. After starting the execution of the clear notification effect, when the performance time (for example, 60 seconds) of the clear notification effect has elapsed, the sub-CPU51 ends the clear notification effect. The performance time of the clear notification effect is the same as the performance time of the initialization notification effect. The clear notification effect may be configured to be executed by one or more of the performance devices among the performance display device 11, the decorative lamp La, and the speaker Sp.

[0123] As described above, in the gaming machine 10, the effect display device 11, the decorative lamp La, and the speaker Sp can execute the clear notification effect when at least some of the information stored in the main RWM 43 is initialized without operating the clear switch 49. Then, in the gaming machine 10, the clear notification effect ends when the performance time has elapsed. In other words, the clear notification effect can end with the passage of time, similar to the initialization notification effect.

[0124] When the sub-CPU51 performs the sub-power-on process, it controls the effect display device 11 so that the initial symbol combination of the predetermined effect symbols is displayed. At this time, even if the progress clear command is input, the sub-CPU51 displays the symbol combination of "123" as the initial symbol combination, as in the case of inputting the initialization command. Note that the initial symbol combination may be different depending on whether the progress clear command is input, even when the return command is input, for example.

[0125] Here, the initial symbol combinations in each situation will be described with reference to FIG. When the clear switch 49 is operated as a result of the start of power supply and initialization processing is executed (indicated as "initialization processing executed" in FIG. 7), the initial symbol combination of "123" is displayed on the performance display device 11. At this time, the initial symbol combination is displayed on the performance display device 11 at a timing before the initial operation of the internal movable body 90 is completed. Furthermore, when the clear switch 49 is operated as a result of the start of power supply and initialization processing is executed, an initialization notification performance is executed. The initialization notification performance can end when the performance time of the initialization notification performance has elapsed.

[0126] In this manner, in the gaming machine 10, when the power supply is started and the clear switch 49 is operated, an initialization process is executed and at least a portion of the information stored in the main RWM 43 becomes the initialized memory contents, and the initial pattern combination displayed on the performance display device 11 is "123."

[0127] When power supply is started before a predetermined period has elapsed since power supply was cut off and the system returns without executing the initialization process (in FIG. 7, this is shown as "return before a predetermined period has elapsed since power supply was cut off"), the initial symbol combination of "123" is displayed on the performance display device 11. At this time, the initial symbol combination is displayed on the performance display device 11 at a timing before the initial operation of the internal movable body 90 is completed. Note that, since the clear switch 49 has not been operated with the start of power supply and the initialization process has not been executed, the initialization notification performance is not executed in this case. Also, when power supply is started before a predetermined period has elapsed since power supply was cut off and the system returns without executing the initialization process, the information stored in the second main RWM 43b is not initialized unless the clear switch 49 is operated.

[0128] In this way, in the gaming machine 10, when the predetermined period has not elapsed since the power supply was cut off and it has not been determined that the predetermined period has elapsed, and at least some of the information stored in the main RWM 43 has not become initialized storage contents, the initial symbol combination displayed on the performance display device 11 is "123." In other words, the initial symbol combination displayed when the initialization process is executed based on the operation of the clear switch 49 with the start of the power supply and at least some of the information stored in the main RWM 43 has become initialized storage contents is the same as the initial symbol combination displayed when the predetermined period has not elapsed since the power supply was cut off and it has not been determined that the predetermined period has elapsed, and at least some of the information stored in the main RWM 43 has not become initialized storage contents. In other words, when an initialization process is executed based on the operation of a specific operation means following the start of power supply and the memory contents of the memory means become the initialized memory contents of at least some of the information stored in the memory means, the initial pattern combination displayed on the display means is the same as the initial pattern combination displayed on the display means when a situation occurs in which the specific condition is not satisfied before a predetermined period of time has elapsed since the power supply was cut off and the memory contents of the memory means become the initialized memory contents of at least some of the information stored in the memory means.

[0129] When the power supply is started after a predetermined period has elapsed since the power supply was cut off and the device returns without executing the initialization process (in FIG. 7, this is shown as "returned after a predetermined period has elapsed since the power supply was cut off"), the initial symbol combination of "123" is displayed on the effect display device 11. At this time, the initial symbol combination is displayed on the effect display device 11 at a timing before the initial operation of the internal movable body 90 is completed. Since the clear switch 49 has not been operated and the initialization process has not been executed since the power supply was started, the initialization notification effect is not executed in this case. On the other hand, when the power supply is started after a predetermined period has elapsed since the power supply was cut off and the device returns without executing the initialization process, the information stored in the second main RWM 43b is initialized even if the clear switch 49 has not been operated. Then, when the power supply is started, the initialization notification effect is not executed, but the clear notification effect is executed. The clear notification effect can be ended by the lapse of the performance time of the clear notification effect.

[0130] In this way, in the gaming machine 10, when a predetermined period has elapsed since the power supply was cut off and it is determined that the predetermined period has elapsed, and at least a part of the information stored in the main RWM 43 has become initialized, the initial symbol combination displayed on the performance display device 11 is "123." In other words, the initial symbol combination displayed when the initialization process is executed based on the operation of the clear switch 49 with the start of the power supply and at least a part of the information stored in the main RWM 43 has become initialized is the same as the initial symbol combination displayed when a predetermined period has elapsed since the power supply was cut off and it is determined that the predetermined period has elapsed, and at least a part of the information stored in the main RWM 43 has become initialized. That is, the initial symbol combination displayed on the display means when the initialization process is executed based on the operation of the specific operation means with the start of the power supply, and the storage contents of the storage means become the initialized storage contents of at least a part of the information stored in the storage means is the same as the initial symbol combination displayed on the display means when the power supply is cut off and a specific condition is satisfied, and the storage contents of the storage means become the initialized storage contents of at least a part of the information stored in the storage means. Also, the initial symbol combination displayed when the power supply is cut off and a specific period has passed and it is determined that the specific period has passed and the storage contents of the main RWM43 become the initialized storage contents is the same as the initial symbol combination displayed when the power supply is cut off and a specific period has not passed and it has not been determined that the specific period has passed and the storage contents of the main RWM43 do not become the initialized storage contents of at least a part of the information stored in the main RWM43.In other words, the initial pattern combination displayed on the display means when a predetermined period of time has passed since the power supply was cut off, a situation has arisen in which a specific condition is satisfied and at least some of the information stored in the storage means has become initialized storage contents is the same as the initial pattern combination displayed on the display means when a predetermined period of time has not passed since the power supply was cut off, a situation has arisen in which a specific condition is not satisfied and at least some of the information stored in the storage means has not become initialized storage contents.

[0131] When the power supply is started and the initialization process is not executed when the progress-impossible scheduled information is stored in the first main RWM 43a, the initial symbol combination is not displayed on the performance display device 11 if the power supply is started and the initialization process is not executed when the progress-impossible scheduled information is stored in the first main RWM 43a, and the performance display device 11 returns to the state in which a jackpot game has been awarded. Incidentally, when the restored jackpot game ends, the game is controlled to the progress-impossible state.

[0132] In addition, when the power supply is started and the initialization process is not executed when the progress disabled information is stored in the first main RWM 43a, the initial symbol combination is not displayed on the performance display device 11 when the power supply is started and the initialization process is not executed when the progress disabled information is stored in the first main RWM 43a, and the performance display device 11 returns to the progress disabled state.

[0133] Here, an example of various pieces of information before and after a predetermined period of time has elapsed since the power supply was cut off will be described with reference to FIG. 8(a) and FIG. 8(b). First, a first example will be described with reference to Fig. 8(a). In the first example, the power supply is cut off when the progress disablement planned information and progress disablement completed information are not stored in the first main RWM 43a. Furthermore, in the first example, the power supply is cut off when the maximum difference number identifiable from the maximum difference number information stored in the second main RWM 43b is 10120.

[0134] In the first example, if the clear switch 49 is not operated and power supply is started at timing t11 before one hour has elapsed since the power supply was cut off, the situation returns to a state in which the progress failure planned information and progress failure completed information are not stored in the first main RWM 43a, as in the case of the power supply being cut off. Furthermore, if the clear switch 49 is not operated and power supply is started at timing t11 before one hour has elapsed since the power supply was cut off, the situation returns to a state in which the maximum difference number information that can identify that the maximum difference number is 10120 is stored in the second main RWM 43b, as in the case of the power supply being cut off. At timing t11, the initial symbol combination of "123" is displayed on the performance display device 11.

[0135] On the other hand, in the first example, if the clear switch 49 is not operated and power supply is started at timing t12 one hour after the power supply is cut off, the state returns to a state in which the progress failure planned information and progress failure completed information are not stored in the first main RWM 43a, as in the case of the power supply being cut off. However, if the clear switch 49 is not operated and power supply is started at timing t12 one hour after the power supply is cut off, the maximum difference number is erased, and the maximum difference number information that can specify that the maximum difference number is 0, that is, the initialized maximum difference number information, is stored in the second main RWM 43b. The timing t12 one hour after the power supply is cut off corresponds to the timing after it is determined that a predetermined period has passed since the power supply was cut off. At timing t12, the initial pattern combination of "123" is displayed on the performance display device 11.

[0136] Next, a second example will be described with reference to Fig. 8(b). In the second example, the power supply is cut off when the progress disablement planned information is stored in the first main RWM 43a, while the progress disablement completed information is not stored in the first main RWM 43a. Furthermore, in the second example, the power supply is cut off when the maximum difference number identifiable from the maximum difference number information stored in the second main RWM 43b is 95100.

[0137] In the second example, if the clear switch 49 is not operated and power supply is started at timing t21 before one hour has elapsed since the power supply was cut off, the situation returns to a state in which the progress-disabled scheduled information is stored in the first main RWM 43a while the progress-disabled completed information is not stored in the first main RWM 43a, as in the case of the power supply being cut off. Furthermore, if the clear switch 49 is not operated and power supply is started at timing t21 before one hour has elapsed since the power supply was cut off, the situation returns to a state in which the maximum difference number information that can identify that the maximum difference number is 95100 is stored in the second main RWM 43b, as in the case of the power supply being cut off. At timing t21, the progress-disabled scheduled information is stored in the first main RWM 43a, so the situation returns to a state in which a jackpot game is awarded. For this reason, at timing t21, the initial symbol combination is not displayed on the performance display device 11.

[0138] On the other hand, in the second example, if the clear switch 49 is not operated and power supply is started at timing t22 one hour after the power supply is cut off, the situation returns to a situation where the progress disable scheduled information is stored in the first main RWM 43a while the progress disable completed information is not stored in the first main RWM 43a, as in the case of the power supply being cut off. However, if the clear switch 49 is not operated and power supply is started at timing t22 one hour after the power supply is cut off, the maximum difference number is erased, and the situation returns to a situation where the maximum difference number information that can specify that the maximum difference number is 0, that is, the initialized maximum difference number information, is stored in the second main RWM 43b. The timing t22 one hour after the power supply is cut off corresponds to the timing after it is determined that a predetermined period has passed since the power supply was cut off. At timing t22, the progress disable scheduled information is stored in the first main RWM 43a, so that the situation returns to a situation where a jackpot game is awarded. Therefore, at timing t22, the performance display device 11 does not display the initial pattern combination.

[0139] The effects of this embodiment will be described below. (1) When the clear switch 49 is operated to execute the initialization process, at least a part of the stored information in the main RWM 43 is initialized. Furthermore, even when the clear switch 49 is not operated, when it is determined that a predetermined period of time has elapsed since the power supply was cut off, the stored information in the main RWM 43 can be initialized to at least a part of the stored information. This eliminates the need to operate the clear switch 49 and reduces the effort required for initializing the stored information in order to store at least a part of the stored information in the main RWM 43 when it is determined that a predetermined period of time has elapsed since the power supply was cut off.

[0140] (2) The maximum difference number that may be a trigger for control to the progress-impossible state is set to an initial value both when the initialization process is executed based on the operation of the clear switch 49 and when it is determined that a predetermined period of time has elapsed since the power supply was cut off. Therefore, for example, in order to set the maximum difference number that may be a trigger for control to the progress-impossible state to the initial value, the effort of operating the clear switch 49 can be eliminated, and the effort involved in initializing the stored information can be reduced.

[0141] (3) Even when the clear switch 49 is not operated, when it is determined that a predetermined period has elapsed since the power supply was interrupted, the storage contents of the main RWM 43 become storage contents in which at least a part of the information stored in the main RWM 43 is initialized before the power supply is started. In other words, when it is determined that a predetermined period has elapsed since the power supply was interrupted, the storage contents of the main RWM 43 become storage contents in which at least a part of the information stored in the main RWM 43 is initialized even without starting the power supply. For this reason, when it is determined that a predetermined period has elapsed since the power supply was interrupted, for example, the storage contents of the main RWM 43 can become storage contents in which at least a part of the information is initialized even without turning on the power switch 61 to start the power supply.

[0142] (4) The initial symbol combination displayed on the performance display device 11 when the initialization process is executed based on the operation of the clear switch 49 with the start of power supply and at least some of the information stored in the main RWM 43 becomes the initialized memory contents is the same as the initial symbol combination displayed on the performance display device 11 when it is determined that a predetermined period has passed since the power supply was cut off and at least some of the information stored in the main RWM 43 becomes the initialized memory contents. For this reason, the player cannot specify from the initial symbol combination whether the initialization process is executed based on the operation of the clear switch 49 with the start of power supply and at least some of the information stored in the main RWM 43 becomes the initialized memory contents, or whether it is determined that a predetermined period has passed since the power supply was cut off and at least some of the information stored in the main RWM 43 becomes the initialized memory contents. This makes it possible to prevent a player from feeling aversion to, for example, the fact that the clear switch 49 has been intentionally operated, resulting in at least some of the information stored in the main RWM 43 becoming initialized memory contents.

[0143] (5) When the power supply is started and the clear switch 49 is operated, the initialization process is executed and at least some of the information stored in the main RWM 43 becomes the initialized memory contents, and when it is determined that a predetermined period has passed since the power supply is cut off and at least some of the information stored in the main RWM 43 becomes the initialized memory contents, the initial symbol combination displayed on the performance display device 11 is the same, which makes it difficult for the manager of the gaming machine to confirm whether the initialization process has actually been executed. Therefore, the performance display device 11, the decorative lamp La, and the speaker Sp are made capable of executing an initialization notification effect that notifies the user that the initialization process has been executed when the initialization process is executed based on the operation of the clear switch 49. This makes it easy for the manager of the gaming machine to confirm whether the initialization process has actually been executed. The initialization notification effect can be terminated as time passes. Since the initialization notification effect ends after the time has elapsed, it is possible to prevent the player from feeling disgusted by the initialization notification effect.

[0144] (6) The initial symbol combination is displayed on the performance display device 11 at a timing before the initial operation of the internal movable body 90 is completed. Therefore, when the initial operation of the internal movable body 90 is completed and a game is about to start, the initial symbol combination can already be displayed.

[0145] (7) When the clear switch 49 is operated to execute the initialization process, the information stored in the second main RWM 43b is erased. Furthermore, even when the clear switch 49 is not operated, when it is determined that a predetermined period has elapsed since the power supply was cut off, the information stored in the second main RWM 43b is erased. In other words, even if the clear switch 49 is not operated, when it is determined that a predetermined period has elapsed since the power supply was cut off, the information stored in the second main RWM 43b can be erased. This eliminates the need to operate the clear switch 49 to erase the information stored in the second main RWM 43b when it is determined that a predetermined period has elapsed since the power supply was cut off, and reduces the effort required for initializing the stored information.

[0146] (8) Even when it is determined that a predetermined period of time has passed since the power supply was cut off, the information stored in the first main RWM 43a is not erased. Therefore, by storing information that is not to be erased when it is determined that a predetermined period of time has passed since the power supply was cut off in the first main RWM 43a, it is possible to prevent the information from being erased when it is determined that a predetermined period of time has passed since the power supply was cut off.

[0147] (9) Among the information about the unprogressable state, the maximum difference number utilized before being controlled to the unprogressable state is stored in the second main RWM 43b, which is erased when it is determined that a predetermined period of time has elapsed since the power supply was cut off. This eliminates the need to operate the clear switch 49 to initialize the maximum difference number.

[0148] On the other hand, among the information related to the unprogressable state, the unprogressable completion information that is utilized after the unprogressable state is controlled is stored in the first main RWM 43a, not in the second main RWM 43b that is erased when it is determined that a predetermined period of time has passed since the power supply was cut off. This makes it possible to prevent the unprogressable completion information from being initialized when it is determined that a predetermined period of time has passed since the power supply was cut off, for example, and makes it possible to configure the device to return to the unprogressable state even if a predetermined period of time has passed since the power supply was cut off.

[0149] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. The progress impossibility scheduled information may be configured to be stored in the second main RWM 43b. For example, when it is determined that a predetermined period of time has elapsed since the power supply was cut off, the progress impossibility scheduled information may be configured to be erased and initialized.

[0150] The progress-disabled completion information may be configured to be stored in the second main RWM 43b. For example, when it is determined that a predetermined period of time has elapsed since the power supply was cut off, the progress-disabled completion information may be configured to be erased and initialized.

[0151] The maximum difference number information may be configured to be stored in the first main RWM 43a. For example, even if it is determined that a predetermined period has elapsed since the power supply was cut off, the maximum difference number information may be configured not to be erased or initialized.

[0152] The situation where a specific condition is satisfied after a predetermined period of time has elapsed since the power supply was cut off is not limited to the situation where it is determined that one hour has elapsed since the power supply was cut off, as in the above embodiment. For example, the situation where a specific condition is satisfied after a predetermined period of time has elapsed since the power supply was cut off may be a situation where RTC information capable of identifying that a predetermined period of time has elapsed since the power supply was cut off is acquired. For example, the situation where a specific condition is satisfied after a predetermined period of time has elapsed since the power supply was cut off may be a situation where specific information is stored in the main RWM 43 due to the fact that a predetermined period of time has elapsed since the power supply was cut off.

[0153] The maximum difference number may be configured to be set to an initial value when the initialization process is executed based on the operation of the clear switch 49, or when it is determined that a predetermined period has passed since the power supply was cut off. For example, when the initialization process is executed based on the operation of the clear switch 49, the maximum difference number may be configured to be set to an initial value. On the other hand, when it is determined that a predetermined period has passed since the power supply was cut off, the maximum difference number may be configured to be a value different from the initial value. The value set at this time may be a fixed value, or may be an indefinite value determined by lottery, for example. For example, when it is determined that a predetermined period has passed since the power supply was cut off, a value dedicated to when it is determined that a predetermined period has passed since the power supply was cut off may be configured to be set as the maximum difference number.

[0154] The main board 40 does not have to include the RTC 45. For example, the main board 40 may include a shutoff time measurement circuit. The shutoff time measurement circuit has a function of measuring the time since the power supply was shut off. Furthermore, the shutoff time measurement circuit may be configured to have a function of outputting control information (hereinafter, referred to as a shutoff time lapse signal) capable of identifying that a predetermined period has elapsed since the power supply was shut off when the period since the power supply was shut off reaches a predetermined period. The shutoff time lapse signal may be configured to be input to the main CPU 41. The main CPU 41 may be configured to be able to determine that a predetermined period has elapsed since the power supply was shut off based on the input of the shutoff time lapse signal.

[0155] The main RWM 43 may be configured to store information that is not initialized even when the initialization process is executed. For example, the gaming machine 10 may be a gaming machine having a performance display monitor. The information used to calculate the numerical values ​​to be displayed on the performance display monitor may not be initialized even when the initialization process is executed. For example, the information used to calculate the numerical values ​​to be displayed on the performance display monitor may be configured not to be erased when a predetermined period has elapsed since the power supply is cut off, or may be configured to be erased when a predetermined period has elapsed since the power supply is cut off. As described above, the information stored in the main RWM 43 may include information that is not initialized even when the initialization process is executed, but is initialized when a situation in which a specific condition is satisfied occurs after a predetermined period has elapsed since the power supply is cut off.

[0156] When a predetermined period of time has elapsed since the power supply was cut off, information capable of identifying that a predetermined period of time has elapsed since the power supply was cut off (hereinafter, referred to as "predetermined period lapse information") may be stored in the main RWM 43. When the predetermined period of time lapse information is stored in the main RWM 43 as the power supply is started, the main CPU 41 may be configured to initialize at least a part of the information stored in the main RWM 43. As a result, the storage contents of the main RWM 43 become storage contents in which at least a part of the information stored in the main RWM 43 is initialized. For example, when the predetermined period of time lapse information is stored in the main RWM 43 as the power supply is started, the main CPU 41 may be configured to erase and initialize at least the information stored in the second main RWM 43b. The predetermined period of time lapse information may be stored in any of the first main RWM 43a, the second main RWM 43b, and other RWMs. In this way, the main RWM 43 may be configured so that at least a part of the information stored in the main RWM 43 becomes initialized at a timing after the power supply is started. For example, the situation in which the specific condition is satisfied after a predetermined period of time has elapsed since the power supply was cut off may be when the power supply is started after a predetermined period of time has elapsed since the power supply was cut off.

[0157] A movable body different from the internal movable body 90 may be provided. The number of movable bodies may be one or more. For example, the movable body may include a movable body provided in the front frame Y3 (hereinafter referred to as the external movable body). For example, the initial operation of the external movable body and the initial operation of the internal movable body 90 may be configured to start at the same timing, or the initial operation of one of them may be started after the initial operation of the other. When multiple movable bodies are provided, the initial operations of each movable body may be performed in parallel, or the initial operations of each movable body may not be performed in parallel.

[0158] The initialization notification effect and the clear notification effect may be configured to start execution before the start of the initial operation of the internal movable body 90. The initialization notification effect and the clear notification effect may be configured to start execution after the start of the initial operation of the internal movable body 90. In addition, the timing when the initial operation of the internal movable body 90 starts and the timing when the initialization notification effect and the clear notification effect start execution may be the same.

[0159] Even if a game ball enters the starting hole 12, 13 during the period when the initial operation of the internal movable body 90 is being performed, the presentation game may not be executed until at least the initial operation of the internal movable body 90 is completed. At this time, a special game may be executed. And, for example, when the initial operation of the internal movable body 90 is completed, the presentation game may be executed for the remaining variable time of the special game.

[0160] The initial pattern combination may be configured to be displayed on the performance display device 11 at a timing before the initial operation of the internal movable body 90 is started. The initial pattern combination may be configured to be displayed on the performance display device 11 at a timing after the initial operation of the internal movable body 90 is started and before the initial operation of the internal movable body 90 is completed. The initial pattern combination may be configured to be displayed on the performance display device 11 at a timing after the initial operation of the internal movable body 90 is completed.

[0161] The internal movable body 90 as a movable body may operate during the execution of a special game. The internal movable body 90 may also operate in a standby state when a special game is not being executed and a jackpot game is not being awarded. For example, when the internal movable body 90 is operating, that is, when the internal movable body 90 is located at the original position Pa, if the maximum difference number reaches a specified value and is controlled to a non-progression state, the internal movable body 90 may be configured to return to the original position Pa. For example, when the internal movable body 90 is operating and the maximum difference number reaches a specified value and is controlled to a non-progression state, the sub-CPU 51 may control the performance actuator EA in a direction in which the internal movable body 90 moves to the original position Pa. Then, after the internal movable body 90 is returned to the original position Pa in response to the maximum difference number reaching a specified value and being controlled to a non-progression state while the internal movable body 90 is operating, the internal movable body 90 may be configured to be restricted from operating at least until the power supply is cut off. Note that the internal movable body 90 may continue to operate even after the internal movable body 90 is returned to the original position Pa in response to the maximum difference number reaching a specified value and being controlled to an unprogressable state while the internal movable body 90 is operating. For example, if the maximum difference number reaches a specified value and the internal movable body 90 is controlled to an unprogressable state while the internal movable body 90 is operating, the internal movable body 90 may be configured to stop operating without being returned to the original position Pa.

[0162] The initial pattern combination displayed when an initialization process is executed based on the operation of the clear switch 49 following the start of power supply, and at least some of the information stored in the main RWM 43 becomes the initialized memory contents, may be different from the initial pattern combination displayed when a predetermined period has not elapsed since the power supply was cut off and it has not been determined that the predetermined period has elapsed, and at least some of the information stored in the main RWM 43 does not become the initialized memory contents.

[0163] The initial pattern combination displayed when an initialization process is executed based on the operation of the clear switch 49 following the start of power supply, and at least a portion of the information stored in the main RWM 43 becomes the initialized memory contents, may be different from the initial pattern combination displayed when a predetermined period of time has elapsed since the power supply was cut off and it is determined that the predetermined period of time has elapsed, and at least a portion of the information stored in the main RWM 43 becomes the initialized memory contents.

[0164] The initial pattern combination displayed when a predetermined period has elapsed since the power supply was cut off and it has been determined that the predetermined period has elapsed, and at least some of the information stored in the main RWM43 has become the initialized memory contents, may be different from the initial pattern combination displayed when a predetermined period has not elapsed since the power supply was cut off and it has not been determined that the predetermined period has elapsed, and at least some of the information stored in the main RWM43 has not become the initialized memory contents.

[0165] When it is determined that a predetermined period has elapsed since the power supply was cut off, at least a part of the information stored in the first main RWM 43a may be erased. For example, when it is determined that a predetermined period has elapsed since the power supply was cut off, at least a part of the information stored in the first main RWM 43a may be erased and initialized by setting an initial value.

[0166] The duration of the clear notification effect may be different from the duration of the initialization notification effect. For example, the duration of the clear notification effect may be longer than the initialization notification effect, or may be shorter than the initialization notification effect.

[0167] The initialization notification may end due to a condition other than the passage of time. For example, the initialization notification may end by operating an operable notification cancel switch. In addition, the initialization notification may be configured not to end due to the passage of time.

[0168] The clear notification may end due to a condition other than the passage of time. For example, the clear notification may end by operating an operable notification cancel switch. In addition, the clear notification may not end due to the passage of time.

[0169] When the backup return process is performed, a return notification performance that notifies that the backup return process has been performed may be executed. For example, the sub-CPU 51 may be configured to execute control regarding the execution of the return notification performance when the backup return process is performed. For example, the return notification performance may be configured to be executed in some or all of the performance devices among the performance display device 11, the decorative lamp La, and the speaker Sp. The return notification performance may be configured to be executed in parallel with the clear notification performance. The return notification performance may be configured to start execution after the clear notification performance has ended. Conversely, the clear notification performance may be configured to start execution after the return notification performance has ended. The return notification performance may be configured to end with the passage of time, or may not end with the passage of time. For example, the return notification performance may be configured to end by operating an operable notification cancel switch.

[0170] When controlled to the progress-impossible state, the system may be configured to be able to detect some or all of the multiple types of errors that can be detected when not controlled to the progress-impossible state. When controlled to the progress-impossible state, if an error is detected, the system may be configured to notify the user that an error has been detected. In other words, when controlled to the progress-impossible state, the system may be configured to be able to notify the user of the occurrence of some or all of the multiple types of errors that can be detected when not controlled to the progress-impossible state.

[0171] Even after being controlled to the progress-impossible state, the main CPU 41 may be configured to perform control to provide game balls that have been determined to be provided before being controlled to the progress-impossible state (control to pay out game balls). For example, in a situation in which control to provide game balls is performed after being controlled to the progress-impossible state, that is, in a situation in which the provision of game balls continues even after being controlled to the progress-impossible state, the main CPU 41 may be configured to be capable of detecting an error related to the provision of game balls. And, for example, in a situation in which the provision of game balls continues even after being controlled to the progress-impossible state, the main CPU 41 may be configured to be capable of notifying the detection of an error related to the provision of game balls. An error related to the provision of game balls may be, for example, an error (for example, a ball out error) caused by the inability to provide game balls because the game balls to be provided have not been supplied to the gaming machine. An error related to the provision of game balls may be, for example, an error (for example, an unpaid error) caused by the existence of game balls that have been determined to be provided but have not yet actually been provided. The error regarding the dispensing of game balls may be, for example, an error caused by the upper tray capable of storing game balls being full (for example, a full error).

[0172] The number of RWMs as storage means provided in the main board 40 may be one or more than three. Similarly, the number of RWMs provided in the sub-board 50 may be more than one. For example, when the number of RWMs as storage means provided in the main board 40 is one, the information stored in the first main RWM 43a in the above embodiment and the information stored in the second main RWM 43b in the above embodiment may be configured to be stored in different storage areas in one RWM. At this time, the storage area in which the information stored in the first main RWM 43a in the above embodiment is stored may be regarded as a first storage section, and the storage area in which the information stored in the second main RWM 43b in the above embodiment is stored may be regarded as a second storage section. And, even if the clear switch 49 is not operated, when a predetermined period has elapsed since the power supply was cut off and the predetermined period is determined, the information stored in the storage area in which the information stored in the second main RWM 43b in the above embodiment is stored may be erased and initialized.

[0173] In the above embodiment, a special game (hereinafter referred to as the first special game) executed based on a ball entering the first starting hole 12 and a special game (hereinafter referred to as the second special game) executed based on a ball entering the second starting hole 13 may be separated. For example, the second special game may be configured to be executed with priority over the first special game, or the first and second special games may be executed in the order in which they were suspended, regardless of the type of the special game. The first special game may be configured to be executed with priority over the second special game. In addition, the first and second special games may be configured to be simultaneously executable, and, for example, a performance game corresponding to the first special game may be executed in a low base state, while a performance game corresponding to the second special game may be executed in a high base state. Also, for example, at least one of the type of jackpot and the determination rate of various jackpots determined when the first special game becomes a jackpot and when the second special game becomes a jackpot may be different.

[0174] The above embodiment may be applied to a gaming machine that performs a small win lottery in addition to a big win lottery. In general, if a small win is won in the small win lottery, the small win game is awarded after the special game ends. The gaming machine of the embodiment may be embodied as a gaming machine that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal gaming state (for example, a gaming state that is a low probability state and a low base state).

[0175] As gaming machines that can be controlled to a high probability state, there are specifications that control the state to a high probability state until the next big win game is awarded, specifications that control the state to a high probability state until a fall lottery is won (so-called fall machine), and specifications that control the state to a high probability state until a predetermined number of special games are completed (so-called ST machine). In addition, gaming machines that can be controlled to a high probability state include specifications that control the state to a high probability state when a gaming ball passes through a specific area (so-called V-type probability machine). The above embodiment may be embodied in a gaming machine of any of these specifications. In addition, the gaming machine may be a gaming machine of a specification that combines the above-mentioned fall machine and V-type probability machine. In addition, the V-type probability machine has a specification that has a single big prize opening and generates a specific round game in which the gaming ball is allowed to pass through a specific area. In addition, the V-type probability machine has a specification that generates a specific round game by providing a plurality of large prize winning ports consisting of a large prize winning port (V prize winning port) that is opened in a specific round game and a large prize winning port that is opened in a round game other than the specific round game. The gaming machine of the above embodiment may be embodied as a V-type probability machine of any of these specifications.

[0176] Even if a jackpot is not won, the game may be configured to be controlled to the high base state when the number of times the special game is executed within a predetermined period reaches a specified number of times. The number of times the special game is executed within a predetermined period may be, for example, the number of times the special game is executed without a jackpot being awarded after the game is controlled to the low probability state, or the number of times the special game is executed without a jackpot being awarded after a jackpot game ends. For example, when the game is controlled to the high base state when the number of times the special game is executed within a predetermined period reaches a specified number of times, the game may be configured to be controlled to the high base state until a predetermined upper limit number of special games are executed, or until a jackpot game is awarded before the upper limit number of special games are executed. However, when the high base state ends without a jackpot being awarded until the upper limit number of special games are executed, the game may not be configured to be controlled to the high base state until a jackpot game is awarded. Information that can identify the number of times the special game is executed within a predetermined period is erased and initialized by executing an initialization process. The information capable of identifying the number of times the special game has been executed within a predetermined period may be configured to be stored in the first main RWM 43a or the second main RWM 43b. For example, the information capable of identifying the number of times the special game has been executed within a predetermined period may be configured to be erased and initialized when it is determined that a predetermined period has elapsed since the power supply was cut off, even if the clear switch 49 is not operated.

[0177] The special symbol that can be displayed as a fixed stop when the player does not win the jackpot lottery may have a symbol (hereinafter, referred to as a chance symbol) different from the losing symbol in the above embodiment. If the chance symbol is displayed as a fixed stop in a special game during a low base state, the game may be configured to be controlled to a high base state in response to the chance symbol being displayed as a fixed stop.

[0178] When the power stored in the backup power supply 62 runs out, the fact that an indefinite value is set in the main RWM 43 can be understood as the main RWM 43 having at least a part of the information stored therein initialized. In other words, when the power supply is interrupted and time has passed and the power stored in the backup power supply 62 runs out, the main RWM 43 may have at least a part of the information stored therein initialized. When the power supply is interrupted and time has passed and the power stored in the backup power supply 62 runs out, the first main RWM 43a may have at least a part of the information stored therein initialized. Similarly, when the power supply is interrupted and time has passed and the power stored in the backup power supply 62 runs out, the second main RWM 43b may have at least a part of the information stored therein initialized. A situation in which the power stored in the backup power supply 62 runs out as time passes after the power supply is cut off can be regarded as a situation in which a specific condition is satisfied after a predetermined period of time has passed since the power supply was cut off. When the power stored in the backup power supply 62 runs out, initial information such as an initial value may be set in the main RWM 43, so that at least a part of the information stored in the main RWM 43 becomes initialized memory contents.

[0179] The above embodiment may be applied to a gaming machine in which the setting value can be set from one or more setting values. In such a gaming machine, a jackpot lottery with a winning probability according to the set setting value is performed. That is, the above embodiment may be applied to a gaming machine in which the setting value can be set from among setting values ​​that determine the winning probability of a plurality of types of jackpot lotteries. In a gaming machine in which the setting value can be set, the setting value may be controlled to a setting change state in which the setting value can be changed with the start of power supply. In addition, in a gaming machine in which the setting value can be set, the setting value may be controlled to a setting confirmation state in which the setting value can be confirmed with the start of power supply. For example, the gaming machine may be provided with an operation means for setting the setting value (hereinafter, referred to as the setting operation means), and may be configured to be controlled to a setting change state when both the setting operation means and the clear switch 49 are operated when power supply is started. Then, after the setting change state is ended, the main RWM clear process in the above embodiment may be performed. On the other hand, for example, when the setting operation means is operated but the clear switch 49 is not operated when power supply is started, the setting may be controlled to a setting confirmation state. Then, after the setting confirmation state is ended, the backup return process in the above embodiment may be performed. When the setting change state is reached, a performance that can identify that the setting change state has been reached (hereinafter, referred to as a setting change notification performance) may be executed. Also, the volume may be made unadjustable during a part or the entire period during which the setting change notification performance is being output.

[0180] The above embodiment may be embodied in a gaming machine in which a virtual medium formed by electronic data is provided when a gaming ball is provided. That is, the above embodiment may be embodied in a gaming machine in which a physical gaming medium is not dispensed (a so-called managed gaming machine). Such a gaming machine is configured to convert a gaming ball into a launchable gaming ball by using the virtual medium, and launch the gaming ball.

[0181] A variable game executed in conjunction with a special game may be executed in one or more light-emitting bodies (hereinafter referred to as game light-emitting bodies) controllable by the sub-CPU51. The variable game executed in the game light-emitting bodies is a variable game different from the presentation game, and may be a so-called fourth symbol variable game and fifth symbol variable game. The light-emitting body corresponding to the game light-emitting body may be configured to be turned off when the maximum difference number reaches a specified value and is controlled to a non-progression state. In addition, one or more light-emitting bodies (hereinafter referred to as reserved light-emitting bodies) controllable by the sub-CPU51 may be configured to notify the special reserved number. The light-emitting body corresponding to the reserved light-emitting body may be configured to be turned off when the maximum difference number reaches a specified value and is controlled to a non-progression state. In addition, one or more light-emitting bodies (hereinafter referred to as launch notification light-emitting bodies) controllable by the sub-CPU51 may be configured to notify the launch strength of the game ball (for example, right-hit notification). The light emitting element corresponding to the launch notification light emitting element may be configured to be turned off when the maximum difference number reaches a specified value and is controlled to a progress-impossible state.

[0182] In the above embodiment, the sub-substrate 50 may be a sub-general control substrate, and a display control substrate that specializes in controlling the performance display device 11, a light emission control substrate that specializes in controlling the decorative lamp La, and a sound control substrate that specializes in controlling the speaker Sp may be provided separately from the sub-substrate 50. Such a sub-general control substrate and a substrate that controls other performances may be included in the sub-substrate.

[0183] In the above embodiment, the main CPU 41 of the main board 40 and the sub-CPU 51 of the sub-board 50 may be mounted on a single board. Also, in the above modified example, the display control board, the light emission control board, and the sound control board may be arbitrarily combined to form a single board or multiple boards.

[0184] The information display panel 22 may be provided with a right-hit display section that notifies the player of the strength of the launch of the game balls. The information display panel 22 may be provided with a remaining number display section that displays the remaining number of prize balls to be paid out to the player. The information display panel 22 may be provided with a round number display section that displays the number of rounds played during a jackpot game. In addition, the various display sections of the information display panel 22 do not need to be provided on the same member (the information display panel 22 in the above embodiment), and for example, some or all of the display sections may be provided on a member separate from the other display sections.

[0185] Next, the technical ideas that can be understood from the above embodiment and other examples will be described below. (A-1) A gaming machine having a backup function for storing and retaining at least a portion of the information stored in a storage means even after the power supply is cut off, the gaming machine comprising: an operable specific operation means; and an initialization processing means capable of executing an initialization processing, the initialization processing means being capable of executing the initialization processing based on the specific operation means being operated as a result of the start of the power supply; when the initialization processing is executed based on the specific operation means being operated, the memory contents of the storage means become initialized memory contents of at least a portion of the information stored in the storage means; and even when the specific operation means is not operated, when a predetermined period of time has passed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied, the memory contents of the storage means become initialized memory contents of at least a portion of the information stored in the storage means.

[0186] (A-2) A gaming machine described in technical idea (A-1) comprising an impossible state control means capable of controlling the game to an impossible state in which it is impossible to progress, the impossible state control means being changeable and capable of controlling the game to the impossible state when a specific value stored in the memory means reaches a prescribed value, the specific value becoming an initial value both when the initialization process is executed based on the operation of the specific operation means and when the specified period has elapsed since the power supply was cut off and the situation satisfies the specific condition.

[0187] (A-3) A gaming machine described in technical idea (A-1) or technical idea (A-2) in which, even when the specific operating means is not operated, when the specified period of time has elapsed since the power supply was cut off and the specific condition is met, before the power supply is started, at least a portion of the information stored in the storage means becomes initialized storage contents.

[0188] (B-1) A gaming machine having a backup function for storing and holding at least a portion of information stored in a storage means even after a power supply is cut off, the gaming machine comprises an operable specific operation means, an initialization processing means capable of executing an initialization process, a display means capable of executing an effect game using effect symbols, and a display control means capable of controlling the display means, the display means being capable of displaying an initial symbol combination when power supply is started, the initialization processing means being capable of executing the initialization process based on the specific operation means being operated when power supply is started, and when the initialization process is executed based on the specific operation means being operated, the memory contents of the memory means are initialized so that at least a portion of the information stored in the memory means becomes initialized memory contents, and when the specific operation means is not operated, when a predetermined period of time has elapsed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied, the stored contents of the storage means are initialized to at least a portion of the information stored in the storage means, and when the initialization process is executed based on the specific operation means being operated as a result of the start of the power supply being started and the stored contents of the storage means are initialized to at least a portion of the information stored in the storage means, an initial symbol combination displayed on the display means is the same as the initial symbol combination displayed on the display means when the predetermined period of time has elapsed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied and the stored contents of the storage means are initialized to at least a portion of the information stored in the storage means.

[0189] (B-2) A gaming machine as described in technical idea (B-1), comprising an alarm means and an alarm control means capable of controlling the alarm means, wherein the alarm means is capable of executing an initialization alarm presentation to notify that the initialization process has been executed in response to the execution of the initialization process based on the operation of the specific operation means, and the initialization alarm presentation is capable of ending over time.

[0190] (B-3) A gaming machine described in technical idea (B-1) or technical idea (B-2), comprising a movable body and a movable body control means capable of controlling the operation of the movable body, wherein the movable body is capable of performing an initial operation when power supply is started, and an initial pattern combination is displayed on the display means at a timing after power supply is started and before the initial operation of the movable body is completed.

[0191] (C-1) A gaming machine having a backup function for storing and retaining at least a portion of the information stored in a storage means even after the power supply is cut off, the gaming machine comprising: an operable specific operation means; and an initialization processing means capable of executing an initialization processing, the storage means having a first storage unit and a second storage unit, the initialization processing means capable of executing the initialization processing based on the specific operation means being operated as a result of the start of the power supply, and when the initialization processing is executed based on the specific operation means being operated, at least the information stored in the second storage unit is erased, and even when the specific operation means is not operated, when a predetermined period of time has elapsed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied, at least the information stored in the second storage unit is erased.

[0192] (C-2) A gaming machine described in the technical idea (C-1) in which the information stored in the first memory unit is not erased even when the specified period has elapsed since the power supply was cut off and the situation satisfies the specific condition.

[0193] (C-3) A gaming machine described in technical idea (C-1) or technical idea (C-2), which is equipped with an impossible state control means that can control the game to an impossible state in which it is impossible to progress, the impossible state control means being changeable and being controllable to the impossible state when a specific value stored in the memory means reaches a specified value, the information regarding the impossible state includes the specific value and impossible information that can identify that the game has been controlled to the impossible state, the impossible information being information stored in the first memory unit of the first memory unit and the second memory unit, and the specific value being information stored in the second memory unit of the first memory unit and the second memory unit. [Explanation of symbols]

[0194] 10... Pachinko game machine (game machine) 11... Performance display device 12... First start port 13... Second start port 14... Big prize port 22... Information display panel 40... Main board 41... Main CPU 42... Main ROM 43... Main RWM 43a... First main RWM 43b... Second main RWM 45... RTC (real-time clock) 49... Clear switch 50... Sub board 51... Sub CPU 52... Sub ROM 53... Sub RWM 60... Power supply unit 61... Power switch 62... Backup power supply 90... Internal movable body EA... Performance actuator GS... Original position sensor La... Decorative lamp Sp... Speaker

Claims

1. A gaming machine having a backup function for storing and holding at least a part of information stored in a storage means even after a power supply is cut off, A specific operation means that can be operated; An initialization processing means capable of executing an initialization process; A display means capable of executing an effect game using effect symbols; A display control means capable of controlling the display means, The display means is capable of displaying an initial symbol combination when power supply is started, the initialization processing means is capable of executing the initialization processing based on the specific operation means being operated in response to the start of power supply, when the initialization process is executed based on the operation of the specific operation means, at least a part of the information stored in the storage means becomes an initialized storage content, Even when the specific operation means is not operated, when a specific condition is satisfied after a predetermined period of time has elapsed since the power supply was cut off, at least a part of the information stored in the storage means is initialized, A gaming machine characterized in that when the initialization process is executed based on the operation of the specific operation means as a result of the start of power supply and the memory contents of the memory means become initialized memory contents such that at least some of the information stored in the memory means becomes initialized memory contents, the initial pattern combination displayed on the display means is the same as the initial pattern combination displayed on the display means when the specified period has elapsed since the power supply was cut off, a situation has arisen where the specific condition is satisfied and at least some of the information stored in the memory means becomes initialized memory contents.

2. A notification means; A notification control means capable of controlling the notification means, The notification means is capable of executing an initialization notification performance for notifying that the initialization process has been executed, in association with the initialization process being executed based on the operation of the specific operation means, 2. The gaming machine according to claim 1, wherein the initialization notification effect can be ended with the passage of time.

Citation Information

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