Game machine

By introducing production execution units and production control units into the game console, the game process is dynamically adjusted, and the problem of the game cannot be progressed is solved, improving the playability and user experience of the game.

JP2025016679APending Publication Date: 2025-02-04NEWGIN KK
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Patent Information

Application Number
JP2024192914
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-11-01
Publication Date
2025-02-04

AI Technical Summary

Technical Problem

The lack of appropriate control of existing game consoles in a state of inability to progress, which makes the game unable to continue and affects the user experience.

Method used

By introducing production execution units and production control units into the game console, the game process is dynamically adjusted according to specific conditions, ensuring that the game can be properly controlled when the progress cannot be made and the game process is resumed when the conditions are met, including increasing the game ball rate entering the reward port after the game is over and adjusting the game difficulty to maintain user interest.

Benefits of technology

The appropriate control is achieved when the game cannot progress, improving the user experience, ensuring that the game can be restored and continued under certain conditions, and enhancing the game's appeal and playability.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025016679000001_ABST
    Figure 2025016679000001_ABST
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Abstract

To perform appropriate control.SOLUTION: A game machine includes a second start port having a normal open / close piece which a game ball can enter, a second start sensor capable of detecting the game ball that has entered the second start port, and a CPU that can control a game machine to be in a proceed impossible state in which a game cannot proceed when a specific condition is satisfied. The game machine can be controlled to be in a low ball-entry rate state and a high ball-entry rate state in which a ball entry rate of a game ball to the second start port is higher than that of the low ball-entry rate state, as the states with different ball-entry rates of the game ball to the second start port. When a specific condition is satisfied during a big win game, the game machine is not controlled to be in the proceed impossible state until the big win game is completed. In a situation in which a special game can be executed in the high ball-entry rate state after the big win game is completed, when specific condition is satisfied during the big win game, the special game in the high ball-entry rate state is not executed even if the big win game is completed.SELECTED DRAWING: Figure 20
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Description

[Technical field]

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

[0002] As an example of a conventional gaming machine, there is a pachinko gaming machine that is controlled to a state where, when a door member is opened, it notifies the user that the door member is open (for example, Patent Document 1). In addition, in the pachinko gaming machine described in Patent Document 1, when an abnormal radio wave is detected, it is controlled to a state where it notifies the user that an abnormal radio wave has been detected. In this way, conventional pachinko gaming machines are configured to control a state according to a predetermined condition that is established when the predetermined condition is established. In such a pachinko gaming machine, it is also possible to control the state to a non-progression state where it is not possible to proceed with the game depending on the established condition. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-161534 A Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, when control is exercised to cause the vehicle to be unable to proceed as described above, it is desirable to carry out appropriate control based on the fact that the vehicle is in an impossible-to-progress state. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is capable of executing a variable game and awarding a winning game after a winning result is derived in the variable game, and includes: a specific winning port into which game balls can enter; a special winning port having an opening and closing member into which game balls can enter; ball entry state control means that can control the special winning port into a non-ball entry rate improvement state and a ball entry rate improvement state in which the ball entry rate of game balls into the special winning port is higher than that of the non-ball entry rate improvement state, as states in which the ball entry rate of game balls into the special winning port is different; and an uncontrollable state that can be controlled to a non-progression state in which it is impossible to progress the game when a specific condition is established. The present invention is provided with a playable state control means, a performance execution unit capable of executing a performance, and a performance control means capable of controlling the performance execution unit, and when the specific condition is established during the winning game, the game is not controlled to the non-progressable state until the winning game ends, and when the specific condition is established during the winning game in a situation in which a variable game in the winning rate improvement state can be executed after the winning game ends, the variable game in the winning rate improvement state is not executed even if the winning game ends, and the performance execution unit, in response to the establishment of a condition for awarding a prize ball, It is possible to execute a winning number presentation in which the presentation content is updated, and when the winning number presentation is being executed, when the game is controlled to the non-progression state, the execution of the winning number presentation is terminated, and the execution of the variable game can be suspended if a game ball enters the specific winning port. When the specific condition is established by a game ball entering the specific winning port, the execution of the variable game may be suspended in response to the game ball entering the specific winning port, and after the specific condition is established and the game is controlled to the non-progression state, the execution of the variable game may be suspended in response to the game ball entering the specific winning port. When a ball enters the game, the execution of the variable game is not put on hold in response to the game ball entering the specific winning port, and if the specific condition is met during the winning game, when a game ball enters the specific winning port during the winning game after the specific condition is met, a prize ball is awarded in response to the game ball entering the specific winning port, and if the winning number presentation is being executed during the winning game, even if the specific condition is met, the execution of the winning number presentation continues until a specific timing after the specific condition is met. Effect of the Invention

[0006] According to the present invention, appropriate control can be performed. [Brief description of the drawings]

[0007] [Figure 1] 1 is a diagram showing a pachinko game machine and a management unit as viewed from the front. [Diagram 2] FIG. 2 is a diagram showing a game board provided in a pachinko game machine. [Diagram 3] 2 is an enlarged view of the counting operation unit, counting notification unit, and second ball number display unit equipped in a pachinko gaming machine. [Figure 4] 1 is a schematic diagram showing a distribution mechanism for game balls formed in a pachinko game machine. [Diagram 5] 1 is a schematic diagram showing a supply unit provided in a pachinko gaming machine. [Figure 6] 1 is a schematic diagram showing a supply unit provided in a pachinko gaming machine. [Figure 7] 1 is a schematic diagram showing a launch section provided in a pachinko gaming machine. [Figure 8] 2 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 9] 2 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 10] 6 is a timing chart showing control relating to a transport operation of the transport section. [Figure 11] A schematic diagram showing an example of the display content regarding the performance game and pending images in the performance display unit. [Figure 12] A schematic diagram showing an example of the display content regarding the number of acquisitions and the firing intensity in the performance display section. [Figure 13] A schematic diagram showing an example of the display content regarding a transition suggestion effect on the effect display unit. [Figure 14] A schematic diagram showing an example of the display content regarding a progress-impossible waiting effect on the effect display unit. [Figure 15] 11 is a timing chart for explaining the operation when a game ball is launched. [Figure 16]1 is a timing chart for explaining the control and operation of a pachinko game machine in accordance with state transitions related to the progress of a game. [Figure 17] 1 is a timing chart for explaining the control and operation of a pachinko game machine in accordance with state transitions related to the progress of a game. [Figure 18] 1 is a timing chart for explaining the control and operation of a pachinko game machine in accordance with state transitions related to the progress of a game. [Figure 19] 11 is a timing chart for explaining the control and operation of a pachinko game machine in accordance with state transitions related to the progress of a game. [Figure 20] 1 is a timing chart for explaining the control and operation of a pachinko game machine in accordance with state transitions related to the progress of a game. [Figure 21] 1 is a timing chart for explaining the control and operation of a pachinko game machine in accordance with state transitions related to the progress of a game. [Figure 22] 1 is a timing chart for explaining the control and operation of a pachinko game machine in accordance with state transitions related to the progress of a game. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] An embodiment of a pachinko gaming machine will be described below. As shown in Fig. 1, in an island facility (game island), pachinko game machines 10 (hereinafter referred to as game machines 10), which are an example of game machines, and management units 100, which are an example of management devices, are installed alternately. The management unit 100 is provided next to the game machine 10. The management unit 100 is connected to the game machine 10 so as to be able to communicate with it.

[0009] The management unit 100 will now be described. The management unit 100 includes a medium insertion section 101 into which a management medium can be inserted. As an example, the management medium is a data storage medium such as an IC card or an IC coin. The management medium can store the remaining amount of money deposited and the number of game balls owned by the player (hereinafter referred to as a first number of balls under management PA). The first number of balls under management PA is data managed by the management unit 100. The management medium may be capable of storing personal information of the player or the remaining amount of money paid (prepaid balance). The management unit 100 includes a cash insertion section 102 into which cash can be inserted. The amount deposited into the cash insertion section 102 is added to the remaining amount stored in the management medium. As an example, the cash may be either paper money or coins.

[0010] The management unit 100 includes an operation panel 110. The operation panel 110 includes a ball lending operation section 111, a payout operation section 112, a return operation section 113, a first ball number display section 114, and a balance display section 115. The ball lending operation section 111 is operated when increasing the number of game balls owned by the player (hereinafter referred to as the second managed ball number PB) based on the balance stored in the management medium. The second managed ball number PB is data managed by the gaming machine 10. The payout operation section 112 is operated when increasing the second managed ball number PB based on the first managed ball number PA. The managed ball numbers PA and PB are examples of the number of balls owned.

[0011] The return operation section 113 is operated when receiving the return of a management medium inserted in the management unit 100. The first ball number display section 114 displays information (Arabic numerals, for example) that can identify the first management ball number PA. The balance display section 115 displays information (Arabic numerals, for example) that can identify the remaining amount of the payment.

[0012] The management unit 100 includes a management unit control board 120 (hereinafter, referred to as CU control board 120). The CU control board 120 includes a CPU 120a, a ROM 120b, and a RAM 120c. The CPU 120a executes a management unit control program to perform a predetermined control. The ROM 120b stores the management unit control program. The RAM 120c stores various information that is rewritten during operation of the management unit 100. For example, the information stored in the RAM 120c includes flags, counters, and timers. The management unit 100 includes a communication terminal 120d that is connected to the gaming machine 10 so as to be able to communicate bidirectionally.

[0013] The CU control board 120 is connected to the medium insertion unit 101. The CPU 120a is configured to be able to rewrite the memory contents of the management medium inserted in the medium insertion unit 101. The CU control board 120 is connected to the cash insertion unit 102. The CPU 120a is configured to be able to input a deposit signal that is output when cash is deposited in the cash deposit unit 102. The deposit signal is a signal that can specify the amount of money deposited in the cash deposit unit 102.

[0014] The CU control board 120 is connected to the operation panel 110. The CPU 120a is configured to be able to input a ball lending signal that is output when the ball lending operation unit 111 is operated. The CU control board 120 is configured to be able to input a payout signal that is output when the payout operation unit 112 is operated. The CPU 120a is configured to be able to input a return signal that is output when the return operation unit 113 is operated. The CPU 120a is configured to be able to control the display content of the first ball number display unit 114. The CPU 120a is configured to be able to control the display content of the remaining amount display unit 115.

[0015] The CU control board 120 is connected to the gaming machine 10 via the communication terminal 120d. The CPU 120a is configured to be able to input various control signals (control information) output by the gaming machine 10. The CPU 120a is configured to be able to output various control signals (control information) to the gaming machine 10. The management unit 100 outputs a connection signal from the communication terminal 120d to the gaming machine 10. The connection signal may be a command or a message generated by the CU control board 120 (CPU 120a), or may be a signal generated by an output circuit (e.g., a power supply circuit) different from the CPU 120a.

[0016] The management unit 100 is equipped with an external communication terminal (not shown) for connecting to an external management device prepared separately from the gaming machine 10 and the management unit 100. As an example, the external management device is installed in an amusement facility. As an example, the external management device (not shown) is a hall computer installed in the amusement facility. As an example, the external management device is a management computer capable of communicating with server equipment installed in a data center outside the amusement facility via a network. In this case, it is preferable that the management computer and the management unit 100 are connected so as to be able to communicate in both directions.

[0017] The process performed in the management unit 100 will now be described. When a management medium is inserted into the medium insertion unit 101, the CPU 120a reads out the remaining amount and the first management ball count PA stored in the management medium, and stores them in the RAM 120c. When a management medium is inserted, the CPU 120a performs the process described below.

[0018] When the CPU 120a receives a deposit signal from the cash deposit unit 102, it adds the deposit amount, which can be determined from the deposit signal, to the remaining balance. When the remaining balance is not 0, the CPU 120a receives a ball lending signal from the ball lending operation unit 111, it subtracts a specified amount from the remaining balance and outputs lending information, which can determine the lending of a number of game balls corresponding to the specified amount, to the gaming machine 10. Note that when the remaining balance is 0, the CPU 120a does not output lending information even if it receives a ball lending signal.

[0019] When the first managed ball number PA is 1 or more, the CPU 120a subtracts a predetermined number from the first managed ball number PA upon receiving a payout signal from the payout operation unit 112, and outputs lending information capable of identifying the lending of the predetermined number of game balls to the gaming machine 10. When the first managed ball number PA is 0, the CPU 120a does not output lending information even if a payout signal is received. In this way, the lending information is capable of identifying the number of loaned balls. When the CPU 120a receives counting information from the gaming machine 10, the CPU 120a adds the number of game balls that can be identified from the counting information to the first managed ball number PA. Although details will be described later, the counting information is information that is mainly output when the player finishes playing the gaming machine 10. The counting information is information capable of identifying the number of game balls to be transferred to the management unit 100.

[0020] CPU 120a controls first ball count display unit 114 to display information that can identify the first managed ball count PA at any given time. The first managed ball count PA is displayed in real time on first ball count display unit 114. CPU 120a controls balance display unit 115 to display information that can identify the remaining balance at any given time. The remaining balance is displayed in real time on balance display unit 115. When CPU 120a inputs a return signal from return operation unit 113, it stores the remaining balance and first managed ball count PA stored in RAM 120c in the managed medium, and initializes the remaining balance and first managed ball count PA stored in RAM 120c. CPU 120a controls medium insertion unit 101 so that the managed medium is ejected from medium insertion unit 101.

[0021] The gaming machine 10 will be described. As shown in Figures 1 and 2, the gaming machine 10 is an enclosed type gaming machine in which a specified number P0 of gaming balls are enclosed inside the machine. The gaming machine 10 is an example of a circulation type gaming machine in which gaming balls are circulated inside the machine. The gaming balls may be either magnetic or non-magnetic. The gaming machine 10 does not have a storage section for storing gaming balls. In principle, the gaming machine 10 is structured such that players cannot touch the gaming balls.

[0022] The gaming machine 10 electromagnetically manages the second number of managed balls PB based on the number of loaned balls Pb, the number of acquired balls Pc, the number of shot balls Pd, and the number of returned balls Pe. The number of loaned balls Pb is the number of game balls loaned to the player. The number of acquired balls Pc is the number of game balls acquired by the player. The number of shot balls Pd is the number of game balls shot by the player. The number of shot balls Pd can also be said to be the number of game balls supplied from the supply unit 61 to the shot unit 65, which will be described later. The number of returned balls Pe is the number of game balls shot by the player that do not reach the game area 20a, which will be described later. The number of returned balls Pe can also be said to be the number of game balls shot from the shot unit 65 toward the game area 20a that do not reach the game area 20a. The returned balls are so-called "foul balls".

[0023] The gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine body to an island equipment, a mounting frame 11b for mounting various gaming parts, and a protective frame 11c. The mounting frame 11b is an example of a door portion supported so as to be openable and closable relative to the outer frame 11a. The protective frame 11c is supported so as to be openable and closable relative to the mounting frame 11b. The protective frame 11c has a protective glass (not shown) for protecting the gaming parts mounted on the mounting frame 11b. The gaming machine 10 includes a locking device 90 for locking the frames 11b and 11c. The gaming machine 10 is configured such that the frames 11b and 11c cannot be opened relative to the outer frame 11a unless they are unlocked using a key that fits the locking device 90. The mounting frame 11b is an example of a door portion. The protective frame 11c is an example of a door portion.

[0024] The gaming machine 10 includes an audio effect unit 12, an example of which is a speaker. The audio effect unit 12 is disposed on the front side of the mounting frame 11b. The audio effect unit 12 can execute an effect that outputs a predetermined sound (hereinafter referred to as audio effect) and an announcement that outputs a predetermined sound (hereinafter referred to as audio announcement). For example, the predetermined sound is a piece of music, a sound effect, a human voice reading a predetermined character string, etc. The gaming machine 10 includes an announcement audio unit 13, an example of which is a speaker. The announcement audio unit 13 can execute an announcement audio. As an example, the audio effect unit 12 and the announcement audio unit 13 are disposed in the mounting frame 11b.

[0025] The gaming machine 10 is equipped with a performance light-emitting unit 14. The performance light-emitting unit 14 can perform performances (hereinafter referred to as light-emitting performances) by turning on, blinking, and extinguishing a light-emitting body (not shown), an example of which is an LED. The performance light-emitting unit 14 can perform notifications (hereinafter referred to as light-emitting notifications) by turning on, blinking, and extinguishing a light-emitting body (not shown). As an example, the performance light-emitting unit 14 is disposed in the mounting frame 11b. The performance light-emitting unit 14 may also be disposed in the gaming board 20, which will be described later.

[0026] The gaming machine 10 includes a launch operation unit 15 that can be operated to launch gaming balls. The launch operation unit 15 is disposed on the front side of the mounting frame 11b. The gaming machine 10 is configured to shoot gaming balls with a launch strength according to the operation of the launch operation unit 15. As an example, the launch operation unit 15 includes a handle lever 15a that can be rotated, a touch sensor D01, a launch stop switch D02, and a handle volume D03 (see FIG. 8).

[0027] The touch sensor D01 is connected to a conductive ring 15c arranged to surround the side of the firing operation unit 15. The touch sensor D01 outputs a touch signal when a player holds the firing operation unit 15 and the player's fingers touch the conductive ring 15c. The touch signal is in an ON state when the player's fingers are touching the conductive ring 15c, and is in an OFF state when the player's fingers are not touching the conductive ring 15c. The touch sensor D01 is an example of a means for detecting that a player is touching the firing operation unit 15.

[0028] The launch stop switch D02 outputs a stop signal when the launch stop button 15b protruding from the side of the launch operation unit 15 is pressed. The stop signal is turned on when the launch stop button 15b is operated, and is turned off when it is not operated. The launch stop button 15b is an example of a means capable of being operated to stop the launch of game balls. When the handle lever 15a is rotated, the handle volume D03 outputs a volume signal of a voltage corresponding to the amount of rotation.

[0029] The gaming machine 10 includes a presentation operation unit 16. The presentation operation unit 16 is an example of a means that can be operated by a player. The presentation operation unit 16 may be a button type that can be pressed, a touch sensor type that also serves as a display device, or a lever type.

[0030] As shown in Fig. 1 and Fig. 3, the gaming machine 10 includes a second ball number display unit 17 that displays information that can identify the second controlled ball number PB. As an example, the second ball number display unit 17 is configured with multiple (e.g., six) seven-segment displays arranged in a row, and can display multiple (e.g., six-digit) numbers. The second ball number display unit 17 can execute a predetermined notification by displaying predetermined letters and numbers.

[0031] The gaming machine 10 is equipped with a counting operation unit 18. The counting operation unit 18 is mainly operated when the player finishes playing the gaming machine 10. When the counting operation unit 18 is in a predetermined countable state, counting operation using the counting operation unit 18 is permitted. The counting operation unit 18 outputs a counting signal when a push operation is performed. The gaming machine 10 is equipped with a counting notification unit 18a. The counting notification unit 18a is an example of a means for notifying whether or not the countable state is in effect. As an example, the performance operation unit 16, the second ball number display unit 17, the counting operation unit 18, and the counting notification unit 18a are disposed on the front side of the mounting frame 11b.

[0032] As shown in FIG. 2, the gaming machine 10 includes a gaming board 20. The gaming board 20 is mounted on a mounting frame 11b. A gaming area 20a having a substantially circular shape in a front view is defined on the front of the gaming board 20. A display window 20b is formed in the approximate center of the gaming area 20a. A launch passage 20c is formed on the left side of the gaming area 20a, which guides gaming balls launched by operating the launch operation unit 15 to the gaming area 20a. Nails, windmills, and the like are arranged in the gaming area 20a. The gaming area 20a and the launch passage 20c are covered by protective glass (not shown) of a protective frame 11c.

[0033] The game board 20 is equipped with an information display device 21 that displays various information. The information display device 21 includes a first special symbol display section 21a, a second special symbol display section 21b, a first reserved display section 21c, a second reserved display section 21d, a normal symbol display section 21e, and a normal reserved display section 21f. As an example, the multiple display sections 21a to 21f are arranged together in a portion visible to the player, but this is not limited thereto, and some or all of them may be arranged in different portions.

[0034] The first special symbol display unit 21a can execute a first special symbol variable game (hereinafter, referred to as the first special game) in which a predetermined symbol is variably displayed and a special symbol is finally displayed as a fixed stop. In the following description, "variable display" means a state in which the type of the displayed symbol changes over time. In the following description, "fixed stop display" means a state in which the symbol is fixedly displayed as a fixed stop and the type of the displayed symbol does not change. With respect to the symbol, "fixed stop display" and "derive" have the same meaning. The first special symbol display unit 21a has a plurality of light-emitting bodies (for example, four light-emitting bodies), such as LEDs. The first special symbol display unit 21a is configured to be able to execute the first special game by turning on, blinking, and turning off the plurality of light-emitting bodies. The first special symbol display unit 21a is an example of a game execution unit capable of executing the first special game.

[0035] The second special symbol display unit 21b is capable of executing a second special symbol varying game (hereinafter referred to as the second special game) in which a predetermined symbol is variably displayed and a special symbol is finally displayed as a fixed stop. The second special symbol display unit 21b has a plurality of light-emitting elements (e.g., four light-emitting elements), an example of which is an LED. The second special symbol display unit 21b is configured to be capable of executing the second special game by turning on, blinking, and turning off the plurality of light-emitting elements. The second special symbol display unit 21b is an example of a game execution unit capable of executing the second special game.

[0036] The special symbol is a symbol for notifying the result of the internal lottery (a lottery for a special symbol winning). Hereinafter, the first special game and the second special game are collectively referred to as the "special game". The special game corresponds to a variable game. The special symbol includes a big win symbol, a chance symbol, and a losing symbol. The special symbol may include a small win symbol. The big win symbol notified as a result of the internal lottery (a lottery for a special symbol winning) is an example of a big win result. The chance symbol and the losing symbol notified as a result of the internal lottery (a lottery for a special symbol winning) are an example of a non-big win result. In the gaming machine 10, when a big win is won in the lottery for a special symbol winning, the big win symbol is displayed as a fixed stop in the special game, and a big win game is awarded after the special game for the big win is finished. The big win game will be described later.

[0037] The first special symbol display unit 21a and the second special symbol display unit 21b can display special symbols by turning on, blinking, and turning off a plurality of light-emitting elements, respectively. As an example, the first special symbol display unit 21a and the second special symbol display unit 21b turn on some of the light-emitting elements among the plurality of light-emitting elements and turn off light-emitting elements different from the some of the light-emitting elements to display a jackpot symbol. The combination of light-emitting elements that are turned on when the jackpot symbol is displayed on the first special symbol display unit 21a and the second special symbol display unit 21b differs depending on the type of jackpot symbol to be displayed. As an example, the first special symbol display unit 21a and the second special symbol display unit 21b turn on some of the light-emitting elements among the plurality of light-emitting elements and turn off light-emitting elements different from the some of the light-emitting elements to display a chance symbol. The combination of light-emitting elements that are turned on when the chance symbol is displayed on the first special symbol display unit 21a and the second special symbol display unit 21b differs from the combination of light-emitting elements that are turned on when the jackpot symbol is displayed. As an example, the first special symbol display unit 21a and the second special symbol display unit 21b display a losing symbol by lighting up all of the multiple light-emitting elements.

[0038] The first special symbol display unit 21a variably displays a jackpot symbol, a chance symbol, and a loss symbol when the first special game is being executed. Then, the first special symbol display unit 21a displays any one of the jackpot symbol, the chance symbol, and the loss symbol in a fixed and stopped state when the first special game is ended. The second special symbol display unit 21b variably displays a jackpot symbol, the chance symbol, and the loss symbol when the second special game is being executed. Then, the second special symbol display unit 21b displays any one of the jackpot symbol, the chance symbol, and the loss symbol in a fixed and stopped state when the second special game is ended. In this way, at least one of the multiple light emitters in the first special symbol display unit 21a and the second special symbol display unit 21b is lit during the execution of the special game.

[0039] The first hold display unit 21c displays information that can identify the number of first special games (hereinafter referred to as the first hold number) whose execution is on hold because the hold condition has been satisfied but the start condition has not yet been satisfied. As an example, the upper limit of the first hold number is 4. The first hold display unit 21c has a plurality of light-emitting elements (e.g., three light-emitting elements), such as LEDs. The first hold display unit 21c displays information that can identify the first hold number by turning on, blinking, and turning off the plurality of light-emitting elements. In other words, the first hold display unit 21c is configured to be able to display information that can identify the number of first special games whose execution is on hold. As an example, when the first hold number is 1 or more, the first hold display unit 21c turns on some of the plurality of light-emitting elements and turns off light-emitting elements different from the some of the light-emitting elements. Note that the combination of light-emitting elements that are turned on in the first hold display unit 21c when the first hold number is 1 or more varies depending on the number of the first hold number. As an example, the first hold display unit 21c turns off all of the multiple light emitters when the first hold number is 0. In this way, when there is one or more first special games on hold, at least one of the multiple light emitters in the first hold display unit 21c lights up. The first hold display unit 21c is an example of a hold number display unit.

[0040] The second hold display unit 21d displays information that can identify the number of second special games (hereinafter, referred to as the second hold number) whose execution is on hold because the hold condition has been satisfied but the start condition has not yet been satisfied. As an example, the upper limit of the second hold number is 4. The second hold display unit 21d has a plurality of light-emitting elements (e.g., three light-emitting elements), such as LEDs. The second hold display unit 21d displays information that can identify the second hold number by turning on, blinking, and turning off the plurality of light-emitting elements. In other words, the second hold display unit 21d is configured to be able to display information that can identify the number of second special games whose execution is on hold. As an example, when the second hold number is 1 or more, the second hold display unit 21d turns on some of the plurality of light-emitting elements and turns off light-emitting elements different from the some of the light-emitting elements. Note that the combination of light-emitting elements that are turned on in the second hold display unit 21d when the second hold number is 1 or more differs depending on the number of the second hold numbers. As an example, when the second reserved number is 0, the second reserved display unit 21d turns off all of the multiple light emitters. In this way, when there is one or more second special games on hold, at least one of the multiple light emitters in the second reserved display unit 21d is turned on. The second reserved display unit 21d is an example of a reserved number display unit.

[0041] The normal symbol display unit 21e is capable of executing a normal game in which a predetermined symbol is variably displayed and a normal symbol is finally displayed as a fixed stop. The normal symbol display unit 21e has a plurality of light-emitting bodies (for example, four light-emitting bodies), for example, LEDs. The normal symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning normal symbol). The normal symbol includes a normal winning symbol and a normal losing symbol. In the gaming machine 10, when a normal winning is won in a lottery for a winning normal symbol, the normal winning symbol is displayed as a fixed stop in the normal game, and a normal winning game is awarded after the normal game for the normal winning symbol is finished.

[0042] The normal symbol display unit 21e can display normal symbols by lighting, blinking, and turning off a plurality of light-emitting elements. As an example, the normal symbol display unit 21e displays a normal winning symbol by lighting some of the plurality of light-emitting elements and turning off light-emitting elements different from the some of the light-emitting elements. As an example, the normal symbol display unit 21e displays a normal losing symbol by lighting all of the plurality of light-emitting elements. When a normal game is being executed, the normal symbol display unit 21e variably displays a normal winning symbol and a normal losing symbol. Then, when the normal game is ended, the normal symbol display unit 21e displays either a normal winning symbol or a normal losing symbol in a fixed stop state.

[0043] The normal hold display unit 21f displays information that can identify the number of normal games (hereinafter, referred to as the normal hold number) whose execution is on hold because the hold condition has been met but the start condition has not yet been met. As an example, the upper limit of the normal hold number is 4. The normal hold display unit 21f has a plurality of light-emitting elements (e.g., three light-emitting elements), such as LEDs. As an example, when the normal hold number is 1 or more, the normal hold display unit 21f turns on some of the light-emitting elements among the plurality of light-emitting elements and turns off light-emitting elements different from the some of the light-emitting elements. Note that the combination of light-emitting elements turned on in the normal hold display unit 21f when the normal hold number is 1 or more differs depending on the number of normal hold numbers. As an example, when the normal hold number is 0, the normal hold display unit 21f turns off all of the light-emitting elements among the plurality of light-emitting elements. The information display device 21 may include a right-hit display unit that displays information instructing a right hit and a round display unit that notifies the upper limit number of rounds.

[0044] The gaming machine 10 includes a performance display unit 19. The performance display unit 19 has an image display area 19a capable of displaying an image. The performance display unit 19 is attached to the gaming board 20 so that the image display area 19a can be viewed through a display window 20b. For example, the performance display unit 19 is a liquid crystal device. The performance display unit 19 can execute a performance (hereinafter, referred to as a display performance) that displays a predetermined image. For example, the predetermined image is an image such as a performance pattern, a character, a landscape, a letter (character string), a number, and a symbol. In the following description, when the character, etc. is simply described as "displaying", it means that the character, etc. is displayed as an image. The performance display unit 19 can execute a notification (hereinafter, referred to as a display notification) that displays a predetermined image.

[0045] For example, the display effects in the effect display unit 19 include an effect pattern change game (hereinafter referred to as an effect game) using multiple rows of effect patterns (decorative patterns). In the effect game, multiple rows of effect patterns are displayed in a variable manner, and finally a combination of effect patterns (hereinafter referred to as a pattern combination) is displayed as a fixed stop. The effect patterns (decorative patterns) are patterns decorated with characters, patterns, etc., and are patterns for diversifying the display effects. As an example, the effect game is performed by displaying (scrolling) the effect patterns of the left pattern row Hz, the middle pattern row Nz, and the right pattern row Mz in a variable manner in a predetermined direction. In this way, the effect display unit 19 can execute the effect game by displaying (variably displaying) multiple rows of effect patterns. The effect game may include a reach effect that is performed by forming a reach. The effect game is started together with the special game, and is ended together with the special game.

[0046] In the effect game, a symbol combination corresponding to the special symbol displayed as a fixed stop in the special game is displayed as a fixed stop. When a jackpot symbol is displayed as a fixed stop in the special game, the jackpot symbol combination is displayed as a fixed stop in the effect game. As an example, a jackpot symbol combination is a symbol combination in which the effect symbols in all rows are the same effect symbol, such as "777". When a chance symbol is displayed as a fixed stop in the special game, a non-jackpot symbol combination is displayed as a fixed stop in the effect game. When a losing symbol is displayed as a fixed stop in the special game, a non-jackpot symbol combination is displayed as a fixed stop in the effect game. As an example, a non-jackpot symbol combination is a symbol combination in which the effect symbols in at least some of the symbol rows are different from the effect symbols in the other symbol rows, such as "738" or "787". In addition, the non-jackpot symbol combination displayed as a definite stop in the performance game when the chance symbol is displayed as a definite stop in the special game and the non-jackpot symbol combination displayed as a definite stop in the performance game when the loss symbol is displayed as a definite stop in the special game may be the same in part or in whole, or may be different in whole. In this way, the performance display unit 19 can execute a performance game in response to the execution of a special game.

[0047] In the presentation game, when a reach is formed, a reach presentation is executed. A reach is a state in which the same presentation pattern is temporarily stopped in a plurality of specific symbol rows, and the presentation pattern is continuously displayed in a variable manner in other symbol rows. As an example, in the gaming machine 10, the left symbol row Hz and the right symbol row Mz correspond to the specific symbol rows, and the center symbol row Nz corresponds to the other symbol rows. The reach presentation includes a normal reach presentation and a super reach presentation, which has a higher expectation of a jackpot than the normal reach presentation. The expectation of a jackpot can be calculated by the ratio of the appearance rate in the case of a jackpot to the total appearance rate, which is the sum of the appearance rate in the case of a non-jackpot and the appearance rate in the case of a jackpot.

[0048] The gaming machine 10 includes a performance movable part 91. As an example, the performance movable part 91 is shaped like a full moon. Not limited to this, the performance movable part 91 may be shaped like a letter or a character. The performance movable part 91 is provided on the gaming board 20. Not limited to this, the performance movable part 91 may be provided on the mounting frame 11b. The performance movable part 91 can execute a performance (hereinafter, referred to as a moving performance) that operates the performance movable part 91. The performance movable part 91 includes a stepping motor (not shown) as an example of a means for displacing the performance movable part 91. As an example, the performance movable part 91 is configured to be displaceable between an original position shown by a solid line in the figure and a performance position shown by a two-dot chain line. The performance position is a position that protrudes toward the center of the performance display unit 19 when viewed from the front, compared to the original position.

[0049] Here, the performance sound unit 12, the performance light emitting unit 14, the performance display unit 19, and the performance movable unit 91 are all performance devices capable of executing a predetermined performance, and these constitute a performance device ES, which is an example of a performance execution unit. The performance execution unit is not limited to including all of the performance sound unit 12, the performance light emitting unit 14, the performance display unit 19, and the performance movable unit 91, and may be composed of one or more performance devices that can be arbitrarily selected from these performance devices.

[0050] The game board 20 is formed with a plurality of winning holes 23 through which game balls can enter. These winning holes 23 open to the game area 20a. The winning holes 23 include a first start hole 23A, a second start hole 23B, a big prize hole 23C, and a normal prize hole 23D. The winning holes may include a different winning hole from these winning holes 23.

[0051] The first start opening 23A is a winning opening through which a game ball enters to satisfy the conditions for awarding a prize ball and the reservation conditions for the first special game. As an example, the first start opening 23A is located below the performance display unit 19. The first start opening 23A is always open so that a game ball can enter. The first start opening 23A corresponds to a specific winning opening. The game board 20 is provided with a first start sensor D11 capable of detecting a game ball that has entered the first start opening 23A (see FIG. 9). The first start sensor D11 corresponds to a specific winning ball detection unit. The first start sensor D11 outputs a winning ball detection signal when it detects a game ball. The winning ball detection signal output by the first start sensor D11 when it detects a game ball corresponds to a specific winning ball signal.

[0052] The second starting hole 23B is a winning hole through which the game ball enters in order to establish the conditions for awarding the prize ball and the reservation conditions for the second special game. As an example, the second starting hole 23B is located to the right of the first starting hole 23A. The second starting hole 23B has a normal opening and closing piece 23Ba, which is an example of an opening and closing member. The normal opening and closing piece 23Ba is a so-called "normal electric device." When a normal winning game is not awarded, the second starting hole 23B is closed so that the game ball cannot be entered or is difficult to enter. When a normal winning game is awarded, the second starting hole 23B is opened so that the game ball can be entered or is easy to enter. The second starting hole 23B corresponds to a special winning hole. The game board 20 is provided with a normal solenoid SL1 as a means for opening the second starting hole 23B (see FIG. 9). The game board 20 is equipped with a second start sensor D12 capable of detecting a game ball that has entered the second start hole 23B (see FIG. 9). The second start sensor D12 corresponds to a special winning ball detection unit. When the second start sensor D12 detects a game ball, it outputs a winning ball detection signal.

[0053] The large prize opening 23C is an opening through which the game ball enters in order to establish the conditions for awarding the prize ball. As an example, the large prize opening 23C is located at the lower right of the performance display unit 19. The large prize opening 23C is provided with a special opening / closing piece 23Ca, which is an example of an opening / closing member. When a large prize game is not awarded, the large prize opening 23C is closed so that the game ball cannot enter or is difficult to enter. When a large prize game is awarded, the large prize opening 23C is opened so that the game ball can enter or is easy to enter. The game board 20 is provided with a special solenoid SL2 as a means for opening the large prize opening 23C (see FIG. 9). The game board 20 is provided with a count sensor D13 that detects the game ball that has entered the large prize opening 23C (see FIG. 9). When the count sensor D13 detects the game ball, it outputs a winning ball detection signal.

[0054] The normal winning opening 23D is a winning opening through which a game ball enters in order to satisfy the conditions for awarding a prize ball. As an example, the normal winning opening 23D is located at the lower left of the performance display unit 19 and at the lower right of the performance display unit 19. The normal winning opening 23D is always open so that a game ball can enter. The game board 20 is equipped with a normal sensor D14 that detects a game ball that enters the normal winning opening 23D (see FIG. 9). When the normal sensor D14 detects a game ball, it outputs a winning ball detection signal.

[0055] As described above, the game board 20 has a plurality of winning holes into which game balls can enter. With regard to the plurality of winning holes, if the first start hole 23A is a specific winning hole, the second start hole 23B, the large winning hole 23C, and the normal winning hole 23D can be understood as non-specific winning holes. If the first start sensor D11 is a specific winning ball detection unit, the second start sensor D12, the count sensor D13, and the normal sensor D14 can be understood as non-specific winning ball detection units capable of detecting game balls that enter the non-specific winning holes. Furthermore, with regard to the plurality of winning holes, if the second start hole 23B is a special winning hole, the first start hole 23A, the large winning hole 23C, and the normal winning hole 23D can be understood as non-special winning holes. Furthermore, when the second start sensor D12 is configured as a special winning ball detection unit, the first start sensor D11, the count sensor D13, and the normal sensor D14 can be understood as non-special winning ball detection units capable of detecting a game ball that has entered a non-special winning port.

[0056] The game board 20 includes a gate 24. As an example, the gate 24 is in the right area of ​​the game area 20a, above the second starting opening 23B and the big winning opening 23C. The gate 24 is formed with a gate opening 24a. The gate opening 24a is always open so that game balls can enter the gate. The gate 24 includes a gate sensor D15 that detects game balls that have entered the gate opening 24a (see FIG. 9). The gate 24 is a ball entry opening through which game balls are allowed to enter in order to establish the reserve conditions for the normal game. Even if a game ball enters the gate 24, the conditions for awarding prize balls are not established. The gate sensor D15 outputs a ball entry detection signal when it detects a game ball.

[0057] The game board 20 is formed with an outlet 25. As an example, the outlet 25 opens at the bottom of the game area 20a. When a game ball does not enter any of the first start opening 23A, the second start opening 23B, the big winning opening 23C, and the normal winning opening 23D, the game ball enters the outlet 25. The multiple winning openings 23 and the outlet 25 can be understood as discharge openings for discharging game balls from the game area 20a, or as recovery openings for recovering game balls from the game area 20a. When a game ball enters the multiple winning openings 23 or the outlet 25, it is discharged from the game board 20 (game area 20a). Hereinafter, a game ball discharged from the game board 20 (game area 20a) through the multiple winning openings 23 or the outlet 25 may be referred to as an out ball.

[0058] The game board 20 is provided with a main radio wave sensor D19 that detects radio waves exceeding a predetermined strength as abnormal radio waves (see FIG. 9). The game board 20 may have one or more main radio wave sensors D19. As an example, abnormal radio waves may have a predetermined effect on detection by various sensors and switches, such as causing various sensors and switches to make false detections. The main radio wave sensor D19 outputs a radio wave detection signal when it detects abnormal radio waves. As an example, the main radio wave sensor D19 can detect radio waves that may have a predetermined effect on detection by the first start sensor D11, the second start sensor D12, the count sensor D13, and the normal sensor D14. In other words, the radio wave detection signal output by the main radio wave sensor D19 is information that can identify that a certain effect may be exerted on detection by the first start sensor D11, the second start sensor D12, the count sensor D13, and the normal sensor D14.

[0059] As an example, the main radio wave sensor D19 is provided adjacent to or close to the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14. In other words, the main radio wave sensor D19 is provided near the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14. The main radio wave sensor D19 may be capable of detecting radio waves that may have a predetermined effect on the detection by the gate sensor D15. The main radio wave sensor D19 is an example of a radio wave detection unit. The gaming machine 10 does not include a magnetic sensor that detects magnetic fields exceeding a predetermined strength as abnormal magnetic fields. However, the gaming machine 10 may be configured to include a magnetic sensor in one or both of the mounting frame 11b and the game board 20 and detect the approach of a magnet.

[0060] The mounting frame 11b is provided with a first door opening switch D17 that detects that the protective frame 11c has been opened relative to the mounting frame 11b (see FIG. 8). The first door opening switch D17 outputs a first door opening signal when it detects that the protective frame 11c has been opened. The first door opening switch D17 is an example of a door opening detection unit that can detect that the protective frame 11c has been opened. The mounting frame 11b is provided with a second door opening switch D18 that detects that the mounting frame 11b has been opened relative to the outer frame 11a (see FIG. 8). The second door opening switch D18 outputs a second door opening signal when it detects that the mounting frame 11b has been opened. The second door opening switch D18 is an example of a door opening detection unit that can detect that the mounting frame 11b has been opened.

[0061] The player can adjust the launch strength of the game ball by operating the launch operation unit 15. That is, the player can shoot the game ball into the left area to the left of the display window 20b and into the right area to the right of the display window 20b. When the game ball flows down the right area, it may enter the second start opening 23B, the big prize opening 23C, the normal prize opening 23D, or the gate 24. When the game ball flows down the left area, it may enter the first start opening 23A or the normal prize opening 23D. In the following description, the launch of the game ball with a launch strength that causes the game ball to flow down the right area is referred to as "right shot". In the following description, the launch of the game ball with a launch strength that causes the game ball to flow down the left area is referred to as "left shot".

[0062] The frame 11 (mounting frame 11b) is provided with a distribution mechanism 29 for game balls. As shown in FIG. 4, the distribution mechanism 29 includes a collection mechanism 30, a circulation mechanism 50, a launch mechanism 60, and a ball removal mechanism 70. The collection mechanism 30 is formed in the mounting frame 11b. The collection mechanism 30 guides game balls discharged from the game board 20 (game area 20a) to the circulation mechanism 50. The collection mechanism 30 is configured by combining passages that extend downward or passages that incline downward. When a game ball is received by the collection mechanism 30 from the game board 20, it can reach the circulation mechanism 50 by flowing down the passages that constitute the collection mechanism 30.

[0063] The circulation mechanism 50 is formed in the mounting frame 11b. The circulation mechanism 50 transports the game balls received from the collection mechanism 30 in a predetermined direction. As an example, the circulation mechanism 50 transports the game balls upward. The launching mechanism 60 is formed in the mounting frame 11b. When the game balls are transported by the circulation mechanism 50, they are received by the launching mechanism 60. The launching mechanism 60 can launch the game balls transported by the circulation mechanism 50 toward the game area 20a. The ball removal mechanism 70 is formed in the mounting frame 11b. The ball removal mechanism 70 is a mechanism for removing game balls in the collection mechanism 30, the circulation mechanism 50, and the launching mechanism 60.

[0064] The flow of game balls in the distribution mechanism 29 will be described. Assume that the game balls are launched by the launch mechanism 60. The game balls can reach the game area 20a. When the game balls reach the game area 20a, they flow down the game area 20a and enter the multiple winning holes 23 or the out hole 25. The game balls are discharged from an outlet (not shown) formed in the game board 20 to the collection mechanism 30. The game balls pass through the collection mechanism 30 and reach the circulation mechanism 50. The game balls are transported by the circulation mechanism 50. The game balls return to the launch mechanism 60. That is, the circulation mechanism 50 circulates the game balls collected from the game board 20. In this way, the game balls launched from the launch mechanism 60 flow down the game area 20a, are discharged from the game area 20a, and are then transported toward the launch mechanism 60 to circulate. Each mechanism will be described in detail below.

[0065] The recovery mechanism 30 will now be described in detail. The mounting frame 11b is formed with one or more winning receiving openings 30a, one or more non-winning receiving openings 30b, and one or more foul receiving openings 30c. The winning receiving opening 30a is formed below an outlet (not shown) formed at the lower end of the game board 20 that discharges game balls that have entered the multiple winning openings 23. The winning receiving opening 30a receives game balls discharged from the game board 20 through the multiple winning openings 23. The non-winning receiving opening 30b is formed below an outlet (not shown) formed at the lower end of the game board 20 that discharges game balls that have entered the outlet 25. The non-winning receiving opening 30b receives game balls discharged from the game board 20 through the outlet 25. The foul receiving opening 30c is formed below the shot-out passage 20c. The foul receiving opening 30c receives a game ball (hereinafter, referred to as a foul ball) that falls from the shot passage 20c. A foul ball is a game ball that has been shot by the shot mechanism 60 but has not reached the game area 20a.

[0066] In the mounting frame 11b, a winning passage 31 connected to the winning receiving opening 30a, a non-winning passage 32 connected to the non-winning receiving opening 30b, and a foul passage 33 connected to the foul receiving opening 30c are formed. The winning passage 31 and the non-winning passage 32 join at a first joining section 34. In the mounting frame 11b, a merging passage 35 connected to the first joining section 34 is formed. The merging passage 35 and the foul passage 33 join at a second joining section 36. In the mounting frame 11b, a circulation passage 37 connecting the second joining section 36 and the circulation mechanism 50 is formed.

[0067] The mounting frame 11b is equipped with a foul sensor D21 that detects a game ball (foul ball) passing through the foul passage 33. The foul sensor D21 is provided in the foul passage 33 or a portion adjacent to the foul passage 33. When the foul sensor D21 detects a game ball, it outputs a foul signal. The foul signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.

[0068] The mounting frame 11b is equipped with a winning passage count sensor D25 that detects gaming balls flowing through the winning passage 31. The winning passage count sensor D25 is provided on the winning passage 31 or a portion adjacent to the winning passage 31. The winning passage count sensor D25 outputs a winning passage signal when it detects a gaming ball. The winning passage signal is turned on when a gaming ball is detected, and is turned off when a gaming ball is not detected.

[0069] The mounting frame 11b is equipped with a non-winning passage count sensor D26 that detects game balls flowing through the non-winning passage 32. The non-winning passage count sensor D26 is provided on the non-winning passage 32 or a portion adjacent to the non-winning passage 32. The non-winning passage count sensor D26 outputs a non-winning passage signal when it detects a game ball. The non-winning passage signal is turned on when a game ball is detected and turned off when a game ball is not detected.

[0070] The mounting frame 11b is provided with an out sensor D30 that detects a game ball flowing through the junction passage 35. The out sensor D30 is provided in the junction passage 35 or a portion adjacent to the junction passage 35. When the out sensor D30 detects a game ball, it outputs an out signal. The out signal is turned on when a game ball is detected, and is turned off when a game ball is not detected. The out sensor D30 can also be said to detect an out ball. The out sensor D30 detects a game ball in the junction passage 35, which is a passage after the winning passage 31 and the non-winning passage 32 are joined. In other words, the out sensor D30 can detect an out ball, which is a game ball discharged from the game area 20a. The out sensor D30 is an example of an out ball detection unit.

[0071] The mounting frame 11b is provided with a frame radio wave sensor D16 that detects radio waves exceeding a predetermined strength as abnormal radio waves. The mounting frame 11b may have one or more frame radio wave sensors D16. As an example, abnormal radio waves may have a predetermined effect on detection by various sensors and switches, such as causing various sensors and switches to make false detections. The frame radio wave sensor D16 outputs a radio wave detection signal when it detects abnormal radio waves. As an example, the frame radio wave sensor D16 can detect radio waves that may have a predetermined effect on detection by the foul sensor D21 and the out sensor D30. In other words, the radio wave detection signal output by the frame radio wave sensor D16 is information that can identify that a certain effect may be exerted on detection by the foul sensor D21 and the out sensor D30.

[0072] As an example, the frame radio wave sensor D16 is provided in a portion adjacent to or close to the foul sensor D21 or the out sensor D30. That is, the frame radio wave sensor D16 is provided near the foul sensor D21 or the out sensor D30. The frame radio wave sensor D16 is an example of a radio wave detection unit. The frame radio wave sensor D16 may be capable of detecting radio waves that may have a predetermined effect on detection by the first start sensor D11, the second start sensor D12, the count sensor D13, the normal sensor D14, and the gate sensor D15. Similarly, the main radio wave sensor D19 may be capable of detecting radio waves that may have a predetermined effect on detection by the foul sensor D21 and the out sensor D30.

[0073] The mounting frame 11b is equipped with a ball jamming monitoring sensor D27 that detects game balls circulating through the circulation passage 37. The ball jamming monitoring sensor D27 is provided in the circulation passage 37 or a portion adjacent to the circulation passage 37. When the ball jamming monitoring sensor D27 detects a game ball, it outputs a circulation detection signal. The circulation detection signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.

[0074] The circulation mechanism 50 includes a transport unit 52 that transports the game balls received from the collection mechanism 30. As an example, the transport unit 52 includes a transport passage extending along a predetermined direction, a screw housed in the transport passage, and a transport motor 52a that rotates the screw. The game balls are transported in a predetermined direction in the transport passage by the screw being rotated by the transport motor 52a. Not limited to this, the transport unit 52 may be a belt that extends along a predetermined direction. The predetermined direction may be a direction facing upward, or a direction that inclines upward. In this way, the transport unit 52 transports the game balls collected from the game area 20a. The operation of the transport unit 52 to transport the game balls is an example of a transport operation.

[0075] The circulation mechanism 50 is equipped with a transport entrance sensor D28 that detects game balls received from the distribution passage 37 at the entrance of the transport section 52. The transport entrance sensor D28 is provided at the entrance of the transport section 52 or a portion adjacent to the entrance. The transport entrance sensor D28 outputs a transport entrance signal when it detects a game ball. The transport entrance signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.

[0076] The circulation mechanism 50 is provided with a transport outlet sensor D29 at the outlet of the transport unit 52, which detects game balls transported by the transport unit 52. The transport outlet sensor D29 is provided at the outlet of the transport unit 52 or a portion adjacent to the outlet. The transport outlet sensor D29 outputs a transport outlet signal when it detects a game ball. The transport outlet signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.

[0077] The firing mechanism 60 will now be described in detail. The launching mechanism 60 includes a supply unit 61 and a launching unit 65. The supply unit 61 supplies the game balls transported by the transport unit 52 to the launching unit 65 by cutting them out one by one. The launching unit 65 launches the supplied game balls toward the game area 20a.

[0078] 5 and 6, the supply unit 61 is formed with a supply inlet side passage 62a, a dispensing mechanism 63, and a supply outlet side passage 62b. The supply inlet side passage 62a receives the game balls K transported by the transport unit 52. The supply inlet side passage 62a aligns the received game balls K in a row. The supply inlet side passage 62a is a passage that extends downward toward the portion where the dispensing mechanism 63 is located.

[0079] The dispensing mechanism 63 includes a movable piece 63a configured to be capable of supplying the game ball K, and a supply solenoid 63b that drives the movable piece 63a. When the movable piece 63a is not performing a supply operation, the movable piece 63a blocks the game ball K so that it does not flow from the supply inlet side passage 62a to the supply outlet side passage 62b. As shown in the flow from FIG. 5 to FIG. 6, when the movable piece 63a performs one supply operation, only the leading game ball K among the game balls K lined up in the supply inlet side passage 62a is released to the supply outlet side passage 62b. The supply outlet side passage 62b is a passage that extends downward toward the launching section 65.

[0080] The supply unit 61 is equipped with a supply inlet sensor D22 that detects a game ball K received into the supply inlet side passage 62a on the inlet side of the supply unit 61. The supply inlet sensor D22 is provided in the supply inlet side passage 62a or a portion adjacent to the supply inlet side passage 62a. The supply inlet sensor D22 outputs a supply inlet signal when it detects a game ball K. The supply inlet signal is turned on when a game ball K is detected and is turned off when a game ball K is not detected.

[0081] The supply unit 61 is equipped with a supply outlet sensor D23 that detects a game ball K discharged to the supply outlet side passage 62b on the outlet side of the supply unit 61. The supply outlet sensor D23 is provided in the supply outlet side passage 62b or a portion adjacent to the supply outlet side passage 62b. The supply outlet sensor D23 outputs a supply outlet signal when it detects a game ball K. The supply outlet signal is turned on when a game ball K is detected, and is turned off when a game ball K is not detected.

[0082] As shown in FIG. 7, the launching section 65 includes a launching hammer 66 configured to be capable of launching the game ball, and a launching solenoid 66a that drives the launching hammer 66. The launching solenoid 66a may be a motor. The game ball K that flows down the supply outlet side passage 62b of the supply section 61 reaches a striking position 67 of the launching section 65. As an example, the launching operation of the launching hammer 66 is an operation of striking the game ball at the striking position 67 toward the launching passage 20c. As shown by the solid line and the two-dot chain line in the figure, when the launching hammer 66 executes one launching operation, one game ball at the striking position 67 is launched into the launching passage 20c. As shown by the arrow Y1, if there is sufficient launch strength, the game ball can fly through the launching passage 20c and reach the game area 20a. As shown by arrows Y2 and Y3, if the shooting strength of the game ball is insufficient, the game ball will lose speed in the shooting passage 20c and fall. In this case, the game ball becomes a foul ball and flows from the foul receiving port 30c into the foul passage 33. The game ball that reaches the game area 20a flows down the game area 20a.

[0083] Although the details will be described later, the gaming machine 10 is configured to be able to launch a gaming ball every launching period t15 (for example, 600 ms). The behavior of the gaming ball flowing down the gaming area 20a may change due to nails, windmills, etc. arranged in the gaming area 20a. The gaming ball flowing down the gaming area 20a finally enters the multiple winning holes 23 or the outlet 25. Here, the shortest time St from when the gaming ball is launched until it enters the multiple winning holes 23 or the outlet 25 is at least a time that exceeds the launching period t15. As an example, the shortest time St is 2000 ms. For example, the time from when the gaming ball is launched until the gaming ball enters the first starting hole 23A is equal to or longer than the shortest time St. Therefore, in the gaming machine 10, at least three gaming balls can be launched from when a predetermined gaming ball is launched until the predetermined gaming ball enters the first starting hole 23A.

[0084] As shown in FIG. 4, the distribution mechanism 29 includes a maintenance unit 55 . As an example, the maintenance unit 55 is formed in the mounting frame 11b. As an example, the maintenance unit 55 is provided in the circulation mechanism 50. The maintenance unit 55 is configured to be able to polish the game ball by bringing the polishing member into contact with the game ball as an example of maintenance. The polishing member may be a circular belt or a winding belt. As an example, the game ball is subjected to predetermined maintenance by the maintenance unit 55 after being detected by the transport inlet sensor D28 and before being transported by the transport unit 52. As an example, the game ball may be subjected to predetermined maintenance while being transported by the transport unit 52. As an example, the maintenance unit 55 may be configured as a unit in which the polishing member and a mechanism for driving the polishing member are integrated. In this case, the maintenance unit 55 may be assembled to the mounting frame 11b so as to be replaceable as a unit.

[0085] The distribution mechanism 29 includes a ball removal mechanism 70 . As an example, the ball removal mechanism 70 is formed in the mounting frame 11b. The ball removal mechanism 70 includes a first ball removal portion 71, a second ball removal portion 72, and a ball removal passage 73.

[0086] The first ball removal section 71 is formed in a portion (hereinafter referred to as the first connection section 71a) of the ball passageway continuing to the circulation passageway 37 between the portion where the game balls are detected by the transport inlet sensor D28 and the transport section 52 (maintenance section 55). The first connection section 71a has a ball removal hole 71b penetrating its wall or bottom in a predetermined direction. The ball removal hole 71b may be the portion where the discharge passageway for the game balls opens into the first connection section 71a. As an example, the predetermined direction is rearward, but is not limited thereto and may be forward or downward.

[0087] The first ball ejection section 71 has an opening / closing piece 71c that can be displaced between a sealing position where the ball ejection hole 71b is sealed and an opening position where the ball ejection hole 71b is opened. The opening / closing piece 71c is located at the sealing position by the biasing force of a biasing mechanism (not shown). When the opening / closing piece 71c is displaced to the opening position by an external force, such as by operating an operating part (not shown) such as a lever, the ball ejection hole 71b is opened. As an example, the ball passageway continuing to the circulation passageway 37 is inclined downward toward the first connection part 71a. Therefore, the game balls present in the circulation passageway 37 can be discharged from the ball ejection hole 71b to the outside of the machine when the ball ejection hole 71b is open.

[0088] As shown in FIGS. 4 to 7, the second ball removal portion 72 is formed in the firing mechanism 60. As shown in FIG. As described above, when the movable piece 63a is not performing a supply operation, the game balls are blocked in the supply inlet side passage 62a by the movable piece 63a. The ball removal passage 73 is connected to a portion of the supply inlet side passage 62a where the leading game ball K is located among the blocked game balls (hereinafter referred to as the second connection part 72a). That is, the ball removal passage 73 opens in the second connection part 72a as a ball removal hole 72b. The ball removal hole 72b is a hole that penetrates the wall or bottom of the second connection part 72a in a predetermined direction. As an example, the predetermined direction is downward, but is not limited to this and may be forward or backward.

[0089] The second ball removal section 72 has an opening / closing piece 72c that can be displaced between a sealing position where the ball removal hole 72b is sealed and an opening position where the ball removal hole 72b is opened. The opening / closing piece 72c is located at the sealing position by the biasing force of a biasing mechanism (not shown). When the opening / closing piece 72c is displaced to the opening position by an external force, such as by operating an operating part (not shown) such as a lever, the ball removal hole 72b is opened. As an example, the supply inlet side passage 62a is inclined downward toward the dispensing mechanism 63 (movable piece 63a). Therefore, the game balls present in the supply inlet side passage 62a flow into the ball removal passage 73 from the ball removal hole 72b.

[0090] The ball removal passage 73 is connected to the first connection part 71a. The ball removal passage 73 is formed by combining a passage extending downward or a passage inclined downward. Therefore, the game ball that flows into the ball removal passage 73 flows into the first connection part 71a. When the ball removal hole 71b is open, the game ball can be discharged from the ball removal hole 71b to the outside of the machine. Not limited to this, the ball removal mechanism 70 may be configured not to have the ball removal passage 73. In this case, the ball removal hole 72b may be formed so as to penetrate the wall or bottom of the second connection part 72a in a predetermined direction. As an example, the predetermined direction is rearward, but is not limited to this, and may be forward or downward.

[0091] Next, the big win game will be described. In the jackpot game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the opening time). For example, the predetermined performance is an opening performance that allows the start of the jackpot game to be recognized. In the jackpot game, after the opening time has elapsed, a round game in which the large prize winning hole 23C is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition in which a predetermined upper limit number of game balls enter the hole is met, or a time condition in which a predetermined upper limit time has elapsed is met. In the round game, the large prize winning hole 23C is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a predetermined performance is performed for a predetermined time (hereinafter, referred to as the ending time). For example, the predetermined performance is an ending performance that allows the end of the jackpot game to be recognized. The jackpot game ends with the end of the ending time.

[0092] The gaming machine 10 is configured so that during a jackpot game, a player can win a gaming ball by making the gaming ball enter the big prize opening 23C. The gaming machine 10 is also configured so that a player can make a gaming ball enter the big prize opening 23C by hitting the ball from the right. For this reason, during a jackpot game, it is recommended to hit the ball from the right so that the gaming ball can easily enter the big prize opening 23C.

[0093] The gaming machine 10 is equipped with a probability variation function (hereinafter, referred to as a probability variation function). The probability variation function is a function for varying the probability of winning a jackpot in a winning lottery for a special symbol (hereinafter referred to as the jackpot probability). In other words, the gaming machine 10 has a low probability state in which the probability variation function does not operate, and a high probability state in which the probability variation function operates, as states with different jackpot probabilities. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it an extremely advantageous state for the player. The high probability state is a so-called "probability variation state (probability variation state)". The low probability state is a so-called "non-probability variation state (non-probability variation state)". In this way, the gaming machine 10 has a low probability state (non-probability variation state) and a high probability state (probability variation state) in which the jackpot probability is higher than that in the low probability state, as states with different jackpot probabilities in which a jackpot symbol is displayed (derived) in a fixed stop in a special game, as shown in FIG.

[0094] The gaming machine 10 is equipped with a ball entry assistance function. The ball entry assist function is a function for varying the ball entry rate into the second starting hole 23B. In other words, the gaming machine 10 has a low ball entry rate state in which the ball entry assist function does not operate, and a high ball entry rate state in which the ball entry assist function operates, as states in which the ball entry rate into the second starting hole 23B is different. In the high ball entry rate state, the probability that the game ball will enter the second starting hole 23B is higher than in the low ball entry rate state. The high ball entry rate state corresponds to a ball entry rate improvement state. The low ball entry rate state corresponds to a non-ball entry rate improvement state. In the high ball entry rate state, the probability that the game ball will enter the second starting hole 23B increases, making it easier for the game ball to enter the second starting hole 23B, which is advantageous for the player. The high ball entry rate state is a so-called "electric support state". The low ball entry rate state is a so-called "non-electric support state". In this way, the gaming machine 10 has states with different rates of game balls entering the second starting hole 23B, namely, a low ball entry rate state (non-ball entry rate improved state) and a high ball entry rate state (ball entry rate improved state) in which the rate of game balls entering the second starting hole 23B is higher than in the low ball entry rate state.

[0095] For example, the high ball entry rate state can be realized by performing one of the three controls described below, which are arbitrarily selected, or by performing a combination of the controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to the low ball entry rate state. The second control is a normal symbol probability variation control that varies the probability of winning a normal win in a normal symbol winning lottery (hereinafter referred to as normal win probability) to a higher probability than the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start port 23B in one normal winning game longer than the low ball entry rate state. The opening time extension control may be at least one of a control that increases the number of times the second start port 23B is opened in one normal winning game compared to the low ball entry rate state, and a control that makes the opening time of the second start port 23B in one normal winning game longer than the low ball entry rate state. The high ball winning rate state may be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), and the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).

[0096] In the high ball entry rate state and the low ball entry rate state, the ball entry rate into the first starting hole 23A is the same. In the high ball entry rate state, the game ball is more likely to enter the second starting hole 23B than the first starting hole 23A. In other words, the gaming machine 10 is configured so that the game ball is more likely to enter the second starting hole 23B than the first starting hole 23A when in the high ball entry rate state. For this reason, in the high ball entry rate state, it is recommended to hit the ball from the right so that the game ball is more likely to enter the second starting hole 23B. On the other hand, in the low ball entry rate state, the ball entry rate into the second starting hole 23B is lower than in the high ball entry rate state, and the game ball is more difficult to enter the second starting hole 23B than the first starting hole 23A. In other words, the gaming machine 10 is configured so that the game ball is more likely to enter the first starting hole 23A than the second starting hole 23B when in the low ball entry rate state. For this reason, in a state of a low ball entry rate, it is recommended to hit the ball from the left so that the game ball is more likely to enter the first starting hole 23A.

[0097] The game state is determined by the combination of whether or not the probability variation function is activated and whether or not the ball-scoring assistance function is activated. In the following explanation, a game state that is a low probability state and a low ball-scoring rate state is referred to as a "low probability low ball-scoring rate state," and a game state that is a high probability state and a low ball-scoring rate state is referred to as a "high probability low ball-scoring rate state." In addition, a game state that is a low probability state and a high ball-scoring rate state is referred to as a "low probability high ball-scoring rate state," and a game state that is a high probability state and a high ball-scoring rate state is referred to as a "high probability high ball-scoring rate state."

[0098] The electrical configuration of the gaming machine 10 will be described. 8, the gaming machine 10 includes a plurality of control boards. The plurality of control boards include a game control board (main control board) 80, a performance control board (sub-control board) 81, a frame control board 82, and a launch control board 83. The plurality of control boards are provided in positions that cannot be accessed or seen unless the locking device 90 is unlocked and the mounting frame 11b is opened.

[0099] The game control board 80 and the performance control board 81 are connected to enable one-way communication from the game control board 80 to the performance control board 81. The game control board 80 executes a predetermined control and outputs control information to the performance control board 81. For example, the control information is a signal, a command, or a message. The performance control board 81 executes a predetermined control based on the control information input from the game control board 80. The game control board 80 and the frame control board 82 are connected to enable two-way communication. The game control board 80 executes a predetermined control and outputs control information to the frame control board 82. The frame control board 82 executes a predetermined control and outputs control information to the game control board 80. The frame control board 82 and the launch control board 83 are connected to enable two-way communication. The frame control board 82 executes a predetermined control and outputs control information to the launch control board 83. The launch control board 83 outputs control information to the frame control board 82.

[0100] The frame control board 82 of the gaming machine 10 and the CU control board 120 of the management unit 100 are connected to each other so as to be able to communicate in both directions via a connection terminal board 98 provided in the gaming machine 10. The frame control board 82 executes a predetermined control and outputs control information to the CU control board 120. The CU control board 120 executes a predetermined control and outputs control information to the frame control board 82.

[0101] The gaming machine 10 is provided with a power supply unit 99 on the back side of the machine. The power supply unit 99 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the performance control board 81 and the frame control board 82. The power supplied to the frame control board 82 is further supplied to the game control board 80 and the launch control board 83. The power supply unit 99 supplies power to the supply solenoid 63b, the launch solenoid 66a, various sensors, and switches. The power supply unit 99 is provided with a main switch 99a. The gaming machine 10 is configured to be powered on by starting power supply to the power supply unit 99 with the main switch 99a in the on state, or by turning on the main switch 99a while power is being supplied.

[0102] The game control board 80 will now be described in detail. As shown in FIG. 9, the game control board 80 includes a CPU 80a, a ROM 80b, a RAM 80c, and a random number generating circuit 80d. The CPU 80a executes a main control program to mainly control the progress of the game. The ROM 80b stores the main control program, various judgments and judgment values ​​used in lotteries, and tables. As an example, the judgment values ​​used in lotteries include a jackpot judgment value used in a jackpot lottery, which will be described later, and a chance judgment value used in a chance lottery. The ROM 80b stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that can specify the fluctuation time from the start to the end of a special game. The fluctuation pattern is information that can specify the fluctuation content (performance content) of a performance game performed during the execution of a special game. The fluctuation patterns include a jackpot fluctuation pattern, a chance fluctuation pattern, and a miss fluctuation pattern. The performance game based on the jackpot fluctuation pattern becomes a fluctuation content in which a jackpot pattern combination is finally displayed as a fixed stop after a reach performance. The chance variation pattern is a variation content in which a non-jackpot symbol combination is finally displayed as a fixed stop, either through a reach effect or not. The performance game based on the miss variation pattern is a variation content in which a non-jackpot symbol combination is finally displayed as a fixed stop, either through a reach effect or not.

[0103] The RAM 80c stores various information that is rewritten according to the processing results of the CPU 80a. For example, the information stored in the RAM 80c is a flag, a counter, a timer, etc. The random number generating circuit 80d generates a hardware random number. The game control board 80 may be configured to be able to generate a software random number by the random number generating process by the CPU 80a.

[0104] The game control board 80 is connected to the first start sensor D11, the second start sensor D12, the count sensor D13, the normal sensor D14, and the gate sensor D15. The CPU 80a can input each detection signal output by each sensor D11-D15 when it detects a game ball. The game control board 80 is connected to the main radio wave sensor D19. The CPU 80a can input a radio wave detection signal output by the main radio wave sensor D19 when it detects radio waves exceeding a predetermined strength as abnormal radio waves. The game control board 80 is connected to each display unit 21a-21f. The CPU 80a can control the display contents of each display unit 21a-21f. The game control board 80 is connected to each solenoid SL1, SL2. The CPU 80a can control the opening state of the second start opening 23B and the big prize opening 23C by controlling the operation of each solenoid SL1, SL2.

[0105] The performance control board 81 will now be described in detail. The performance control board 81 includes a CPU 81a, a ROM 81b, and a RAM 81c. The CPU 81a executes a sub-control program to perform processing related to performance. The ROM 81b stores the sub-control program and a judgment value used for a predetermined lottery. The ROM 81b stores voice performance data used for voice performance, light-emitting performance data used for light-emitting performance, display performance data used for display performance, and movable performance data used for movable performance. The ROM 81b also stores voice notification data used for voice notification, light-emitting notification data used for light-emitting notification, and display notification data used for display notification. The RAM 81c stores various information that is rewritten during the operation of the gaming machine 10. For example, the information stored in the RAM 81c includes a flag, a counter, and a timer. The performance control board 81 is configured to be able to generate software random numbers by random number generation processing by the CPU 81a. The performance control board 81 may be equipped with a random number generation circuit and be able to generate hardware random numbers.

[0106] The performance control board 81 is connected to the performance sound unit 12. The CPU 81a is capable of controlling the output contents of the performance sound unit 12. The performance control board 81 is connected to the performance light-emitting unit 14. The CPU 81a is capable of controlling the light-emitting mode of the performance light-emitting unit 14. The performance control board 81 is connected to the performance display unit 19. The CPU 81a is capable of controlling the display contents of the performance display unit 19. The performance control board 81 is connected to the performance movable unit 91. The CPU 81a is capable of controlling the operation mode of the performance movable unit 91. In this embodiment, the CPU 81a, which is capable of controlling the performance sound unit 12, the performance light-emitting unit 14, the performance display unit 19, and the performance movable unit 91, functions as a performance control means.

[0107] The frame control board 82 will now be described in detail. As shown in Fig. 8, the frame control board 82 includes a CPU 82a, a ROM 82b, a RAM 82c, a performance display monitor 82d, a ball removal switch 82e, an error release switch 82f, a game ball clear switch 82g, a RAM clear switch 82h, a backup power supply 82j, a backup circuit 82k, and a launch permission circuit 82m. The CPU 82a executes a frame control program to mainly perform processing related to the operation of the mounted components of the mounting frame 11b. The ROM 82b stores the frame control program and the like. The RAM 82c stores various information that is rewritten during the operation of the gaming machine 10. For example, the information stored in the RAM 82c includes flags, counters, and timers.

[0108] As an example, the performance display monitor 82d is configured with multiple (for example, six) seven-segment displays arranged, and can display multiple (for example, six-digit) numbers. The performance display monitor 82d can execute a predetermined notification in a manner of displaying predetermined characters and numbers. As an example, the performance display monitor 82d displays a base value. The base value is a value indicating the ratio (proportion) of the total number of winning balls (total number of winning balls) during normal play to the total number of effective balls during normal play. The normal play is a play when the game is in a low probability low ball entry rate state and no jackpot game is being played. The effective balls are the game balls that have been shot from the launching unit 65 and have reached the game area 20a. The base value is calculated by the formula "total number of winning balls during normal play ÷ total number of effective balls during normal play × 100". The performance display monitor 82d is an example of a means capable of displaying information regarding the performance (for example, base) of the game balls.

[0109] The ball removal switch 82e is an example of a means that is operated to bring about a state in which game balls inside the gaming machine 10 can be discharged outside the machine (hereinafter referred to as the ball removal state). The ball removal state is a state in which game balls can be discharged from the distribution mechanism 29. The ball removal switch 82e outputs a ball removal signal when pressed. The ball removal signal is turned on when the ball removal switch 82e is pressed, and is turned off when the ball removal switch 82e is not pressed. The ball removal signal is output to the CPU 82a.

[0110] The error release switch 82f is an example of a means capable of releasing an error setting when a specific error is set. An error is set when the error is detected. The error release switch 82f outputs an error release signal when pressed. The error release signal is turned on when the error release switch 82f is pressed, and is turned off when the switch is not pressed. The error release signal is output to the CPU 82a. The error release signal may be output to the CPU 80a.

[0111] The game ball clear switch 82g is an example of a means that is operated to initialize the second managed ball count PB (hereinafter referred to as second managed ball count information) stored as data in the RAM 82c to 0. The game ball clear switch 82g outputs a game ball clear signal when pressed. The game ball clear signal is turned on when the game ball clear switch 82g is pressed, and is turned off when no pressing operation is performed. The game ball clear signal is output to the CPU 82a.

[0112] The RAM clear switch 82h is an example of a means that is operated when initializing information stored in the RAM 80c and information stored in the RAM 82c (hereinafter referred to as RAM clear). The RAM clear switch 82h outputs a RAM clear signal when pressed. The RAM clear signal is turned on when the RAM clear switch 82h is pressed, and is turned off when the switch is not pressed. The RAM clear signal is output to the CPU 82a and also to the game control board 80 (CPU 80a).

[0113] As described above, the frame control board 82 is provided in a position that cannot be accessed or seen unless the locking device 90 is unlocked and the mounting frame 11b is opened. Therefore, the ball removal switch 82e, the error reset switch 82f, the game ball clear switch 82g, and the RAM clear switch 82h cannot be operated unless the locking device 90 is unlocked and the mounting frame 11b is opened. The RAM clear switch 82h is an example of a specific operation part that can be operated by opening the mounting frame 11b.

[0114] The backup power source 82j supplies backup power to the gaming control board 80 (RAM 80c) as well as the RAM 82c even when the power supply from the outside is cut off. In the following description, the cutoff of the power supply from the outside may be referred to as a power cut. The RAMs 80c and 82c can retain the contents stored in the RAMs 80c and 82c at the time of power cut even after the power cut by receiving backup power from the backup power source 82j. In other words, the gaming machine 10 is equipped with a backup function. Not limited to this, one or both of the RAMs 80c and 82c may be non-volatile memories capable of retaining the stored contents even when the power supply is stopped, and thus can retain information even after the power cut.

[0115] As an example, the backup power supply 82j is a power storage device that stores power by power supply from an external source. Even when the power supply from the outside is cut off, the backup power supply 82j supplies backup power to the launch control board 83 (launch control circuit 83a) and the launch solenoid 66a at least until a predetermined time (hereinafter referred to as the supply time) required for the launch control board 83 and the launch solenoid 66a to complete a predetermined operation has elapsed. Note that the supply time is related to the power capacity stored to supply to the launch control board 83 and the launch solenoid 66a, and may be the time required to release the power, or may be a time specified by a predetermined circuit.

[0116] The firing control board 83 (firing control circuit 83a) and the firing solenoid 66a can perform a predetermined operation even after the power supply from the outside is cut off by receiving backup power from the backup power source 82j. The firing unit 65 is configured to be able to perform n firing operations after the power supply from the outside is cut off, even if the power supply from the outside is cut off during at least one of the period during which the normal firing operation (firing sequence) is being performed and the period during which the special firing operation (idle firing sequence) is being performed. As an example, n=1, but is not limited to this, and may be n=2 or n≧3.

[0117] All information stored in the RAM 80c is subject to backup. As an example, information that can be stored in the RAM 80c and is subject to backup includes main information. The main information is information regarding the progress of the game. As an example, the main information includes information regarding the jackpot state (including the number of rounds of play), information regarding the game state, information regarding winning balls, information regarding the number of reserved balls, information regarding normal patterns, information regarding special patterns, and information regarding errors.

[0118] All information stored in the RAM 82c is subject to backup. As an example, information that can be stored in the RAM 82c and is subject to backup includes the second managed ball number information, game information, and performance information. The second managed ball number information is information that can identify the second managed ball number PB. The game information is information notified from the game control board 80 according to the progress of the game. As an example, the game information includes information that can identify the occurrence of a start port winning, the occurrence of a normal winning, the occurrence of a big winning port winning, passing through the gate, the determination of a special pattern (the end of a special game), the occurrence of a big win, and the current game state. The performance information is information related to the base value and the calculation of the base value. Information related to the calculation of the base value includes the total number of winning balls during normal play and the total number of effective balls during normal play.

[0119] When the power supply voltage supplied from the power supply unit 99 drops below a specified voltage, the backup circuit 82k outputs a power interruption detection signal to the CPU 82a and also outputs the signal to the CPU 80a of the game control board 80. The launch permission circuit 82m can output a signal (hereinafter referred to as the launch permission signal) that can specify that the launch control board 83 is in a launch permission state that allows the launch of game balls. In other words, the launch permission signal is in an ON state when the launch permission state is in effect, and is in an OFF state when the launch prohibition state is in effect that prohibits the launch of game balls.

[0120] The launch permission circuit 82m is configured to be able to input a launch stop signal output by the CPU 82a. The CPU 82a outputs the launch stop signal when the second managed ball number PB is 0. The CPU 82a does not output the launch stop signal when the second managed ball number PB is 1 or more. In other words, the launch stop signal is in the ON state when the second managed ball number PB is 0, and is in the OFF state when the second managed ball number PB is 1 or more. The launch permission circuit 82m is configured to be able to input a launch stop signal output by the game control board 80 (CPU 80a). The launch stop signal output by the CPU 80a will be described later.

[0121] The launch permission circuit 82m does not output a launch permission signal when it receives a launch stop signal from the CPU 82a. The launch permission circuit 82m does not output a launch permission signal when it receives a launch stop signal from the CPU 80a. The launch permission circuit 82m outputs a launch permission signal when it does not receive a launch stop signal from the CPU 82a and does not receive a launch stop signal from the CPU 80a. In other words, the launch permission signal is in the ON state when both the launch stop signal of the CPU 82a and the launch stop signal of the CPU 80a are in the OFF state.

[0122] The frame control board 82 is connected to the counting operation unit 18. The CPU 82a is configured to be able to input the counting signal output by the counting operation unit 18. The frame control board 82 is connected to the frame radio wave sensor D16, the first door opening switch D17, the second door opening switch D18, the foul sensor D21, the supply inlet sensor D22, the supply outlet sensor D23, the winning passage count sensor D25, the non-winning passage count sensor D26, and the ball jamming monitor sensor D27. The frame control board 82 is also connected to the transport inlet sensor D28, the transport outlet sensor D29, and the out sensor D30. The CPU 82a is configured to be able to input the radio wave detection signal, the first door opening signal, the second door opening signal, the foul signal, the supply inlet signal, the supply outlet signal, the winning passage signal, the non-winning passage signal, the circulation detection signal, the transport inlet signal, the transport outlet signal, and the out signal output by these sensors and switches.

[0123] The frame control board 82 is connected to the notification sound unit 13. The CPU 82a can control the output contents of the notification sound unit 13. The frame control board 82 is connected to the second ball number display unit 17. The CPU 82a is configured to be able to control the display contents of the second ball number display unit 17. The frame control board 82 is connected to the maintenance unit 55. The CPU 82a is configured to be able to control the maintenance operation of the maintenance unit 55. The frame control board 82 is connected to the transport motor 52a. The CPU 82a is configured to be able to control the transport operation by the transport unit 52. The frame control board 82 is connected to the supply solenoid 63b. The CPU 82a can displace the movable piece 63a by controlling the supply of electricity to the supply solenoid 63b. In other words, the CPU 82a is configured to be able to control the supply operation of the game balls by the supply unit 61.

[0124] The frame control board 82 is connected to the management unit 100. The CPU 82a is configured to be able to input various telegrams output by the CU control board 120. Note that the connection signal output by the management unit 100 is input from the connection terminal board 98 to the launch permission circuit 82m without passing through the CPU 82a.

[0125] The launch control board 83 includes a launch control circuit 83a for controlling the operation of the launch unit 65. The launch control circuit 83a outputs a drive signal to the launch solenoid 66a based on a control signal input from the frame control board 82 and signals input from sensors and switches.

[0126] The launch control board 83 is connected to the touch sensor D01, the launch stop switch D02, and the handle volume D03. The launch control circuit 83a is configured to be able to input the touch signal, the stop signal, and the volume signal output by these switches and sensors. The launch control board 83 is connected to the launch solenoid 66a. The launch control circuit 83a outputs a drive signal to the launch solenoid 66a, which drives the launch solenoid 66a and causes the launch hammer 66 to strike the game ball. In other words, the launch control board 83 is configured to be able to control the launch operation of the launch unit 65 to launch the game ball.

[0127] The launch control circuit 83a has an operation determination unit, a pulse clock generation unit, a timing pulse generation unit, a holding circuit, and a solenoid drive unit. The operation determination unit outputs an operation signal to the timing pulse generation unit when the operation enabling condition is satisfied because the launch permission signal from the frame control board 82 is in the ON state, the stop signal from the launch stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state. The operation determination unit does not output an operation signal to the timing pulse generation unit when the operation enabling condition is not satisfied because some or all of the following are not satisfied: the launch permission signal from the frame control board 82 is in the ON state, the stop signal from the launch stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state.

[0128] When the timing pulse generating unit receives an operation signal, it synthesizes the operation signal and the pulse signal received from the pulse clock generating unit, and outputs a firing timing pulse to the solenoid driving unit. The solenoid driving unit supplies (outputs) a driving current of a voltage corresponding to the volume signal (voltage) received from the handle volume D03 to the firing solenoid 66a every time it receives a firing timing pulse. This causes the firing solenoid 66a to be driven with a strength corresponding to the amount of rotation of the handle lever 15a, and a game ball is fired. As will be described in detail later, the firing control circuit 83a outputs a subtraction reference signal to the frame control board 82 at a predetermined timing. When a driving current is output when the operable condition is satisfied, the holding circuit holds the voltage (voltage value) of the volume signal at that time. In the blank firing sequence, the firing control circuit 83a (solenoid driving unit) supplies a driving current of a voltage corresponding to the voltage value held (stored) in the holding circuit, rather than the voltage value of the volume signal, to the firing solenoid 66a.

[0129] The processing executed by the frame control board 82 (CPU 82a) will be described. The frame side power cut-off process will be described. When the CPU 82a receives the power-off detection signal output by the backup circuit 82k, the CPU 82a executes power-off processing. In the frame-side power-off processing, the CPU 82a calculates a checksum value of the RAM 82c and stores the calculated checksum value in the RAM 82c. The CPU 82a also stores information (hereinafter, referred to as a backup flag) capable of identifying that the power-off processing has been normally executed in the RAM 82c. Thereafter, the CPU 82a waits until the power is completely cut off. Various pieces of information stored in the RAM 82c when the power is cut off are retained even after the power is cut off by the backup function described above.

[0130] The frame side power-on process will now be described. When the power is turned on and the voltage supplied to the frame control board 82 reaches the voltage required for the CPU 82a to operate, the CPU 82a executes the frame-side ball removal process. In the frame-side ball removal process, the CPU 82a determines whether or not the conditions for transitioning to the ball removal state (hereinafter referred to as the ball removal transition conditions) are met.

[0131] As an example, the CPU 82a determines whether the second managed ball count PB indicated in the second managed ball count information is 0. As an example, the CPU 82a determines whether the ball removal switch 82e is operated based on whether the ball removal signal is in the on state until the operation valid period has elapsed. When the CPU 82a is started with power-on, it sets the operation valid period for a predetermined period. That is, the operation valid period can be set for a predetermined period after power-on. The operation valid period may be a length that essentially requires power-on while operating the ball removal switch 82e, such as 40 ms. Not limited to this, the operation valid period may be a length that allows an administrator or the like to operate the ball removal switch 82e after power-on, such as 5000 ms. The operation valid period is not limited to being set as a period measured by timer processing or the like, and may simply be set as a period from power-on to a predetermined judgment timing.

[0132] The CPU 82a determines that the ball removal transition condition is met when the second managed ball count PB is 0 and the ball removal switch 82e is operated. The ball removal transition condition does not include the number of game balls inside the gaming machine 10. In other words, the ball removal state can be transitioned to even if the number of game balls inside the machine is 0 or less than a predetermined number. The CPU 82a determines that the ball removal transition condition is not met when the second managed ball count PB is not 0 or the ball removal switch 82e is not operated. When the ball removal transition condition is not met, the CPU 82a does not set the ball removal state and ends the frame side ball removal process.

[0133] On the other hand, when the ball removal transition condition is met, the CPU 82a stores information capable of identifying the ball removal state in the RAM 82c. In other words, the CPU 82a sets the ball removal state. In this way, the ball removal state can be transitioned to when the ball removal switch 82e is operated during a predetermined operation valid period. The ball removal state cannot be released unless the power supply is cut off. When transitioning to the ball removal state, the CPU 82a outputs control information indicating a transition to the ball removal state (hereinafter referred to as a ball removal start command) to the game control board 80. The game control board 80 (CPU 80a) outputs the ball removal start command to the performance control board 81.

[0134] During the ball removal state, the CPU 82a executes a first transport process. The first transport process is a process for controlling the transport operation by the transport unit 52 during the ball removal state. Here, the first transport process will be described in detail.

[0135] 10, in the first conveying process, the CPU 82a monitors the state of the conveying inlet signal output from the conveying inlet sensor D28 and the state of the conveying outlet signal that may be output from the conveying outlet sensor D29. The CPU 82a controls the operation of the conveying motor 52a of the conveying section 52 according to the state of the conveying inlet signal and the state of the conveying outlet signal.

[0136] As an example, the CPU 82a operates the conveying motor 52a so as to perform a conveying operation when both the conveying entrance signal and the conveying exit signal are in the OFF state. In the following description, when it is simply stated that "the conveying motor 52a is operated", it means that the conveying motor 52a is operated so as to perform a conveying operation. For example, at time T1, when the conveying entrance signal and the conveying exit signal are both in the OFF state, the CPU 82a may operate the conveying motor 52a without setting a standby time when the state changes to a state where the conveying entrance signal is in the ON state and the conveying exit signal is in the OFF state. For convenience of explanation, the time from the occurrence of this change in state to the actuation of the conveying motor 52a may be indicated as a standby time t0. As an example, the standby time t0 is 0, but a time exceeding 0 may be set.

[0137] At time T2, the situation changes from the situation where the conveyance motor 52a is operating, the conveyance entrance signal is on, and the conveyance exit signal is off to the situation where the conveyance entrance signal is on and the conveyance exit signal is on. In this case, when the conveyance exit signal is maintained in the on state for a waiting time t1 (for example, 120 ms) at time T3, the CPU 82a stops the conveyance motor 52a. At time T4, the situation changes from the situation where the conveyance motor 52a is stopped, and the conveyance entrance signal and the conveyance exit signal are both on to the situation where the conveyance entrance signal is off and the conveyance exit signal is on. In this case, the CPU 82a keeps the conveyance motor 52a stopped. At time T5, the situation changes from the situation where the conveyance motor 52a is stopped, the conveyance entrance signal is off, and the conveyance exit signal is on to the situation where the conveyance entrance signal and the conveyance exit signal are both on. In this case, the CPU 82a keeps the conveyance motor 52a stopped.

[0138] At time T6, assuming that the conveyance motor 52a is stopped and both the conveyance entrance signal and the conveyance exit signal are in the ON state, and then the conveyance entrance signal changes to the ON state and the conveyance exit signal changes to the OFF state. In this case, at time T7, if the OFF state of the conveyance exit signal is maintained for a standby time t2 (for example, 30 ms), the CPU 82a activates the conveyance motor 52a. Note that if the standby time t3 (for example, 200 ms) has not elapsed since the conveyance entrance signal became ON before the standby time t2 elapses after the conveyance exit signal becomes OFF, the CPU 82a activates the conveyance motor 52a after the standby time elapses.

[0139] At time T8, assuming that the conveyance motor 52a is operating, the conveyance entrance signal is in the ON state, and the conveyance exit signal is in the OFF state, and then both the conveyance entrance signal and the conveyance exit signal change to the OFF state. In this case, at time T9, if the OFF states of the conveyance entrance signal and the conveyance exit signal are maintained for a standby time t4 (for example, 3000 ms), the CPU 82a stops the conveyance motor 52a. That is, it can be said that the CPU 82a stops the conveyance motor 52a when a specified time has elapsed without the conveyance entrance sensor D28 detecting the game balls recovered from the game area 20a.

[0140] At time T9, the CPU 82a outputs control information indicating the completion of ball extraction (hereinafter referred to as a ball extraction completion command) to the game control board 80. The game control board 80 (CPU 80a) outputs the ball extraction completion command to the effect control board 81. The CPU 82a determines that the ball extraction is complete based on the fact that the conveyance entrance sensor D28 no longer detects the game balls recovered from the game area 20a or that the conveyance motor 52a has stopped.

[0141] As an example, the standby times t0 to t4 are in the order of t0 < t2 < t1 < t3 < t4 and are longer. However, this is not limiting, and the standby times t0 to t4 may be set to times different from the above specific examples, and their length relationship may be changed.

[0142] When the CPU 82a is started up by powering on, the CPU 82a executes a communication check process. The communication check process is executed in parallel with the frame-side ball removal process, and is executed until the frame-side power-off process is executed.

[0143] In the communication check process, the CPU 82a determines whether or not startup information has been input from the gaming control board 80. As an example, the startup information is gaming machine installation information. As an example, the gaming machine installation information is information capable of identifying the type of gaming machine, the ID number of the CPU 80a, the manufacturer of the CPU 80a, and the like. When the CPU 82a successfully inputs the startup information, it outputs response information to the gaming control board 80. After that, the CPU 82a stores information capable of identifying that the startup information has been input (hereinafter referred to as a startup input flag) in the RAM 82c.

[0144] When the start-up information is not input within a predetermined time ta (for example, 3 minutes) from the start-up by power-on, the CPU 82a stores a flag capable of identifying the occurrence of a managed game-machine communication error in the RAM 82c. In other words, the CPU 82a sets a managed game-machine communication error.

[0145] In the following description, when an error in a process performed by the CPU 82a is referred to as being "set," it means that information capable of identifying the error (a flag, for example) is stored in the RAM 82c. When an error in a process performed by the CPU 82a is referred to as being "released," it means that information capable of identifying the error (a flag, for example) is deleted from the RAM 82c.

[0146] Thereafter, the CPU 82a waits until the start-up information is input. When the CPU 82a normally inputs the start-up information from the game control board 80 while the managed game machine communication error is set, the CPU 82a cancels the managed game machine communication error and stores the start-up input flag in the RAM 82c. Not limited to this, the CPU 82a may set the managed game machine communication error when the input of the start-up information and the output of the response information are not successful multiple times (for example, three times). In this case, the start-up information input multiple times may be gaming machine installation information the first time, and information different from the gaming machine installation information from the second time onwards. In this way, the frame control board 82 can detect an abnormality in the communication with the game control board 80 as a managed game machine communication error.

[0147] When the CPU 82a ends the frame-side ball removal process without setting the ball removal state and the startup input flag is stored in the RAM 82c, the CPU 82a judges whether the backed-up information is normal. Here, when the CPU 82a ends the frame-side ball removal process but the startup input flag is not stored, the CPU 82a waits until the startup input flag is stored. The CPU 82a judges whether the backup flag is stored in the RAM 82c. The CPU 82a also calculates a checksum value in the RAM 82c and judges whether the calculated checksum value matches the checksum value calculated in the frame-side power-off process. The CPU 82a judges the information as normal when the backup flag is stored and the checksum values ​​match, while judging the information as abnormal when they do not. When the CPU 82a judges the information as abnormal, the CPU 82a initializes the second managed ball number information and game information stored in the RAM 82c. At this time, the CPU 82a does not initialize the performance information. Thereafter, the CPU 82a returns to its original state based on the initialized or backed up second managed ball count information, game information, and performance information, and executes the normal frame-side processing described below.

[0148] On the other hand, when the backed up information is determined to be normal, the CPU 82a determines whether the game ball clear switch 82g is operated based on whether the game ball clear signal is in the on state. When the game ball clear switch 82g is operated, the CPU 82a initializes the second managed ball number information stored in the RAM 82c. At this time, the CPU 82a does not initialize the game information and performance information. When the game ball clear switch 82g is not operated, the CPU 82a does not initialize the second managed ball number information.

[0149] The CPU 82a judges whether the RAM clear switch 82h has been operated based on whether the RAM clear signal is in an ON state. When the RAM clear switch 82h is operated, the CPU 82a initializes the game information stored in the RAM 82c. At this time, the CPU 82a does not initialize the second managed ball number information and the performance information. When the RAM clear switch 82h is not operated, the CPU 82a does not initialize the game information. That is, the performance information is not initialized in either the situation where the second managed ball number information is initialized in response to the operation of the game ball clear switch 82g, or the situation where the game information is initialized in response to the operation of the RAM clear switch 82h. After that, the CPU 82a returns based on the initialized or backed up second managed ball number information, game information, and performance information, and executes the frame side normal processing described later.

[0150] The frame side normal processing of the frame control board 82 will be described. The game information storage process included in the frame-side normal process will be described below. The game information generation process is a process of storing game information input from the game control board 80 in the RAM 82c. When the CPU 82a inputs game information capable of identifying a game state, the CPU 82a stores the game information in the RAM 82c. As an example, the CPU 82a can identify whether a jackpot game is being played, whether a high probability state is being played, and whether a high ball entry rate state is being played by referring to the game information stored in the RAM 82c. In addition, when the CPU 82a inputs various game information, it generates information capable of identifying the input game information and stores the information in the RAM 82c.

[0151] The second transport process of the frame-side normal process will be described. The second conveying process is a process for controlling the conveying operation by the conveying unit 52 in a state other than the ball removal state. The second conveying process is a process similar to the first conveying process described above.

[0152] As shown in FIG. 10, when the conveyance entrance signal is ON and the conveyance exit signal is ON at time T2, the CPU 82a stops the conveyance motor 52a if the state is maintained for a standby time t1. When the conveyance entrance signal is ON and the conveyance exit signal is OFF at time T6, the CPU 82a operates the conveyance motor 52a if the state is maintained for a standby time t2. When the conveyance entrance signal is OFF and the conveyance exit signal is OFF at time T8, the CPU 82a stops the conveyance motor 52a if the state is maintained for a standby time t4. Also, when the conveyance entrance signal is OFF and the conveyance exit signal is ON during the operation of the conveyance motor 52a, the CPU 82a stops the conveyance motor 52a if the state is maintained for a predetermined standby time.

[0153] As described above, the CPU 82a operates the transport motor 52a when the transport condition is that the transport inlet signal is in the ON state and the transport outlet signal is in the OFF state. The transport condition includes that the transport inlet sensor D28 detects a game ball. The transport condition includes that the transport outlet sensor D29 does not detect a game ball. The CPU 82a controls the transport unit 52 to transport a game ball to the launch unit 65 in response to the establishment of a predetermined transport condition.

[0154] The performance information generation process of the frame-side normal process will be described. The performance information generation process is a process for calculating a base value as the performance information. The CPU 82a refers to the game information and judges whether or not the game is not in a jackpot game and the current game state is in a low probability low ball entry rate state (i.e., whether or not the game is in a normal game). When the game is in a normal game, the CPU 82a adds up the total number of winning balls during the normal game when it inputs game information that can specify the occurrence of a start port winning (hereinafter referred to as start port winning information) or game information that can specify the occurrence of a normal winning (hereinafter referred to as normal winning information). The total number of winning balls is stored in the RAM 82c as one piece of performance information. When the CPU 82a inputs a winning passage signal or a non-winning passage signal, it adds up the total number of effective balls during the normal game. The total number of effective balls is stored in the RAM 82c as one piece of performance information. The CPU 82a calculates the base value by the formula "total number of winning balls during normal game ÷ total number of effective balls during normal game × 100". The CPU 82a may count the total number of winning balls and the total number of valid balls in one-minute intervals, and calculate the base value every minute. The CPU 82a may count the total number of winning balls in one-minute intervals, and calculate the base value every time the total number of valid balls reaches a predetermined number. As an example, the predetermined number may be 60,000 balls, or may be the maximum number (e.g., 100 balls) that can be shot by the shot unit 65 per minute. The CPU 82a controls the performance display monitor 82d to display information that can identify the calculated base value.

[0155] The CPU 82a may be configured to calculate the ratio of the role and the ratio of the consecutive role as the performance information and display them on the performance display monitor 82d. The ratio of the role is the ratio of the total number of winning balls obtained by the operation of the electric role to the total number of winning balls obtained throughout all game states. The total number of winning balls obtained by the operation of the electric role is the sum of the total number of winning balls obtained by winning the second start hole 23B by a normal winning game (normal electric role operation) and the total number of winning balls obtained by winning the large winning hole 23C by a big winning game (special electric role operation). The ratio of the consecutive role is the ratio of the total number of winning balls obtained by the operation of the consecutive role to the total number of winning balls obtained throughout all game states. The total number of winning balls obtained by the operation of the consecutive role is the total number of winning balls obtained by winning the large winning hole 23C by a big winning game.

[0156] The second management ball number information generation process, which is part of the normal frame-side processing, will be described below. The second managed ball number information generation process is a process for generating (managing) the second managed ball number PB. When the CPU 82a inputs the acquired prize ball number information from the game control board 80, it awards prize balls according to the acquired prize ball number information. Specifically, when the CPU 82a inputs the acquired prize ball number information from the game control board 80, it adds the acquired ball number Pc that can be specified from the acquired prize ball number information to the second managed ball number PB. As will be described later, the acquired prize ball number information is control information that is output by the game control board 80 when the awarding condition for prize balls is established in response to a win at a specific winning port, and is configured to be able to specify the number of prize balls set at the winning port.

[0157] As an example, the number of prize balls set in the first start opening 23A is set to "4". As an example, the number of prize balls set in the second start opening 23B is set to "4". As an example, the number of prize balls set in the large prize opening 23C is set to "15". As an example, the number of prize balls set in the normal prize opening 23D is set to "8". Not limited to this, the numbers of prize balls set in the first start opening 23A, the second start opening 23B, the large prize opening 23C, and the normal prize opening 23D may each be changed as appropriate. For example, the number of prize balls set in the second start opening 23B may be set to "1".

[0158] In this way, the gaming machine 10 is configured to award a set number of prize balls to the winning port in response to winning in the first start port 23A, the second start port 23B, the big winning port 23C, and the normal winning port 23D. That is, in the gaming machine 10, prize balls are awarded in response to detection by the first start sensor D11, the second start sensor D12, the count sensor D13, and the normal sensor D14. The second managed ball number information generation process is an example of a prize ball awarding control that awards prize balls in response to detection by the first start sensor D11, the second start sensor D12, the count sensor D13, and the normal sensor D14. In this embodiment, the CPU 82a capable of executing the second managed ball number information generation process that awards prize balls in response to detection by the first start sensor D11, the second start sensor D12, the count sensor D13, and the normal sensor D14 functions as a prize ball control means. As described above, the CPU 82a increases the second control ball count PB in response to detection by the first start sensor D11, the second start sensor D12, the count sensor D13, and the normal sensor D14.

[0159] When the CPU 82a inputs the loan information from the CU control board 120, the CPU 82a adds the number of loaned balls (number of loaned balls Pb) indicated in the loan information to the second managed number of balls PB. In other words, the CPU 82a increases the second managed number of balls PB in response to the operation of the payout operation unit 112.

[0160] When the CPU 82a detects that one game ball has been collected as a foul ball based on the foul signal output by the foul sensor D21, the CPU 82a increments the second control ball count PB. That is, the CPU 82a increments the second control ball count PB in response to the detection by the foul sensor D21. As an example, the CPU 82a detects that one game ball has been collected as a foul ball when the foul signal transitions from the OFF state to the ON state to the OFF state.

[0161] When the CPU 82a detects that one game ball has been supplied to the launching section 65 based on the supply outlet signal output by the supply outlet sensor D23, the CPU 82a subtracts one from the second managed ball number PB. In other words, when the CPU 82a detects that a game ball has been launched toward the game area 20a in response to detection by the supply outlet sensor D23, the CPU 82a subtracts one from the second managed ball number PB. As an example, the CPU 82a detects that one game ball has been supplied when the supply outlet signal transitions from an OFF state to an ON state to an OFF state. This causes the electromagnetically managed game ball (the second managed ball number PB) to be converted into a real ball. In this way, the CPU 82a decreases the second managed ball number PB in response to detection by the supply outlet sensor D23.

[0162] Instead of detection by the supply outlet sensor D23, the CPU 82a may subtract the second management ball number PB by driving the launch solenoid 66a, or may be configured to provide a sensor in the shooting passage 20c and subtract the second management ball number PB when the sensor detects a game ball launched from the launch unit 65. In this way, the second management ball number PB is subtracted in relation to at least one of the launch operation by the launch unit 65 and the supply operation by the supply unit 61. That is, the CPU 82a decreases the second management ball number PB in response to the launch of a game ball. In this way, in the gaming machine 10, the number of balls held by the player may decrease due to the launch of a game ball. Note that when the second management ball number information generation process is executed, even if the ball removal switch 82e is operated, the operation is not valid during the period, so the state does not change to the ball removal state.

[0163] The second controlled ball number information generation process is executed as a normal process on the frame side, but cannot be executed in the ball removal state. In other words, in the ball removal state, even if a game ball enters a predetermined winning hole, the prize ball that should be added is not added to the second controlled ball number PB.

[0164] When the CPU 82a is in a countable state, upon receiving a count signal from the counting operation unit 18, the CPU 82a outputs counting information capable of identifying the number of balls to be counted to the management unit 100 and subtracts the number of balls to be counted from the second managed ball number PB. That is, the CPU 82a decreases the second managed ball number PB in response to the operation of the counting operation unit 18. The CPU 82a may subtract the second managed ball number PB before outputting the counting information, or may output the counting information before subtracting the second managed ball number PB. As an example, the countable state is a state in which the necessary power is supplied and the second managed ball number PB is not 0. When the CPU 82a is in a countable state, the CPU 82a controls the light emitter built into the counting notification unit 18a so that the counting notification unit 18a lights up. The management of the balls (second managed ball number PB) is transferred from the gaming machine 10 to the management unit 100 by outputting the counting information to the management unit 100. As described above, the second managed ball number information generation process is executed as a normal frame-side process, but cannot be executed in the ball-removed state. In other words, when the ball-removed state is present, operation of the counting operation unit 18 is invalid. The second managed ball number information generation process is an example of ball number management control that manages the number of balls a player has. The CPU 82a outputs a firing stop signal to the firing permission circuit 82m when the second managed ball number PB is 0. The CPU 82a does not output a firing stop signal to the firing permission circuit 82m when the second managed ball number PB is not 0.

[0165] The CPU 82a controls the second ball count display unit 17 to display information that can identify the updated second management ball count PB after addition or subtraction. The second ball count display unit 17 may also be used as a device that can display information that can identify an error set (detected) in the frame control board 82.

[0166] As described above, the CPU 82a can execute the second managed ball number information generation process for managing the number of balls held by the player. The second managed ball number information generation process includes a control for increasing the number of balls held by the player in response to the awarding of prize balls, and a control for decreasing the number of balls held by the player in response to the launching of game balls. The second managed ball number information generation process also includes a control for increasing the number of balls held by the player in response to the operation of the payout operation unit 112, and a control for decreasing the number of balls held by the player in response to the operation of the counting operation unit 18. In this embodiment, the CPU 82a capable of executing the second managed ball number information generation process for managing the number of balls held by the player functions as a ball number management control means.

[0167] The maximum difference number information generating process in the frame-side normal process will be described. The maximum difference number information generation process is a process for generating (counting) the maximum difference number SC. The maximum difference number SC is stored in the RAM 82c. As an example, the maximum difference number SC is information generated (counted) based on the number of prize balls awarded since the power supply was started and the number of effective balls since the power supply was started. When the CPU 82a inputs the number of winning prize balls information from the game control board 80, it adds the number of winning balls Pc that can be specified from the winning prize ball number information to the maximum difference number SC. Incidentally, when the CPU 82a inputs the number of winning prize balls information from the game control board 80, it executes the second managed ball number information generation process and then executes the maximum difference number information generation process. In other words, the CPU 82a increases the maximum difference number SC according to the awarding of the prize balls.

[0168] When the CPU 82a receives an OUT signal from the out sensor D30, the CPU 82a may subtract 1 from the maximum difference number SC. That is, the CPU 82a may decrease the maximum difference number SC in response to detection by the out sensor D30. When the CPU 82a receives an OUT signal from the out sensor D30 and the maximum difference number SC is 0, the CPU 82a does not subtract 1 from the maximum difference number SC. On the other hand, when the CPU 82a receives an OUT signal from the out sensor D30 and the maximum difference number SC is 1 or more, the CPU 82a subtracts 1 from the maximum difference number SC.

[0169] When the maximum difference number SC is increased or decreased, the CPU 82a outputs control information (hereinafter, referred to as a maximum difference number command) capable of identifying the maximum difference number SC after the increase or decrease to the game control board 80. The game control board 80 (CPU 80a) outputs the maximum difference number command to the performance control board 81.

[0170] The CPU 82a initializes the maximum difference number SC (to 0, for example) when power supply starts. The CPU 82a initializes the maximum difference number SC regardless of whether the backed-up information is normal or not. The CPU 82a also initializes the maximum difference number SC regardless of whether the game ball clear switch 82g or the RAM clear switch 82h is operated. In other words, the maximum difference number SC is initialized when power supply starts after power supply is cut off.

[0171] For example, after the power supply is started, when one ball is launched from the launching unit 65 when the maximum difference number SC is 0, if the game ball is discharged from the game area 20a without winning any of the first start hole 23A, the second start hole 23B, the large prize hole 23C, and the normal prize hole 23D, and the game ball is detected by the out sensor D30, the maximum difference number SC becomes 0. For example, after the power supply is started, when one ball is launched from the launching unit 65 when the maximum difference number SC is 0, if the game ball wins the first start hole 23A and the first start sensor D11 detects the game ball, the maximum difference number SC becomes 4. If the game ball is then detected by the out sensor D30, the maximum difference number SC becomes 3.

[0172] For example, if the first start sensor D11 detects a game ball when the maximum difference number SC is 94999, the maximum difference number SC will be 95003. For example, if the second start sensor D12 detects a game ball when the maximum difference number SC is 94999, the maximum difference number SC will be 95003. For example, if the count sensor D13 detects a game ball when the maximum difference number SC is 94999, the maximum difference number SC will be 95014. For example, if the normal sensor D14 detects a game ball when the maximum difference number SC is 94999, the maximum difference number SC will be 95007.

[0173] As described above, the maximum difference number SC is information generated (counted) based on the number of prize balls awarded and the number of out balls during the specified period Sa from when the power supply starts to when the power supply is cut off. In other words, the maximum difference number SC is information generated (counted) based on the number of prize balls awarded during the specified period Sa and the number of out balls discharged from the game area 20a during the specified period Sa. The maximum difference number SC is an example of a specific value.

[0174] The frame side error setting process of the frame side normal process will be described. The frame side error setting process is a process for setting an error. As an example, in the frame side error setting process, errors that the frame control board 82 (CPU 82a) can detect include a frame unauthorized radio wave detection error, a communication error within the managed gaming machine, and a door open error.

[0175] The detection condition for the frame unauthorized radio wave detection error is that an abnormal radio wave is detected a predetermined number k1 (10 times as an example). The CPU 82a detects the occurrence of an abnormal radio wave as a frame unauthorized radio wave detection error. When the CPU 82a inputs a radio wave detection signal from the frame radio wave sensor D16, the CPU 82a increments the frame radio wave detection count. Specifically, when the radio wave detection signal transitions from an off state to an on state, the CPU 82a increments the frame radio wave detection count by one. The CPU 82a stores information capable of identifying the updated frame radio wave detection count in the RAM 82c. When the frame radio wave detection count reaches the predetermined number k1, the CPU 82a sets a frame unauthorized radio wave detection error. The predetermined number k1 is not limited to 10 times. It may be any of 2 to 9 times, or may be 11 times or more. The predetermined number k1 may be 1 time, but is preferably multiple times.

[0176] A situation in which the frame unauthorized radio wave detection error is set is one in which there is a high possibility that fraud (cheating) using radio waves is taking place. The condition for canceling the frame unauthorized radio wave detection error is the restoration of power. The CPU 82a does not cancel the setting of the frame unauthorized radio wave detection error until the power supply is cut off. In other words, the setting of the frame unauthorized radio wave detection error cannot be cancelled other than by restoring the power. For example, the setting of the frame unauthorized radio wave detection error is not cancelled even if the error cancellation switch 82f is pressed. For example, the setting of the frame unauthorized radio wave detection error is not cancelled even if the frame radio wave sensor D16 no longer detects abnormal radio waves. In other words, the setting of the frame unauthorized radio wave detection error is not cancelled even if the cause of the setting of the frame unauthorized radio wave detection error is resolved.

[0177] When the power is turned on after being turned off, the CPU 82a cancels the setting of the frame unauthorized radio wave detection error. The CPU 82a may cancel the setting of the frame unauthorized radio wave detection error when the power is turned off, or may cancel the setting of the frame unauthorized radio wave detection error when the power is turned on. Furthermore, when the CPU 82a turns on after being turned off, it initializes the number of frame radio wave detections stored in the RAM 82c. The frame unauthorized radio wave detection error is detected as a confirmation period other than during the ball removal state. In other words, the frame unauthorized radio wave detection error is not set during the ball removal state. The frame unauthorized radio wave detection error is an example of a radio wave detection error.

[0178] The detection condition for the managed gaming machine communication error is that communication between the frame control board 82 and the gaming control board 80 is not performed normally. The CPU 82a can detect the managed gaming machine communication error in the above-mentioned communication check process. If the startup information is not input within a predetermined time ta (for example, 3 minutes) from startup by power-on, the CPU 82a determines that communication with the gaming control board 80 is not performed normally. Specifically, after startup by power-on, the CPU 82a measures the time after startup from power-on until the startup information is input. When the startup information is input, the CPU 82a ends the measurement of the time after startup. When the time after startup reaches the predetermined time ta, the CPU 82a sets the managed gaming machine communication error.

[0179] The condition for releasing a communication error within the managed gaming machine is that communication is performed normally. When the CPU 82a inputs the startup information, it releases the setting of the communication error within the managed gaming machine. In other words, the setting of the communication error within the managed gaming machine is released when the cause of the setting of the communication error within the managed gaming machine is eliminated. The communication error within the managed gaming machine is detected as a confirmation period both during the ball removal state and outside the ball removal state. As an example, the communication error within the managed gaming machine is constantly detected from the time the power is turned on until the power is turned off.

[0180] The detection condition for the door open error is that either the mounting frame 11b or the protective frame 11c is detected to be open. The CPU 82a sets the door open error when the first door open switch D17 detects that the protective frame 11c is open. The CPU 82a sets the door open error when the second door open switch D18 detects that the mounting frame 11b is open.

[0181] The door open error is released when neither the mounting frame 11b nor the protective frame 11c is detected as open. The CPU 82a releases the door open error setting when the first door open switch D17 does not detect that the protective frame 11c is open, and the second door open switch D18 does not detect that the mounting frame 11b is open. As an example, the door open error is detected as a confirmation period other than during the ball removal state. In other words, the door open error is not set during the ball removal state.

[0182] When the CPU 82a sets an error or cancels the error setting, it outputs a frame error command to the game control board 80. There are two types of frame error commands: a control command that can specify that an error has been set (hereinafter referred to as a frame error setting command), and a control command that can specify that an error setting has been cancelled (hereinafter referred to as a frame error cancel command). The frame error setting command is also a control command that can specify the type of error that has been set. The frame error cancel command is also a control command that can specify the type of error that has been cancelled. The game control board 80 (CPU 80a) outputs the frame error command to the performance control board 81.

[0183] The frame side error notification process of the frame side normal process will be described. The frame side error notification process is a process for notifying the detected (set) error in a predetermined notification mode when an error is detected (set) in the gaming machine 10. The errors detected in the gaming machine 10 include the frame unauthorized radio wave detection error, managed gaming machine internal communication error, and door open error described above, as well as errors detectable by the gaming control board 80 (CPU 80a). The errors detectable by the gaming control board 80 (CPU 80a) will be described later.

[0184] The CPU 82a controls the performance display monitor 82d to notify the user of an error set in the gaming machine 10. The CPU 82a causes the user to notify the user of the error according to the set error. For example, the CPU 82a causes the user to notify the user of an illegal radio wave detection error according to the setting of the illegal radio wave detection error.

[0185] As an example, when an error is set, the CPU 82a controls the performance display monitor 82d to display an error code, which is an example of information that can identify the error being set. The error code is information specific to the error. As an example, [E10] is displayed on the performance display monitor 82d for a frame unauthorized radio wave detection error notification, [E15] for a managed gaming machine communication error notification, and [E19] for a door open error notification.

[0186] As an example, in the ball removal state, [E00] is displayed as an error code. Although the ball removal state is not strictly an error, it is an event that should be recognized by the manager of the gaming machine 10, and therefore is regarded as an error and notified. Not limited to this, the error codes that can be displayed on the performance display monitor 82d do not have to include an error code indicating the ball removal state.

[0187] The CPU 82a controls the performance display monitor 82d to alternately display an error code and a base value (performance information). When multiple types of errors are set, the CPU 82a alternately displays the error code and base value that have the highest priority among the notifications of the set errors. As an example, when multiple types of errors are set, the priority is "frame illegal radio wave detection error>managed game machine communication error>door open error."

[0188] When the error setting is released, the CPU 82a controls the performance display monitor 82d to terminate the display of the error code indicating the released error. As an example, when the error setting is released, the CPU 82a controls the performance display monitor 82d to terminate the display of the error code of the released error.

[0189] In this way, the performance display monitor 82d issues an error notification according to the error that has been set. That is, the performance display monitor 82d starts reporting an error when an error is set, and ends reporting an error when the error setting is released. The error code reported by the performance display monitor 82d is information specific to the error. That is, the reporting modes for the multiple types of errors that can be reported by the performance display monitor 82d are different from one another.

[0190] As described above, the CPU 82a can set a frame unauthorized radio wave detection error in response to detection by the frame radio wave sensor D16 in the frame side error setting process. When the CPU 82a sets a frame unauthorized radio wave detection error in the frame side error setting process, the CPU 82a controls the performance display monitor 82d to execute a frame unauthorized radio wave detection error notification in the frame side error notification process. The frame side error setting process is an example of radio wave detection error control, which is control related to the frame unauthorized radio wave detection error. In this embodiment, the CPU 82a, which can execute radio wave detection error control related to the frame unauthorized radio wave detection error in response to detection by the frame radio wave sensor D16, functions as a radio wave detection error control means.

[0191] In the frame side error setting process, the CPU 82a can set a managed gaming machine communication error according to start-up information from the game control board 80. When the CPU 82a sets a managed gaming machine communication error in the frame side error setting process, the CPU 82a controls the performance display monitor 82d to execute a managed gaming machine communication error notification in the frame side error notification process.

[0192] In the frame side error setting process, the CPU 82a can set a door open error in response to detection by the first door open switch D17 and the second door open switch D18. When the CPU 82a sets a door open error in the frame side error setting process, the CPU 82a controls the performance display monitor 82d to execute a door open error notification in the frame side error notification process. The frame side error setting process is an example of door open error control, which is a control related to a door open error. In this embodiment, the CPU 82a, which can execute door open error control related to a door open error in response to detection by the first door open switch D17 and the second door open switch D18, functions as a door open error control means.

[0193] Next, various processes performed by the game control board 80 (CPU 80a) will be described. The power cut-off process on the panel side will now be described. When the CPU 80a receives a power-off detection signal from the frame control board 82 (backup circuit 82k), it executes power-off processing. In the board-side power-off processing, the CPU 80a outputs a firing stop signal to the frame control board 82. The CPU 80a calculates a checksum value for the RAM 80c and stores the calculated checksum value in the RAM 80c. The CPU 80a also stores information (hereinafter referred to as a backup flag) capable of identifying that the power-off processing has been executed normally in the RAM 80c. The CPU 80a then waits until the power is completely turned off. The various pieces of information stored in the RAM 80c when the power is turned off are retained even after the power is turned off by the backup function described above.

[0194] The power-on process on the panel side will now be described. When the voltage supplied to the game control board 80 reaches a voltage required for the operation of the CPU 80a upon power-on and the CPU 80a starts up, the CPU 80a inhibits timer interrupt processing. Then, the CPU 80a executes communication confirmation processing.

[0195] In the communication confirmation process, the CPU 80a outputs start-up information to the frame control board 82. If a predetermined time tb (108 ms, for example) has elapsed since the CPU 80a outputted the start-up information without receiving any response information, the CPU 80a re-outputs the start-up information to the frame control board 82. Thereafter, if the CPU 80a does not receive any response information from the frame control board 82, the CPU 80a outputs the start-up information to the frame control board 82 every time the predetermined time tb has elapsed. When the start-up information is output multiple times, it may be the same information, or may be different information so that the number of outputs can be identified.

[0196] Each time the CPU 80a outputs the startup information to the frame control board 82, it adds 1 to information capable of identifying the number of times the startup information has been output (hereinafter referred to as the startup output number) and stores the information in the RAM 80c. When the CPU 80a inputs the response information, it initializes the startup output number. When the startup output number reaches a specified number (10 times as an example), the CPU 80a detects a communication line disconnection error and stores information capable of identifying the occurrence of the communication line disconnection error in the RAM 80c. That is, the CPU 80a sets a communication line disconnection error. When the CPU 80a sets a communication line disconnection error, it outputs control information capable of identifying the occurrence of the communication line disconnection error (hereinafter referred to as a communication line disconnection error command) to the performance control board 81. Thereafter, the CPU 80a waits until the power is cut off. On the other hand, when the CPU 80a inputs response information to the startup information, it determines that the communication line is normal. In this case, the CPU 80a stores in the RAM 80c information capable of identifying that response information to the startup information has been input (hereinafter, referred to as a startup response input flag).

[0197] When the CPU 80a is started up following power-on, it executes a ball removal process on the board side. The ball removal process on the board side is executed in parallel with the communication confirmation process. In the board-side ball removal process, the CPU 80a judges whether or not a ball removal start command has been input from the frame control board 82. If the ball removal start command has not been input, the CPU 80a ends the board-side ball removal process without setting the ball removal state. In this case, the communication confirmation process may continue after the ball removal process is completed. If the ball removal start command has been input, the CPU 80a detects the ball removal state and stores information capable of identifying the occurrence of the ball removal state in the RAM 80c. In other words, the CPU 80a sets the ball removal state. When the CPU 80a sets the ball removal state, it outputs a ball removal start command to the performance control board 81 as control information capable of identifying the transition to the ball removal state. After that, the CPU 80a waits until the power is turned off. During the wait, if the CPU 80a inputs a ball removal completion command, it outputs control information capable of identifying the completion of the ball removal (hereinafter referred to as the ball removal completion command) to the performance control board 81. In this way, a communication line down error can be detected during both the period when the ball is removed and the period when the ball is not removed as confirmation intervals.

[0198] When the CPU 80a ends the board-side ball removal process without setting the ball removal state and the startup response input flag is stored in the RAM 80c, the CPU 80a judges whether the backed-up information is normal. Here, when the CPU 80a ends the board-side ball removal process but the startup response input flag is not stored, the CPU 80a waits until the startup response input flag is stored. The CPU 80a judges whether the backup flag is stored in the RAM 80c. The CPU 80a calculates a checksum value in the RAM 80c and judges whether the calculated checksum value matches the checksum value calculated in the board-side power-off process. The CPU 80a judges the information as normal when the backup flag is stored and the checksum values ​​match, while judging the information as abnormal when they do not. When the backed-up information is judged as abnormal, the CPU 80a initializes the main information stored in the RAM 80c. The CPU 80a outputs a control command (hereinafter, referred to as an initialization command) capable of identifying that various information has been initialized to the performance control board 81. Thereafter, the CPU 80a ends the board side power-on process.

[0199] If the backed up information is determined to be normal, the CPU 80a determines whether or not a RAM clear signal has been input from the frame control board 82 (RAM clear switch 82h). If a RAM clear signal has been input, the CPU 80a initializes the main information stored in the RAM 80c. In this case, the CPU 80a outputs an initialization command to the performance control board 81. On the other hand, if a RAM clear signal has not been input, the CPU 80a outputs a control command (hereinafter referred to as a power restoration command) that can specify a return based on the backed up main information to the performance control board 81. After that, the CPU 80a ends the board side power-on process.

[0200] When the CPU 80a finishes the power-on process on the board side, it permits the timer interrupt process. That is, the CPU 80a becomes able to execute the process for progressing the game (hereinafter, referred to as the normal process on the board side). If the main information has been initialized, the normal process on the board side is executed based on the main information after initialization. That is, the CPU 80a executes various processes included in the normal process on the board side based on a state in which the first special reserved number and the second special reserved number are both 0, neither the first special game nor the second special game is being executed, and no big win game has been awarded. Also, the CPU 80a controls to a low probability low ball entry rate state. If the main information has not been initialized, the normal process on the board side is executed based on the main information backed up. That is, if the first special reserved number and the second special reserved number are the reserved numbers at the time of power off, and either the first special game or the second special game is being executed, the CPU 80a returns to the process of executing the special game, and if a big win game is being awarded, the CPU 80a returns to the process of awarding the big win game. Moreover, the CPU 80a controls the gaming state when the power is turned off.

[0201] The CPU 80a executes normal board-side processing such as special pattern input processing, special pattern start processing, normal pattern input processing, normal pattern start processing, winning processing, and specified number achievement processing as timer interrupt processing performed every predetermined control period (4 ms as an example).

[0202] The special symbol input process among the normal processes on the board side will be described below. The CPU 80a judges whether the game ball has entered the first start hole 23A based on whether the winning ball detection signal has been input from the first start sensor D11. When the game ball has entered the first start hole 23A, the CPU 80a judges whether the first reserved number stored in the RAM 80c is less than the upper limit number (4 as an example). When the first reserved number is less than the upper limit number, the CPU 80a adds 1 to the first reserved number and updates it. Next, the CPU 80a controls the first reserved display unit 21c to display information that can identify the updated first reserved number. In addition, the CPU 80a outputs a control command (hereinafter, referred to as the first reserved number command) that can identify the updated first reserved number to the performance control board 81. In this way, the reserved condition of the first special game is established when the game ball is detected by the first start sensor D11 when the first reserved number is less than the upper limit number.

[0203] Next, the CPU 80a acquires random numbers generated by the random number generating circuit 80d, and stores random number information based on the acquired random numbers in the RAM 80c. For example, the random numbers are winning random numbers used in the lottery for winning special symbols, winning symbol random numbers used in determining winning symbols, and variation pattern random numbers used in determining variation patterns. The CPU 80a stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. 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. By storing the random number information used for the first special game in the RAM 80c, the gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is satisfied.

[0204] When the first reserved number is less than the upper limit number, the CPU 80a reserves the execution of the first special game when the first start sensor D11 detects a game ball. On the other hand, when the first reserved number is the upper limit number, the CPU 80a does not reserve the execution of the first special game even if the first start sensor D11 detects a game ball. That is, in the gaming machine 10, there are cases where the execution of the first special game is reserved when the first start sensor D11 detects a game ball, and cases where the execution of the first special game is not reserved. In this way, the gaming machine 10 is configured to reserve the execution of the special game in response to the detection by the first start sensor D11. Note that the CPU 80a can reserve the execution of the first special game in response to the detection by the first start sensor D11 during both the jackpot game and the non-jackpot game. The special symbol input process is an example of a game reserve control that reserves the execution of the special game in response to the detection by the first start sensor D11. In the present embodiment, the CPU 80a capable of executing a special symbol input process for suspending the execution of a special game in response to detection by the first start sensor D11 functions as a game suspension control means.

[0205] When the random number information for the first special game is stored in the RAM 80c, the CPU 80a judges whether the game ball has entered the second start port 23B based on whether or not a winning ball detection signal has been input from the second start sensor D12 when the game ball has not entered the first start port 23A and when the first reserved number is not less than the upper limit number. When the game ball has entered the second start port 23B, the CPU 80a judges whether or not the second reserved number stored in the RAM 80c is less than the upper limit number (4 as an example). When the second reserved number is less than the upper limit number, the CPU 80a adds 1 to the second reserved number to update it. Next, the CPU 80a controls the second reserved display unit 21d to display information that can identify the updated second reserved number. The CPU 80a also outputs a control command (hereinafter, referred to as the second reserved number command) that can identify the updated second reserved number to the performance control board 81. In this way, the reservation condition for the second special game is met when the second reservation number is less than the upper limit number and the gaming ball is detected by the second start sensor D12.

[0206] Next, the CPU 80a acquires random numbers generated within the game control board 80, and stores random number information based on the acquired random numbers in the RAM 80c. The CPU 80a stores the random number information so that it is possible to identify that the random number information is used for the second special game, and the order in which the random number information is stored. By storing the random number information to be used for the second special game in the RAM 80c, the gaming machine 10 can suspend the execution of the second special game until the start condition of the second special game is met.

[0207] When the second reserved number is less than the upper limit number, the CPU 80a suspends the execution of the second special game when the second start sensor D12 detects a game ball. On the other hand, when the second reserved number is the upper limit number, the CPU 80a does not suspend the execution of the second special game even if the second start sensor D12 detects a game ball. That is, in the gaming machine 10, when the second start sensor D12 detects a game ball, there are cases where the execution of the second special game is suspended and cases where the execution of the second special game is not suspended. In this way, the gaming machine 10 is configured to be able to suspend the execution of the special game in response to the detection by the second start sensor D12. Note that the CPU 80a can suspend the execution of the second special game in response to the detection by the second start sensor D12 during both the jackpot game and the non-jackpot game. The special symbol input process is an example of a game suspension control that suspends the execution of the special game in response to the detection by the second start sensor D12. In this embodiment, the CPU 80a capable of executing a special symbol input process for suspending the execution of the special game in response to detection by the second start sensor D12 functions as a game suspension control means. When the random number information for the second special game is stored in the RAM 80c, if the game ball has not entered the second start hole 23B, and if the second suspension number is not less than the upper limit number, the CPU 80a ends the special symbol input process.

[0208] The special symbol start process, which is one of the normal processes on the board, will now be described. First, the CPU 80a judges whether the start condition of the special game is established. The CPU 80a judges it as positive when neither a jackpot game nor a special game is being played, and judges it as negative when a jackpot game or a special game is being played. When the start condition of the special game is not established, the CPU 80a ends the special symbol start process. When the start condition of the special game is established, the CPU 80a judges whether the second reserved number is greater than 0. When the second reserved number is 0, the CPU 80a judges whether the first reserved number is greater than 0. When the first reserved number is 0, the CPU 80a ends the special symbol start process.

[0209] If the first reserved number is greater than 0, the CPU 80a performs a process for executing the first special game. Specifically, the CPU 80a updates the first reserved number by subtracting 1. The CPU 80a controls the first reserved display unit 21c to display information that can identify the first reserved number after subtraction. The CPU 80a acquires the first stored random number information from the RAM 80c among the random number information for the first special game. The CPU 80a performs a jackpot lottery (jackpot judgment) for determining whether or not a jackpot is won as a winning lottery for a special symbol, using a winning random number and a jackpot judgment value identified from the acquired random number information. The CPU 80a performs a jackpot lottery with a jackpot probability according to the current probability state (whether or not the special symbol function is activated).

[0210] When a jackpot is won, the CPU 80a performs a jackpot variation process. In the jackpot variation process, the CPU 80a performs a lottery for a jackpot pattern using a winning pattern random number that can be specified from the random number information, and determines a jackpot pattern to be displayed as a fixed stop in the first special game. The CPU 80a performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of jackpot variation patterns. After that, the CPU 80a ends the special pattern start process.

[0211] If the player does not win the jackpot, the CPU 80a performs a chance lottery using a winning random number and a chance determination value specified from the acquired random number information. As an example, the random number information used in the chance lottery is the same as the random number information used in the jackpot lottery. The chance determination value is different from the value determined as the jackpot determination value, even within the range of values ​​that the random number information used in the jackpot lottery and the chance lottery can take. Not limited to this, the CPU 80a may perform a chance lottery using random number information and a chance determination value different from the random number information used in the jackpot lottery.

[0212] When the chance lottery is won, the CPU 80a performs chance variation processing. In the chance variation processing, the CPU 80a determines the chance symbol to be displayed as a fixed stop in the first special game. As an example, the chance symbol is one type. Not limited to this, the chance symbol may be multiple types. In this case, the CPU 80a may perform a chance symbol lottery using a predetermined random number to determine the chance symbol to be displayed as a fixed stop in the first special game. The CPU 80a performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines the variation pattern from among multiple chance variation patterns. After that, the CPU 80a ends the special symbol start processing.

[0213] If the chance lottery is not won, the CPU 80a performs a loss variation process. In the loss variation process, the CPU 80a determines a loss symbol to be displayed as a fixed stop in the first special game. As an example, there is one type of loss symbol. Not limited to this, there may be multiple types of loss symbols. In this case, the CPU 80a may perform a loss symbol lottery using a predetermined random number to determine a loss symbol to be displayed as a fixed stop in the first special game. The CPU 80a performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from multiple loss variation patterns. After that, the CPU 80a ends the special symbol start process.

[0214] If the second reserved number is greater than 0, the CPU 80a performs a process for executing a second special game. The process for executing a second special game is the process for executing a first special game, with the "first special game" replaced with the "second special game", the "first reserved number" replaced with the "second reserved number", and the "first reserved display section 21c" replaced with the "second reserved display section 21d", so a detailed description thereof will be omitted. In other words, the CPU 80a performs subtraction of the second reserved number, a jackpot lottery, a chance lottery, and any of the variable processes based on the results of the jackpot lottery and the chance lottery, and then ends the special symbol start process.

[0215] The CPU 80a outputs a variation start command and a special symbol command to the performance control board 81 in the jackpot variation process, chance variation process, and miss variation process. The variation start command is a control command capable of identifying the variation pattern determined in each variation process and the start of the special game. The special symbol command is a control command capable of identifying the special symbol determined in each variation process. The variation start command and the special symbol command are different control commands when the variation process of the first special game is executed and when the variation process of the second special game is executed.

[0216] When the special symbol start process is completed, the CPU 80a executes the first special game or the second special game by a process separate from the special symbol start process. As an example, when the CPU 80a executes the first special game, the CPU 80a controls the first special symbol display unit 21a to execute a variable display of a predetermined symbol. As an example, the predetermined symbol includes a big win symbol, a chance symbol, and a losing symbol. The CPU 80a measures a variable time set in a variable pattern. When the variable time set in the variable pattern has elapsed, the CPU 80a controls the first special symbol display unit 21a to display the special symbol determined in the special symbol start process in a fixed stop state. In addition, when the variable time set in the variable pattern has elapsed, the CPU 80a outputs a control command (hereinafter, referred to as a variable end command) capable of identifying the end of the special game to the performance control board 81.

[0217] As an example, when the CPU 80a executes the second special game, the CPU 80a controls the second special symbol display unit 21b to execute a variable display of a predetermined symbol. As an example, the predetermined symbol includes a big win symbol, a chance symbol, and a loss symbol. The CPU 80a measures a variable time set in a variable pattern. When the variable time set in the variable pattern has elapsed, the CPU 80a controls the second special symbol display unit 21b to display the special symbol determined in the special symbol start process in a fixed stop state. In addition, when the variable time set in the variable pattern has elapsed, the CPU 80a outputs a variable end command to the performance control board 81. As described above, the gaming machine 10 is configured to be able to execute a special game by the CPU 80a executing the special symbol input process and the special symbol start process.

[0218] The jackpot game processing, which is one of the normal processing on the board side, will be explained below. The jackpot game processing is a processing for awarding a jackpot game. When the CPU 80a causes a jackpot pattern to be displayed in a fixed stop in a special game, the CPU 80a executes the jackpot game processing after the end of the jackpot special game. The CPU 80a specifies the type of jackpot game based on the jackpot pattern (type of jackpot) determined in the special pattern start processing. The CPU 80a awards the specified type of jackpot game. In this way, the gaming machine 10 is configured to award a jackpot game after a jackpot pattern is displayed (derived) in a fixed stop in a special game.

[0219] First, the CPU 80a outputs a control command (hereinafter, referred to as an opening command) capable of identifying the start of the opening time to the performance control board 81. When the opening time has elapsed, the CPU 80a performs a process for executing a round game. As an example, the CPU 80a controls the special solenoid SL2 using the specified opening control data for the big win game to open the big win opening 23C. When the number of game balls detected by the count sensor D13 reaches the upper limit number described above or the upper limit time has elapsed, the CPU 80a controls the special solenoid SL2 to close the big win opening 23C, thereby ending the round game. The CPU 80a repeats such a process for executing a round game until the upper limit number of round games set for the big win game is completed. The CPU 80a outputs a control command (hereinafter, referred to as a round command) capable of identifying the start of the round game to the performance control board 81 every time a round game is started. When the final round of play ends, the CPU 80a outputs a control command capable of identifying the start of the ending time (hereinafter referred to as an ending start command) to the performance control board 81. When the ending time has elapsed, the CPU 80a ends the big win game. The CPU 80a outputs a control command capable of identifying the elapse of the ending time (hereinafter referred to as an ending end command) to the performance control board 81.

[0220] The normal symbol input process among the normal processes on the board side will be described below. The CPU 80a judges whether the game ball has entered the gate 24 based on whether the ball entry detection signal has been input from the gate sensor D15. When the game ball has entered the gate 24, the CPU 80a judges whether the normal reserved number stored in the RAM 80c is less than the upper limit number (4 as an example). When the normal reserved number is less than the upper limit number, the CPU 80a adds 1 to the normal reserved number and updates it. Next, the CPU 80a controls the normal reserved display unit 21f to display information that can identify the updated normal reserved number. In addition, the CPU 80a outputs a control command (hereinafter referred to as a normal reserved number command) that can identify the updated normal reserved number to the performance control board 81. In this way, the reserved condition of the normal game is met when the game ball is detected by the gate sensor D15 when the normal reserved number is less than the upper limit number.

[0221] Next, the CPU 80a acquires random numbers generated by the random number generating circuit 80d, and stores random number information based on the acquired random numbers in the RAM 80c. For example, the random numbers are random numbers used in a lottery for determining whether a normal symbol is a winning symbol. The CPU 80a stores the random number information so that it is possible to identify that the random number information is for a normal game and to identify the order in which the random number information is stored. 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. By storing the random number information used for the normal game in the RAM 80c, the gaming machine 10 can suspend the execution of the normal game until the start condition of the normal game is satisfied.

[0222] When the number of normal reserved balls is less than the upper limit, the CPU 80a suspends the execution of the normal game when the gate sensor D15 detects a gaming ball. On the other hand, when the number of normal reserved balls is the upper limit, the CPU 80a does not suspend the execution of the normal game even if the gate sensor D15 detects a gaming ball. That is, in the gaming machine 10, when the gate sensor D15 detects a gaming ball, there are cases where the execution of the normal game is suspended and cases where the execution of the normal game is not suspended. In this way, the gaming machine 10 is configured to be able to suspend the execution of the normal game in response to the detection by the gate sensor D15. The CPU 80a can suspend the execution of the normal game in response to the detection by the gate sensor D15 during both a jackpot game and a non-jackpot game.

[0223] The normal pattern start process among the normal processes on the board side will be explained. First, the CPU 80a judges whether the start condition of the normal game is met. The CPU 80a judges it as positive when the normal win game is not being played and the normal game is not being executed, while it judges it as negative when the normal win game is being played or the normal game is being executed. If the start condition of the normal game is not met, the CPU 80a ends the normal symbol start process. If the start condition of the normal game is met, the CPU 80a judges whether the normal reserved number is greater than 0. If the normal reserved number is 0, the CPU 80a ends the normal symbol start process.

[0224] If the normal reserved number is greater than 0, the CPU 80a performs a process to execute a normal game. Specifically, the CPU 80a updates the normal reserved number by subtracting 1. The CPU 80a controls the normal reserved display unit 21f to display information that can identify the normal reserved number after subtraction. The CPU 80a acquires the random number information stored first from the random number information for the normal game from the RAM 80c. The CPU 80a uses the acquired random number information to perform a normal winning lottery (normal winning judgment) to determine whether or not a normal winning is to be won as a winning lottery for a normal pattern. The CPU 80a performs a normal winning lottery with a normal winning probability according to the current ball entry rate state (whether or not the ball entry assist function is activated). The normal winning probability in a high ball entry rate state is higher than the normal winning probability in a low ball entry rate state.

[0225] If the normal win is won, the CPU 80a determines the normal win symbol to be displayed as a fixed stop in the normal game and the variable time of the normal game. After that, the CPU 80a ends the normal symbol start process. If the normal win is not won, the CPU 80a determines the normal loss symbol to be displayed as a fixed stop in the normal game and the variable time of the normal game. After that, the CPU 80a ends the normal symbol start process.

[0226] When the normal symbol start process is completed, the CPU 80a executes a normal game by a process separate from the normal symbol start process. As an example, when the CPU 80a executes a normal game, the CPU 80a controls the normal symbol display unit 21e to execute a variable display of a predetermined symbol. As an example, the predetermined symbol includes a normal winning symbol and a normal losing symbol. When the variable time determined in the normal symbol start process has elapsed, the CPU 80a controls the normal symbol display unit 21e to display the normal symbol determined in the normal symbol start process as a fixed stop. In addition, when the variable time determined in the normal symbol start process has elapsed, the CPU 80a outputs a control command (hereinafter, referred to as a normal end command) capable of specifying the end of the normal game to the performance control board 81.

[0227] The normal winning game process among the normal processes on the board side will be explained. The normal win game process is a process for awarding a normal win game. When the CPU 80a causes a normal win symbol to be displayed in a fixed stop state in a normal game, the CPU 80a executes the normal win game process after the normal game of the normal win is completed.

[0228] The CPU 80a controls the normal solenoid SL1 using the opening control data according to the current ball entry rate state (whether or not the ball entry assist function is activated) to open the second start port 23B. When the ball entry rate state is high, the CPU 80a controls the normal solenoid SL1 so that the second start port 23B is opened in the opening mode when the ball entry rate state is high. When the ball entry rate state is low, the CPU 80a controls the normal solenoid SL1 so that the second start port 23B is opened in the opening mode when the ball entry rate state is low. When the ball entry rate state is high, the number of times the second start port 23B is opened in one normal win game is greater than when the ball entry rate state is low, and the opening time of the second start port 23B in one normal win game is longer. Therefore, when the second starting hole 23B is opened in an opening manner when the ball entry rate is high, it is easier to allow a game ball to enter the second starting hole 23B than when the second starting hole 23B is opened in an opening manner when the ball entry rate is low.

[0229] The state transition process among the normal processes on the panel side will now be described. When the CPU 80a ends a jackpot game based on the first jackpot symbol among the jackpot symbols, it sets a high probability flag in the RAM 80c. The CPU 80a controls to a high probability state by setting the high probability flag in the RAM 80c. After the jackpot game based on the first jackpot symbol ends, the CPU 80a does not erase the high probability flag until the next jackpot game is awarded. On the other hand, when the CPU 80a ends a jackpot game based on a second jackpot symbol different from the first jackpot symbol, it does not set the high probability flag in the RAM 80c. In other words, the CPU 80a controls to a low probability state. The CPU 80a does not set the high probability flag in the RAM 80c even if a chance symbol is displayed as a fixed stop in the special game. In other words, the CPU 80a controls to a low probability state. When the CPU 80a starts a jackpot game and the high probability flag is set, it erases the high probability flag. That is, the CPU 80a controls the state to a low probability state during a jackpot game. In this embodiment, the CPU 80a, which can control the jackpot probability to a low probability state and a high probability state in which the jackpot probability is higher than the low probability state, functions as a probability state control means.

[0230] When the CPU 80a controls to the high probability state, it outputs a control command that can specify that the state is being controlled to the high probability state (hereinafter referred to as a high probability state command) to the frame control board 82 and also outputs it to the performance control board 81. When the CPU 80a controls to the low probability state, it outputs a control command that can specify that the state is being controlled to the low probability state (hereinafter referred to as a low probability state command) to the frame control board 82 and also outputs it to the performance control board 81.

[0231] When the jackpot game based on the first jackpot symbol or the second jackpot symbol is ended, the CPU 80a sets a high ball entry flag in the RAM 80c. The CPU 80a controls to a high ball entry rate state by setting the high ball entry flag in the RAM 80c. After the jackpot game based on the second jackpot symbol is ended, the CPU 80a counts the number of times the special game is executed after the jackpot game is ended by updating the value of the execution counter stored in the RAM 80c every time the special game is ended. When the special game in which the number of times the special game is executed after the jackpot game is ended reaches the number of times Na (for example, 100 times), the CPU 80a erases the high ball entry flag stored in the RAM 80c. In other words, the CPU 80a controls to a low ball entry rate state when the special game with the number of times Na is ended after the jackpot game based on the second jackpot symbol is ended. In addition, the CPU 80a does not erase the high ball entry flag until the next big win game is awarded after the end of the big win game based on the first big win pattern. When the CPU 80a starts a big win game and the high ball entry flag is set, the CPU 80a erases the high ball entry flag. In other words, the CPU 80a controls the state to a low ball entry rate state during the big win game.

[0232] When the CPU 80a is in a low probability state and a low ball entry rate state, if a chance symbol is displayed as a fixed stop in the special game, the CPU 80a sets a high ball entry flag in the RAM 80c. That is, the CPU 80a controls to a high ball entry rate state. When the CPU 80a is in a low probability state and a low ball entry rate state, even if a miss symbol is displayed as a fixed stop in the special game, the CPU 80a does not set a high ball entry flag in the RAM 80c. That is, the CPU 80a controls to a low ball entry rate state. When the CPU 80a starts a jackpot game and the high ball entry flag is set, the CPU 80a erases the high ball entry flag. That is, the CPU 80a controls to a low ball entry rate state during a jackpot game. In this way, in the gaming machine 10, even if a jackpot symbol is not derived in the special game, there are cases where the gaming machine 10 is controlled from a low ball entry rate state to a high ball entry rate state.

[0233] The CPU 80a counts the number of times the special game is executed after being controlled to the high ball entry rate state by updating the value of the execution counter stored in the RAM 80c each time the special game is ended after controlling the state from the low ball entry rate state to the high ball entry rate state by the chance symbol being displayed as a fixed stop. When the special game in which the number of times the special game is executed after being controlled to the high ball entry rate state reaches the operation number Nb (for example, 50 times) is ended, the CPU 80a erases the high ball entry flag stored in the RAM 80c. In other words, the CPU 80a controls the state to the low ball entry rate state when the special game in which the operation number Nb is ended after controlling the state from the low ball entry rate state to the high ball entry rate state by the chance symbol being displayed as a fixed stop. In this embodiment, the CPU 80a, which can control the state to a low ball entry rate state and a high ball entry rate state in which the rate of game balls entering the second start hole 23B is higher than the low ball entry rate state, functions as a ball entry state control means.

[0234] When the CPU 80a controls the ball to a high ball entry rate state, it outputs a control command that can identify that the ball has been entered into a high ball entry rate state (hereinafter referred to as a high ball entry rate state command) to the frame control board 82 and also to the performance control board 81. When the CPU 80a controls the ball to a low ball entry rate state, it outputs a control command that can identify that the ball has been entered into a low ball entry rate state (hereinafter referred to as a low ball entry rate state command) to the frame control board 82 and also to the performance control board 81.

[0235] The winning process, which is one of the normal processes on the board, will now be described. The CPU 80a judges whether or not a winning ball detection signal has been input from the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14. If the CPU 80a has not input a winning ball detection signal from the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14, the CPU 80a ends the winning process. After judging whether or not a winning ball detection signal has been input from the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14, the CPU 80a performs a special symbol input process and then executes the winning process. For this reason, for example, when a winning ball detection signal is input from the first start sensor D11, the CPU 80a adds 1 to the first reserved number and then executes the winning process. For example, when a winning ball detection signal is input from the second start sensor D12, the CPU 80a adds 1 to the second reserved number and then executes the winning process.

[0236] When the CPU 80a receives a winning ball detection signal from the first start sensor D11, the CPU 80a outputs the number of winning balls information capable of identifying a predetermined number of winning balls (for example, 4) to the frame control board 82 and also outputs it to the performance control board 81. When the CPU 80a receives a winning ball detection signal from the first start sensor D11, the CPU 80a outputs the start hole winning information, which is game information capable of identifying the occurrence of a start hole winning, to the frame control board 82 and also outputs it to the performance control board 81. When the CPU 80a receives a winning ball detection signal from the second start sensor D12, the CPU 80a outputs the number of winning balls information capable of identifying a predetermined number of winning balls (for example, 4) to the frame control board 82 and also outputs it to the performance control board 81. When the CPU 80a receives a winning ball detection signal from the second start sensor D12, the CPU 80a outputs the start hole winning information to the frame control board 82 and also outputs it to the performance control board 81.

[0237] When the CPU 80a receives a winning ball detection signal from the count sensor D13, the CPU 80a outputs the number of winning balls information capable of identifying a predetermined number of winning balls (for example, 15) to the frame control board 82 and outputs it to the performance control board 81. When the CPU 80a receives a winning ball detection signal from the count sensor D13, the CPU 80a outputs game information capable of identifying the occurrence of a large winning port winning (hereinafter, referred to as large winning port winning information) to the frame control board 82 and outputs it to the performance control board 81. When the CPU 80a receives a winning ball detection signal from the normal sensor D14, the CPU 80a outputs the number of winning balls information capable of identifying a predetermined number of winning balls (for example, 8) to the frame control board 82 and outputs it to the performance control board 81. When the CPU 80a receives a winning ball detection signal from the normal sensor D14, the CPU 80a outputs normal winning information, which is game information capable of identifying the occurrence of a normal winning, to the frame control board 82 and outputs it to the performance control board 81.

[0238] The process of reaching a prescribed number, which is one of the normal processes on the board, will now be described. The specified number achievement process is executed when a maximum difference command is input from the frame control board 82. When the CPU 80a inputs the maximum difference command, the CPU 80a stores the maximum difference SC that can be specified from the maximum difference command in the RAM 80c. When the maximum difference SC is less than a predetermined value La (for example, 95,000), the CPU 80a ends the specified number achievement process.

[0239] When the maximum difference number SC is equal to or greater than the predetermined value La, the CPU 80a judges whether or not a jackpot game is being played. When a jackpot game is not being played, the CPU 80a sets a non-progress state flag in the RAM 80c. By setting the non-progress state flag in the RAM 80c, the CPU 80a controls the game to a non-progress state as a state related to the progress of the game. The non-progress state is an example of a state in which the game cannot be progressed. The CPU 80a outputs a control command (hereinafter, non-progress state command) capable of identifying that the game has been controlled to a non-progress state to the frame control board 82 and outputs the command to the performance control board 81. After that, the CPU 80a ends the specified number achievement process. Note that the CPU 80a does not execute the specified number achievement process when the non-progress state flag is set in the RAM 80c.

[0240] When a jackpot game is being played, the CPU 80a does not set a progress-impossible state flag in the RAM 80c. In other words, the CPU 80a does not control to a progress-impossible state. When a jackpot game is being played, the CPU 80a stores information (hereinafter, referred to as a progress-impossible standby flag) capable of specifying that the game will be controlled to a progress-impossible state after the jackpot game ends in the RAM 80c. In other words, when a jackpot game is being played, the CPU 80a does not control to a progress-impossible state, but controls to a progress-impossible state when the jackpot game ends. The CPU 80a outputs a control command (hereinafter, a progress-impossible standby command) capable of specifying that the game will be controlled to a progress-impossible state after the jackpot game ends to the frame control board 82 and to the performance control board 81. After that, the CPU 80a ends the specified number achievement process. Note that the CPU 80a does not execute the specified number achievement process when the progress-impossible standby flag is set in the RAM 80c. When the progress impossible waiting flag is set when the big win game ends, the CPU 80a sets a progress impossible state flag in the RAM 80c. That is, the CPU 80a controls to a progress impossible state. At this time, the CPU 80a outputs a progress impossible state command to the frame control board 82 and also to the performance control board 81.

[0241] Incidentally, the non-progression waiting flag and non-progression state flag are cleared when a RAM clear signal is input during the board-side power-on process described above. The CPU 80a controls the game progress to a progress possible state by clearing the non-progression state flag stored in the RAM 80c. The progress possible state is an example of a state in which the game can be progressed. The CPU 80a outputs a control command capable of identifying that the game has been controlled to a progress possible state (hereinafter, a progress possible state command) to the frame control board 82 and to the performance control board 81.

[0242] The progress impossible waiting flag and the progress impossible state flag are not cleared until the RAM clear signal is input in the above-mentioned board side power-on process. For example, when the progress impossible waiting flag is set, when the power supply is started after the power supply is cut off, the CPU 80a does not clear the progress impossible waiting flag unless the RAM clear signal is input. For example, when the progress impossible state flag is set, when the power supply is started after the power supply is cut off, the CPU 80a does not clear the progress impossible state flag unless the RAM clear signal is input. In other words, the CPU 80a can control the progress impossible state to a progress possible state by operating the RAM clear switch 82h. When the progress impossible waiting flag is set when the power supply is started, the CPU 80a outputs a progress impossible state waiting command to the frame control board 82 and also outputs it to the performance control board 81. When the power supply is started, when the progress impossible state flag is set, the CPU 80a outputs a progress impossible state command to the frame control board 82 and also outputs it to the performance control board 81.

[0243] As described above, the gaming machine 10 is configured to be controllable to a progress-disabled state when the maximum difference number SC becomes equal to or greater than the predetermined value La. The gaming machine 10 is immediately controlled to a progress-disabled state when the maximum difference number SC becomes equal to or greater than the predetermined value La when a jackpot game is not being played. For example, the gaming machine 10 is immediately controlled to a progress-disabled state even if the maximum difference number SC becomes equal to or greater than the predetermined value La when a special game is being played. On the other hand, when the gaming machine 10 is playing a jackpot game and the maximum difference number SC becomes equal to or greater than the predetermined value La, the gaming machine 10 is not controlled to a progress-disabled state until the jackpot game ends. When the maximum difference number SC becomes equal to or greater than the predetermined value La when a jackpot game is being played, the gaming machine 10 is controlled to a progress-disabled state when the jackpot game ends.

[0244] The maximum difference number SC being equal to or greater than the predetermined value La is an example of a specific condition being satisfied. The maximum difference number SC is information generated (counted) based on the number of prize balls awarded in a predetermined period Sa and the number of out balls discharged from the play area 20a in the predetermined period Sa. In other words, the specific condition is satisfied when the maximum difference number SC based on the number of prize balls awarded in a predetermined period Sa and the number of out balls discharged from the play area 20a in the predetermined period Sa reaches the predetermined value La. Then, when the specific condition is satisfied, the gaming machine 10 is controlled to a progress-disabled state in which the game cannot proceed. As will be described in detail later, the gaming machine 10 is configured such that control of the progress of the game is restricted in accordance with the control to the progress-disabled state. In this embodiment, the CPU 80a capable of controlling the game to a progress-disabled state in which the game cannot proceed when the specific condition is satisfied functions as a disabled state control means.

[0245] When the maximum difference number SC is equal to or greater than the predetermined value La, the CPU 80a sets a progress impossible state flag or a progress impossible standby flag in the RAM 80c. In other words, when a specific condition is met, the CPU 80a sets a progress impossible state flag or a progress impossible standby flag in the RAM 80c. For this reason, it can be said that the specific condition is met when the progress impossible state flag is stored in the RAM 80c. It can also be said that the specific condition is met when the progress impossible standby flag is stored in the RAM 80c.

[0246] The gaming machine 10 is controlled to a progress-enabling state in which a game can proceed by operating the RAM clear switch 82h. The gaming machine 10 is configured such that, when it is controlled to the progress-enabling state, the control of the game progress that was restricted when it was controlled to the progress-disabled state is not restricted. In this embodiment, the CPU 80a that can be controlled to a progress-enabling state in which a game can proceed by operating the RAM clear switch 82h functions as a possible state control means.

[0247] Here, as described above, the maximum difference number SC increases with the entry of game balls into the first start hole 23A, the second start hole 23B, the big prize hole 23C, and the normal prize hole 23D. Therefore, the specific condition may be established when the first start sensor D11 detects a game ball. The specific condition may be established when the second start sensor D12 detects a game ball. The specific condition may be established when the count sensor D13 detects a game ball. The specific condition may be established when the normal sensor D14 detects a game ball. On the other hand, the specific condition is not established when the out sensor D30 detects a game ball.

[0248] The board-side error setting process, which is part of the board-side normal process, will now be described. The board-side error setting process is a process for setting an error. As an example, in the board-side error setting process, errors that the game control board 80 (CPU 80a) can detect include a main unauthorized radio wave detection error and a communication line disconnection error.

[0249] The main unauthorized radio wave detection error is detected when an abnormal radio wave is detected a predetermined number of times k2 (10 times as an example). The CPU 80a detects the occurrence of an abnormal radio wave as a main unauthorized radio wave detection error. When the CPU 80a inputs a radio wave detection signal from the main radio wave sensor D19, it increments the main radio wave detection count. Specifically, when the radio wave detection signal transitions from an off state to an on state, the CPU 80a increments the main radio wave detection count by one. The CPU 80a stores information capable of identifying the updated main radio wave detection count in the RAM 80c. When the main radio wave detection count reaches the predetermined number of times k2, the CPU 80a sets the main unauthorized radio wave detection error. The predetermined number of times k2 is not limited to 10 times. It may be any of 2 to 9 times, or may be 11 times or more. The predetermined number of times k2 may be 1 time, but is preferably multiple times.

[0250] A situation in which the main unauthorized radio wave detection error is set is one in which there is a high possibility that fraud (cheating) using radio waves is taking place. The condition for canceling the main unauthorized radio wave detection error is power recovery. The CPU 80a does not cancel the setting of the main unauthorized radio wave detection error until the power supply is cut off. In other words, there is no way to cancel the setting of the main unauthorized radio wave detection error other than by power recovery. For example, the setting of the main unauthorized radio wave detection error is not cancelled even if the error cancellation switch 82f is pressed. For example, the setting of the main unauthorized radio wave detection error is not cancelled even if the main radio wave sensor D19 no longer detects abnormal radio waves. In other words, the setting of the main unauthorized radio wave detection error is not cancelled even if the cause of the setting of the main unauthorized radio wave detection error is resolved.

[0251] When the power is turned on after being turned off, the CPU 80a cancels the setting of the main unauthorized radio wave detection error. The CPU 80a may cancel the setting of the main unauthorized radio wave detection error when the power is turned off, or may cancel the setting of the main unauthorized radio wave detection error when the power is turned on. In addition, when the power is turned on after being turned off, the CPU 80a initializes the number of times the main radio wave has been detected, which is stored in the RAM 80c. The main unauthorized radio wave detection error is detected in a confirmation period other than during the ball removal state. In other words, the main unauthorized radio wave detection error is not set during the ball removal state.

[0252] The communication line disconnection error is detected when the communication between the game control board 80 and the frame control board 82 is not performed normally. The CPU 80a can detect the communication line disconnection error in the above-mentioned communication confirmation process. If the response information is not input within a predetermined time tb (108 ms, for example) from the output of the startup information, the CPU 80a determines that the communication with the frame control board 82 is not performed normally. Specifically, after outputting the startup information, the CPU 80a measures the response time from the output of the startup information until the response information is input. When the response information is input, the CPU 80a ends the measurement of the response time. When the response time reaches the predetermined time tb, the CPU 80a outputs the startup information again. When the number of times the startup information is output (startup output number) reaches a specified number (10 times, for example), the CPU 80a sets the communication line disconnection error.

[0253] The communication line cut error is released when the power is restored. The CPU 80a does not release the communication line cut error setting until the power supply is cut off. In other words, there is no way to release the communication line cut error setting other than by restoring the power. For example, the communication line cut error setting is not released even if the error release switch 82f is pressed. For example, the communication line cut error setting is not released even if response information is input from the frame control board 82. In other words, the communication line cut error setting is not released even if the cause of the communication line cut error being set is eliminated. The communication line cut error is detected as a confirmation section both during the ball removal state and outside the ball removal state. As an example, the communication line cut error is constantly detected from when the power is turned on until the power is cut off.

[0254] When the CPU 80a sets an error or cancels the error setting, it outputs a main error command to the frame control board 82 and also to the performance control board 81. There are two types of main error commands: a control command that can specify that an error has been set (hereinafter referred to as a main error setting command), and a control command that can specify that an error setting has been cancelled (hereinafter referred to as a main error cancel command). The main error setting command is also a control command that can specify the type of error that has been set. The main error cancel command is also a control command that can specify the type of error that has been cancelled.

[0255] Here, when the CPU 82a inputs the main error setting command, it controls the performance display monitor 82d to execute the notification of the set error in the above-mentioned frame side error notification process. As an example, in the main unauthorized radio wave detection error notification, [P10] is displayed on the performance display monitor 82d. Note that a situation in which a communication line disconnection error is set is a situation in which communication between the game control board 80 and the frame control board 82 is not performed normally. Therefore, when a communication line disconnection error is set, an error code corresponding to the communication line disconnection error is not displayed on the performance display monitor 82d.

[0256] As described above, the CPU 80a can set a main unauthorized radio wave detection error in response to detection by the main radio wave sensor D19 in the board-side error setting process. The board-side error setting process is an example of radio wave detection error control, which is control related to the main unauthorized radio wave detection error. In this embodiment, the CPU 80a, which can execute radio wave detection error control related to the main unauthorized radio wave detection error in response to detection by the main radio wave sensor D19, functions as a radio wave detection error control means. The CPU 80a can set a communication line disconnection error in response to response information from the frame control board 82 in the board-side error setting process.

[0257] The various processes executed by the performance control board 81 (CPU 81a) will be described. The power restoration process will now be described. When the CPU 81a inputs an initialization command, the CPU 81a controls a part or all of the performance execution unit constituting the performance device ES to execute a RAM clear notification (initialization notification). As an example, the RAM clear notification is executed in a manner in which a sound capable of identifying the execution of a RAM clear, such as a human voice reading out the character string "RAM clear", is output from the performance sound unit 12. As an example, the RAM clear notification is executed in a manner in which the performance light-emitting unit 14 is made to emit light in a light-emitting pattern dedicated to RAM clear. As an example, the RAM clear notification is executed in a manner in which an image capable of identifying the execution of a RAM clear, such as the character string "RAM clear", is displayed on the performance display unit 19. When a predetermined time has elapsed since the start of the RAM clear notification, the CPU 81a controls the performance device ES to end the RAM clear notification. Also, when the CPU 81a inputs an initialization command, the CPU 81a controls the performance display unit 19 to display a combination of a predetermined background image and a predetermined performance pattern. When the CPU 81a inputs an initialization command, the CPU 81a controls the performance movable unit 91 to execute a predetermined operation. As an example, the specified operation by the performance movable unit 91 is an initial operation (so-called initial operation) in which the performance movable unit 91 is displaced from the original position to the performance position, and then the performance movable unit 91 is displaced from the performance position to the original position.

[0258] When the CPU 81a inputs a power restoration command, the CPU 81a controls a part or all of the performance execution unit constituting the performance device ES to execute a power restoration notification. As an example, the power restoration notification is executed in a manner in which a sound capable of identifying the resumption of power supply, such as a human voice reading out the character string "power restoration in progress", is output from the performance sound unit 12. As an example, the power restoration notification is executed in a manner in which the performance light-emitting unit 14 is illuminated in a light-emitting pattern dedicated to power restoration. As an example, the power restoration notification is executed in a manner in which an image capable of identifying the resumption of power supply, such as the character string "power restoration in progress", is displayed on the performance display unit 19. The CPU 81a controls the performance device ES to end the power restoration notification when a predetermined time has elapsed since the start of the power restoration notification. Not limited to this, the CPU 81a may be configured not to execute the power restoration notification. In addition, when the CPU 81a inputs a power restoration command, the CPU 81a controls the performance display unit 19 to display a predetermined background image and a combination of performance patterns different from the combination of the predetermined performance patterns. When the CPU 81a inputs the power restoration command, it controls the performance movable unit 91 to execute an initial operation.

[0259] The effect game process will be described. The effect game process is a process for executing an effect game as one of the display effects related to the special game during the execution of the special game. When the CPU 81a inputs a variation start command and a special symbol command, the CPU 81a controls the effect device ES including the effect display unit 19 to execute the effect game. Specifically, when the CPU 81a inputs a variation start command, the CPU 81a determines the effect pattern (effect content) of the effect game based on the variation pattern that can be specified from the variation start command. Also, when the CPU 81a inputs a special symbol command, the CPU 81a determines a symbol combination to be displayed as a definite stop in the effect game based on the special symbol that can be specified from the special symbol command. When a big win symbol can be specified from the special symbol command, the CPU 81a determines a big win symbol combination. When a chance symbol can be specified from the special symbol command, the CPU 81a determines a non-big win symbol combination. When a miss symbol can be specified from the special symbol command, the CPU 81a determines a non-big win symbol combination.

[0260] As shown in Fig. 11, the CPU 81a controls the effect display unit 19 to start the variable display of the effect symbols in each symbol row in response to the input of the variable start command. That is, the CPU 81a starts the effect game. As an example, the effect game is performed by varying (scrolling) the effect symbols in the left symbol row Hz, the center symbol row Nz, and the right symbol row Mz in a predetermined direction.

[0261] Furthermore, when the CPU 81a executes a predetermined effect in relation to the effect game, it controls the effect device ES including the effect display unit 19 to execute the effect. As an example, the predetermined effect is a preview effect. The preview effect is an effect that suggests or notifies whether or not the special game being executed will be a jackpot (the jackpot expectation degree). As an example, the preview effect includes a moving effect. The moving effect includes an effect in which the effect moving part 91 is displaced from the original position to a performance position and stops at the performance position. As an example, the jackpot expectation degree when the moving effect is executed is higher than the jackpot expectation degree when the moving effect is not executed.

[0262] When a predetermined timing arrives after starting the performance game, the CPU 81a displays the symbol combination temporarily as stopped, and displays the symbol combination as fixed as stopped upon input of a variation end command. The CPU 81a may display the symbol combination as fixed as stopped upon the passage of a variation time set in the variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted. Incidentally, in the performance display unit 19, after the symbol combination is displayed as fixed as stopped, the symbol combination displayed as fixed as stopped continues to be displayed as fixed as stopped until the next special game starts.

[0263] The pending game display process will be described below. The pending game display process is a process for displaying a pending image H as one of the display effects related to a special game whose execution is suspended. The CPU 81a determines whether the state is controlled to a low ball entry rate state or a high ball entry rate state based on inputting a low ball entry rate state command or a high ball entry rate state command. When the state is controlled to a low ball entry rate state, the CPU 81a controls the effect display unit 19 to display a reserved image H when the first reserved number command is input. Specifically, when the CPU 81a inputs the first reserved number command while the state is controlled to a low ball entry rate state, the CPU 81a controls the effect display unit 19 to display a reserved image H corresponding to a special game whose execution is reserved, based on the first reserved number that can be specified from the first reserved number command. Note that even if the CPU 81a inputs a second reserved number command while the state is controlled to a low ball entry rate state, the CPU 81a does not display the reserved image H based on the second reserved number that can be specified from the second reserved number command.

[0264] When the CPU 81a is controlled to a high ball entry rate state, the CPU 81a controls the effect display unit 19 to display the reserved image H when the second reserved number command is input. Specifically, when the CPU 81a is controlled to a high ball entry rate state, the CPU 81a controls the effect display unit 19 to display the reserved image H corresponding to the special game whose execution is pending, based on the second reserved number that can be specified from the second reserved number command, based on the second reserved number that can be specified from the second reserved number command. Note that even if the CPU 81a inputs the first reserved number command when the CPU 81a is controlled to a high ball entry rate state, the CPU 81a does not display the reserved image H based on the first reserved number that can be specified from the first reserved number command.

[0265] As shown in FIG. 11, when the first reserved number is "1" in a low ball entry rate state, the CPU 81a controls the performance display unit 19 to display reserved image H1 among reserved images H1 to H4. When the first reserved number is "2" in a low ball entry rate state, the CPU 81a controls the performance display unit 19 to display reserved images H1 and H2 among reserved images H1 to H4. When the first reserved number is "3" in a low ball entry rate state, the CPU 81a controls the performance display unit 19 to display reserved images H1 to H3 among reserved images H1 to H4. When the first reserved number is "4" in a low ball entry rate state, the CPU 81a controls the performance display unit 19 to display reserved images H1 to H4. When the first reserved number is "0" in a low ball entry rate state, the CPU 81a controls the performance display unit 19 to not display any of reserved images H1 to H4.

[0266] When the second reserved number is "1" in a high ball entry rate state, the CPU 81a controls the performance display unit 19 to display reserved image H1 among reserved images H1 to H4. When the second reserved number is "2" in a high ball entry rate state, the CPU 81a controls the performance display unit 19 to display reserved images H1 and H2 among reserved images H1 to H4. When the second reserved number is "3" in a high ball entry rate state, the CPU 81a controls the performance display unit 19 to display reserved images H1 to H3 among reserved images H1 to H4. When the second reserved number is "4" in a high ball entry rate state, the CPU 81a controls the performance display unit 19 to display reserved images H1 to H4. When the second reserved number is "0" in a high ball entry rate state, the CPU 81a controls the performance display unit 19 to not display any of reserved images H1 to H4.

[0267] The reserved image H1 is displayed in the reserved display area R1a in the image display area 19a of the performance display unit 19. The reserved image H2 is displayed in the reserved display area R2a in the image display area 19a of the performance display unit 19. The reserved image H3 is displayed in the reserved display area R3a in the image display area 19a of the performance display unit 19. The reserved image H4 is displayed in the reserved display area R4a in the image display area 19a of the performance display unit 19.

[0268] The reserved display area R1a displays a reserved image H corresponding to the first special game to be executed among the reserved special games. For example, in a low ball entry rate state, the reserved display area R1a displays a reserved image H corresponding to the first special game to be executed among the reserved first special games. For example, in a high ball entry rate state, the reserved display area R1a displays a reserved image H corresponding to the second special game to be executed among the reserved second special games. The reserved display area R2a displays a reserved image H corresponding to the second special game to be executed among the reserved special games. The reserved display area R3a displays a reserved image H corresponding to the third special game to be executed among the reserved special games. The reserved display area R4a displays a reserved image H corresponding to the fourth special game to be executed among the reserved special games. The reserved image H is displayed in a display area in the performance display unit 19 that can specify the order in which the corresponding special games are executed. In this way, the performance display unit 19 can display a reserved image H corresponding to a special game whose execution is pending.

[0269] When the CPU 81a inputs the fluctuation start command, it controls the effect display unit 19 to execute a reserved movement effect. The reserved movement effect is executed in a manner in which the reserved image H is moved to change the display area in which the reserved image H is displayed. Specifically, in the effect display unit 19, a new first special game is started in a low ball entry rate state, and the reserved movement effect is executed in response to the execution order of the reserved first special game being moved up. Also, in the gaming machine 10, a new second special game is started in a high ball entry rate state, and the reserved movement effect is executed in response to the execution order of the reserved second special game being moved up.

[0270] As an example, when the reserved movement effect is executed, in the effect display unit 19, the reserved image H displayed in the reserved display area R4a moves to the reserved display area R3a, and the reserved image H displayed in the reserved display area R3a moves to the reserved display area R2a. In addition, in the effect display unit 19, the reserved image H displayed in the reserved display area R2a moves to the reserved display area R1a, and the reserved image H displayed in the reserved display area R1a moves to the in-execution display area ZR. The in-execution display area ZR will be described later. At this time, the reserved image H is not displayed in the reserved display area R4a. And, in the reserved display area R4a, the reserved image H may be displayed when the execution of a new special game is put on hold.

[0271] The running game display process is described below. The running game display process is a process for displaying the running image ZG as one of the display effects related to the special game being executed. When the CPU 81a inputs a fluctuation start command for the first special game while being controlled to the low ball entry rate state, the CPU 81a controls the effect display unit 19 to display the running image ZG corresponding to the first special game whose execution has started based on the fluctuation start command. When the CPU 81a inputs a fluctuation end command, the CPU 81a controls the effect display unit 19 to hide the running image ZG. Note that even if the CPU 81a inputs a fluctuation start command for the second special game while being controlled to the low ball entry rate state, the CPU 81a does not display the running image ZG corresponding to the second special game being executed based on the fluctuation start command.

[0272] When the CPU 81a inputs a fluctuation start command for the second special game while being controlled to the high ball entry rate state, the CPU 81a controls the effect display unit 19 to display the running image ZG corresponding to the running second special game based on the fluctuation start command. When the CPU 81a inputs a fluctuation end command, the CPU 81a controls the effect display unit 19 to hide the running image ZG. Note that even if the CPU 81a inputs a fluctuation start command for the first special game while being controlled to the high ball entry rate state, the CPU 81a does not display the running image ZG corresponding to the running first special game based on the fluctuation start command.

[0273] The running image ZG is displayed in the running display area ZR in the image display area 19a of the effect display unit 19. For example, in a low ball entry rate state, the running image ZG corresponding to the first special game being executed is displayed in the running display area ZR. In a low ball entry rate state, when the first special game is not being executed, the running image ZG is not displayed in the running display area ZR. For example, in a high ball entry rate state, the running image ZG corresponding to the second special game being executed is displayed in the running display area ZR. In a high ball entry rate state, when the second special game is not being executed, the running image ZG is not displayed in the running display area ZR. In this way, the effect display unit 19 can display the running image ZG corresponding to the special game being executed.

[0274] The big win presentation process will be described. The big win presentation process is a process for executing a presentation during a big win game (hereinafter referred to as a big win presentation). When an opening command is input, the CPU 81a controls the presentation device ES to execute an opening presentation. When a round command is input, the CPU 81a controls the presentation device ES to execute a round presentation. When an ending start command is input, the CPU 81a controls the presentation device ES to execute an ending presentation. When an ending end command is input, the CPU 81a controls the presentation device ES to end the ending presentation.

[0275] The winning number presentation process will be described. The winning number presentation process is a process for executing a presentation (hereinafter, referred to as winning number presentation) that suggests or notifies the number of game balls (hereinafter, referred to as winning number Kt) that have been acquired during the period from when a jackpot game is awarded during normal play (low probability low ball entry rate state) until the jackpot game is not awarded and control is given to normal play. In other words, the winning number presentation process is a presentation that suggests or notifies the number of game balls acquired during the consecutive wins after the first win. The winning number Kt is stored in the RAM 81c.

[0276] The CPU 81a controls the presentation device ES to execute the winning number presentation during a jackpot game. The CPU 81a controls the presentation device ES to execute the winning number presentation in a high ball entry rate state. On the other hand, the CPU 81a controls the presentation device ES not to execute the winning number presentation in a low ball entry rate state. When the CPU 81a inputs an opening command, the winning number presentation is started. When the CPU 81a inputs an opening command, the winning number presentation is started. The CPU 81a controls the presentation device ES to execute the winning number presentation until it is controlled from the high ball entry rate state to the low ball entry rate state (until a low ball entry rate state command is input). When the CPU 81a inputs a low ball entry rate state command during a non-jackpot game, the CPU 81a controls the presentation device ES to end the winning number presentation.

[0277] As shown in FIG. 12, when the CPU 81a executes the winning number effect, the CPU 81a controls the effect display unit 19 to display a character string Ks that can specify the winning number Kt. When the CPU 81a inputs the winning number of prize balls information, the CPU 81a adds the winning number of balls Pc that can be specified from the winning number of prize balls information to the winning number Kt. That is, the CPU 81a increases the winning number Kt in response to the awarding of prize balls. When the CPU 81a increases the winning number Kt, the CPU 81a controls the effect display unit 19 to display a character string Ks that can specify the winning number Kt after the increase. Not limited to this, the winning number effect may be configured to be executed in a manner in which, for example, a character or the like according to the winning number Kt is displayed. For example, different characters may be displayed when the winning number Kt is "0 to 9999", when it is "10000 to 19999", and when it is "20000 or more". The CPU 81a controls the effect display unit 19 to update the performance content of the winning number effect in response to the awarding of prize balls. The CPU 81a initializes the acquisition number Kt (for example, 0) when the jackpot game is not awarded and the game is controlled to a normal game. The acquisition number Kt is also initialized when the power supply is cut off and then resumed.

[0278] As an example, when the acquisition number Kt is "10000", the CPU 81a controls the performance display unit 19 so that the character string Ks "10000pt" is displayed on the performance display unit 19. After that, when the first start sensor D11 detects a game ball and inputs acquired ball number information that can specify "4" as the number of prize balls, the CPU 81a stores "10004" in the RAM 81c as the acquisition number Kt. Then, the CPU 81a controls the performance display unit 19 so that the character string Ks "10004pt" is displayed on the performance display unit 19. In this way, the CPU 81a updates the performance content of the acquisition number performance on the performance display unit 19 in response to the award of the prize balls. The performance display unit 19 can execute an acquisition number performance in which the performance content is updated in response to the award of the prize balls. When the acquisition number performance is to be ended, the CPU 81a controls the performance display unit 19 so that the character string Ks is not displayed.

[0279] The firing strength presentation process will be described. The firing strength presentation process is a process for executing a presentation (hereinafter, referred to as firing strength presentation) that can specify whether a left hit or a right hit is recommended as a presentation related to the firing strength of a game ball. The firing strength presentation includes a first firing strength presentation that can specify that a left hit is recommended, and a second firing strength presentation that can specify that a right hit is recommended.

[0280] The CPU 81a controls the performance device ES to execute the second firing intensity performance during a jackpot game. The CPU 81a controls the performance device ES to execute the second firing intensity performance during a non-jackpot game and in a high ball entry rate state. The second firing intensity performance is an example of a special performance. The CPU 81a controls the performance device ES to execute the first firing intensity performance during a non-jackpot game and in a low ball entry rate state. The first firing intensity performance is an example of a special performance.

[0281] When the opening command is input, the CPU 81a controls the performance device ES to start the second firing intensity performance. The CPU 81a controls the performance device ES to continue executing the second firing intensity performance until the big win game ends (until the ending end command is input). When the ending end command is input, the CPU 81a controls the performance device ES to end the second firing intensity performance. Not limited to this, the CPU 81a may end the second firing intensity performance when a predetermined time has elapsed after starting the second firing intensity performance.

[0282] When the CPU 81a inputs the high ball entry rate state command, it controls the performance device ES to start the second firing intensity performance. The CPU 81a controls the performance device ES to execute the second firing intensity performance until it is controlled from the high ball entry rate state to the low ball entry rate state (until it inputs the low ball entry rate state command). When the CPU 81a inputs the low ball entry rate state command, it controls the performance device ES to end the second firing intensity performance. Not limited to this, the CPU 81a may end the second firing intensity performance when a predetermined time has elapsed after starting the second firing intensity performance. In addition, when a jackpot game is awarded in a high ball entry rate state, the CPU 81a may continue to execute the second firing intensity performance. In addition, when the state is controlled to a high ball entry rate state after the end of the jackpot game, the CPU 81a may continue to execute the second firing intensity performance.

[0283] When the CPU 81a inputs a low ball entry rate state command when a jackpot game is not awarded, the CPU 81a controls the performance device ES to execute the first firing intensity performance. The CPU 81a controls the performance device ES to execute the first firing intensity performance until the low ball entry rate state is controlled to a high ball entry rate state (until the high ball entry rate state command is input), or until a jackpot game is awarded (until the opening command is input). When the CPU 81a inputs a high ball entry rate state command, the CPU 81a controls the performance device ES to end the first firing intensity performance. When the CPU 81a inputs an opening command, the CPU 81a controls the performance device ES to end the first firing intensity performance. Not limited to this, the CPU 81a may end the first firing intensity performance when a predetermined time has elapsed after starting the first firing intensity performance.

[0284] As shown in FIG. 12, as an example, when the second firing intensity performance is executed, the CPU 81a controls the performance display unit 19 to display a character string Hk1 of "Right Hit" and an arrow image Yk1 that imitates a "Right Arrow". When the second firing intensity performance is terminated, the CPU 81a controls the performance display unit 19 to hide the character string Hk1 and the arrow image Yk1. Also, although not shown, as an example, when the first firing intensity performance is executed, the CPU 81a controls the performance display unit 19 to display a character string Hk2 of "Left Hit" and an arrow image Yk2 that imitates a "Left Arrow". When the first firing intensity performance is terminated, the CPU 81a controls the performance display unit 19 to hide the character string Hk2 and the arrow image Yk2.

[0285] In this way, the performance device ES can execute a first firing intensity performance related to the firing intensity of the game ball. The first firing intensity performance is a performance that can specify that a left hit is recommended. The performance device ES can execute a second firing intensity performance related to the firing intensity of the game ball. The second firing intensity performance is a performance that can specify that a right hit is recommended. As described above, during a jackpot game, it is recommended to hit to the right. Also, when in a high ball entry rate state, it is recommended to hit to the right. In the gaming machine 10, during a jackpot game or in a high ball entry rate state, the second firing intensity performance is executed. On the other hand, during a non-jackpot game and in a low ball entry rate state, it is recommended to hit to the left. In the gaming machine 10, during a non-jackpot game and in a low ball entry rate state, the first firing intensity performance is executed.

[0286] The transition suggestion effect process is a process for executing an effect (hereinafter, referred to as a transition suggestion effect) that suggests or notifies that the state will be controlled from a low ball scoring rate state to a high ball scoring rate state.

[0287] When the CPU 81a inputs a special symbol command during normal play (low probability, low winning rate state), it judges whether or not the special symbol identifiable from the special symbol command is a chance symbol. If it is not a chance symbol, the CPU 81a decides not to execute a transition suggestion effect. If it is a chance symbol, the CPU 81a controls the effect device ES to execute a transition suggestion effect. The CPU 81a controls the effect device ES to execute a transition suggestion effect during execution of a special game corresponding to the input special symbol command. That is, the transition suggestion effect is executed during execution of a special game in which a chance symbol is displayed as a fixed stop during normal play. Note that the transition suggestion effect is not executed during execution of a special game in which a chance symbol is displayed as a fixed stop in a high probability state or a high winning rate state. Also, the transition suggestion effect is not executed during execution of a special game in which a big win symbol or a losing symbol is displayed as a fixed stop.

[0288] The CPU 81a controls the performance device ES to execute the transition suggestion performance until the state is controlled from the low ball entry rate state to the high ball entry rate state (until the high ball entry rate state command is input). When the high ball entry rate state command is input, the CPU 81a controls the performance device ES to end the transition suggestion performance. Not limited to this, the CPU 81a may end the transition suggestion performance when a predetermined time has elapsed after starting the transition suggestion performance.

[0289] As described above, the gaming machine 10 is configured to be controlled to a high winning rate state when a chance symbol is displayed as a fixed stop in a special game while the gaming machine 10 is in a low probability state and a low winning rate state. Therefore, it can be said that the transition suggestion effect is executed during the execution of a special game in a situation where the state is controlled from a low winning rate state to a high winning rate state after the end of the special game. In this way, the effect device ES can execute a transition suggestion effect that can specify that the state is controlled to a high winning rate state during the execution of a specific special game in a situation where the state is controlled from a low winning rate state to a high winning rate state after the end of the specific special game.

[0290] As shown in FIG. 13, for example, when the CPU 81a executes the transition suggestion effect, the CPU 81a controls the effect display unit 19 to display the character string Kj "Transition to high ball entry rate state". The transition suggestion effect may be any effect that can specify that the state is controlled from a low ball entry rate state to a high ball entry rate state, and may have, for example, an effect mode in a low ball entry rate state and an effect mode in a high ball entry rate state, and may have effect content that can specify the transition to the effect mode. In addition, for example, the transition suggestion effect may be effect content that can specify that a chance symbol is displayed in a fixed stop in a special game. When the CPU 81a ends the transition suggestion effect, the CPU 81a controls the effect display unit 19 to hide the character string Kj.

[0291] The progress impossible waiting effect processing is a processing for executing an effect (hereinafter, referred to as progress impossible waiting effect) that suggests or notifies that the game will be controlled to a progress impossible state after the big win game ends.

[0292] When the CPU 81a inputs the impossible state standby command, it controls the performance device ES to start the impossible progress standby effect. The CPU 81a controls the performance device ES to continue executing the impossible progress standby effect until the big win game ends (until the ending end command is input). When the CPU 81a inputs the ending end command, it controls the performance device ES to end the impossible progress standby effect. Not limited to this, the CPU 81a may end the impossible progress standby effect when a predetermined time has elapsed after starting the impossible progress standby effect.

[0293] As shown in FIG. 14, for example, when the CPU 81a executes the progress-impossible waiting effect, the CPU 81a controls the effect display unit 19 to display a message image Mg. The message image Mg includes a character string Sg as an example of information that can specify that the game is controlled to be in a progress-impossible state after the big win game is over. The progress-impossible waiting effect may be any effect that can specify that the game is controlled to be in a progress-impossible state after the big win game is over, and may be, for example, an effect content that can specify that the maximum difference number SC has become equal to or greater than a predetermined value La. When the progress-impossible waiting effect is to be ended, the CPU 81a controls the effect display unit 19 to hide the message image Mg.

[0294] As described above, the disabled state standby command is a control command output from the game control board 80 when the maximum difference number SC becomes equal to or exceeds the predetermined value La during a jackpot game. In other words, the gaming machine 10 is configured to suggest or notify that the game will be controlled to a disabled state after the jackpot game ends when a specific condition is established by the maximum difference number SC becoming equal to or exceeds the predetermined value La during a jackpot game.

[0295] The progress-impossible effect processing is a processing for executing an effect (hereinafter, referred to as a progress-impossible effect) that suggests or notifies that the game has been controlled to a progress-impossible state.

[0296] When the CPU 81a inputs the impossible state command, the CPU 81a controls the performance device ES to start the progress impossible performance. The CPU 81a controls the performance device ES to continue executing the progress impossible performance until the power supply is cut off. Without being limited to this, the CPU 81a may end the progress impossible performance when a predetermined time has elapsed after starting the progress impossible performance.

[0297] As an example, when the CPU 81a executes a progress-impossible effect, the CPU 81a controls the effect display unit 19 to display a message image Mh. As an example, the message image Mh includes an image that can identify that the game has been controlled to a progress-impossible state, such as the character string "The game has been controlled to a progress-impossible state in which the game cannot be played."

[0298] The presentation side error notification process will be described. The presentation side error notification process is a process for notifying the detected (set) error in a predetermined notification mode when an error is detected (set) in the gaming machine 10. The errors detected in the gaming machine 10 include the above-mentioned frame unauthorized radio wave detection error, managed gaming machine communication error, door open error, main unauthorized radio wave detection error, and communication line disconnection error.

[0299] The CPU 81a controls the effect device ES to execute notification of an error set in the gaming machine 10. When the CPU 81a inputs a frame error setting command or a main error setting command, the CPU 81a starts notification of an error in accordance with the input control command. When the CPU 81a inputs a frame error release command or a main error release command, the CPU 81a ends notification of an error in accordance with the input control command.

[0300] As an example, the CPU 81a controls the performance display unit 19 to display an image that can identify the error being set when an error is set. For example, the notification of a frame unauthorized radio wave detection error is executed in a manner in which an image that can identify that a frame unauthorized radio wave detection error is set, such as the character string "frame unauthorized radio wave detection abnormality", is displayed on the performance display unit 19. For example, the notification of a door open error is executed in a manner in which an image that can identify that a door open error is set, such as the character string "door is open", is displayed on the performance display unit 19.

[0301] When multiple types of errors are set, the CPU 81a executes the notification of the error with the highest priority among the set error notifications. As an example, when multiple types of errors are set, the priority is "frame unauthorized radio wave detection error>main unauthorized radio wave detection error>managed gaming machine communication error>communication line disconnection error>door open error". Not limited to this, when multiple types of errors are set, the CPU 81a may execute all of the set error notifications. When an error is released, the CPU 81a controls the performance display unit 19 to hide an image that can identify the released error.

[0302] Here, the operation of launching the game ball will be described. The launch and supply of game balls is realized by a combination of control of the supply unit 61 by the frame control board 82 (CPU 80a) and control of the launch unit 65 by the launch control board 83 (launch control circuit 83a). Below, a series of operations (hereinafter referred to as the launch sequence) executed by the launch control circuit 83a to launch game balls and the processing of the frame control board 82 will be described in detail. The launch sequence can be executed when the launch condition is established, and is an example of control that causes the launch operation by the launch unit 65 and the supply operation by the supply unit 61 to be performed.

[0303] The operation of the launch control board 83 (launch control circuit 83a) will now be described. As shown in Fig. 15, when the stop signal is in the OFF state, the launch permission signal of the frame control board 82 is turned ON at time T11, and the touch signal is turned ON at time T12, thereby establishing the operable condition of the launch solenoid 66a. Subsequently, at time T13, input of a volume signal begins in response to operation of the launch operation unit 15 (handle lever 15a), and when the voltage of the volume signal (shown as dial voltage in the figure) exceeds a threshold value at time T14, the launch condition of the game ball is established. Note that "empty shot" shown in the figure indicates a situation in which the launch unit 65 performs a launch operation but the game ball is not launched, and "launch" indicates a situation in which the launch unit 65 performs a launch operation and the game ball is launched.

[0304] The launch control circuit 83a repeatedly executes the launch sequence when the conditions for launching the game balls are met. The conditions for launching the game balls are met when all of the first to fourth conditions are met. The first condition is met when the launch permission state is reached, in which the launch of the game balls is permitted. The second condition is met when the touch signal is in the ON state, in which a contact detection state is reached in which contact with the launch operation unit 15 is detected. The third condition is met when the voltage of the volume signal exceeds a threshold value, in which an operation amount of the launch operation unit 15 (handle lever 15a) exceeds a predetermined amount is detected. The fourth condition is met when the stop signal is in the OFF state, in which a non-stop state is reached in which an operation to stop the launch of the game balls is not detected.

[0305] At time T15, when the specified time t11 has elapsed since the firing condition was met, the firing control circuit 83a supplies the driving current to the firing solenoid 66a in response to the firing timing pulse. This drives the firing solenoid 66a. The voltage of the driving current at this time is a voltage corresponding to the voltage of the volume signal at time T15. In other words, the firing control circuit 83a sets the firing intensity by referring to the voltage of the volume signal. The holding circuit of the firing control circuit 83a newly holds (updates) the voltage value of the volume signal at this time. As an example, the specified time t11 is 37.5 ms, and the output time t12 of the driving signal is 16 ms. The firing control circuit 83a outputs the subtraction reference signal to the frame control board 82 for the specified time t13 (for example, 37.5 ms) from time T15 when the driving current is output.

[0306] The launch control circuit 83a supplies the drive current to the launch solenoid 66a at time T17, which is the time when the specified time t11 has elapsed since time T16, since the launch condition is met at time T16 when the specified time t14 (for example, 562.5 ms) has elapsed since the output of the drive current to the launch solenoid 66a. The launch control circuit 83a outputs a subtraction reference signal to the frame control board 82 for the specified time t13 from time T17 when the drive current is supplied.

[0307] Then, at time T18 before the specified time t14 has elapsed, the launch stop button 15b is pressed and the stop signal transitions to the ON state. That is, the fourth condition is not satisfied. After that, at time T19 when the specified time t14 has elapsed since the drive current was supplied to the launch solenoid 66a, the launch condition is not satisfied. In this case, the launch control circuit 83a supplies the drive current to the launch solenoid 66a at time T20 when the specified time t11 has elapsed from time T19. The voltage of the drive current at this time is a voltage corresponding to the voltage of the volume signal at time T20. That is, the intensity of the launch operation by the launch unit 65 is set with reference to the amount of operation of the launch operation unit 15. In this way, the launch unit 65 is configured to be able to launch game balls in response to the operation of the launch operation unit 15. In addition, the holding circuit of the launch control circuit 83a newly holds the voltage value of the volume signal at this time. On the other hand, the launch control circuit 83a does not output the subtraction reference signal to the frame control board 82 at time T20 (indicated by the dashed line in the figure).

[0308] Thereafter, if the stop signal remains on, the firing condition is not established at time points T21 and T23 when the specified time t14 has elapsed since the previous supply of the driving current. Therefore, the firing control circuit 83a supplies the driving current at time points T22 and T24 when the specified time t11 has elapsed from time points T21 and T23, respectively, but does not output the subtraction reference signal (shown by a broken line in the figure). The voltage of the driving current at this time is a voltage corresponding to the voltage of the volume signal at time points T22 and T24. The holding circuit of the firing control circuit 83a newly holds the voltage value of the volume signal at each of time points T22 and T24. That is, the holding circuit stores the latest voltage of the volume signal for each firing operation. With this configuration, the firing solenoid 66a is driven every firing cycle t15. Then, it is determined whether the firing condition is established or not at the timing before the specified time t11 with respect to the firing cycle t15. The timing before the specified time t11 based on the drive timing (firing cycle t15) of the firing solenoid 66a is the determination timing for determining whether the firing condition is satisfied. The firing cycle t15 is equal to the sum of the specified time t11 and the specified time t14. As an example, the firing cycle t15 is 600 ms.

[0309] The control of the frame control board 82 (CPU 82a) will be described. When the subtraction reference signal transitions to the ON state, the CPU 82a waits for a specified time t16. The specified time t16 is equal to the driving time of the launch solenoid 66a (for example, 16 ms). Next, the CPU 82a supplies a driving current to the supply solenoid 63b to drive the supply solenoid 63b. That is, the movable piece 63a performs one supply operation. When the movable piece 63a performs one supply operation, the leading game ball among the game balls K lined up in the supply inlet side passage 62a is released to the supply outlet side passage 62b.

[0310] As described above, the subtraction reference signal is output when the game ball launch condition is satisfied. The subtraction reference signal is not output when the game ball launch condition is not satisfied. In other words, the game ball is not supplied to the launch unit 65 when the game ball launch condition is no longer satisfied. Therefore, in the gaming machine 10, when the game ball launch condition is no longer satisfied, the game ball is prevented from remaining at the impact position 67. In other words, when the launch condition is no longer satisfied, the game ball is in principle not present downstream of the cut-out mechanism 63.

[0311] The ball removal operation in the gaming machine 10 will now be described. The ball removal work is preferably performed in a ball removal state. In the ball removal state, errors that can be detected in a confirmation zone other than the ball removal state are not detected, the errors are not set, and the errors are not notified. In other words, the ball removal state is a state in which the various sensors used to detect errors other than the ball removal state are disabled, or the detection results of the various sensors are not accepted.

[0312] As described above, the recovery mechanism 30 is configured by combining passages that extend downward or that incline downward. That is, the winning passage 31, the non-winning passage 32, the foul passage 33, the merging passage 35, and the circulation passage 37 are all passages that extend downward or that incline downward. Therefore, when a game ball is received from the game board 20 into any of the receiving openings 30a to 30c, it can flow down the passage by the action of gravity and finally reach the transport section 52. The part where the game ball can be detected by the transport entrance sensor D28 and the first ball removal section 71 are arranged in this order on the upstream side of the transport section 52. Therefore, the game ball will circulate through the part where the game ball can be detected by the transport entrance sensor D28 and the first ball removal section 71 in that order.

[0313] In the ball ejection state, the lever (not shown) of the first ball ejection section 71 is operated, and the opening / closing piece 71c is displaced to the open position. In the first connection section 71a, the ball ejection hole 71b is opened. As a result, the game ball in the first connection section 71a is discharged from the ball ejection hole 71b to the outside of the machine. In addition, as the game balls are sequentially discharged from the ball ejection hole 71b to the outside of the machine in the first ball ejection section 71, the game balls in the passages 31 to 33, 35, and 37 constituting the recovery mechanism 30 advance toward the transport section 52. Then, finally, all the game balls in the passages 31 to 33, 35, and 37 are discharged to the outside of the machine from the ball ejection hole 71b in the open state.

[0314] Also, assume that the lever (not shown) of the second ball ejection section 72 is operated and the opening / closing piece 72c is displaced to the open position. In the second connection section 72a, the ball ejection hole 72b is opened. As a result, the game ball in the second connection section 72a is discharged from the ball ejection hole 72b to the ball ejection passage 73. In addition, in the second connection section 72a, as the game balls are sequentially discharged from the ball ejection hole 72b to the ball ejection passage 73, the game ball in the supply inlet side passage 62a advances toward the second connection section 72a. In addition, in the ball ejection state, the conveying section 52 is driven. That is, the game ball inside the conveying section 52 is discharged to the supply inlet side passage 62a and further advances toward the second connection section 72a. Then, the game ball that has reached the second connection section 72a flows into the ball ejection passage 73 from the ball ejection hole 72b.

[0315] The ball removal passage 73 is formed by combining passages that extend downward or passages that incline downward. Thus, when a gaming ball flows into the ball removal passage 73, it flows through the ball removal passage 73 and reaches the first ball removal section 71. If the ball removal hole 71b is in an open state, the gaming ball is discharged from the ball removal hole 71b to the outside of the machine.

[0316] Next, the specified number P0, which is the number of gaming balls circulated inside the gaming machine 10, will be described. For example, after the completion of maintenance work, the manager of the gaming machine 10 can cause game balls to flow into the distribution mechanism 29 from the receiving ports 30a to 30c. The manager of the gaming machine 10 can cause any number of game balls to flow into the distribution mechanism 29. This can increase the number of game balls circulating inside the gaming machine 10. Also, as described above, the manager of the gaming machine 10 can remove game balls from the distribution mechanism 29 by utilizing the ball removal state.

[0317] Next, a detailed description will be given of the process executed in the gaming machine 10 when the gaming machine 10 is controlled to be in a progress-impossible state. As described above, the gaming machine 10 is configured to be controllable to a progress-disabled state when the maximum difference number SC becomes equal to or greater than the predetermined value La. The gaming machine 10 is configured to be immediately controlled to a progress-disabled state when the maximum difference number SC becomes equal to or greater than the predetermined value La when a jackpot game is not being played. The gaming machine 10 is configured to be controlled to a progress-disabled state when a jackpot game is being played and the maximum difference number SC becomes equal to or greater than the predetermined value La when the jackpot game is finished.

[0318] First, a process executed by the game control board 80 (CPU 80a) when the game is controlled to be in a progress disabled state will be described. When the non-progression state flag is set in the RAM 80c, the CPU 80a does not execute normal board processes such as special symbol input process, special symbol start process, normal symbol input process, normal symbol start process, winning process, specified number achievement process, and board error setting process. As described above, the normal board processes are processes for progressing the game.

[0319] When starting the special symbol input process, the CPU 80a judges whether or not a progress-impossible state flag is set in the RAM 80c. If the progress-impossible state flag is not set, the CPU 80a executes the special symbol input process. If the progress-impossible state flag is set, the CPU 80a does not execute the special symbol input process even if a winning ball detection signal is input from the first start sensor D11. In other words, if the progress-impossible state flag is set, the CPU 80a does not suspend the execution of the first special game. In this way, in the gaming machine 10, when the first start sensor D11 detects a game ball after a specific condition is established and the gaming machine 10 is controlled to be in a progress-impossible state, the execution of the first special game is not suspended in response to the detection.

[0320] Similarly, when the non-progress state flag is set, the CPU 80a does not execute the special symbol input process even if a winning ball detection signal is input from the second start sensor D12. In other words, when the non-progress state flag is set, the CPU 80a does not suspend the execution of the second special game. In this way, in the gaming machine 10, when the second start sensor D12 detects a gaming ball after the specific condition is established and the game is controlled to the non-progress state, the execution of the second special game is not suspended in response to the detection.

[0321] In addition, even if the progress impossible waiting flag is set, if the progress impossible state flag is not set, the CPU 80a executes the special symbol input process. That is, even if a specific condition is established during a jackpot game, the CPU 80a can execute the special symbol input process during the jackpot game. Therefore, in the gaming machine 10, if a specific condition is established during a jackpot game, when the first start sensor D11 detects a game ball during the jackpot game after the specific condition is established, the execution of the first special game can be suspended in response to the detection. Also, in the gaming machine 10, if a specific condition is established during a jackpot game, when the second start sensor D12 detects a game ball during the jackpot game after the specific condition is established, the execution of the second special game can be suspended in response to the detection.

[0322] On the other hand, if a specific condition is met during the execution of a special game, the progress-impossible waiting flag is not set, and the progress-impossible state flag is set. Therefore, in the gaming machine 10, if a specific condition is met during the execution of a special game, when the first start sensor D11 detects a gaming ball after the specific condition is met, the execution of the first special game is not put on hold in response to the detection. Also, in the gaming machine 10, if a specific condition is met during the execution of a special game, when the second start sensor D12 detects a gaming ball after the specific condition is met, the execution of the second special game is not put on hold in response to the detection.

[0323] When starting the special symbol start process, the CPU 80a judges whether or not a non-progress state flag is set in the RAM 80c. When the non-progress state flag is not set, the CPU 80a executes the special symbol start process. When the non-progress state flag is set, the CPU 80a does not execute the special symbol start process even if the start condition of the special game is established. In other words, when the non-progress state flag is set, the CPU 80a does not execute the process for executing the first special game even if the first reserved number is greater than 0. Also, when the non-progress state flag is set, the CPU 80a does not execute the process for executing the second special game even if the second reserved number is greater than 0. In this way, in the gaming machine 10, when a specific condition is established and the gaming machine 10 is controlled to the non-progress state, the special game whose execution has been suspended is not executed. Therefore, in the gaming machine 10, when a specific condition is established and the gaming machine 10 is controlled to the non-progress state, it can be said that the special game whose execution has been suspended is not executed. Furthermore, when the progress impossible state flag is set, the CPU 80a does not execute the process of executing the first special game or the second special game.

[0324] When starting the normal symbol input process, the CPU 80a judges whether or not a non-progression state flag is set in the RAM 80c. If the non-progression state flag is not set, the CPU 80a executes the normal symbol input process. If the non-progression state flag is set, the CPU 80a does not execute the normal symbol input process even if it receives a ball entry detection signal from the gate sensor D15. In other words, if the non-progression state flag is set, the CPU 80a does not suspend the execution of the normal game. In this way, in the gaming machine 10, when the gate sensor D15 detects a game ball after a specific condition is established and the game is controlled to be in a non-progression state, the execution of the normal game is not suspended in response to the detection.

[0325] In addition, even if the non-progression standby flag is set, if the non-progression state flag is not set, the CPU 80a executes the normal symbol input process. In other words, even if a specific condition is established during a jackpot game, the CPU 80a can execute the normal symbol input process during the jackpot game. Therefore, in the gaming machine 10, if a specific condition is established during a jackpot game, when the gate sensor D15 detects a game ball during the jackpot game after the specific condition is established, the execution of the normal game can be suspended in response to the detection. On the other hand, if a specific condition is established during the execution of a special game, the non-progression standby flag is not set and the non-progression state flag is set. Therefore, in the gaming machine 10, if a specific condition is established during the execution of a special game, when the gate sensor D15 detects a game ball after the specific condition is established, the execution of the normal game is not suspended in response to the detection.

[0326] When starting the normal symbol start process, the CPU 80a judges whether or not a non-progress state flag is set in the RAM 80c. When the non-progress state flag is not set, the CPU 80a executes the normal symbol start process. When the non-progress state flag is set, the CPU 80a does not execute the normal symbol start process even if the start condition of the normal game is established. In other words, when the non-progress state flag is set, the CPU 80a does not execute the process for executing the normal game. In this way, in the gaming machine 10, when a specific condition is established and the game is controlled to be in a non-progress state, the normal game whose execution has been suspended is not executed. Also, when the non-progress state flag is set, the CPU 80a does not execute the process for executing the normal game.

[0327] In addition, even if the non-progression standby flag is set, if the non-progression state flag is not set, the CPU 80a executes the normal symbol start process. In other words, even if a specific condition is established during a jackpot game, the CPU 80a can execute the normal symbol start process during the jackpot game. Therefore, in the gaming machine 10, if a specific condition is established during a jackpot game, the normal game is executed when the start condition of the normal game is established during the jackpot game after the specific condition is established. On the other hand, if a specific condition is established during the execution of a special game, the non-progression standby flag is not set and the non-progression state flag is set. Therefore, in the gaming machine 10, if a specific condition is established during the execution of a special game, even if the start condition of the normal game is established after the specific condition is established, the normal game is not executed.

[0328] When starting the winning process, the CPU 80a judges whether or not the progress impossible state flag is set in the RAM 80c. When the progress impossible state flag is not set, the CPU 80a executes the winning process. When the progress impossible state flag is set, the CPU 80a does not execute the winning process even if it inputs a winning ball detection signal from the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14. In other words, when the progress impossible state flag is set, the CPU 80a does not output the number of winning balls information to the frame control board 82, and does not output it to the performance control board 81. The frame control board 82 (CPU 82a) awards the prize balls by inputting the number of winning balls information from the game control board 80, so that the prize balls are not awarded when the progress impossible state is set. In this way, in the gaming machine 10, if the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14 detects a gaming ball after a specific condition is met and the game is controlled to a progress-impossible state, no prize balls are awarded in response to the detection.

[0329] As described above, even when the CPU 80a is controlled to the non-progress state, it can input each detection signal output by each sensor D11 to D15. However, even if the CPU 80a inputs a winning ball detection signal from the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14, it does not output the acquired prize ball number information to the frame control board 82. Therefore, when the CPU 80a is controlled to the non-progress state by the establishment of a specific condition, even if the CPU 82a inputs a winning ball detection signal output when the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14 detects a game ball, it does not execute the second managed ball number information generation process.

[0330] In addition, even if the progress impossible waiting flag is set, if the progress impossible state flag is not set, the CPU 80a executes the winning process. In other words, even if a specific condition is established during a jackpot game, the CPU 80a can execute the winning process during the jackpot game. Therefore, in the gaming machine 10, if a specific condition is established during a jackpot game, when the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14 detects a game ball during the jackpot game after the specific condition is established, a prize ball is awarded in response to the detection.

[0331] On the other hand, when a specific condition is met during the execution of the special game, the progress impossible waiting flag is not set and the progress impossible state flag is set. Therefore, in the gaming machine 10, when a specific condition is met during the execution of the special game, when the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14 detects a gaming ball after the specific condition is met, a prize ball is not awarded in response to the detection.

[0332] When starting the specified number reaching process, the CPU 80a judges whether or not the progress impossible waiting flag or the progress impossible state flag is set in the RAM 80c. If the progress impossible waiting flag or the progress impossible state flag is not set, the CPU 80a executes the specified number reaching process. If the progress impossible waiting flag or the progress impossible state flag is set, the CPU 80a does not execute the specified number reaching process even if the maximum difference number command is input.

[0333] When starting the board-side error setting process, the CPU 80a judges whether or not the progress-impossible state flag is set in the RAM 80c. When the progress-impossible state flag is not set, the CPU 80a executes the board-side error setting process. When the progress-impossible state flag is set, the board-side error setting process is not executed. That is, when the progress-impossible state flag is set, the CPU 80a does not detect or set the main unauthorized radio wave detection error. Also, when the progress-impossible state flag is set, the CPU 80a does not detect or set the communication line disconnection error. In this way, in the gaming machine 10, when the specific condition is established and the gaming machine 10 is controlled to the progress-impossible state, if the main radio wave sensor D19 detects an abnormal radio wave, the main unauthorized radio wave detection error is not set in response to the detection. In this way, in the gaming machine 10, when the gaming machine 10 is not controlled to the progress-impossible state, the board-side error setting process may be executed as a control related to the main unauthorized radio wave detection error (radio wave detection error control). On the other hand, in the gaming machine 10, when it is controlled to the progress disabled state, the board side error setting process is not executed as the control related to the main unauthorized radio wave detection error (radio wave detection error control).

[0334] When the progress-impossible state flag is set, the CPU 80a stops the special game being executed. Specifically, when the CPU 80a sets the progress-impossible state flag during execution of the special game, it stops the execution of the special game. In the following description, when the special game is described as "stopped," it means that the special symbol is not displayed as a fixed stop in the special game, and the special game is forcibly ended midway without the variable time of the special game having elapsed. When the CPU 80a sets the progress-impossible state flag during execution of the first special game, it controls the first special symbol display unit 21a so as to turn off all of the multiple light-emitting bodies in the first special symbol display unit 21a. As a result, when a specific condition is established during execution of the first special game and the game is controlled to be in a progress-impossible state, the CPU 80a stops the execution of the first special game. At this time, the CPU 80a controls the second special symbol display unit 21b so as to turn off all of the multiple light-emitting bodies in the second special symbol display unit 21b.

[0335] When the CPU 80a sets the progress-impossible state flag during the execution of the second special game, the CPU 80a controls the second special symbol display unit 21b so as to turn off all of the multiple light-emitting elements in the second special symbol display unit 21b. As a result, when a specific condition is met during the execution of the second special game and the game is controlled to be in a progress-impossible state, the CPU 80a halts the execution of the second special game. At this time, the CPU 80a controls the first special symbol display unit 21a so as to turn off all of the multiple light-emitting elements in the first special symbol display unit 21a. In this way, the gaming machine 10 is configured to halt the execution of the special game by turning off all of the multiple light-emitting elements in the first special symbol display unit 21a and the second special symbol display unit 21b when a specific condition is met and the game is controlled to be in a progress-impossible state.

[0336] As described above, when the maximum difference SC becomes equal to or greater than the predetermined value La during the execution of a special game, the gaming machine 10 is immediately controlled to an inability to proceed. Therefore, it can be said that the CPU 80a halts the execution of the special game when a specific condition is met during the execution of the special game. In other words, in the gaming machine 10, when a specific condition is met during the execution of a special game, the execution of the special game is halted.

[0337] When the non-progression state flag is set, the CPU 80a stops the normal game being executed. Specifically, when the CPU 80a sets the non-progression state flag during execution of the normal game, it stops the execution of the normal game. In the following description, when the "stop" is indicated for the normal game, it means that the normal symbol is not displayed as a fixed stop in the normal game, and the normal game is forcibly ended midway without the variable time of the normal game having elapsed. When the CPU 80a sets the non-progression state flag during execution of the normal game, it controls the normal symbol display unit 21e so as to turn off all of the multiple light emitters in the normal symbol display unit 21e. As a result, the CPU 80a stops the execution of the normal game when a specific condition is established during execution of the normal game and the game is controlled to be in a non-progression state.

[0338] Here, as described above, in the gaming machine 10, when a specific condition is met and the gaming machine 10 is controlled to be in a progress-disabled state, the special game whose execution has been suspended is not executed. And, in the gaming machine 10, when a specific condition is met and the gaming machine 10 is controlled to be in a progress-disabled state, the execution of the special game is not suspended. And, in the gaming machine 10, when a specific condition is met and the gaming machine 10 is controlled to be in a progress-disabled state, the execution of the normal game whose execution has been suspended is not executed. And, in the gaming machine 10, when a specific condition is met and the gaming machine 10 is controlled to be in a progress-disabled state, the execution of the normal game is not suspended.

[0339] When the CPU 80a sets the progress impossible state flag, it controls the first hold display unit 21c to turn off all of the multiple light-emitting elements in the first hold display unit 21c. When the CPU 80a sets the progress impossible state flag, it controls the second hold display unit 21d to turn off all of the multiple light-emitting elements in the second hold display unit 21d. When the CPU 80a sets the progress impossible state flag, it controls the normal hold display unit 21f to turn off all of the multiple light-emitting elements in the normal hold display unit 21f.

[0340] As described above, when the CPU 80a is controlled to the progress disabled state by realizing the specific condition, all of the light emitters in the first reserve display unit 21c and the second reserve display unit 21d are turned off, and all of the light emitters in the first special symbol display unit 21a and the second special symbol display unit 21b are turned off to stop the execution of the special game. Also, when the CPU 80a is controlled to the progress disabled state by realizing the specific condition, all of the light emitters in the normal reserve display unit 21f are turned off, and all of the light emitters in the normal symbol display unit 21e are turned off to stop the execution of the normal game.

[0341] When the progress impossible state flag is set, the CPU 80a ends the normal winning game being executed. Specifically, when the CPU 80a sets the progress impossible state flag during the execution of the normal winning game, the CPU 80a ends the execution of the normal winning game. When the progress impossible state flag is set during the execution of the normal game, the CPU 80a controls the normal solenoid SL1 so that the second start port 23B is closed. For example, when the progress impossible state flag is set, the CPU 80a controls the normal solenoid SL1 so that the second start port 23B is closed even before the total opening time of the second start port 23B in one normal winning game has elapsed. For example, when the progress impossible state flag is set, the CPU 80a controls the normal solenoid SL1 so that the second start port 23B is closed even before the opening number of the second start port 23B in one normal winning game has been reached. As a result, when a specific condition is met during the execution of a normal winning game and the game is controlled to be in a non-progress state, the CPU 80a ends the execution of the normal winning game. In other words, when a specific condition is met during the execution of a normal winning game and the game is controlled to be in a non-progress state, the CPU 80a ends the execution of the normal winning game midway.

[0342] In addition, even if the progress impossible waiting flag is set, if the progress impossible state flag is not set, the CPU 80a does not end the normal winning game midway. In other words, even if a specific condition is established during a big win game, the CPU 80a does not end the normal winning game midway during the big win game. Therefore, in the gaming machine 10, if a specific condition is established during a big win game, the normal winning game is not ended midway. On the other hand, if a specific condition is established during the execution of a special game, the progress impossible waiting flag is not set and the progress impossible state flag is set. Therefore, in the gaming machine 10, if a specific condition is established during the execution of a special game, the normal winning game is ended midway.

[0343] When the CPU 80a sets the progress impossible state flag, it outputs a launch stop signal to the frame control board 82 (launch permission circuit 82m). The CPU 80a outputs the launch stop signal until the progress impossible state flag is cleared. When the progress impossible state flag is cleared, the CPU 80a stops outputting the launch stop signal. In other words, the launch stop signal is in the ON state when progress impossible state is reached and is in the OFF state when progress possible state is reached.

[0344] As described above, the launch permission circuit 82m does not output a launch permission signal when the launch stop signal is input from the CPU 80a. And, the launch control circuit 83a does not output a launch timing pulse to the solenoid drive unit when the launch permission signal is in the OFF state. Therefore, in the gaming machine 10, when the gaming machine 10 is controlled to the non-progression state, the launch operation by the launch unit 65 is not performed, and the gaming ball is not launched. In other words, in the gaming machine 10, when the gaming machine 10 is controlled to the non-progression state by the establishment of a specific condition, the gaming ball is not launched even if the launch operation unit 15 is operated. In this embodiment, "the launch operation unit 15 is operated" means that an operation to launch the gaming ball is performed. In other words, "the launch operation unit 15 is operated" means that the player holds the launch operation unit 15, the player's fingers touch the energizing ring 15c, and the handle lever 15a is rotated. "The launch operation unit 15 is operated" does not include the operation of pressing the launch stop button 15b.

[0345] On the other hand, as described later, in the gaming machine 10, even if it is controlled to the progress-impossible state, the transport operation by the transport unit 52 can be performed. The CPU 82a can execute the second transport process even if the impossible state command is input. That is, in the gaming machine 10, even if it is controlled to the progress-impossible state, the gaming ball discharged from the game area 20a is transported toward the launch unit 65. However, in the gaming machine 10, when it is controlled to the progress-impossible state, even if the gaming ball is transported toward the launch unit 65, the gaming ball is not launched. In this way, in the gaming machine 10, when a specific condition is established and it is controlled to the progress-impossible state, the gaming ball is transported toward the launch unit 65, but the gaming ball is not launched even if the launch operation unit 15 is operated.

[0346] Here, the second management ball count PB is subtracted in relation to at least one of the launching operation by the launching unit 65 and the supplying operation by the supplying unit 61. However, when the game machine 10 is controlled to an unprogressable state, neither the launching operation by the launching unit 65 nor the supplying operation by the supplying unit 61 is performed. Therefore, in the gaming machine 10, when a specific condition is met and the game machine 10 is controlled to an unprogressable state, the number of balls held by the player is not reduced by the launching of game balls.

[0347] Next, a process executed in the frame control board 82 (CPU 82a) when the game is controlled to be in a progress-impossible state will be described. When an impossible state command is input, the CPU 82a does not execute a part of the normal frame side processing. Specifically, even if the impossible state command is input, the CPU 82a executes the game information storage processing, the second transport processing, the performance information generation processing, the second managed ball number information generation processing, and the frame side error notification processing. On the other hand, when the impossible state command is input, the CPU 82a does not execute the maximum difference number information generation processing. When the impossible state command is input, the CPU 82a does not execute a part of the processing in the frame side error setting processing. When the impossible state command is input, the CPU 82a sets the impossible state flag in the RAM 82c as information that can identify that the game is controlled to the impossible state. When the possible state command is input, the CPU 82a erases the impossible state flag stored in the RAM 82c.

[0348] When starting the maximum difference number information generation process, the CPU 82a judges whether or not the progress impossible state flag is set in the RAM 80c. When the progress impossible state flag is not set, the CPU 82a executes the maximum difference number information generation process. When the progress impossible state flag is set, the CPU 82a does not execute the maximum difference number information generation process even if the CPU 82a inputs the number of winning balls information from the game control board 80 (CPU 80a). In other words, when the progress impossible state flag is set, the CPU 82a does not increase the maximum difference number SC. Also, even if the CPU 82a inputs an out signal from the out sensor D30, the CPU 82a does not execute the maximum difference number information generation process. In other words, when the progress impossible state flag is set, the CPU 82a does not decrease the maximum difference number SC. Therefore, when the progress impossible state flag is set, the CPU 82a does not output the maximum difference number command to the game control board 80. For this reason, when the progress impossible state flag is set, the game control board 80 (CPU 80a) does not output the maximum difference number command to the performance control board 81.

[0349] When starting the frame side error setting process, the CPU 82a judges whether or not an unprogressable state flag is set in the RAM 80c. If the unprogressable state flag is not set, the CPU 82a performs a process of detecting and setting an illegal frame radio wave detection error, a communication error within the managed gaming machine, and a door open error. If the unprogressable state flag is set, the CPU 82a does not perform a process of detecting and setting an illegal frame radio wave detection error. On the other hand, even if the unprogressable state flag is set, the CPU 82a performs a process of detecting and setting an communication error within the managed gaming machine and a door open error.

[0350] When the progress impossibility state flag is set, the CPU 82a does not increment the frame radio wave detection count even if it receives a radio wave detection signal from the frame radio wave sensor D16. Therefore, when the progress impossibility state flag is set, the frame radio wave detection count does not reach the predetermined count k1. Therefore, the CPU 82a does not set the frame illegal radio wave detection error.

[0351] In this way, in the gaming machine 10, if the frame radio wave sensor D16 detects abnormal radio waves after the gaming machine 10 is controlled to the progress-disabled state due to the specific condition being met, the frame unauthorized radio wave detection error is not set in response to the detection. In this way, in the gaming machine 10, when the gaming machine 10 is not controlled to the progress-disabled state, the frame side error setting process may be executed as control related to the frame unauthorized radio wave detection error (radio detection error control). On the other hand, in the gaming machine 10, when the gaming machine 10 is controlled to the progress-disabled state, the frame side error setting process is not executed as control related to the frame unauthorized radio wave detection error (radio detection error control).

[0352] In the gaming machine 10, when the first door opening switch D17 detects that the protective frame 11c is opened after a specific condition is established and the gaming machine 10 is controlled to be in a non-progression state, a door opening error is set in response to the detection. In the gaming machine 10, when the second door opening switch D18 detects that the mounting frame 11b is opened after a specific condition is established and the gaming machine 10 is controlled to be in a non-progression state, a door opening error is set in response ...

Claims

[Claim 1] In a gaming machine capable of executing a variable game and awarding a winning game after a winning result is derived in the variable game, A specific winning hole into which the game ball can enter; A special winning port having an opening and closing member through which a game ball can enter; a ball entry state control means for controlling a state in which the ball entry rate of game balls into the special winning opening is different, the state being a non-ball entry rate improvement state and a ball entry rate improvement state in which the ball entry rate of game balls into the special winning opening is higher than that in the non-ball entry rate improvement state; a disabled state control means for controlling the game to a disabled state in which the game cannot be played when a specific condition is satisfied; A performance execution unit capable of executing a performance; A performance control means capable of controlling the performance execution unit, When the specific condition is met during the winning game, the game is not controlled to the non-progression state until the winning game ends, In a situation where a variable game in the winning rate improvement state can be executed after the winning game ends, if the specific condition is established during the winning game, the variable game in the winning rate improvement state is not executed even if the winning game ends, The performance execution unit is capable of executing an acquisition number performance in which the performance content is updated in response to the establishment of a condition for awarding a prize ball, When the winning number effect is being executed, when the game is controlled to the non-progression state, the execution of the winning number effect is terminated, The game is configured to suspend the execution of the variable game when a game ball enters the specific winning hole, When the specific condition is established by a game ball entering the specific winning port, the execution of the variable game may be suspended in response to the game ball entering the specific winning port, and when the specific condition is established and the game is controlled to the non-progressable state, and then a game ball enters the specific winning port, the execution of the variable game is not suspended in response to the game ball entering the specific winning port, When the specific condition is satisfied during the winning game, when a game ball enters the specific winning hole during the winning game after the specific condition is satisfied, a prize ball is awarded according to the game ball entering the specific winning hole; This gaming machine is characterized in that, when the winning number presentation is being executed during the winning game, even if the specific condition is established, the execution of the winning number presentation is continued until a specific timing after the specific condition is established.

Citation Information

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