Game machine
The gaming machine addresses the issue of incomplete game sessions by incorporating detection and control mechanisms to manage game states based on game ball entries, ensuring games can be completed without power cutoffs.
Patent Information
- Application Number
- JP2023152390
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-20
- Publication Date
- 2025-04-02
AI Technical Summary
Existing game machines struggle to properly control the game state when the memory content does not match, leading to incomplete game sessions unless the power is cut off.
A gaming machine equipped with specific control mechanisms, including detection means for game balls entering designated ports, and control logic to manage game states, allowing for special design change games and prize ball grants based on detected game balls.
Enables appropriate control of game states, allowing games to progress or be halted as needed, ensuring complete game sessions without requiring power cutoffs.
Smart Images

Figure 2025044668000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, some gaming machines are controlled to an unplayable state in which the game cannot proceed if the stored contents do not match, such as the gaming machine described in Patent Document 1. The unplayable state cannot be ended, for example, unless at least the power supply is cut off. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-081443 A Summary of the Invention [Problem to be solved by the invention]
[0004] Nowadays, it is desired to appropriately control gaming machines that are controlled to be in a non-playable state. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine that can input a signal output from a gaming device and can execute a special symbol variation game when a gaming ball enters a start opening, and includes a first normal winning opening, a first normal detection means that can detect a gaming ball that has entered the first normal winning opening, a second normal winning opening, a second normal detection means that can detect a gaming ball that has entered the second normal winning opening, a specific control means that can execute a specific control to award gaming balls based on a signal output from the gaming device, a prize ball control means that can execute a prize ball awarding control to award gaming balls as prize balls, and a control means that controls a game to proceed. and a disabled state control means capable of controlling the special symbol variation game to a disabled state in which it is impossible to play the special symbol variation game, wherein the special symbol variation game is not executed when a game ball enters the first normal winning port, and is not executed when a game ball enters the second normal winning port, the prize ball control means is capable of executing the prize ball awarding control based on the detection of a game ball by the first normal detection means, and is capable of executing the prize ball awarding control based on the detection of a game ball by the second normal detection means, and the disabled state control means is capable of controlling the special symbol variation game to a disabled state in which it is impossible to play the special symbol variation game, wherein the special symbol variation game is not executed when a game ball enters the first normal winning port, and is not executed when a game ball enters the second normal winning port, the prize ball control means is capable of executing the prize ball awarding control based on the detection of a game ball by the first normal detection means, and is capable of executing the prize ball awarding control based on the detection of a game ball by the second normal detection means, When the game device is in an available state, it can be controlled to the unplayable state when a specific value reaches a specified value, the specific value does not change by the provision of game balls based on a signal output from the game device, can change by the provision of game balls as prize balls based on the detection of game balls by the first normal detection means, and can change by the provision of game balls as prize balls based on the detection of game balls by the second normal detection means, and in the unplayable state, a special symbol variation game is not executed, and when the game device is controlled to the available state, the specific control based on a signal output from the game device is executed, when the game device is controlled to the unplayable state, the specific control based on a signal output from the game device is executed, when the game device is controlled to the available state, the prize ball provision control based on the detection of game balls by the first normal detection means is executed, when the game device is controlled to the unplayable state, the prize ball provision control based on the detection of game balls by the first normal detection means is restricted when the game device is controlled to the unplayable state, and when the game device is controlled to the available state,The prize ball awarding control is executed based on the detection of a game ball by the second normal detection means, and when the game is controlled to the non-playable state, the prize ball awarding control based on the detection of a game ball by the second normal detection means is restricted. Effect of the Invention
[0006] According to the present invention, appropriate control can be achieved. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view of a pachinko gaming machine. [Diagram 2] FIG. 2 is a front view of the game board. [Diagram 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a flowchart showing the granting process. [Diagram 5] 5(a) and 5(b) are diagrams showing an example of the display contents of the effect display device when the unpaid amount notification effect is executed. [Figure 6] FIG. 6 is a flowchart showing the impossibility determination process. [Figure 7] FIG. 7 is a flowchart showing the progress disable process. [Figure 8] 8(a) and 8(b) are diagrams showing an example of the display content of the performance display device when a bulb-out error notification is made. [Figure 9] FIG. 9 is a diagram showing an example of the dispensing of game balls. [Figure 10] 10(a) to 10(f) are diagrams for explaining the provision of game balls in each of the playable state and the non-playable state. [Figure 11] FIG. 11 is a diagram for explaining various types of information and the display contents or notification contents of each display unit. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, an embodiment of the gaming machine will be described. In this specification, up, down, left, right, front (front), and back (rear) indicate the respective directions as seen by a player. 1 shows a pachinko gaming machine 10 (hereinafter, referred to as gaming machine 10) as a gaming machine, and a card unit CU as a gaming device. The card unit CU is installed next to the gaming machine 10 in a gaming machine installation facility (so-called island facility) such as an amusement parlor.
[0009] The card unit CU is provided with a slot CUa for inserting a prepaid card as a storage medium. When the prepaid card is returned to the card unit CU, the prepaid card is returned from the slot CUa. The prepaid card stores a card balance used for lending game balls, which are an example of a game medium. For example, the prepaid card may store the number of game balls owned by the player. Although details will be described later, the gaming machine 10 can input a signal output from a gaming device such as the card unit CU, and game balls are provided in response to the input of the signal. The gaming machine 10 can launch game balls as game media provided based on a signal output from a gaming device such as the card unit CU into a game area 21 (shown in FIG. 2) to be described later.
[0010] The gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to a gaming machine installation facility. The middle frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A gaming board unit including a gaming board 20 is fixed to the middle frame 13. The front frame 14 is supported on the front side of the middle frame 13 so as to be openable and closable so as to cover the front of the gaming board 20. A protective glass 15 that protects the gaming board 20 is supported on the front frame 14. Note that the protective glass 15 is omitted in FIG. 1 except for a part of it, but in reality it covers the entire opening 14a of the front frame 14.
[0011] The gaming machine 10 is provided with a launch handle 16 as a launch operation means on the front side of the front frame 14. In the gaming machine 10, a gaming ball as a gaming medium is launched with an intensity according to the operation amount (rotation amount) of the launch handle 16. That is, the gaming machine 10 is configured to be able to adjust the launch intensity of the gaming ball by operating the launch handle 16. The gaming machine 10 is provided with a decorative lamp 17 as a light-emitting means capable of emitting light on the front side of the front frame 14. The decorative lamp 17 can execute an effect (hereinafter referred to as a light-emitting effect) in which a built-in light-emitting body emits light, blinks, and turns off as one of the effects. The gaming machine 10 is provided with a speaker 18 as a sound output means capable of outputting sound on the front side of the front frame 14. The speaker 18 can execute an effect (hereinafter referred to as a sound effect) in which various sounds are output as one of the effects. For example, the sound output from the speaker 18 includes background music (so-called BGM).
[0012] The gaming machine 10 is provided with an upper tray Z1 and a lower tray Z2 on the front side of the front frame 14 as ball trays for storing game balls. The upper tray Z1 and the lower tray Z2 are storage trays for storing the provided game balls. The game balls stored in the upper tray Z1 are launched into the game area 21 by operating the launch handle 16. In this way, the gaming machine 10 can launch game balls using the provided game balls. In addition, the game balls that overflow from the upper tray Z1 are guided to the lower tray Z2 through a guide passage not shown. The game balls stored in the lower tray Z2 are discharged outside the machine by operating the ball removal button NB. In general, the game balls stored in the lower tray Z2 are discharged to a dollar box prepared by the gaming facility or a counting machine of a gaming device such as a card unit CU by operating the ball removal button NB. In the gaming machine 10, the gaming balls held by the player, such as by being stored in the upper tray Z1, the lower tray Z2, the coin box, etc., correspond to gaming value used in games on the gaming machine 10.
[0013] In the gaming machine 10, game balls are dispensed and dispensed by operating the dispenser FS (shown in FIG. 3). In the gaming machine 10, when the dispenser FS is operated, game balls stored in the ball tank TK on the back side of the gaming machine 10 are dispensed. If there are no game balls stored in the ball tank TK, game balls are not dispensed even if the dispenser FS is operated. In the gaming machine 10, when the game balls stored in the ball tank TK run out, a ball out error occurs as a specific error. The gaming machine 10 is equipped with a ball out sensor ES (shown in FIG. 3) capable of detecting a ball out error. In this embodiment, the ball out sensor ES corresponds to a specific error detection means capable of detecting a specific error. For example, a ball passage through which the game balls stored in the ball tank TK pass in order to dispense the game balls stored in the ball tank TK is connected to the ball tank TK, and the ball out sensor ES is disposed in the ball passage. In the gaming machine 10, when the time when the gaming ball is no longer detected by the ball out sensor ES reaches a reference time (3 seconds in this embodiment), a ball out error is detected and a ball out error occurs. In this way, the ball out sensor ES as a specific error detection means is configured to be able to detect a ball out error as a specific error accompanying the awarding of a gaming ball. Detecting a ball out error corresponds to detecting a ball out error. In other words, detecting a ball out error corresponds to detecting a ball out error. The gaming machine 10 is provided with an award detection sensor FK (shown in FIG. 3) capable of detecting a gaming ball awarded by the operation of the award device FS. For example, the award detection sensor FK is disposed in a ball passage through which a gaming ball awarded by the operation of the award device FS passes. The reference time in this embodiment is set to 3 seconds, but may be changed.
[0014] The gaming machine 10 is provided with a ball lending switch SW1 operable by a player on the front side of the front frame 14. In this embodiment, for example, when a prepaid card is inserted through the insertion / return port CUa and the ball lending switch SW1 is operated in a state in which game balls can be lent, game balls are lent and game balls are dispensed. The gaming machine 10 is also provided with a return switch SW2 operable by a player on the front side of the front frame 14. In this embodiment, for example, the card balance or the number of acquired balls is stored in the prepaid card, and when the return switch SW2 is operated in a state in which the prepaid card can be returned, the prepaid card is returned and ejected from the insertion / return port CUa.
[0015] As shown in FIG. 2, a game area 21 having a substantially circular shape in a front view is defined on the front side of the game board 20. The game board 20 is provided with a guide path 21a that guides the launched game ball to the game area 21. The game board 20 is provided with a prevention valve 21b that prevents the game ball launched into the game area 21 from returning back to the guide path 21a. The launched game ball is guided by the guide path 21a, passes through the prevention valve 21b located at the most downstream of the guide path 21a, and reaches the game area 21. The game ball that reaches the game area 21 flows down the game area 21. The game machine 10 can launch game balls into the game area 21 using game balls held by the player. That is, in this embodiment, game balls can be launched into the game area using the granted game value.
[0016] The gaming machine 10 includes an information display panel 22. The information display panel 22 notifies various information indicating the control state of the gaming machine 10. The information display panel 22 includes a first special symbol display section 22a. The first special symbol display section 22a is composed of a plurality of light-emitting bodies. The first special symbol display section 22a displays a first special symbol change game (hereinafter referred to as the first special game) in which a predetermined symbol is variably displayed and a special symbol is finally fixed and stopped. The information display panel 22 includes a second special symbol display section 22b. The second special symbol display section 22b is composed of a plurality of light-emitting bodies. The second special symbol display section 22b displays a second special symbol change game (hereinafter referred to as the second special game) in which a predetermined symbol is variably displayed and a special symbol is finally fixed and stopped. In the following description, the first special game and the second special game may be collectively referred to as a "special game" or a "special symbol change game". The special symbols are symbols for notifying the result of an internal lottery, which will be described later. In this manner, the gaming machine 10 is capable of executing a special symbol variation game.
[0017] In the gaming machine 10, the first special game and the second special game are not executed simultaneously, and the second special game is executed in priority to the first special game. In the gaming machine 10, after the special game ends, when the post-stop interval period following the end of the special game ends, the next special game can be executed. That is, in this embodiment, when the interval period following the end of the special pattern change game ends, the next special pattern change game can be executed. The time of the post-stop interval period as an interval period is the post-stop interval time as an interval time. And, the post-stop interval time in this embodiment is "1 second".
[0018] In this specification, "variable display" means a state in which the type of the displayed symbol changes over time. In this specification, "fixed stop display" means a state in which the symbol is fixedly displayed and the type of the displayed symbol does not change.
[0019] The special symbols that can be displayed as fixed stop in the special symbol display sections 22a and 22b include at least a jackpot symbol as a jackpot display result and a non-jackpot symbol as a non-jackpot display result. The special symbols are configured by the lighting state of the light-emitting elements that configure each of the special symbol display sections 22a and 22b. A player can recognize a jackpot when a jackpot symbol is displayed as a fixed stop in the special game, and can recognize that a jackpot is not a jackpot when a non-jackpot symbol is displayed as a fixed stop in the special game. Non-jackpot symbols include a miss symbol. In the gaming machine 10, the results that are displayed as fixed stop in the special game when a jackpot is not won in the jackpot lottery include a miss symbol.
[0020] In the gaming machine 10, when a jackpot is won, a jackpot pattern is displayed in a fixed stop in the special game. That is, in this embodiment, when a jackpot is won in the winning lottery, a winning result is derived in the variable game. Then, in the gaming machine 10, when a jackpot is won, a jackpot game is awarded after the special game that is the subject of the winning is finished. Thus, in this embodiment, when a jackpot is won in the winning lottery, a winning game is awarded. A jackpot game is advantageous for a player because a large number of prize balls and other benefits can be acquired. In the gaming machine 10, when a jackpot is won in the jackpot lottery and a jackpot is obtained, a jackpot pattern is displayed in a fixed stop in the special game, and then a jackpot game is awarded. That is, in this embodiment, when a jackpot is won in the winning lottery and a winning result is obtained in the variable game, and then a winning game is awarded.
[0021] The information display panel 22 includes a first special hold display section 22c. The first special hold display section 22c recognizably displays the number of first special games whose execution has been put on hold because the start condition has been met but the execution condition has not yet been met (hereinafter, referred to as the first special hold number). In this manner, the gaming machine 10 is configured to be able to put on hold the execution of the first special game. The upper limit number of the first special hold numbers in this embodiment is 4. The first special hold display section 22c is configured with a plurality of light-emitting bodies. In the gaming machine 10, the first special hold number is notified by the lighting state of the light-emitting bodies constituting the first special hold display section 22c. In this embodiment, by the first special hold display section 22c notifying the first special hold number, a function as a first special hold notification means capable of notifying that the execution of the first special game is put on hold at least when the execution of the first special game is put on hold is realized. The first special hold number notified by the first special hold display section 22c corresponds to the notification content in the first special hold notification means.
[0022] The information display panel 22 includes a second special hold display section 22d. The second special hold display section 22d recognizably displays the number of second special games whose execution has been put on hold because the start condition has been met but the execution condition has not yet been met (hereinafter, referred to as the second special hold number). In this manner, the gaming machine 10 is configured to be able to put on hold the execution of the second special game. The upper limit number of the second special hold number in this embodiment is 4. The second special hold display section 22d is configured with a plurality of light-emitting bodies. In the gaming machine 10, the second special hold number is notified by the lighting state of the light-emitting bodies constituting the second special hold display section 22d. In this embodiment, by the second special hold display section 22d notifying the second special hold number, a function as a second special hold notification means capable of notifying that the execution of the second special game is put on hold at least when the execution of the second special game is put on hold is realized. The second special hold number notified by the second special hold display section 22d corresponds to the notification content in the second special hold notification means.
[0023] As described above, the gaming machine 10 can reserve the execution of the special symbol change game. And the special reserve display units 22c, 22d can notify the first special reserve number and the second special reserve number. In this embodiment, the special reserve display units 22c, 22d respectively notify the first special reserve number and the second special reserve number, thereby realizing a function as a special reserve notification means capable of notifying that the execution of the special symbol change game is reserved at least when the execution of the special symbol change game is reserved. The first special reserve number and the second special reserve number notified by the special reserve display units 22c, 22d correspond to the notification contents in the special reserve notification means.
[0024] The information display panel 22 includes a normal symbol display section 22e. The normal symbol display section 22e is composed of a plurality of light emitters. The normal symbol display section 22e displays a normal symbol variation game (hereinafter referred to as a normal game) in which a predetermined symbol is variably displayed and a normal symbol is finally displayed as a fixed stop. The normal symbols that can be displayed as fixed stop on the normal symbol display section 22e include a normal win symbol and a normal loss symbol. The normal symbol is composed of the lighting state of the light emitters that constitute the normal symbol display section 22e. A player can recognize a normal win when a normal win symbol is displayed as a fixed stop in a normal game, and can recognize a normal loss when a normal loss symbol is displayed as a fixed stop in a normal game. In this way, the gaming machine 10 can execute a normal symbol variation game. In this embodiment, when a player wins a normal win lottery, a normal win game is awarded after the end of the normal game that is the subject of the win.
[0025] The information display panel 22 includes a normal hold display section 22f. The normal hold display section 22f recognizably displays the number of normal games whose execution has been put on hold because the start condition has been met but the execution condition has not yet been met (hereinafter, referred to as the normal hold number). In this way, the gaming machine 10 can put on hold the execution of the normal symbol variation game. In this embodiment, the upper limit number of normal holds is 4. The normal hold display section 22f is composed of a plurality of light-emitting elements. The normal hold number is notified by the lighting state of the light-emitting elements constituting the normal hold display section 22f. In this embodiment, by the normal hold display section 22f notifying the normal hold number, a function as a normal hold notification means capable of notifying that the execution of a normal game is put on hold at least when the execution of a normal game is put on hold is realized. The normal hold number notified by the normal hold display section 22f corresponds to the notification content in the normal hold notification means.
[0026] The information display panel 22 is equipped with a right hit lamp 22g. Details will be described later, but the right hit lamp 22g can notify that right hitting is recommended in a situation in which right hitting is recommended. The right hit lamp 22g is composed of one light-emitting body. For example, the light-emitting body constituting the right hit lamp 22g is turned on when the situation is one in which right hitting is recommended. On the other hand, the light-emitting body constituting the right hit lamp 22g is turned off when the situation is not one in which right hitting is recommended. In the following description, the lighting of the light-emitting body constituting the right hit lamp 22g may be indicated as "the right hit lamp 22g is turned on," and the turning off of the light-emitting body constituting the right hit lamp 22g may be indicated as "the right hit lamp 22g is turned off."
[0027] The information display panel 22 includes a high base lamp 22h. The details will be described later, but the high base lamp 22h can notify the user that the lamp is in a high base state when the lamp is in a high base state. The high base lamp 22h is composed of one light emitter. For example, the light emitter that constitutes the high base lamp 22h is turned on when the lamp is in a high base state. On the other hand, the light emitter that constitutes the high base lamp 22h is turned off when the lamp is not in a high base state. In the following description, the light emitter that constitutes the high base lamp 22h is turned on may be referred to as "the high base lamp 22h is turned on," and the light emitter that constitutes the high base lamp 22h is turned off may be referred to as "the high base lamp 22h is turned off."
[0028] The information display panel 22 includes a latent lamp 22i. Although details will be described later, the latent lamp 22i can notify the player that the probability fluctuates when the probability fluctuates when the power supply is started. The latent lamp 22i is composed of one light emitter. For example, the light emitter that constitutes the latent lamp 22i is turned on when the probability fluctuates when the power supply is started. On the other hand, the light emitter that constitutes the latent lamp 22i is turned on when the probability fluctuates when the power supply is started. Incidentally, in the gaming machine 10, when the execution of the special game is started when the light emitter that constitutes the latent lamp 22i is turned on, the light emitter that constitutes the latent lamp 22i is turned off. In the following description, the light emitter that constitutes the latent lamp 22i is turned on may be referred to as "the latent lamp 22i is turned on", and the light emitter that constitutes the latent lamp 22i is turned off may be referred to as "the latent lamp 22i is turned off".
[0029] The gaming machine 10 also includes a center frame 23 decorated with various ornaments at the approximate center of the play area 21 of the game board 20. The center frame 23 includes an opening 23a. The center frame is also called a center role or a center role object.
[0030] The gaming machine 10 is equipped with a performance display device 25 as a display means. For example, the performance display device 25 may be a display device such as a liquid crystal display or an organic EL display. The performance display device 25 is equipped with a display area 25r in which an image is displayed. The performance display device 25 is attached to the gaming board 20 so that the player can view the display area 25r through the opening 23a of the center frame 23. The performance display device 25 can execute a performance (hereinafter referred to as a display performance) that displays a predetermined image as one of the performances.
[0031] The gaming machine 10 is provided with a first start opening 26 as a start opening. The first start opening 26 is located below the center frame 23 in the game area 21. The first start opening 26 is always open so that a game ball can enter. In this embodiment, the first start opening 26 corresponds to a predetermined start opening that is always open so that a game ball can enter. The gaming machine 10 is provided with a first start sensor SE1 (shown in FIG. 3) that detects a game ball that has entered the first start opening 26. In this embodiment, the first start sensor SE1 corresponds to a predetermined start detection means that can detect a game ball that has entered the predetermined start opening. For example, the first start opening 26 is connected to a ball passage that leads the entered game ball to the back side of the game board 20 (discharges it from the game area 21 to the outside), and the first start sensor SE1 is disposed in the ball passage.
[0032] In the gaming machine 10, when the first start sensor SE1 detects a gaming ball, the start condition of the first special game may be established and the payout condition of the prize ball is established. In this way, the gaming machine 10 can execute the first special game triggered by the entry of a gaming ball into the first start hole 26. That is, in this embodiment, the special symbol variation game can be executed triggered by the entry of a gaming ball into a predetermined start hole that is always open so that the gaming ball can enter. Incidentally, in the gaming machine 10, when one gaming ball enters the first start hole 26, three gaming balls are paid out as prize balls. That is, in the gaming machine 10, when one gaming ball enters the first start hole 26, three gaming balls are awarded as prize balls.
[0033] The gaming machine 10 is provided with a second start port 27 as a start port. The second start port 27 is located in the lower right of the center frame 23 in the game area 21. Unlike the first start port 26, the second start port 27 is not open so that a game ball can be inserted at all times. Details will be described later, but in this embodiment, the second start port 27 corresponds to a specific start port. The gaming machine 10 is provided with a second start sensor SE2 (shown in FIG. 3) that detects a game ball that has entered the second start port 27. In this embodiment, the second start sensor SE2 corresponds to a specific start detection means that can detect a game ball that has entered the specific start port. For example, the second start port 27 is connected to a ball passage that leads the entered game ball to the back side of the game board 20 (discharges it from the game area 21 to the outside), and the second start sensor SE2 is disposed in the ball passage.
[0034] The second starting hole 27 has a first variable member 28 as a variable member. That is, in this embodiment, the second starting hole 27 corresponds to a specific starting hole having a variable member. The first variable member 28 can be operated in an open state in which it is easy or possible to cause the game ball to enter the second starting hole 27, and in a closed state in which it is difficult or impossible to cause the game ball to enter the second starting hole 27. In this embodiment, when the first variable member 28 is in the open state, it corresponds to the variable member being in a specific state. Similarly, in this embodiment, when the first variable member 28 is in the closed state, it corresponds to the variable member being in a non-specific state. In the gaming machine 10, when the first variable member 28 is in the open state, the advantage of the game ball entering the second starting hole 27 is higher than when the first variable member 28 is in the closed state. That is, in this embodiment, when the variable member is in the specific state, the advantage of the game ball entering the specific starting hole is higher than when the variable member is in the non-specific state. The first variable member 28 operates by receiving power from a first actuator A1 (shown in FIG. 3). The first variable member 28 is operated to the open state when a normal winning lottery is won. In the following description, the first variable member 28 being in the open state may be referred to as "the second starting hole 27 being opened," and the first variable member 28 being in the closed state may be referred to as "the second starting hole 27 being closed."
[0035] In the gaming machine 10, when the second start sensor SE2 detects a gaming ball, the start condition of the second special game may be established and the payout condition of the prize ball is established. In this way, the gaming machine 10 can execute the second special game triggered by the entry of a gaming ball into the second start hole 27. That is, in this embodiment, the special symbol variation game can be executed triggered by the entry of a gaming ball into a specific start hole having a variable member. Incidentally, in the gaming machine 10, when one gaming ball enters the second start hole 27, one gaming ball is paid out as a prize ball. That is, in the gaming machine 10, when one gaming ball enters the second start hole 27, one gaming ball is awarded as a prize ball.
[0036] As described above, the gaming machine 10 can execute a special game when a gaming ball enters the start hole 26, 27. That is, in this embodiment, a special symbol variation game can be executed when a gaming ball enters the start hole. In this embodiment, the start sensors SE1, SE2 correspond to start detection means capable of detecting a gaming ball that has entered the start hole.
[0037] The gaming machine 10 is provided with a large prize opening 29. The large prize opening 29 is located in the gaming area 21, below and to the right of the center frame 23. The gaming machine 10 is provided with a count sensor SE3 (shown in FIG. 3) that detects a gaming ball that has entered the large prize opening 29. In this embodiment, the count sensor SE3 corresponds to a special detection means that can detect a gaming ball that has entered the large prize opening. For example, a ball passage that leads the entered gaming ball to the back side of the gaming board 20 (discharges it from the gaming area 21 to the outside) is connected to the large prize opening 29, and the count sensor SE3 is disposed in the ball passage.
[0038] The large prize opening 29 has a second variable member 30. The second variable member 30 can be moved to an open state in which the game ball can enter the large prize opening 29, and a closed state in which the game ball cannot enter the large prize opening 29. The second variable member 30 is operated by receiving power from a second actuator A2 (shown in FIG. 3). The second variable member 30 is operated to an open state in a large prize game. When the second variable member 30 is in the open state, the game ball is allowed to enter the large prize opening 29. When the second variable member 30 is in the closed state, the game ball is not allowed to enter the large prize opening 29. In other words, the large prize opening 29 allows the game ball to enter in a winning game. In the following description, the second variable member 30 being in an open state may be referred to as "the large prize opening 29 is opened," and the second variable member 30 being in a closed state may be referred to as "the large prize opening 29 is closed." In the gaming machine 10, when a gaming ball is detected by the count sensor SE3, the start condition of the special game is not met, and the payout condition of the prize ball is met. In the gaming machine 10, when one gaming ball enters the large prize opening 29, ten gaming balls are paid out as prize balls. In other words, in the gaming machine 10, when one gaming ball enters the large prize opening 29, ten gaming balls are awarded as prize balls.
[0039] The gaming machine 10 is equipped with a gate 31. The gate 31 is located to the right of the center frame 23 in the gaming area 21. The gate 31 has a gate opening that is always open so that gaming balls can enter the gate. A gate sensor SE4 (shown in FIG. 3) is disposed at the gate opening to detect gaming balls that enter and pass through. When a gaming ball is detected by the gate sensor SE4, the conditions for starting a normal game may be established.
[0040] The gaming machine 10 is provided with a first normal winning port 32 as a normal winning port. The first normal winning port 32 is located at the lower left of the center frame 23 in the game area 21. The first normal winning port 32 is always open so that a game ball can enter the first normal winning port. The gaming machine 10 is provided with a first normal winning sensor SE5 (shown in FIG. 3) that detects a game ball that has entered the first normal winning port 32. In this embodiment, the first normal winning sensor SE5 corresponds to a first normal detection means that can detect a game ball that has entered the first normal winning port. For example, the first normal winning port 32 is connected to a ball passage that leads the entered game ball to the back side of the game board 20 (discharges it from the game area 21 to the outside), and the first normal winning sensor SE5 is disposed in the ball passage. In the gaming machine 10, when a gaming ball is detected by the first normal winning sensor SE5, the start condition of the special game is not established, and the payout condition of the prize ball is established. In other words, in the gaming machine 10, even if a gaming ball enters the first normal winning port 32, the special game is not executed triggered by the ball entering. That is, in this embodiment, the special symbol variation game is not executed triggered by the gaming ball entering the first normal winning port. Also, in the gaming machine 10, when one gaming ball enters the first normal winning port 32, six gaming balls are paid out as prize balls. In other words, in the gaming machine 10, when one gaming ball enters the first normal winning port 32, six gaming balls are awarded as prize balls.
[0041] The gaming machine 10 is provided with a second normal winning port 33 as a normal winning port. The second normal winning port 33 is located in the lower right of the center frame 23 in the game area 21. The second normal winning port 33 is always open so that a game ball can enter the second normal winning port 33. The gaming machine 10 is provided with a second normal winning sensor SE6 (shown in FIG. 3) that detects a game ball that has entered the second normal winning port 33. In this embodiment, the second normal winning sensor SE6 corresponds to a second normal detection means that can detect a game ball that has entered the second normal winning port. For example, the second normal winning port 33 is connected to a ball passage that leads the entered game ball to the back side of the game board 20 (discharges it from the game area 21 to the outside), and the second normal winning sensor SE6 is disposed in the ball passage. In the gaming machine 10, when a gaming ball is detected by the second normal winning sensor SE6, the start condition of the special game is not established, and the payout condition of the prize ball is established. In other words, in the gaming machine 10, even if a gaming ball enters the second normal winning port 33, the special game is not executed triggered by the ball entering. In other words, in this embodiment, the special symbol variation game is not executed triggered by the gaming ball entering the second normal winning port. Also, in the gaming machine 10, when one gaming ball enters the second normal winning port 33, three gaming balls are paid out as prize balls. In other words, in the gaming machine 10, when one gaming ball enters the second normal winning port 33, three gaming balls are awarded as prize balls.
[0042] As described above, the gaming machine 10 includes the first normal winning opening 32 and the second normal winning opening 33 as normal winning openings. In this embodiment, at least one of the first normal winning sensor SE5 and the second normal winning sensor SE6 corresponds to a normal detection means capable of detecting a gaming ball that has entered a normal winning opening. In addition, in the gaming machine 10, even if a gaming ball enters either the first normal winning opening 32 or the second normal winning opening 33, a special game is not executed in response to the entry of the gaming ball. That is, in this embodiment, a special symbol variation game is not executed in response to the entry of a gaming ball into a normal winning opening.
[0043] In addition, in the gaming machine 10, when a gaming ball enters the normal winning opening 32, 33, a gaming ball is awarded as a prize. In the gaming machine 10, when one gaming ball enters the first normal winning opening 32, six gaming balls are awarded as prize balls, whereas when one gaming ball enters the second normal winning opening 33, three gaming balls are awarded as prize balls. That is, the number of gaming balls awarded as a prize when the first normal winning sensor SE5 detects a gaming ball is greater than the number of gaming balls awarded as a prize when the second normal winning sensor SE6 detects a gaming ball. In this way, the number of gaming balls awarded as a prize when the first normal winning sensor SE5 detects a gaming ball is different from the number of gaming balls awarded as a prize when the second normal winning sensor SE6 detects a gaming ball. The number of game balls awarded as a prize when the first normal winning sensor SE5 detects a game ball may be less than the number of game balls awarded as a prize when the second normal winning sensor SE6 detects a game ball. Also, the number of game balls awarded as a prize when the first normal winning sensor SE5 detects a game ball may be the same as the number of game balls awarded as a prize when the second normal winning sensor SE6 detects a game ball.
[0044] As described above, in the gaming machine 10, the start openings 26, 27, the big prize opening 29, and the normal prize openings 32, 33 are provided with game balls as prize balls when the game balls enter the start openings 26, 27, the big prize opening 29, and the normal prize openings 32, 33. In this embodiment, the start openings 26, 27, the big prize opening 29, and the normal prize openings 32, 33 correspond to the prize openings. Thus, the prize openings in this embodiment include the first start opening 26 as a predetermined start opening, the second start opening 27 as a specific start opening, the big prize opening 29, the first normal prize opening 32, and the second normal prize opening 33. In this embodiment, the first start sensor SE1, the second start sensor SE2, the count sensor SE3, the first normal prize opening 32, and the second normal prize opening 33, which can detect the game balls that have entered each prize opening, correspond to the prize detection means that can detect the game balls that have entered the prize openings.
[0045] The gaming machine 10 is provided with an outlet 34. In this embodiment, gaming balls that do not enter any of the starting holes 26, 27, the big winning hole 29, and the normal winning holes 32, 33 are discharged from the outlet 34 to the outside of the machine (discharged from the gaming area 21 to the outside). The gaming machine 10 is provided with game components such as nails (gaming nails) and windmills for changing the behavior of the gaming balls flowing down the gaming area 21.
[0046] The gaming machine 10 is equipped with an out sensor OS (shown in FIG. 3) that detects gaming balls (out balls) discharged from the gaming board 20 to the outside. An out ball can also be said to be a gaming ball discharged from the gaming area 21 to the outside. The out sensor OS is disposed on a passage through which gaming balls launched into the gaming area 21 of the gaming board 20 and gaming balls discharged to the outside of the gaming board 20 are collected and passed. The gaming balls discharged to the outside of the gaming board 20 include gaming balls that enter the out hole 34. The gaming balls discharged to the outside of the gaming board 20 include gaming balls that enter each of the entry holes of the starting holes 26, 27, the big prize hole 29, and the normal prize holes 32, 33. The out sensor OS functions as a discharged ball detection means that detects gaming balls discharged from the gaming board 20. The discharged ball detection means can also be said to be an out ball detection means that detects out balls. Detecting an out ball is equivalent to detecting an out ball. In other words, detecting an out ball is equivalent to detecting an out ball.
[0047] The gaming machine 10 is equipped with a magnetic sensor JS (shown in FIG. 3) as a magnetic detection means capable of detecting magnetism. The magnetic sensor JS is disposed on the back side of the gaming board 20. For example, the magnetic sensor JS is disposed on the back side of the gaming board 20 and in the vicinity of the big prize opening 29. In the gaming machine 10, when the time during which the magnetic sensor JS detects magnetism reaches a specified time (0.3 seconds in this embodiment), a magnetic error is detected and a magnetic error occurs. Detecting a magnetic field is equivalent to detecting a magnetic field. In other words, detecting a magnetic field is equivalent to detecting a magnetic field.
[0048] Next, the path along which the gaming ball flows in this embodiment will be described. The gaming machine 10 has a plurality of paths through which the gaming balls flow down in the gaming area 21 according to the launch strength of the gaming balls. The paths through which the gaming balls flow down can also be understood as the areas through which the gaming balls flow down. The plurality of paths include a first path R1 that passes through the left side of the center frame 23 to the outlet 34, and a second path R2 that passes through the right side of the center frame 23 to the outlet 34. The first path R1 and the second path R2 may overlap in part or may not overlap in whole. Hereinafter, the area located to the left of the center line CL that bisects the gaming area 21 into left and right sides when the gaming board 20 is viewed from the front is referred to as the left area R1a, and the area located to the right of the center line CL is referred to as the right area R2a. The path that flows down the left area R1a corresponds to the first path R1, and the path that flows down the right area R2a corresponds to the second path R2. In this embodiment, the left region R1a corresponds to the first region, and the right region R2a corresponds to the second region.
[0049] By adjusting the launch strength of the game ball by operating the launch handle 16, the player can hit the game ball to the left area R1a or the right area R2a and make the game ball enter the start hole 26, 27, the big prize hole 29, the gate 31, and the normal prize hole 32, 33. Specifically, when the game ball is launched with the launch strength adjusted to be weak (so-called left hit), the game ball is likely to be guided down to the left area R1a and may enter either the first start hole 26 or the first normal prize hole 32. On the other hand, when the game ball is launched with the launch strength adjusted to be strong (so-called right hit), the game ball is likely to be guided down to the right area R2a and may enter either the second start hole 27, the big prize hole 29, the gate 31, or the second normal prize hole 33. That is, the first starting hole 26 and the first normal winning hole 32 are located on the first route R1, and the second starting hole 27, the large winning hole 29, the gate 31, and the second normal winning hole 33 are located on the second route R2. That is, the first starting hole 26 and the first normal winning hole 32 are provided in the left area R1a, and the second starting hole 27, the large winning hole 29, the gate 31, and the second normal winning hole 33 are provided in the right area R2a. When flowing down the first route R1, the game ball is less likely to enter the second starting hole 27, the large winning hole 29, the gate 31, and the second normal winning hole 33 than when flowing down the second route R2. When flowing down the second route R2, the game ball is less likely to enter the first starting hole 26 and the first normal winning hole 32 than when flowing down the first route R1. In this specification, firing a game ball so that it flows down the first path R1 may be referred to as a "left hit," and firing a game ball so that it flows down the second path R2 may be referred to as a "right hit."
[0050] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 has a low probability state and a high probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a jackpot lottery. The high probability state is a gaming state with a higher jackpot probability than the low probability state. The high probability state is a so-called "probability variable state (high probability state)" and the low probability state is a "non-probability variable state (non-high probability state)." In the following explanation, the high probability state is referred to as the "high probability state" and the low probability state is referred to as the "non-high probability state."
[0051] The gaming machine 10 has a low base state as a first state and a high base state as a second state, which are gaming states having different ratios of the number of winning balls to the number of launched gaming balls. The high base state is a gaming state in which the probability that the gaming ball will enter the second starting hole 27 is higher than in the low base state. The high base state is a so-called "electric support state", and the low base state is a "non-electric support state".
[0052] The high base state can be realized, for example, by performing one of three controls arbitrarily selected from the following three controls, or by combining a plurality of controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to that in the low base state. The second control is a normal symbol probability variation control that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than that in the low base state. The third control is an opening time extension control that makes the total opening time of the first variable member 28 in one normal winning game longer than that in the low base state. As the opening time extension control, at least one of the following controls may be performed: a control that increases the number of openings of the first variable member 28 in one normal winning game compared to that in the low base state, and a control that makes one opening time of the first variable member 28 in a normal winning game longer than that in the low base state. The high base state may also be realized by combining the fourth control that will be described next. The fourth control is a special symbol fluctuation time shortening control that makes the fluctuation time of the special game (for example, the average fluctuation time) easier to be shorter than in the low base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes a so-called "fluctuation time shortening state (variation shortening state)".
[0053] In addition, in the gaming machine 10, when the base is low, the first variable member 28 is not in the open state. For this reason, in the gaming machine 10, it is assumed that the gaming ball does not enter the second starting hole 27 when the base is low. In the gaming machine 10, the first variable member 28 is not in the open state when the base is low by configuring the machine not to win the normal winning lottery when the base is low, and the gaming ball does not enter the second starting hole 27. In addition, when the base is low, the first variable member 28 can be configured not to be in the open state even if the normal winning lottery is won, so that the gaming ball does not enter the second starting hole 27. In the gaming machine 10, the low base state can be said to be a state in which the gaming ball cannot enter the second starting hole 27, and the high base state can be said to be a state in which the gaming ball can enter the second starting hole 27. Incidentally, the gaming machine 10 may be configured so that the first variable member 28 may be in an open state even in the low base state, and so that a gaming ball may enter the second starting hole 27 even in the low base state. As described above, the gaming machine 10 can be controlled to a high base state that is more advantageous than the low base state. That is, this embodiment can be controlled to a second state that is more advantageous than the first state. In addition, the gaming machine 10 can execute a special game in either the low base state or the high base state. As described above, this embodiment can be controlled to a second state that is more advantageous than the first state, and a special symbol variation game can be executed when in the second state.
[0054] The gaming states that can be controlled in the gaming machine 10 include a gaming state that is a non-probability variable state and a low base state (hereinafter referred to as a normal gaming state), a gaming state that is a non-probability variable state and a high base state (hereinafter referred to as a low probability high base gaming state), and a gaming state that is a probability variable state and a high base state (hereinafter referred to as a high probability high base gaming state). The gaming machine 10 is controlled to any one of the gaming states of the normal gaming state, the low probability high base gaming state, and the high probability high base gaming state. In this way, the gaming machine 10 is configured to be controllable to any one of a plurality of gaming states including the normal gaming state.
[0055] In the gaming machine 10, when it is controlled to a low base state, it is recommended to hit from the left, that is, to launch the gaming ball to the left side region R1a. On the other hand, in the gaming machine 10, when it is controlled to a high base state, it is recommended to hit from the right, that is, to launch the gaming ball to the right side region R2a. Incidentally, in the gaming machine 10, when a jackpot game is awarded, it is recommended to hit from the right, that is, to launch the gaming ball to the right side region R2a.
[0056] Next, the big win in the gaming machine 10 will be described. The gaming machine 10 has a plurality of types of jackpot symbols as special jackpot symbols. The plurality of types of jackpot symbols are classified into a first jackpot symbol and a second jackpot symbol. The plurality of types of jackpot symbols are each determined to have a type of jackpot. The jackpot symbol may be determined to have a game state after the end of the jackpot game. In the jackpot game, an opening performance is first performed for a predetermined opening period to notify the start of the jackpot game. In the jackpot game, after the opening performance is completed, a round game is performed in which the jackpot winning hole 29 is opened. The round game is performed up to a predetermined upper limit number of times. In one round game, the jackpot winning hole 29 is opened until a first round end condition in which a predetermined upper limit number of game balls enters the hole, or a second round end condition in which a predetermined upper limit time has elapsed, is established. In the round game, a round performance is performed. Then, in the jackpot game, when the final round of play is completed, an ending presentation is performed for a predetermined ending period to notify the player of the end of the jackpot game. The jackpot game ends with the end of the ending presentation.
[0057] For the jackpot pattern classified as the first jackpot pattern, the type of jackpot is set to "first jackpot". For the jackpot pattern classified as the first jackpot pattern, the upper limit number of rounds is set to "10 times". For the jackpot pattern classified as the first jackpot pattern, the game state after the jackpot game ends is set to a high-base state until the next jackpot game is awarded. For the jackpot pattern classified as the first jackpot pattern, the game state after the jackpot game ends is set to a high-base state until the 100th special game ends, or until the jackpot game is awarded before the 100th special game ends. For the jackpot pattern classified as the second jackpot pattern, the type of jackpot is set to "second jackpot". For the jackpot pattern classified as the second jackpot pattern, the upper limit number of rounds is set to "8 times". For the jackpot pattern classified as the second jackpot pattern, it is determined that the game state after the jackpot game ends is a non-variable state. Also, for the jackpot pattern classified as the second jackpot pattern, it is determined that the game state after the jackpot game ends is a high base state until the 100th special game ends, or until the jackpot game is awarded before the 100th special game ends. In the following explanation, the jackpot game awarded based on the jackpot pattern classified as the first jackpot pattern may be referred to as the "first jackpot game," and the jackpot game awarded based on the jackpot pattern classified as the second jackpot pattern may be referred to as the "second jackpot game."
[0058] The display effects that the effect display device 25 can execute include an effect pattern game (hereinafter, referred to as an effect game) in which effect patterns (hereinafter, referred to as effect patterns) are displayed in a variable manner in multiple rows, and a combination of effect patterns is finally displayed as a definite stop. The effect game is executed by varying multiple rows of effect patterns. The effect patterns are patterns decorated with characters, patterns, and the like, and diversify the display effects. The effect patterns are also called "decorative patterns" or "decorative patterns." The effect game is executed by varying (scrolling) the first, second, and third pattern rows vertically. In the following description, the "first row" is referred to as the "left row" and the "first pattern" is referred to as the "left pattern," the "second row" is referred to as the "middle row" and the "second pattern" is referred to as the "middle pattern," the "third row" is referred to as the "right row" and the "third pattern" is referred to as the "right pattern." In each column, as a general rule, symbols resembling the numbers [1] through [8] are displayed in a changing order in a predetermined sequence.
[0059] The effect game is performed in conjunction with the special game. Specifically, the effect game is started with the start of the special game and ended with the end of the special game. The gaming machine 10 is configured to be able to execute the effect game during the execution of the special game. In the effect game, a combination of effect symbols corresponding to the special symbols 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, a jackpot symbol combination by the effect symbols is displayed as a fixed stop in the effect game. For example, the jackpot symbol combination is a symbol combination in which the effect symbols of all columns are the same, such as
[0777] . When a losing symbol is displayed as a fixed stop in the special game, a losing symbol combination by the effect symbols is displayed as a fixed stop in the effect game. For example, the losing symbol combination is a symbol combination in which the effect symbols of at least some columns are different from the effect symbols of the other columns, such as
[0323] and
[0112] . In the effect game, the effect symbols are displayed as a fixed stop before being displayed as a fixed stop. In this specification, "temporary stop display" refers to a state indicating that the pattern may change and be displayed again, such as a "wavering state," or a state indicating that the pattern is different from a fixed stop display.
[0060] In a performance game, a reach may be formed and a reach performance may be performed. In this embodiment, a state in which performance symbols imitating the same numbers are temporarily displayed in specific columns (in this embodiment, the left and right columns) among multiple columns, and a state in which performance symbols in a column other than the specific column (in this embodiment, the middle column) are continuously displayed in a variable manner corresponds to a state in which a reach has been formed. The reach performance may include, for example, multiple types of reach performance in which the characters that appear and the actions of the performance symbols are different. For example, the reach performance may include a normal reach performance and a super reach performance that is performed after the start of the normal reach performance.
[0061] When a ball out error is detected, the gaming machine 10 issues a ball out error notification that can identify that a ball out error has been detected. In the gaming machine 10, the ball out error notification is issued by the performance display device 25. Specifically, in the gaming machine 10, the ball out error notification is issued by displaying an error notification image GJ (shown in Figs. 8(a) and 8(b)) including text information "Please refill game balls" on the performance display device 25. In this embodiment, the ball out error notification corresponds to a specific error notification that can identify that a specific error has been detected. In this embodiment, the performance display device 25 capable of issuing a ball out error notification corresponds to a specific error notification means capable of issuing a specific error notification. The ball out error notification ends when the ball out error is resolved.
[0062] When a magnetic error is detected, the gaming machine 10 issues a magnetic error notification that allows the user to identify that a magnetic error has been detected. In the gaming machine 10, the magnetic error notification is issued by the performance display device 25. Specifically, in the gaming machine 10, the magnetic error notification is issued by displaying an image including text information such as "Magnetic field has been detected" on the performance display device 25. In this embodiment, the magnetic error notification corresponds to a magnetic error notification that allows the user to identify that a magnetic error has been detected. In this embodiment, the performance display device 25 capable of issuing a magnetic error notification corresponds to a magnetic error notification means capable of issuing a magnetic error notification.
[0063] Nowadays, there are pachinko gaming machines that can manage the awarded game balls as electronic data, while launching the game balls into the game area like the game machine 10 of the present embodiment. Such pachinko gaming machines are called smart pachinko gaming machines (abbreviated as "Sma-Pachi"). In the smart pachinko gaming machine, like the game machine 10 of the present embodiment, a signal output from a gaming device such as a card unit CU can be input, and game balls are awarded in response to the input of the signal. At this time, in the smart pachinko gaming machine, game balls converted into electronic data are awarded. In addition, in the smart pachinko gaming machine, when game balls are awarded as prize balls, game balls converted into electronic data are awarded. And, in the smart pachinko gaming machine, game balls converted into electronic data can be consumed to launch the game balls into the game area. In the smart pachinko gaming machine, the game balls converted into electronic data correspond to game media converted into electronic data, and correspond to game value used in the game. In the smart pachinko gaming machine, the fact that gaming balls converted into electronic data can be consumed to launch gaming balls into the gaming area corresponds to the fact that gaming balls can be launched into the gaming area using the granted gaming value, similar to the gaming machine 10 of this embodiment. In other words, the smart pachinko gaming machine can launch gaming balls into the gaming area using the granted gaming value, similar to the gaming machine 10 of this embodiment.
[0064] Next, the electrical configuration of the gaming machine 10 will be described. As shown in FIG. 3, the gaming machine 10 includes a main board 40. The main board 40 performs a predetermined process and outputs a control signal such as a control command, which is an example of control information, according to the result of the process. The gaming machine 10 includes a sub-board 50. The main board 40 and the sub-board 50 are connected so that a control signal can be output in one direction from the main board 40 to the sub-board 50. The sub-board 50 can execute a predetermined process based on a control signal input from the main board 40. The gaming machine 10 includes a payout board 60. The main board 40 and the payout board 60 are connected so that a control signal can be output in both directions. The gaming machine 10 includes an external terminal board 65. The gaming machine 10 includes a lending device connection terminal board 66. The gaming machine 10 includes a power supply unit 70.
[0065] First, the main board 40 will be described. The main board 40 includes a main CPU 41, a main ROM 42, a main RWM 43, and a clear switch 44. The main board 40 is configured to be able to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers. The main CPU 41 executes various processes by executing a main control program.
[0066] The main ROM 42 stores a main control program. The main ROM 42 stores judgment values and tables used for various judgments and lotteries. For example, the main ROM 42 stores a jackpot judgment value used in a jackpot lottery. The jackpot judgment value includes a jackpot judgment value used in a jackpot lottery when the game is in a high probability state and a jackpot judgment value used in a jackpot lottery when the game is not in a high probability state. The jackpot judgment value used in a jackpot lottery when the game is in a high probability state and the jackpot judgment value used in a jackpot lottery when the game is not in a high probability state may have some of the same values, or may all be different values. The main ROM 42 stores a performance judgment value used in a performance lottery. The performance lottery is a lottery that determines whether to execute a reach performance when the game is not won in the jackpot lottery, and corresponds to a reach lottery.
[0067] The main ROM 42 stores a plurality of types of variation patterns. The variation pattern is associated with the variation time from the start of the special game to the end of the special game. That is, the variation pattern is associated with the variation time of the special game. Therefore, the variation pattern can be said to be information capable of identifying the variation time of the special game. In the gaming machine 10, the variation pattern is determined, thereby determining the variation time of the special game. The variation pattern may be information capable of identifying a part or all of the presentation contents of the presentation game performed from the start of the special game to the end of the special game. The variation pattern includes, for example, a big win variation pattern and a miss variation pattern. The big win variation pattern is associated with a presentation content of the presentation game in which the presentation pattern is finally displayed as a fixed stop after the reach presentation. The miss variation pattern includes a no miss reach variation pattern and a miss reach variation pattern. The no miss reach variation pattern is associated with a presentation content of the presentation game in which the presentation pattern is finally displayed as a fixed stop without the reach presentation. The variable pattern with a reach to failure is associated with a performance content of a performance game in which a reach performance is performed and finally a failing symbol combination is displayed as a confirmed stop.
[0068] The main ROM 42 stores a plurality of types of normal variation patterns. The normal variation patterns are associated with a variation time from when the normal game is started to when the normal game is ended. That is, the normal variation patterns are associated with the variation time of the normal game. For this reason, the normal variation patterns can be said to be information capable of identifying the variation time of the normal game. In the gaming machine 10, the variation time of the normal game is determined by determining the normal variation pattern. The normal variation patterns include, for example, a low base normal variation pattern and a high base normal variation pattern. The low base normal variation pattern is a normal variation pattern that can be determined when the game is in a low base state. In this embodiment, the low base normal variation pattern is associated with a variation time of the normal game when the game is in a low base state. The high base normal variation pattern is a normal variation pattern that can be determined when the game is in a high base state. In this embodiment, the high base normal variation pattern is associated with a variation time of the normal game when the game is in a high base state.
[0069] The main RWM 43 is configured to be capable of storing various pieces of information that are appropriately rewritten during operation of the gaming machine 10. The information stored in the main RWM 43 includes, for example, flags, counters, and timers.
[0070] The information stored in the main RWM 43 includes a timer (hereinafter, referred to as a "special game timer") for timing the variation time of the special game. The main CPU 41 uses the special game timer to time the variation time of the special game. The time timed by the special game timer corresponds to special variation progress information as information capable of identifying the elapsed time since the start of the special game. In this embodiment, the main CPU 41 uses the special game timer stored in the main RWM 43 to time the variation time of the special game, thereby realizing a function as a special timing means capable of timing the variation time of the special symbol variation game. The main CPU 41 times the variation time of the special game by updating the time that can be identified from the special game timer. That is, in this embodiment, the special timing means is capable of timing the variation time of the special symbol variation game by updating the special variation progress information as information capable of identifying the elapsed time since the start of the special symbol variation game.
[0071] The information stored in the main RWM 43 includes a timer (hereinafter, referred to as the "large prize opening timer") that times the opening time of the large prize opening 29. The main CPU 41 uses the large prize opening timer to time the time since the large prize opening 29 is opened. The time measured by the large prize opening timer corresponds to information that can specify the time since the large prize opening 29 is opened, that is, the time since the second variable member 30 is in the open state. The main CPU 41 times the time since the second variable member 30 is in the open state by updating the time that can be specified from the large prize opening timer. Note that when the second variable member 30 is in the closed state, the main CPU 41 stops the time measurement by the large prize opening timer. As a result, the time that can be specified from the large prize opening timer is initialized.
[0072] The information stored in the main RWM 43 includes a timer (hereinafter, referred to as a "normal game timer") that measures the variation time of the normal game. The main CPU 41 measures the variation time of the normal game using the normal game timer. The time measured by the normal game timer corresponds to normal variation progress information as information capable of specifying the elapsed time since the start of the normal game. In this embodiment, the main CPU 41 measures the variation time of the normal game using the normal game timer stored in the main RWM 43, thereby realizing a function as a normal timing means capable of measuring the variation time of the normal symbol variation game. The main CPU 41 measures the variation time of the normal game by updating the time that can be specified from the normal game timer. That is, in this embodiment, the normal timing means is capable of measuring the variation time of the normal symbol variation game by updating the normal variation progress information as information capable of specifying the elapsed time since the start of the normal symbol variation game.
[0073] The information stored in the main RWM 43 includes a timer (hereinafter, referred to as a "normal opening timer") that times the opening time of the second start port 27. The main CPU 41 uses the normal opening timer to time the time since the second start port 27 is opened. The time timed by the normal opening timer corresponds to specific elapsed information as information capable of specifying the time since the second start port 27 is opened, that is, the time since the first variable member 28 is in the open state. The specific elapsed information is information capable of specifying the time elapsed since the variable member is in the open state. In this embodiment, the main CPU 41 uses the normal possible timer stored in the main RWM 43 to time the time since the first variable member 28 is in the open state, thereby realizing a function as a specific time measuring means capable of measuring the specific time since the variable member, which can be in at least one of a specific state and a non-specific state, is in the specific state. The main CPU 41 updates the specifiable time from the normal opening timer to measure the specific time since the first variable member 28 is in the open state. That is, in this embodiment, the specific time measuring means can measure the specific time by updating the specific elapsed information as information capable of specifying the time elapsed since the variable member became the specific state. When the first variable member 28 becomes the closed state, the main CPU 41 stops measuring the time by the normal open timer. As a result, the time capable of being specified by the normal open timer is initialized.
[0074] The information stored in the main RWM 43 includes a timer (hereinafter, referred to as an "interval timer") that measures the post-stop interval time, which is the time of the post-stop interval period. The main CPU 41 measures the post-stop interval time using the interval timer. The time measured by the interval timer corresponds to interval elapsed information as information capable of identifying the elapsed time since the end of the special symbol variation game. In this embodiment, the main CPU 41 measures the post-stop interval time using the interval timer stored in the main RWM 43, thereby realizing a function as an interval measurement means capable of measuring the interval time, which is the time of the interval period. The main CPU 41 measures the post-stop interval time by updating the time that can be identified from the interval timer. That is, in this embodiment, the interval measurement means is capable of measuring the interval time by updating the interval elapsed information as information capable of identifying the elapsed time since the end of the special symbol variation game.
[0075] The information stored in the main RWM 43 includes a timer (hereinafter, referred to as a "magnetic detection timer") that measures the time during which the magnetic field is detected by the magnetic sensor JS. The time measured by the magnetic detection timer corresponds to magnetic detection time information that can specify the time during which the magnetic field is detected by the magnetic detection means. In this embodiment, the main CPU 41 measures the time during which the magnetic field is detected by using the magnetic detection timer stored in the main RWM 43, thereby realizing a function as a magnetic detection time measurement means that can measure the time during which the magnetic field is detected. The main CPU 41 measures the time during which the magnetic field is detected by updating the time that can be specified from the magnetic detection timer. That is, in this embodiment, the magnetic detection time measurement means can measure the time during which the magnetic field is detected by updating the magnetic detection time information that can specify the time during which the magnetic field is detected by the magnetic detection means. Note that when the magnetic field is no longer detected by the magnetic sensor JS, the main CPU 41 stops measuring the time by the magnetic detection timer. As a result, the time that can be specified from the magnetic detection timer is initialized. In this way, the time that can be determined from the magnetic detection timer is initialized when the magnetic sensor JS stops detecting the magnetic field before the time during which the magnetic field is detected by the magnetic sensor JS reaches the specified time. That is, in this embodiment, the magnetic field detection time information is initialized when the magnetic field stops being detected by the magnetic detection means before the time during which the magnetic field is detected by the magnetic detection means reaches the specified time.
[0076] The main board 40 is connected to a first start sensor SE1, a second start sensor SE2, a count sensor SE3, a gate sensor SE4, a first normal winning sensor SE5, and a second normal winning sensor SE6. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE6 via a port not shown. The main board 40 is also connected to an information display panel 22. The main CPU 41 is able to control the display contents of the information display panel 22 via a drive circuit not shown. The main board 40 is also connected to a first actuator A1 and a second actuator A2. The main CPU 41 is able to control the operation of the first actuator A1 and the operation of the second actuator A2 via a drive circuit not shown.
[0077] Next, the sub-substrate 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes a sub-control program to perform various processes (for example, processes related to performance). The sub-ROM 52 stores the sub-control program, a lottery table used in the lottery, and a judgment value. The sub-ROM 52 stores display performance data capable of identifying the mode (contents) of the display performance in the performance display device 25. The sub-ROM 52 also stores light-emitting performance data capable of identifying the mode (contents) of the light-emitting performance in the decorative lamp 17. The sub-ROM 52 stores sound performance data capable of identifying the mode (contents) of the sound performance in the speaker 18.
[0078] The sub-RWM 53 is configured to be capable of storing various information that is appropriately rewritten during operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-substrate 50 is configured to be capable of generating random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0079] The sub-substrate 50 is connected with the decorative lamp 17, the speaker 18, and the performance display device 25. The sub-CPU 51 can control the decorative lamp 17, the speaker 18, and the performance display device 25 through a drive circuit (not shown). In this embodiment, one or more of the decorative lamp 17, the speaker 18, and the performance display device 25 realize a function as a performance execution means capable of executing a performance. In this embodiment, the sub-CPU 51 controls some or all of the performance devices that are the performance execution means among the decorative lamp 17, the speaker 18, and the performance display device 25, thereby realizing a function as a performance control means capable of controlling the performance execution means. In this embodiment, the sub-CPU 51 controls the decorative lamp 17 as the light-emitting means, thereby realizing a function as a light-emitting control means that controls the light-emitting means. In this embodiment, the sub-CPU 51 controls the speaker 18 as the sound output means, thereby realizing a function as a sound output control means that controls the sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 25 as the display means, thereby realizing a function as a display control means that controls the display means.
[0080] Next, the dispensing substrate 60 will be described. The payout board 60 includes a payout CPU 61, a payout ROM 62, and a payout RWM 63. For example, the payout CPU 61 executes a payout control program to perform various processes (for example, processes related to the provision of game balls). The payout ROM 62 stores the payout control program and the like. The payout ROM 62 stores information that can specify the number of game balls (so-called number of prize balls) to be paid out as prize balls associated with each winning port.
[0081] The payout RWM 63 is configured to be able to store various information that is appropriately rewritten during the operation of the gaming machine 10. Examples of the information stored in the payout RWM 63 include a flag, a counter, and a timer. For example, the information stored in the payout RWM 63 includes a timer (hereinafter, referred to as a "ball out detection timer") that measures the time during which the game ball is not detected by the ball out sensor ES. The time measured by the ball out detection timer corresponds to information that can specify the time since the game ball is no longer detected by the ball out sensor ES. In this embodiment, the payout CPU 61 measures the time since the game ball is no longer detected by the ball out sensor ES using the ball out detection timer stored in the payout RWM 63. The payout CPU 61 measures the time since the game ball is no longer detected by the ball out sensor ES by updating the time that can be specified from the ball out detection timer. Note that when a game ball is detected by the ball out sensor ES, the payout CPU 61 stops measuring the time by the ball out detection timer. As a result, the time that can be specified from the ball out detection timer is initialized.
[0082] A bulb out sensor ES is connected to the dispensing board 60. The dispensing CPU 61 is configured to be able to input a detection signal output by the bulb out sensor ES through a port not shown. A dispense detection sensor FK is connected to the dispensing board 60. The dispensing CPU 61 is configured to be able to input a detection signal output by the dispense detection sensor FK through a port not shown. A magnetic sensor JS is connected to the dispensing board 60. The dispensing CPU 61 is configured to be able to input a detection signal output by the magnetic sensor JS through a port not shown. The detection signal output by the magnetic sensor JS is input to the main board 40 through the dispensing board 60. An out sensor OS is connected to the dispensing board 60. The dispensing CPU 61 is configured to be able to input a detection signal output by the out sensor OS through a port not shown. The detection signal output by the out sensor OS is input to the main board 40 through the dispensing board 60. In addition, the detection signal output by the out sensor OS is input to the sub-board 50 via the main board 40 and the dispensing board 60.
[0083] The dispensing board 60 is connected to the supplying device FS. The dispensing CPU 61 is capable of controlling the operation of the supplying device FS via a drive circuit (not shown). That is, the dispensing CPU 61 is capable of operating the supplying device FS via a drive circuit (not shown). In addition, an external terminal board 65 is connected to the dispensing board 60. The external terminal board 65 is provided with a connection terminal that can be connected to an external device (external equipment). The main CPU 41 is capable of controlling the output of an external signal output to an external device connected to the connection terminal of the external terminal board 65 via the dispensing board 60.
[0084] A lending device connection terminal board 66 is connected to the payout board 60. The lending device connection terminal board 66 is provided with a connection terminal that can be connected to a card unit CU, which is a type of gaming ball lending device. The lending device connection terminal board 66 is configured to be able to transmit and receive control signals to and from the card unit CU. That is, the card unit CU can input control signals output from the gaming machine 10. That is, the gaming device can input signals output from the gaming machine 10. Also, the gaming machine 10 can input signals output from the card unit CU. That is, the gaming machine 10 can input signals output from the gaming device.
[0085] A ball lending switch SW1 is connected to the payout board 60. The payout CPU 61 is configured to be able to input a detection signal output by the ball lending switch SW1 via a port not shown. The detection signal output by the ball lending switch SW1 is input to the card unit CU when the connection terminal of the lending device connection terminal board 66 is connected to the card unit CU. In addition, a return switch SW2 is connected to the payout board 60. The payout CPU 61 is configured to be able to input a detection signal output by the return switch SW2 via a port not shown. The detection signal output by the return switch SW2 is input to the card unit CU when the connection terminal of the lending device connection terminal board 66 is connected to the card unit CU.
[0086] Next, the power supply unit 70 will be described. The power supply unit 70 converts a power supply voltage supplied from an external power supply such as an amusement facility into a predetermined power supply voltage, and also converts the converted power supply voltage into a power supply voltage to be supplied to each of the boards 40, 50, and 60. The power supply unit 70 includes a power switch 71. The power switch 71 can be switched between an on state and an off state, and maintains the switched state. To start up the gaming machine 10, power supply from the external power supply is started while the power switch 71 is operated to the on state, or the power switch 71 is operated from the off state to the on state while power is being supplied from the external power supply.
[0087] The power supply unit 70 includes a backup power supply 72. The backup power supply 72 supplies power to the main RWM 43 even after the power supply is cut off. The main RWM 43 can retain the memory contents of the main RWM 43 when the power supply is cut off, by receiving power from the backup power supply 72. For example, the main RWM 43 may be configured as a non-volatile memory capable of retaining memory contents even when the power supply is cut off, and can retain the stored information even after the power supply is cut off. Furthermore, the backup power supply 72 supplies power to the dispensing RWM 63 via the main board 40, even after the power supply is cut off. The dispensing RWM 63 can retain the memory contents of the dispensing RWM 63 when the power supply is cut off, by receiving power from the backup power supply 72. For example, the dispensing RWM 63 may be configured as a non-volatile memory capable of retaining memory contents even when the power supply is cut off, and can retain the stored information even after the power supply is cut off.
[0088] The gaming machine 10 has a backup function. The backup function is a function that internally holds (backs up) various information related to game control even when the power supply from an external power source is cut off, and restores game control based on the various information held when the power supply is started. In this embodiment, the main board 40 and the payout board 60 have the backup function, but for example, the sub-board 50 may have the backup function like the main board 40 and the payout board 60. The main RWM 43 is an example of an information storage means capable of storing various information and configured to be able to hold at least a part of the stored information even after the power supply is cut off. Similarly, the payout RWM 63 is an example of an information storage means capable of storing various information and configured to be able to hold at least a part of the stored information even after the power supply is cut off.
[0089] Here, various processes performed in the gaming machine 10 will be described. First, the main power supply cutoff process and the dispensing power supply cutoff process that are performed in response to a power supply interruption will be described.
[0090] When the power supply to the gaming machine 10 is cut off, the main CPU 41 performs a main power cut process. In the main power cut process, the main CPU 41 performs a backup process of the main RWM 43. For example, the power supplied to the gaming machine 10 may be monitored in the power supply unit 70, and when the power supplied to the gaming machine 10 is reduced, control information indicating that the power supply to the gaming machine 10 has been cut off may be output and the control information may be input to the main CPU 41. This allows the main CPU 41 to grasp that the power supply to the gaming machine 10 has been cut off. In the backup process of the main RWM 43, the main CPU 41 stores and holds information such as registers and stack pointers in the main RWM 43 in addition to various information stored in the main RWM 43. As a result, at least a part of the information stored in the main RWM 43 is backed up in the gaming machine 10. Thereafter, the main CPU 41 waits until the power supply is cut off. The information to be backed up in the main RWM 43 will be described later.
[0091] When the power supply to the gaming machine 10 is cut off, the payout CPU 61 performs a payout power cut process. In the payout power cut process, the payout CPU 61 performs a backup process of the payout RWM 63. For example, the power supplied to the gaming machine 10 may be monitored in the power supply unit 70, and when the power supplied to the gaming machine 10 is reduced, control information indicating that the power supply to the gaming machine 10 has been cut off may be output, and the control information may be input to the payout CPU 61 via the main board 40. This allows the payout CPU 61 to grasp that the power supply to the gaming machine 10 has been cut off. In the backup process of the payout RWM 63, the payout CPU 61 stores and holds information such as a register and a stack pointer in the payout RWM 63 in addition to various information stored in the payout RWM 63. This allows at least a part of the information stored in the payout RWM 63 to be backed up in the gaming machine 10. Thereafter, the payout CPU 61 waits until the power supply is cut off. The information to be backed up in the payout RWM 63 will be explained later.
[0092] Next, the main power-on process, the auxiliary power-on process, and the dispensing power-on process that are performed when power supply starts will be described. When the main CPU 41 is started by a start-up process (boot process) accompanying the start of power supply, the main CPU 41 first performs a main power-on process. In the main power-on process, whether or not to initialize the main RWM 43 (RWM clear) is controlled according to the operation state of the clear switch 44 at the start of power supply. When the clear switch 44 is operated to the on state, the main CPU 41 executes an initialization process for initializing at least a part of the information stored in the main RWM 43. In the initialization process, the main CPU 41 initializes at least a part of the information stored in the main RWM 43 by storing initial information in each area of the memory area of the main RWM 43 that stores various information. When the initialization process is completed, the main CPU 41 ends the main power-on process. The initialization process performed by the main CPU 41 accompanying the start of power supply corresponds to an initialization process for initializing a part of the information stored in the main RWM 43.
[0093] When the initialization process is performed, the display content of the first special symbol display section 22a becomes a display content in which a losing symbol is displayed as a fixed stop. Similarly, when the initialization process is performed, the display content of the second special symbol display section 22b becomes a display content in which a losing symbol is displayed as a fixed stop. When the initialization process is performed, the notification content of the first special hold display section 22c becomes a notification content in which the first special hold number is 0. Similarly, when the initialization process is performed, the notification content of the second special hold display section 22d becomes a notification content in which the second special hold number is 0. Also, when the initialization process is performed, the display content of the normal symbol display section 22e becomes a display content in which a normal losing symbol is displayed as a fixed stop. When the initialization process is performed, the notification content of the normal hold display section 22f becomes a notification content in which the normal hold number is 0. When the initialization process is performed, the notification content of the right hit lamp 22g becomes a notification content in which the light emitting body constituting the right hit lamp 22g is turned off. When the initialization process is performed, the notification content of the high base lamp 22h is that the light-emitting body constituting the high base lamp 22h is turned off. When the initialization process is performed, the notification content of the latent lamp 22i is that the light-emitting body constituting the latent lamp 22i is turned off.
[0094] Furthermore, when the clear switch 44 is in the OFF state, the main CPU 41 does not execute the initialization process, but returns based on the backed-up storage information of the main RWM 43, and ends the main power-on process. When the initialization process is executed, neither the special game nor the normal game is executed or held, and the game is returned to a state in which neither a jackpot game nor a normal jackpot game is being played. When the initialization process is executed in the gaming machine 10, the game state becomes a normal game state. On the other hand, when the initialization process is not executed, the game is returned to the state when the power supply was cut off based on the backed-up information.
[0095] When the main CPU 41 ends the main power-on process, it stores a predetermined control command in the output buffer based on the information stored in the main RWM 43. Specifically, if the initialization process is executed in the main power-on process, the main CPU 41 stores control information (hereinafter referred to as the initialization command) capable of identifying that the initialization process has been executed in the output buffer. On the other hand, if the initialization process is not executed in the main power-on process, the main CPU 41 stores control information (hereinafter referred to as the return command) capable of identifying that the state is returned to when the power supply is cut off in the output buffer. For example, when the main CPU 41 returns to a jackpot game with the start of the power supply, it stores a return command capable of identifying that the state is returned to a jackpot game in the output buffer. The initialization command is stored in the output buffer corresponding to the sub-board 50 and the payout board 60. Similarly, the return command is stored in the output buffer corresponding to the sub-board 50 and the payout board 60. The control information (control commands) stored in the output buffer corresponding to the sub-board 50 and the payout board 60 is output to the sub-board 50 and the payout board 60 in the next or subsequent timer interrupt processing. Incidentally, the control information (control commands) stored in the output buffer corresponding to the sub-board 50 is output to the sub-board 50 in the next or subsequent timer interrupt processing. On the other hand, the control information (control commands) stored in the output buffer corresponding to the payout board 60 is output to the payout board 60 in the next or subsequent timer interrupt processing. In the gaming machine 10, the main CPU 41 stores the same control information in the output buffer corresponding to the sub-board 50 and the output buffer corresponding to the payout board 60, respectively, thereby storing the control information in the output buffer corresponding to the sub-board 50 and the output buffer corresponding to the payout board 60.
[0096] In the main power-on process, the main CPU 41 controls the latent lamp 22i to light when the probability variable state is reached. However, in the main power-on process, the main CPU 41 does not light the latent lamp 22i when the probability variable state is not reached. Incidentally, when the execution of a special game is started while the latent lamp 22i is turned on, the main CPU 41 turns off the latent lamp 22i. In the gaming machine 10, the latent lamp 22i is turned on or off based on the value set in the probability state flag.
[0097] When the secondary CPU 51 is started by a start-up process (boot process) accompanying the start of power supply, it waits until an initialization command or a restoration command is input from the main CPU 41. Then, when an initialization command or a restoration command is input, the secondary CPU 51 performs secondary power-on process. In the secondary power-on process, whether or not to initialize the secondary RWM 53 (RWM clear) is controlled depending on whether an initialization command or a restoration command is input.
[0098] Specifically, when an initialization command is input, the sub-CPU 51 initializes at least a part of the information stored in the sub-RWM 53. The sub-CPU 51 initializes at least a part of the information stored in the sub-RWM 53 by storing the initial information in each area of the storage area of the sub-RWM 53 that stores various information. Furthermore, when an initialization command is input, the sub-CPU 51 controls the speaker 18 so that an initialization notification sound that can identify that the initialization process has been performed is output. When the initialization notification sound is output, an image that can identify that the initialization process has been performed may be displayed on the performance display device 25. Also, when an initialization command is input to the sub-CPU 51, an initialization notification sound is not output, and an image that can identify that the initialization process has been performed may be displayed on the performance display device 25. Thereafter, the sub-CPU 51 ends the sub-power-on process. On the other hand, when a return command is input, the sub-CPU 51 returns based on the control information output from the main CPU 41 thereafter, and ends the sub-power-on process. When an initialization command is input, it is possible to return to a state in which no performance game is being executed and no performance during a big win game is being executed. On the other hand, when a restoration command is input, it becomes possible to restore the state that existed when the power supply was interrupted.
[0099] When the payout CPU 61 is started by a start-up process (boot process) accompanying the start of power supply, it waits until an initialization command or a return command is input from the main CPU 41. Then, when an initialization command or a return command is input, the payout CPU 61 performs a payout power-on process. In the payout power-on process, whether or not the payout RWM 63 is initialized (RWM cleared) is controlled depending on whether an initialization command or a return command is input.
[0100] Specifically, when an initialization command is input, the payout CPU 61 initializes at least a part of the information stored in the payout RWM 63. The payout CPU 61 initializes at least a part of the information stored in the payout RWM 63 by storing the initial information in each area of the memory area of the payout RWM 63 that stores various information. Thereafter, the payout CPU 61 ends the payout power-on process. On the other hand, when a return command is input, the payout CPU 61 returns based on the backed-up memory information of the payout RWM 63 and ends the payout power-on process. The backed-up memory information of the payout RWM 63 includes information that can identify the number of game balls that have not actually been paid out even though the payout condition of the prize balls has been established (hereinafter, referred to as "number of unpaid balls"). In the following description, the information that can identify the number of unpaid balls is referred to as "number of unpaid balls information". The information backed up in the payout RWM 63 includes the number of unpaid balls information. When an initialization command is input, it is possible to return to a situation where there are no unpaid balls (unpaid balls = 0). Therefore, when an initialization command is input, even if the number of unpaid balls was 1 or more before the power supply was cut off, game balls equivalent to the number of unpaid balls will not be paid out after the power supply is resumed. On the other hand, when a return command is input, if there were unpaid balls when the power supply was cut off (unpaid balls > 0), it is possible to return to a situation where there were unpaid balls. Therefore, when a return command is input, if the number of unpaid balls was 1 or more before the power supply was cut off, game balls equivalent to the number of unpaid balls may be paid out after the power supply is resumed.
[0101] Next, a description will be given of various processes executed by the main CPU 41 based on the main control program. The main CPU 41 executes a special symbol input process and a special symbol start process as timer interrupt processes executed every predetermined control period (for example, 4 ms).
[0102] In the special symbol input process, the main CPU 41 performs a first special symbol input process. In the special symbol input process, when the main CPU 41 finishes the first special symbol input process, the main CPU 41 performs a second special symbol input process. Then, in the special symbol input process, when the main CPU 41 finishes the second special symbol input process, the main CPU 41 ends the special symbol input process.
[0103] In the first special symbol input process, the main CPU 41 judges whether a game ball has entered the first start hole 26 based on whether a detection signal from the first start sensor SE1 has been input (hereinafter referred to as the first input judgment). If the judgment result of the first input judgment is negative, the main CPU 41 ends the first special symbol input process. On the other hand, if the judgment result of the first input judgment is positive, the main CPU 41 judges whether the first special reserved number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as the first reserved judgment). If the judgment result of the first reserved judgment is negative, the main CPU 41 ends the first special symbol input process. Also, if the judgment result of the first reserved judgment is positive, the main CPU 41 adds 1 to the first special reserved number to update it. Furthermore, the main CPU 41 controls the information display panel 22 to display the updated first special reserved number. Furthermore, the main CPU 41 stores control information capable of identifying the updated first special reserved number (hereinafter referred to as a first reserved number command) in an output buffer corresponding to the sub-board 50. When the result of the first reserved determination is positive, the main CPU 41 acquires a random number generated in the main board 40, stores random number information based on the acquired random number in the main RWM 43, and ends the first special symbol input process. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is for the first special game and the storage order of the random number information. In the gaming machine 10, by storing the random number information for the first special game in the main RWM 43, the execution of the first special game is suspended until the execution condition of the first special game is established.
[0104] In the second special symbol input process, the main CPU 41 judges whether a game ball has entered the second start hole 27 based on whether a detection signal from the second start sensor SE2 has been input (hereinafter referred to as the second input judgment). If the judgment result of the second input judgment is negative, the main CPU 41 ends the second special symbol input process. On the other hand, if the judgment result of the second input judgment is positive, the main CPU 41 judges whether the second special reserved number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as the second reserved judgment). If the judgment result of the second reserved judgment is negative, the main CPU 41 ends the second special symbol input process. Also, if the judgment result of the second reserved judgment is positive, the main CPU 41 adds 1 to the second special reserved number to update it. Furthermore, the main CPU 41 controls the information display panel 22 to display the updated second special reserved number. Furthermore, the main CPU 41 stores control information capable of identifying the updated second special reserved number (hereinafter referred to as the second reserved number command) in the output buffer corresponding to the sub-board 50. When the result of the second reservation determination is positive, the main CPU 41 acquires a random number generated in the main board 40, stores random number information based on the acquired random number in the main RWM 43, and ends the second special symbol input process. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is for the second special game and the storage order of the random number information. In the gaming machine 10, by storing the random number information for the second special game in the main RWM 43, the execution of the second special game is suspended until the execution condition of the second special game is established.
[0105] The random number information stored in the main RWM 43 in the first special symbol input process and the second special symbol input process may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. The random numbers acquired in the first special symbol input process and the second special symbol input process include, for example, a random number used in a big win lottery (hereinafter referred to as a big win determination random number), a random number used to determine a special symbol (hereinafter referred to as a special symbol random number), a random number used to determine a variation pattern (hereinafter referred to as a variation pattern determination random number), and a random number used in a performance lottery (hereinafter referred to as a performance determination random number). In this embodiment, the first special reserved number and the second special reserved number stored in the main RWM 43 correspond to information on the special symbol variation game whose execution is reserved, and correspond to special reserved information. In this embodiment, the main RWM 43 stores the first special reserved number and the second special reserved number, thereby realizing a function as a special reserved information storage means capable of storing information on the special symbol variation game whose execution is reserved as special reserved information.
[0106] Next, the special symbol start process performed by the main CPU 41 will be described. The main CPU 41 judges whether the execution condition of the special game is satisfied (hereinafter, referred to as execution judgment). In the execution judgment, the main CPU 41 judges positively when the game is not during a big win game, a special game, or a post-stop interval. On the other hand, in the execution judgment, the main CPU 41 judges negatively when the game is either during a big win game, a special game, or a post-stop interval. When the judgment result of the execution judgment is negative (when the execution condition of the special game is not satisfied), the main CPU 41 stores control information (hereinafter, referred to as a standby command) that can identify a standby state in the output buffer corresponding to the sub-substrate 50, and ends the special symbol start process. Note that the main CPU 41 does not store the standby command again in the output buffer corresponding to the sub-substrate 50 until the execution judgment is executed, even if the judgment result of the execution judgment is negative.
[0107] On the other hand, when the judgment result of the execution judgment is positive (when the execution condition of the special game is established), the main CPU41 judges whether the second special reserved number stored in the main RWM43 is 1 or more. Then, when the second special reserved number is 1 or more, the main CPU41 ends the special pattern start processing after performing the second special pattern start processing related to the execution of the second special game. On the other hand, when the second special reserved number is not 1 or more, the main CPU41 judges whether the first special reserved number stored in the main RWM43 is 1 or more. When the first special reserved number is not 1 or more, the main CPU41 ends the special pattern start processing. On the other hand, when the first special reserved number is 1 or more, the main CPU41 ends the special pattern start processing after performing the first special pattern start processing related to the execution of the first special game.
[0108] In the first special symbol start process, the main CPU 41 updates the first special reserved number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated first special reserved number is displayed. The main CPU 41 also stores a first reserved number command capable of identifying the updated first special reserved number in an output buffer corresponding to the sub-board 50. Next, the main CPU 41 reads out the first stored random number information from the main RWM 43 among the random number information for the first special game. Note that, when the main CPU 41 reads out the first random number information, it erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs a jackpot lottery based on the read random number information and the jackpot determination value stored in the main ROM 42. Note that at least a part of the jackpot determination value used in the jackpot lottery is different between the high probability state and the non-high probability state. If the jackpot lottery is not won (if the jackpot lottery is not won), the main CPU 41 conducts an effect lottery based on the value of the effect determination random number.
[0109] After completing various lotteries, the main CPU41 determines the special symbol to be displayed in the first special game and the variation pattern of the first special game. Specifically, if the jackpot lottery is won, the main CPU41 determines the jackpot symbol based on the value of the special symbol random number, and determines the jackpot variation pattern based on the value of the variation pattern determination random number. If the jackpot lottery is not won and the performance lottery is won, the main CPU41 determines the losing symbol and determines the variation pattern with a loss reach based on the variation pattern determination random number. On the other hand, if the jackpot lottery is not won and the performance lottery is not won, the main CPU41 determines the losing symbol and determines the variation pattern without a loss reach based on the variation pattern determination random number.
[0110] After determining the special symbol and the variation pattern, the main CPU 41 stores the control information capable of identifying the determined special symbol (hereinafter referred to as a pattern command) and the control information capable of identifying the variation pattern (hereinafter referred to as a variation pattern designation command) in the output buffer corresponding to the sub-board 50, and ends the first special symbol start process. In the first special symbol start process, the main CPU 41 stores the variation pattern designation command corresponding to the first special game in the output buffer corresponding to the sub-board 50.
[0111] In the second special symbol start process, the main CPU41 updates the second special reserved number stored in the main RWM43 by subtracting 1. The main CPU41 controls the information display panel 22 so that the updated second special reserved number is displayed. The main CPU41 also stores a second reserved number command capable of identifying the updated second special reserved number in an output buffer corresponding to the sub-board 50. Next, the main CPU41 reads out the first stored random number information from the main RWM43 among the random number information for the second special game. When the main CPU41 reads out the first random number information, it erases the first stored random number information from the main RWM43. Then, the main CPU41 performs a jackpot lottery based on the read random number information and the jackpot determination value stored in the main ROM42. In addition, if the jackpot lottery is not won, the main CPU41 performs a performance lottery based on the value of the performance determination random number.
[0112] After completing various lotteries, the main CPU41 determines the special symbols to be displayed in the second special game and the variation pattern of the second special game. Specifically, if the jackpot lottery is won, the main CPU41 determines the jackpot symbol based on the value of the special symbol random number, and determines the jackpot variation pattern based on the value of the variation pattern determination random number. If the jackpot lottery is not won and the performance lottery is won, the main CPU41 determines the losing symbol and determines the variation pattern with a loss reach based on the variation pattern determination random number. On the other hand, if the jackpot lottery is not won and the performance lottery is not won, the main CPU41 determines the losing symbol and determines the variation pattern without a loss reach based on the variation pattern determination random number.
[0113] After determining the special symbols and the variation pattern, the main CPU 41 stores the symbol command and the variation pattern designation command in the output buffer corresponding to the sub-board 50, and ends the second special symbol start process. In the second special symbol start process, the main CPU 41 stores the variation pattern designation command corresponding to the second special game in the output buffer corresponding to the sub-board 50.
[0114] As described above, the main CPU 41 performs a jackpot lottery in the first special symbol start process and the second special symbol start process. In this embodiment, the main CPU 41 performs a jackpot lottery, thereby realizing a function as a winning lottery means for performing a winning lottery. In the gaming machine 10, a jackpot lottery is performed when the game ball is detected by the start sensors SE1 and SE2, that is, when the game ball enters the start hole 26 and 27. That is, in the gaming machine 10, a winning lottery is performed when the ball enters the start hole. In addition, the main CPU 41 determines a special symbol to be displayed as a fixed stop in the special game in the first special symbol start process and the second special symbol start process. In this embodiment, the main CPU 41 determines a special symbol, thereby realizing a function as a special symbol determination means for determining a special symbol to be derived in a special symbol change game. The main CPU 41 determines a change pattern in the first special symbol start process and the second special symbol start process. In this embodiment, the main CPU 41 determines the variation pattern, thereby realizing a function as a special variation time determination means capable of determining the variation time of the special symbol variation game.
[0115] When the special symbol start process is completed, the main CPU 41 executes a process other than the special symbol start process and executes a special game. Specifically, the main CPU 41 controls the information display panel 22 so that the special game is started. The main CPU 41 uses a special game timer to measure a variable time associated with a variable pattern determined in the special symbol start process. The main CPU 41 measures the variable time of the special game by updating a time that can be specified from the special game timer at a predetermined control period. Then, when the variable time associated with the variable pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed as a fixed stop. In addition, when the variable time associated with the variable pattern determined in the special symbol start process has elapsed, the main CPU 41 stores an end command for displaying a fixed stop of a symbol combination by a performance symbol in an output buffer corresponding to the sub-board 50.
[0116] In addition, after the main CPU 41 displays the special symbol as a fixed stop, that is, after the special game ends, the main CPU 41 uses an interval timer to measure a post-stop interval time. The main CPU 41 measures the post-stop interval time using the interval timer. The main CPU 41 measures the post-stop interval time by updating the time that can be determined from the interval timer at a predetermined control period. During the post-stop interval period, the special symbol that has been fixedly displayed as a fixed stop with the end of the special game continues to be fixedly displayed on the special symbol display sections 22a and 22b.
[0117] Next, the big win process performed by the main CPU 41 will be described. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol determined in the special symbol start process. Then, the main CPU 41 starts control to award the specified jackpot game after the jackpot special game ends. Specifically, the main CPU 41 starts control to award the jackpot game after the jackpot special game ends and the post-stop interval ends. The main CPU 41 awards the jackpot game by executing the jackpot process. In this way, in the gaming machine 10, the jackpot game is awarded after winning a jackpot. During the award of the jackpot game, the main CPU 41 sets a value that can specify that the jackpot game is being played to the jackpot state flag stored in the main RWM 43. In addition, after the jackpot game ends, the main CPU 41 sets a value that can specify that the jackpot game is not being played to the jackpot state flag.
[0118] When the special game of the big win is over, the main CPU 41 stores the opening command in the output buffer corresponding to the sub-substrate 50. When the main CPU 41 stores the opening command in the output buffer corresponding to the sub-substrate 50, the main CPU 41 times the opening time. The main CPU 41 uses the timer of the main RWM 43 to time the opening time. When the opening time has elapsed, the main CPU 41 performs processing for executing a round game. That is, the main CPU 41 controls the second actuator A2 to open the big win opening 29 according to the opening mode (opening pattern) set for the big win game, and starts the round game. When opening the big win opening 29, the main CPU 41 uses the big win opening timer to time the time since the big win opening 29 is opened, that is, the time since the second variable member 30 is in the open state. The main CPU 41 updates the time that can be specified from the big win opening timer at a predetermined control period, thereby time-counting the time since the second variable member 30 is in the open state. After starting the round game, when the first round end condition or the second round end condition is established, the main CPU 41 controls the second actuator A2 so that the big prize winning port 29 is closed, and ends the round game. The main CPU 41 repeats the process for executing the round game until the upper limit number of round games set for the big win game is ended. In addition, the main CPU 41 stores a round command in an output buffer corresponding to the sub-substrate 50 every time the round game is started. In addition, when the final round game is ended, the main CPU 41 stores an ending command in an output buffer corresponding to the sub-substrate 50. When the main CPU 41 stores the ending command in the output buffer, it times the ending time. The main CPU 41 times the ending time using a timer of the main RWM 43. Then, the main CPU 41 ends the big win game when the ending time has elapsed. In addition, the main CPU 41 controls the right hit lamp 22g to be lit when the big win game is awarded.
[0119] Next, the game status processing performed by the main CPU 41 will be described. After the first big win game is completed, the main CPU 41 sets the probability state flag stored in the main RWM 43 to a value that can specify that the state is controlled to a high probability state. When the main CPU 41 sets the probability state flag to a value that can specify that the state is controlled to a high probability state, the main CPU 41 stores control information that can specify that the state is a high probability state (hereinafter referred to as a high probability state command) in an output buffer corresponding to the sub-board 50. After the second big win game is completed, the main CPU 41 sets the probability state flag stored in the main RWM 43 to a value that can specify that the state is controlled to a low probability state. When the main CPU 41 sets the probability state flag to a value that can specify that the state is controlled to a low probability state, the main CPU 41 stores control information that can specify that the state is a low probability state (hereinafter referred to as a low probability state command) in an output buffer corresponding to the sub-board 50.
[0120] After the end of the jackpot game, the main CPU41 sets the base state flag stored in the main RWM43 to a value that can specify that the game is controlled to the high base state. When the main CPU41 sets the base state flag to a value that can specify that the game is controlled to the high base state, the main CPU41 stores control information that can specify that the game is in the high base state (hereinafter, referred to as a high base state command) in an output buffer corresponding to the sub-board 50. After the end of the first jackpot game, the main CPU41 stores in the main RWM43 information that can specify that the game is controlled to the high base state until the next jackpot game is awarded. After the end of the second jackpot game, the main CPU41 stores in the main RWM43 100 times, which corresponds to the upper limit number of times of the special game controlled to the high base state, as the remaining number of times of the special game that gives the high base state. Then, after the end of the second jackpot game, the main CPU41 subtracts 1 from the remaining number of times of the special game that gives the high base state each time a special game is executed. When the remaining number of times of the special game that gives the high base state becomes 0, the main CPU 41 sets the base state flag to a value that can specify that the state is controlled to the low base state upon the end of the special game with the remaining number of times being 0. When the main CPU 41 sets the base state flag to a value that can specify that the state is controlled to the low base state, the main CPU 41 stores control information that can specify that the state is the low base state (hereinafter, referred to as a low base state command) in an output buffer corresponding to the sub-board 50. Incidentally, during a jackpot game, the main CPU 41 sets the probability state flag to a value that can specify that the state is controlled to the low probability state, and sets the base state flag to a value that can specify that the state is controlled to the low base state.
[0121] The main CPU 41 controls the right hit lamp 22g to be lit when in the high base state. The main CPU 41 does not light the right hit lamp 22g when in the low base state. However, as described above, the main CPU 41 controls the right hit lamp 22g to be lit when a jackpot game is awarded. In the gaming machine 10, the right hit lamp 22g is turned on or off based on the values set in the base state flag and the jackpot state flag.
[0122] In addition, the main CPU 41 controls the high base lamp 22h to light when in the high base state. The main CPU 41 does not light the high base lamp 22h when in the low base state. In the gaming machine 10, the high base lamp 22h lights up when in the high base state, thereby notifying the player that the gaming machine 10 is in the high base state. In this embodiment, the high base lamp 22h realizes a function as a state notification means capable of notifying the player that the gaming machine 10 is in the second state at least when in the second state.
[0123] The main CPU 41 can identify whether the state is a low base state as a first state or a high base state as a second state based on the value set in the base state flag. In other words, the value set in the base state flag corresponds to information capable of identifying at least whether the state is the second state, and corresponds to state information. In this embodiment, the main RWM 43, which stores the base state flag, realizes a function as a state information storage means capable of storing information capable of identifying at least whether the state is the second state as state information.
[0124] Next, the normal symbol input process performed by the main CPU 41 will be described. The main CPU 41 judges whether the game ball has passed (entered) the gate 31 based on whether a detection signal has been input from the gate sensor SE4. If the game ball has not passed the gate 31, the main CPU 41 ends the normal symbol input process. On the other hand, if the game ball has passed the gate 31, the main CPU 41 judges whether the number of normal reserved balls stored in the main RWM 43 is less than the upper limit number. If the number of normal reserved balls is not less than the upper limit number, the main CPU 41 ends the normal symbol input process. If the number of normal reserved balls is less than the upper limit number, the main CPU 41 adds 1 to the number of normal reserved balls stored in the main RWM 43 to update it. In this case, the main CPU 41 controls the information display panel 22 to display the updated number of normal reserved balls. Next, the main CPU 41 acquires the random number generated in the main board 40, and stores random number information based on the acquired random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is possible to identify that it is random number information for a normal game and the storage order of the random number information. After that, the main CPU 41 ends the normal symbol input process. In this embodiment, the normal reserved number stored in the main RWM 43 corresponds to information on the normal symbol variation game whose execution is suspended, and corresponds to normal reserved information. And, in this embodiment, the main RWM 43 stores the normal reserved number, thereby realizing a function as a normal reserved information storage means capable of storing information on the normal symbol variation game whose execution is suspended as normal reserved information.
[0125] Next, the normal symbol start process performed by the main CPU 41 will be described. The main CPU41 judges whether the execution condition of the normal game is established. At this time, the main CPU41 judges positively when the normal win game is not being played and the normal game is not being played, whereas it judges negatively when the normal win game is being played or the normal game is being played. When the execution condition of the normal game is not established, the main CPU41 ends the normal symbol start process. On the other hand, when the execution condition of the normal game is established, the main CPU41 judges whether the normal reserved number stored in the main RWM43 is 1 or more. When the normal reserved number is not 1 or more, the main CPU41 ends the normal symbol start process. When the normal reserved number is 1 or more, the main CPU41 updates the normal reserved number stored in the main RWM43 by subtracting 1. Furthermore, the main CPU41 controls the information display panel 22 so that the updated normal reserved number is displayed. Next, the main CPU41 reads out the random number information stored first among the random number information for the normal game from the main RWM43. When the main CPU 41 reads out the first random number information, it erases the first stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win determination value stored in the main ROM 42. For example, the main CPU 41 performs a normal win lottery according to the game state. Then, the main CPU 41 determines the normal symbol to be displayed as a fixed stop in the normal game and the fluctuation time of the normal game based on the lottery result of the normal win lottery. For example, the main CPU 41 determines the normal fluctuation pattern according to the game state, and determines the fluctuation time of the normal game. After that, the main CPU 41 ends the normal symbol start process.
[0126] As described above, the main CPU 41 performs a normal winning lottery in the normal symbol start process. In this embodiment, the main CPU 41 performs a normal winning lottery, thereby realizing a function as a normal winning lottery means for performing a normal winning lottery. The main CPU 41 determines a normal symbol to be displayed as a fixed stop in the normal game in the normal symbol start process. In this embodiment, the main CPU 41 determines a normal symbol, thereby realizing a function as a normal symbol determination means for determining a normal symbol to be derived in the normal symbol variation game. The main CPU 41 determines a normal variation pattern in the normal symbol start process. In this embodiment, the main CPU 41 determines a normal variation pattern, thereby realizing a function as a normal variation time determination means capable of determining the variation time of the normal symbol variation game.
[0127] When the normal symbol start process is completed, the main CPU 41 executes a normal game by performing a process other than the normal symbol start process. Specifically, the main CPU 41 controls the information display panel 22 so that the normal game is started. The main CPU 41 uses a normal game timer to measure a fluctuation time associated with the normal fluctuation pattern determined in the normal symbol start process. The main CPU 41 measures the fluctuation time of the normal game by updating the time that can be specified from the normal game timer at a predetermined control period. Then, when the fluctuation time associated with the normal fluctuation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the normal symbol determined in the normal symbol start process is displayed as a fixed stop.
[0128] Next, the normal win process performed by the main CPU 41 will be described. After the normal game of the normal win is finished, the main CPU 41 performs normal win processing. In the normal win processing, the main CPU 41 starts control to award a normal win game depending on whether the state is a high base state or a low base state. In the normal win processing, when the state is a high base state, the main CPU 41 controls the first actuator A1 so that the second start hole 27 is opened in the opening mode in the high base state. In opening the second start hole 27, the main CPU 41 uses a normal opening timer to measure the time since the second start hole 27 is opened, that is, the time since the first variable member 28 is in the open state. The main CPU 41 measures the time since the first variable member 28 is in the open state by updating the time that can be specified from the normal opening timer at a predetermined control period. Incidentally, the main CPU 41 ends the normal win game when a predetermined upper limit number of game balls enter the second start hole 27 even in the middle of awarding a normal win game. In this embodiment, the main CPU 41 controls the first actuator A1 to control the operation of the first variable member 28, thereby realizing a function as a variable operation control means capable of controlling the operation of the variable member.
[0129] Next, the magnetic error detection process performed by the main CPU 41 will be described. In the magnetic error detection process, the main CPU 41 judges whether the detection signal output by the magnetic sensor JS is input. When the detection signal output by the magnetic sensor JS is input, if the main CPU 41 has not yet timed the time during which the magnetic field is detected by the magnetic detection timer, the main CPU 41 starts timekeeping of the time during which the magnetic field is detected by using the magnetic detection timer. The main CPU 41 times the time during which the magnetic field is detected by updating the time specifiable from the magnetic detection timer at a predetermined control period. In this embodiment, the main CPU 41 times the time during which the magnetic field is detected by updating the time specifiable from the magnetic detection timer in the magnetic error detection process performed at a predetermined control period. When the detection signal output by the magnetic sensor JS is input, if the time during which the magnetic field is detected by the magnetic detection timer has already been timed, the main CPU 41 judges whether the time specifiable from the magnetic detection timer has reached a specified time. If the time specifiable from the magnetic detection timer has not reached the specified time, the main CPU 41 ends the magnetic error detection process without interrupting the timekeeping by the magnetic detection timer. On the other hand, when the time identifiable from the magnetic detection timer reaches the specified time, the main CPU 41 stores information that can identify that a magnetic error has been detected (hereinafter referred to as "magnetic detection information") in the main RWM 43. Furthermore, the main CPU 41 stores control information that can identify that a magnetic error has been detected (hereinafter referred to as "magnetic detection command") in an output buffer corresponding to the sub-board 50. Then, the main CPU 41 initializes the time measured by the magnetic detection timer and ends the magnetic error detection process. In this way, in the gaming machine 10, a magnetic error is detected when the time identifiable from the magnetic detection timer reaches the specified time. That is, this embodiment is configured to detect a magnetic error when the time during which a magnetic field is detected that can be identified from the magnetic detection time information reaches the specified time.
[0130] Furthermore, if the detection signal output by the magnetic sensor JS is not input during the magnetic error detection process, the main CPU 41 ends the magnetic error detection process. At this time, if the magnetic detection timer is counting the time during which the magnetic sensor JS detects the magnetic field, the main CPU 41 stops the counting by the magnetic detection timer. Then, the main CPU 41 initializes the time counted by the magnetic detection timer. In this way, the time counted by the magnetic detection timer is initialized when the magnetic sensor JS no longer detects the magnetic field before the time during which the magnetic sensor JS detects the magnetic field reaches the specified time.
[0131] Next, the output process performed by the main CPU 41 will be described. When the detection signal from the first start sensor SE1 is input, the main CPU 41 stores control information (hereinafter referred to as the "first start winning command") capable of identifying that the first start sensor SE1 has detected a game ball, that is, that the game ball has entered the first start port 26, in the output buffer corresponding to the payout board 60. When the detection signal from the second start sensor SE2 is input, the main CPU 41 stores control information (hereinafter referred to as the "second start winning command") capable of identifying that the second start sensor SE2 has detected a game ball, that is, that the game ball has entered the second start port 27, in the output buffer corresponding to the payout board 60. When the detection signal from the count sensor SE3 is input, the main CPU 41 stores control information (hereinafter referred to as the "big winning command") capable of identifying that the count sensor SE3 has detected a game ball, that is, that the game ball has entered the big winning port 29, in the output buffer corresponding to the payout board 60. When a detection signal from the first normal winning sensor SE5 is input, the main CPU 41 stores control information (hereinafter referred to as a "first normal winning command") capable of identifying that the first normal winning sensor SE5 has detected a game ball, that is, that the game ball has entered the first normal winning opening 32, in an output buffer corresponding to the payout board 60. When a detection signal from the second normal winning sensor SE6 is input, the main CPU 41 stores control information (hereinafter referred to as a "second normal winning command") capable of identifying that the second normal winning sensor SE6 has detected a game ball, that is, that the game ball has entered the second normal winning opening 33, in an output buffer corresponding to the payout board 60.
[0132] As described above, in the gaming machine 10, when the entry of a gaming ball into each winning port is detected, control information capable of identifying that the gaming ball has entered each winning port is output to the payout board 60. However, the detection signals output by various sensors capable of detecting the gaming ball that has entered each winning port may be configured to be input to the payout board 60 via the main board 40. For example, the detection signal output by the first start sensor SE1 may be input to the payout board 60 via the main board 40. The detection signal output by the second start sensor SE2 may be input to the payout board 60 via the main board 40. The detection signal output by the count sensor SE3 may be input to the payout board 60 via the main board 40. The detection signal output by the first normal winning sensor SE5 may be input to the payout board 60 via the main board 40. The detection signal output by the second normal winning sensor SE6 may be input to the payout board 60 via the main board 40.
[0133] Next, the external signal management process performed by the main CPU 41 will be described. In this embodiment, the external signal management process corresponds to control regarding the output of an external signal. In this embodiment, the main CPU 41 executes the external output management process to realize a function as an external output control means capable of executing control regarding the output of an external signal.
[0134] In the external signal management process, if the main CPU 41 does not input a prize ball granted command from the payout board 60, the external signal management process ends. The details will be described later, but the prize ball granted command is control information output from the payout board 60 to the main board 40 when one game ball is granted as a prize ball. Then, in the external signal management process, if the main CPU 41 inputs a prize ball granted command from the payout board 60, the main CPU 41 adds 1 to a value that can be specified from the output unit counting information stored in the main RWM 43, and updates the output unit counting information. Furthermore, the main CPU 41 judges whether a value that can be specified from the updated output unit counting information has reached "10", which corresponds to the number of units that output the prize ball signal among the external signals. If the value that can be specified from the updated output unit counting information has not reached "10", the main CPU 41 ends the external signal management process. On the other hand, if the value that can be specified from the updated output unit counting information has reached "10", the main CPU 41 stores the prize ball signal among the external signals in an output buffer corresponding to the payout board 60. Then, the main CPU 41 initializes the output unit count information by setting a value that can be specified from the output unit count information to "0", and ends the external signal management process.
[0135] The prize ball signal stored in the output buffer corresponding to the payout board 60 is output to the connection terminal of the external terminal board 65 via the payout board 60. At this time, if an external device is connected to the connection terminal of the external terminal board 65, the prize ball signal is input to the external device. In the gaming machine 10, the prize ball signal is output every time 10 game balls are awarded as prize balls. Therefore, the external device can recognize that 10 game balls have been awarded as prize balls every time the prize ball signal is input once. As described above, in the gaming machine 10, the external signal includes a prize ball signal as a prize ball external signal. That is, in this embodiment, the external signal includes a prize ball external signal that can be output in response to the award of a game ball as a prize ball. In this embodiment, the external signal management process that can control the output of the prize ball signal among the external signals corresponds to the control regarding the output of the prize ball external signal.
[0136] Next, various processes executed by the secondary CPU 51 based on the secondary control program will be described. First, the status processing performed by the secondary CPU 51 will be described. The sub-RWM 53 stores information that can identify the game state. The information that can identify the game state stored in the sub-RWM 53 includes information that can identify whether the game state is a low probability state or a high probability state (hereinafter referred to as a sub-probability state flag). The information that can identify the game state stored in the sub-RWM 53 includes information that can identify whether the game state is a high base state or a low base state (hereinafter referred to as a sub-base state flag).
[0137] In state processing, when a low probability state command is input, the secondary CPU 51 sets the secondary probability state flag to a value that can identify a low probability state. When a high probability state command is input, the secondary CPU 51 sets the secondary probability state flag to a value that can identify a high probability state. When a low base state command is input, the secondary CPU 51 sets the secondary base state flag to a value that can identify a low base state. When a high base state command is input, the secondary CPU 51 sets the secondary base state flag to a value that can identify a high base state.
[0138] Next, the big win effect process performed by the sub-CPU 51 will be described. In the jackpot performance process, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the performance display device 25 so that a jackpot performance is performed during a jackpot game. Specifically, when the sub-CPU 51 inputs an opening command, it controls at least one of the decorative lamps 17, the speaker 18, and the performance display device 25 so that an opening performance is performed. When the sub-CPU 51 inputs a round command, it controls at least one of the decorative lamps 17, the speaker 18, and the performance display device 25 so that a round performance is performed. When the sub-CPU 51 inputs an ending command, it controls at least one of the decorative lamps 17, the speaker 18, and the performance display device 25 so that an ending performance is performed. The performance content of the jackpot performance may be made different depending on the type of jackpot.
[0139] Next, the presentation game process performed by the secondary CPU 51 will be described. In the effect game process, the sub-CPU 51 controls at least one of the decorative lamp 17, the speaker 18, and the effect display device 25 so that an effect game or an effect associated with the effect game is performed. Specifically, when the sub-CPU 51 inputs a symbol command and a variation pattern designation command, it controls to execute the effect game. Specifically, the sub-CPU 51 determines a symbol combination by the effect symbols to be finally displayed as a fixed stop in the effect game based on the variation pattern designation command and the symbol command. When the special symbol that can be specified from the symbol command is a big win symbol, the sub-CPU 51 determines a big win symbol combination. When the special symbol that can be specified from the symbol command is a losing symbol, the sub-CPU 51 determines a losing symbol combination. At this time, when the reach effect is executed, the sub-CPU 51 may determine a losing symbol combination including the reach.
[0140] When the sub-CPU51 inputs the variation pattern designation command, it controls the performance display device 25 to display the performance symbols in a variable manner. In other words, the sub-CPU51 starts the performance game. The variation pattern designation command can be said to be control information that instructs the start of the performance game based on the variation pattern. Then, the sub-CPU51 controls the performance display device 25 to temporarily stop and display the symbol combination by the determined performance symbols at a predetermined timing. After that, the sub-CPU51 controls the performance display device 25 to display the symbol combination by the performance symbols in a definite and stopped manner upon input of the end command. Incidentally, when executing the reach performance, the sub-CPU51 controls the performance display device 25 to temporarily stop and display the left and right columns of performance symbols so that a reach is formed at a predetermined timing during the special game. The sub-CPU51 may use the timer of the sub-RWM53 to measure a variation time that can be specified from the variation pattern, and may control to display the symbol combination in a definite and stopped manner upon the lapse of the variation time. In this case, the end command may be omitted.
[0141] Next, the standby effect process performed by the sub-CPU 51 will be described. In the standby performance processing, the sub-CPU51 uses the timer of the sub-RWM53 to measure the time until execution of the standby performance is started (hereinafter, referred to as "start standby time"). When the measured start standby time reaches a predetermined performance start time (20 seconds in this embodiment), the sub-CPU51 controls the performance display device 25 so that the standby performance is executed. The standby performance is a so-called demonstration performance. The standby performance is also called a customer waiting performance. Note that, when the sub-CPU51 inputs a variation pattern designation command during execution of the standby performance, it interrupts execution of the standby performance. Also, when the sub-CPU51 inputs a detection signal from the out sensor OS during execution of the standby performance, it interrupts execution of the standby performance.
[0142] Here, the control regarding the counting of the start waiting time will be described. When the sub-CPU 51 inputs a standby command, it starts timing the start standby time using the timer of the sub-RWM 53. When the sub-CPU 51 inputs a detection signal from the out sensor OS while timing the start standby time, it stops timing the start standby time being timed and starts timing the start standby time again. Because of this control, the start standby time in this embodiment is the time that has elapsed since the standby command was output without inputting a detection signal from the out sensor OS, or the time that has elapsed since the last input of a detection signal from the out sensor OS. When the sub-CPU 51 inputs a detection signal from the out sensor OS during execution of a standby performance, it starts timing the start standby time again. When the sub-CPU 51 inputs a variation pattern designation command while timing the start standby time, it stops timing the start standby time. Furthermore, the sub-CPU 51 initializes the time being timed in the timer timing the start standby time.
[0143] Next, the bulb-out error notification process performed by the sub-CPU 51 will be described. In the bulb out error notification process, when the sub-CPU 51 inputs a bulb out detection command as control information that can identify that a bulb out error has been detected, the sub-CPU 51 controls the performance display device 25 so that a bulb out error notification is made. The control related to the output of the bulb out detection command will be described later. In addition, in the bulb out error notification process, when the sub-CPU 51 inputs a bulb out resolution command as control information that can identify that the bulb out error has been resolved, the sub-CPU 51 terminates the bulb out error notification. The control related to the output of the bulb out resolution command will be described later.
[0144] Next, the magnetic error notification process performed by the sub-CPU 51 will be described. In the magnetic error notification process, when the sub-CPU 51 inputs a magnetic detection command, it controls the performance display device 25 so that a magnetic error notification is performed. In this case, the sub-CPU 51 controls the performance display device 25 so that a magnetic error notification is performed at least until the power supply is stopped.
[0145] Next, various processes executed by the payout CPU 61 based on the payout control program will be described. When the detection signal from the ball lending switch SW1 is input, the payout CPU 61 judges whether the remaining number of loaned balls that can be specified from the remaining number of loaned balls information stored in the payout RWM 63 is 1 or more. Incidentally, the remaining number of loaned balls corresponds to the number of game balls that have been decided to be given based on the signal output from the card unit CU but have not actually been paid out. The remaining number of loaned balls information corresponds to information that can specify the remaining number of loaned balls. When the remaining number of loaned balls is not 1 or more (remaining number of loaned balls = 0), the main CPU 41 outputs control information that can specify that the ball lending switch SW1 has been operated (hereinafter referred to as a "ball lending operation command") to the connection terminal of the loaning device connection terminal board 66. At this time, if the card unit CU is connected to the connection terminal of the loaning device connection terminal board 66, the ball lending operation command is input to the card unit CU. If the card unit CU is connected to the connection terminal of the loaning device connection terminal board 66, the detection signal from the ball lending switch SW1 may be configured to be input to the card unit CU via the payout board 60. On the other hand, when the remaining number of loaned balls is 1 or more (remaining number of loaned balls ≧1), the main CPU 41 does not output a ball loan operation command to the connection terminal of the loaning device connection terminal board 66.
[0146] Incidentally, when the card unit CU inputs a ball lending operation command, it refers to the card balance stored in the prepaid card and judges whether to allow the provision of game balls based on the operation of the ball lending switch SW1. Then, when it is judged that the provision of game balls based on the operation of the ball lending switch SW1 is permitted, control information (hereinafter, referred to as "ball lending signal") capable of identifying that the provision of game balls based on the operation of the ball lending switch SW1 is permitted is input from the card unit CU to the gaming machine 10. At this time, the ball lending signal is input to the payout CPU 61 of the payout board 60. Then, when it is judged that the provision of game balls based on the operation of the ball lending switch SW1 is permitted, the card unit CU updates the card balance stored in the prepaid card. The control by the payout CPU 61 in response to the input of the ball lending signal will be explained later. Incidentally, when it is not judged that the provision of game balls based on the operation of the ball lending switch SW1 is permitted, the ball lending signal is not input from the card unit CU to the gaming machine 10.
[0147] When a detection signal from the return switch SW2 is input, the main CPU 41 outputs control information capable of identifying that the return switch SW2 has been operated (hereinafter referred to as a "return operation command") to the connection terminal of the lending device connection terminal board 66. At this time, if a card unit CU is connected to the connection terminal of the lending device connection terminal board 66, the return operation command is input to the card unit CU. The detection signal from the return switch SW2 may be configured to be input to the card unit CU via the dispensing board 60 when the card unit CU is connected to the connection terminal of the lending device connection terminal board 66.
[0148] Next, the ball out error detection process performed by the dispensing CPU 61 will be described. In the ball out error detection process, the payout CPU 61 judges whether the detection signal output by the ball out sensor ES is input. When the payout CPU 61 does not input the detection signal output by the ball out sensor ES, if the payout CPU 61 has not timed the time when the game ball is not detected by the ball out sensor ES using the ball out detection timer, the payout CPU 61 starts timed the time when the game ball is not detected by the ball out sensor ES using the ball out detection timer. The payout CPU 61 times the time when the game ball is not detected by the ball out sensor ES by updating the time that can be specified from the ball out detection timer at a predetermined control period. When the payout CPU 61 does not input the detection signal output by the ball out sensor ES, if the payout CPU 61 has already timed the time when the game ball is not detected by the ball out sensor ES using the ball out detection timer, the payout CPU 61 judges whether the time that can be specified from the ball out detection timer has reached a reference time. If the time that can be specified from the ball out detection timer has not reached the reference time, the payout CPU 61 ends the ball out error detection process without interrupting the time measurement by the ball out detection timer. On the other hand, when the time identifiable from the out-of-ball detection timer reaches the reference time, the dispensing CPU 61 stores information identifiable as the detection of an out-of-ball error (hereinafter referred to as "out-of-ball error detection information") in the dispensing RWM 63. Furthermore, the dispensing CPU 61 stores an out-of-ball detection command in an output buffer corresponding to the main board 40. The out-of-ball detection command is input to the sub-board 50 via the main board 40. Then, the dispensing CPU 61 initializes the time measured by the out-of-ball detection timer and ends the out-of-ball error detection process.
[0149] Also, when the detection signal output by the ball out sensor ES is input in the ball out error detection process, the payout CPU 61 ends the ball out error detection process. At this time, when the ball out error detection information is stored in the payout RWM 63, the payout CPU 61 erases the ball out error detection information. Furthermore, the payout CPU 61 stores a ball out cancellation command in an output buffer corresponding to the main board 40. Also, if the payout CPU 61 uses the ball out detection timer to measure the time during which the ball out sensor ES does not detect a game ball, the payout CPU 61 interrupts the measurement by the ball out detection timer. Then, the payout CPU 61 initializes the time measured by the ball out detection timer. In this way, the time measured by the ball out detection timer is initialized when the ball out sensor ES detects a game ball before the time during which the ball out sensor ES does not detect a game ball reaches the reference time.
[0150] Next, the award number management process performed by the payout CPU 61 will be described. In the award number management process, the payout CPU 61 may update the unpaid ball number information as information that can identify the unpaid ball number. In addition, in the award number management process, the payout CPU 61 may update the remaining number of loaned balls information. In the gaming machine 10, the remaining number of loaned balls information is included in the information backed up in the payout RWM 63.
[0151] In the dispensing number management process, when the dispensing CPU 61 inputs a ball lending signal, it adds "125" to the remaining number of loaned balls information and updates the remaining number of loaned balls information. When updating the remaining number of loaned balls information in response to input of a ball lending signal, the dispensing CPU 61 stores a control signal (hereinafter referred to as a "ball lending command") capable of identifying that a game ball is to be dispensed in response to input of the ball lending signal in an output buffer corresponding to the main board 40. The ball lending command is input to the sub-board 50 via the main board 40.
[0152] Incidentally, when a ball lending command is input, the sub-CPU 51 controls so that a ball lending notification effect is executed, which notifies the player that a gaming ball will be provided, triggered by the operation of the ball lending switch SW1. In the gaming machine 10, the ball lending notification effect is executed by outputting a predetermined sound from the speaker 18. Therefore, when a ball lending command is input, the sub-CPU 51 controls the speaker 18 so that a ball lending notification effect is executed. The ball lending notification effect corresponds to an effect executed in conjunction with the provision of a gaming ball as a loan ball.
[0153] In addition, in the award number management process, when the payout CPU 61 inputs the first start winning command, it adds "3" to the unpaid ball number information and updates the unpaid ball number information. In the award number management process, when the payout CPU 61 inputs the second start winning command, it adds "1" to the unpaid ball number information and updates the unpaid ball number information. In the award number management process, when the payout CPU 61 inputs the big winning command, it adds "10" to the unpaid ball number information and updates the unpaid ball number information. In the award number management process, when the payout CPU 61 inputs the first normal winning command, it adds "6" to the unpaid ball number information and updates the unpaid ball number information. In the award number management process, when the payout CPU 61 inputs the second normal winning command, it adds "3" to the unpaid ball number information and updates the unpaid ball number information. In addition, if neither the ball lending signal nor control information capable of identifying that a game ball has entered each winning port has been input, the payout CPU 61 does not update either the remaining loaned ball number information or the unpaid ball number information, and terminates the award number management process.
[0154] In this way, the number of unit balls of game balls provided based on the ball lending signal output from the card unit CU is "125". Therefore, the number of unit balls of game balls provided based on the ball lending signal output from the card unit CU is greater than the number of game balls provided as prize balls based on the detection of game balls by the first start sensor SE1. That is, the number of unit balls of game balls provided based on the signal output from the gaming device is greater than the number of game balls provided as prize balls based on the detection of game balls by the specified start detection means. Also, the number of unit balls of game balls provided based on the ball lending signal output from the card unit CU is greater than the number of game balls provided as prize balls based on the detection of game balls by the second start sensor SE2. That is, the number of unit balls of game balls provided based on the signal output from the gaming device is greater than the number of game balls provided as prize balls based on the detection of game balls by the specified start detection means. Also, the number of unit balls of game balls awarded based on the ball lending signal output from the card unit CU is greater than the number of game balls awarded as prize balls based on the detection of game balls by the count sensor SE3. That is, the number of unit balls of game balls awarded based on the signal output from the gaming device is greater than the number of game balls awarded as prize balls based on the detection of game balls by the special detection means.
[0155] Also, the number of unit balls of game balls awarded based on the ball lending signal output from the card unit CU is greater than the number of game balls awarded as prize balls based on the detection of a game ball by the first normal winning sensor SE5. That is, the number of unit balls of game balls awarded based on the signal output from the gaming device is greater than the number of game balls awarded as prize balls based on the detection of a game ball by the first normal winning sensor SE5. Similarly, the number of unit balls of game balls awarded based on the ball lending signal output from the card unit CU is greater than the number of game balls awarded as prize balls based on the detection of a game ball by the second normal winning sensor SE6. That is, the number of unit balls of game balls awarded based on the signal output from the gaming device is greater than the number of game balls awarded as prize balls based on the detection of a game ball by the second normal detection means. That is, the number of unit balls of game balls awarded based on the ball lending signal output from the card unit CU is greater than the number of game balls awarded as prize balls based on the detection of a game ball by the normal winning sensors SE5, SE6. In other words, the number of unit balls awarded based on the signal output from the gaming device is usually greater than the number of game balls awarded as prize balls based on the detection of game balls by the detection means.
[0156] Next, the payout process performed by the payout CPU 61 will be described with reference to FIG. In the granting process, the payout CPU 61 judges whether the remaining number of loaned balls that can be specified from the remaining number of loaned balls information is 1 or more (step S101). If the remaining number of loaned balls is 1 or more (step S101; YES), the payout CPU 61 judges whether the ball out sensor ES detects a game ball (indicated as "ball out sensor ON?" in FIG. 4) (step S102). If the ball out sensor ES does not detect a game ball (step S102; NO), the payout CPU 61 ends the granting process. On the other hand, if the ball out sensor ES detects a game ball (step S102; YES), the payout CPU 61 operates the granting device FS (step S103). In the gaming machine 10, one game ball is paid out and one game ball is granted by operating the granting device FS in step S103. Thereafter, the payout CPU 61 judges whether the payout detection sensor FK has detected a game ball (step S104). The payout CPU 61 repeats the judgment of step S104 until the payout detection sensor FK detects the game ball paid out in response to the operation of the payout device FS in step S103 (step S104; YES). Then, when the payout detection sensor FK detects a game ball (step S104; YES), the payout CPU 61 subtracts 1 from the remaining number of loaned balls that can be determined from the remaining number of loaned balls information, and updates the remaining number of loaned balls information (step S105). Thereafter, the payout CPU 61 ends the payout process.
[0157] If the remaining number of loaned balls is not 1 or more (step S101; NO), the payout CPU 61 judges whether the number of unpaid balls identifiable from the unpaid ball number information is 1 or more (step S106). If the number of unpaid balls is not 1 or more (step S106; NO), the payout CPU 61 ends the granting process. On the other hand, if the number of unpaid balls is 1 or more (step S106; YES), the payout CPU 61 judges whether the out-of-ball sensor ES detects a game ball (step S107). If the out-of-ball sensor ES does not detect a game ball (step S107; NO), the payout CPU 61 ends the granting process. On the other hand, if the out-of-ball sensor ES detects a game ball (step S107; YES), the payout CPU 61 activates the granting device FS (step S108). In the gaming machine 10, one game ball is dispensed and one game ball is dispensed by operating the dispenser FS in step S108. After that, the payout CPU 61 judges whether the dispense detection sensor FK has detected a game ball (step S109). The payout CPU 61 repeats the judgment of step S109 until the game ball dispensed in response to the operation of the dispenser FS in step S108 is detected by the dispense detection sensor FK (step S109; YES). Then, when the dispense detection sensor FK detects a game ball (step S109; YES), the payout CPU 61 subtracts 1 from the number of unpaid balls that can be identified from the unpaid ball number information, and updates the unpaid ball number information (step S110). Furthermore, in step S110, the payout CPU 61 stores a prize ball award command as control information that can identify that one game ball has been awarded as a prize ball in an output buffer corresponding to the main board 40. After that, the payout CPU 61 ends the awarding process.
[0158] As described above, in the gaming machine 10, the process of updating the remaining number of loaned balls based on the ball loan signal from the card unit CU and the process of steps S102 to S105 correspond to the process of providing game balls based on the ball loan signal from the card unit CU. Therefore, in this embodiment, the process of updating the remaining number of loaned balls based on the ball loan signal from the card unit CU and the process of steps S102 to S105 correspond to the process of providing game balls as loaned balls, and correspond to the specific control of providing game balls based on the signal output from the gaming device. In other words, in this embodiment, the process of updating the remaining number of loaned balls based on the ball loan signal from the card unit CU and the process of steps S102 to S105 correspond to the specific control of providing game value based on the signal output from the gaming device. And, in this embodiment, the process of updating the remaining number of loaned balls based on the ball loan signal from the card unit CU and the process of steps S102 to S105 are performed by the payout CPU 61, thereby realizing a function as a specific control means capable of executing the specific control of providing game balls based on the signal output from the gaming device. In other words, in this embodiment, the process of updating the remaining loaned ball information based on the ball loan signal from the card unit CU and the process of steps S102 to S105 are performed by the payout CPU 61, thereby realizing the function of a specific control means capable of executing specific control to award gaming value based on a signal output from the gaming device.
[0159] In addition, in the gaming machine 10, the process of updating the number of unpaid balls based on various control information and the process of steps S107 to S110 correspond to the process of awarding game balls as prize balls. Therefore, in this embodiment, the process of updating the number of unpaid balls based on various control information and the process of steps S107 to S110 correspond to the process of awarding game balls as prize balls, and correspond to the prize ball awarding control of awarding game balls as prize balls. In other words, in this embodiment, the process of updating the number of unpaid balls based on various control information and the process of steps S107 to S110 correspond to the prize value awarding control of awarding game value as a prize. And, in this embodiment, the process of updating the number of unpaid balls based on various control information and the process of steps S107 to S110 are performed by the payout CPU 61, thereby realizing a function as a prize ball control means capable of executing the prize ball awarding control of awarding game balls as prize balls. In other words, in this embodiment, the process of updating the number of unpaid balls information based on various control information and the process of steps S107 to S110 are performed by the payout CPU 61, thereby realizing the function of a prize value control means capable of executing prize value awarding control to award gaming value as a prize.
[0160] When a game ball enters the first start port 26, 3 is added to the unpaid ball number information. Therefore, the payout CPU 61 can execute the processing of steps S107 to S110 based on the game ball being detected by the first start sensor SE1. That is, the prize ball control means can execute the prize ball giving control based on the game ball being detected by the predetermined start detection means. That is, the prize value control means can execute the prize value giving control based on the game ball being detected by the predetermined start detection means. When a game ball enters the second start port 27, 1 is added to the unpaid ball number information. Therefore, the payout CPU 61 can execute the processing of steps S107 to S110 based on the game ball being detected by the second start sensor SE2. That is, the prize ball control means can execute the prize ball giving control based on the game ball being detected by the specific start detection means. That is, the prize value control means can execute the prize value awarding control based on the detection of a gaming ball by the specific start detection means. When a gaming ball enters the large winning opening 29, 10 is added to the unpaid ball number information. Therefore, the payout CPU 61 can execute the processes of steps S107 to S110 based on the detection of a gaming ball by the count sensor SE3. That is, the prize ball control means can execute the prize ball awarding control based on the detection of a gaming ball by the special detection means. That is, the prize value control means can execute the prize value awarding control based on the detection of a gaming ball by the special detection means.
[0161] When a game ball enters the first normal winning opening 32, 6 is added to the unpaid ball number information. Therefore, the payout CPU 61 can execute the processing of steps S107 to S110 based on the game ball being detected by the first normal winning sensor SE5. That is, the prize ball control means can execute the prize ball award control based on the game ball being detected by the first normal detection means. That is, the prize value control means can execute the prize value award control based on the game ball being detected by the first normal detection means. When a game ball enters the second normal winning opening 33, 3 is added to the unpaid ball number information. Therefore, the payout CPU 61 can execute the processing of steps S107 to S110 based on the game ball being detected by the second normal winning sensor SE6. That is, the prize ball control means can execute the prize ball award control based on the game ball being detected by the second normal detection means. The prize value control means can execute the prize value award control based on the detection of the gaming ball by the second normal detection means. In this way, the payout CPU 61 can execute the processing of steps S107 to S110 based on the detection of the gaming ball by the normal winning sensors SE5 and SE6. That is, the prize ball control means can execute the prize ball award control based on the detection of the gaming ball by the normal detection means. That is, the prize value control means can execute the prize value award control based on the detection of the gaming ball by the normal detection means. As described above, the payout CPU 61 can execute the processing of steps S107 to S110 based on the detection of the gaming ball by any of the first start sensor SE1, the second start sensor SE2, the count sensor SE3, the first normal winning sensor SE5, and the second normal winning sensor SE6. That is, the prize ball control means can execute the prize ball award control based on the detection of the gaming ball by the winning detection means. In other words, the prize value control means can execute the prize value awarding control based on the detection of a gaming ball by the winning detection means.
[0162] In the gaming machine 10, in the awarding process, even if the number of unpaid balls identifiable from the unpaid ball number information is 1 or more, if the remaining number of loaned balls identifiable from the remaining number of loaned balls information is 1 or more, the awarding of game balls based on the remaining number of loaned balls being 1 or more, that is, the awarding of game balls based on the signal output from the card unit CU is performed. In other words, in the gaming machine 10, the awarding of game balls based on the signal output from the card unit CU is prioritized over the awarding of game balls as prize balls. For this reason, for example, in the gaming machine 10, when the awarding of game balls as prize balls is being performed and it is determined that game balls are to be awarded based on the signal output from the card unit CU, the awarding of game balls as prize balls is temporarily suspended, and the awarding of game balls based on the signal output from the card unit CU is performed.
[0163] In the gaming machine 10, as described above, even if the ball lending switch SW1 is operated, if the remaining number of loaned balls that can be specified from the remaining number of loaned balls information is 1 or more, that is, if game balls are being provided based on a signal output from the card unit CU, a ball lending operation command is not output, and new game balls are not provided based on a signal output from the card unit CU. In other words, in the gaming machine 10, while game balls are being provided based on a signal output from the card unit CU, new provision of game balls based on a signal output from the card unit CU is restricted. On the other hand, in the gaming machine 10, when the ball lending switch SW1 is operated, even if the number of unpaid balls that can be specified from the unpaid ball number information is 1 or more, a ball lending operation command can be output. In other words, in the gaming machine 10, even if game balls as prize balls are being provided, new provision of game balls based on a signal output from the card unit CU is permitted.
[0164] In addition, in the gaming machine 10, even if the remaining number of loaned balls that can be specified from the remaining number of loaned balls information is 1 or more, the unpaid ball number information is updated based on the detection of a game ball by any of the sensors SE1 to SE3, SE5, and SE6 that can detect a game ball that has entered each winning port, and new game balls are given as prize balls. In other words, in the gaming machine 10, even if game balls are being given based on a signal output from the card unit CU, new game balls are allowed to be given as prize balls. Similarly, in the gaming machine 10, even if the remaining number of loaned balls that can be specified from the unpaid ball number information is 1 or more, the unpaid ball number information is updated based on the detection of a game ball by any of the sensors SE1 to SE3, SE5, and SE6 that can detect a game ball that has entered each winning port, and new game balls are given as prize balls. In other words, in the gaming machine 10, even if gaming balls are being awarded as prize balls, the awarding of new gaming balls as prize balls is permitted.
[0165] The gaming machine 10 may be controlled to an unplayable state in which it is impossible to proceed with a game. That is, the gaming machine 10 can be controlled to an unplayable state in which it is impossible to proceed with a game. Incidentally, when the gaming machine 10 is not in an unplayable state in which it is impossible to proceed with a game, it is in a playable state in which it is possible to proceed with a game. For example, the playable state includes a time when a special game can be executed by inserting a game ball into the starting hole 26, 27. For example, the playable state includes a time when a jackpot game is awarded.
[0166] In the gaming machine 10, the maximum difference number is counted. In the gaming machine 10, when the maximum difference number reaches a specified value, the gaming machine 10 is controlled to an unplayable state. In the gaming machine 10, when the maximum difference number reaches a specified value while a jackpot game is awarded, the gaming machine 10 is controlled to an unplayable state after the jackpot game ends. However, in the gaming machine 10, for example, when the maximum difference number reaches a specified value while a special game is being executed, the gaming machine 10 is controlled to an unplayable state without waiting for the special game to end.
[0167] The gaming machine 10 can execute a warning effect that allows a player to identify that the game will be controlled to an unplayable state after the end of a big win game. The warning effect corresponds to an effect that suggests or notifies the player that the game will be controlled to an unplayable state after the end of a big win game. The warning effect is executed by the effect display device 25 when the maximum difference number reaches a specified value while a big win game is awarded. The gaming machine 10 executes the warning effect by displaying an image including text information "The game will stop after the end of the big win game" on the effect display device 25. The warning effect is not limited to being executed only by the effect display device 25, and may be configured to be executed by some or all of the effect devices, for example, the decorative lamp 17, the speaker 18, and the effect display device 25.
[0168] The gaming machine 10 can execute an arrival notice performance that allows a player to identify that the maximum difference number is approaching a specified value. The arrival notice performance corresponds to a performance that notifies the player that the maximum difference number is approaching a specified value. The arrival notice performance is executed in the performance display device 25 when the remaining value until the maximum difference number reaches the specified value becomes less than a predetermined notice start value. In other words, the arrival notice performance is executed in the performance display device 25 when the remaining value until the maximum difference number reaches the specified value falls below the notice start value. When the arrival notice performance is executed, the arrival notice performance is continuously executed until the maximum difference number reaches the specified value. In the gaming machine 10, the arrival notice performance is executed by displaying an image including text information "The maximum difference number will soon reach the specified value" in the performance display device 25. The arrival notice performance is not limited to being executed only in the performance display device 25, and may be configured to be executed in some or all of the performance devices, for example, the decorative lamp 17, the speaker 18, and the performance display device 25. In the following description, the remaining value until the maximum difference number reaches the specified value is referred to as "remaining arrival difference number".
[0169] In the gaming machine 10, when the remaining arrival difference falls below the notice start value while the arrival notice performance is not being executed, the execution of the arrival notice performance is started. However, in the gaming machine 10, after the remaining arrival difference falls below the notice start value and the execution of the arrival notice performance is started, the execution of the arrival notice performance may not end even if the remaining arrival difference becomes equal to or greater than the notice start value. Specifically, in the gaming machine 10, after the remaining arrival difference falls below the notice start value and the arrival notice performance is executed, even if the remaining arrival difference becomes equal to or greater than the notice start value, the execution continues until the remaining arrival difference reaches the notice end value. In this embodiment, the notice start value is set to "500" and the notice end value is set to "1000".
[0170] The gaming machine 10 can execute an impossibility notification effect that allows a player to identify that the game has been controlled to an unplayable state. The impossibility notification effect corresponds to an effect that notifies the player that the game has been controlled to an unplayable state. The impossibility notification effect is executed in the effect display device 25 when the game is controlled to an unplayable state. When the impossibility notification effect is executed, the impossibility notification effect is continuously executed at least until the power supply is cut off. In the gaming machine 10, the impossibility notification effect is executed by displaying an image including text information such as "Today's game is over" in the effect display device 25. The impossibility notification effect is not limited to being executed only in the effect display device 25, and may be configured to be executed in some or all of the effect devices, for example, the decorative lamp 17, the speaker 18, and the effect display device 25.
[0171] When the gaming machine 10 is controlled to the unplayable state and the number of unpaid balls is 1 or more (number of unpaid balls ≧1), the gaming machine 10 can execute an unpaid notification effect that can specify that the number of unpaid balls is 1 or more. On the other hand, when the gaming machine 10 is controlled to the unplayable state and the number of unpaid balls is not 1 or more (number of unpaid balls = 0), the gaming machine 10 does not execute an unpaid notification effect. The unpaid notification effect can be said to be an effect that can specify that the number of unpaid balls is 1 or more. When the unpaid notification effect is executed, game balls are awarded. For this reason, the unpaid notification effect can be said to be an effect that can specify that the game balls that were determined to be awarded as prize balls before the gaming machine 10 was controlled to the unplayable state have been awarded. The unpaid notification effect is executed continuously until the number of unpaid balls becomes 0.
[0172] As shown in Fig. 5(a) and Fig. 5(b), the gaming machine 10 executes the unpaid notification effect by displaying images GT1 and GT2 including text information "unpaid game balls will be awarded" on the effect display device 25. Specifically, as shown in Fig. 5(a), when the gaming machine 10 is controlled to the unplayable state without cutting off the power supply after being controlled to the unplayable state, the gaming machine 10 can execute the unpaid notification effect in a mode in which the effect display device 25 displays the image GT1 (hereinafter referred to as "first mode"). On the other hand, as shown in Fig. 5(b), when the gaming machine 10 is controlled to the unplayable state after the power supply is cut off and then the power supply is started again and the gaming machine 10 is controlled to the unplayable state, the gaming machine 10 can execute the unpaid notification effect in a mode in which the effect display device 25 displays the image GT2 (hereinafter referred to as "second mode").
[0173] As shown in FIG. 5(a) and FIG. 5(b), the image GT1 is larger than the image GT2. That is, when the unpaid notification performance is executed in the first mode, the unpaid notification performance is executed in a wider area of the performance display device 25 than when the unpaid notification performance is executed in the second mode. Therefore, when the unpaid notification performance is executed in the first mode, it is easier for the player to recognize that the number of unpaid balls is 1 or more than when the unpaid notification performance is executed in the second mode. Also, as shown in FIG. 5(a), the image GT1 is displayed in the approximate center of the display area 25r of the performance display device 25. On the other hand, as shown in FIG. 5(b), the image GT2 is displayed in the upper right corner of the display area 25r of the performance display device 25. Therefore, when the unpaid notification performance is executed in the first mode, it is easier for the player to recognize that the number of unpaid balls is 1 or more than when the unpaid notification performance is executed in the second mode. As described above, in the gaming machine 10, when the unpaid ball notification effect is executed in the first mode, it is easier for the player to recognize that the number of unpaid balls is 1 or more, and the intensity of the unpaid ball notification effect is high, compared to when the unpaid ball notification effect is executed in the second mode. In other words, the intensity of the unpaid ball notification effect when the unpaid ball notification effect is executed in the first mode is higher (greater) than the intensity of the unpaid ball notification effect when the unpaid ball notification effect is executed in the second mode. In other words, the intensity of the unpaid ball notification effect when the unpaid ball notification effect is executed in the second mode is lower (lower) than the intensity of the unpaid ball notification effect when the unpaid ball notification effect is executed in the first mode.
[0174] As described above, in the gaming machine 10, when the power supply is not cut off after being controlled to the unplayable state, if the number of unpaid balls is 1 or more, the unpaid notification effect is executed in the effect display device 25 in the first mode as shown in FIG. 5(a). On the other hand, in the gaming machine 10, when the power supply is cut off after being controlled to the unplayable state and then the power supply is resumed and restored, if the number of unpaid balls is 1 or more, the unpaid notification effect is executed in the effect display device 25 in the second mode as shown in FIG. 5(b). In other words, in the gaming machine 10, when the gaming machine 10 is controlled to the unplayable state and the number of unpaid balls is 1 or more, the display contents of the effect display device 25 are different before the power supply is cut off and after the power supply is resumed and restored. Incidentally, in the gaming machine 10, even if it is controlled to the unplayable state, if the number of unpaid balls is not 1 or more, the unpaid notification effect is not executed in the effect display device 25 regardless of whether the power supply is cut off. In other words, in the case where the gaming machine 10 is controlled to a non-playable state and the number of unpaid balls is not 1 or more, the display content of the performance display device 25 will be the same before the power supply is cut off and after the power supply is resumed and restored.
[0175] Here, the maximum difference number information processing performed by the main CPU 41 will be described. The maximum difference number information processing corresponds to a process of counting the maximum difference number. Note that information that can identify the maximum difference number (hereinafter, referred to as "maximum difference number information") is stored in the main RWM 43. The maximum difference number information is a value that can identify the maximum difference number, and is the maximum difference number itself.
[0176] In the maximum difference number information processing, the main CPU 41 updates the maximum difference number information and counts the maximum difference number. In this embodiment, the maximum difference number corresponds to a specific value. In the maximum difference number information processing, when the main CPU 41 awards game balls as prize balls, the main CPU 41 adds the number of game balls to be awarded as prize balls to a value that can be identified from the maximum difference number information, and updates the maximum difference number information.
[0177] Specifically, when the detection signal from the first start sensor SE1 is input, the main CPU 41 adds 3 to the re-difference number information and updates the maximum difference number information. In this way, the maximum difference number can be changed by awarding a game ball as a prize ball based on the detection of a game ball by the first start sensor SE1. That is, the specific value can be changed by awarding a game ball as a prize ball based on the detection of a game ball by the specified start detection means. That is, the specific value can be changed by awarding a game value as a prize based on the detection of a game ball by the specified start detection means. Also, when the detection signal from the second start sensor SE2 is input, the main CPU 41 adds 1 to the re-difference number information and updates the maximum difference number information. In this way, the maximum difference number can be changed by awarding a game ball as a prize ball based on the detection of a game ball by the second start sensor SE2. That is, the specific value can be changed by awarding a game ball as a prize ball based on the detection of a game ball by the specified start detection means. That is, the specific value can be changed by being awarded a game value as a prize based on the detection of a game ball by the specific start detection means. Also, when a detection signal from the count sensor SE3 is input, the main CPU 41 adds 10 to the re-difference number information and updates the maximum difference number information. In this way, the maximum difference number can be changed by being awarded a game ball as a prize based on the detection of a game ball by the count sensor SE3. That is, the specific value can be changed by being awarded a game ball as a prize based on the detection of a game ball by the special detection means. That is, the specific value can be changed by being awarded a game value as a prize based on the detection of a game ball by the special detection means.
[0178] Also, when the detection signal from the first normal winning sensor SE5 is input, the main CPU 41 adds 6 to the re-difference number information and updates the maximum difference number information. In this way, the maximum difference number can be changed by awarding a game ball as a prize ball based on the detection of a game ball by the first normal winning sensor SE5. That is, the specific value can be changed by awarding a game ball as a prize ball based on the detection of a game ball by the first normal detection means. That is, the specific value can be changed by awarding a game value as a prize based on the detection of a game ball by the first normal detection means. Also, when the detection signal from the second normal winning sensor SE6 is input, the main CPU 41 adds 3 to the re-difference number information and updates the maximum difference number information. In this way, the maximum difference number can be changed by awarding a game ball as a prize ball based on the detection of a game ball by the second normal winning sensor SE6. That is, the specific value can be changed by awarding a game ball as a prize ball based on the detection of a game ball by the second normal detection means. That is, the specific value can be changed by awarding a game value as a prize based on the detection of a game ball by the second normal detection means. As described above, the maximum difference number can be changed by awarding a game ball as a prize ball based on the detection of a game ball by the normal winning sensors SE5, SE6. That is, the specific value can be changed by awarding a game ball as a prize ball based on the detection of a game ball by the normal detection means. That is, the specific value can be changed by awarding a game value as a prize based on the detection of a game ball by the normal detection means.
[0179] In this way, in the gaming machine 10, the maximum difference number can be changed by providing a game ball as a prize ball based on the detection of the game ball by the sensors SE1 to SE3, SE5, and SE6 that can detect the game ball that entered each winning port. That is, the specific value can be changed by providing a game ball as a prize ball based on the detection of the game ball by the winning detection means. That is, the specific value can be changed by providing a game value as a prize based on the detection of the game ball by the winning detection means. Incidentally, even if a ball lending signal from the card unit CU is input to the gaming machine 10, the main CPU 41 does not update the maximum difference number information. Therefore, in the gaming machine 10, the maximum difference number does not change by providing a game ball based on the ball lending signal from the card unit CU. That is, the specific value does not change by providing a game ball based on the signal output from the gaming device. That is, the specific value does not change by providing a game value based on the signal output from the gaming device.
[0180] In the maximum difference information processing, when the main CPU 41 receives a detection signal from the out sensor OS, it subtracts 1 from the value that can be specified from the maximum difference information and updates the maximum difference information. However, if the value that can be specified from the maximum difference information before the subtraction is 0, the main CPU 41 does not update the maximum difference information. When the main CPU 41 updates the maximum difference information, it stores control information that can specify the updated maximum difference (hereinafter, referred to as the "maximum difference command") in the output buffer corresponding to the sub-board 50. As described above, the maximum difference is counted based on the number of awarded prize balls and the number of out balls (valid balls). In this way, the maximum difference is a value that can change as the game progresses.
[0181] Incidentally, in the gaming machine 10, the big prize opening 29 is opened only during a big win game, and game balls can enter the opening. For this reason, the situation in which the maximum difference number reaches a specified value as game balls are awarded as a prize ball triggered by a ball entering the big prize opening 29 is assumed to be a situation in which a big win game is awarded. As a result, when the maximum difference number reaches a specified value as game balls are awarded as a prize ball triggered by a ball entering the big prize opening 29, it is assumed that the timing of being controlled to a play-disabled state is after the big win game ends. In contrast, game balls can enter the winning openings 26, 27, 32, and 33 other than the big prize opening 29 when a big win game is not being played. For this reason, the situation in which the maximum difference number reaches the specified value as a result of the awarding of game balls as prize balls triggered by balls entering the winning ports 26, 27, 32, and 33 other than the large prize opening 29 is assumed to occur both in a situation in which a big win game is awarded and in a situation in which a big win game is not awarded. For the reasons described above, in the gaming machine 10, when the maximum difference number reaches the specified value as a result of the awarding of game balls as prize balls triggered by balls entering the large prize opening 29, the time from when the maximum difference number reaches the specified value until the game machine 10 is controlled to the unplayable state is likely to be longer than when the maximum difference number reaches the specified value as a result of the awarding of game balls as prize balls triggered by balls entering the winning ports 26, 27, 32, and 33 other than the large prize opening 29.
[0182] In the gaming machine 10, when the base is low, game balls can enter the first start hole 26 and the normal winning hole 32, 33, and the maximum difference number can change when balls enter the first start hole 26 and the normal winning hole 32, 33. In addition, in the gaming machine 10, when the base is high, game balls can enter the start hole 26, 27 and the normal winning hole 32, 33, and the maximum difference number can change when balls enter the start hole 26, 27 and the normal winning hole 32, 33. In the gaming machine 10, when a jackpot game is awarded, game balls can enter the first start hole 26, the large winning hole 29 and the normal winning hole 32, 33, and the maximum difference number can change when balls enter the first start hole 26, the large winning hole 29 and the normal winning hole 32, 33. As described above, in the gaming machine 10, the type of winning hole that can change the maximum difference number differs depending on the situation.
[0183] Next, the impossibility determination process performed by the main CPU 41 will be described with reference to FIG. In the impossibility determination process, the main CPU 41 determines whether or not progress is disabled information is stored in the main RWM 43 (step S201). Details will be described later, but the progress disabled information corresponds to information stored in the main RWM 43 under conditions in which the game is controlled to be in an unplayable state. The progress disabled information can be said to be information that can identify that the game is controlled to be in an unplayable state. If progress disabled information is stored (step S201; YES), the main CPU 41 performs progress disabled processing (step S202). The processing performed by the main CPU 41 in step S202 shifts from the impossibility determination process to progress disabled processing. Detailed control in the progress disabled processing will be described later.
[0184] If the progress disable information is not stored (step S201; NO), the main CPU 41 judges whether the progress disable scheduled information is stored in the main RWM 43 (step S203). Details will be described later, but the progress disable scheduled information corresponds to information stored in the main RWM 43 in a situation where it has been decided that a game will be disabled, but the game is not controlled to the disabled state because a big win game is being awarded. The progress disable scheduled information can be said to be information that can specify that the game is not controlled to the disabled state, but that it has been decided to control the game to the disabled state.
[0185] When the planned non-progression information is stored (step S203; YES), the main CPU 41 judges whether a jackpot game has been awarded (step S204). When a jackpot game has been awarded (step S204; YES), the main CPU 41 ends the non-progression judgment process. On the other hand, when a jackpot game has not been awarded (step S204; NO), the main CPU 41 stores non-progression information in the main RWM 43 (step S205). Next, the main CPU 41 performs non-progression processing (step S206). In step S206, the process performed by the main CPU 41 shifts from the non-progression judgment process to the non-progression processing.
[0186] On the other hand, if no progress impossibility scheduled information is stored (step S203; NO), the main CPU 41 judges whether the maximum difference number has reached a specified value (step S207). In the gaming machine 10, the specified value is set to "95,000." Therefore, in step S207, the main CPU 41 judges whether the maximum difference number that can be specified from the maximum difference number information of the main RWM 43 has reached 95,000. Then, if the maximum difference number has not reached the specified value (step S207; NO), the main CPU 41 ends the impossibility judgment process.
[0187] When the maximum difference number reaches the specified value (step S207; YES), the main CPU 41 judges whether a big win game is awarded (step S208). When a big win game is awarded (step S208; YES), the main CPU 41 stores the progress impossible scheduled information in the main RWM 43 (step S209). Next, the main CPU 41 stores the specific scheduled command in the output buffer corresponding to the sub-board 50 and outputs it to the sub-board 50 (step S210). After that, the main CPU 41 ends the impossible judgment process. On the other hand, when a big win game is not awarded (step S208; NO), the main CPU 41 stores the progress impossible information in the main RWM 43 (step S211). Next, the main CPU 41 performs the progress impossible process (step S212). In step S212, the process performed by the main CPU 41 shifts from the impossible judgment process to the progress impossible process.
[0188] Next, the progress disable processing performed by the main CPU 41 in steps S202, S206, and S212 in the impossible determination processing will be described with reference to Fig. 7. Although details will be described later, in the gaming machine 10, the progress disable processing is executed, whereby the gaming machine 10 is controlled to a play disabled state.
[0189] In the progress disable process, the main CPU 41 stores the unspecifiable command in the output buffer corresponding to the sub-board 50 and the payout board 60, and outputs it to the sub-board 50 and the payout board 60 (step S301). Next, the main CPU 41 initializes the display contents of the special symbol display units 22a and 22b (step S302). In step S302, the main CPU 41 turns off all the light-emitting elements constituting the first special symbol display unit 22a, and initializes the display contents of the first special symbol display unit 22a. Also, in step S302, the main CPU 41 turns off all the light-emitting elements constituting the second special symbol display unit 22b, and initializes the display contents of the second special symbol display unit 22b. In this way, the display contents of the special symbol display units 22a and 22b are initialized in association with being controlled to the play disable state. In addition, when the process of step S302 is executed during the execution of a special game, the display contents of the special symbol display sections 22a and 22b are initialized, and the execution of the special game is interrupted. In this way, when the special game is controlled to be in an unplayable state during its execution, the execution of the special game is interrupted. That is, this embodiment is configured so that when the special symbol changing game is controlled to be in an unplayable state during its execution, the execution of the special symbol changing game is interrupted.
[0190] Next, the main CPU 41 initializes the notification contents of the special hold display units 22c and 22d (step S303). In step S303, the main CPU 41 turns off all the light-emitting elements constituting the first special hold display unit 22c, and initializes the notification contents of the first special hold display unit 22c. Also, in step S303, the main CPU 41 turns off all the light-emitting elements constituting the second special hold display unit 22d, and initializes the notification contents of the second special hold display unit 22d. In this way, the notification contents of the special hold display units 22c and 22d are initialized in association with being controlled to a non-playable state. That is, the notification contents in the special hold notification means are initialized in association with being controlled to a non-playable state.
[0191] In addition, the main CPU 41 initializes the display contents of the normal symbol display unit 22e (step S304). In step S304, the main CPU 41 turns off all the light emitters constituting the normal symbol display unit 22e, and initializes the display contents of the normal symbol display unit 22e. In this way, the display contents of the normal symbol display unit 22e are initialized in association with being controlled to the unplayable state. In addition, when the process of step S304 is executed during the execution of the normal game, the execution of the normal game is interrupted by initializing the display contents of the normal symbol display unit 22e. In this way, when the normal game is controlled to the unplayable state during the execution of the normal game, the execution of the normal game is interrupted. That is, in this embodiment, when the normal symbol variation game is controlled to the unplayable state during the execution of the normal symbol variation game, the execution of the normal symbol variation game is interrupted.
[0192] Next, the main CPU 41 initializes the notification content of the normal hold display section 22f (step S305). In step S305, the main CPU 41 turns off all the light-emitting elements constituting the normal hold display section 22f, and initializes the notification content of the normal hold display section 22f. In this way, the notification content of the normal hold display section 22f is initialized in association with being controlled to a non-playable state. That is, the notification content in the normal hold notification means is initialized in association with being controlled to a non-playable state.
[0193] The main CPU 41 also initializes the notification content of the right hit lamp 22g (step S306). In step S306, the main CPU 41 turns off the light-emitting body constituting the right hit lamp 22g, and initializes the notification content of the right hit lamp 22g. In this way, the notification content of the right hit lamp 22g is initialized in association with being controlled to the unplayable state. The main CPU 41 also initializes the notification content of the high base lamp 22h (step S307). In step S307, the main CPU 41 turns off the light-emitting body constituting the high base lamp 22h, and initializes the notification content of the high base lamp 22h. In this way, the notification content of the high base lamp 22h is initialized in association with being controlled to the unplayable state. That is, the notification content in the state notification means is initialized in association with being controlled to the unplayable state. The main CPU 41 also initializes the notification content of the latent lamp 22i (step S308). In step S308, the main CPU 41 turns off the light emitters constituting the latent lamp 22i and initializes the notification contents of the latent lamp 22i. In this manner, the notification contents of the latent lamp 22i are initialized in association with the control to the unplayable state.
[0194] Furthermore, the main CPU 41 controls the second variable member 30 to the closed state (step S309). For example, if the progress disable process is executed when the second variable member 30 is in the open state, the second variable member 30 is controlled to the closed state in step S309, so that the second variable member 30 is in the closed state. Furthermore, the main CPU 41 controls the first variable member 28 to the closed state (step S310). For example, if the progress disable process is executed when the first variable member 28 is in the open state, the first variable member 28 is controlled to the closed state in step S310, so that the first variable member 28 is in the closed state. That is, in this embodiment, the variable member is configured to be in a non-specific state when it is controlled to a play disable state when the variable member is in a specific state.
[0195] Next, the main CPU 41 prohibits the timer interruption process (step S311). By prohibiting the timer interruption process in step S309, the timer in the main RWM 43 is not updated. For example, when the progress disable process is executed during the execution of the special game in which the special game timer is timing the variable time of the special game, the timer interruption process is prohibited in step S311, and the timing of the variable time of the special game by the special game timer is interrupted. That is, the timing of the variable time of the special game is interrupted in association with the special game being controlled to the unplayable state during the execution of the special game. That is, in this embodiment, the timing of the variable time of the special symbol variable game is interrupted in association with the special game being controlled to the unplayable state during the execution of the special symbol variable game. However, in this case, the time being timed by the special game timer is not initialized. That is, the special variable progress information is not initialized in association with the special game being controlled to the unplayable state during the execution of the special symbol variable game. In addition, in the gaming machine 10, when the power supply is resumed after being controlled to the unplayable state and the power supply is cut off, the time being measured by the special game timer is initialized when the initialization process is executed by operating the clear switch 44 to return to the playable state. That is, in this embodiment, when the power supply is resumed after being controlled to the unplayable state and the power supply is cut off, the special variation progress information is initialized.
[0196] For example, if the progress disable process is executed while the big prize opening timer is counting the time since the second variable member 30 is in the open state, the timer interrupt process is prohibited in step S311, and the counting of the time since the second variable member 30 is in the open state is interrupted. In other words, the counting of the time since the second variable member 30 is in the open state is interrupted as the game machine 10 is controlled to the unplayable state. However, since the gaming machine 10 is not controlled to the unplayable state during a big win game in which the big prize opening 29 is opened, basically, the progress disable process is not executed while counting the time since the second variable member 30 is in the open state. However, in this case, the time being counted by the big prize opening timer is not initialized. In addition, in the gaming machine 10, after the power supply is cut off after the control to the unplayable state, the initialization process is executed by operating the clear switch 44 as the power supply is resumed, and the time being counted by the big prize opening timer is initialized when the game machine 10 returns to the playable state.
[0197] For example, when the progress disable process is executed during the execution of the normal game while the normal game timer is counting the variable time of the normal game, the timer interrupt process is prohibited in step S311, and the counting of the variable time of the normal game by the normal game timer is interrupted. That is, the counting of the variable time of the normal game is interrupted when the game is controlled to the unplayable state during the execution of the normal game. That is, in this embodiment, the counting of the variable time of the normal symbol variation game is interrupted when the game is controlled to the unplayable state during the execution of the normal symbol variation game. However, in this case, the time being counted by the normal game timer is not initialized. That is, the normal variation progress information is not initialized when the game is controlled to the unplayable state during the execution of the normal symbol variation game. In addition, in the gaming machine 10, when the power supply is cut off after the control to the unplayable state, the power supply is resumed, and the initialization process is executed to return to the playable state, the time being counted by the normal game timer is initialized. That is, in this embodiment, after the device is controlled to an unplayable state and the power supply is cut off, when the device returns to a playable state as the power supply is resumed, the normal fluctuation progress information is initialized.
[0198] For example, if the progress disable process is executed during the time counting by the normal opening timer after the first variable member 28 is in the open state, the timer interrupt process is prohibited in step S311, and the time counting by the first variable member 28 after the first variable member 28 is in the open state is interrupted in association with the control of the first variable member 28 to the unplayable state. That is, in this embodiment, the counting of the specific time is interrupted in association with the control of the first variable member to the unplayable state when the variable member is in the specific state. However, in this case, the time being counted by the normal opening timer is not initialized. That is, the specific progress information is not initialized in association with the control of the first variable member to the unplayable state when the variable member is in the specific state. In addition, in the gaming machine 10, when the power supply is cut off after the control of the unplayable state, the power supply is resumed, and the initialization process is executed to return to the playable state, the time being counted by the normal opening timer is initialized. That is, in this embodiment, after the device is controlled to an unplayable state and the power supply is cut off, when the device returns to a playable state as the power supply is resumed, the specific progress information is initialized.
[0199] For example, if the progress disable process is executed during an interval period during which the interval timer is counting the post-stop interval time, the timer interrupt process is prohibited in step S311, and the counting of the post-stop interval time by the interval timer is interrupted. That is, the counting of the interval time is interrupted as the game is controlled to be in an unplayable state during the interval period. However, in this case, the time being counted by the interval timer is not initialized. That is, the interval elapsed information is not initialized as the game is controlled to be in an unplayable state during the interval period. Note that, in the gaming machine 10, when the power supply is cut off after the game is controlled to be in an unplayable state, the power supply is resumed and the clear switch 44 is operated to execute the initialization process, thereby returning to the playable state, and the time being counted by the interval timer is initialized. That is, in this embodiment, when the power supply is cut off after the game is controlled to be in an unplayable state and the power supply is resumed and the game is returned to the playable state, the interval elapsed information is initialized.
[0200] After the process of step S311, the main CPU 41 permits an interruption of the magnetic error detection process (step S312). Then, the main CPU 41 permits an interruption of the external signal management process (step S313). Then, the main CPU 41 prohibits an interruption of the magnetic error detection process (step S314). Then, the main CPU 41 prohibits an interruption of the external signal management process (step S315). After completing the process of step S315, the main CPU 41 returns to the process of step S312 again. In the gaming machine 10, when the progress disable process is executed, the processes of steps S312 to S315 are finally repeated.
[0201] As described above, in the gaming machine 10, when the progress disable process is performed, the process of steps S312 to S315 is finally repeated, and the gaming machine 10 is placed in a state where the game cannot be progressed. That is, in the gaming machine 10, the progress disable process is performed, and the gaming machine 10 is controlled to a state where the game cannot be played. In this embodiment, the main CPU 41 performs the progress disable process, and thereby the function of the disable state control means capable of controlling the game to a state where the game cannot be progressed is realized. The progress disable process is performed when the maximum difference number as a specific value reaches a specified value. That is, the main CPU 41 performs the progress disable process when the maximum difference number reaches a specified value when the game is in a playable state where the game can be progressed, and controls the game to a playable state. That is, in this embodiment, the disable state control means is capable of controlling the game to a playable state when the specific value reaches a specified value when the game is in a playable state where the game can be progressed.
[0202] In the gaming machine 10, even if the gaming machine 10 is controlled to the unplayable state, the interruption of the magnetic error detection process is permitted, and the magnetic error detection process can be performed. In this way, the gaming machine 10 is configured to be able to perform the magnetic error detection process both when the gaming machine 10 is in the playable state and when the gaming machine 10 is in the unplayable state. That is, the main CPU 41 can execute the magnetic error detection process both when the gaming machine 10 is in the playable state and when the gaming machine 10 is in the unplayable state. In addition, in the gaming machine 10, even if the progress disable process is executed during the time when the magnetic field is detected by the magnetic detection timer and the timer interrupt process is prohibited in step S311, the magnetic error detection process can be performed, so that the magnetic detection timer continues to time the time when the magnetic field is detected. That is, the time when the magnetic field is detected continues even if the gaming machine 10 is controlled to the unplayable state when the time when the magnetic field is detected is being timed.
[0203] In the gaming machine 10, even if it is controlled to the unplayable state, the interruption of the external signal management process is permitted, and the external signal management process can be performed. In this way, the gaming machine 10 is configured to be able to perform the external signal management process both when it is in the playable state and when it is in the unplayable state. That is, the main CPU 41 can execute the external signal management process both when it is in the playable state and when it is in the unplayable state. That is, the external output control means can execute the control regarding the output of the prize ball external signal both when it is in the playable state and when it is in the unplayable state.
[0204] As described above, in the gaming machine 10, when the progress disable processing is performed, the processing of steps S312 to S315 is finally repeated in a loop state. For example, in the loop state in the progress disable processing, the special symbol input processing is not performed, so that the execution of the special game is not suspended even if a game ball enters the start hole 26, 27. That is, in the play disable state, the execution of the special symbol variation game is not newly suspended. In the loop state in the progress disable processing, the special symbol start processing is not performed, so that the special game is not executed. That is, in the play disable state, the special symbol variation game is not executed. For this reason, for example, when the gaming machine 10 is controlled to the play disable state in the interval period after stopping, even if the execution of the special game was suspended when the gaming machine 10 was controlled to the play disable state, the next special game is not executed thereafter. In this way, when the gaming machine 10 is controlled to the play disable state in the interval period after stopping, the next special game is not executed. That is, in this embodiment, when the game is controlled to be in an unplayable state during an interval period, the next special symbol variation game is not executed.
[0205] In the loop state of the progress-disabled processing, the jackpot processing is not performed, so the awarding of the jackpot game is not started. In the loop state of the progress-disabled processing, the game state processing is not performed, so the game state is not changed. In the loop state of the progress-disabled processing, the normal symbol input processing is not performed, so the execution of the normal game is not suspended even if a game ball enters the gate 31. In other words, in the play-disabled state, the execution of a new normal symbol variation game is not suspended. In the loop state of the progress-disabled processing, the normal symbol start processing is not performed, so the normal game is not executed. In other words, in the play-disabled state, the normal symbol variation game is not executed. In the loop state of the progress-disabled processing, the normal win processing is not performed, so the awarding of the normal win game is not started.
[0206] As described above, in the gaming machine 10, when the gaming machine 10 is controlled to the unplayable state, the special game is not executed, but the information on the special game stored in the main RWM 43 is not initialized. For example, in the gaming machine 10, when the gaming machine 10 is controlled to the unplayable state, the random number information corresponding to the special game among the information stored in the main RWM 43 is not initialized. However, in the gaming machine 10, when the power supply is cut off after the gaming machine 10 is controlled to the unplayable state, the clear switch 44 is operated as the power supply is resumed, and the initialization process is executed to return to the playable state, and the random number information corresponding to the special game is initialized. In addition, in the gaming machine 10, when the gaming machine 10 is controlled to the unplayable state, the first special reserved number and the second special reserved number among the information stored in the main RWM 43 are not initialized. That is, in this embodiment, the special reserved information is not initialized as the gaming machine 10 is controlled to the unplayable state. However, in the gaming machine 10, when the power supply is cut off after being controlled to an unplayable state and the power supply is resumed and the clear switch 44 is operated to execute the initialization process and return to a playable state, the first special reserved number and the second special reserved number are initialized. That is, in this embodiment, when the power supply is cut off after being controlled to an unplayable state and the power supply is resumed and the game is returned to a playable state, the special reserved information is initialized.
[0207] For example, in the gaming machine 10, the random number information corresponding to the normal game among the information stored in the main RWM 43 is not initialized in association with the control to the unplayable state. However, in the gaming machine 10, when the power supply is cut off after the control to the unplayable state, and the initialization process is executed by operating the clear switch 44 in association with the power supply being resumed to return to the playable state, the random number information corresponding to the normal game is initialized. Also, in the gaming machine 10, the normal reserved number among the information stored in the main RWM 43 is not initialized in association with the control to the unplayable state. That is, in this embodiment, the normal reserved information is not initialized in association with the control to the unplayable state. However, in the gaming machine 10, when the power supply is cut off after the control to the unplayable state, and the initialization process is executed by operating the clear switch 44 in association with the power supply being resumed to return to the playable state, the normal reserved number is initialized. That is, in this embodiment, after the device is controlled to an unplayable state and the power supply is cut off, when the device returns to a playable state as the power supply is resumed, the normal hold information is initialized.
[0208] For example, in the gaming machine 10, when the gaming machine 10 is controlled to the unplayable state, the jackpot state flag is not initialized among the information stored in the main RWM 43. However, in the gaming machine 10, when the power supply is cut off after the gaming machine 10 is controlled to the unplayable state, the clear switch 44 is operated as the power supply is resumed, and the initialization process is executed to return the gaming machine 10 to the playable state, and the jackpot state flag is initialized.
[0209] For example, in the gaming machine 10, when the gaming machine 10 is controlled to the unplayable state, the probability state flag is not initialized among the information stored in the main RWM 43. However, in the gaming machine 10, when the power supply is cut off after the gaming machine 10 is controlled to the unplayable state, the probability state flag is initialized when the initialization process is executed by operating the clear switch 44 as the power supply is resumed and the gaming machine 10 returns to the playable state.
[0210] For example, in the gaming machine 10, when the gaming machine 10 is controlled to the unplayable state, the base state flag is not initialized among the information stored in the main RWM 43. That is, in this embodiment, the state information is not initialized when the gaming machine 10 is controlled to the unplayable state. However, in the gaming machine 10, when the power supply is cut off after the gaming machine 10 is controlled to the unplayable state, the clear switch 44 is operated as the power supply is resumed, and the initialization process is executed to return to the playable state, and the base state flag is initialized. That is, in this embodiment, when the power supply is cut off after the gaming machine 10 is controlled to the unplayable state, and the power supply is resumed, the state information is initialized.
[0211] Next, the control performed by the main CPU 41 when progress disabled information is stored in the main RWM 43 will be described. When returning based on information backed up during the main power-on process, if progress-impossible information is stored in the main RWM 43, the main CPU 41 stores an unspecified command in an output buffer corresponding to the sub-board 50 and the dispensing board 60.
[0212] In addition, in the gaming machine 10, when it is controlled to the play-disabled state, the timer interrupt processing is prohibited, and therefore the output processing is not executed by the main CPU 41. Therefore, when the progress-disabled information is stored in the main RWM 43, the main CPU 41 does not store the first start winning command in the output buffer corresponding to the payout board 60 even if the detection signal from the first start sensor SE1 is input. That is, in the loop state in the progress-disabled processing, the first start winning command is not output even if the first start sensor SE1 detects a game ball. Similarly, when the progress-disabled information is stored in the main RWM 43, the main CPU 41 does not store the second start winning command in the output buffer corresponding to the payout board 60 even if the detection signal from the second start sensor SE2 is input. That is, in the loop state in the progress-disabled processing, the second start winning command is not output even if the second start sensor SE2 detects a game ball. When the progress-impossible information is stored in the main RWM 43, the main CPU 41 does not store the big prize command in the output buffer corresponding to the payout board 60 even if it inputs a detection signal from the count sensor SE3. That is, in the loop state in the progress-impossible processing, the big prize command is not output even if the count sensor SE3 detects a game ball. When the progress-impossible information is stored in the main RWM 43, the main CPU 41 does not store the first normal prize command in the output buffer corresponding to the payout board 60 even if it inputs a detection signal from the first normal prize sensor SE5. That is, in the loop state in the progress-impossible processing, the first normal prize command is not output even if the first normal prize sensor SE5 detects a game ball. When the progress-impossible information is stored in the main RWM 43, the main CPU 41 does not store the second normal prize command in the output buffer corresponding to the payout board 60 even if it inputs a detection signal from the second normal prize sensor SE6. In other words, in the loop state in the progress disable processing, the first normal winning command is not output even if the second normal winning sensor SE6 detects a gaming ball.
[0213] Next, the control of the payout CPU 61 related to the non-playable state will be described. Note that the control of the sub-CPU 51 related to the non-playable state will be described later. First, the impossible information processing performed by the payout CPU 61 will be described.
[0214] In the impossible information processing, the payout CPU 61 determines whether an impossible command has been input. If an impossible command has not been input, the payout CPU 61 ends the impossible information processing. If an impossible command has been input, the payout CPU 61 stores information capable of identifying that control has been made to an impossible-to-play state (hereinafter referred to as "unpayable information") in the payout RWM 63. Next, the payout CPU 61 determines whether the number of unpaid balls identifiable from the unpaid ball number information is 1 or more. Then, if the number of unpaid balls identifiable from the unpaid ball number information is not 1 or more (unpaid ball number = 0), the payout CPU 61 ends the impossible information processing.
[0215] On the other hand, if the number of unpaid balls that can be determined from the unpaid ball number information is 1 or more (unpaid ball number ≧1), the payout CPU 61 stores control information that can determine that the number of unpaid balls is 1 or more even though the game has been controlled to an unplayable state (hereinafter referred to as a "normal command with unpaid balls") in the output buffer corresponding to the main board 40. When the normal command with unpaid balls is stored in the output buffer, the payout CPU 61 ends the unplayable information processing. The normal command with unpaid balls is input to the sub-board 50 via the main board 40.
[0216] Next, the control performed by the payout CPU 61 when the non-payout information is stored in the payout RWM 63 will be described. In the case of returning based on the information backed up in the payout power-on process, the payout CPU 61 judges whether the payout RWM 63 stores the non-payout information. When the non-payout information is stored in the payout RWM 63, if the number of unpaid balls that can be specified from the unpaid ball number information is 1 or more (number of unpaid balls ≧ 1), the payout CPU 61 inputs the unspecified command output from the main CPU 41 as the power supply is started, and stores the special command with the number of unpaid balls in the output buffer corresponding to the main board 40. The special command with the number of unpaid balls is input to the sub-board 50 via the main board 40. The special command with the number of unpaid balls corresponds to control information that can specify that the number of unpaid balls is 1 or more even though it is controlled to be in a non-playable state when the power supply is resumed.
[0217] In addition, when the payout RWM 63 stores the non-payout information, if the unpaid ball number information after updating in step S110 in the awarding process reaches 0, the payout CPU 61 stores control information that can identify that the unpaid ball number has reached 0 (hereinafter, referred to as a "no unpaid ball number command") in the output buffer corresponding to the main board 40. The no unpaid ball number command is input to the sub-board 50 via the main board 40.
[0218] When the payout unavailable information is stored in the payout RWM 63, the payout CPU 61 does not award game balls as prize balls even if it inputs control information that can identify that game balls have been detected by the sensors SE1 to SE3, SE5, and SE6 that can detect game balls that have entered each winning port. Specifically, when the payout unavailable information is stored in the payout RWM 63, the payout CPU 61 does not update the number of unpaid balls information triggered by the input of the first start winning command, even if it inputs the first start winning command. In this way, in the gaming machine 10, when it is controlled to be in a non-playable state, even if the first start sensor SE1 detects a game ball, the number of unpaid balls information is not updated triggered by the detection, and the game balls as prize balls due to the detection of the game ball by the first start sensor SE1 are not awarded even if the awarding process is performed thereafter. However, in the gaming machine, even after being controlled to the unplayable state, "a game ball as a prize ball triggered by the first start sensor SE1 detecting a game ball" that was determined to be awarded before being controlled to the unplayable state may be awarded. As described above, in this embodiment, when being controlled to the unplayable state, the prize ball awarding control based on the game ball being detected by the predetermined start detection means is restricted. That is, in this embodiment, when being controlled to the unplayable state, the prize value awarding control based on the game ball being detected by the predetermined start detection means is restricted. As described above, in the gaming machine 10, when being controlled to the playable state, the unpaid ball number information is updated based on the first start sensor SE1 detecting a game ball, and the processing of steps S107 to S110 is performed in the awarding process. That is, in this embodiment, when being controlled to the playable state, the prize ball awarding control based on the game ball being detected by the predetermined start detection means is executed. That is, in this embodiment, when the game machine is controlled to be in a playable state, the prize value awarding control is executed based on the detection of a game ball by the predetermined start detection means.
[0219] In addition, when the payout unavailable information is stored in the payout RWM 63, even if the payout CPU 61 inputs the second start winning command, the payout CPU 61 does not update the unpaid ball number information triggered by the input of the second start winning command. In this way, in the gaming machine 10, when it is controlled to the unplayable state, even if the second start sensor SE2 detects a gaming ball, the unpaid ball number information is not updated triggered by the detection, and the gaming ball as the prize ball due to the second start sensor SE2 detecting the gaming ball is not awarded even if the awarding process is performed thereafter. However, in the gaming machine, even after it is controlled to the unplayable state, the "game ball as the prize ball triggered by the second start sensor SE2 detecting the gaming ball" that was determined to be awarded before it was controlled to the unplayable state may be awarded. As described above, in this embodiment, when it is controlled to the unplayable state, the prize ball awarding control based on the detection of the gaming ball by the specific start detection means is limited. That is, in this embodiment, when the gaming machine 10 is controlled to the non-playable state, the prize value award control based on the detection of a gaming ball by the specific start detection means is limited. As described above, in the gaming machine 10, when the gaming machine 10 is controlled to the playable state, the unpaid ball number information is updated based on the detection of a gaming ball by the second start sensor SE2, and the processing of steps S107 to S110 is performed in the awarding process. That is, in this embodiment, when the gaming machine 10 is controlled to the playable state, the prize ball award control based on the detection of a gaming ball by the specific start detection means is executed. That is, in this embodiment, when the gaming machine 10 is controlled to the playable state, the prize value award control based on the detection of a gaming ball by the specific start detection means is executed.
[0220] When the payout unavailable information is stored in the payout RWM 63, even if the payout CPU 61 inputs a big prize command, the payout CPU 61 does not update the unpaid ball number information triggered by the input of the big prize command. In this way, in the gaming machine 10, when it is controlled to the unplayable state, even if the count sensor SE3 detects a gaming ball, the unpaid ball number information is not updated triggered by the detection, and the gaming ball as a prize ball due to the count sensor SE3 detecting the gaming ball is not awarded even if the awarding process is performed thereafter. However, in the gaming machine, even after it is controlled to the unplayable state, the "game ball as a prize ball triggered by the count sensor SE3 detecting the gaming ball" that was determined to be awarded before it was controlled to the unplayable state may be awarded. As described above, in this embodiment, when it is controlled to the unplayable state, the prize ball awarding control based on the detection of the gaming ball by the special detection means is limited. In other words, in this embodiment, when it is controlled to the unplayable state, the prize value awarding control based on the detection of the gaming ball by the special detection means is limited. As described above, in the gaming machine 10, when the gaming machine is controlled to a playable state, the unpaid ball number information is updated based on the detection of a gaming ball by the count sensor SE3, and the processing of steps S107 to S110 is performed in the awarding process. That is, in this embodiment, when the gaming machine is controlled to a playable state, the prize ball awarding control is executed based on the detection of a gaming ball by the special detection means. That is, in this embodiment, when the gaming machine is controlled to a playable state, the prize value awarding control is executed based on the detection of a gaming ball by the special detection means.
[0221] When the payout unavailable information is stored in the payout RWM 63, even if the payout CPU 61 inputs the first normal winning command, the payout CPU 61 does not update the unpaid ball number information triggered by the input of the first normal winning command. In this way, in the gaming machine 10, when it is controlled to the unplayable state, even if the first normal winning sensor SE5 detects a gaming ball, the unpaid ball number information is not updated triggered by the detection, and the gaming ball as the prize ball due to the first normal winning sensor SE5 detecting the gaming ball is not awarded even if the awarding process is performed thereafter. However, in the gaming machine, even after it is controlled to the unplayable state, the "game ball as the prize ball triggered by the first normal winning sensor SE5 detecting the gaming ball" that was determined to be awarded before it was controlled to the unplayable state may be awarded. As described above, in this embodiment, when it is controlled to the unplayable state, the prize ball awarding control based on the detection of the gaming ball by the first normal detection means is restricted. That is, in this embodiment, when the gaming machine 10 is controlled to the non-playable state, the prize value award control based on the detection of a gaming ball by the first normal detection means is limited. As described above, in the gaming machine 10, when the gaming machine 10 is controlled to the playable state, the unpaid ball number information is updated based on the detection of a gaming ball by the first normal winning sensor SE5, and the processing of steps S107 to S110 is performed in the awarding process. That is, in this embodiment, when the gaming machine 10 is controlled to the playable state, the prize ball award control based on the detection of a gaming ball by the first normal detection means is executed. That is, in this embodiment, when the gaming machine 10 is controlled to the playable state, the prize value award control based on the detection of a gaming ball by the first normal detection means is executed.
[0222] When the payout unavailable information is stored in the payout RWM 63, even if the payout CPU 61 inputs the second normal winning command, the payout CPU 61 does not update the unpaid ball number information triggered by the input of the second normal winning command. In this way, in the gaming machine 10, when it is controlled to the unplayable state, even if the second normal winning sensor SE6 detects a gaming ball, the unpaid ball number information is not updated triggered by the detection, and the gaming ball as the prize ball due to the second normal winning sensor SE6 detecting the gaming ball is not awarded even if the awarding process is performed thereafter. However, in the gaming machine, even after it is controlled to the unplayable state, the "game ball as the prize ball triggered by the second normal winning sensor SE6 detecting the gaming ball" that was determined to be awarded before it was controlled to the unplayable state may be awarded. As described above, in this embodiment, when it is controlled to the unplayable state, the prize ball awarding control based on the detection of the gaming ball by the second normal detection means is restricted. That is, in this embodiment, when the gaming machine 10 is controlled to the non-playable state, the prize value award control based on the detection of a gaming ball by the second normal detection means is limited. As described above, in the gaming machine 10, when the gaming machine 10 is controlled to the playable state, the unpaid ball number information is updated based on the detection of a gaming ball by the second normal winning sensor SE6, and the processing of steps S107 to S110 is performed in the awarding process. That is, in this embodiment, when the gaming machine 10 is controlled to the playable state, the prize ball award control based on the detection of a gaming ball by the second normal detection means is executed. That is, in this embodiment, when the gaming machine 10 is controlled to the playable state, the prize value award control based on the detection of a gaming ball by the second normal detection means is executed.
[0223] In this way, in the gaming machine 10, when it is controlled to the unplayable state, even if the normal winning sensors SE5 and SE6 detect a gaming ball, the unpaid ball number information is not updated in response to the detection, and the gaming ball as a prize ball due to the detection of the gaming ball by the normal winning sensors SE5 and SE6 is not awarded even if the awarding process is performed thereafter. However, in the gaming machine, even after it is controlled to the unplayable state, the "game ball as a prize ball triggered by the detection of the gaming ball by the normal winning sensors SE5 and SE6" that was determined to be awarded before it was controlled to the unplayable state may be awarded. As described above, in this embodiment, when it is controlled to the unplayable state, the prize ball awarding control based on the detection of the gaming ball by the normal detection means is limited. In other words, in this embodiment, when it is controlled to the unplayable state, the prize value awarding control based on the detection of the gaming ball by the normal detection means is limited. In the gaming machine 10, when the gaming machine 10 is controlled to be in a playable state, the unpaid ball number information is updated based on the detection of a gaming ball by the normal winning sensors SE5 and SE6, and the processing of steps S107 to S110 is performed in the awarding process. That is, in this embodiment, when the gaming machine 10 is controlled to be in a playable state, the prize ball awarding control is executed based on the detection of a gaming ball by the normal detection means. That is, in this embodiment, when the gaming machine 10 is controlled to be in a playable state, the prize value awarding control is executed based on the detection of a gaming ball by the normal detection means.
[0224] As described above, in the gaming machine 10, when the gaming machine is controlled to the unplayable state, even if the sensors SE1 to SE3, SE5, and SE6 detect a gaming ball, the unpaid ball number information is not updated in response to the detection, and the gaming ball as a prize ball due to the detection of the gaming ball by the sensors SE1 to SE3, SE5, and SE6 is not awarded even if the awarding process is performed thereafter. However, in the gaming machine, even after the gaming machine is controlled to the unplayable state, the "game ball as a prize ball triggered by the detection of the gaming ball by the sensors SE1 to SE3, SE5, and SE6" that was determined to be awarded before the gaming machine was controlled to the unplayable state may be awarded. As described above, in this embodiment, when the gaming machine is controlled to the unplayable state, the prize ball awarding control based on the detection of the gaming ball by the winning detection means is limited. That is, in this embodiment, when the gaming machine is controlled to the unplayable state, the prize value awarding control based on the detection of the gaming ball by the winning detection means is limited. In the gaming machine 10, when the gaming machine 10 is controlled to be in a playable state, the unpaid ball number information is updated based on the detection of a gaming ball by the sensors SE1 to SE3, SE5, and SE6, and the processing of steps S107 to S110 is performed in the awarding process. That is, in this embodiment, when the gaming machine 10 is controlled to be in a playable state, the prize ball awarding control is executed based on the detection of a gaming ball by the winning detection means. That is, in this embodiment, when the gaming machine 10 is controlled to be in a playable state, the prize value awarding control is executed based on the detection of a gaming ball by the winning detection means.
[0225] Also, even when the non-payout information is stored in the payout RWM 63, the payout CPU 61 updates the remaining number of loaned balls information when it inputs a ball loan signal. In this way, when the gaming machine 10 is controlled to be in a non-playable state, the remaining number of loaned balls information is updated based on the ball loan signal output from the card unit CU, and the processing of steps S102 to S105 is performed in the granting process. That is, in this embodiment, when the gaming machine 10 is controlled to be in a non-playable state, specific control is performed based on a signal output from the gaming device. As described above, when the gaming machine 10 is controlled to be in a playable state, the remaining number of loaned balls information is updated based on the ball loan signal output from the card unit CU, and the processing of steps S102 to S105 is performed in the granting process. That is, in this embodiment, when the gaming machine 10 is controlled to be in a playable state, specific control is performed based on a signal output from the gaming device.
[0226] Next, the control of the sub-CPU 51 related to the game disabled state will be described. First, the maximum difference number information update process performed by the secondary CPU 51 will be described. In the maximum difference number information update process, when the secondary CPU 51 inputs a maximum difference number command, it updates the secondary maximum difference number information stored in the secondary RWM 53. Specifically, when the secondary CPU 51 inputs a maximum difference number command, it identifies the maximum difference number from the maximum difference number command. Then, the secondary CPU 51 updates the identified maximum difference number to identifiable secondary maximum difference number information.
[0227] Next, the impossibility notice effect processing performed by the sub-CPU 51 will be described. In the impossibility notice performance process, the sub-CPU 51 judges whether a specific scheduled command has been input. If a specific scheduled command has not been input, the sub-CPU 51 ends the impossibility notice performance process. On the other hand, if a specific scheduled command has been input, the sub-CPU 51 controls the performance display device 25 so that the execution of the impossibility notice performance is started.
[0228] Next, the arrival notice effect process performed by the sub-CPU 51 will be described. In the arrival notice performance process, it is determined whether the secondary maximum difference number information has been updated. If the secondary maximum difference number information has not been updated, the secondary CPU51 ends the arrival notice performance process. If the secondary maximum difference number information has been updated, the secondary CPU51 controls the performance display device 25 so that the performance of the arrival notice performance is started when the maximum difference number that can be specified from the updated secondary maximum difference number information exceeds 94,500 while the arrival notice performance is not being executed. The case where the maximum difference number that can be specified from the updated secondary maximum difference number information exceeds 94,500 corresponds to the case where the remaining arrival difference number falls below the notice start value of 500. Note that the secondary CPU51 does not end the execution of the arrival notice performance even if the maximum difference number that can be specified from the updated secondary maximum difference number information becomes 94,500 or less. The secondary CPU51 ends the execution of the arrival notice performance when the maximum difference number that can be specified from the updated secondary maximum difference number information becomes 94,000 or less while the arrival notice performance is being executed. Incidentally, when the sub-CPU 51 inputs an unspecified command, it ends the execution of the arrival notice performance.
[0229] Next, the impossibility notification effect processing performed by the sub-CPU 51 will be described. In the impossibility notification performance processing, the sub-CPU 51 judges whether an unspecified command has been input. If an unspecified command has not been input, the sub-CPU 51 ends the impossibility notification performance processing. If an unspecified command has been input, the sub-CPU 51 controls the performance display device 25 to start the execution of the impossibility notification performance.
[0230] In addition, when the impossibility notification effect is being executed, the sub-CPU 51 does not interrupt the execution of the impossibility notification effect even if a detection signal is input from the out sensor OS. In addition, when the impossibility notification effect is being executed, the sub-CPU 51 does not execute the standby effect even if the start standby time being measured reaches the effect start time.
[0231] Next, the unpaid bonus notification effect process performed by the sub-CPU 51 will be described. In the unpaid ball notification effect processing, the sub-CPU51 judges whether the unpaid ball number normal command or the unpaid ball number special command has been input. If neither the unpaid ball number normal command nor the unpaid ball number special command has been input, the sub-CPU51 ends the unpaid ball notification effect processing. If the unpaid ball number normal command or the unpaid ball number special command has been input, and the unpaid ball number normal command has been input, the sub-CPU51 controls the effect display device 25 so that the unpaid ball number notification effect in the first mode is started. On the other hand, if the unpaid ball number normal command or the unpaid ball number special command has been input, and the unpaid ball number special command has been input, the sub-CPU51 controls the effect display device 25 so that the unpaid ball number notification effect in the second mode is started.
[0232] In addition to the unpaid ball notification processing, the sub-CPU51 terminates the execution of the unpaid ball notification effect being executed when it inputs a no unpaid ball number command. For example, when the unpaid ball notification effect is being executed in the first mode, the sub-CPU51 terminates the execution of the unpaid ball notification effect being executed in the first mode when it inputs a no unpaid ball number command. Similarly, for example, when the unpaid ball notification effect is being executed in the second mode, the sub-CPU51 terminates the execution of the unpaid ball notification effect being executed in the second mode when it inputs a no unpaid ball number command.
[0233] As described above, when a ball out error is detected in the gaming machine 10, a ball out error notification that allows the detection of a ball out error to be identified is performed. In the gaming machine 10, the display content of the performance display device 25 when a ball out error notification is performed in a playable state differs from the display content of the performance display device 25 when a ball out error notification is performed in a non-playable state.
[0234] As shown in FIG. 8(a), in the gaming machine 10, when the game is in a playable state, an error notification image GJ including text information "Please refill game balls" is displayed on the performance display device 25, and a ball out error notification is performed. Similarly, as shown in FIG. 8(b), in the gaming machine 10, when the game is in an unplayable state, an error notification image GJ is displayed on the performance display device 25, and a ball out error notification is performed. In this way, in the gaming machine 10, when the game is in a playable state and when the game is in an unplayable state, the error notification image GJ is displayed on the performance display device 25, and a ball out error notification is performed. In other words, the notification mode of the ball out error notification when the game is in an unplayable state is the same as the notification mode of the ball out error notification when the game is in a playable state. In other words, in this embodiment, the notification mode of the specific error notification when the game is in an unplayable state is the same as the notification mode of the specific error notification when the game is in a playable state.
[0235] As shown in FIG. 8(a), in the gaming machine 10, when a ball out error notification is performed in a playable state, an effect image EF is displayed on the effect display device 25 in association with the error notification image GJ. In the gaming machine 10, the effect image EF is displayed in association with the error notification image GJ, so that the attention to the error notification image GJ can be increased compared to when the effect image EF is not displayed in association with the error notification image GJ. In other words, in the gaming machine 10, the effect image EF is displayed in association with the error notification image GJ, so that the intensity of the ball out error notification is larger (higher) compared to when the effect image EF is not displayed in association with the error notification image GJ. For this reason, in the gaming machine 10, the intensity of the ball out error notification in a playable state is larger than the intensity of the ball out error notification in a non-playable state. In other words, the intensity of the ball out error notification in a non-playable state is smaller (lower) than the intensity of the ball out error notification in a playable state. That is, the intensity of the specific error notification when the game is in an unplayable state is smaller than the intensity of the specific error notification when the game is in a playable state. As described above, in the gaming machine 10, the intensity of the ball out error notification when the game is in an unplayable state is different from the intensity of the ball out error notification when the game is in a playable state. That is, in this embodiment, the intensity of the specific error notification when the game is in an unplayable state is different from the intensity of the specific error notification when the game is in a playable state.
[0236] In controlling the bulb out error notification process, the sub-CPU51 controls the effect display device 25 so that the bulb out error notification is performed by displaying the error notification image GJ regardless of whether the game is playable or not. At this time, if the game is playable, the sub-CPU51 controls the effect display device 25 to display the effect image EF in conjunction with the error notification image GJ. In this way, in this embodiment, the sub-CPU51 can perform control to increase the intensity of the bulb out error notification.
[0237] Here, an example of dispensing of game balls will be described with reference to FIG. As shown in FIG. 9, when the remaining number of loaned balls identifiable from the remaining number of loaned balls information is "0" and the number of unpaid balls identifiable from the number of unpaid balls information is "1 or more", the game balls are given as prize balls (indicated as "giving of prize balls" in FIG. 9). Every time 10 game balls are given as prize balls, a prize ball signal is output as an external signal. Also, assume that the ball loan switch SW1 is operated at timing t11 when the number of unpaid balls identifiable from the number of unpaid balls information is "1 or more", a ball loan signal from the card unit CU is input to the gaming machine 10, and the number of loaned balls identifiable from the remaining number of loaned balls information becomes "1 or more". At this time, even if the remaining number of loaned balls identifiable from the remaining number of loaned balls information is "1 or more" and the number of unpaid balls identifiable from the number of unpaid balls information is "1 or more", the game balls are given based on the ball loan signal (indicated as "giving of loaned balls" in FIG. 9). In this way, the provision of game balls based on the ball lending signal takes precedence over the provision of game balls as prize balls. Even if the provision of game balls based on the ball lending signal is performed and 10 game balls are provided as loan balls, the prize ball signal is not output as an external signal.
[0238] When the remaining number of loaned balls that can be determined from the remaining number of loaned balls information becomes "0" at a later timing t12, the number of unpaid balls that can be determined from the unpaid ball number information is "1 or more", so that game balls are awarded as prize balls. Also, when the game is controlled to a non-progression state at a timing t13 while game balls are being awarded as prize balls, if the number of unpaid balls that can be determined from the unpaid ball number information is "1 or more", game balls are awarded as prize balls across a playable state and a non-playable state. Even if the game is non-playable, a prize ball signal is output as an external signal every time 10 game balls are awarded as prize balls.
[0239] Also, suppose that the power supply is cut off at timing t14 when the number of remaining loaned balls identifiable from the remaining loaned balls information is "0" and the number of unpaid balls identifiable from the unpaid balls information is "1 or more". Then, when the power supply is resumed at the following timing t15, the clear switch 44 is not operated and the game returns to the non-playable state when the game returns based on the backed-up information. At this time, the game returns to a state in which the number of remaining loaned balls identifiable from the remaining loaned balls information is "0" and the number of unpaid balls identifiable from the unpaid balls information is "1 or more". Then, since the number of remaining loaned balls identifiable from the remaining loaned balls information is "0" and the number of unpaid balls identifiable from the unpaid balls information is "1 or more", after the power supply is resumed, the game balls are awarded as prize balls. In this way, when the power supply is resumed after the power supply is cut off when the number of unpaid balls is "1 or more", the awarding of the game balls for the number of unpaid balls is resumed when the power supply is resumed. Furthermore, even if the machine is in a non-playable state, a prize ball signal is output as an external signal every time 10 game balls are awarded as prize balls.
[0240] Also, even if the game is in an unplayable state, the ball lending switch SW1 is operated at timing t16, a ball lending signal is input to the gaming machine 10 from the card unit CU, and the number of remaining balls identifiable from the remaining number of balls lent is "1 or more". At this time, even if the number of remaining balls identifiable from the remaining number of balls lent is "1 or more" and the number of unpaid balls identifiable from the unpaid number of balls information is "1 or more", the game balls are provided based on the ball lending signal. In this way, in the gaming machine 10, after the power supply is cut off at timing t14 when the game is in an unplayable state, after the power supply is started again at timing t15, the game balls can be provided based on the ball lending signal from the card unit CU. That is, in this embodiment, after the power supply is cut off when the game is in an unplayable state, after the power supply is started again, the game balls can be provided based on the signal output from the gaming device. In addition, in the gaming machine 10, when the supply of game balls is resumed after the power supply is resumed and the supply of game balls corresponding to the number of unpaid balls is resumed, if a ball lending signal is input from the card unit CU, the supply of game balls based on the ball lending signal from the card unit CU is given priority over the supply of game balls corresponding to the number of unpaid balls. Even if the supply of game balls based on the ball lending signal is performed and 10 game balls are provided as loan balls, the prize ball signal is not output as an external signal.
[0241] When the remaining number of loaned balls that can be determined from the remaining number of loaned balls information becomes "0" at a timing t17, the number of unpaid balls that can be determined from the unpaid ball number information is "1 or more", so even if the game is controlled to be in an unplayable state, the game balls are awarded as prize balls. Also, when the game is controlled to be in an unprogressable state at a timing t13 while the game balls are being awarded as prize balls, if the number of unpaid balls that can be determined from the unpaid ball number information is "1 or more", the game balls are awarded as prize balls across the playable state and the unplayable state. Even if the game is in an unplayable state, a prize ball signal is output as an external signal every time 10 game balls are awarded as prize balls.
[0242] Next, the provision of game balls in each of the playable state and the non-playable state will be described with reference to Figs. 10(a) to 10(f). As shown in FIG. 10(a), in the gaming machine 10, when the first start sensor SE1 detects a gaming ball in a playable state, a gaming ball is awarded as a prize ball triggered by the detection of the gaming ball. In other words, when the gaming machine 10 is in a playable state, a control is executed to award a gaming ball as a prize ball based on the detection of a gaming ball by the first start sensor SE1 in the playable state. On the other hand, in the gaming machine 10, when the first start sensor SE1 detects a gaming ball in a non-playable state, a gaming ball is not awarded as a prize ball triggered by the detection of the gaming ball. In other words, when the gaming machine 10 is in a non-playable state, a control is not executed to award a gaming ball as a prize ball based on the detection of a gaming ball by the first start sensor SE1 in the non-playable state, and the control to award a gaming ball as a prize ball is restricted. Also, as shown in FIG. 10(b), in the gaming machine 10, when the second start sensor SE2 detects a gaming ball in a playable state, a gaming ball is awarded as a prize ball triggered by the detection of the gaming ball. In other words, in the playable state, control is executed to award a gaming ball as a prize ball based on the detection of a gaming ball by the second start sensor SE2 in the playable state. On the other hand, in the gaming machine 10, when the second start sensor SE2 detects a gaming ball in a non-playable state, a gaming ball is not awarded as a prize ball triggered by the detection of the gaming ball. In other words, in the non-playable state, control is not executed to award a gaming ball as a prize ball based on the detection of a gaming ball by the second start sensor SE2 in the non-playable state, and the control to award a gaming ball as a prize ball is restricted.
[0243] Also, as shown in FIG. 10(c), in the gaming machine 10, when the count sensor SE3 detects a gaming ball in a playable state, a gaming ball is awarded as a prize ball triggered by the detection of the gaming ball. In other words, in the playable state, control is executed to award a gaming ball as a prize ball based on the detection of a gaming ball by the count sensor SE3 in the playable state. On the other hand, in the gaming machine 10, when the count sensor SE3 detects a gaming ball in a non-playable state, a gaming ball is not awarded as a prize ball triggered by the detection of the gaming ball. In other words, in the non-playable state, control is not executed to award a gaming ball as a prize ball based on the detection of a gaming ball by the count sensor SE3 in the non-playable state, and the control to award a gaming ball as a prize ball is restricted.
[0244] As shown in FIG. 10(d), in the gaming machine 10, when the first normal winning sensor SE5 detects a gaming ball in a playable state, a gaming ball is awarded as a prize ball triggered by the detection of the gaming ball. In other words, when the gaming machine 10 is in a playable state, a control is executed to award a gaming ball as a prize ball based on the detection of a gaming ball by the first normal winning sensor SE5 in the playable state. On the other hand, in the gaming machine 10, when the first normal winning sensor SE5 detects a gaming ball in a non-playable state, a gaming ball is not awarded as a prize ball triggered by the detection of the gaming ball. In other words, when the gaming machine 10 is in a non-playable state, a control is not executed to award a gaming ball as a prize ball based on the detection of a gaming ball by the first normal winning sensor SE5 in the non-playable state, and the control to award a gaming ball as a prize ball is restricted. Also, as shown in FIG. 10(e), in the gaming machine 10, when the second normal winning sensor SE6 detects a gaming ball in a playable state, a gaming ball is awarded as a prize ball triggered by the detection of the gaming ball. In other words, when the gaming machine 10 is in a playable state, a control is executed to award a gaming ball as a prize ball based on the detection of a gaming ball by the second normal winning sensor SE6 in the playable state. On the other hand, in the gaming machine 10, when the gaming machine 10 is in a non-playable state, when the second normal winning sensor SE6 detects a gaming ball, a gaming ball is not awarded as a prize ball triggered by the detection of the gaming ball. In other words, when the gaming machine 10 is in a non-playable state, a control is not executed to award a gaming ball as a prize ball based on the detection of a gaming ball by the second normal winning sensor SE6 in the non-playable state, and the control to award a gaming ball as a prize ball is restricted.
[0245] Also, as shown in FIG. 10(f), in the gaming machine 10, when the ball lending switch SW1 is operated in a playable state and a ball lending signal is input from the card unit CU, a game ball is provided based on the input of the ball lending signal. In other words, when the gaming machine 10 is in a playable state, a control is executed to provide a game ball as a loan ball based on the ball lending signal output from the card unit CU in the playable state. Similarly, in the gaming machine 10, when the ball lending switch SW1 is operated in a non-playable state and a ball lending signal is input from the card unit CU, a game ball is provided based on the input of the ball lending signal. In other words, when the gaming machine 10 is in a non-playable state, a control is executed to provide a game ball as a loan ball based on the ball lending signal output from the card unit CU in the playable state. In this way, the control to provide a game ball as a loan ball based on the ball lending signal output from the card unit CU is executed in both the playable state and the non-playable state.
[0246] Next, various information and the display contents or notification contents of each display unit will be described with reference to Fig. 11. In the description of Fig. 11, it is assumed that the state is controlled to be unplayable at timing t21 when the state is playable. Furthermore, in the description of Fig. 11, it is assumed that the power supply is stopped at timing t22 when the state is unplayable, and that the power supply is started at the following timing t23. When the power supply is started at timing t23, the clear switch 44 is operated, so that an initialization process is executed, and the state is returned to the playable state without returning to the unplayable state.
[0247] As shown in FIG. 11, the display content of the first special symbol display section 22a is a display content in which a predetermined symbol is displayed variably if the first special game is being executed when the game is in a playable state (shown as "variable" in FIG. 11), and a display content in which a special symbol is displayed as a fixed stop if the first special game is not being executed (shown as "fixed stop display of special symbol" in FIG. 11). Then, when the game is controlled to an unplayable state at timing t21, the display content of the first special symbol display section 22a is a display content in which all the light-emitting bodies constituting the first special symbol display section 22a are turned off, and the game is initialized. After that, when the power supply is stopped at timing t22 and then started at timing t23 to return to a playable state, the display content of the first special symbol display section 22a is a display content in which a losing symbol is displayed as a fixed stop (shown simply as "losing symbol" in FIG. 11).
[0248] Similarly, the display content of the second special symbol display section 22b is a display content in which a predetermined symbol is displayed variably if the second special game is being executed, and a special symbol is displayed as a fixed stop if the second special game is not being executed. Then, when the control is made to the non-playable state at timing t21, the display content of the second special symbol display section 22b is initialized by turning off all the light emitting bodies constituting the second special symbol display section 22b. After that, when the power supply is stopped at timing t22 and then started at timing t23 to return to the playable state, the display content of the second special symbol display section 22b is a display content in which a losing symbol is displayed as a fixed stop.
[0249] The random number information corresponding to the special game stored in the main RWM 43 continues to be stored in the main RWM 43 even if the game is controlled to be in an unplayable state at timing t21 (indicated as "retained" in FIG. 11). However, when the power supply is stopped at timing t22 and then started at timing t23 to return to a playable state, the random number information corresponding to the special game stored in the main RWM 43 is erased and initialized due to the execution of the initialization process.
[0250] When the special game is being executed and the special game timer is controlling the game to be in an unplayable state at timing t21 while the special game timer is counting the variable time of the special game, the counting by the special game timer is interrupted and stopped. At this time, the time counted by the special game timer is not initialized and is maintained. After that, when the power supply is stopped at timing t22 and then started at timing t23 to return to the playable state, the initialization process is executed and the time counted by the special game timer is initialized.
[0251] If the machine is controlled to an unplayable state at timing t21 during the post-stop interval period when the interval timer is counting the post-stop interval time, the counting by the interval timer is interrupted and stopped. At this time, the time counted by the interval timer is not initialized and is maintained. After that, when the power supply is stopped at timing t22 and then started again at timing t23 to return to a playable state, the initialization process is executed and the time counted by the interval timer is initialized.
[0252] The notification content of the first special hold display unit 22c, when in a playable state, is notification content notifying the first special hold number. Then, when controlled to a non-playable state at timing t21, the notification content of the first special hold display unit 22c is notification content in which all the light-emitting bodies constituting the first special hold display unit 22c are turned off, and is initialized. After that, when the power supply is stopped at timing t22 and then started at timing t23 to return to a playable state, the notification content of the first special hold display unit 22c is notification content notifying that the first special hold number is 0. Also, the first special hold number stored in the main RWM 43 continues to be stored in the main RWM 43 even if it is controlled to a non-playable state at timing t21. However, when the power supply is stopped at timing t22 and then started at timing t23 to return to a playable state, the first special hold number stored in the main RWM 43 is initialized to 0 due to the execution of the initialization process.
[0253] Similarly, the notification content of the second special hold display unit 22d becomes notification content notifying the first special hold number when in a playable state. Then, when controlled to a non-playable state at timing t21, the notification content of the second special hold display unit 22d becomes notification content in which all the light-emitting bodies constituting the second special hold display unit 22d are turned off, and is initialized. After that, when the power supply is stopped at timing t22 and then started at timing t23 to return to a playable state, the notification content of the second special hold display unit 22d becomes notification content notifying that the second special hold number is 0. Also, the second special hold number stored in the main RWM 43 continues to be stored in the main RWM 43 even if it is controlled to a non-playable state at timing t21. However, when the power supply is stopped at timing t22 and then started at timing t23 to return to a playable state, the second special hold number stored in the main RWM 43 is initialized to 0 due to the execution of the initialization process.
[0254] When the special prize opening timer is controlled to the non-playable state at timing t21 during the time counting from when the second variable member 30 is opened by the special prize opening timer, the time counting by the special prize opening timer is interrupted and stopped. At this time, the time counted by the special prize opening timer is not initialized and is maintained. After that, when the power supply is stopped at timing t22 and then started at timing t23 to return to the playable state, the initialization process is executed, and the time counted by the special prize opening timer is initialized.
[0255] When the normal symbol display unit 22e is in a playable state, if the normal game is being played, the display content is a display content in which a predetermined symbol is displayed variably, and if the normal game is not being played, the display content is a display content in which the normal symbol is displayed as a fixed stop (shown as "fixed stop display of normal symbol" in FIG. 11). Then, when the normal symbol display unit 22e is controlled to a non-playable state at timing t21, the display content is initialized to a display content in which all the light-emitting elements constituting the normal symbol display unit 22e are turned off. After that, when the power supply is stopped at timing t22 and then started at timing t23 to return to a playable state, the display content of the normal symbol display unit 22e is a display content in which the normal loss symbol is displayed as a fixed stop (shown simply as "normal loss symbol" in FIG. 11).
[0256] When the normal game is being executed and the game is controlled to be in an unplayable state at timing t21 while the normal game timer is counting the variable time of the normal game, the counting by the normal game timer is interrupted and stopped. At this time, the time counted by the normal game timer is not initialized and is maintained. After that, when the power supply is stopped at timing t22 and then started at timing t23 to return to the playable state, the initialization process is executed and the time counted by the normal game timer is initialized.
[0257] The notification content of the normal hold display unit 22f, when in a playable state, is notification content that notifies the normal hold number. Then, when controlled to a non-playable state at timing t21, the notification content of the normal hold display unit 22f is notification content that all the light-emitting elements constituting the normal hold display unit 22f are turned off, and is initialized. After that, when the power supply is stopped at timing t22 and then started at timing t23 to return to a playable state, the notification content of the normal hold display unit 22f is notification content that notifies that the normal hold number is 0. Also, the normal hold number stored in the main RWM 43 continues to be stored in the main RWM 43 even if it is controlled to a non-playable state at timing t21. However, when the power supply is stopped at timing t22 and then started at timing t23 to return to a playable state, the normal hold number stored in the main RWM 43 is initialized to 0 due to the execution of the initialization process.
[0258] When the normal opening timer is controlled to the unplayable state at timing t21 while it is counting the time since the first variable member 28 was opened, the normal opening timer is interrupted and stopped. At this time, the time counted by the normal opening timer is not initialized and is maintained. After that, when the power supply is stopped at timing t22 and then started at timing t23 to return to the playable state, the initialization process is executed and the time counted by the normal opening timer is initialized.
[0259] When the machine is in a playable state, the high base lamp 22h is turned off if the machine is in a low base state and turned on if the machine is in a high veil state. When the machine is controlled to be in a non-playable state at timing t21, the high base lamp 22h is turned off and initialized. After that, when the power supply is stopped at timing t22 and then started at timing t23 to return to the playable state, the high base lamp 22h is turned off because the machine is in a low base state.
[0260] Even if the game is controlled to an unplayable state at timing t21 during the time when the magnetic sensor JS detects the magnetism by the magnetic detection timer, the magnetic detection timer continues to measure the time without interruption. As a result, the time measured by the magnetic detection timer continues to be updated even after the game is unplayable. After that, when the power supply is stopped at timing t22 and then started again at timing t23 to return to a playable state, the initialization process is performed and the time being measured by the magnetic detection timer is initialized.
[0261] The effects of this embodiment will be described below. (1) The "providing of game balls based on a ball lending signal output from the card unit CU", which does not affect the change in the maximum difference number that triggers control to the unplayable state, is configured to be possible even when the device is controlled to the unplayable state. In this way, even after being controlled to the unplayable state, the provision of game balls based on a ball lending signal output from the card unit CU is possible in both the playable state and the unplayable state. This makes it possible to suppress a decrease in the degree of freedom of providing game balls based on a ball lending signal output from the card unit CU. In addition, for example, by configuring the device so that the provision of game balls based on a ball lending signal output from the card unit CU is not performed when the device is controlled to the unplayable state, it is possible to suppress suspicion of a malfunction.
[0262] (2) Even if the maximum difference number changes due to the award of a game ball based on the detection of a game ball by the first start sensor SE1 and the maximum difference number reaches a specified value, and the game is controlled to the unplayable state, if the award ball continues to be awarded even if the game ball is detected by the first start sensor SE1, there is a risk of giving a sense of incongruity. Therefore, when the game is in the unplayable state, the "award of a game ball as a prize ball based on the detection of a game ball by the first start sensor SE1," which affects the change in the maximum difference number that triggers the control to the unplayable state, is configured to be limited. This makes it possible to suppress the sense of incongruity caused by the award of a game ball continuing even if the game ball is detected by the first start sensor SE1 after the game is controlled to the unplayable state. In particular, when a game ball enters the first start hole 26, which is always available for entry and whose entry can trigger the execution of a special game, if a game ball is awarded as a prize ball, there is a risk of misunderstanding that the game is not controlled to the unplayable state and that the special game is also executed. However, when the machine is controlled to be in a non-playable state, even though the awarding of game balls as prize balls is controlled based on the detection of game balls by the first start sensor SE1, it is possible to prevent players from misunderstanding that a special game is being played.
[0263] (3) Even if the maximum difference number changes due to the award of a prize ball based on the detection of a game ball by the second start sensor SE2 and the maximum difference number reaches a specified value, and the game is controlled to an unplayable state, if the prize ball continues to be awarded even if the game ball is detected by the second start sensor SE2, this may cause a sense of incongruity. Therefore, when the game is in an unplayable state, the "award of a prize ball based on the detection of a game ball by the second start sensor SE2," which affects the change in the maximum difference number that triggers the control to an unplayable state, is configured to be restricted. This makes it possible to suppress the sense of incongruity caused by the prize ball continuing to be awarded even if the game ball is detected by the second start sensor SE2 after the game is controlled to an unplayable state. In particular, when a game ball enters the second starting hole 27, in which the advantage of the game ball varies depending on whether the first variable member 28 is in the open state or the closed state, and the entry of the game ball can trigger the execution of a special game, if a game ball is awarded as a prize ball, there is a risk that the game is not controlled to be in an unplayable state and the special game is also executed. Furthermore, it is possible that the game is continued despite the unplayable state by the misunderstanding that the first variable member 28 has become in the open state. However, when the game is controlled to be in an unplayable state, the awarding of a game ball as a prize ball based on the detection of a game ball by the second starting sensor SE2 is restricted. This makes it possible to suppress the misunderstanding that the special game is also executed despite the control being in an unplayable state, and the misunderstanding that the first variable member 28 has become in the open state, thereby suppressing the continuation of the game.
[0264] (4) Even if the maximum difference number changes due to the award of a game ball based on the detection of a game ball by the count sensor SE3 and the maximum difference number reaches a specified value, and the game is controlled to the unplayable state, if the award ball continues to be awarded even if the game ball is detected by the count sensor SE3, this may cause a sense of incongruity. Therefore, when the game is in the unplayable state, the "award of a game ball as a prize ball based on the detection of a game ball by the count sensor SE3," which affects the change in the maximum difference number that triggers the control to the unplayable state, is configured to be restricted. This makes it possible to suppress the sense of incongruity caused by the award of a game ball continuing even if the game ball is detected by the count sensor SE3 after the control to the unplayable state. In particular, when a game ball enters the big prize entry port 29 that allows the entry of a game ball in a big win game, if a game ball is awarded as a prize ball, it is possible that the game is not controlled to the unplayable state and the big win game is awarded, leading to a mistaken belief that the game is not controlled to the unplayable state and that the big win game has been awarded, leading to a continuation of the game. However, by restricting the awarding of prize balls based on the detection of game balls by the count sensor SE3 when the machine is controlled to be in an unplayable state, it is possible to prevent players from mistakingly believing that they have been awarded a jackpot and continuing to play despite the machine being controlled to be in an unplayable state.
[0265] (5) Even if the machine is controlled to the unplayable state and the awarding of prize balls based on the detection of the game balls by the count sensor SE3 is restricted, the machine is configured to be able to execute control of the output of the prize ball signal that can be output in response to the awarding of the prize balls, just as in the playable state. This makes it possible to transmit to an external device that the game balls have been awarded, even if the machine is controlled to the unplayable state.
[0266] (6) The number of unit balls of game balls awarded based on the ball lending signal output from the card unit CU is greater than the number of game balls awarded as prize balls based on the detection of game balls by the count sensor SE3. In other words, when game balls are awarded based on the ball lending signal output from the count sensor SE3, more game balls are awarded than when game balls are awarded based on the detection of game balls by the count sensor SE3. By suppressing the decrease in the degree of freedom regarding the situation in which such a large number of game balls are awarded, the effect obtained can be increased.
[0267] (7) Even if the maximum difference number changes due to the award of a game ball based on the detection of a game ball by the first normal winning sensor SE5, and the maximum difference number reaches a specified value and the game is controlled to an unplayable state, if the award of a game ball continues even after the game ball is detected by the first normal winning sensor SE5, it may cause a sense of incongruity. Therefore, when the game is in an unplayable state, the "award of a game ball based on the detection of a game ball by the first normal winning sensor SE5," which affects the change in the maximum difference number that triggers the control to an unplayable state, is configured to be restricted. This makes it possible to suppress the sense of incongruity caused by the award of a game ball continuing even after the game is controlled to an unplayable state, even if the game ball is detected by the first normal winning sensor SE5. In particular, if the system is configured so that a prize ball is awarded when a game ball enters the first normal winning opening 32 even after the game is disabled, it is possible that a player may mistakenly believe that a prize ball can be acquired by inserting a game ball into the first normal winning opening 32, even if the game is disabled and the special game is no longer being played. However, by restricting the awarding of prize balls based on the detection of a game ball by the first normal winning sensor SE5 when the game is disabled, it is possible to prevent a player from mistakenly believing that a game ball can be acquired by inserting a game ball into the first normal winning opening 32, even though the game is disabled.
[0268] (8) Even if the maximum difference number changes due to the award of a game ball based on the detection of a game ball by the second normal winning sensor SE6 and the maximum difference number reaches a specified value, and the game is controlled to the unplayable state, if the prize ball continues to be awarded even if the game ball is detected by the second normal winning sensor SE6, it may cause a sense of incongruity. Therefore, when the game is in the unplayable state, the "award of a game ball based on the detection of a game ball by the second normal winning sensor SE6", which affects the change in the maximum difference number that triggers the control to the unplayable state, is configured to be restricted. This makes it possible to suppress the sense of incongruity caused by the award of a game ball continuing even if the game ball is detected by the second normal winning sensor SE6 after the game is controlled to the unplayable state. In particular, if the system is configured so that a prize ball is awarded when a game ball enters the second normal winning opening 33 even after the game is controlled to the unplayable state, it is possible that a player may mistakenly believe that a prize ball can be acquired by making a game ball enter the second normal winning opening 33, even if the game is unplayable and the special game is no longer being played. However, by restricting the awarding of prize balls based on the detection of a game ball by the second normal winning sensor SE6 when the game is controlled to the unplayable state, it is possible to suppress the player from mistakenly believing that a game ball can be acquired by making a game ball enter the second normal winning opening 33, even though the game is controlled to the unplayable state.
[0269] (9) Even if the maximum difference number changes due to the award of a prize ball based on the detection of a game ball by the first normal winning sensor SE5 and the award of a prize ball based on the detection of a game ball by the second ...
Claims
[Claim 1] A gaming machine capable of inputting a signal output from a gaming device and executing a special symbol variation game in response to a game ball entering a starting hole, The first regular prize slot; A first normal detection means capable of detecting a gaming ball that has entered the first normal winning hole; The second regular prize slot; A second normal detection means capable of detecting a game ball entering the second normal winning hole; A specific control means capable of executing a specific control for providing game balls based on a signal output from the gaming device; A prize ball control means capable of executing a prize ball awarding control for awarding game balls as prize balls; and a disabled state control means capable of controlling the game to a disabled state in which the game cannot be played, The special symbol variation game is not executed when a game ball enters the first normal winning port, and is not executed when a game ball enters the second normal winning port, The prize ball control means is capable of executing the prize ball awarding control based on the detection of a game ball by the first normal detection means, and is also capable of executing the prize ball awarding control based on the detection of a game ball by the second normal detection means; the unplayable state control means is capable of controlling the game to the unplayable state when a specific value reaches a specified value while the game is in a playable state in which the game can be progressed, the specific value does not change due to the awarding of game balls based on the signal output from the gaming device, but can change due to the awarding of game balls as prize balls based on the detection of game balls by the first normal detection means, and can change due to the awarding of game balls as prize balls based on the detection of game balls by the second normal detection means; In the non-playable state, the special symbol variation game is not executed, When the game device is in the playable state, the specific control is executed based on a signal output from the game device; When the game device is controlled to the non-playable state, the specific control is executed based on a signal output from the game device, When the game is controlled to the playable state, the prize ball awarding control is executed based on the game ball being detected by the first normal detection means, When the game machine is controlled to the non-playable state, the prize ball awarding control based on the detection of a game ball by the first normal detection means is restricted, When the game is controlled to the playable state, the prize ball awarding control is executed based on the game ball being detected by the second normal detection means, A gaming machine characterized in that, when the gaming machine is controlled to the non-playable state, the prize ball awarding control based on the detection of a gaming ball by the second normal detection means is restricted.
Citation Information
Patent Citations
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