Game machine
By introducing judgment mechanisms and game stop states in the game console, the problem that the existing technology cannot effectively prevent excessive gaming is solved, and the management of reasonable game time is achieved.
Patent Information
- Application Number
- JP2025017089
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-04
- Publication Date
- 2025-04-11
- Estimated Expiration
- 2042-03-28
AI Technical Summary
Existing consoles cannot effectively prevent excessive gaming, causing players to fall into unnecessary games.
By introducing a judgment mechanism in the game console, the acquisition conditions for game value are detected and the game stop state is triggered when the threshold is reached, preventing excessive gaming.
It effectively prevents excessive gaming, ensures that players stop playing within a reasonable time, and avoids the negative impacts caused by excessive gaming.
Smart Images

Figure 2025062074000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that determines whether or not to execute a special game and executes an effect based on the result of the determination. [Background technology]
[0002] In conventional gaming machines, when a gaming ball enters a starting hole and it is determined whether or not a special game will be executed, the special symbol is displayed variably on the special symbol display device, and then the special symbol is displayed stationary in a manner that indicates the result of the determination. In the gaming machine described in Patent Document 1, a decorative symbol is displayed variably on a predetermined image display device as the display of the special symbol begins to vary, and as the special symbol is displayed stationary, the decorative symbol is displayed stationary in a manner that indicates the result of the determination. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-183903 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional gaming machines, a player can continue playing the game without replay regardless of the game value given to the player. Therefore, there is room for improvement in preventing excessive playing in conventional gaming machines.
[0005] Therefore, an object of the present invention is to provide a gaming machine capable of preventing excessive playing. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention employs the following configuration. The gaming machine according to the present invention is a gaming machine capable of playing a game using gaming balls, and includes an initialization means for initializing control information when power supply to the gaming machine is started with a predetermined operation, a determination means for determining whether a condition for acquiring a gaming value is met based on a game, an award error detection means for detecting an award error related to the awarding of the gaming value, a ball jam error detection means for detecting a ball jam error related to a ball jam in the gaming balls, and a gaming stop state control means for controlling the gaming function to a gaming stop state when a calculation information value calculated using the gaming value acquired by a game reaches a threshold value. and a notification means capable of notifying game stop related information and error information, and when the calculated information value reaches a threshold value during execution of a special game advantageous to a player, the game is controlled to the game stop state after the special game ends, the award error detection means is capable of detecting the award error regardless of whether the game is controlled to the game stop state or not, the ball jam error detection means is capable of detecting the ball jam error regardless of whether the game is controlled to the game stop state or not, and the error information includes award error information notified based on the detection of the award error, and and ball jam error information that is notified based on the detection of a ball jam error, and the game stop related information includes advance information that is notified based on the calculated information value reaching a advance threshold value that is lower than the threshold value, game stop information that is notified based on being controlled to the game stop state, and game stop suggestion information that is notified based on the calculated information value reaching the threshold value during execution of the special game, and the game stop information can be notified simultaneously with the error information, and the game stop information is notified preferentially over the error information, and the game stop information and When the error information is reported and the error related to the error information is released and the error information is no longer reported, the reporting of the game stop information is continued, when the supply of power to the gaming machine is stopped while the game stop information is being reported and the supply of power to the gaming machine is resumed without initializing the control information, the reporting of the game stop information is resumed, and when the supply of power to the gaming machine is stopped while the game stop suggestion information is being reported and the supply of power to the gaming machine is resumed without initializing the control information, the reporting of the game stop suggestion information is resumed. Effect of the Invention
[0007] According to this invention, it is possible to prevent excessive playing. [Brief description of the drawings]
[0008] [Figure 1] Schematic front view of the gaming machine 1 [Diagram 2] FIG. 13 is an explanatory diagram for explaining an example of a performance button 26. [Diagram 3] An enlarged view of the display 4 in FIG. 1. [Figure 4] A block diagram showing an example of the configuration of a control device provided in the gaming machine 1. [Diagram 5] A block diagram showing an example of the configuration of the main RAM 100c and various information stored in the main RAM 100c. [Figure 6] FIG. 13 is an explanatory diagram for explaining an example of a result of a special pattern determination. [Figure 7] FIG. 11 is an explanatory diagram for explaining information displayed on a performance display device 113. [Figure 8] FIG. 1 is an explanatory diagram for explaining a setting change mode, a setting confirmation mode, and a RAM clear mode. [Figure 9] FIG. 1 is an explanatory diagram for explaining an overview of the stop control in the gaming machine 1 of the present embodiment. [Figure 10] FIG. 11 is an explanatory diagram for explaining a state when the cutoff control is performed during the operation of the electric tulip 17. [Figure 11] FIG. 13 is an explanatory diagram for explaining the relationship between the stop control and the presence or absence of a payout operation in response to a game ball entering a predetermined winning hole. [Figure 12] An explanatory diagram for explaining the calculation and display of the base value when the difference counter value reaches 95,000. [Figure 13] FIG. 1 is an explanatory diagram for explaining the operation advance notice display SY1. [Figure 14] FIG. 13 is an explanatory diagram for explaining a modified example of the display mode of the operation advance notice display; [Figure 15]FIG. 1 is an explanatory diagram for explaining the arrival indication TH. [Figure 16] FIG. 13 is an explanatory diagram for explaining a stop display. [Figure 17] An explanatory diagram for explaining how to handle various reserves when stop control is performed during the variable display of special patterns. [Figure 18] FIG. 13 is an explanatory diagram for explaining how to handle various reserves when a stop control is performed during a big win game. [Figure 19] FIG. 1 is an explanatory diagram for explaining various errors in the present embodiment. [Figure 20] FIG. 11 is an explanatory diagram for explaining a case where the operation notice display or arrival display and the radio wave error display overlap. [Figure 21] An explanatory diagram for explaining a case where the operation notice display or the arrival display overlaps with the illegal winning error A display. [Figure 22] An explanatory diagram for explaining a case where the operation notice display, the arrival display, or the end display overlaps with the illegal winning error C display. [Figure 23] FIG. 11 is an explanatory diagram for explaining a case where the operation notice display or the arrival display and the magnet error display overlap. [Figure 24] An explanatory diagram for explaining a case where the operation notice display, the arrival display, or the end display overlaps with the payout error A display. [Diagram 25] FIG. 13 is an explanatory diagram for explaining a case where an operation notice display, an arrival display, or a shot limit display overlaps with a ball jam error display. [Figure 26] FIG. 13 is an explanatory diagram for explaining a case where an operation advance indication, an arrival indication, or a limit indication overlaps with an abnormal operation error indication of a movable body. [Figure 27] FIG. 13 is an explanatory diagram for explaining a case where an operation notice display, an arrival display, or a limit display overlaps with a connection error display. [Figure 28] FIG. 13 is an explanatory diagram for explaining a case where an operation notice display, an arrival display, or a stop display overlaps with a door opening error display. [Figure 29]FIG. 11 is an explanatory diagram for explaining a case where the operation notice display, the arrival display, or the limit display overlaps with the lower tray full error display. [Diagram 30] FIG. 13 is an explanatory diagram for explaining the timing of displaying the operation notice display, the arrival display, and the end display, and the timing of occurrence of various errors. [Diagram 31] FIG. 11 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power "OFF" state to the power "ON" state while the operation notice display and various error displays are being displayed. [Diagram 32] FIG. 11 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power "OFF" state to the power "ON" state while the reach display and various error displays are being displayed. [Diagram 33] FIG. 11 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power OFF state to the power ON state while the play limit display and various error displays are displayed. [Diagram 34] FIG. 1 is an explanatory diagram for explaining the timing of displaying the operation notice display, the arrival display, and the end display, and the timing of occurrence of two types of errors. [Diagram 35] FIG. 11 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power "OFF" state to the power "ON" state while the operation notice display and various error displays are being displayed. [Diagram 36] FIG. 11 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power "OFF" state to the power "ON" state while the reach display and various error displays are being displayed. [Figure 37] FIG. 11 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power OFF state to the power ON state while the play limit display and various error displays are displayed. [Figure 38] A flowchart showing an example of a main process executed in the game control board 100. [Figure 39] A flowchart showing an example of a timer interrupt process executed in the game control board 100. [Diagram 40] Detailed flow chart of the switch process in step S2A of FIG. 39. [Diagram 41] Detailed flowchart of the first start port switch processing in step S21 of FIG. [Diagram 42] Detailed flowchart of the second start port switch processing in step S22 of FIG. [Diagram 43] Detailed flow chart of the gate switch process in step S23 of FIG. 40 [Diagram 44] Detailed flowchart of special symbol processing in step S3A of FIG. [Diagram 45] Detailed flowchart of normal symbol processing in step S4A of FIG. [Figure 46] Detailed flowchart of the big win determination process in step S309 of FIG. [Figure 47] Detailed flowchart of the fluctuation pattern determination process in step S310 of FIG. [Figure 48] Detailed flowchart of the small prize opening control process in step S5A of FIG. [Figure 49] Detailed flow chart of the big prize opening control process in step S6A of FIG. [Figure 50] A flowchart showing an example of a timer interrupt process executed in the performance control board 130. [Figure 51] Detailed flow chart of command reception processing in step S10 of FIG. [Figure 52] An explanatory diagram for explaining an example of a presentation when any one of the jackpot patterns A to C is stopped and displayed as the first hit during the display of the operation notice display. [Figure 53] FIG. 52 is an explanatory diagram for explaining an example of the presentation following FIG. 52 when the big win A is stopped and displayed as the first win during the display of the operation notice display. [Figure 54] An explanatory diagram for explaining an example of a presentation when any one of the jackpot patterns A to C is displayed as a first jackpot during the display of the operation notice display, and an arrival display is displayed during the jackpot game. [Figure 55]An explanatory diagram for explaining an example of a performance when a small win without time reduction is displayed as the fifth consecutive win during the display of the operation notice display. [Figure 56] An explanatory diagram for explaining a modified example of the performance when a small win without time reduction is stopped and displayed as the fifth consecutive win during the display of the operation notice display. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, a gaming machine 1 according to one embodiment of the present invention will be described with reference to the drawings as needed.
[0010] [Example of schematic configuration of gaming machine 1] First, a schematic configuration of a gaming machine 1 will be described with reference to Figs. 1 to 5. Fig. 1 is a schematic front view of the gaming machine 1. As illustrated in Fig. 1, the gaming machine 1 includes a gaming board 2 on which accessories related to winning (i.e., ball entry) and judgment are provided, and a frame member 3 for supporting and fixing the gaming board 2. The frame member 3 supports a transparent glass plate arranged in parallel with the gaming board 2 at a predetermined interval, and the glass plate and the gaming board 2 form a gaming area 10 in which gaming balls can flow down. In the gaming machine 1, an inner frame (not shown) is attached so as to be openable and closable to an outer frame (not shown) attached to an island structure of a gaming establishment, and the frame member 3 is attached so as to be openable and closable to the inner frame. The frame member 3 is connected to the outer frame at one end side in the left-right direction (for example, the left side) via a hinge mechanism (not shown), and can be rotated in a direction in which the other end side in the left-right direction (for example, the right side) is released from the outer frame with the hinge mechanism as a fulcrum. The inner part of the outer frame including the game board 2 can be opened by rotating the frame member 3 like a door around a hinge mechanism (not shown) as a fulcrum. A locking mechanism (not shown) is provided on the other end of the frame member 3 for fixing the other end of the frame member 3 to the outer frame. Fixation by the locking mechanism can be released with a dedicated key. The frame member 3 is provided with a door open detection sensor 59a for detecting whether the frame member 3 is released from the outer frame (FIG. 4). When the door open detection sensor 59a is turned ON, the game machine 1 determines that the frame member 3 is released from the outer frame and outputs a door open error.
[0011] When a player grips the handle 20 and rotates the lever 21 clockwise, the game balls stored in the upper tray 28 are guided to the launching device 96 and launched into the game area 10 with a ball-hitting force according to the rotation angle of the handle 20. An inner rail and an outer rail facing the inner rail are arranged at the left end of the game area 10, and a path for the game balls is formed between the inner rail and the outer rail. The path guides the game balls launched by the launching device to the top of the game area 10, so that the game balls can flow down from the top of the game area 10. The game area 10 is provided with game nails, windmills, etc. (not shown), and the launched game balls fall along the game board 2 while changing their moving direction by coming into contact with the game nails, windmills, etc. Note that the launch of the game balls can be temporarily stopped by the player operating the stop button 22.
[0012] The upper tray 28 stores the game balls and prize balls to be supplied to the launching device. Below the upper tray 28, a lower tray 29 is provided for storing prize balls. When a player operates the ejection button 23 arranged adjacent to the lower tray 29, a part of the lower surface of the lower tray 29 is opened, and the game balls stored in the lower tray 29 fall below the lower tray 29. A lower tray full detection sensor 60a that is provided to detect game balls is provided near the discharge port through which the game balls are discharged to the lower tray 29 (FIG. 4). The lower tray full detection sensor 60a is a sensor that can detect when the lower tray 29 is full of game balls. When the lower tray full detection sensor 60a is turned ON, the gaming machine 1 determines that the lower tray 29 is full, and outputs a lower tray full error.
[0013] When the player maintains the handle 20 rotated at a small rotation angle, a so-called "left hit," the game ball is hit with a relatively weak hitting force. In this case, the game ball flows down the left side area of the game area 10 as shown by the arrow 31. On the other hand, when the player maintains the handle 20 rotated at a large rotation angle, a so-called "right hit," the game ball is hit with a relatively strong hitting force. In this case, the game ball flows down the right side area of the game area 10 as shown by the arrow 32.
[0014] In the passage of the game ball hit from the left, a first start hole 11 and three general winning holes 14 are provided as accessories related to winning and judgment. In addition, in the passage of the game ball hit from the right, a second start hole 12, a large winning hole 13, a general winning hole 14, a gate 16, an electric tulip 17, and a small winning hole 19 are provided as accessories related to winning and judgment. When a player hits from the left, the game ball basically does not win in the second start hole 12, and when a player hits from the right, the game ball basically does not win in the first start hole 11. In the following description, the first start hole 11 and the second start hole 12 are collectively referred to as "start holes".
[0015] When a game ball enters (wins) any of the first start opening 11, the second start opening 12, the big prize opening 13, the general prize opening 14, and the small prize opening 19 while flowing down the game board 2, the player is awarded a game value according to the winning place. In the game machine 1 of this embodiment, the game ball (hereinafter referred to as "prize ball") is paid out to the upper tray 28 or the lower tray 29 to award the game value, but the award of the game value is not limited to the form of paying out the game ball as long as it adds a game value that can be used in the game. For example, the award of the game value may be a form in which the game value is added to a prepaid card inserted into a card unit (not shown) installed in one-to-one correspondence with the game machine 1. Game balls that do not enter any of the above winning openings are discharged from the game area 10 through the discharge port 18.
[0016] In the gaming machine 1, when a gaming ball passes through the first start port 11 and wins, or when a gaming ball passes through the second start port 12 and wins, it is determined whether or not to execute a big win game (special game) that is advantageous to the player. In a big win game, a gaming ball can easily win a big win port 13, so the player can obtain a large number of gaming balls according to the winning of the gaming ball in the big win port 13.
[0017] In the following description, the judgment executed on the condition that the game ball enters the first starting hole 11 is called the "first special symbol judgment", and the judgment executed on the condition that the game ball enters the second starting hole 12 is called the "second special symbol judgment". In addition, these judgments are collectively called "special symbol judgment". When the first special symbol judgment is performed, the first special symbol is displayed variably on the first special symbol display 41 (see FIG. 3), and then the first special symbol indicating the judgment result is displayed stationary. When the second special symbol judgment is performed, the second special symbol is displayed variably on the second special symbol display 42 (see FIG. 3), and then the second special symbol indicating the judgment result is displayed stationary. The jackpot game executed on the condition of the second special symbol judgment has more prize balls than the jackpot game executed on the condition of the first special symbol judgment. In addition, the second special symbol judgment is more likely to result in the jackpot game being executed as a result than the first special symbol judgment. This makes it possible to enhance the player's desire to have the game ball enter the second starting hole 12 rather than the first starting hole 11.
[0018] The first starting hole 11 is a starting hole that is always open. The second starting hole 12 is a starting hole that is only open when an electric tulip 17, which is a normal electric device, is operating. The electric tulip 17 is disposed close to the second starting hole 12 and has a pair of blade members. This electric tulip 17 is configured to be able to change its position between a closed position (see the solid line in FIG. 1) in which the pair of blade members close the second starting hole 12, and an open position (see the dashed line in FIG. 1) in which the second starting hole 12 is opened. When the electric tulip 17 is in the open position, it gathers game balls hit from the right toward the second starting hole 12.
[0019] The second starting hole 12 is usually blocked by the electric tulip 17 in a closed position. When the game ball passes through the gate 16, a prize ball is not paid out, but it is determined whether or not to open the second starting hole 12. In the following description, the determination whether or not to open the second starting hole 12 is called a "normal pattern determination." When a normal pattern determination is performed, a normal pattern is displayed variably on the normal pattern display 45 (see FIG. 3), and then a normal pattern indicating the determination result of the normal pattern determination is displayed stationary. The normal patterns indicating the determination result of the normal pattern determination include a winning pattern indicating that the second starting hole 12 is to be opened, and a losing pattern indicating that the second starting hole 12 is not to be opened. The winning patterns include a short opening pattern and a long opening pattern. The short opening pattern is a pattern in which the total opening time of the electric tulip 17 is short and basically the game ball cannot enter the second starting hole 12 (for example, the total opening time is 0.2 seconds). The long-open symbol is a symbol that allows the total open time of the electric tulip to be long, and as long as the player hits it to the right, it is easy for the game ball to enter the second starting hole 12 (for example, a total open time of 5 seconds). When any winning symbol is displayed, the pair of wing members of the electric tulip 17 maintains the open position for a specified time in a manner that is predetermined according to the type of normal symbol, and then returns to the closed position a specified number of times. When a losing symbol is displayed, the electric tulip 17 does not open, but remains in the closed position, and therefore the game ball cannot enter the second starting hole 12.
[0020] The probability of determining that the second start hole 12 is opened in the normal pattern determination includes a time-saving state (for example, 1 / 1) and a non-time-saving state (for example, 1 / 65536) in which the probability is lower than that of the time-saving state. The opening time of the second start hole 12 (i.e., the time during which the electric tulip 17 is controlled to the open position) is relatively longer in the time-saving state than in the non-time-saving state. Specifically, in the time-saving state, the long opening pattern is displayed as a stop while the short opening pattern is not displayed as a stop. Also, in the non-time-saving state, the short opening pattern is displayed as a stop while the long opening pattern is not displayed as a stop. In the non-time-saving state, in order to provide a gameplay that makes the player aim for the first start hole 11 with the aim of transitioning to a time-saving state in which the game ball is likely to enter the second start hole 12, the second start hole 12 is basically configured in advance to be unable to enter the game ball. However, if there are fewer opportunities for the game ball to win when controlled in the non-time-saving state than when controlled in the time-saving state, the game ball may win in the second start hole 12 when controlled in the non-time-saving state. In other words, the non-time-saving state may include a state in which the game ball cannot win or has difficulty winning in the second start hole 12.
[0021] The time for which the normal pattern changes is relatively longer in the non-time-saving state than in the time-saving state. For example, the time for which the normal pattern changes in the time-saving state is 0.5 seconds, and the time for which the normal pattern changes in the non-time-saving state is 60 seconds. The time for which the normal pattern changes may be the same regardless of whether the time-saving state or the non-time-saving state is selected (for example, 1 second).
[0022] [Example of the configuration of the presentation means of the gaming machine 1] As illustrated in FIG. 1, the gaming machine 1 is provided with a liquid crystal display device 5, a performance device 7, a speaker 24, a board lighting device 74, a performance button 26, and a frame lighting device 10 to provide various performances.
[0023] The display screen (hereinafter referred to as "LCD screen 5") of the liquid crystal display device 5 (which may be an EL display device or the like) is an image display device that displays various performance images. The liquid crystal display device 5 is provided on the rear side (i.e., rearward side) of the gaming machine 1 relative to the gaming board 2, and can be viewed through an opening formed in the gaming board 2. As shown in FIG. 1, the liquid crystal screen 5 is provided in a position that is easily viewable by the player. The liquid crystal screen 5 displays decorative symbols 55, small symbols 56, fourth symbols 57 and 59, CG or animated characters, etc.
[0024] The decorative pattern 55, the small pattern 56, and the fourth patterns 57 and 59 are images that are displayed in a variable manner in synchronization with the variable display of the special pattern. The decorative pattern 55 is a pattern that represents any number from 1 to 9. As the variable display of the special pattern begins, the three decorative patterns 55 (and the three small patterns 56) begin to be displayed in a horizontal line, and as the stopped display of the special pattern begins, the three decorative patterns 55 (and the three small patterns 56) are displayed in a horizontal line (referred to as "main stop"). The result of the special pattern determination is notified by the combination of the three numbers. The combination of the decorative patterns 55 that are displayed in a stopped state is the same as the combination of the small patterns 56.
[0025] The fourth patterns 57 and 59 are expressed by colors, and are displayed variably in synchronization with the decorative pattern 55 (and the special pattern), and then are displayed stationary at the same time as the decorative pattern 55 (and the special pattern). The fourth pattern 57 is synchronized with the first special pattern, and the fourth pattern 59 is synchronized with the second special pattern. The fourth patterns 57 and 59 are displayed variably by repeatedly displaying the fourth patterns "red", "blue", "green", "yellow", and "white" in this order at the same position for a certain period of time (for example, 0.2 seconds). The variable display of the fourth patterns 57 and 59 may be realized by flashing the fourth pattern of a predetermined color (for example, blue) between display and non-display at regular intervals (for example, every 0.2 seconds).
[0026] The combination of the decorative symbol 55 (and small symbol 56) and the color of the stopped fourth symbol 57 is predetermined to be different for each special symbol (see FIG. 13). The combination of the decorative symbol 55 (and small symbol 56) and the fourth symbol 57 can notify the same content as that indicated by the stopped special symbol.
[0027] The fourth symbols 57 and 59 are images displayed small at the edge of the liquid crystal screen 5, and are images that are less noticeable than the decorative symbol 55 (and the small symbol 56). Therefore, even if the type of special symbol is announced by the combination of the decorative symbol 55 and the fourth symbols 57 and 59, it is difficult for the player to notice. The fourth symbols 57 and 59 may be realized by a light-emitting element (for example, a full-color LED) provided near the right side of the liquid crystal screen 5. This light-emitting element may be used as the fourth symbols 57 and 59 by lighting it in a predetermined color at the same time as the decorative symbol 55 is displayed as stopped, to unambiguously announce the result of the special symbol judgment.
[0028] The small symbol 56 and the fourth symbols 57 and 59 are always displayed in front of other images in a position that is not hidden by the performance device 7 during the playable period, except during a jackpot game. Therefore, the small symbol 56 and the fourth symbols 57 and 59 do not become invisible or lose visibility when the special symbol is displayed in a variable manner. In contrast, the decorative symbol 55 is often displayed behind other images and becomes invisible, or is hidden by the performance device 7. Also, the decorative symbol 55 may be partially or completely hidden regardless of whether the special symbol is displayed in a variable manner.
[0029] The performance part 7 is provided between the front of the game board 2 and the glass plate, and is arranged in the upper center of the liquid crystal screen 5. When the performance part 7 is not in operation, it is arranged in an initial position above the liquid crystal screen 5. When it is time to operate the performance part 7, the performance part 7 moves downward while rotating from the initial position toward the center of the liquid crystal screen 5 by the driving force of the performance part motor 71, and is arranged in front of the liquid crystal screen 5. The performance part 7 is used for various performances by operating it between the initial position and the advanced position. In addition, the performance part 7 is provided with a performance part initial position sensor 7a for detecting that the performance part 7 is located at the initial position, and a performance part advanced position sensor 7b for detecting that the performance part 7 is located at the advanced position. The gaming machine 1 outputs an abnormal operation error of the movable body when it is determined that the performance part 7 is not located at the appropriate position based on the information from the performance part initial position sensor 7a and the performance part advanced position sensor 7b.
[0030] The performance prop 7 is made of a translucent synthetic resin material. The performance prop 7 is used for various performances by emitting multiple built-in light-emitting elements (a type of board lighting device 74) in multiple colors or a single color. For example, the light-emitting elements built into the performance prop 7 are simultaneously emitting seven colors (specifically, red, orange, yellow, green, light blue, blue, and purple) to emit light in the rainbow as a whole. The performance prop 7 is visible to the player regardless of its position. Therefore, the decorations applied to the performance prop 7 and the light emitted by the performance prop 7 can enhance the performance effect regardless of whether or not the prop 7 is moving.
[0031] The performance element 7 may be provided, for example, between the game board 2 and the liquid crystal screen 5, and may be difficult for the player to see in the initial position. The performance element 7 may be movable up and down and left and right, and may be vibrating.
[0032] The speaker 24 outputs music, voice, sound effects, etc., either synchronously with or asynchronously with the performance of displaying images on the liquid crystal screen 5, to perform sound-based performance.
[0033] The board lighting device 74 is a collective term for multiple light-emitting elements (e.g., full-color LEDs) provided on the game board 2. The frame lighting device 10 is a collective term for multiple light-emitting elements (e.g., full-color LEDs) provided on the frame member 3. The frame lighting device 10 is composed of, for example, a left side lamp provided on the left side of the frame member 3, a right side lamp provided on the right side of the frame member 3, a center lamp provided between the two speakers 24, and a button lamp built into the performance button 26 (see FIG. 2) that can be operated by the player.
[0034] FIG. 2 is an explanatory diagram for explaining an example of the effect button 26. The effect button 26 is provided on the frame member 3, and the player can input operation information by operating (for example, pressing) the effect button 26. In the gaming machine 1, an effect may be performed according to the operation of the effect button 26. The effect button 26 is configured so that its height can be controlled to change between a normal state in which its upper surface is at substantially the same height as the upper surface of the frame member 3, and a protruding state in which its upper surface protrudes upward by a predetermined height (for example, 10 cm) from the upper surface of the frame member 3. The effect button 26 can be operated regardless of the height controlled to any value between the normal state and the protruding state.
[0035] The frame member 3 is also provided with effect keys 27 for the player to perform selection operations or cursor movement (see FIG. 2). The effect keys 27 are so-called cross keys, and are configured with up, down, left, and right keys. The effect keys 27 are used to adjust the light intensity of the liquid crystal screen 5, board lighting device 74, and frame lighting device 10, and to adjust the volume of the speaker 24.
[0036] The frame member 3 is also provided with a ball loan button 33 and a return button 34 (FIG. 2). The ball loan button 33 is a button for exchanging the player's deposit, which is deposited in a card unit (not shown) installed in one-to-one correspondence with the gaming machine 1, for gaming balls. By depositing a deposit in the card unit, the player can receive gaming balls for loan (payment) simply by operating the ball loan button 33 (i.e., gaming value is granted from the gaming machine 1). The return button 34 is a button for returning a prepaid card to the player. The gaming control board 100 (described later) of the gaming machine 1 outputs a return signal for returning the prepaid card from the card unit based on the player's operation of the return button 34. The prepaid card is a storage medium for storing the player's deposit and the gaming value granted to the player (for example, the number of gaming balls owned by the player). When the prepaid card is inserted into the card insertion slot of the card unit, it becomes possible to borrow game balls equivalent to the game value stored in the prepaid card. In addition, in the gaming machine 1, instead of exchanging the player's deposit for game balls when the ball loan button 33 is operated, the player's deposit may be exchanged for game value when the ball loan button 33 is operated, and the game value may be added to the game value stored in the prepaid card.
[0037] [Display 4 configuration example] 3 is an enlarged view of the display 4 in FIG. 1. The display 4 mainly displays information about special symbol determination and normal symbol determination, and as illustrated in FIG. 3, has a first special symbol display 41, a second special symbol display 42, a first special symbol reserved display 43, a second special symbol reserved display 44, a normal symbol display 45, a normal symbol reserved display 46, a game status display 47, a round display 48, and a right hit lamp 49 that prompts the player to hit the right by lighting it. The right hit lamp 49 is continuously turned off in a low probability non-time shortening state (i.e., a non-notification state), and is continuously turned on during a big win game, during a small win game that opens the small winning port 19, and during a low probability time shortening state (i.e., a notification state). In place of the right hit lamp 49 (or in addition to the right hit lamp 49), an image that becomes a white circle (i.e., a non-notification mode) in the low-probability non-time-saving state and the low-probability micro-time-saving state, and that continues to become a black circle (i.e., a notification mode) during a big win game, during a small win game that opens the small winning hole 19, and during the low-probability time-saving state, may be continuously displayed at the edge of the liquid crystal screen 5. Also, in place of the right hit lamp 49 (or in addition to the right hit lamp 49), a movable role (for example, a movable role imitating a flag) that falls down so that it is difficult for the player to see during the low-probability non-time-saving state (i.e., a non-notification mode) and continues to stand so that the player can see it during a big win game, during a small win game that opens the small winning hole 19, and during the low-probability time-saving state (i.e., a notification mode) may be provided.
[0038] When a first special pattern determination is made, the first special pattern display 41 notifies the result of the first special pattern determination by displaying a variably displayed special pattern and then displaying a static special pattern indicating the result of the first special pattern determination. When a second special pattern determination is made, the second special pattern display 42 notifies the result of the second special pattern determination by displaying a variably displayed special pattern and then displaying a static special pattern indicating the result of the second special pattern determination.
[0039] The first special pattern reserved indicator 43 displays the number of reserved balls for the first special pattern judgment (hereinafter referred to as the "special 1 reserved number"). The second special pattern reserved indicator 44 displays the number of reserved balls for the second special pattern judgment (hereinafter referred to as the "special 2 reserved number"). The LCD screen 5 displays reserved icons 51 and reserved numbers 52 that notify the same contents as those displayed by the first special pattern reserved indicator 43 and the second special pattern reserved indicator 44, making it easy for the player to understand the number of reserved balls. The reserved icons 51 are displayed in the order in which they are reserved, by the number of reserved balls (for example, a maximum of four).
[0040] Here, blue, green, red, and rainbow colors are used as colors that indicate the likelihood of a big win or a small win (hereinafter referred to as "reliability"). Each color is more likely to be used in the case of a big win and less likely to be used in the case of a miss, in the order mentioned above. Rainbow colors are used only when the reliability is 100% and the big win, and are not used when the miss. In the case of a big win or a miss in which the special pattern fluctuates for a relatively long time, the reserved icon 51 is likely to be displayed in one of the colors that indicate the high or low reliability. In the following description, the reserved icon 51 in white is called the reserved icon 51 in the normal mode, and the reserved icon 51 in the above colors other than white is called the reserved icon 51 in the special mode.
[0041] The reserved numbers 52 are numbers from 0 to 4 that are displayed small on the left edge of the liquid crystal screen 5 in the same manner regardless of whether or not a jackpot has been won, in synchronization with the reserved number of the first special symbol determination and the reserved number of the second special symbol determination. The reserved numbers 52 include a first reserved number that indicates the reserved number with numbers from 0 to 4 in synchronization with the display of the first special symbol reservation indicator 43, and a second reserved number that indicates the reserved number with numbers from 0 to 4 in synchronization with the display of the second special symbol reservation indicator 44. For example, when the reserved number of the first special symbol determination is increased by one, the first reserved number is displayed with a number incremented by one, and when the reserved number of the second special symbol determination is increased by one, the second reserved number is displayed with a number incremented by one. Here, the reserved icon 51 is hidden, or hidden by other images, or not displayed, like the decorative pattern 55. In contrast, during the playable period, the reserved number 52 is displayed in front of other images, like the small pattern 56, so it is not hidden by other images or its visibility is not reduced.
[0042] When a normal pattern determination is made, the normal pattern display 45 notifies the result of the normal pattern determination by displaying a normal pattern in a variable manner and then displaying a normal pattern showing the result of the normal pattern determination in a static manner. The normal pattern reserve display 46 displays the number of reserved normal pattern determinations. The game status display 47 displays the game status at the time the gaming machine 1 is turned on. The round display 48 is basically turned off and displays the number of rounds of the jackpot game from the start of the jackpot game to the end of the jackpot game.
[0043] [Configuration of the control device of the gaming machine 1 and overview of various determinations made by the gaming machine 1] An example of the configuration of the control device included in the gaming machine 1 and an overview of various determinations performed by the gaming machine 1 will be described with reference to Fig. 4. Fig. 4 is a block diagram showing an example of the configuration of the control device included in the gaming machine 1.
[0044] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies the main power supply to the gaming machine 1 (the gaming control board 100, the payout control board 120, the performance control device 130A, and various electronic components).
[0045] The power supply board 160 also has a power switch operable by a store clerk to switch between an ON state for supplying main power to the gaming machine 1 (the gaming control board 100, the payout control board 120, the performance control device 130A, and various electronic components) and an OFF state for stopping the supply, and when the power switch is turned ON, the supply of main power is started and the operation of the gaming machine 1 begins. Note that, in the event of a power outage (blackout), the supply of backup power to the gaming control board 100 is maintained. This allows the stored contents of the main RAM 100c to be retained even in the event of a power outage (blackout), and allows the gaming control state to be restored to the state before the power outage (blackout) after recovery from the power outage (blackout).
[0046] On the back side of the game board 2, in addition to a ball tank that stores game balls to be sent to the upper tray 28 or the lower tray 29, a control device that controls the operation of the game machine 1 is provided. As illustrated in FIG. 4, the control device of the game machine 1 is composed of a game control board 100 that controls the progress of the game, such as various judgments and command transmissions, a performance control board 130 that comprehensively controls the performance based on commands received from the game control board 100, an image and sound control board 140 that controls the performance by images and sounds, a lamp control board 150 that controls the performance by various lamps and performance gimmicks 7, and the like. Note that the configuration of the control device is not limited to this, and for example, the performance control board 130, the image and sound control board 140, and the lamp control board 150 may be composed of a single board.
[0047] In addition, the communication between the game control board 100 and the payout control board 120 is configured to allow commands to be sent and received in both directions, and the communication between the game control board 100 and the presentation control device 130A (presentation control board 130) is configured to allow commands to be sent in only one direction, from the game control board 100 to the presentation control device 130A (presentation control board 130).
[0048] The game control board 100 includes a main CPU 100a for performing arithmetic processing, a main ROM 100b in which a game control program and the like are stored, a main RAM 100c which serves as a work area during arithmetic processing, and input / output ports.
[0049] The input / output ports of the game control board 100 are connected to the general winning hole detection switch 43a, the gate detection switch 44a, the first starting hole detection switch 45a, the second starting hole detection switch 47a, the second starting hole opening / closing solenoid 48b, the large winning hole detection switch 50a, the large winning hole opening / closing solenoid 51b, the small winning hole detection switch 50c, the small winning hole opening / closing solenoid 51c, the specific area detection switch 52a, the magnetic detection sensor 57a for detecting magnetic anomalies, the radio wave detection sensor 58a for detecting electromagnetic waves, the door open detection sensor 59a, the out ball detection switch 39a, the display 4, the performance display 113, the RWM clear button 111a, and the setting key switch 112a. The specific area detection switch 52a inputs a signal when a game ball passes through a specific area provided inside the small winning hole 19 (hereinafter referred to as "V winning"). The RWM clear button 111a inputs a signal for initializing the game control state other than the setting value stored in the main RAM 100c (i.e., initializing the gaming machine 1 to a low probability non-time-saving state). The initialization by operating the RWM clear button 111a is called "RWM clear".
[0050] The setting key switch 112a inputs a signal for changing the setting value or shifting to a state where the setting value can be confirmed by operating the setting key. The performance display 113 displays the performance information and the setting value indicating the performance of the gaming machine 1. In addition, the input / output port of the gaming control board 100 is connected to the gaming information output terminal board 90, the payout control board 120, and the performance control board 130.
[0051] The main CPU 100a reads out the game control program stored in the main ROM 100b, and performs calculation processing related to the game while using the main RAM 100c as a work area. This allows the control processing according to detection signals from various input devices (detection switches, detection sensors, etc.), control processing for controlling various output devices (solenoids, displays, etc.), control processing for sending and receiving various control commands, and control processing for sending game information to the outside of the gaming machine (hall computer, etc.) via the game information output terminal board 90.
[0052] "Game information" includes a start port entry signal output each time a game ball enters the first start port 11 or the second start port 12, a pattern determination signal output each time the varying display of the first special pattern or the second special pattern ends, a big win signal output throughout big win play, a small win signal output throughout small win play, an opening signal output throughout round play (opening of the big win port), a signal output throughout the time-saving state, and a security signal output when a situation that poses a problem (threat) to the security of the game machine 1 occurs (RWM clear, error, etc.).
[0053] The memory area of the main ROM 100b is arranged, in order, with a game ROM area in which programs and data relating to the progress of the game are stored, and an information ROM area in which programs and data relating to the performance display of the gaming machine are stored.
[0054] The game ROM area includes a game program area in which a program related to the progress of a game is stored, and a game data area in which data related to the progress of a game is stored.The information ROM area includes an information program area in which a program related to the performance display of a gaming machine is stored, and an information data area in which data related to the performance display of a gaming machine is stored.
[0055] In the memory area of the main RAM 100c, a game RWM area used as a work (work area) when a game program is executed, and an information RWM area used as a work (work area) when an information program is executed are arranged. In the game RWM area, a game work area used as a work by the game program, and a game stack area for temporarily saving data being processed by the game program are arranged.
[0056] In the game work area, a setting value area for storing setting values, a judgment information area for storing judgment information (checksum) for judging an abnormality in the RWM area, and a game data area for storing game data that changes with the progress of the game are arranged. Among the memory areas of the main RAM 100c, at least the game RWM area is an area that is initialized by clearing the RWM, and at least the setting value area is an area that is not initialized by clearing the RWM.
[0057] In the information RWM area, there are arranged an information work area used by information programs as work, and an information stack area for temporarily saving data being processed by the information programs.
[0058] In the information work area, a performance information area for storing information related to the performance of the gaming machine 1, and an error information area for storing information related to various error determinations are arranged.
[0059] 5 is an explanatory diagram for explaining a configuration example of the main RAM 100c in the game control board 100 and various information stored in the main RAM 100c. As illustrated in FIG. 5, the main RAM 100c is provided with a judgment memory area 1030, a first reserved memory area 1031, a second reserved memory area 1032, a third reserved memory area 1033, a fourth reserved memory area 1034, a first reserved memory area 1035, a second reserved memory area 1036, a third reserved memory area 1037, and a fourth reserved memory area 1038.
[0060] The determination memory area 1030 is a memory area in which various information used for special symbol determination when the special symbol determination is actually executed is stored. The various information used for special symbol determination includes a jackpot random number, a symbol random number, a variation pattern random number, and a reach random number. The jackpot random number is a random number for determining whether it is a jackpot, a miss, or a small win. The symbol random number is a random number for determining the type of jackpot symbol when it is determined to be a jackpot, for determining the type of small win symbol when it is determined to be a small win, and for determining the type of miss symbol when it is determined to be a miss.
[0061] The gaming machine 1 has a "low probability state" as the probability of winning a jackpot determined by a special symbol, and has a "non-time-saving state" and a "time-saving state" as the probability of winning a jackpot determined by a normal symbol. The gaming machine 1 is controlled in a "low probability non-time-saving state" that is a "low probability state" and a "non-time-saving state" when a game progresses, or in a "low probability time-saving state" that is a "low probability state" and a "time-saving state". The gaming machine 1 is initially controlled to the low probability non-time-saving state.
[0062] The gaming machine 1 is initially controlled to a low probability non-time-saving state. There are six setting values, from "1" to "6", and the probability of winning a jackpot determined by a special symbol is approximately 1 / 319 when the setting value is "1", approximately 1 / 280 when the setting value is "2", approximately 1 / 260 when the setting value is "3", approximately 1 / 240 when the setting value is "4", approximately 1 / 220 when the setting value is "5", and approximately 1 / 200 when the setting value is "6". The probability of winning a jackpot is the same when in the non-time-saving state and when in the time-saving state. The probability of winning a small jackpot is the same regardless of the setting value.
[0063] In the gaming machine 1, the larger the set value, the higher the probability of winning a jackpot determined by a special symbol (i.e., more advantageous to the player). Note that in the gaming machine 1, the smaller the set value, the higher the probability of winning a jackpot determined by a special symbol (i.e., the smaller the set value, the more advantageous to the player).
[0064] In this embodiment, as the first special symbols indicating the result of the first special symbol determination, jackpot symbols A to C indicating a jackpot and a miss symbol indicating a miss are prepared in advance (FIGS. 6(A) and (B)). In addition, as the second special symbols indicating the result of the second special symbol determination, jackpot symbol D, a small win symbol with time reduction, a small win symbol without time reduction, and a miss symbol are prepared in advance. Unlike the second special symbols, the first special symbols do not have a small win symbol (i.e., the probability of a small win is 0%). In the gaming machine 1 of this embodiment, the player hits the first win by the first special symbol determination. The first win refers to the first jackpot game that occurs after the start of the game.
[0065] When any of the jackpot symbols A to D, which indicate a jackpot, is displayed, a jackpot game is played following this display. In the jackpot game, a plate that blocks the jackpot opening 13 is activated. This opens the jackpot opening 13, which is normally closed. By causing a game ball to enter the jackpot opening 13 during the jackpot game, the player can obtain more prize balls than when the jackpot game is not being played.
[0066] A plurality of opening patterns of the large prize opening 13 are prepared in advance, and which opening pattern the large prize opening 13 will be opened in is uniquely determined by the type of the large prize symbol stopped and displayed. In this embodiment, when the large prize symbols A to D are stopped and displayed, a round game in which the large prize opening 13 is opened is played a plurality of times until a predetermined condition (in this embodiment, the number of game balls entering the large prize opening 13 reaches 10, or 29.5 seconds have passed since the large prize opening 13 was opened) is satisfied. When the large prize symbols A to D are stopped and displayed, the opening time of the large prize opening 13 during one round game (hereinafter referred to as "1R") is sufficient for the player to enter 10 game balls into the large prize opening 13. Note that the opening time of the large prize opening 13 during 1R when the large prize symbols A to D are stopped and displayed is not limited to the above-mentioned time, and may be any predetermined time (specifically, a time of 29.5 seconds or less and more than 1.8 seconds).
[0067] Jackpot patterns A and D are 10R jackpots, and after the jackpot play ends, they are controlled with low-probability time-saving until the variable display related to the 10,000 second special pattern judgments ends. Jackpot pattern B is a 3R jackpot, and after the jackpot play ends, they are controlled with low-probability time-saving until the variable display related to the 10,000 second special pattern judgments ends. Jackpot pattern C is a 3R jackpot, and after the jackpot play ends, they are controlled with low-probability non-time-saving.
[0068] When a losing symbol is displayed, the next special symbol is judged after the display. When a small win symbol with time reduction or a small win symbol without time reduction is displayed on the display 4, a small win game is executed after the display. In the small win game, a plate that blocks the small win hole 19 is activated. This opens the small win hole 19, which is normally closed.
[0069] The time during which the small prize opening 19 is opened in a small prize game is shorter than the one opening period (hereinafter referred to as "1R") of the large prize opening 13 in a large prize game, and is a predetermined arbitrary time (for example, 1.8 seconds) of 1.8 seconds or less. Note that, if the total opening time of the small prize opening 19 during a small prize game is 1.8 seconds or less, the small prize opening 19 may be opened multiple times during a small prize game. The number of game balls that can enter the small prize opening 19 during a small prize game is smaller than the number of game balls that can enter the large prize opening 13 during a large prize game (for example, 10 balls on average). During a small prize game, a player can enter an average of three game balls into the small prize opening 19, and can obtain, for example, about 45 prize balls. This prize ball is smaller than the prize balls obtained in a 1R large prize game. In other words, the prize balls obtained in a small prize game are less than the prize balls obtained in a 1R large prize game.
[0070] The plate blocking the small winning hole 19 has the letter "V" written on it (see FIG. 1). This letter indicates the position of the specific area detection switch 52a provided inside the small winning hole 19. Here, the periphery of the small winning hole 19 is formed of a transparent synthetic resin material. Therefore, regardless of whether the small winning hole 19 is open or closed, the player can see inside the small winning hole 19. Specifically, the small winning hole detection switch 50c, the specific area detection switch 52a, the losing winning hole detection switch (not shown), and a plate (not shown) that opens and closes these switches are provided inside the small winning hole 19, and all of them are visible. In this embodiment, when a small winning game is not being played, the specific area detection switch 52a is blocked by the plate so that the game ball cannot pass through, and the losing winning hole detection switch is opened so that the game ball can pass through. A game ball that wins the small winning hole 19 during a small winning game first passes through the small winning hole detection switch 50c. This game ball passes through either the specific area detection switch 52a or the losing prize hole detection switch and is discharged from the game area 10.
[0071] During a small win game related to a small win pattern with time reduction, the specific area detection switch 52a is opened by the above plate so that the game ball can pass through, and the miss winning port switch is closed so that the game ball cannot pass through. Therefore, if the player hits the right side during a small win game related to a small win pattern with time reduction, the game ball easily passes through the specific area detection switch 52a (hereinafter referred to as "V winning"). If a V win is made, a 10R big win game that opens the big win port 13 is started following the end of the small win game. After the end of this big win game, the game is controlled with low-probability time reduction until the variable display related to the 10,000 second special pattern judgments ends. On the other hand, if a V win is not made (specifically, if the game ball only passes the miss winning port detection switch), the big win game is not started following the end of the small win game, and the next special pattern judgment is made with low-probability non-time reduction after the end of the small win game.
[0072] During a small win game related to a small win pattern without time reduction, the specific area detection switch 52a is blocked by the above plate so that the game ball cannot pass through, and the miss winning port switch is opened so that the game ball can pass through. If a small win game is played but no V is won, the big win game will not start following the end of the small win game, and the next special pattern will be judged with low probability and no time reduction after the end of the small win game.
[0073] In addition, in a small winning game, the large winning hole 13 may be opened instead of the small winning hole 19. In this case, inside the large winning hole 13, a specific area detection switch, a loss winning hole detection switch, and a plate for opening and closing these switches are provided.
[0074] The jackpot A is a jackpot with the upper limit of the number of small wins without time reduction set to 255, the jackpot B and D are jackpots with the upper limit of the number of small wins without time reduction set to 1, and the jackpot C is a jackpot with no upper limit of the number of small wins without time reduction set. In addition, the small win with time reduction is a small win with the upper limit of the number of small wins without time reduction set to 1, and the small win without time reduction is a small win with no upper limit of the number of small wins without time reduction set. When the upper limit of the number of small wins without time reduction is set, if a small win without time reduction is drawn until the upper limit number in the low probability time reduction, it will transition to the low probability non-time reduction. In addition, the upper limit of the number of small wins without time reduction may be any value as long as it is a predetermined number, for example, it may be 2 or 5 times.
[0075] The fluctuation pattern random number is a random number for determining the fluctuation time (fluctuation pattern) from when the special symbol starts to fluctuate and when it stops and displays in a manner that indicates the result of the special symbol determination. The reach random number is a random number for selecting which fluctuation pattern to determine when determining a fluctuation pattern in the case of a miss, from among a group of fluctuation patterns for misses that exceed a specific number of seconds (for example, 13.5 seconds) and other than the group of fluctuation patterns (i.e., a group of fluctuation patterns for misses that are less than a specific number of seconds).
[0076] In this embodiment, in the low probability non-time shortening mode, the ratio of selecting a variation pattern from the group of variation patterns for failure exceeding a specific number of seconds (hereinafter referred to as the "reach ratio") is preset so that the greater the number of reserved symbols at the time of executing the special pattern determination, the smaller the ratio becomes (see FIG. 6(C)). For example, when "0 to 99" is preset as a judgment value for comparison with the reach random number, when the number of reserved symbols for special pattern determination at the time of executing the special pattern determination is 0 to 1 (hereinafter also referred to as "reservation 0 to 1"), "0 to 14" is assigned to the judgment result that the pattern is determined from the group of variation patterns for failure exceeding a specific number of seconds. In addition, "15 to 99" is assigned to the judgment result that the pattern is determined from other than the above-mentioned group of variation patterns (i.e., the reach ratio is 15%, see FIG. 6(D)). In addition, when the number of reserved symbols for special pattern determination at the time of executing the special pattern determination is 2 or more, the reach ratio is 5%.
[0077] In this embodiment, in the low probability time-saving mode, a variation pattern is selected from a group of variation patterns for failure that does not exceed a specific number of seconds regardless of the number of reserved symbols when the special symbol is executed (i.e., a reach rate of 0%, see FIG. 6(E)). Note that in the low probability time-saving mode, the reach rate may be preset to be large when the number of reserved symbols when the special symbol determination is executed is small (for example, the reach rate is 2% when the reserved symbols are 0 to 1, and 0% when the reserved symbols are 2 or more). Also, the reach rate may be the same regardless of the game state.
[0078] In this embodiment, when the second special symbol determination is made, a small win game with time reduction is played with a relatively high probability (for example, about 1 / 41). Therefore, in this embodiment, when the low-probability time reduction is in effect, a big win game is relatively easily played through a small win game with time reduction. In the low-probability time reduction, the time for which the special symbol changes when a miss occurs is relatively short (for example, 1 second), so the next big win game may be played when the prize balls from the previous big win game are actually paid out to the player.
[0079] When the low-probability time-saving is set at the end of the big win game, and even if the above-mentioned number of special symbol determinations are made, no small win game or big win game is executed, the low-probability non-time-saving is set with the above-mentioned number of special symbol stop displays. However, in this embodiment, the number of special symbol determinations that can be executed in the low-probability time-saving is relatively very large, and in the low-probability time-saving, the game ball is likely to enter the second starting hole 12, and when the second special symbol determination is made, there is a relatively high probability that a small win game with time-saving will be executed. Therefore, even if the above-mentioned number of special symbol determinations are made after the low-probability time-saving is set at the end of the big win game, the possibility that no big win game will be executed is very low.
[0080] The first reserve memory area 1031 to the fourth reserve memory area 1034 are memory areas in which various information related to the first special symbol determination is stored in sequence from the first reserve memory area 1031 every time a gaming ball enters the first starting hole 11. The first reserve memory area 1035 to the fourth reserve memory area 1038 are memory areas in which various information related to the second special symbol determination is stored in sequence from the first reserve memory area 1035 every time a gaming ball enters the second starting hole 12.
[0081] For example, even if a game ball enters the first start hole 11 or the second start hole 12 when a special symbol is displayed in a variable manner or during a big win game (or during a small win game), it is not possible to immediately perform a special symbol judgment or a variable display of the special symbol. Under such circumstances, the main CPU 100a stores various information related to the special symbol judgment in the reserved memory areas 1031 to 1038 as information indicating the reservation of the special symbol judgment. On the other hand, when a special symbol is not displayed in a variable manner, a special symbol judgment is not reserved, and a big win game (or a small win game) is not being played, the main CPU 100a shifts the acquired various random numbers, etc. to the judgment memory area 1030 immediately after storing them in the first reserved memory area (1031 or 1035) corresponding to the start hole where the game ball entered.
[0082] For example, when a game ball enters the first start hole 11 in a state where no information is stored in any of the first reservation memory area 1031 to the fourth reservation memory area 1034, various information related to the first special symbol determination acquired by this winning is stored in the first reservation memory area 1031, which is the top of the empty entries. Also, for example, when a game ball enters the first start hole 11 in a state where information is stored in the first reservation memory area 1031 and the second reservation memory area 1032, various information related to the first special symbol determination acquired by this winning is stored in the third reservation memory area 1033, which is the top of the empty entries.
[0083] In addition, for example, the reserved memory areas 1031 to 1038 also store "pre-judgment information." When a game ball enters a start hole, a pre-judgment is performed to judge whether or not a jackpot has been won, prior to the special symbol judgment, based on the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number. The pre-judgment information is information obtained by the pre-judgment, and includes "winning start hole information," information indicating whether or not a jackpot has been won, information indicating the type of jackpot symbol if a jackpot has been won, information indicating the type of small win symbol if a small win, information indicating the type of miss symbol if a miss, information indicating the variation pattern of the special symbol, information indicating the game state, and the like. The "winning start hole information" is information indicating which of the first start hole 11 and the second start hole 12 each random number stored in the same reserved memory area was acquired as a result of winning the prize in the first start hole 11 or the second start hole 12. The pre-judgment information including these pieces of information is stored in the same reserved memory area as the jackpot random number used in the pre-judgment.
[0084] When the information stored in the first reserved memory area 1031 is shifted to the judgment memory area 1030 when the first special symbol judgment is executed, the information stored in the entry lower than the second reserved memory area 1031 is shifted to the upper entry by one entry. For example, when the information stored in the first reserved memory area 1031 is shifted to the judgment memory area 1030 in a state where information is stored in each of the first reserved memory area 1031 to the third reserved memory area 1033, the information stored in the second reserved memory area 1032 is shifted to the first reserved memory area 1031, and the information stored in the third reserved memory area 1033 is shifted to the second reserved memory area 1032.
[0085] Such information shift processing is also performed in the first reserved memory area 1035 to the fourth reserved memory area 1038 in which information related to the second special symbol determination is stored. In the gaming machine 1, when both the first special symbol determination and the second special symbol determination are reserved, that is, when information is stored in both the first reserved memory area 1031 and the first reserved memory area 1035, the shift processing in the first reserved memory area 1035 to the fourth reserved memory area 1038 is performed preferentially before the shift processing in the first reserved memory area 1031 to the fourth reserved memory area 1034. Therefore, when the second special symbol determination is reserved, various information stored in the first reserved memory area 1035 is shifted to the determination memory area 1030. Also, when the second special symbol determination is not reserved, that is, when only the first special symbol determination is reserved, various information stored in the first reserved memory area 1031 is shifted. Note that a configuration capable of variably displaying the first special symbol and the second special symbol simultaneously may be adopted. In such a configuration, two determination storage areas 1030 for the first special symbol determination and the second special symbol determination may be provided. In this case, the shift process in the first reserved storage area 1031 to the fourth reserved storage area 1034 may be performed independently of the shift process in the first reserved storage area 1035 to the fourth reserved storage area 1038.
[0086] The payout control board 120 drives the payout device 95 to control the provision of game value (the payout of game balls in this embodiment). The payout control board 120 also drives the launch device 96 to control the launch of game balls.
[0087] The payout control board 120 is equipped with a payout CPU 121a which performs calculation processing, a payout ROM 121b in which payout programs and the like are stored, a payout RAM 121c which serves as a work area during calculation processing, and input / output ports.
[0088] The input / output port of the payout control board 120 is connected to an open detection switch, a payout ball detection switch for detecting game balls paid out from the payout device 95, and a payout motor for paying out game balls from the payout device 95.
[0089] The payout CPU 121a reads out the payout control program stored in the payout ROM 121b, and performs calculation processing related to the payout of game balls while utilizing the payout RAM 121c as a work area. This performs control processing for paying out game balls from the payout device 95 in response to a payout control command from the game control board 100, control processing for transmitting a command based on the result of the calculation processing to the game control board 100, etc.
[0090] In this embodiment, the payout control board 120 is described as performing the processing related to the granting of game value based on commands received from the game control board 100, but some or all of this processing may be executed in the game control board 100, and the gaming machine 1 may not need to be equipped with the payout control board 120.
[0091] The performance control device 130A includes a performance control board 130 which performs overall control of the progress of the performance based on reception of performance control commands from the game control board 100, an image and audio control board 140 which performs control processing for image display and audio output based on reception of performance control commands from the performance control board 130, and a lamp control board 150 which performs control processing for various light-emitting components (LEDs, etc.) and various driving sources (motors, etc.) based on reception of performance control commands from the performance control board 130.
[0092] The performance control board 130 includes a sub-CPU 130a for performing arithmetic processing, a sub-ROM 130b in which a performance control program is stored, a sub-RAM 130c which serves as a work area during arithmetic processing, an RTC 130d which keeps time, and an input / output port. The input / output port of the performance control board 130 is connected to a performance button detection switch 17a and a cross key detection switch 19a.
[0093] The sub-CPU 130a reads out the performance control program stored in the sub-ROM 130b, and performs calculation processing related to the performance while utilizing the sub-RAM 130c as a work area. This allows it to perform control processing for determining the mode of the performance accompanying the variable display of the special symbols, control processing for transmitting a performance control command based on the determination result to the image and sound control board 140, control processing according to detection signals from various input devices (detection switches, etc.), control processing for controlling various output devices (lighting devices, motors, etc.), etc.
[0094] The image and sound control board 140 receives commands from the performance control board 130 and controls the display of a specified image on the liquid crystal screen 5 and the output of sounds from the speaker 24 .
[0095] The image and sound control board 140 includes a general CPU 141a that performs general control of image display and sound output based on reception of a performance control command from the performance control board 130, a general ROM 141b in which a general control program is stored, a general RAM 141c that serves as a work area during calculation processing, a VDP 145 that generates an image to be output to the liquid crystal screen 5 based on reception of a display control command (display list) from the general CPU 141a, a CGROM 146 in which image data and the like are stored, an audio control unit 148 (audio LSI) that controls the speaker 24 based on reception of an audio control command from the general CPU 141a, and an audio ROM in which audio data and the like are stored. Note that a configuration in which the VDP 145 is responsible for both drawing management and sound management may be adopted. In this case, it is not necessary to provide a separate audio control unit 148.
[0096] The overall CPU 141a reads out the overall control program stored in the overall ROM 141b, and performs calculation processing related to the performance while utilizing the overall RAM 141c as a work area. This performs control processing for generating a display control command (display list) that indicates the performance image to be displayed on the liquid crystal screen 5 and transmitting it to the VDP 145, and control processing for generating an audio control command that indicates the performance sound to be output from the speaker 24 and transmitting it to the audio control unit 148 (audio LSI), etc.
[0097] Moreover, the image and sound control board 140 is connected to the liquid crystal screen 5 and the speaker 24. The image and sound control board 140 (VDP 145 thereof) generates images at predetermined frame time intervals (for example, 1 / 30 seconds) and outputs the generated images to the liquid crystal screen 5. As a result, an image including, for example, a decorative pattern 55 or the like is displayed on the liquid crystal screen 5. Moreover, an audio signal generated by the image and sound control board 140 (audio control unit 148 thereof) is output to the speaker 24, whereby sound is output.
[0098] In addition, the performance control device 130A is connected to a performance button detection switch 17a and a cross key detection switch 19a. The performance button detection switch 17a detects that the performance button 26 has been operated. The performance key detection switch 19a detects that a performance key has been operated.
[0099] The lamp control board 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b in which a lamp control program is stored, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.
[0100] The input / output ports of the lamp control board 150 are connected to the frame lighting device 10 (performance button light-emitting LEDs, etc.), the performance props 7, the board lighting device 74, and the performance button drive device 17b (performance button drive motor, performance button vibration motor).
[0101] The lamp CPU 150a reads out the lamp control program stored in the lamp ROM 150b, and performs calculation processing related to the performance while utilizing the lamp RAM 150c as a work area. This controls the frame lighting device 10, the performance button driving device 17b, the performance props 7, and the board lighting device 74.
[0102] In this embodiment, the payout control board 120 and the performance control board 130 are not supplied with backup power, but backup power may be supplied to the payout control board 120 and the performance control board 130 so that the memory contents of the payout RAM 121c and the sub-RAM 130c are retained even in the event of a power outage. Also, backup power may be supplied to only one of the payout control board 120 and the performance control board 130. Note that the gaming machine 1 may not have the payout control board 120 and may not pay out game balls, while notifying the player of the number of prize balls calculated internally.
[0103] In addition, there may be a "high probability state" in addition to the "low probability state" as the probability of winning a jackpot determined by a special symbol. The "high probability state" is a predetermined arbitrary probability in which the probability of winning a jackpot determined by a special symbol is 10 times or less than the low probability state. The transition from the low probability state to the high probability state occurs after the jackpot game ends.
[0104] Next, the information displayed on the performance display 113 will be described with reference to Fig. 7. Fig. 7 is an explanatory diagram for explaining the information displayed on the performance display 113. The performance display 113 is configured to include four segment displays 113a to 113d (see Fig. 7(A)). The performance display 113 displays a "base value" in a low-probability non-time-saving state. The "base value" is the total number of payouts in a specific section in a low-probability non-time-saving state divided by the total number of game balls shot by the player (specifically, (value of the prize ball counter for base calculation / value of the out counter for base calculation) x 100).
[0105] A base calculation prize ball counter, a base calculation out counter, and a total out counter are used to control the performance display 113. Each counter is provided, for example, in the main RAM 113. The base calculation prize ball counter counts (for example, adds or subtracts) the total number of payouts paid out in response to the winning of game balls in a specific section in a low probability non-time-saving state. For example, when a game ball wins the first start hole 11, "4" is added to the base calculation prize ball counter. Also, when a game ball wins the second start hole 12, "1" is added to the base calculation prize ball counter. Also, when a game ball wins the large winning hole 13, "15" is added to the base calculation prize ball counter.
[0106] The out counter for base calculation counts (for example, adds or subtracts) the total number of game balls that the player has shot in a specific section in the low probability non-time shortening state. In the gaming machine 1, when a game ball is detected by the out ball detection switch 39a, "1" is added to the out counter for base calculation.
[0107] The base calculation out counter and the base calculation prize ball counter are counted in the low probability non-time-saving state, but are not counted in any other state. During a jackpot game, the game state is the low probability non-time-saving state and the counting by the total out counter continues, but the counting by the base calculation out counter and the base calculation prize ball counter is stopped (although counting may continue). The calculation of the base value continues to be calculated periodically (for example, every time the processing of step S9A in FIG. 39 is performed (for example, every 4 milliseconds)) when play is possible on the gaming machine 1, regardless of whether the counting by the base calculation out counter and the base calculation prize ball counter has stopped (for example, even during a jackpot game).
[0108] The total out counter counts (e.g., adds or subtracts) the total number of gaming balls (referred to as "total outs") shot by the player regardless of the gaming state. In the gaming machine 1, when a gaming ball is detected by the out ball detection switch 39a, "1" is added to the total out counter. The total out counter counts regardless of whether or not the game is in a low-probability non-time-saving state. For this reason, for example, counting in the total out counter continues even when counting in the base calculation out counter and base calculation prize ball counter has stopped due to a transition from low-probability non-time-saving to low-probability time-saving.
[0109] The base calculation out counter and the total out counter are not incremented by the detection result of the out ball detection switch 39a, but may be incremented by "1" when a game ball is detected by a ball detection sensor (not shown) for detecting game balls provided at the exit of the game ball passage formed between the inner rail and the outer rail at the left end of the game area 10. Since the ball detection sensor is provided at the exit of the passage, it detects game balls that pass in front of the ball detection sensor, but does not detect game balls that do not have enough momentum and return to the passage. This allows the base calculation out counter and the total out counter to count only game balls that have been shot into the game area 10.
[0110] The main CPU 100a calculates the real-time base value bL before the total number of outs reaches 60,000. Then, every time the total number of outs reaches 60,000, the main CPU 100a calculates and saves a base value from the current values of the prize ball counter for base calculation and the out counter for base calculation, and initializes the total out counter, the prize ball counter for base calculation, and the out counter for base calculation.
[0111] When one interval ends with the total number of outs reaching 60,000, the final base value of this interval is saved as the final base value of the previous interval. The performance indicator 113 can switch between and display up to four base values at regular intervals (e.g., every 5 seconds) (see FIG. 7(B)). Specifically, the performance indicator 113 displays in the following order: the real-time base value bL (current interval D) before the total number of outs reaches 60,000, the final base value b1 in interval A three intervals ago, the final base value b2 in interval B two intervals ago, and the final base value b3 in interval C one interval ago.
[0112] Until the total outs reach a predetermined total number (for example, 300), "--" is displayed as the real-time base value bL and the base values b1 to 3. This prevents the real-time base value immediately after the power of the gaming machine 1 is turned on from being significantly different from the actual base value.
[0113] If the total number of outs is greater than the predetermined total number but less than 60,000, only the real-time base value bL is displayed, and "--" is displayed as the base values b1 to 3. If the number of saved final base values is less than three, "--" is displayed as the base values b1 to 3 in the section in which the final base value is not stored. The cyclic display of the real-time base value bL and the base values b1 to 3 on the performance display 113 continues even when the counting of the base calculation out counter and the base calculation prize ball counter stops due to the transition from low-probability non-time-saving to low-probability time-saving. In other words, the cyclic display of the real-time base value bL and the base values b1 to 3 on the performance display 113 continues regardless of the game state.
[0114] Next, the RAM clear mode, the setting change mode, and the setting confirmation mode will be described with reference to Fig. 8. The gaming machine 1 transitions to the RAM clear mode, the setting change mode, and the setting confirmation mode depending on the state of the setting key switch 112a and the RWM clear button 111a when the power is turned on. The RAM clear mode is a mode to which the gaming machine transitions when the game control state other than the setting value stored in the main RAM 100c is initialized (i.e., the gaming machine 1 is initialized to a low probability non-time-saving state). The setting change mode is a mode in which the setting value can be changed. The setting confirmation mode is a mode in which the current setting value is displayed on the performance indicator 113.
[0115] Note that the power "ON" in FIG. 8 means that the power switch is turned on. Also, the setting key SW "ON" in FIG. 8 means that the rotating member of the setting key switch 112a is in the ON position due to the operation of the setting key by a staff member of the game arcade. Also, the setting key SW "OFF" in FIG. 8 means that the rotating member of the setting key switch 112a is in the OFF position. Also, the RWM clear button "ON" in FIG. 8 means that the RWM clear button 111a is being operated. Also, the RWM clear button "OFF" in FIG. 8 means that the RWM clear button 111a is not being operated.
[0116] When the gaming machine 1 is in the power "OFF" state, if the setting key SW is in the "OFF" state and the RWM clear button is in the "ON" state and the power is turned to the "ON" state, the gaming machine 1 transitions to the RAM clear mode immediately after starting up (see FIG. 8(B)). When transitioning to the RAM clear mode, the gaming control state of the gaming machine 1 other than the setting values stored in the main RAM 100c is initialized, and the gaming machine 1 is initialized to the low probability non-time-saving state.
[0117] When the mode shifts to the RAM clear mode, the main CPU 100a turns off the performance indicator 113 and outputs a voice message "RAM cleared" from the speaker 24. After that, when a predetermined time (e.g., 3 seconds) has elapsed, the gaming machine 1 shifts to a state where the store clerk can check the operation of various drive sources (motors, etc.) (see FIG. 8(C)). In this state, the various drive sources (motors, etc.) operate, a voice message "Please check the operation of the solenoid" is output from the speaker 24, and the performance indicator 113 is turned off. Next, the display of an image (e.g., decorative pattern 55) on the liquid crystal screen 5 starts, and the performance indicator 113 starts flashing, followed by the display of the base value (see FIGS. 8(D) and (E)).
[0118] When the gaming machine 1 is in the power "OFF" state, if the gaming machine 1 is turned on with the setting key SW in the "ON" state and the RWM clear button in the "ON" state, the gaming machine 1 transitions to the setting change mode immediately after startup (see FIG. 8(F)). Therefore, the above series of operations are operations related to setting changes. Note that a setting change switch for changing settings may be provided, and when the gaming machine 1 is turned on with the setting change switch in the "ON" state while the gaming machine 1 is in the power "OFF" state, the gaming machine 1 may transition to the setting change mode immediately after startup. In a gaming machine 1 that is provided with a setting change switch, the RWM clear button may be eliminated by providing the setting change switch with the function of the RWM clear button.
[0119] When the mode is changed to the setting change mode, the main CPU 100a lights up the currently stored setting value on the performance indicator 113 and outputs a voice message saying "setting is being changed" from the speaker 24. When the RWM clear button 111a is operated during the setting change mode, the setting value is changed with each operation (flow from FIG. 8(F) to (G)). Accordingly, the changed setting value is displayed on the performance indicator 113 and a voice message announcing the setting value (for example, "it is 3") is output from the speaker 24. Note that the voice message announcing the setting value does not have to be output from the speaker 24 to prevent information leakage.
[0120] The changed setting value is temporarily stored in the main RAM 100a. When the setting key SW is turned to the "OFF" state during the setting change mode, the changed setting value is stored again in the main RAM 100a as the current setting value (flow from FIG. 8(G) to (B)). Note that the current setting value itself may be updated every time the RWM clear button 111a is operated during the setting change mode.
[0121] When the setting key SW is turned to the "OFF" state during the setting change mode, the game machine 1 transitions to the RAM clear mode. This initializes the game control state other than the setting values stored in the main RAM 100c, and initializes the game machine 1 to the low probability non-time-saving state (i.e., RWM is cleared). The subsequent flow is the same as the flow when the game machine 1 transitions to the RAM clear mode immediately after starting up.
[0122] When the gaming machine 1 is in the power "OFF" state, if the gaming machine 1 is turned on with the setting key SW "ON" and the RWM clear button "OFF", the gaming machine 1 goes into the setting check mode immediately after starting up (see FIG. 8(H)). When the gaming machine 1 goes into the setting check mode, the game control state of the gaming machine 1 is not initialized, and the gaming machine 1 is controlled in the previous game state.
[0123] When the mode is changed to the setting confirmation mode, the main CPU 100a lights the currently stored setting value on the performance indicator 113 and outputs a voice message "setting confirmation in progress" from the speaker 24. When the setting key SW is turned to the "OFF" state during the setting confirmation mode, the gaming machine 1 is changed to a state in which the clerk of the gaming establishment can check the operation of various drive sources (motors, etc.) (see FIG. 8(C)). In this state, the various drive sources (motors, etc.) are operated, a voice message "please check the operation of the solenoid" is output from the speaker 24, and the performance indicator 113 is turned off. Next, the display of an image (e.g., decorative pattern 55) on the liquid crystal screen 5 is started, and the performance indicator 113 starts to flash, followed by the display of the base value (see FIGS. 8(D) and (E)).
[0124] In addition, in FIG. 8, a case where the game returns from the setting confirmation mode to a playable state (a state exemplified in FIG. 8(E)) has been described. Here, the gaming machine 1 of this embodiment employs a stop control to prevent excessive play. When the stop control is performed, the gaming machine 1 becomes unable to continue playing, and for example, detection of the game ball by various switches is stopped. When the gaming machine 1 is turned to the power "OFF" state after the stop control is performed and transitions to the setting confirmation mode after the power is restored, transitions from the state exemplified in FIG. 8(C) to a state where the stop display (see FIG. 1) continues to be displayed on the liquid crystal screen 5 and the performance display 113 does not display the real-time base value bL and the base values b1 to 3 in a cyclical manner (a state where the display remains off in this embodiment).
[0125] [Pin-off control] The stop control in the gaming machine 1 will be described. The stop is released by a power interruption recovery accompanied by a predetermined release operation to turn on the RWM clear button 111a, and the release enables the game. The predetermined release operation to turn on the RWM clear button 111a includes an operation to turn on the RWM clear button 111a accompanied by a setting change (specifically, an operation to shift to a setting change mode) and an operation to turn on the RWM clear button 111a without a setting change (specifically, an operation to shift to a RAM clear mode). Therefore, when the stop is released, the control state of the game other than the setting value stored in the main RAM 100c is cleared to the initial state. For example, when the stop control is performed during the low probability time reduction and the stop is released, the low probability time reduction cannot be continued and it becomes possible to play with the low probability non-time reduction. Thus, in this embodiment, when the stop is released, not only the current game state but all information related to the game is cleared to the initial state. Therefore, in this embodiment, there is no need to clear all information related to the game to the initial state when the stop control is performed. Therefore, in this embodiment, the stop control is performed while maintaining the current game state. Note that when the stop control is performed, all information related to the game may be cleared to the initial state.
[0126] In order to make it possible to execute the limit control, the main CPU 100a of the gaming machine 1 has a difference counter that counts the difference number from when the power is turned on. The difference counter is a counter dedicated to the limit control, and continues counting regardless of the game state. The difference counter of this embodiment starts counting after the power is turned on, and clears it to 0 if the value is negative. That is, the difference counter of this embodiment counts the increase in the number of game media from the reference point at which the player has suffered the greatest loss. The value of the difference counter of this embodiment is a difference number MY that does not count negative values, and can be counted from the number of game media dispensed by the player after the power is turned on to the gaming machine 1 and the number of game media paid out to the player after the power is turned on to the gaming machine 1. The difference counter is cleared to 0 when the limit is released and when the value is negative, regardless of whether the limit is released or not, when the power is turned on from the power OFF.
[0127] In addition, when a predetermined condition is satisfied, the gaming machine 1 may be turned to the power "OFF" state, and when the gaming machine 1 is turned to the power "ON" state, the value of the difference number counter may be maintained before and after the power is restored. In this way, when a predetermined condition is satisfied while an operation notice display suggesting the value of the difference number counter is being displayed, the gaming machine 1 may be turned to the power "OFF" state, and when the gaming machine 1 is turned to the power "ON" state, the value of the difference number counter may be maintained before and after the power is restored, so that the same operation notice display can be displayed before and after the power is restored. Examples of the predetermined condition include the following first to fifth conditions. A gaming machine 1 that maintains the value of the difference number counter before and after the power is restored has at least one or more of the following first to fifth conditions as a predetermined condition for maintaining the value of the difference number counter. The first condition is that the power of gaming machine 1 is turned "OFF" during a small win game. The second condition is that the power of gaming machine 1 is turned "OFF" during a jackpot game. The third condition is that gaming machine 1 is turned off during the low probability time-saving period. A fourth condition is that the gaming machine 1 is provided with a maintenance switch for maintaining the value of the difference counter, and the gaming machine 1 is turned to the power "OFF" state when the maintenance switch is in the "ON" state. The fifth condition is that the gaming machine 1 is turned to the "ON" state when the maintenance switch is in the "ON" state. In a gaming machine 1 that maintains the value of the difference counter before and after the power is restored, the value of the difference counter may be stored as backup data in the gaming RWM area in the main processing (specifically, step MS13) by the gaming control board 100 described below regardless of whether the above-mentioned specified conditions are met, or the value of the difference counter may be stored as backup data in the gaming RWM area only if the above-mentioned specified conditions are met.
[0128] The value of the difference number counter may be cleared to 0 when the gaming machine 1 is turned to the power "ON" state while a predetermined clear switch (for example, the RWM clear button 111a, or a dedicated switch for clearing the difference number counter to 0) is in the "ON" state. This allows the same operation notice display to be displayed before and after power is restored when the gaming machine 1 is turned to the power "OFF" state while the operation notice display is being displayed, and when the gaming machine 1 is turned to the power "ON" state without RWM clear and with the predetermined clear switch in the "OFF" state.
[0129] In the stop control, when the value of the difference counter reaches a threshold value (95000 in this embodiment), the main CPU 100a performs the stop control assuming that the stop condition is satisfied. Note that the threshold value is not limited to 95000, and may be 90000 or 100000.
[0130] Fig. 9 is an explanatory diagram for explaining an outline of the stop control in the gaming machine 1 of this embodiment. As illustrated in Fig. 9, the main CPU 100a clears the difference number counter to 0 at the start of a game (step G1). After that, when a game is played and a payout process of game media in the game is performed, the main CPU 100a updates the value of the difference number counter by adding the number of paid-out game media to the value of the difference number counter (step G2).
[0131] Next, the main CPU 100a judges whether the difference counter value has reached 95000 (i.e., whether the difference counter ≧95000 is satisfied), and performs stop control if it has reached the value (step G3: YES). As exemplified in steps G4 to G7, the timing at which the stop control is actually performed differs depending on when the difference counter value reached 95000. Specifically, if the difference counter value has reached 95000 during a small win game (step G4: YES), the stop control is performed when the big win game immediately after the small win game ends (step G5). If the difference counter value has reached 95000 during a big win game (step G6: YES) rather than during a small win game (step G4: NO), the stop control is performed when the big win game ends (step G5). In this way, when the small prize opening 19 or the large prize opening 13 is in operation, the main CPU 100a does not immediately perform stop control even if the value of the difference counter exceeds 95,000, but instead performs stop control at the point when neither the small prize opening 19 nor the large prize opening 13 is in operation.
[0132] On the other hand, when neither the small win game nor the big win game is in progress (step G6: NO), the main CPU 100a immediately performs the stop control at that time (step G7). For example, when the stop control is not performed during the operation of the electric tulip 17, the electric tulip 17 is opened in a predetermined opening pattern (see FIG. 10(A)). On the other hand, when neither the small win game nor the big win game is in progress and the value of the difference counter reaches 95000 while the electric tulip 17 is in operation, the main CPU 100a immediately ends the operation of the electric tulip 17 when the value of the difference counter reaches 95000 and performs the stop control (see FIG. 10(B)). Therefore, the opening time of the second start hole 12 is relatively longer when the stop control is performed during the operation of the electric tulip 17 than when the stop control is not performed during the operation of the electric tulip 17.
[0133] In FIG. 9, if the value of the difference counter has not reached 95,000 (step G3: NO), the main CPU 100a judges whether the value of the difference counter is less than 0 (step G8). If the main CPU 100a judges that the value of the difference counter is less than 0 (step G8: YES), it clears the value of the difference counter to 0 and ends the process (step G9). With this control, the main CPU 100a can perform a stop control when the value of the difference counter reaches 95,000, based on the point at which the player has suffered the greatest loss since the power was turned on. If the judgement is NO in step G8, the main CPU 100a ends the process.
[0134] In FIG. 9, if the value of the difference counter has not reached 95,000 (step G3: NO), the main CPU 100a judges whether the value of the difference counter is less than 0 (step G8). If the main CPU 100a judges that the value of the difference counter is less than 0 (step G8: YES), it clears the value of the difference counter to 0 and ends the process (step G9). With this control, the main CPU 100a can perform a stop control when the value of the difference counter reaches 95,000, based on the point at which the player has suffered the greatest loss since the power was turned on. If the judgement is NO in step G8, the main CPU 100a ends the process.
[0135] In addition, the main CPU 100a clears the difference counter to 0 when the value is a negative value, but this is not limiting, and the difference counter may also count negative values, and the main CPU 100a may perform a cut-off control when the difference counter value reaches 95000. In other words, the difference counter used for the cut-off control may be a simple difference counter that also counts negative values.
[0136] [Relationship between limit control and various operating methods] In this embodiment, the return button 34 is enabled after the limit control is performed. Therefore, when the return button 34 is operated after the limit control is performed, the prepaid card on which the player's deposit and other information are stored is returned to the player.
[0137] As will be described later with reference to FIG. 11, in the gaming machine 1, if a gaming ball enters a predetermined winning hole before the stop control is performed and the game value for the winning has not been awarded (the prize ball is paid out in this embodiment) when the stop control is performed, the awarding control of the game value for the winning is performed after the stop control is performed. In contrast, in this embodiment, the ball lending button 33 is disabled after the stop control is performed. Therefore, while the awarding of the game ball for the winning can be executed after the stop control is performed, the awarding of the game value by operating the ball lending button 33 cannot be executed. This ensures that the game value for the winning can be awarded, while preventing the player from operating the ball lending button 33 to start playing on the gaming machine 1 after the stop control is performed.
[0138] In addition, the ball loan button 33 may be valid after the stop control is performed. If the ball loan button 33 is valid after the stop control is performed, the game balls related to the winning can be provided after the stop control is performed, and the game value can be provided by operating the ball loan button 33. This allows the player to exchange the player's deposit for game balls when he or she wishes.
[0139] In this embodiment, the effect key 27 is valid after the stop control is performed. Therefore, when the up key or down key of the effect key 27 is operated after the stop control is performed, the light intensity of the liquid crystal screen 5, the board lighting device 74, and the frame lighting device 10 can be adjusted. In addition, when the left key or right key of the effect key 27 is operated after the stop control is performed, the volume of the speaker 24 can be adjusted. In the gaming machine 1 of this embodiment, when the effect key 27 is operated to adjust the light intensity or the volume when the stop control is not performed, a setting image for setting the volume value and the light intensity value is displayed on the liquid crystal screen 5 for a predetermined time (for example, the setting image is displayed from the start of the operation until one second after the operation is completed). After the stop control is performed, when the effect key 27 is operated to adjust the light intensity or the volume, the adjustment itself is valid, but the setting image is not displayed.
[0140] After the cut-off control has been performed, when the effect key 27 is operated to adjust the light intensity or the volume, the setting image may be displayed for a predetermined period of time (the setting image may be displayed from the start of the operation until one second after the operation ends).
[0141] In addition, the performance key 27 may be disabled after the stop control is performed. In other words, the light amount adjustment of the liquid crystal screen 5, the board lighting device 74, and the frame lighting device 10, and the volume adjustment of the speaker 24 may be disabled after the stop control is performed.
[0142] In this embodiment, the effect button 26 is enabled after the limit control is performed. For example, in response to the operation of the effect button 26 after the limit control is performed, a voice message saying "Congratulations" may be output from the speaker 24, or the appearance rate of the effect may be adjusted. Note that the effect button 26 may be disabled after the limit control is performed.
[0143] The gaming machine 1 may be provided with a gaming information service. The gaming information service is a service that provides the player with the gaming contents (gaming history) from when the player starts playing to a certain point in time. The sub-CPU 130a stores the gaming contents from when the player starts playing in the sub-RAM 130b, etc., and provides the gaming information via a predetermined server when the player tries to obtain gaming information indicating the gaming contents during or at the end of the game. When providing the gaming information, the sub-CPU 130a displays a two-dimensional code on the liquid crystal screen 5 so that the player accesses the server. The player reads the two-dimensional code with the camera of the mobile terminal with a camera, and accesses the server according to the domain, etc. included in the two-dimensional code to obtain the gaming information. In the gaming machine 1 provided with the gaming information service, the two-dimensional code may be displayed in response to the operation of the performance button 26 after the stop control is performed.
[0144] [Regarding the relationship between winning timing and whether or not a payout operation occurs] 11 is an explanatory diagram for explaining the relationship between the stop control and the presence or absence of a payout operation in response to a game ball entering a predetermined winning hole. In the gaming machine 1, the prize balls for the winnings before the stop control are performed may be paid out after the stop control is performed. However, since the gaming machine 1 does not detect the winning of the game balls after the stop control is performed, the prize balls for the winnings after the stop control is performed are not paid out.
[0145] With reference to FIG. 11(A), a case where the stop control is performed outside the small win game period and outside the big win game period will be described. Outside the small win game period and outside the big win game period, before the stop control is performed, the game ball may enter the start hole or the general winning hole 14, but there is no possibility of entering the small winning hole 19 or the big winning hole 13. In FIG. 11(A), when the game ball enters at the timing of (a), the payout device 95 is immediately driven in accordance with the above (a) to actually pay out the game ball. In the following description, the payout device 95 is driven to actually pay out the game ball to the player, which is referred to as a "payout operation."
[0146] In Fig. 11(A), if a game ball enters at the timing of (b), a payout operation is immediately performed according to the above (b). If a game ball enters at the timing of (c) during a payout operation according to the above (b), a payout operation according to the above (c) is started at the completion of the payout operation according to the above (b). For example, if the value of the difference counter reaches 95,000 during a payout operation according to the above (b) and a stop control is immediately performed, the payout operations according to the above (b) and (c) continue after the stop control is performed.
[0147] Here, in this embodiment, a configuration in which the launching device 96 is active after the stop control is performed will be described. When the player grips the handle 20 and rotates the lever 21 clockwise after the stop control is performed, the game balls stored in the upper tray 28 are guided to the launching device 96 and the game balls are launched into the game area 10. As a result, the game balls enter the start hole (only the first start hole 11) or the general winning hole at the timing of (d) in FIG. 11(A).
[0148] However, after the stop control is performed, the accessories related to winning and judgment no longer detect the game ball (i.e., the detection is disabled), so even if the game ball enters the start hole, the prize ball based on the winning is also invalidated. Therefore, in FIG. 11(A), the payout operation is not performed in response to the game ball entering at the timing of (d). In this case, from the player's point of view, even though the ball has entered the start hole, the prize ball is not paid out, which may cause the player to suspect a malfunction of the gaming machine 1 or to distrust the gaming store. Therefore, a configuration may be adopted in which the launching device 96 is disabled from the time the stop control is performed, so that the game ball cannot be launched from the time the stop control is performed. By configuring in this way, it is possible to prevent winning from occurring during the stop period when the prize balls are invalidated, and to prevent the player from distrusting the game.
[0149] Next, referring to FIG. 11(B), a case where the value of the difference counter reaches 95000 during a small win game will be described. In this case, the main CPU 100a performs a stop control at the end of the big win game immediately after the end of the small win game. During a small win game, the game ball may enter the start hole, the general winning hole 14, or the small winning hole 19, but it has no possibility of entering the big win hole 13. And during a big win game, the game ball may enter the start hole, the general winning hole 14, or the big win hole 13, but it has no possibility of entering the small win hole 19.
[0150] In FIG. 11(B), if a game ball wins at the timing (a), a payout operation is immediately performed according to the above (a). In FIG. 11(B), if a game ball wins at the timing (b), a payout operation is immediately performed according to the above (b). If a game ball wins at the timing (c) during the payout operation according to the above (b), a payout operation according to the above (c) is started from the completion of the payout operation according to the above (b). For example, if the value of the difference counter reaches 95000 during the payout operation according to the above (b), the payout operation according to the above (b) and (c) continues thereafter. During a small win game, if a game ball wins at the timing (d) after the value of the difference counter reaches 95000, a payout operation according to the above (d) is started from the completion of the payout operation according to the above (c). In the example of FIG. 11(B), the small win game ends during the payout operation according to the above (c), so the payout operation according to the above (d) is performed during the big win game that is executed following the small win game. In FIG. 11(B), if a game ball wins at the timing of (e), the payout operation is immediately performed according to the above (e). For example, if the big win game ends during the payout operation according to the above (e) and the stop control is performed, the payout operation according to the above (e) continues after the stop control is performed. For example, if a game ball wins in the start port (only the first start port 11) or the general winning port at the timing of (f) during the payout operation according to the above (e) and after the stop control is performed, the payout operation according to the above (f) is not performed.
[0151] Next, referring to FIG. 11(C), a case where the value of the difference counter reaches 95000 during a jackpot game will be described. In this case, the main CPU 100a performs a stop control at the end of the jackpot game. During a jackpot game, the game ball may enter the start hole, the general winning hole 14, or the large winning hole 13, but it has no possibility of entering the small winning hole 19. Then, after the jackpot game ends (i.e., after the stop control is performed), the game ball may enter the start hole (only the first start hole 11) or the general winning hole 14, but it has no possibility of entering the small winning hole 19 or the large winning hole 13.
[0152] In FIG. 11(C), if a game ball wins at the timing (a), a payout operation is immediately performed according to the above (a). In FIG. 11(C), if a game ball wins at the timing (b), a payout operation is immediately performed according to the above (b). If a game ball wins at the timing (c) during the payout operation according to the above (b), a payout operation according to the above (c) is started from the completion of the payout operation according to the above (b). For example, if the value of the difference counter reaches 95000 during the payout operation according to the above (b), the payout operation according to the above (b) and (c) continues thereafter. During a jackpot game, if a game ball wins at the timing (d) after the value of the difference counter reaches 95000, a payout operation according to the above (d) is started from the completion of the payout operation according to the above (c). In the example of FIG. 11(C), the jackpot game ends during the payout operation according to the above (d). Since the stop control is performed at the end of the big win game, the payout operation according to the above (d) continues after the stop control is performed. In FIG. 11(C), if the game ball enters the start hole (only the first start hole 11) or the general winning hole at the timing (e) during the payout operation according to the above (d), the payout operation according to the above (e) is not performed. Also, in FIG. 11(C), if the game ball enters the start hole (only the first start hole 11) or the general winning hole at the timing (f) after the payout operation according to the above (d) is completed, the payout operation according to the above (f) is not performed.
[0153] [About the relationship between the stop control and various indicators] In this embodiment, the stop control is performed and the display 4 and the performance display 113 are simultaneously turned off (i.e., the non-notification state is entered). For this reason, if the stop control is performed when the first special symbol display 41 or the second special symbol display 42 is displaying a variable display, the display 4 stops (i.e., ends) the variable display in the first special symbol display 41 and the second special symbol display 42 and turns off. Also, if the stop control is performed when the first special symbol display 41 or the second special symbol display 42 is displaying a stationary display (i.e., announcing the type of the symbol), the display 4 ends the stationary display in the first special symbol display 41 and the second special symbol display 42 and turns off. Hereinafter, the turning off of the display 4 will be described as a concept including the stopping of the variable display.
[0154] Even if at least one of the first special pattern reserved indicator 43 and the second special pattern reserved indicator 44 is on (i.e., reporting the number of reserved) due to the reserved special pattern determination, all of them will be turned off when the stop control is performed (all reserved will be invalid). Also, if the stop control is performed when the normal pattern display 45 is displaying a variable, the display 4 will stop (i.e., end) the variable display on the normal pattern display 45 and turn off. Also, if the stop control is performed when the normal pattern display 45 is displaying a stopped state (i.e., reporting the type of pattern), the display 4 will end the stop display on the normal pattern display 45 and turn off. Also, even if the normal pattern reserved indicator 46 is on (i.e., reporting the number of reserved) due to the reserved normal pattern determination, all of them will be turned off when the stop control is performed (all reserved will be invalid). In addition, even if the game status indicator 47 is lit (i.e., indicating that the game is in a time-saving state), the round indicator 48 is lit (i.e., indicating the number of rounds), and the right-hit lamp 49 is lit (i.e., indicating that right-hitting is currently the recommended gameplay) due to the low-probability time-saving control, all of these lights will go out when the game-stop control is performed.
[0155] In this embodiment, the stop control is performed and the cyclic display of the real-time base value bL and the base values b1 to 3 on the performance display 113 stops (i.e. ends) and goes out. Note that the stop control may be performed and the cyclic display of the real-time base value bL and the base values b1 to 3 on the performance display 113 may stop (i.e. ends) and the performance display 113 may start to continuously display "----". In such a case, the stop control is performed and the display 4 is turned off, while the performance display 113 starts to light up other than the cyclic display.
[0156] In addition, when the stop control is performed, one of the display 4 and the performance display 113, which is determined in advance, may be turned off and the other may be kept on. For example, the following configuration may be used to continue the display of the display 4 regardless of whether the stop control is performed. For example, when the stop control is performed when the first special symbol display 41 or the second special symbol display 42 is performing a variable display, the variable display and the stop display of the first special symbol display 41 or the second special symbol display 42 may be continued even after the stop control is performed until the predetermined time related to the pattern change has elapsed. Also, for example, when the stop control is performed when the normal symbol display 45 is performing a variable display, the variable display and the stop display of the normal symbol display 45 may be continued even after the stop control is performed until the predetermined time related to the pattern change has elapsed. Also, for example, when the stop control is performed when the real-time base value bL and the base values b1 to 3 are cyclically displayed on the performance display 113, the cyclic display may be continued regardless of whether the stop control is performed.
[0157] FIG. 12 is an explanatory diagram for explaining the calculation and display of the base value when the value of the difference counter reaches 95000. In this embodiment, as illustrated in FIG. 12(A), when the value of the difference counter does not reach 95000 (step B11: NO), the base value is calculated in the low probability non-time shortening mode, and the real-time base value bL and the base values b1 to 3 are displayed in a cyclic manner on the performance display 113 (step B12). When the value of the difference counter reaches 95000 and a small win game or a big win game is in progress (step B13: YES), the counting by the total out counter continues until the stop control is performed, and the cyclic display of the real-time base value bL and the base values b1 to 3 on the performance display 113 continues (step B14). Note that the counting by the base calculation prize ball counter and the counting by the base calculation out counter are stopped during the small win game and the big win game. As a result, the cyclic display of the real-time base value bL and the base values b1 to 3 continues until the stop control is performed after the value of the difference counter reaches 95000. Then, when the small win game and the big win game end (step B13: NO), the counting by the base calculation prize ball counter, the base calculation out counter, and the total out counter stops, and the performance display 113 goes out, so that the cyclic display of the real-time base value bL and the base values b1 to 3 is no longer performed (step B15).
[0158] In addition, another configuration 2 illustrated in FIG. 12(B) may be adopted. In this case, when the value of the difference counter reaches 95000 (step B21: YES), regardless of whether or not the stop control is performed at the timing when the value of the difference counter reaches 95000, the counting in the base calculation prize ball counter, the base calculation out counter, and the total out counter stops, and the performance display 113 goes off, so that the cyclic display of the real-time base value bL and the base values b1 to 3 is no longer performed (step B23). Even if the player is playing a small win or a big win when the value of the difference counter reaches 95000, the counting in the base calculation prize ball counter, the base calculation out counter, and the total out counter stops and the performance display 113 goes off when the value of the difference counter reaches 95000.
[0159] It should be noted that the calculation of the base value may be continued after the termination control is performed.
[0160] [About the operation warning display] In the gaming machine 1, after the stop control is performed, the accessories related to winning and judgment will no longer detect the gaming ball. From the player's point of view, for example, even if a winning ball is won at the starting hole, the variable display will not be performed and the prize ball will not be paid out, which may cause the player to suspect a malfunction of the gaming machine 1 or to distrust the gaming facility.
[0161] Therefore, in this embodiment, a configuration is adopted in which an operation notice display is displayed in advance when there is a risk of the stop control being performed, so that the player is not put in an unfavorable situation. By seeing the operation notice display, the player can know in advance that there is a risk of the stop control being performed, and can decide whether or not to play with the gaming machine 1. This makes it possible to prevent excessive play with the gaming machine 1.
[0162] FIG. 13 is an explanatory diagram for explaining the operation notice display SY1. The operation notice display SY1 is a display that indicates to the player the quantitative change until the predetermined condition for the stop control is reached before the condition is reached. The operation notice display SY1 indicates the value of the difference counter until the predetermined condition for the stop control is reached by a numerical value or quantity. In this embodiment, the display of the operation notice display SY1 starts on the condition that the value of the difference counter reaches 90000. The operation notice display is displayed relatively small so as not to interfere with the performance performed during the variable display of the special pattern as much as possible.
[0163] As shown in FIG. 13(A), the text "5000 more shots until the complete function is activated" is displayed in the upper left corner of the liquid crystal screen 5 as the operation notice display SY1. When the operation notice display SY1 starts to be displayed, the voice "5000 more shots until the complete function is activated" is output only once from the speaker 24 (note that this may be output multiple times (e.g., three times), or may not be output at all). The value of the difference counter at which the operation notice display SY1 starts to be displayed is not limited to 90000, but may be 75000, 89000, or 91000. Note that the frame lighting device 10 may be illuminated in a lighting mode (e.g., blinking yellow) that indicates that the operation notice display SY1 has been displayed for a predetermined time (e.g., 3 seconds) from the start of the display of the operation notice display SY1. Moreover, regardless of whether the operation notice display SY1 has been displayed, the frame lighting device 10 may not be illuminated in a lighting mode that indicates that the operation notice display SY1 has been displayed.
[0164] FIG. 13(A) illustrates an example of the state in which the operation notice display SY1 is displayed when the second special symbol is displayed in a variable manner in the low probability time-saving mode. In this embodiment, the performance is controlled in the RUSH mode when the low probability time-saving mode is selected. In the RUSH mode, a right-hit promotion display (small) that encourages the player to hit the right and the name of the BGM are always displayed in the upper right corner of the liquid crystal screen 5. The right-hit promotion display (small) is, for example, a relatively small character "right hit". In the RUSH mode, a background image for the RUSH mode and the character "RUSH mode" representing the name of the performance mode are basically always displayed in the lower left corner of the liquid crystal screen 5. In the RUSH mode, the reserved icon 51 and the icon 53 are displayed in a display form (for example, a shape and a display position) for the RUSH mode. In contrast, the reserved icon 51 indicating the reserved number of the first special symbol judgment and the icon 53 indicating that the first special symbol is displayed in a variable manner are not displayed in the RUSH mode. In the RUSH mode, the "remaining number of time-saving times" indicating the remaining number of time-saving times may be displayed on the liquid crystal screen 5.
[0165] In the present embodiment, the operation notice display SY1 subtracts a value indicating the value of the difference counter in the operation notice display SY1 in synchronization with a change in the value of the difference counter. In the present embodiment, the display content of the operation notice display SY1 is updated every time the value of the difference counter changes by 500 (specifically, the value indicating the value of the difference counter is subtracted). For example, when the value of the difference counter reaches 90500, the operation notice display SY1 is updated to "4500 more shots until the complete function is activated," and when the value of the difference counter reaches 91000, the operation notice display SY1 is updated to "4000 more shots until the complete function is activated" (see FIG. 13(B)). In the present embodiment, a configuration is adopted in which a sound notifying the display content of the operation notice display SY1 is output from the speaker 24 when the display of the operation notice display SY1 starts, while a sound notifying the display content of the updated operation notice display SY1 is not output from the speaker 24 when the display of the operation notice display SY1 is updated. Together with updating the display of the operation notice display SY1, a sound notifying the display content of the updated operation notice display SY1 may be output once from the speaker 24. The display content of the operation notice display SY1 only needs to be synchronized with the change in the value of the difference number counter, and the value suggesting the value of the difference number counter in the operation notice display SY1 may increase or decrease due to the update.
[0166] The unit of change in the value of the difference counter that triggers updating the display contents of the operation notice display SY1 is not limited to 500, but may be 1 or 1000. However, if the unit of change is too large, it is not possible to suggest to the player the quantitative change until the condition for the stop control is reached, so a configuration in which the unit of change is, for example, 2500 or no change at all is not preferable.
[0167] The operation notice display SY1 is displayed in front of the other images. In this embodiment, the operation notice display SY1 is not hidden by the performance prop 7 when the performance prop 7 is not operating, but is partially (or completely) hidden when the performance prop 7 is operating. However, since the operation notice display SY1 is hidden by the performance prop 7 for a short period of time (e.g., 2 to 3 seconds), the player is not put at a disadvantage by the operation notice display SY1 being hidden by the performance prop 7. Note that the operation notice display SY1 may be displayed in a position where it is not hidden by the performance prop 7 regardless of whether the performance prop 7 is operating or not. This prevents the operation notice display SY1 from becoming invisible or its visibility from decreasing during display.
[0168] The operation notice display basically continues to be displayed until the stop control is performed. This allows a player to be informed in advance that the stop control may be performed when a new player plays on the gaming machine 1, and allows the player to decide whether or not to play on the gaming machine 1.
[0169] Here, depending on the progress of the game, the value of the difference counter may become smaller, and there may be no risk of the stop control being performed. Therefore, in this embodiment, as illustrated in FIG. 13(C), it is considered that there is no risk of the stop control being performed when the value of the difference counter falls below a threshold value (89000 in this embodiment), and the operation notice display SY1 is hidden. The operation notice display SY1 is redisplayed on the condition that the value of the difference counter reaches 90000 again. FIG. 13(C) illustrates a state when the operation notice display SY1 is hidden because the value of the difference counter falls below 89000 when the first special symbol is displayed in a variable manner in a low probability non-time shortening mode. Note that the threshold value for hiding the operation notice display SY1 is not limited to 89000, but may be 80000, or may be the same value (i.e., 90000) as the threshold value for displaying the operation notice display SY1 (90000 in this embodiment).
[0170] In this embodiment, when the game is in a low probability non-time-saving mode and the special symbol can be displayed variably, the presentation is controlled in normal mode. In normal mode, the background image for normal mode and the characters "normal mode" indicating the presentation mode name are basically always displayed in the lower left corner of the liquid crystal screen 5. In normal mode, the reserved icon 51 and the icon 53 are displayed in a display form (e.g., shape and display position) for normal mode. In contrast, in normal mode, the right-hit prompting display encouraging the player to hit right and the BGM name are not displayed. Also, the reserved icon 51 indicating the reserved number of the second special symbol judgment and the icon 53 indicating that the second special symbol is being displayed variably are not displayed in normal mode.
[0171] The operation notice display SY1 is displayed in a position that is in front of other images (for example, the above-mentioned decorative pattern 55, small pattern 56, fourth pattern 57 and 59, background image, performance mode name, reserved icon 51 and the icon 53, right hit prompting display, BGM name) and is basically not hidden by the performance prop 7. The operation notice display SY1 of this embodiment is not hidden by the performance prop 7 when the performance prop 7 is not operating, but is partially (or entirely) hidden by the performance prop 7 when the performance prop 7 is operating. However, since the time that the operation notice display SY1 is hidden by the performance prop 7 is short (for example, 2 to 3 seconds), the player is not put in a disadvantageous situation by the operation notice display SY1 being hidden by the performance prop 7. Note that the operation notice display SY1 may be displayed in a position that is not hidden by the performance prop 7 regardless of whether the performance prop 7 is operating or not. This prevents the operation notice display SY1 from becoming invisible or reducing visibility during display.
[0172] As shown in Fig. 13(D), after the value of the difference counter becomes smaller than when the activation notice display SY1 was started to be displayed, the display may be continued by updating the display content of the activation notice display SY1 every time the value of the difference counter changes by 500. For example, when the value of the difference counter becomes 89000, the activation notice display SY1 is updated to "6000 more shots until the complete function is activated."
[0173] The method of indicating the value of the difference counter by the operation notice display is not limited to a numerical value or a quantity, and may be a meter display. FIG. 14 is an explanatory diagram for explaining a modified display mode of the operation notice display. FIG. 14(A) illustrates a state in which the display of the operation notice display SY2 is started on the condition that the value of the difference counter reaches 90000 when the second special pattern is displayed in a variable manner in a low probability time reduction mode. As illustrated in FIG. 14(A), the operation notice display SY2 displays the text "The complete function will be activated soon" and scales (meter displays SYM1 to SYM5) indicating the value of the difference counter at the upper left of the liquid crystal screen 5. In the illustrated example, one scale corresponds to the value of the difference counter of 1000, and five white scales are displayed to indicate that there are 5000 remaining until the stop control is performed. The text "5000" is arranged near the leftmost scale (SYM1), and the text "0" is arranged near the rightmost scale (SYM5). When the display of the operation notice display SY2 starts, a voice message saying "5000 more shots until the complete function is activated" is output from the speaker 24 only once (note that this may be output multiple times (e.g., three times) or not even once). Note that the frame lighting device 10 may be caused to emit light in a lighting mode (e.g., blinking yellow) that suggests that the operation notice display SY2 has been displayed for a predetermined time (e.g., three seconds) from the start of the display of the operation notice display SY2. Moreover, regardless of whether the operation notice display SY2 has been displayed or not, the frame lighting device 10 does not have to emit light in a lighting mode that suggests that the operation notice display SY2 has been displayed.
[0174] In the operation notice display SY2, as shown in FIG. 14(B), each time the value of the difference counter changes (increases) by 1000, the meter displays SYM1 to SYM5 change color from white to black one by one in sequence from the left. In this modified example, when the operation notice display SY2 starts to be displayed, a sound notifying the display contents of the operation notice display SY2 is output from the speaker 24, but when the display of the operation notice display SY2 is updated, a sound notifying the display contents of the updated operation notice display SY2 is not output from the speaker 24. In addition, when the display of the operation notice display SY2 is updated, a sound notifying the display contents of the updated operation notice display SY1 may be output from the speaker 24 only once. Instead of the meter displays SYM1 to SYM5 of the operation notice display SY2, the meter display may be performed using a plurality of light-emitting elements (e.g., full-color LEDs) provided near the liquid crystal screen 5.
[0175] The operation notice display SY2 may further include the text "Please note that when the meter reaches 0, today's game will end."
[0176] In this embodiment, the operation notice display continues to be displayed even when the gaming machine 1 is in a customer waiting state. The customer waiting state is a state when the first special symbol judgment hold and the second special symbol judgment hold are both 0 and the stop display time of the special symbol (for example, 1 second) has elapsed. By displaying the operation notice display in the customer waiting state, it is possible to notify in advance that there is a possibility that a stop control will be performed when a player playing with the gaming machine 1 is replaced, and it is possible to make a player decide whether or not to play with the gaming machine 1. In addition, in the customer waiting state, a setting image for setting a volume value and a light value is started to be displayed in response to a predetermined time (for example, 10 seconds) having elapsed since the customer waiting state without a variable display of the special symbol. In addition, in the customer waiting state, a customer waiting performance is started in response to a further predetermined time (for example, 20 seconds) having elapsed since the customer waiting state without a variable display of the special symbol. As the customer waiting performance, a demo video for advertising the gaming machine 1, a display of the name of the company that manufactures the gaming machine 1, and the like are displayed repeatedly while being switched. In this embodiment, after the stop control is performed, the gaming machine 1 does not enter a waiting state for customers.
[0177] The display area of the operation notice display may change while it is being displayed. As one example, the operation notice display may be displayed in a first display area (e.g., the center of the screen) from the start of its display until a predetermined time (e.g., 30 seconds) has elapsed, and may continue to be displayed in a second display area (e.g., the upper left corner of the screen) after the predetermined time has elapsed. The second display area is a display area that is smaller than the first display area and is less likely to interfere with the presentation. This makes it possible to clearly inform the player that there is a risk that a limit control will be implemented soon by displaying the operation notice display in the first display area, and then move the operation notice display to the second display area so that it is less likely to interfere with the presentation.
[0178] As another example of changing the display area while the operation notice display is being displayed, the operation notice display may be displayed by switching between the first display area and the second display area (e.g., the upper left corner of the screen) according to the performance situation. For example, during a customer waiting state, the operation notice display may be displayed in the first display area to clearly inform the player that there is a possibility that the game will be stopped soon, and during the variable display of the special pattern, the operation notice display may be displayed in the second display area so as not to interfere with the performance.
[0179] The operation notice display may be made non-displayed when a predetermined time (e.g., 10 minutes) has elapsed since the start of display. The non-displayed operation notice display may be re-displayed when the gaming machine 1 enters a customer waiting state.
[0180] As an operation preview display, the text "90000 / 95000 The complete function will be activated when it reaches 95000" may be displayed in the upper left corner of the LCD screen 5. The "90000" part of the above text in the operation preview display indicates the current value of the difference counter, and increases or decreases in synchronization with changes in the value of the difference counter, with 95000 being the upper limit.
[0181] [About arrival display] In this embodiment, a configuration is adopted in which the reach display TH starts to be displayed when the value of the difference counter reaches a threshold value (95000 in this embodiment) during a small win game or a big win game. Since the player can know in advance that the stop control will be performed by looking at the reach display TH, the surprise of the player when the stop control is actually performed can be reduced.
[0182] FIG. 15 is an explanatory diagram for explaining the arrival display TH. The arrival display TH is displayed when the small win game or the big win game is in progress when the difference counter value reaches 95000. The arrival display TH in this embodiment is displayed continuously from when the difference counter value reaches 95000 until the small win game and the big win game end. As exemplified in FIG. 15, the arrival display TH displays the text "The complete function will be activated after the big win ends. The upper limit that can be paid out in one day has been reached. Today's game ends" in the center of the liquid crystal screen 5. In this embodiment, the text "Congratulations" is displayed to congratulate the player at the same time as the arrival display TH starts to be displayed. In this embodiment, the voice "The complete function will be activated after the big win ends" is output only once from the speaker 24 at the same time as the arrival display TH starts to be displayed (it may be output multiple times (for example, three times), or may not be output at all). The frame lighting device 10 may be caused to emit light in a lighting mode (e.g., flashing red) that suggests that the reach indication TH has been displayed for a predetermined time (e.g., 3 seconds) from the start of display of the reach indication TH. Moreover, regardless of whether the reach indication TH has been displayed or not, the frame lighting device 10 does not have to emit light in a lighting mode that suggests that the reach indication TH has been displayed.
[0183] FIG. 15 illustrates a state in which the arrival display TH is displayed during a big win game immediately after the end of a small win with time reduction. During a big win game in this embodiment, as illustrated in FIG. 15, the characters "round ○○" indicating which round of the round game is being played are displayed from the start of the round game to just before the start of the next round game (or the end of the big win game). In this embodiment, regardless of whether it is a small win game or a big win game, during a small win game and a big win game, a right-hit prompt display (small) and the characters "TOTAL ○○○○○" indicating the total number of winning balls obtained so far during the consecutive wins are displayed. The total number of winning balls continues to be displayed from the start of the first round game to the end of the big win game (note that in the case of a small win without time reduction, until the end of the small win game). In FIG. 15, it is suggested that the round game is in the 5th round and the total number of winning balls is 5220. In this embodiment, the arrival display is displayed at a position that does not reduce the visibility of the right-hit prompt display (small) and the characters "Round XX" and "TOTAL XXX." When the total number of winning balls exceeds a predetermined upper limit (for example, the threshold at which the stopping control is performed), a number exceeding the upper limit may be displayed as the total number of winning balls, or a number not exceeding the upper limit may be displayed as the total number of winning balls (for example, the characters "TOTAL 95000," which indicate the threshold at which the stopping control is performed, may continue to be displayed as the total number of winning balls).
[0184] In the present embodiment, the display content of the arrival display TH is not updated regardless of whether the value of the difference counter has changed, but the arrival display TH may include a value suggesting the value of the difference counter. The value suggesting the value of the difference counter in the arrival display TH may be increased in synchronization with the change in the value of the difference counter. For example, in the arrival display TH, an initial value of 95,000 may be displayed as a value suggesting the value of the difference counter, and each time the value of the difference counter increases (for example, by 1), the above value may be increased and displayed. Note that the value suggesting the value of the difference counter in the arrival display TH may remain a fixed value (for example, remain 95,000) without being synchronized with the change in the value of the difference counter.
[0185] The reach display TH is displayed in a position in front of the other images and basically not hidden by the performance prop 7. In this embodiment, the reach display TH is not hidden by the performance prop 7 when the performance prop 7 is not operating, but is partially (or completely) hidden by the performance prop 7 when the performance prop 7 is operating. However, since the reach display TH is hidden by the performance prop 7 for a short period of time (for example, 2 to 3 seconds), the player is not put at a disadvantage by the reach display TH being hidden by the performance prop 7. Note that the reach display TH may be displayed in a position not hidden by the performance prop 7 regardless of whether the performance prop 7 is operating. This prevents the reach display TH from becoming invisible or its visibility from decreasing during display.
[0186] The reach display TH basically continues to be displayed until the stop control is performed. The reach display TH may end its display immediately before the stop control is performed (for example, 2 seconds before). For example, from the start of the display of the reach display TH, a character image congratulating the player may be displayed on the liquid crystal screen 5 behind the reach display TH, and when the reach display TH is no longer displayed, the character image may become visible to the player.
[0187] In addition, the configuration may be such that, while the activation notice display is provided, the reach display TH is not provided, and when the value of the difference counter reaches a threshold value (95000 in this embodiment) during a small win game or a big win game, the activation notice display continues to be displayed until the small win game or the big win game ends (i.e., until the stop control is performed). In this case, the activation notice display may continue to display text information such as "500 more shots until the complete function is activated" from when the value of the difference counter reaches a threshold value (95000 in this embodiment) until the stop control is performed.
[0188] As the arrival indication TH, the words "Complete function about to be activated" may be displayed in the center of the liquid crystal screen 5.
[0189] [About the limit display] In this embodiment, a configuration is adopted in which the stop control is performed and the stop display is started to be displayed. By seeing the stop display, the player can know that the stop control has been performed, and can be discouraged from playing on the gaming machine 1.
[0190] FIG. 16 is an explanatory diagram for explaining the stop display. The stop display continues to be displayed until the stop is released. As exemplified in FIG. 16(A), the stop display is a black image covering the entire surface of the liquid crystal screen 5 and the text "The complete function has been activated. The upper limit that can be paid out in one day has been reached. Today's game is over" displayed on the liquid crystal screen 5. The display area is larger in the order of operation notice display < arrival display < stop display. When the stop display is displayed, the reserved number 52, the decorative pattern 55, the small pattern 56, and the fourth patterns 57 and 59 are not visible at all because the stop display is displayed in front. Note that the reserved number 52, the decorative pattern 55, the small pattern 56, and the fourth patterns 57 and 59 may be hidden by being erased from the time the stop control is performed. In this embodiment, when the limit-of-play indication starts to be displayed, a voice message stating "The complete function will be activated after the end of the jackpot" is output only once from the speaker 24 (note that this may be output multiple times (e.g., three times) or not even once). Note that from the time when the limit-of-play indication starts to be displayed, the frame lighting device 10 may continue to emit light in an emission mode (e.g., white flashing) that suggests that the limit-of-play indication has been displayed. Moreover, regardless of whether the limit-of-play indication has been displayed or not, the frame lighting device 10 does not have to emit light in an emission mode that suggests that the limit-of-play indication has been displayed.
[0191] As shown in Fig. 13 to Fig. 16, the operation notice display, the reach display, and the end display use some common text information (specifically, the text information "Complete function is activated"). This allows the operation notice display, the reach display, and the end display to have a sense of unity, making it possible to leave a strong impression on the player.
[0192] In the present embodiment, the display contents of the limit display are not updated even if the payout operation continues after limit control is performed. The limit display is displayed in a position that is closer to the other images and is not hidden by the prop 7. This ensures that the limit display does not become invisible or lose visibility while being displayed. Note that although the limit display is not hidden by the prop 7 when the prop 7 is not operating, it may be displayed in a position where it is partially hidden by the prop 7 operating. In this case, it is preferable that the visibility of the characters included in the limit display is not reduced.
[0193] In this embodiment, while the activation notice display is on, the player is allowed to see other images related to the variable display (for example, decorative pattern 55), and the reach display allows the player to see other images (for example, the total number of winning balls) during small win play and big win play. In contrast, while the limit display is on, the player is not allowed to see other images. For this reason, in this embodiment, the size of the images increases in the following order: activation notice display < reach display < limit display.
[0194] In this embodiment, the operation advance notice display is turned off depending on the value of the difference counter. In contrast, the limit display is kept on being displayed until the limit control is released. Therefore, the limit display is displayed for a longer period of time than the operation advance notice display.
[0195] In this embodiment, the arrival display is hidden when the small win game ends (or when the big win game ends immediately after the small win game ends). Therefore, the end display, which continues to be displayed until the end control is released, has a longer display time than the arrival display.
[0196] FIG. 16(B) is an explanatory diagram for explaining a modified example of the display contents in the limit display. As illustrated in FIG. 16(B), in a gaming machine 1 equipped with a gaming information providing service, the limit display includes a two-dimensional code used to acquire gaming information. This can prevent a player from being unable to acquire gaming information due to the limit display. A configuration may be adopted that prevents other players from acquiring the gaming information. For example, the limit display illustrated in FIG. 16(B) may be displayed instead of the limit display illustrated in FIG. 16(A) when a predetermined time (e.g., 30 minutes) has elapsed since the limit display illustrated in FIG. 16(B) was displayed.
[0197] FIG. 16(C) is an explanatory diagram for explaining a modified display mode in the stop display. As exemplified in FIG. 16(C), the characters "Complete function has been activated. The maximum payout limit for one day has been reached. Today's game is over" are displayed on the liquid crystal screen 5 as the stop display, while the black image covering the entire surface of the liquid crystal screen 5 as exemplified in FIG. 16(A) does not have to be displayed. This allows other images to be seen when the stop display is displayed. For example, a configuration may be adopted in which the decorative pattern 55, the small pattern 56, and the fourth patterns 57 and 59 are immediately stopped and displayed (or slightly moved) in a predetermined mode when the stop control is performed, so that various images in the above-mentioned predetermined mode can be seen when the stop display is displayed. At this time, the characters displayed as the stop display are displayed in priority (for example, in front) over various images in the above-mentioned predetermined mode. Specifically, for example, when the stop control is performed during the variable display of the special symbol, the decorative symbol 55, the small symbol 56, and the fourth symbols 57 and 59 may be immediately stopped (or slightly moved) in a loss notification mode when the stop control is performed, and each symbol in the loss notification mode may be visible when the stop control is displayed. Also, for example, when the value of the difference counter reaches 95000 during a small win game and the stop control is performed after the small win game ends (or after the big win following the small win game ends), the decorative symbol 55, the small symbol 56, and the fourth symbols 57 and 59 may be immediately stopped (or slightly moved) in a small win notification mode that is the same as the stop mode immediately before the start of the small win game when the stop control is performed, and each symbol in the small win notification mode may be visible when the stop control is displayed. Also, for example, if the value of the difference counter reaches 95,000 during a jackpot game related to a small jackpot with time reduction (see Figure 6) and a stop control is performed after the jackpot ends, when the stop control is performed, decorative pattern 55, small pattern 56, and fourth patterns 57 and 59 may immediately be brought into a stopped display state (or a slight movement state) in a small jackpot with time reduction notification mode, and each pattern of the small jackpot with time reduction mode may be visible when the stop display is displayed.Also, for example, if the value of the difference counter reaches 95,000 during a jackpot game related to jackpots A to D (see Figure 6) and a stop control is performed after the jackpot game ends, when the stop control is performed, decorative pattern 55, small pattern 56, and fourth patterns 57 and 59 are immediately brought into a stopped display state (or a slight movement state) in the same jackpot notification mode (i.e., any of jackpots A to D) as the stop mode immediately before the start of the jackpot game, and each pattern in the jackpot notification mode may be visible when the stop display is displayed.
[0198] In addition, the reserved numbers 52, decorative patterns 55, small patterns 56, and fourth patterns 57 and 59 may be made invisible by being erased when the stop control is performed.
[0199] Note that the display of the background image for the normal mode (or the RUSH mode) may continue even after the limit control is performed. In this case, the characters displayed as the limit display are displayed with priority over the background image (for example, in front).
[0200] The limit indication may further include text information such as "Please call an attendant." The operation advance notice indication and the arrival indication do not include text information such as "Please call an attendant."
[0201] [About the relationship between stop control and various reservations] FIG. 17 is an explanatory diagram for explaining the handling of various reserved items when the stop control is performed during the variable display of the special symbol. FIG. 17(A-1) and (A-2) show an example of the state when the stop control is performed in the normal mode. In FIG. 17(A-1), the text "500 more shots until the complete function is activated" is displayed as the operation notice display SY1. This suggests that the stop control may be performed soon. For example, as shown in FIG. 17(A-1), if the stop control is performed when the reserved number of normal symbol judgments is 0, the reserved number of the first special symbol judgment is 3, and the reserved number of the second special symbol judgment is 0, all of the reserved numbers are invalidated (see FIG. 17(A-2)).
[0202] Figures 17(B-1) and (B-2) show examples of when the limit control is performed in RUSH mode. In Figure 17(B-1), the activation notice display SY1 displays the text "500 more shots until the complete function is activated." This suggests that the limit control may be performed soon. For example, as shown in Figure 17(B-1), if the limit control is performed when the reserved number of normal symbol determinations is 2, the reserved number of the first special symbol determination is 0, and the reserved number of the second special symbol determination is 3, all of the reserved numbers will be invalidated (see Figure 17(B-2)).
[0203] As shown in Fig. 17 (B-1) and (B-2), in the low probability time reduction, the right hit prompting display (small) is displayed at the upper right corner of the liquid crystal screen 5, but when the stop control is performed, the right hit prompting display (small) is hidden and the stop display is displayed. In addition, the right hit lamp is turned off along with the display of the stop display.
[0204] Fig. 18 is an explanatory diagram for explaining the handling of various reserved symbols when the stop control is performed during the jackpot game. Fig. 18(A) illustrates the flow when the stop control is not performed at the end of the jackpot game. For example, as illustrated in Fig. 18(A), when the reserved number of normal symbol determinations is 4, the reserved number of first special symbol determinations is 0, and the reserved number of second special symbol determinations is 4, and the jackpot game ends, the second special symbol and normal symbol start to be displayed variably in response to the end of the jackpot game (see Fig. 18(A)).
[0205] As shown in Fig. 18(A), if the gaming machine 1 is turned off during a jackpot game, and then turned on with the setting key SW in the off or on state and the RWM clear button in the off state, the value of the difference counter after the power is restored will be 0. The reserved information is maintained before and after the power is restored, so when the jackpot game ends, the second special symbol and the normal symbol start to be displayed variably in response to the end of the jackpot game (see Fig. 18(A)).
[0206] FIG. 18(B) illustrates the flow when the stop control is performed at the end of the jackpot game. In the example of FIG. 18(B), the jackpot game is executed when the reserve of the normal symbol determination is 4, the reserve of the first special symbol determination is 0, and the reserve of the second special symbol determination is 4. The above-mentioned reserves are maintained until the end of the jackpot game even after the value of the difference number counter reaches 95000 during the jackpot game. Therefore, the number of the reserved numbers of the above-mentioned reserves is notified (lit) by the display 4 until the end of the jackpot game even after the value of the difference number counter reaches 95000. In this embodiment, when the stop control is performed, the display 4 is turned off, so that the above-mentioned number of reserved numbers is in a non-notification state. When the stop control is performed at the end of the jackpot game, all the reserved numbers are invalidated, so that the variable display of the pattern is not performed after the stop control is performed.
[0207] As shown in FIG. 18B, if the value of the difference counter reaches 95,000 during a jackpot game and it is determined that the stop control is performed, and then the gaming machine 1 is turned off and the power is turned on with the setting key SW in the OFF or ON state and the RWM clear button in the OFF state, the value of the difference counter after the power is restored will be 0. However, it has already been determined that the stop control is performed. The reserved information is maintained before and after the power is restored, so the second special pattern reserved indicator 44 and the normal pattern reserved indicator 46 are lit on the display 4 during a jackpot game, but when the stop control is performed at the end of the jackpot game, all of the reserved information is invalidated. For this reason, the change in the pattern is not displayed after the stop control is performed.
[0208] In addition, if the value of the difference number counter reaches 95,000 during a jackpot game and it is determined that stop control will be performed, and then the gaming machine 1 is turned to the power "OFF" state and then turned to the power "ON" state with the setting key SW in the "OFF" or "ON" state and the RWM clear button in the "OFF" state, the value of the difference number counter at the time the power is turned to the "OFF" state may be maintained as the value of the difference number counter after the power is restored.
[0209] [About various errors] A plurality of errors (abnormalities) are set in the gaming machine 1. Priorities are set in advance for the various errors, and in principle, an error with a higher priority is given priority in notification. Error displays that notify various errors may be displayed during the same period as the operation notice display, the reach display, and the limit display. Notifications related to the operation notice display, the reach display, and the limit display are given priority over notifications related to errors. Specifically, for example, the operation notice display, the reach display, and the limit display are displayed with priority over various error displays. More specifically, the operation notice display, the reach display, and the limit display are displayed larger than the various error displays. In addition, the various error displays are displayed behind the operation notice display, the reach display, and the limit display. This makes it possible to easily suggest information related to limit control to a player even when an error display is being performed. The various error displays are basically displayed at a predetermined display position that does not overlap with the operation notice display, the reach display, and the limit display.
[0210] Incidentally, when various error displays start, an error sound corresponding to each type of error may be output from the speaker 24. In such a case, when multiple errors occur at the same time, an error sound corresponding to the error with a higher priority is output, while an error sound corresponding to the error with a lower priority is not output. During the output period of the sound output in association with the operation preview display, the arrival display, or the limit display, the above sound is output from the speaker 24, while no error sound is output, thereby giving priority to notifications related to the operation preview display, the arrival display, and the limit display over notifications related to errors. An error sound can be output outside the output period of the sound output in association with the operation preview display, the arrival display, or the limit display.
[0211] Examples of errors include errors that are highly likely to be fraudulent, such as detection of radio waves by the radio wave detection sensor 50c or detection of a magnet by the magnetic detection sensor 57a, errors that may be due to equipment malfunction or fraud, such as abnormal switch detection, and errors that are not likely to be fraudulent but may cause disruption to the progress of the game, such as a bottom tray full error.
[0212] Each type of error has a condition set for clearing the error when it occurs. Errors with a relatively high priority are cleared mainly when the power is turned "OFF," while errors with a relatively low priority are cleared when the error state is cleared.
[0213] In addition, the various errors include errors that cause the game to be stopped as in the case where the game stop control is performed, and errors that do not cause the game to be stopped, and errors with a relatively high priority are errors that cause the game to be stopped, and errors with a relatively low priority are errors that do not cause the game to be stopped. When the gaming machine 1 enters a game stop state, the detection of the game ball by the various switches is stopped, and the display 4 and the performance display 113 are turned off at the same time. Note that when an error that causes the game to be stopped occurs, a predetermined one of the display 4 and the performance display 113 may be turned off and the other may be kept on.
[0214] Various types of errors will be illustrated below with reference to Fig. 19. The errors and conditions illustrated below are merely examples and can be changed without departing from the spirit of the invention.
[0215] A "radio wave error" occurs when the main CPU 100a of the game control board 100 determines that the radio wave detection sensor 50c has detected abnormal radio waves for a predetermined period of time or more (for example, for 0.1 seconds or more). In this case, the main CPU 100a stops the game and displays a radio wave error message on the liquid crystal screen 5. The error can be released when the game machine 1 is in the power "OFF" state and the power is set to the "ON" state with the RWM clear button in the "ON" state (note that the setting key SW at this time may be in either the "OFF" state or the "ON" state). Note that if another error occurs at the same time, the notification of the radio wave error takes priority.
[0216] Here, in this embodiment, when the gaming machine 1 is in the power "OFF" state, a series of operations in which the power is turned to the "ON" state with the setting key SW in the "ON" state and the RWM clear button in the "ON" state is an operation related to the setting change. That is, for various errors in which the error release condition is "the gaming machine 1 is turned to the "ON" state with the RWM clear button in the "ON" state when the gaming machine 1 is in the power "OFF" state", an operation related to the setting change is set as the error release condition. Note that, in a gaming machine 1 that is provided with a setting change switch for changing settings, for various errors in which the error release condition is "the gaming machine 1 is turned to the "ON" state with the RWM clear button in the "ON" state when the gaming machine 1 is in the power "OFF" state", an operation related to the setting change (specifically, "the gaming machine 1 is turned to the "ON" state with the setting change switch in the "ON" state when the gaming machine 1 is in the power "OFF" state" is set as the error release condition.
[0217] As shown in FIG. 20, when the operation notice display or the arrival display overlaps with the radio wave error display, the operation notice display and the arrival display are given priority. Specifically, the operation notice display and the arrival display are displayed larger than the radio wave error display. When a radio wave error occurs, the game stops, and after the game-stop control is performed, the radio wave detection sensor 50c is disabled and no radio wave error is detected, so that the radio wave error display is not displayed while the game-stop display is being displayed. Note that the radio wave error may be detectable after the game-stop control is performed.
[0218] In this embodiment, the "unauthorized winning error" includes three types of errors, for example, "unauthorized winning error A", "unauthorized winning error B", and "unauthorized winning error C".
[0219] The "unauthorized winning error A" occurs when the main CPU 100a determines that the first start hole detection switch 45a or the second start hole detection switch 47a is in the "ON" state for a certain period of time. In this case, the main CPU 100a stops the game and displays the unauthorized winning error A display on the liquid crystal screen 5. The error release condition is that when the power of the gaming machine 1 is in the "OFF" state, the RWM clear button is in the "ON" state and the power is in the "ON" state (note that the setting key SW at this time may be in the "OFF" state or the "ON" state). Note that if the unauthorized winning error A overlaps with a radio wave error, the notification of the radio wave error takes priority, and if it overlaps with another error, the notification of the unauthorized winning error A takes priority.
[0220] As shown in Fig. 21, when the operation notice display or the arrival display overlaps with the illegal winning error A display, the operation notice display and the arrival display take priority. When the illegal winning error A occurs, the game stops, and after the stop control is performed, the first start hole detection switch 45a and the second start hole detection switch 47a are disabled and the illegal winning error A is not detected, so the illegal winning error A display is not displayed while the stop display is being displayed. Note that the illegal winning error A may be detectable after the stop control is performed.
[0221] The "unauthorized winning error B" occurs when the main CPU 100a determines that the large winning port detection switch 50a has detected an excessive number of winning balls during the valid period of the large winning port. In this case, the main CPU 100a stops the game and displays the unauthorized winning error B display on the liquid crystal screen 5. The error release condition is that when the power of the gaming machine 1 is in the "OFF" state, the RWM clear button is in the "ON" state and the power is in the "ON" state (note that the setting key SW at this time may be in the "OFF" state or the "ON" state). Note that if the unauthorized winning error B overlaps with the radio wave error or the unauthorized winning error A, the notification of the radio wave error and the unauthorized winning error A takes priority, and if it overlaps with another error, the notification of the unauthorized winning error B takes priority.
[0222] When the operation notice display or the arrival display overlaps with the illegal winning error B display, the operation notice display and the arrival display take priority. When the illegal winning error B occurs, the game stops, and after the stop control is performed, the large winning port detection switch 50a is disabled and the illegal winning error B is not detected, so the illegal winning error B display is not displayed while the stop display is being displayed. Note that the illegal winning error B may be detectable after the stop control is performed.
[0223] The "illegal winning error C" occurs when the main CPU 100a determines that the large winning port detection switch 50a detects a game ball outside the valid period of the large winning port. In this case, the main CPU 100a stops the payout operation and displays the illegal winning error C display on the liquid crystal screen 5. The error release condition is that when the gaming machine 1 is in the power "OFF" state, the RWM clear button is in the "OFF" state and the power is in the "ON" state (note that the setting key SW at this time may be in the "OFF" state or the "ON" state). Note that if the illegal winning error C overlaps with the error exemplified in FIG. 19(A), the notification of the error exemplified in FIG. 19(A) takes precedence, and if it overlaps with another error, the notification of the illegal winning error C takes precedence.
[0224] In the following, we will not explain the error for which the error clearing condition is "turning the power to the "ON" state with the RWM clear button in the "OFF" state when the gaming machine 1 is in the "OFF" state," as the error can also be cleared by "turning the power to the "ON" state with the RWM clear button in the "ON" state when the gaming machine 1 is in the "OFF" state."
[0225] As shown in FIG. 22, when the operation notice display, the reach display, or the limit display overlaps with the improper winning error C display, the operation notice display, the reach display, or the limit display takes priority. After the limit control is performed, the large prize opening detection switch 50a is disabled and the improper winning error C is not detected. Therefore, when the improper winning error C occurs before the limit control is performed, the limit display and the improper winning error C display are displayed overlapping each other. It is also possible that the improper winning error C can be detected after the limit control is performed.
[0226] A "magnet error" occurs when the main CPU 100a determines that the magnetic detection sensor 57a has detected a magnet. In this case, the main CPU 100a stops the game and displays a magnet error display on the liquid crystal screen 5. The error release condition is that when the gaming machine 1 is in the power "OFF" state, the RWM clear button is in the "ON" state and the power is in the "ON" state (note that the setting key SW at this time may be in the "OFF" state or the "ON" state). Note that if the magnet error overlaps with the radio wave error and the illegal winning error A or B, the notification of the radio wave error and the illegal winning error A or B takes priority, and if it overlaps with other errors, the notification of the magnet error takes priority.
[0227] As shown in Fig. 23, when the operation notice display or the arrival display overlaps with the magnet error display, the operation notice display and the arrival display are given priority. When a magnet error occurs, the game is stopped, and after the stop control is performed, the magnetic detection sensor 57a is disabled and the magnet error is not detected, so the magnet error display is not displayed while the stop display is being displayed. Note that the magnet error may be detectable after the stop control is performed.
[0228] "Payout error A" occurs when the main CPU 100a counts the number of excessive prize balls paid out and the accumulated count value reaches a predetermined number. In this case, the main CPU 100a stops the payout operation and displays a payout error display on the liquid crystal screen 5. The error release condition is that when the gaming machine 1 is in the power "OFF" state, the RWM clear button is in the "ON" state and the power is in the "ON" state (note that the setting key SW at this time may be in the "OFF" state or the "ON" state). Note that if the payout error A overlaps with another error exemplified in FIG. 19(A), the notification of the error exemplified in FIG. 19(A) takes precedence, and if it overlaps with the errors exemplified in FIG. 19(B) and (C), the notification of the payout error A takes precedence.
[0229] As shown in FIG. 24, when the operation notice display, arrival display, or limit display overlaps with the payout error A display, the operation notice display, arrival display, or limit display takes precedence. Payout error A is detected even after limit control is performed. Therefore, when payout error A occurs before or after limit control is performed, the limit display and payout error A display are displayed overlappingly.
[0230] A "ball jam error" occurs when the main CPU 100a determines that a ball jam sensor (not shown) has detected a ball jam (an error related to ball jamming). Ball jamming occurs due to ball jamming inside the gaming machine 1 or due to a shortage of game balls supplied to the gaming machine 1. In this case, the main CPU 100a stops the payout operation and displays a ball jam error display on the liquid crystal screen 5. The error release condition is that after the ball jam is resolved, the gaming machine 1 is turned to the power "ON" state with the RWM clear button "OFF" when the power is "OFF" (note that the setting key SW at this time may be in either the "OFF" or "ON" state). If the ball jam is not resolved and the gaming machine 1 is turned to the power "ON" state with the RWM clear button "OFF" when the power is "OFF" (note that the setting key SW at this time may be in either the "OFF" or "ON" state), the ball jam error is not resolved, and the ball jam error notification continues after the power is restored. In this way, in this embodiment, the ball jam error is not cleared by the fact that the ball run-out has been resolved, but by performing the above operation on the premise that the ball run-out has been resolved. The conditions for clearing the ball jam error are not limited to the above, and the ball jam error may be cleared by the fact that the ball run-out has been resolved (i.e., immediately by the ball run-out being resolved without the need for the above operation). If the ball jam error overlaps with the error exemplified in FIG. 19(A) or the illegal winning error C, the notification of the error exemplified in FIG. 19(A) and the illegal winning error C is given priority, and if it overlaps with another error, the notification of the ball jam error is given priority.
[0231] As illustrated in FIG. 25, when the operation notice display, the reach display, or the stop display overlaps with the ball jam error display, the operation notice display, the reach display, or the stop display is given priority. The ball jam error is detected even after the stop control is performed. Therefore, when a ball jam error occurs before or after the stop control is performed, the stop display and the payout error display are displayed overlappingly. For example, the reach display and the ball jam error display are notified, and when the ball jam error is released and the ball jam error display is hidden, the display of the reach display continues. Also, for example, when the stop display and the ball jam error display are notified, and when the ball jam error is released and the ball jam error display is hidden, the display of the stop display continues.
[0232] The "Payout Error B" occurs when the payout control board 120 in the main CPU 100a detects that a payout exceeding the predetermined number of prize balls has been made before the payout operation of the predetermined number of prize balls is completed. In this case, the main CPU 100a stops the payout operation and displays the payout error B display on the liquid crystal screen 5. The error release condition is that when the gaming machine 1 is in the power "OFF" state, the RWM clear button is in the "OFF" state and the power is in the "ON" state (note that the setting key SW at this time may be in the "OFF" state or the "ON" state). Note that if the payout error B overlaps with the error exemplified in FIG. 19(A), the illegal winning error C, or the ball jam error, the notification of the error exemplified in FIG. 19(A), the illegal winning error C, and the ball jam error takes priority, and if it overlaps with other errors, the notification of the payout error B takes priority.
[0233] When the operation notice display, the arrival display, or the limit display overlaps with the dispensing error B display, the operation notice display, the arrival display, or the limit display is given priority. The dispensing error B is detected even after the limit control is performed. Therefore, when the dispensing error B occurs before or after the limit control is performed, the limit display and the dispensing error B display are displayed overlappingly. For example, when the arrival display and the dispensing error B display are notified, and the dispensing error B display is canceled and the dispensing error B display is hidden, the display of the arrival display continues. Also, for example, when the limit display and the dispensing error B display are notified, and the dispensing error B display is canceled and the dispensing error B display is hidden, the display of the limit display continues.
[0234] The "Payout Error C" occurs when the main CPU 100a determines that the payout motor drive for one game ball has not been performed when one game ball is paid out by the payout control board 120. In this case, the main CPU 100a retries the payout operation and displays the payout error C display on the liquid crystal screen 5. The error release condition is that the power of the gaming machine 1 is in the "OFF" state and the RWM clear button is in the "OFF" state and the power is in the "ON" state (note that the setting key SW at this time may be in the "OFF" state or the "ON" state). Note that, if the payout error C overlaps with the error with the "high" priority illustrated in FIG. 19 or the payout error B, the notification of the error with the "high" priority illustrated in FIG. 19 or the payout error B takes precedence, and if it overlaps with another error, the notification of the payout error C takes precedence. Note that the release condition for the payout error C is not limited to the above, and the payout error C may be released by the fact that the payout motor drive has been performed normally (i.e., immediately without the need for the above operation).
[0235] When the operation notice display, the arrival display, or the limit display overlaps with the dispensing error C display, the operation notice display, the arrival display, or the limit display is given priority. The dispensing error C is detected even after the limit control is performed. Therefore, when the dispensing error C occurs before or after the limit control is performed, the limit display and the dispensing error C display are displayed overlappingly. For example, when the arrival display and the dispensing error C display are notified, and the dispensing error C display is cleared and the dispensing error C display is hidden, the display of the arrival display continues. Also, for example, when the limit display and the dispensing error C display are notified, and the dispensing error C display is cleared and the dispensing error C display is hidden, the display of the limit display continues.
[0236] The "payout error D" occurs when the payout control board 120 in the main CPU 100a determines that the payout of less than the predetermined number of prize balls has been detected even after the payout operation of the predetermined number of prize balls has been completed. In this case, the main CPU 100a performs the payout operation at a low speed and displays the payout error D display on the liquid crystal screen 5. The error release condition is that the power of the gaming machine 1 is set to the "ON" state (note that the setting key SW at this time may be in the "OFF" state or the "ON" state) with the RWM clear button in the "OFF" state when the power is in the "OFF" state. Note that, if the payout error D overlaps with other errors with the priority "high" or "medium" illustrated in FIG. 19, the notification of the errors with the priority "high" and "medium" illustrated in FIG. 19 is prioritized, and if it overlaps with other errors, the notification of the payout error D is prioritized. Note that the release condition of the payout error D is not limited to the above, and the payout error D may be released by itself detecting the payout of the predetermined number of prize balls (i.e., immediately without the need for the above operation).
[0237] When the operation notice display, the arrival display, or the limit display overlaps with the dispensing error D display, the operation notice display, the arrival display, or the limit display is given priority. The dispensing error D is detected even after the limit control is performed. Therefore, when the dispensing error D occurs before or after the limit control is performed, the limit display and the dispensing error D display are displayed overlappingly. For example, when the arrival display and the dispensing error D display are notified, and the dispensing error D display is canceled and the dispensing error D display is hidden, the display of the arrival display continues. Also, for example, when the limit display and the dispensing error D display are notified, and the dispensing error D display is canceled and the dispensing error D display is hidden, the display of the limit display continues.
[0238] The "abnormal operation error of the movable body" occurs when the sub-CPU 130a of the performance control board 130 judges that the performance role 7 is not positioned at the appropriate position based on information from the performance role initial position sensor 7a and the performance role advance position sensor 7b. In this case, the sub-CPU 130a displays an abnormal operation error display of the movable body on the liquid crystal screen 5. The error release condition is that when the game machine 1 is in the power "OFF" state, the RWM clear button is in the "OFF" state and the power is in the "ON" state (note that the setting key SW at this time may be in the "OFF" state or the "ON" state). Note that, if the abnormal operation error of the movable body overlaps with the error of the priority "high" or "medium" illustrated in FIG. 19, the notification of the error of the priority "high" and "medium" illustrated in FIG. 19 is prioritized, and if it overlaps with another error, the notification of the abnormal operation error of the movable body is prioritized.
[0239] As illustrated in Fig. 26, when an operation preview display, an arrival display, or a limit display overlaps with an abnormal operation error display of the movable body, the operation preview display, the arrival display, or the limit display takes priority. An abnormal operation error of the movable body is detected even after the limit control is performed. Therefore, when an abnormal operation error of the movable body occurs before or after the limit control is performed, the limit display and the abnormal operation error display of the movable body are displayed overlappingly. Note that it is also possible that an abnormal operation error of the movable body cannot be detected after the limit control is performed.
[0240] A "sound source error" occurs when the sub-CPU 130a determines that data could not be read normally from the sound source data. In this case, the sub-CPU 130a displays a sound source error display on the liquid crystal screen 5. The error release condition is that when the gaming machine 1 is in the power "OFF" state, the RWM clear button is in the "OFF" state and the power is in the "ON" state (note that the setting key SW at this time may be in the "OFF" state or the "ON" state). Note that the sound source error release condition may be that a predetermined time (e.g., 30 seconds) has passed since the error occurred. If the sound source error overlaps with an error with a priority of "high" or "medium" as exemplified in FIG. 19, and an abnormal operation error of a movable body, the notification of the error with the priority of "high" and "medium" as exemplified in FIG. 19, and the abnormal operation error of a movable body is prioritized, and if the sound source error overlaps with another error, the notification of the abnormal operation error of a movable body is prioritized.
[0241] When the operation notice display, the arrival display, or the limit display overlaps with the sound source error display, the operation notice display, the arrival display, or the limit display takes precedence. Sound source errors are detected even after the limit control is performed. Therefore, when a sound source error occurs before or after the limit control is performed, the limit display and the sound source error display are displayed overlappingly. Note that it is also possible that the sound source error cannot be detected after the limit control is performed.
[0242] A "connection error" occurs when the main CPU 100a determines that a short circuit in a connection line in the game control board 100 has been detected. The main CPU 100a determines whether a disconnection error has occurred based on a signal from a detection means capable of detecting the occurrence of a short circuit in at least one of the multiple output connection lines and the multiple input connection lines in the game control board 100. When a connection error occurs, the main CPU 100a displays a connection error display on the liquid crystal screen 5. The disconnection error may also be an error that occurs when it is determined that a short circuit in a connection line in a control board other than the game control board 100 (specifically, the performance control board 130, the image and sound control board 140, the lamp control board 150, and the payout control board 120) has been detected. In such a case, the main CPU 100a may display a connection error display by receiving a connection error signal from the control board in which the disconnection short circuit has been detected, or the connection error display may be displayed by the CPU of the control board itself that has detected the disconnection short circuit. The connection error release condition is that the disconnection / short circuit of the gaming machine 1 is resolved. If the connection error overlaps with the error exemplified in Fig. 19(A) or (B), the notification of the error exemplified in Fig. 19(A) or (B) takes precedence, and if it overlaps with another error, the notification of the connection error takes precedence.
[0243] As shown in Fig. 27, when an operation preview display, an arrival display, or a limit display overlaps with a connection error display, the operation preview display, the arrival display, or the limit display takes precedence. Connection errors are detected even after limit control is performed. For this reason, when a connection error occurs before or after limit control is performed, the limit display and the connection error display are displayed overlappingly.
[0244] The "door open error" occurs when the main CPU 100a determines that the frame member 3 is released from the outer frame by the door open detection sensor 59a. In this case, the main CPU 100a displays a door open error display on the liquid crystal screen 5. The error release condition is that the door open detection sensor 59a is in the OFF state. The error release condition may be that the RWM clear button is in the OFF state and the power is turned to the ON state (the setting key SW at this time may be in the OFF state or the ON state) when the gaming machine 1 is in the OFF state, and then the frame member 3 is released from the outer frame and fixed by the lock mechanism, or a predetermined time has passed since the fixing by the lock mechanism. When the door open error overlaps with the error exemplified in FIG. 19(A) or (B) and the connection error, the notification of the error exemplified in FIG. 19(A) or (B) and the connection error is prioritized, and when the door open error overlaps with the lower tray full error, the notification of the door open error is prioritized.
[0245] As shown in Fig. 28, if the operation notice display, arrival display, or limit display overlaps with the door opening error display, the operation notice display, arrival display, or limit display takes priority. Door opening errors are detected even after limit control is performed. For this reason, if a door opening error occurs before or after limit control is performed, the limit display and the door opening error display will be displayed overlapping each other.
[0246] A "lower tray full error" occurs when the main CPU 100a determines that the lower tray full detection sensor 60a has detected that the lower tray 29 is full of gaming balls. In this case, the main CPU 100a displays a lower tray full error display on the LCD screen 5. The condition for clearing the error is that the lower tray 29 is no longer full of gaming balls. Note that if the lower tray full error overlaps with another error, the notification of the other error takes priority.
[0247] As shown in Fig. 29, when the operation notice display, the arrival display, or the limit display overlaps with the lower tray full error display, the operation notice display, the arrival display, or the limit display takes priority. The lower tray full error is detected even after the limit control is performed. Therefore, when the lower tray full error occurs before or after the limit control is performed, the limit display and the lower tray full error display are displayed overlapping each other.
[0248] In this embodiment, after the limit control is performed, some errors detected by the game control board 100 can be detected, but other errors cannot be detected. In contrast, after the limit control is performed, all errors detected by the performance control board 130 can be detected.
[0249] Fig. 30 is an explanatory diagram for explaining the display timing of the operation notice display, the arrival display, and the end of play display, and the occurrence timing of various errors. As exemplified in Fig. 30(A), all of the errors exemplified in Fig. 19 can occur while the operation notice display is being displayed. As exemplified in Fig. 30(A), the errors that can occur continuously from when the operation notice display is displayed until the end of play display is being displayed are the errors exemplified in Fig. 19 that do not cause the game to be stopped (specifically, payout errors A to D, illegal winning error C, ball jam error, abnormal operation error of movable body, sound source error, connection error, door open error, and lower tray full error).
[0250] As shown in Fig. 30(B), all errors shown in Fig. 19 can occur while the reach display is on. As shown in Fig. 30(B), the errors that can occur continuously from when the reach display is on until the play limit display is on are the errors shown in Fig. 19 that do not stop the game (specifically, payout errors A to D, illegal winning error C, ball jam error, movable body abnormal operation error, sound source error, connection error, door open error, and lower tray full error).
[0251] As shown in Figure 30 (C), while the play limit display is on, the following errors can occur: payout errors A to D, ball jam error, abnormal operation error of the movable body, sound source error, connection error, door open error, and lower tray full error, among those shown in Figure 19.
[0252] Fig. 31 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power "OFF" state to the power "ON" state while the operation notice display and various error displays are displayed. As illustrated in Fig. 31 (A-1), in a situation where the operation notice display and error display (specifically, illegal winning error C, payout errors B to D, ball jam error, movable body abnormal operation error, or sound source error) are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button "OFF" while the power is in the "OFF" state, the operation notice display and the above error displays are hidden after the power is restored.
[0253] As illustrated in Figure 31 (A-2), in a situation where an operation warning display and an error display (specifically, a ball jam error when the ball shortage has not been resolved, a radio wave error, an illegal winning error A and B, a magnet error, a payout error A, a connection error, a door open error, or a bottom tray full error) are displayed, if the gaming machine 1 is turned to the power "ON" state while the RWM clear button is in the "OFF" state while the power is turned to the "OFF" state, after the power is restored, the operation warning display will not be displayed but the above error display will be displayed.
[0254] In the following explanation, a ball jam error that occurs when the ball breakage itself has been resolved but the ball jamming error has not been resolved will be referred to simply as a "ball jamming error," and a ball jamming error that occurs when the ball breakage itself has not been resolved will be referred to as a "ball jamming error when the ball breakage has not been resolved."
[0255] As illustrated in Figure 31 (B-1), in a situation where an operation preview display and an error display (specifically, a radio wave error, an illegal winning error A-C, a magnet error, a payout error A-D, a ball jam error, an abnormal operation error of a movable body, or a sound source error) are displayed, if the gaming machine 1 is in the power "OFF" state and the power is turned to the "ON" state with the RWM clear button in the "ON" state, the operation preview display and the above error displays will be hidden after the power is restored.
[0256] As illustrated in Figure 31 (B-2), in a situation where an operation preview display and an error display (specifically, a ball jam error when the ball shortage has not been resolved, a connection error, a door open error, or a bottom tray full error) are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button "ON" while the power is in the "OFF" state, after the power is restored, the operation preview display will not be displayed but the above-mentioned error display will be displayed.
[0257] In addition, when the gaming machine 1 is turned to the power "OFF" state when a predetermined condition is satisfied, and the gaming machine 1 is turned to the power "ON" state without clearing the RWM, the value of the difference number counter may be maintained before and after the power is restored, and an operation notice display may be displayed after the power is restored. The predetermined condition is at least one of the following conditions: a condition of a small win game, a condition of a big win game, a condition of a low probability time reduction, and a condition of the gaming machine 1 being turned to the power "ON" state when a maintenance switch for maintaining the value of the difference number counter is in the "ON" state.
[0258] FIG. 32 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power "OFF" state to the power "ON" state while the arrival display and various error displays are displayed. As illustrated in FIG. 32 (A-1), in a situation where the arrival display and the error display (specifically, the illegal winning error C, the payout error B to D, the ball jam error, the abnormal operation error of the movable body, or the sound source error) are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button "OFF" when the power is in the "OFF" state, the above error is released by this power recovery. Therefore, while the arrival display is displayed after the power is restored, the above error display is not displayed. In this way, when the error is released after the error display and the arrival display, which are the release conditions of the power recovery, are notified at the same time, only the arrival display is notified after the power is restored.
[0259] As illustrated in Figure 32 (A-2), in a situation where an achievement display and an error display (specifically, a ball jam error when the ball shortage has not been resolved, a radio wave error, an illegal winning error A and B, a magnet error, a payout error A, a connection error, a door open error, or a bottom tray full error) are displayed, if the gaming machine 1 is turned to the power "ON" state while the RWM clear button is in the "OFF" state while the power is in the "OFF" state, the achievement display and the above-mentioned error display will be displayed after the power is restored.
[0260] As illustrated in Figure 32 (B-1), in a situation where an achievement display and an error display (specifically, a radio wave error, an illegal winning error A-C, a magnet error, a payout error A-D, a ball jam error, an abnormal operation error of a movable body, or a sound source error) are displayed, if the gaming machine 1 is in the power "OFF" state and the power is turned to the "ON" state with the RWM clear button in the "ON" state, the achievement display and the above error displays will be hidden after the power is restored.
[0261] As illustrated in FIG. 32(B-2), in a situation where the reach display and the error display (specifically, a ball jam error, a connection error, a door open error, or a lower tray full error when the ball runout has not been resolved) are displayed, if the power is turned on with the RWM clear button "ON" when the power is "OFF", the stop control is released by this power recovery, but the above error is not released. Therefore, after the power is restored, the reach display is not displayed, while the above error display is displayed. For example, in a situation where the reach display and the ball jam error display are displayed when the ball runout has not been resolved and the reach display and the reach display are displayed, the ball jam error display is resumed, while the reach display is not displayed. In this way, when the stop control is released after the various error displays that are not released only by the power recovery are notified at the same time, only the error display is notified after the power is restored.
[0262] FIG. 33 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power "OFF" state to the power "ON" state while the play limit display and various error displays are displayed. As illustrated in FIG. 33(A-1), in a situation where the play limit display and the error display (specifically, payout errors B to D, ball jam error, movable body abnormal operation error, or sound source error) are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button "OFF" when the power is in the "OFF" state, the above error is released by this power recovery. Therefore, after the power is restored, the play limit display is displayed while the above error display is not displayed. In this way, when the error is released after the various error displays and the play limit display, which are released when the power is restored, are notified at the same time, only the play limit display is notified after the power is restored.
[0263] As illustrated in Figure 33 (A-2), in a situation where a play limit indication and an error indication (specifically, a ball jam error when the ball shortage has not been resolved, a payout error A, a connection error, a door open error, or a lower tray full error) are displayed, if the gaming machine 1 is turned to the power "ON" state while the RWM clear button is in the "OFF" state while the power is in the "OFF" state, the play limit indication and the above-mentioned error indication will be displayed after the power is restored.
[0264] As illustrated in Figure 33 (B-1), in a situation where a play limit indication and an error indication (specifically, a payout error A to D, a ball jam error, an abnormal operation error of a movable body, or a sound source error) are displayed, if the gaming machine 1 is in the power "OFF" state and the power is turned to the "ON" state with the RWM clear button in the "ON" state, the play limit indication and the above-mentioned error indications are hidden after the power is restored.
[0265] As illustrated in FIG. 33(B-2), in a situation where a stop display and an error display (specifically, a ball jam error, a connection error, a door open error, or a lower tray full error when the ball runout has not been resolved) are displayed, if the power supply is turned on with the RWM clear button turned on when the power supply is turned off, the stop control is released by the power supply being restored, but the above error is not released. Therefore, after the power supply is restored, the stop display is not displayed, while the above error display is displayed. For example, in a situation where a stop display and a ball jam error display are displayed when the ball runout has not been resolved and the game machine 1 is turned on with the RWM clear button turned on when the power supply is turned off, the display of the ball jam error display is resumed, while the stop display is not displayed. In this way, when the stop control is released after the various error displays that do not require only the power supply being restored to be released and the stop display are simultaneously notified, only the error display is notified after the power supply is restored.
[0266] Fig. 34 is an explanatory diagram for explaining the display timing of the operation notice display, the arrival display, and the end of play display, and the occurrence timing of two types of errors. As illustrated in Fig. 34(A), during the display of the operation notice display, all errors illustrated in Fig. 19 can occur as error display 1, and errors other than error display 1 can occur among all errors illustrated in Fig. 19 as error display 2. As illustrated in Fig. 34(A), errors that can continue to occur until the end of play display is displayed are errors that do not stop the game among the errors illustrated in Fig. 19 (specifically, payout errors A to D, illegal winning error C, ball jam error, abnormal operation error of movable body, sound source error, connection error, door open error, and lower tray full error).
[0267] As shown in Fig. 34(B), while the operation notice display is being displayed, all of the errors shown in Fig. 19 as error display 1 can occur. Then, while the reach display is being displayed, all of the errors shown in Fig. 19 as error display 2 can occur other than error display 1. As shown in Fig. 34(B), the errors that can continue to occur until the play limit display is being displayed are the errors shown in Fig. 19 that do not cause the game to stop (specifically, payout errors A to D, illegal winning error C, ball jam error, abnormal operation error of movable body, sound source error, connection error, door open error, and lower tray full error).
[0268] As shown in Fig. 34(C), while the operation notice display is being displayed, all of the errors shown in Fig. 19 can occur as error display 1. And while the play limit display is being displayed, errors other than error display 1 can occur among payout errors A to D, ball jam error, movable body abnormal operation error, sound source error, connection error, door open error, and lower tray full error as error display 2.
[0269] As shown in Fig. 34(D), while the reach display is being displayed, all errors shown in Fig. 19 can occur as error display 1, and all errors shown in Fig. 19 other than error display 1 can occur as error display 2. As shown in Fig. 34(B), errors that can continue to occur until the play limit display is being displayed are errors shown in Fig. 19 that do not cause the game to stop (specifically, payout errors A to D, illegal winning error C, ball jam error, abnormal operation error of movable body, sound source error, connection error, door open error, and lower tray full error).
[0270] As shown in Fig. 34(E), while the reach display is being displayed, all of the errors shown in Fig. 19 can occur as error display 1. And while the play limit display is being displayed, errors other than error display 1 can occur among payout errors A to D, ball jam error, movable body abnormal operation error, sound source error, connection error, door open error, and lower tray full error.
[0271] As shown in Figure 34 (F), while the play limit indication is displayed, any two of the following errors can occur as error indication 1 and error indication 2: payout errors A to D, ball jam error, abnormal operation error of the movable body, sound source error, connection error, door open error, and lower tray full error.
[0272] FIG. 35 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power "OFF" state to the power "ON" state while the operation notice display and various error displays are displayed. As illustrated in FIG. 35 (A-1), in a situation where the operation notice display, the error display a1, and the error display a2 are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button "OFF" when the power is "OFF" and the operation notice display and the error display error display a1 and the error display a2 are not displayed after the power is restored. As the error display a1, an illegal winning error C, a payout error B to D, a ball jam error, an abnormal operation error of a movable body, or a sound source error can be displayed. As the error display a2, an error other than the error display a1 can be displayed among the illegal winning error C, the payout error B to D, a ball jam error, an abnormal operation error of a movable body, and a sound source error.
[0273] As shown in FIG. 35(A-2), in a situation where the operation notice display, the error display a1, and the error display b1 are displayed, when the gaming machine 1 is turned on with the RWM clear button in the "OFF" state while the power is turned off, the operation notice display and the error display a1 are not displayed after the power is restored, while the error display b1 is displayed. As the error display a1, a ball jam error C, a payout error B to D, a ball jam error, an abnormal operation error of a movable body, or a sound source error can be displayed. As the error display b1, a ball jam error when the ball run-out is not resolved, a radio wave error, an illegal winning error A and B, a magnet error, a payout error A, a connection error, a door open error, or a lower tray full error can be displayed.
[0274] As shown in FIG. 35(A-3), when the game machine 1 is turned on with the RWM clear button in the OFF state while the operation notice display, the error display b1, and the error display b2 are displayed, the operation notice display is not displayed after the power is restored, but the error displays b1 and b2 are displayed. The error display b1 can display a ball jam error when the ball runout is not resolved, a radio wave error, an illegal winning error A and B, a magnet error, a payout error A, a connection error, a door open error, or a lower tray full error. The error display b2 can display an error other than the error display b1 among the ball jam error when the ball runout is not resolved, a radio wave error, an illegal winning error A and B, a magnet error, a payout error A, a connection error, a door open error, and a lower tray full error.
[0275] As shown in FIG. 35(B-1), when the game machine 1 is turned on with the RWM clear button "ON" while the power is "OFF" in a situation where the operation notice display, the error display c1, and the error display c2 are displayed, the operation notice display, the error display c1, and the error display c2 are hidden after the power is restored. As the error display c1, radio wave error, illegal winning error A-C, magnet error, payout error A-D, ball jam error, movable body abnormal operation error, or sound source error can be displayed. As the error display c2, radio wave error, illegal winning error A-C, magnet error, payout error A-D, ball jam error, movable body abnormal operation error, and sound source error can be displayed, except for the error display c1.
[0276] As shown in FIG. 35(B-2), when the game machine 1 is turned on with the RWM clear button "ON" while the power is "OFF" in a situation where the operation notice display, the error display c1, and the error display d1 are displayed, after the power is restored, the operation notice display and the error display c1 are not displayed, while the error display d1 is displayed. As the error display c1, a radio wave error, an illegal winning error A-C, a magnet error, a payout error A-D, a ball jam error, an abnormal operation error of a movable body, or a sound source error can be displayed. As the error display d1, a ball jam error when the ball run-out is not resolved, a connection error, a door open error, or a lower tray full error can be displayed.
[0277] As shown in FIG. 35(B-3), when the game machine 1 is turned on with the RWM clear button "ON" while the operation notice display, error display d1, and error display d2 are displayed, the operation notice display is hidden after the power is restored, while error display d1 and error display d2 are displayed. As the error display d1, a ball jam error, a connection error, a door open error, or a lower tray full error can be displayed when the ball run-out problem has not been solved. As the error display d2, a ball jam error, a connection error, a door open error, and a lower tray full error can be displayed other than the error display d1 when the ball run-out problem has not been solved.
[0278] FIG. 36 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power "OFF" state to the power "ON" state while the arrival display and various error displays are displayed. As illustrated in FIG. 36 (A-1), in a situation where the arrival display, the error display a1, and the error display a2 are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button "OFF" when the power is "OFF" and the arrival display is displayed after the power is restored, the error display a1 and the error display a2 are not displayed while the error display a1 are displayed. As the error display a1, an illegal winning error C, a payout error B to D, a ball jam error, an abnormal operation error of a movable body, or a sound source error can be displayed. As the error display a2, an error other than the error display a1 can be displayed among the illegal winning error C, the payout error B to D, a ball jam error, an abnormal operation error of a movable body, and a sound source error.
[0279] As illustrated in FIG. 36(A-2), in a situation where the reach display, the error display a1, and the error display b1 are displayed, if the game machine 1 is turned on with the RWM clear button in the "OFF" state while the power is turned off, the error related to the error display a1 is cleared by the power recovery, but the error related to the error display a2 is not cleared. Therefore, after the power is restored, the reach display and the error display b1 are displayed, but the error display a1 is not displayed. As the error display a1, it is possible to display an illegal winning error C, a payout error B to D, a ball jam error, an abnormal operation error of a movable body, or a sound source error. As the error display b1, it is possible to display a ball jam error when the ball run-out is not resolved, a radio wave error, an illegal winning error A and B, a magnet error, a payout error A, a connection error, a door open error, or a lower tray full error. In this way, when the error for which the power recovery is a release condition is released after simultaneously reporting various error displays for which the power recovery is a release condition, various error displays for which the power recovery is not a release condition, and an arrival display, the arrival display and various error displays for which the power recovery is not a release condition are reported after the power is restored. For example, in a situation where the ball out problem has not been resolved and the arrival display, the payout error B to D displays, and the ball jam error display are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button "OFF" while the power is in the "OFF" state, the arrival display and the ball jam error display will continue to be displayed, while the payout error B to D displays will be hidden.
[0280] In addition, in the gaming machine 1 where the ball jam error is cleared by the fact that the ball run-out has been cleared (i.e., immediately by the ball run-out being cleared without the need for the above-mentioned operation as a condition for clearing the ball jam error), the following applies. For example, when the ball run-out has not been cleared and the arrival display, the payout error B to D display, and the ball jam error display are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button in the "OFF" state while the power is "OFF", the arrival display and the ball jam error display will continue to be displayed, while the payout error B to D display will be hidden. Also, for example, if the ball run-out is cleared in a situation where the arrival display, the payout error B to D display, and the ball jam error display are displayed, the arrival display and the payout error B to D display will continue to be displayed, while the ball jam error display will be hidden.
[0281] As shown in FIG. 36(A-3), when the game machine 1 is turned on with the RWM clear button in the OFF state while the reach display, error display b1, and error display b2 are displayed, the reach display, error display b1, and error display b2 are displayed after the power is restored. As the error display b1, a ball jam error when the ball runout is not resolved, a radio wave error, an illegal winning error A and B, a magnet error, a payout error A, a connection error, a door open error, or a lower tray full error can be displayed. As the error display b2, an error other than the error display b1 can be displayed among a ball jam error when the ball runout is not resolved, a radio wave error, an illegal winning error A and B, a magnet error, a payout error A, a connection error, a door open error, and a lower tray full error.
[0282] As illustrated in FIG. 36(B-1), in a situation where the achievement display, the error display c1, and the error display c2 are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button "ON" while the power is "OFF", the achievement display, the error display c1, and the error display c2 are hidden after the power is restored. As the error display c1, radio wave error, illegal winning error A-C, magnet error, payout error A-D, ball jam error, movable body abnormal operation error, or sound source error can be displayed. As the error display c2, radio wave error, illegal winning error A-C, magnet error, payout error A-D, ball jam error, movable body abnormal operation error, and sound source error can be displayed, other than the error display c1.
[0283] As illustrated in FIG. 36(B-2), in a situation where the reach display, the error display c1, and the error display d1 are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button "ON" while the power is "OFF", the error related to the error display c1 is cleared by this power recovery, but the error related to the error display d1 is not cleared. Therefore, after the power is restored, the error display d1 is displayed, but the reach display and the error display c1 are not displayed. As the error display c1, a radio wave error, an illegal winning error A to C, a magnet error, a payout error A to D, a ball jam error, an abnormal operation error of a movable body, or a sound source error can be displayed. As the error display d1, a ball jam error when the ball run out is not resolved, a connection error, a door open error, or a lower tray full error can be displayed. In this way, when the error for which the power recovery is a release condition is released after simultaneously reporting various error displays for which the power recovery is not a release condition, and various error displays for which the power recovery is not a release condition, and the reach display, only the various error displays for which the power recovery is not a release condition are reported after the power is restored. For example, in a situation where the ball out problem has been resolved and the reach display, the payout error A to D displays, and the ball jam error display are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button "ON" while the power is in the "OFF" state, the payout error A to D displays will resume, while the reach display and the ball jam error display will remain hidden.
[0284] As shown in FIG. 36(B-3), when the game machine 1 is turned on with the RWM clear button "ON" while the power is "OFF" in a situation where the reach display, error display d1, and error display d2 are displayed, the reach display is hidden after the power is restored, while error display d1 and error display d2 are displayed. As the error display d1, a ball jam error, a connection error, a door open error, or a lower tray full error when the ball runout is not resolved, can be displayed. As the error display d2, an error other than the error display d1 can be displayed among a ball jam error, a connection error, a door open error, and a lower tray full error when the ball runout is not resolved.
[0285] FIG. 37 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power OFF state to the power ON state while the play limit display and various error displays are displayed. As illustrated in FIG. 37(A-1), in a situation where the play limit display, the error display a1, and the error display a2 are displayed, if the gaming machine 1 is turned to the power ON state with the RWM clear button in the OFF state while the play limit display is displayed after the power is restored, while the error display a1 and the error display a2 are not displayed. As the error display a1, a payout error B to D, a ball jam error, an abnormal operation error of a movable body, or a sound source error can be displayed. As the error display a2, an error other than the error display a1 can be displayed among the payout errors B to D, a ball jam error, an abnormal operation error of a movable body, and a sound source error.
[0286] As illustrated in FIG. 37(A-2), in a situation where the play limit display, the error display a1, and the error display b1 are displayed, if the game machine 1 is turned on with the RWM clear button in the "OFF" state while the power is turned off, the error related to the error display a1 is cleared by the power recovery, but the error related to the error display b1 is not cleared. Therefore, after the power is restored, the play limit display and the error display b1 are displayed, but the error display a1 is not displayed. As the error display a1, a payout error B to D, a ball jam error, an abnormal operation error of the movable body, or a sound source error can be displayed. As the error display b1, a ball jam error when the ball run out is not resolved, a payout error A, a connection error, a door open error, or a lower tray full error can be displayed. In this way, when the error for which the power recovery is a release condition is released after simultaneously reporting various error displays for which the power recovery is a release condition, various error displays for which the power recovery is not a release condition, and a stoppage display, the stoppage display and various error displays for which the power recovery is not a release condition are reported after the power is restored. For example, in a situation where the ball out problem has not been resolved and the stoppage display, payout error B to D displays, and ball jam error display are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button "OFF" while the power is in the "OFF" state, the stoppage display and ball jam error display will continue to be displayed, while the payout error B to D displays will be hidden.
[0287] In addition, in a gaming machine 1 in which the ball jam error is cleared by the fact that the ball run-out has been cleared (i.e., immediately by the ball run-out being cleared without the need for the above-mentioned operation as a condition for clearing the ball jam error), the following applies. For example, in a situation in which the ball run-out has not been cleared and the play limit display, payout error B to D display, and ball jam error display are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button in the "OFF" state while the power "OFF" state, the play limit display and ball jam error display will continue to be displayed, while the payout error B to D display will be hidden. Also, for example, if the ball run-out is cleared in a situation in which the play limit display, payout error B to D display, and ball jam error display are displayed, the play limit display and payout error B to D display will continue to be displayed, while the ball jam error display will be hidden.
[0288] As shown in FIG. 37(A-3), when the game machine 1 is turned on with the RWM clear button in the OFF state while the game stop display, error display b1, and error display b2 are displayed, the game stop display, error display b1, and error display b2 are displayed after the power is restored. As the error display b1, a ball jam error, a payout error A, a connection error, a door open error, or a lower tray full error can be displayed when the ball run out is not resolved. As the error display b2, an error other than the error display b1 can be displayed among the ball jam error, payout error A, a connection error, a door open error, and a lower tray full error when the ball run out is not resolved.
[0289] As shown in FIG. 37(B-1), when the game machine 1 is turned on with the RWM clear button in the ON state while the game stop display, error display c1, and error display c2 are displayed, the game stop display, error display c1, and error display c2 are hidden after the power is restored. As the error display c1, it is possible to display a payout error A to D, a ball jam error, an abnormal operation error of a movable body, or a sound source error. As the error display c2, it is possible to display an error other than the error display c1 among the payout errors A to D, a ball jam error, an abnormal operation error of a movable body, and a sound source error.
[0290] As illustrated in FIG. 37(B-2), in a situation where the play limit display, the error display c1, and the error display d1 are displayed, if the gaming machine 1 is turned to the power "ON" state with the RWM clear button "ON" while the power is "OFF", the error related to the error display c1 is released by this power recovery, but the error related to the error display d1 is not released. For this reason, after the power is restored, the error display d1 is displayed, while the play limit display and the error display c1 are not displayed. As the error display c1, a payout error A to D, a ball jam error, an abnormal operation error of the movable body, or a sound source error can be displayed. As the error display d1, a ball jam error when the ball run-out is not resolved, a connection error, a door open error, or a lower tray full error can be displayed. In this way, when the error for which the power recovery is a release condition is released after the various error displays for which the power recovery is a release condition, the various error displays for which the power recovery is not a release condition, and the play limit display are simultaneously notified, only the various error displays for which the power recovery is not a release condition are notified after the power is restored. For example, in a situation where the ball shortage has been resolved and the play end indication, payout error indications A to D, and ball jam error indications are displayed, if the gaming machine 1 is in the power "OFF" state and the power is turned to the "ON" state with the RWM clear button in the "ON" state, the payout error indications A to D will resume, while the play end indications and ball jam error indications will remain hidden.
[0291] As shown in FIG. 37(B-3), when the game machine 1 is turned on with the RWM clear button "ON" while the game limit display, error display d1, and error display d2 are displayed, the game limit display is hidden after the power is restored, but error display d1 and error display d2 are displayed. As the error display d1, a ball jam error, a connection error, a door open error, or a lower tray full error can be displayed when the ball runout is not resolved. As the error display d2, a ball jam error, a connection error, a door open error, and a lower tray full error can be displayed when the ball runout is not resolved, other than the error display d1.
[0292] The display mode (e.g., display content, size, and display position) of the various error displays may be any mode as long as it does not overlap with the text information of the operation advance notice display, the arrival display, and the end display. The various error displays may be displayed in positions where they partially overlap each other when multiple errors occur at the same time, or in positions where they do not overlap each other.
[0293] [Main processing by the game control board 100] FIG. 38 is a flow chart showing an example of the main processing executed in the game control board 100. As illustrated in FIG. 38, in the main processing, the initial setting is performed first (step MS1). In the initial setting, for example, the interrupt time is set, the main CPU 100a is set, and various flags and counters are reset. The initial value of various flags is "OFF", and the initial value of various counters is "0". For example, the value of the difference counter is cleared to 0 in the initial setting. In addition, in the initial setting, processing according to a setting change, processing according to a setting confirmation, and processing according to RWM clear are executed. The initial setting is executed only once after the power is turned on, and is not executed thereafter. Note that the initial value of the various counters is not limited to "0" and may be any value. For example, the initial value of the difference counter may be "-95000", and in such a case, a stop control may be performed in response to the value of the difference counter becoming "0".
[0294] Following the initial setting (step MS1), interrupts are permitted (step MS2). While interrupts are permitted, timer interrupt processing can be executed in the game control board 100. The timer interrupt processing will be described in detail later with reference to FIG. 39. A random number update process (step MS3) is executed to update the various random numbers used in normal and special symbol determination. In this random number update process, the various random numbers are updated by incrementing them by 1. When the various random numbers reach their upper limit, they return to "1" and are incremented again. The period initial value of the various random numbers may be other than "1", and may be changed randomly.
[0295] Following the random number update process (step MS3), interrupts are prohibited (step MS4), and a difference counter monitoring process (step MS5) is executed to monitor the value of the difference counter and determine whether or not to perform a stop control. In the difference counter monitoring process, the process described with reference to FIG. 9 is executed.
[0296] Following the difference counter monitoring process (step MS5), a command related to the limit control or a command related to the error control is set (step MS6). The commands related to the limit control include a command indicating that it is time to start displaying the operation notice display, a command indicating that it is time to start not displaying the operation notice display, a command indicating that it is time to start displaying the arrival display, and a command indicating that it is time to start displaying the limit display. The commands related to the error control include a command indicating that various errors have occurred, and a command indicating that various errors have been released.
[0297] Following step MS6, it is determined whether a voltage drop has been detected continuously for a predetermined period of time (step MS7). If a voltage drop has not been detected continuously for a predetermined period of time (step MS7: NO), the process proceeds to step MS2. If a voltage drop has been detected continuously for a predetermined period of time (step MS7: YES), a power cutoff command is sent to the dispensing control board 120 to notify it that a power cutoff process has begun (step MS8).
[0298] Following step MS8, it is determined whether or not a remaining payout number command indicating the remaining number of game balls to be paid out has been received from the payout control board 120 (step MS9). If the remaining payout number command has not been received (step MS9: NO), it is determined whether or not the standby time for waiting for receipt of the remaining payout number command has elapsed (step MS10). If the standby time has not elapsed (step MS10: NO), the process proceeds to step MS9. On the other hand, if the standby time has elapsed (step MS10: YES), it is determined that normal communication with the payout control board 120 is not possible, and the process proceeds to step MS11.
[0299] When the remaining payout number command is received (step MS9: YES), or when the result of step MS10 is NO, the remaining payout number is saved in the payout counter set in the main RAM 100c (step MS11). Specifically, when the remaining payout number command is received, the remaining payout number specified by the remaining payout number command is saved, and when the remaining payout number command is not received, 0 is saved. After the power is restored, a command instructing payout according to the remaining payout number is sent from the game control board 100 to the payout control board 120.
[0300] Following step MS11, the operation of the display 4 and the solenoids related to various winning ports is stopped (step MS12). Then, the checksum (abnormality determination data) of the main RAM 100c is calculated and stored in the game RWM area (step MS13), and a backup flag indicating that backup data is stored in the game RWM area of the main RAM 100c is stored (step MS14). After that, in step MS15, RWM access is prohibited, and thereafter, the system waits until the power supply is completely cut off. In this embodiment, the value of the difference number counter is not stored in the game RWM area as backup data in step MS13. Therefore, after the power supply is restored, the value of the difference number counter is cleared to the initial value (0 in this embodiment). Note that in step MS13, the value of the difference number counter may be stored in the game RWM area as backup data, and the value of the difference number counter may be maintained before and after the power supply is restored.
[0301] [Timer interrupt processing by the game control board 100] Next, the timer interrupt processing executed in the gaming control board 100 will be described with reference to FIG. 39. Here, FIG. 39 is a flow chart showing an example of the timer interrupt processing executed in the gaming control board 100. The gaming control board 100 is set so that a timer interrupt is periodically generated at a fixed time (for example, 4 milliseconds) during normal operation except for special cases such as when the power is turned on or off. When a timer interrupt occurs, the gaming control board 100 executes a series of processes exemplified in FIG. 39. The processes shown in FIG. 39 to FIG. 49 are performed according to commands issued by the main CPU 100a based on the program stored in the main ROM 100b.
[0302] First, the main CPU 100a of the game control board 100 executes a random number update process for updating the symbol random number, the reach random number, the variable pattern random number, and the normal symbol random number by software (step S1A).
[0303] For example, each random number is incremented by "1" each time the process of step S1A is performed. A loop counter is used as the counter performing the process of step S1A, and each random number is returned to "1" and updated after reaching a preset maximum value. The jackpot random number may be preset to be updated by software, or each random number may be generated by computing a value generated by the random number circuit 104 with a value generated by software.
[0304] Following the process of step S1A, the main CPU 100a executes a switch process to determine the state of the detection signal input from each switch, such as the first start hole detection switch 45a for detecting that a gaming ball has entered the first start hole 11, and the second start hole detection switch 47a for detecting that a gaming ball has entered the second start hole 12 (step S2A). This switch process will be described in detail later with reference to FIG.
[0305] Following the process of step S2A, the main CPU 100a executes special symbol determination, and executes special symbol processing including processing for variably displaying special symbols on the first special symbol display device 41 or the second special symbol display device 42 and then stopping to display special symbols indicating the determination result of the special symbol determination (step S3A). In the special symbol processing, whether or not there is a big win, the big win type, the small win type, the miss type, the variation pattern of the special symbol, etc. are determined. This special symbol processing will be described in detail later with reference to FIG.
[0306] Following the process of step S3A, the main CPU 100a executes normal symbol determination, executes normal symbol processing including processing for variably displaying normal symbols on the normal symbol display device 45 and then stopping and displaying normal symbols indicating the result of the normal symbol determination (step S4A). This normal symbol processing will be described in detail later with reference to FIG.
[0307] Following the process of step S4A, the main CPU 100a executes a small prize opening control process to open the small prize opening 19 by controlling the small prize opening opening solenoid 51c when it is determined in the process of step S3A that a small prize has been won (step S5A). The small prize opening control process is a process for controlling a small prize game, and is executed when a special symbol (small prize symbol) indicating that a small prize game is to be played is stopped and displayed. This small prize opening control process will be described in detail later with reference to FIG.
[0308] Following the process of step S5A, when the main CPU 100a determines that a big win has occurred in the process of step S3A, it executes a big prize opening opening control process for controlling the big prize opening opening solenoid 51b to open the big prize opening 13 (step S6A). This big prize opening opening control process will be described in detail later with reference to FIG.
[0309] Following the processing of step S6A, the main CPU 100a executes a prize ball process that controls the payout of prize balls according to the winning of game balls (step S7A). Following step S7A, the main CPU 100a executes a game ball counting process (step S8A). Specifically, the main CPU 100a performs a measurement using a base calculation prize ball counter, which is the number of prize balls paid out based on the winning of game balls into various winning ports (specifically, the general winning port, the large winning port, the small winning port, and the starting port) during the low probability non-time-saving state, a measurement using a base calculation out counter, which is the number of game balls detected by the out ball detection switch 39a during the low probability non-time-saving state, and a measurement using a total out counter, which is the number of game balls detected by the out ball detection switch 39a regardless of the game state.
[0310] In addition, the value of the total out counter, the value of the base calculation out counter, and the value of the base calculation prize ball counter are game information that are unrelated to the setting value, and are not affected even if the setting value is changed. This makes it possible to display the performance (base value display) without the influence of the setting value.
[0311] Following the process of step S8A, the main CPU 100a executes a performance information calculation and setting process (step S9A). Specifically, the main CPU 110a calculates and stores the base value bL in the current section separated by the total OUT. In addition, the main CPU 110a causes the performance display 113 to display the base value bL and the base values b1 to b3.
[0312] Following the processing of step S9A, the main CPU 100a executes a transmission process to transmit to the performance control board 130 various commands set (stored) in the main RAM 100c in the processing steps prior to step S7A and information necessary for determining the content of the performance associated with the varying display of special patterns (step S10A).
[0313] [Switch processing by game control board 100] Fig. 40 is a detailed flow chart of the switch processing in step S2A in Fig. 39. Following the processing of step S1A, the main CPU 100a monitors whether or not a detection signal is input from the first start hole detection switch 45a, and executes the first start hole switch processing including a process of acquiring random numbers (jackpot random numbers, pattern random numbers, reach random numbers, and variable pattern random numbers) for determining special patterns at the time when the detection signal is input from the first start hole detection switch 45a (step S21). This first start hole switch processing will be described in detail later based on Fig. 41.
[0314] Next, the main CPU 100a monitors whether or not a detection signal is input from the second start hole detection switch 47a, and executes a second start hole switch process including a process of acquiring a random number for determining a special symbol at the time when the detection signal is input from the second start hole detection switch 47a (step S22). This second start hole switch process will be described in detail later with reference to FIG. Next, the main CPU 100a monitors whether or not a detection signal is input from the gate detection switch 44a, and executes gate switch processing including processing for acquiring a random number for determining a normal symbol at the time when the detection signal is input from the gate detection switch 44a (step S23). This gate switch processing will be described in detail later with reference to FIG.
[0315] [First start port switch processing by the game control board 100] Fig. 41 is a detailed flowchart of the first start hole switch processing in step S2A6 of Fig. 40. As illustrated in Fig. 41, the main CPU 100a judges whether the first start hole detection switch 45a has become "ON" based on whether a detection signal from the first start hole detection switch 45a has been input (step S2101). For example, when an ON signal indicating that the first start hole detection switch 45a has become "ON" is input, it is judged that the first start hole detection switch 45a has become "ON" (i.e., the condition for acquiring the game value has been established).
[0316] When the main CPU 100a determines that the first start hole detection switch 45a has turned "ON" (step S2101: YES), it acquires the jackpot random number, pattern random number, reach random number, and variation pattern random number as acquired information to be used for determining the first special pattern (steps S2102-2105).
[0317] Next, the main CPU 100a determines whether the pending number U1 of the first special pattern determination stored in the main RAM 100c is less than the maximum pending number Umax1 (e.g., "4") of the first special pattern determination stored in the main ROM 100b (step S2106).
[0318] When the main CPU 100a determines that the reserved number U1 is less than the maximum reserved number Umax1 (step S2106: YES), it updates the value of the reserved number U1 by adding "1" (step S2107).
[0319] Following the process of step S2107, the main CPU 100a judges whether or not the time-saving game flag is ON (step S2108). When the main CPU 100a judges that the time-saving game flag is not ON (step S2108: NO), it executes a pre-judgment process (step S2109). Specifically, the main CPU 100a pre-judges whether or not a jackpot is judged and which type of fluctuation pattern will be determined based on the acquired information acquired by the processes of steps S2102 to S2105, prior to the jackpot judgment process (see FIG. 46) and the fluctuation pattern determination process (see FIG. 47) described later.
[0320] Following the process of step S2109, the main CPU 100a stores the pre-determination information obtained by the pre-determination process of step S2109 and the various random numbers acquired by the processes of steps S2102 to S2105 in a reserved storage area in the main RAM 100c (step S2110).
[0321] When the main CPU 100a determines that the time-saving game flag is ON (step S2108: YES), the main CPU 100a stores the various random numbers acquired in the processes of steps S2102 to S2105 in a reserved storage area in the main RAM 100c (step S2111).
[0322] When the main CPU 100a executes the process of step S2110 or step S2111, it sets a hold command related to the first special symbol determination in the main RAM 100c (step S2112). This hold command is a command to notify that the first special symbol determination has been put on hold, and includes the advance determination information obtained in the process of step S2109. The hold command is transmitted to the performance control board 130 by the transmission process of step S10A.
[0323] When executing the processing of step S2112, if it is determined that the first start hole detection switch 45a is not "ON" (i.e., the condition for acquiring game value is not met) (step S2101: NO), or if it is determined that the reserved number U1 is not less than the maximum reserved number Umax1 (step S2106: NO), the main CPU 100a terminates the processing shown in FIG. 41.
[0324] [Second start port switch processing by the game control board 100] Fig. 42 is a detailed flowchart of the second start hole switch processing in step S2A7 of Fig. 40. As illustrated in Fig. 42, the main CPU 100a judges whether the second start hole detection switch 47a has become "ON" based on whether a detection signal from the second start hole detection switch 47a has been input following the first start hole switch processing in step S21 (step S2201). For example, when an ON signal indicating that the second start hole detection switch 47a has become "ON" is input, it is judged that the second start hole detection switch 47a has become "ON" (i.e., the condition for acquiring the game value has been established).
[0325] When the main CPU 100a determines that the second start hole detection switch 47a has turned "ON" (step S2201: YES), it acquires the jackpot random number, pattern random number, reach random number, and variation pattern random number as acquired information to be used for determining the second special pattern (steps S2202-2205).
[0326] Next, the main CPU 100a determines whether the number U2 of pending second special pattern determinations stored in the main RAM 100c is less than the maximum number Umax2 (e.g., "4") of pending second special pattern determinations stored in the main ROM 100b (step S2206).
[0327] When the main CPU 100a determines that the reserved number U2 is less than the maximum reserved number Umax2 (step S2206: YES), it updates the value of the reserved number U2 by adding "1" (step S2207).
[0328] Following the process of step S2207, the main CPU 100a judges whether or not the time-saving game flag is ON (step S2208). When the main CPU 100a judges that the time-saving game flag is ON (step S2208: YES), it executes a pre-judgment process (step S2209). Specifically, the main CPU 100a pre-judges whether or not a jackpot is judged and which type of fluctuation pattern will be determined based on the acquired information acquired by the processes of steps S2202 to S2205, prior to the jackpot judgment process (see FIG. 46) and the fluctuation pattern determination process (see FIG. 47).
[0329] Following the process of step S2209, the main CPU 100a stores the pre-determination information obtained by the pre-determination process of step S2209 and the various random numbers acquired by the processes of steps S2202 to S2205 in a reserved storage area in the main RAM 100c (step S2210).
[0330] When it is determined that the time-saving game flag is not ON (step S2208: NO), the main CPU 100a stores the various random numbers acquired in the processes of steps S2202 to S2205 in a reserved storage area in the main RAM 100c (step S2211).
[0331] When the main CPU 100a executes the process of step S2210 or step S2211, it sets a hold command related to the second special symbol determination in the main RAM 100c (step S2212). This hold command is a command to notify that the second special symbol determination has been put on hold, and includes the advance determination information obtained in the process of step S2209. The hold command is transmitted to the performance control board 130 by the transmission process of step S10A.
[0332] When executing the processing of step S2212, if it is determined that the second start hole detection switch 45a is not "ON" (i.e., the condition for acquiring game value is not met) (step S2201: NO), or if it is determined that the reserved number U2 is not less than the maximum reserved number Umax2 (step S2206: NO), the main CPU 100a terminates the processing shown in FIG. 42.
[0333] [Gate switch processing by the game control board 100] Fig. 43 is a detailed flowchart of the gate switch processing in step S23 of Fig. 40. As exemplified in Fig. 43, following the second start port switch processing in step S22, the main CPU 100a determines whether the gate detection switch 44a has become "ON" based on whether a detection signal has been input from the gate detection switch 44a (step S2301).
[0334] When the main CPU 100a determines that the gate detection switch 44a is "ON" (step S2301: YES), the main CPU 100a obtains a random number to be used for normal symbol determination (step S2302).
[0335] Next, the main CPU 100a determines whether the number G of reserved normal pattern determinations stored in the main RAM 100c is less than the maximum number Gmax (e.g., "4") of reserved normal pattern determinations stored in the main ROM 100b (step S2303).
[0336] When the main CPU 100a determines that the reserved number G is less than the maximum reserved number Gmax (step S2303: YES), it updates the value of the reserved number G by adding "1" (step S2304).
[0337] Following the process of step S2304, the main CPU 100a stores the random number acquired in the process of step S2302 in a reserved storage area for normal symbol determination in the main RAM 100c (step S2305).
[0338] When the processing of step S2305 is executed, when it is determined that the gate detection switch 44a is not “ON” (step S2301: NO), or when it is determined that the reserved number G is not less than the maximum reserved number Gmax (step S2303: NO), the main CPU 100a terminates the processing shown in FIG. 43.
[0339] [Special symbol processing by game control board 100] Next, the special symbol processing executed by the game control board 100 will be described in detail with reference to Fig. 44. Here, Fig. 44 is a detailed flowchart of the special symbol processing in step S3A of Fig. 39.
[0340] As illustrated in FIG. 44, the main CPU 100a judges whether or not a big win game or a small win game is being played (step S301). The main CPU 100a judges whether or not a big win game is being played based on, for example, whether or not a big win game flag stored in the main RAM 100c is set to "ON". This big win game flag is a flag indicating whether or not a big win game is being played, and is set to "ON" at the start of the big win game, and is set to "OFF" at the end of the big win game. In addition, the main CPU 100a judges whether or not a small win game is being played based on, for example, whether or not a small win game flag is set to "ON". This small win game flag is a flag indicating whether or not a small win game is being played stored in the main RAM 100c, and is set to "ON" at the start of the small win game, and is set to "OFF" at the end of the small win game. Here, if it is determined that a big win game or a small win game is being played (step S301: YES), the process proceeds to normal symbol processing in step S4A.
[0341] When the main CPU 100a determines that a jackpot game is not being played (step S301: NO), it determines whether or not a special symbol is being displayed in a variable manner (step S302). When it determines that a special symbol is not being displayed in a variable manner (step S302: NO), it determines whether or not the reserved number U2 of the second special symbol determination stored in the main RAM 100c is "1" or more (step S303). When it determines that the reserved number U2 is "1" or more (step S303: YES), it updates the reserved number U2 to a value obtained by subtracting "1" (step S304).
[0342] When the main CPU 100a determines that the reserved number U2 is not "1" or more (step S303: NO), it determines whether the reserved number U1 of the first special symbol determination stored in the main RAM 100c is "1" or more (step S305). Here, when it is determined that the reserved number U1 is not "1" or more (step S305: NO), the process proceeds to the normal symbol processing of step S4.
[0343] When the main CPU 100a determines that the reserved number U1 is equal to or greater than "1" (step S305: YES), the main CPU 100a updates the reserved number U1 to a value obtained by subtracting "1" from the reserved number U1 (step S306).
[0344] Following the process of step S304 or step S306, the main CPU 100a executes a shift process on the reserved storage area of the main RAM 100c (step S308). Specifically, when the main CPU 100a executes a shift process following the process of step S304, it shifts the most recently acquired information stored in the reserved storage area for the second special symbol determination to the storage area for determination, and shifts the remaining acquired information up one entry at a time. The storage area for determination is a storage area in which various information used for the special symbol determination when the special symbol determination is actually performed is stored. Also, when the main CPU 100a executes a shift process following the process of step S306, it shifts the most recently acquired information stored in the reserved storage area for the first special symbol determination to the storage area for determination, and shifts the remaining acquired information up one entry at a time.
[0345] Following the process of step S308, the main CPU 100a executes a big win determination process based on the random number stored in the determination storage area (step S309). This big win determination process will be described in detail later with reference to FIG.
[0346] Following the process of step S309, the main CPU 100a executes a variation pattern determination process for selecting a variation pattern of the special symbol (step S310). This variation pattern determination process will be described in detail later with reference to FIG.
[0347] Following the processing of step S310, the main CPU 100a sets in the main RAM 100c a fluctuation start command including the setting information of the special pattern determined in the processing of step S309, information indicating whether the setting information of the special pattern relates to the first special pattern determination or the second special pattern determination, setting information of the fluctuation pattern determined in the processing of step S310, information regarding the gaming status of the gaming machine 1, etc. (step S311).
[0348] This variation start command is a command to instruct the start of the performance accompanying the variable display of the special symbol, and is transmitted to the performance control board 130 by the transmission process of step S10A. This starts the variable display of the decorative symbol 55 on the liquid crystal screen 5, etc.
[0349] Following the process of step S311, the main CPU 100a starts the variable display of the special symbol based on the setting information of the variable pattern included in the variable start command set in the process of step S311 (step S312). At that time, if the process of steps S309 to S311 is performed in a state where the acquired information (random number) related to the first special symbol judgment is stored in the judgment storage area, the variable display of the special symbol is started on the first special symbol display 41. On the other hand, if the process of steps S309 to S311 is performed in a state where the acquired information (random number) related to the second special symbol judgment is stored, the variable display of the special symbol is started on the second special symbol display 42.
[0350] Next, the main CPU 100a starts measuring the change time, which is the elapsed time from the start of the change display in step S312 (step S313).Then, the main CPU 100a clears the customer waiting state flag (step S314).
[0351] When the main CPU 100a executes the process of step S314 or when it is determined that the special symbol is being displayed (step S302: YES), it determines whether or not the change time corresponding to the change pattern selected by the process of step S310 has elapsed since the start of measurement of the change time in step S313 (step S315). If it is determined that the change time has not elapsed (step S315: NO), the process proceeds to the normal symbol process of step S4.
[0352] When the main CPU 100a judges that the variation time has elapsed (step S315: YES), it sets in the main RAM 100c a symbol determination command that notifies that the special symbol indicating the result of the special symbol determination is stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42 (step S316). This symbol determination command is transmitted to the performance control board 130 by the transmission process in step S9. As a result, a process is performed to stop and display the decorative symbol 55 that was being displayed variably on the liquid crystal screen 5 in a manner that indicates the result of the special symbol determination.
[0353] Following the process of step S316, the main CPU 100a ends the variable display of the special symbol that was started in the process of step S312 (step S317). Specifically, the special symbol (big win symbol or losing symbol) determined in the process of step S309 is displayed in a static manner on the special symbol display device that had been displaying the variable special symbol. The static display of the special symbol continues until at least a predetermined symbol determination time (for example, 1 second) has elapsed.
[0354] In this way, the main CPU 100a causes the first special pattern display device 41 or the second special pattern display device 42 to display a changing special pattern, and then causes the first special pattern display device 41 or the second special pattern display device 42 to display a stopped special pattern indicating the result of the jackpot determination process.
[0355] Following the process of step S317, the main CPU 100a resets the variable time that was started to be measured in the process of step S313 (step S318), and executes a process during the stop including a process of setting an opening command for starting a big win game in the case of a big win, and for starting a small win game in the case of a small win (step S319). When this opening command is transmitted to the performance control board 130 by the transmission process of step S9A (see FIG. 39), the sub-CPU 130a of the performance control board 130 starts, for example, an opening performance corresponding to the type of big win (or small win).
[0356] If the result of step S305 is NO, it is determined whether or not there is a customer waiting state flag indicating that the machine is in a customer waiting state (step S320). If there is no customer waiting state flag, the customer waiting state flag is set (step S321). When the customer waiting state flag is set, a customer waiting state designation command is sent from the game control board 100 to the performance control board 130 by the transmission process of step S10A. In response to receiving the customer waiting state designation command, the performance control board 130 starts a performance indicating that the machine is in a customer waiting state (for example, displaying an image indicating that the volume can be controlled).
[0357] [Normal symbol determination process by the game control board 100] FIG. 45 is a detailed flowchart of the normal symbol processing in step S4A of FIG. 39. The main CPU 100a judges whether the electric tulip 17 is in operation (step S4A1). If the electric tulip 17 is not in operation (step S4A1: NO), judges whether the normal symbol is being displayed stationary (from the start to the end of the normal symbol stop time) (step S4A2). If the normal symbol is not being displayed stationary (step S4A2: NO), judges whether the normal symbol is being displayed in a variable manner (step S4A3). If the normal symbol is not being displayed in a variable manner (step S4A3: NO), judges whether the normal symbol random number is stored (step S4A4). If the normal symbol random number is not stored (step S4A4: NO), the normal symbol judgment process ends.
[0358] If the answer is YES in step S4A4, the winning / losing, normal symbol, and change time are determined according to the game state (step S4A5), and the normal symbol change display is started (step S4A6). In addition, a normal symbol change start command is set to notify the performance control board 130 of the start of the normal symbol change.
[0359] If the normal symbol is being displayed (step S4A3: YES), it is determined whether the normal symbol change time has elapsed (step S4A7), and if not, the process ends. On the other hand, if the answer is NO in step S4A7, the normal symbol is stopped with a display result according to the result of the normal symbol determination (step S4A8). In addition, in response to this, a normal symbol change stop command is set to the performance control board 130 to notify the stop of the normal symbol change. Then, the main CPU 100a sets the normal symbol stop time (for example, 0.5 seconds) (step S4A9).
[0360] If the normal symbol is stopped and displayed (step S4A2: YES), it is determined whether the stop time of the normal symbol has elapsed (step S4A11), and if it has not elapsed, the process ends. On the other hand, if it has elapsed (step S4A11: YES), it is determined whether or not there is a win (step S4A12), and if there is no win, the process ends (step S4A12: NO).
[0361] If it is a win (step S4A12: YES), the opening pattern of the electric tulip 17 is set (step S4A13), and the electric tulip 17 is operated according to the opening pattern that has been set (step S4A14).
[0362] If the electric tulip 17 is in operation (step S4A1: YES), it is determined whether the operation time of the electric tulip 17 has elapsed (step S4A15), and if it has not elapsed, the process ends (step S4A15: NO). On the other hand, if it has elapsed (step S4A15: YES), the operation of the electric tulip 17 is ended (step S4A16).
[0363] [Big win determination process by the game control board 100] FIG. 46 is a detailed flowchart of the jackpot determination process in step S309 in FIG. 44. The main CPU 100a executes a jackpot determination based on the jackpot random number stored in the determination storage area (step S3091). For example, in the jackpot determination table, a determination value to be compared with the jackpot random number is assigned in advance to a jackpot, a small win, or a miss. The main CPU 100a determines whether or not there is a jackpot based on whether the value of the jackpot random number acquired in the process of step S2102 in FIG. 41 (or the process of step S2202 in FIG. 42) matches any of the determination values set in the jackpot determination table set in the main RAM 100c.
[0364] Following the process of step S3091, the main CPU 100a judges whether the judgment result of the jackpot judgment is a jackpot or not (step S3092). If it is judged to be a jackpot (step S3092: YES), the main CPU 100a refers to a symbol determination table stored in advance in the main ROM 100b, determines the type of jackpot symbol based on the symbol random number stored in the judgment storage area together with the jackpot random number used in the jackpot judgment of step S3091, and sets the setting information in the main RAM 100c (step S3093). The type of jackpot symbol is determined by determining the type of jackpot symbol. Specifically, for example, when the symbol random number is related to the first special symbol judgment, the main CPU 100a determines the jackpot symbol based on which judgment value specified in the symbol determination table for the first starting hole (not shown) the symbol random number matches. In addition, if the pattern random number is related to the second special pattern determination, the main CPU 100a determines the jackpot pattern based on which determination value specified in the pattern determination table for the second starting hole (not shown) the pattern random number matches.
[0365] On the other hand, when the main CPU 100a judges that the winning combination is not a big win (step S3092: NO), the main CPU 100a judges whether the winning combination is a small win or not (step S3094). If the winning combination is a small win (step S3094: YES), the main CPU 100a refers to a symbol determination table stored in the main ROM 100b in advance, determines the type of the small win symbol based on the symbol random number, and sets the setting information in the main RAM 100c (step S3095).
[0366] On the other hand, when the main CPU 100a determines that the winning combination is not a small win (step S3094: NO), the main CPU 100a determines the type of the losing symbol and sets the setting information thereof in the main RAM 100c (step S3097).
[0367] [Variation pattern determination process by the game control board 100] Fig. 47 is a detailed flowchart of the variation pattern determination process in step S310 in Fig. 44. The main CPU 100a determines whether or not the time-saving game flag is "ON" (step S3101).
[0368] When the time-saving game flag is ON (step S3101: YES), the main CPU 100a reads the variation pattern table when the time-saving game flag is ON from the main ROM 100b and sets it in the main RAM 100c (step S3102). Then, the main CPU 100a refers to the table set in the process of step S3102 to determine the variation pattern (step S3103). The variation pattern table is a table in which the type of special symbol, the variation pattern of the special symbol, a judgment value for comparison with the variation pattern random number, and (in the case of a miss, the number of reserved special symbol judgments) are associated with each other, and is a table that is pre-stored in the main ROM 100b for each game state.
[0369] When the main CPU 100a determines that the time-saving game flag is not ON (step S3101: NO), it reads out the fluctuation pattern table when the time-saving game flag is OFF from the main ROM 100b and sets it in the main RAM 100c (step S3104). Then, the main CPU 100a determines the fluctuation pattern by referring to the table set in the process of step S3104 (step S3103). The setting information of the fluctuation pattern is included in the fluctuation start command together with the setting information of the special symbol set in the main RAM 100c by the jackpot determination process of step S3091 described above, and is transmitted to the performance control board 130 by the transmission process of step S10A. With the above, the main CPU 100a ends the process shown in FIG. 47.
[0370] [Small winning hole opening control process by the game control board 100] Hereinafter, the small prize opening control process executed by the game control board 100 will be described with reference to FIG. 48. This small prize opening control process is a process for executing a small prize game selected based on a symbol determination table for a small prize stored in the main ROM 100b. Here, FIG. 48 is a detailed flowchart of the small prize opening control process in step S5A of FIG. 39. The main CPU 100a judges whether or not the small prize game flag is set to "ON" (step S641). Here, if it is judged that the small prize game flag is not set to "ON" (step S641: NO), the process proceeds to the large prize opening control process in step S7.
[0371] When the main CPU 100a determines that the big win game flag is set to "ON" (step S641: YES), it determines whether or not it is in the opening period of the small win game based on whether or not the elapsed time since the opening command related to the small win game is set by the stop processing reaches a predetermined opening time (step S642). Here, when it is determined that it is in the opening period (step S642: YES), it also determines whether or not the opening time has elapsed based on whether or not the elapsed time has reached a predetermined opening time (step S643). Here, when it is determined that the opening time has not elapsed (step S643: NO), the process proceeds to the big win port control process of step S7.
[0372] When the main CPU 100a judges that the opening time has elapsed (step S643: YES), it sets the operation pattern of the small prize opening opening solenoid 51c and stores the setting information in the main RAM 100c (step S644). By executing the process of this step S644, various times related to the small prize game, such as the ending time after the round ends, are also set.
[0373] Following the process of step S644, the main CPU 100a resets the number X of winning game balls into the small winning hole 19 stored in the main RAM 100c (step S645).
[0374] Following the process of step S645, the main CPU 100a starts the opening control of the small prize winning port (step S646). Next, the main CPU 100a starts measuring the opening time, which is the elapsed time from the start of this opening control (step S647).
[0375] When the main CPU 100a judges that the game is not in the opening period of the small win game (step S642: NO), it judges whether the game is in the ending period or not based on the information indicating the time point of the current state in the small win game stored in the main RAM 100c (step S648). If it is judged that the game is in the ending period (step S648: YES), the process proceeds to step S659 described later.
[0376] When the main CPU 100a determines that the ending of the small winning game is not in progress (step S648: NO), it determines whether the small winning hole switch 116a is "ON" or not (step S649). Specifically, it determines whether the small winning hole switch 116a is "ON" or not based on the presence or absence of a detection signal from the small winning hole switch 116a.
[0377] Here, if the main CPU 100a determines that the small winning port switch 116a has been turned "ON" (step S649: YES), it determines that one game ball has won the small winning port 19, and updates the number of winning game balls X to a value incremented by "1" (step S650).
[0378] Following the process of step S650, the main CPU 100a judges whether the V winning port switch 116b has become "ON". If it is judged that the V winning port switch 116b has become "ON" (step S651: YES), it sets a V winning command (step S652) and sets the big win game flag to "ON" (step S653).
[0379] When the main CPU 100a executes the process of step S653, executes the process of step S647, or determines that the small prize winning port switch 116a is not "ON" (step S649: NO), it determines whether or not a specified opening time has elapsed since the opening of the small prize winning port 19 started (step S654). Specifically, it determines whether or not the opening time that was started to be measured by the process of step S647 has reached the specified opening time stored in the main ROM 100b.
[0380] When the main CPU 100a determines that the specified opening time has not elapsed (step S654: NO), it determines whether the number of winning balls X in the current round of play stored in the main RAM 100c matches the number of winning balls Xmax (e.g., "9") that specifies the closing timing of the special winning hole 13 stored in the main ROM 100b (step S655). Here, when it is determined that the number of winning balls X does not match the number of winning balls Xmax (step S655: NO), the process proceeds to the special winning hole control process of step S7.
[0381] On the other hand, if the main CPU 100a determines that the number of winnings X matches the number of game balls Xmax (step S655: YES), it causes the small winning opening opening solenoid 51c to end the opening control of the small winning opening 19 that was started in the processing of step S646 (step S656).
[0382] Following the process of step S656, the main CPU 100a starts measuring the ending time (step S657) and sets an ending command in the main RAM 100c (step S658). This ending command is a command to notify that the round game of the small win game has ended, and is transmitted to the performance control board 130 by the transmission process of step S9.
[0383] When the main CPU 100a executes the process of step S658, it judges whether the ending time has elapsed (step S659). When it is judged that the ending time has not elapsed (step S659: NO), the process proceeds to the big prize opening control process of step S7.
[0384] When the main CPU 100a determines that the ending time has elapsed (step S659: YES), the main CPU 100a sets the small win game flag to "OFF" in order to end the small win game (step S660).
[0385] [Big prize opening control process by the game control board 100] Hereinafter, the big prize opening control process executed by the game control board 100 will be described with reference to FIG. 49. This big prize opening control process is a process for executing a big prize game selected based on a symbol determination table at the time of a big prize stored in the main ROM 100b. Here, FIG. 49 is a detailed flowchart of the big prize opening control process in step S6A of FIG. 39. Following the small prize opening control process in step S5A, the main CPU 100a judges whether or not the big prize game flag is set to "ON" (step S601). Here, if it is judged that the big prize game flag is not set to "ON" (step S601: NO), the process proceeds to the prize ball process in step S8.
[0386] When the main CPU 100a determines that the jackpot game flag is set to "ON" (step S601: YES), it determines whether the jackpot game is in the opening stage based on whether the elapsed time since the opening command for the jackpot game was set by the stop processing has reached a predetermined opening time (step S602). When it determines that the jackpot game is in the opening stage (step S602: YES), it determines whether the opening time has elapsed based on whether the elapsed time has reached a predetermined opening time (step S603). When it determines that the opening time has not elapsed (step S603: NO), the process proceeds to the prize ball processing in step S8.
[0387] When the main CPU 100a determines that the opening time has elapsed (step S603: YES), it sets the number of rounds Rmax of the big win game, the operation pattern of the big win opening opening solenoid 51b, etc., and stores the setting information in the main RAM 100c (step S604). By executing the process of this step S604, various times related to the big win game, such as the interval time between rounds and the ending time after the end of the final round, are also set.
[0388] Following the process of step S604, the main CPU 100a resets the number Y of winning balls into the big winning port 13 stored in the main RAM 100c (step S605), and updates the number of rounds R during the big win, also stored in the main RAM 100c, to a value incremented by "1" (step S606). This number of rounds R is set to "0" before the start of the big win, and is incremented by "1" each time the process of step S606 is performed.
[0389] Following the process of step S606, the main CPU 100a starts the opening control of the special prize opening (step S607). Next, the main CPU 100a starts measuring the opening time, which is the elapsed time from the start of the opening control (step S608). Then, the main CPU 100a sets a round start command in the main RAM 100c to notify that a round game for opening the special prize opening 13 has started (step S609).
[0390] When the main CPU 100a judges that the game is not in the opening stage of the big win game (step S602: NO), it judges whether the game is in the ending stage immediately after the end of the final round (step S611) based on information indicating the time point of the big win game in which the current state is stored in the main RAM 100c. If it is judged that the game is in the ending stage (step S611: YES), the process proceeds to step S625 described later.
[0391] When the main CPU 100a determines that the jackpot game is not ending (step S611: NO), it determines whether or not the jackpot game is in an interval (between a round and the next round) based on information indicating which point in time the current state is in the jackpot game stored in the main RAM 100c (step S612). When it determines that the jackpot game is in an interval (step S612: YES), it determines whether or not the interval time set by the process of step S604 has elapsed since the jackpot winning hole 13 was closed at the end of the previous round game (step S613). When it determines that the interval time has elapsed (step S613: YES), it is time to start the next round game, so the process proceeds to the above step S605. On the other hand, when it determines that the interval time has not elapsed (step S613: NO), the process proceeds to the prize ball process of step S8.
[0392] On the other hand, when the main CPU 100a judges that the game is not in an interval (step S612: NO), it judges that the game is in a round and judges whether the special prize opening switch is "ON" or not (step S614). Specifically, it judges whether the special prize opening detection switch 50a is "ON" or not based on the presence or absence of a detection signal from the special prize opening detection switch 50a.
[0393] Here, if the main CPU 100a determines that the special prize opening detection switch 50a has turned "ON" (step S614: YES), it determines that one game ball has entered the special prize opening 13, and updates the number of winning game balls Y to a value incremented by "1" (step S615).
[0394] When the main CPU 100a executes the process of step S615, executes the process of step S609, or determines that the special prize opening detection switch 50a is not "ON" (step S614: NO), it determines whether or not a specified opening time has elapsed since the special prize opening 13 started to be opened (step S616). Specifically, it determines whether or not the opening time that was started to be measured by the process of step S608 has reached the specified opening time stored in the main ROM 100b.
[0395] When the main CPU 100a determines that the specified opening time has not elapsed (step S616: NO), it determines whether the number of winning game balls Y in the current round game stored in the main RAM 100c matches the number of game balls Ymax (e.g., "9") that specifies the closing timing of the big winning hole 13 stored in the main ROM 100b (step S617). Here, when it is determined that the number of winning game balls Y does not match the number of game balls Ymax (step S617: NO), the process proceeds to the prize ball process of step S8.
[0396] On the other hand, if the main CPU 100a determines that the number of winnings Y matches the number of game balls Ymax (step S617: YES), or if it determines that the specified opening time has elapsed (step S616: YES), it causes the large prize opening opening solenoid 51b to end the opening control of the large prize opening 13 that was started in the processing of step S607 (step S618).
[0397] Following the process of step S618, the main CPU 100a judges whether or not the current round number R of the big win game stored in the main RAM 100c matches the round number Rmax set by the process of step S604 (step S619). If it is judged that the round number R does not match the round number Rmax (step S619: NO), the main CPU 100a starts measuring the interval time, which is the elapsed time from when the big win opening 13 is closed, in order to control the start timing of the next round game (step S620). The interval time measured by the process of step S620 is used in the process of step S613.
[0398] On the other hand, when the main CPU 100a judges that the number of rounds R matches the number of rounds Rmax (step S619: YES), it starts measuring the ending time (step S622), resets the number of rounds R stored in the main RAM 100c (step S623), and sets an ending command in the main RAM 100c (step S624). This ending command is a command to notify that the last round of play has ended, and is transmitted to the performance control board 130 by the transmission process of step S8. This ending command includes information (game information) regarding the game state after the big win game ends.
[0399] When the main CPU 100a executes the process of step S624 or when it is determined that the ending is in progress (step S611: YES), it judges whether or not the set ending time has elapsed (step S625). Specifically, it judges whether or not the ending time that started to be measured by the process of step S622 above has reached the set ending time that was set by the process of step S604 above. Here, when it is determined that the ending time has not elapsed (step S625: NO), the process proceeds to the prize ball process of step S8.
[0400] When the main CPU 100a determines that the set ending time has elapsed (step S625: YES), it sets the number of time-saving times and a game state designation command according to the type of special symbol (step S626).
[0401] After the process of step S626, the main CPU 100a sets the big win game flag to "OFF" in order to end the big win game (step S627).
[0402] [Timer interrupt processing by the performance control board 130] Below, the timer interrupt processing executed in the performance control board 130 will be described with reference to Fig. 50. Here, Fig. 50 is a flow chart showing an example of the timer interrupt processing executed in the performance control board 130. Below, the processing shown in Figs. 50 to 41 will be described as being executed by the performance control board 130, but some or all of this processing may be executed in any of the performance control board 130, the image and sound control board 140, and the lamp control board 150.
[0403] The sub-CPU 130a in the performance control board 130 repeatedly executes a series of processes illustrated in Fig. 50 at regular intervals (for example, 4 milliseconds) in the same manner as the timer interrupt process performed in the game control board 100. The processes illustrated in Fig. 50 to Fig. 41 are performed according to commands issued by the sub-CPU 130a based on the program stored in the sub-ROM 130b.
[0404] The sub CPU 130a first executes a command receiving process (step S10) that performs processing according to a command from the game control board 100, and then executes a transmission process (step S30). In the command receiving process, processing is performed according to receiving various commands from the game control board 100 and the lamp control board 150. Specifically, the sub CPU 130a receives a command as game information from the game control board 100, for example, and sets the performance content according to the received command. For example, the sub CPU 130a determines a variable performance pattern corresponding to the variable pattern of the special symbol, and determines whether or not to execute a notice performance that can be executed in the determined variable performance pattern, and the content of the performance. Then, the sub CPU 130a generates a command that instructs the execution of the determined performance, for example, and transmits it to the image sound control board 140 and the lamp control board 150. As a result, the performance of the content determined in the performance control board 130 is executed in the image sound control board 140 and the lamp control board 150. The command receiving process will be described in detail later with reference to FIG. 51.
[0405] Following the process of step S30, the sub CPU 130a performs data transfer processing (step S50). For example, the sub CPU 130a transfers data transmitted from the image and sound control board 140 to the lamp control board 150 in order to control the frame lighting device 10 and the like to emit light and control (for example, operate) the performance props 7 and the like in association with the start of each performance. By performing this data transfer process, for example, light emission control is performed to cause the board lighting device 74 and the frame lighting device 10 to emit light in conjunction with the performance image displayed on the liquid crystal screen 5 and the performance sound output by the speaker 24, and the performance props 7 are operated. With the above, the sub CPU 130a ends the process shown in FIG. 50.
[0406] [Command reception processing by the performance control board 130] Fig. 51 is a detailed flowchart of the command receiving process in step S10 in Fig. 50. As illustrated in Fig. 51, the sub-CPU 130a first determines whether or not a command transmitted from the game control board 100 or the lamp control board has been received (step S11). If it is determined that a command has not been received (step S11: NO), the process proceeds to step S30.
[0407] When the sub-CPU 130a determines that it has received a command (step S11: YES), it determines whether the command is a command related to stop control or a command related to error control transmitted from the game control board 100 in response to the processing of step MS6 (FIG. 38) (step S12). If it is determined that the received command is not a command related to stop control or a command related to error control (step S12: NO), the process proceeds to step S14 described later.
[0408] When the sub-CPU 130a determines that the received command is a command related to the stop control or a command related to the error control (step S12: YES), it executes a predetermined notification (step S13). Specifically, if the command indicates that it is the timing to start displaying the operation notice display, the operation notice display is displayed on the liquid crystal screen 5 and a sound related to the operation notice display is output from the speaker 24. If the command indicates that it is the timing to start displaying the arrival display, the arrival display is displayed on the liquid crystal screen 5 and a sound related to the arrival display is output from the speaker 24. If the command indicates that it is the timing to start displaying the end display, the end display is displayed on the liquid crystal screen 5 and a sound related to the end display is output from the speaker 24. If the command indicates that various errors have occurred, various error displays are displayed on the liquid crystal screen 5. If the command indicates that it is the timing to start hiding the operation notice display, the operation notice display is hidden. If the command indicates that various errors have been released, the various error displays are hidden.
[0409] When the sub-CPU 130a determines that the received command is not a command related to stop control or a command related to error control (step S12: NO), it determines whether or not the command is a fluctuation start command transmitted from the game control board 100 in response to the processing of step S311 (see FIG. 44) (step S14). Here, when it is determined that the received command is not a fluctuation start command (step S14: NO), the processing proceeds to step S16 described later.
[0410] When the sub-CPU 130a determines that the received command is a change start command (step S14: YES), it starts a performance associated with the change display (step S15). For example, the sub-CPU 130a executes a performance corresponding to the change pattern of the special symbol included in the change start command.
[0411] When the sub-CPU 130a judges that the received command is not a variation start command (step S14: NO), it judges whether or not the command is a symbol determination command transmitted from the game control board 100 in response to the processing of step S316 (see FIG. 44) (step S16). When the sub-CPU 130a judges that the command is a symbol determination command (step S16: YES), it ends the performance associated with the variable display (step S17). As a result, the decorative symbol 55, the small symbol 56, and the fourth symbols 57 and 59 are displayed in a stopped state on the liquid crystal screen 5 in association with the stopped display of the special symbol.
[0412] When the sub-CPU 130a determines that the received command is not a symbol determination command (step S16: NO), it determines whether or not the command is an ending command transmitted from the game control board 100 in response to the processing of step S658 (see FIG. 48) (step S18). When the sub-CPU 130a determines that the co...
Claims
[Claim 1] A gaming machine capable of playing games using gaming balls, an initialization means for initializing control information when power supply to the gaming machine is started in response to a predetermined operation; A determination means for determining whether a condition for acquiring a gaming value is met based on a game; an error detection means for detecting an error in the awarding of the game value; A ball jamming error detection means capable of detecting a ball jamming error related to a ball jam; a game stop state control means for controlling the game function to a game stop state when a calculated information value calculated using a game value acquired by a game reaches a threshold value; A notification means capable of notifying game stop related information and error information, When the calculated information value reaches a threshold value during the execution of a special game advantageous to a player, the game is stopped after the special game ends; The grant error detection means is capable of detecting the grant error regardless of whether or not the game is stopped, The ball jamming error detection means is capable of detecting the ball jamming error regardless of whether the game is stopped or not, The error information is an application error information notified based on the detection of the application error; ball jamming error information that is notified based on the detection of the ball jamming error, The game stop related information is advance information to be notified based on the calculated information value reaching a advance threshold value lower than the threshold value; Game stop information to be notified based on the game being controlled to the game stop state; and game stop suggestion information that is notified based on the calculated information value reaching the threshold value during the execution of the special game, The game stop information can be notified simultaneously with the error information, The game stop information is notified with priority over the error information, The game stop information and the error information are notified, and when an error related to the error information is released and the error information is not notified, the notification of the game stop information is continued; When the supply of power to the gaming machine is stopped during the notification of the game stop information, and the supply of power to the gaming machine is resumed without initializing the control information, the notification of the game stop information is resumed; A gaming machine in which the supply of power to the gaming machine is stopped while the game stop suggestion information is being notified, and when the supply of power to the gaming machine is resumed without initializing the control information, the notification of the game stop suggestion information is resumed.
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