Game machine
The gaming machine addresses the issue of inappropriate game control by incorporating a specific winning opening, prize awarding, and effect execution mechanisms, ensuring dynamic and engaging gameplay even in non-progression states.
Patent Information
- Application Number
- JP2025137068
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-20
- Publication Date
- 2025-10-30
AI Technical Summary
Conventional gaming machines lack appropriate control mechanisms to manage game progression and prize awarding when a specific condition is met, leading to undesirable non-progression states.
A gaming machine equipped with a specific winning opening, prize awarding means, inability state control, effect execution unit, and effect control means that allows for variable games, prize awards, and dynamic effect updates based on game conditions, ensuring appropriate control even in non-progression states.
Enables effective management of game states and prize awards, providing appropriate control and dynamic effects, enhancing player engagement and game experience.
Smart Images

Figure 2025164848000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] As an example of a conventional gaming machine, there is a pachinko gaming machine that, when a door element is opened, is controlled to a state in which it notifies the user that the door element is open (for example, Patent Document 1). In addition, the pachinko gaming machine described in Patent Document 1 is controlled to a state in which it notifies the user that an abnormal radio wave has been detected when an abnormal radio wave has been detected. In this way, conventional pachinko gaming machines are configured to control their state in accordance with the establishment of a predetermined condition. In such pachinko gaming machines, it is also possible to control the state to a non-progression state in which the game cannot proceed, depending on the established condition. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2018-161534 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, when control is exercised to cause the vehicle to be unable to proceed as described above, it is desirable to carry out appropriate control based on the fact that the vehicle is in the unable to proceed state. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine that can execute a variable game, and is equipped with a specific winning opening into which a gaming ball can enter, a prize awarding means that can award a prize when a gaming ball enters the specific winning opening, a big win game awarding means that can award a big win game depending on the result of the variable game, an inability state control means that can control the game to an inability state in which it is impossible to proceed when a specific condition is established, an effect execution unit that can execute effects, and an effect control means that can control the effect execution unit, and the specific condition may be established by a gaming ball entering the specific winning opening, and when the specific condition is established by a gaming ball entering the specific winning opening, A prize is awarded according to the ball entering the game, and after the specific condition is met and the game is controlled to the non-progression state, no prize is awarded even if a game ball enters the specific winning port, and the effect execution unit can execute a winning number effect in which the effect content is updated according to the condition for awarding a prize being met, and the winning number effect is not executed when the game is controlled to the non-progression state, and if the specific condition is met during the jackpot game, a prize is awarded when a game ball enters the specific winning port during the jackpot game, and if the specific condition is met during the jackpot game, the effect content of the winning number effect can be updated until a specific timing even after the specific condition is met. [Effects of the Invention]
[0006] According to the present invention, appropriate control can be performed. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine and the management unit. [Figure 2] FIG. 1 is a diagram showing a game board provided in a pachinko game machine. [Figure 3] This is an enlarged view of the counting operation unit, counting notification unit, and second ball number display unit provided in the pachinko gaming machine. [Figure 4] 1 is a schematic diagram showing a distribution mechanism for game balls formed in a pachinko game machine. [Figure 5]FIG. 2 is a schematic diagram showing a supply unit provided in a pachinko gaming machine. [Figure 6] FIG. 2 is a schematic diagram showing a supply unit provided in a pachinko gaming machine. [Figure 7] 1 is a schematic diagram showing a launching section provided in a pachinko gaming machine. [Figure 8] 1 is a block diagram showing the electrical configuration of a pachinko gaming machine. [Figure 9] 1 is a block diagram showing the electrical configuration of a pachinko gaming machine. [Figure 10] 10 is a timing chart showing control relating to the transport operation of the transport unit. [Figure 11] A schematic diagram showing an example of display content regarding the effect game and pending images in the effect display unit. [Figure 12] 10 is a schematic diagram showing an example of the display content regarding the number of wins and the firing intensity on the display display unit. FIG. [Figure 13] A schematic diagram showing an example of display content regarding transition suggestion effects on the effect display unit. [Figure 14] A schematic diagram showing an example of the display content regarding the progress-impossible waiting effect on the effect display unit. [Figure 15] 10 is a timing chart for explaining the operation when a gaming ball is launched. [Figure 16] 10 is a timing chart for explaining the control and operation of a pachinko gaming machine in accordance with state transitions related to the progress of a game. [Figure 17] 10 is a timing chart for explaining the control and operation of a pachinko gaming machine in accordance with state transitions related to the progress of a game. [Figure 18] 10 is a timing chart for explaining the control and operation of a pachinko gaming machine in accordance with state transitions related to the progress of a game. [Figure 19] 10 is a timing chart for explaining the control and operation of a pachinko gaming machine in accordance with state transitions related to the progress of a game. [Figure 20] 10 is a timing chart for explaining the control and operation of a pachinko gaming machine in accordance with state transitions related to the progress of a game. [Figure 21] 10 is a timing chart for explaining the control and operation of a pachinko gaming machine in accordance with state transitions related to the progress of a game. [Figure 22] 10 is a timing chart for explaining the control and operation of a pachinko gaming machine in accordance with state transitions related to the progress of a game. DETAILED DESCRIPTION OF THE INVENTION
[0008] An embodiment of a pachinko gaming machine will be described below. As shown in Fig. 1, in an island facility (gaming island), pachinko gaming machines 10 (hereinafter referred to as gaming machines 10), which are an example of gaming machines, and management units 100, which are an example of management devices, are installed alternately. The management units 100 are installed next to the gaming machines 10. The management units 100 are connected to the gaming machines 10 so that they can communicate with each other.
[0009] The management unit 100 will now be described. The management unit 100 includes a medium insertion section 101 into which a management medium can be inserted. As an example, the management medium is a data storage medium such as an IC card or an IC coin. The management medium can store the remaining amount of money deposited and the number of gaming balls owned by the player (hereinafter referred to as the first management ball number PA). The first management ball number PA is data managed by the management unit 100. The management medium may also be capable of storing the player's personal information or the remaining amount of payment (prepaid balance). The management unit 100 includes a cash insertion section 102 into which cash can be inserted. The amount inserted into the cash insertion section 102 is added to the remaining amount stored in the management medium. As an example, the cash may be either banknotes or coins.
[0010] The management unit 100 is equipped with an operation panel 110. The operation panel 110 is equipped with a ball lending operation section 111, a payout operation section 112, a return operation section 113, a first ball number display section 114, and a balance display section 115. The ball lending operation section 111 is operated when increasing the number of gaming balls owned by the player (hereinafter referred to as the second managed ball number PB) based on the balance stored in the management medium. The second managed ball number PB is data managed by the gaming machine 10. The payout operation section 112 is operated when increasing the second managed ball number PB based on the first managed ball number PA. The managed ball numbers PA and PB are examples of the number of balls owned.
[0011] The return operation unit 113 is operated when receiving the return of a management medium inserted into the management unit 100. The first ball number display unit 114 displays information (Arabic numerals, for example) that can identify the first management ball number PA. The balance display unit 115 displays information (Arabic numerals, for example) that can identify the remaining amount of payment.
[0012] The management unit 100 includes a management unit control board 120 (hereinafter referred to as the CU control board 120). The CU control board 120 includes a CPU 120a, a ROM 120b, and a RAM 120c. The CPU 120a executes a management unit control program to perform predetermined control. The ROM 120b stores the management unit control program. The RAM 120c stores various information that is rewritten during operation of the management unit 100. For example, information stored in the RAM 120c includes flags, counters, timers, and the like. The management unit 100 includes a communication terminal 120d that is connected to the gaming machine 10 so as to be able to communicate bidirectionally.
[0013] The CU control board 120 is connected to the medium insertion unit 101. The CPU 120a is configured to be able to rewrite the memory contents of the management medium inserted into the medium insertion unit 101. The CU control board 120 is connected to the cash insertion unit 102. The CPU 120a is configured to be able to input a deposit signal that is output when cash is inserted into the cash insertion unit 102. The deposit signal is a signal that can identify the amount of money inserted into the cash insertion unit 102.
[0014] The CU control board 120 is connected to the operation panel 110. The CPU 120a is configured to be able to input a ball lending signal that is output when the ball lending operation unit 111 is operated. The CU control board 120 is configured to be able to input a payout signal that is output when the payout operation unit 112 is operated. The CPU 120a is configured to be able to input a return signal that is output when the return operation unit 113 is operated. The CPU 120a is configured to be able to control the display content of the first ball number display unit 114. The CPU 120a is configured to be able to control the display content of the remaining balance display unit 115.
[0015] The CU control board 120 is connected to the gaming machine 10 via the communication terminal 120d. The CPU 120a is configured to be able to input various control signals (control information) output by the gaming machine 10. The CPU 120a is configured to be able to output various control signals (control information) to the gaming machine 10. The management unit 100 outputs a connection signal from the communication terminal 120d to the gaming machine 10. The connection signal may be a command or message generated by the CU control board 120 (CPU 120a), or may be a signal generated by an output circuit (for example, a power supply circuit) different from the CPU 120a.
[0016] The management unit 100 is equipped with an external communication terminal (not shown) for connecting to an external management device prepared separately from the gaming machine 10 and the management unit 100. As an example, the external management device is installed in the gaming facility. As an example, the external management device (not shown) is a hall computer installed in the gaming facility. As an example, the external management device is a management computer that can communicate with server equipment installed in a data center outside the gaming facility via a network. In this case, it is preferable that the management computer and the management unit 100 are connected so that they can communicate bidirectionally.
[0017] The processing performed in the management unit 100 will now be described. When a management medium is inserted into the medium insertion unit 101, the CPU 120a reads out the remaining amount and the first management ball count PA stored in the management medium and stores them in the RAM 120c. Then, when a management medium is inserted, the CPU 120a performs the process described below.
[0018] When the CPU 120a receives a cash insertion signal from the cash insertion unit 102, it adds the inserted amount, which can be determined from the insertion signal, to the remaining balance. When the remaining balance is not 0 and the CPU 120a receives a ball lending signal from the ball lending operation unit 111, it subtracts a specified amount from the remaining balance and outputs lending information, which can determine the lending of the number of game balls corresponding to the specified amount, to the gaming machine 10. Note that when the remaining balance is 0, the CPU 120a does not output lending information even if it receives a ball lending signal.
[0019] When the first number of managed balls PA is 1 or more, upon receiving a payout signal from the payout operation unit 112, the CPU 120a subtracts a predetermined number from the first number of managed balls PA and outputs loan information to the gaming machine 10 that can identify the loan of the predetermined number of gaming balls. When the first number of managed balls PA is 0, the CPU 120a does not output loan information even if a payout signal is received. Thus, the loan information can identify the number of loaned balls. When the CPU 120a receives counting information from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting information to the first number of managed balls PA. As will be described in more detail later, the counting information is primarily output when a player finishes playing the gaming machine 10. The counting information is information that can identify the number of gaming balls whose management is to be transferred to the management unit 100.
[0020] CPU 120a controls first ball count display unit 114 to display information that can identify the first managed ball count PA at any given time. The first managed ball count PA is displayed in real time on first ball count display unit 114. CPU 120a controls balance display unit 115 to display information that can identify the remaining balance at any given time. The remaining balance is displayed in real time on balance display unit 115. When CPU 120a inputs a return signal from return operation unit 113, it stores the remaining balance and first managed ball count PA stored in RAM 120c in the management medium, and initializes the remaining balance and first managed ball count PA stored in RAM 120c. CPU 120a controls medium insertion unit 101 so that the management medium is ejected from medium insertion unit 101.
[0021] The gaming machine 10 will now be described. As shown in Figures 1 and 2, the gaming machine 10 is an enclosed gaming machine in which a specified number P0 of gaming balls are enclosed inside the machine. The gaming machine 10 is an example of a circulation-type gaming machine in which gaming balls are circulated inside the machine. The gaming balls may be either magnetic or non-magnetic. The gaming machine 10 does not have a storage section for storing gaming balls. In principle, the gaming machine 10 is designed so that players cannot touch the gaming balls.
[0022] The gaming machine 10 electromagnetically manages the second number of managed balls PB based on the number of loaned balls Pb, the number of acquired balls Pc, the number of shot balls Pd, and the number of returned balls Pe. The number of loaned balls Pb is the number of game balls loaned to a player. The number of acquired balls Pc is the number of game balls acquired by a player. The number of shot balls Pd is the number of game balls shot by a player. The number of shot balls Pd can also be said to be the number of game balls supplied from the supply unit 61 described below to the launch unit 65. The number of returned balls Pe is the number of game balls shot by a player that did not reach the game area 20a described below. The number of returned balls Pe can also be said to be the number of game balls shot from the launch unit 65 toward the game area 20a that did not reach the game area 20a. Returned balls are so-called "foul balls."
[0023] The gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine body to an island facility, a mounting frame 11b for mounting various gaming components, and a protective frame 11c. The mounting frame 11b is an example of a door portion supported on the outer frame 11a so as to be openable and closable. The protective frame 11c is supported on the mounting frame 11b so as to be openable and closable. The protective frame 11c has protective glass (not shown) that protects the gaming components mounted on the mounting frame 11b. The gaming machine 10 includes a locking device 90 that locks the frames 11b and 11c. The gaming machine 10 is configured so that the frames 11b and 11c cannot be opened from the outer frame 11a unless they are unlocked using a key that fits the locking device 90. The mounting frame 11b is an example of a door portion. The protective frame 11c is an example of a door portion.
[0024] The gaming machine 10 is equipped with an effect sound unit 12, an example of which is a speaker. The effect sound unit 12 is disposed on the front side of the mounting frame 11b. The effect sound unit 12 is capable of executing an effect that outputs a predetermined sound (hereinafter referred to as an audio effect) and an announcement that outputs a predetermined sound (hereinafter referred to as an audio announcement). For example, the predetermined sound is music, sound effects, a human voice reading a predetermined string of characters, etc. The gaming machine 10 is equipped with an announcement sound unit 13, an example of which is a speaker. The announcement sound unit 13 is capable of executing an announcement sound. As an example, the effect sound unit 12 and the announcement sound unit 13 are disposed in the mounting frame 11b.
[0025] The gaming machine 10 is equipped with a performance light-emitting unit 14. The performance light-emitting unit 14 can perform performances (hereinafter referred to as light-emitting performances) by lighting, flashing, and extinguishing a light-emitting element (not shown), such as an LED. The performance light-emitting unit 14 can perform notifications (hereinafter referred to as light-emitting notifications) by lighting, flashing, and extinguishing a light-emitting element (not shown). As an example, the performance light-emitting unit 14 is disposed in the mounting frame 11b. The performance light-emitting unit 14 may also be disposed in the gaming board 20, which will be described later.
[0026] The gaming machine 10 is equipped with a launch operation unit 15 that can be operated to launch gaming balls. The launch operation unit 15 is disposed on the front side of the mounting frame 11b. The gaming machine 10 is configured to launch gaming balls with a launch strength that corresponds to the operation of the launch operation unit 15. As an example, the launch operation unit 15 includes a handle lever 15a that can be rotated, a touch sensor D01, a launch stop switch D02, and a handle volume D03 (see FIG. 8).
[0027] The touch sensor D01 is connected to an energized ring 15c arranged to surround the side of the firing operation unit 15. The touch sensor D01 outputs a touch signal when a player holds the firing operation unit 15 and the player's fingers touch the energized ring 15c. The touch signal is in an ON state when the player's fingers are touching the energized ring 15c, and is in an OFF state when the player's fingers are not touching the energized ring 15c. The touch sensor D01 is an example of a means for detecting that a player is touching the firing operation unit 15.
[0028] The launch stop switch D02 outputs a stop signal when the launch stop button 15b protruding from the side of the launch operation unit 15 is pressed. The stop signal is turned on when the launch stop button 15b is operated, and is turned off when it is not operated. The launch stop button 15b is an example of a means that can be operated to stop the launch of game balls. When the handle lever 15a is rotated, the handle volume D03 outputs a volume signal with a voltage corresponding to the amount of rotation.
[0029] The gaming machine 10 includes a presentation operation unit 16. The presentation operation unit 16 is an example of a means that can be operated by a player. The presentation operation unit 16 may be a button type that can be pressed, a touch sensor type that also serves as a display device, or a lever type.
[0030] As shown in Figures 1 and 3, the gaming machine 10 is equipped with a second ball count display unit 17 that displays information that can identify the second management ball count PB. As an example, the second ball count display unit 17 is configured with multiple (e.g., six) seven-segment displays and can display multiple (e.g., six-digit) numbers. The second ball count display unit 17 can perform a predetermined notification by displaying predetermined letters and numbers.
[0031] The gaming machine 10 is equipped with a counting operation unit 18. The counting operation unit 18 is mainly operated when the player finishes playing the gaming machine 10. The counting operation unit 18 allows counting operations using the counting operation unit 18 when the counting operation unit 18 is in a predetermined countable state. The counting operation unit 18 outputs a counting signal when a push operation is performed. The gaming machine 10 is equipped with a counting notification unit 18a. The counting notification unit 18a is an example of a means for notifying whether the counting operation unit 18 is in a countable state. As an example, the performance operation unit 16, the second ball number display unit 17, the counting operation unit 18, and the counting notification unit 18a are arranged on the front side of the mounting frame 11b.
[0032] As shown in FIG. 2, the gaming machine 10 includes a gaming board 20. The gaming board 20 is mounted on a mounting frame 11b. A gaming area 20a having a substantially circular shape in a front view is defined on the front of the gaming board 20. A display window 20b is formed in the approximate center of the gaming area 20a. A launch passage 20c is formed on the left side of the gaming area 20a, which guides gaming balls launched by operating the launch operation unit 15 into the gaming area 20a. Nails, windmills, etc. are arranged in the gaming area 20a. The gaming area 20a and the launch passage 20c are covered by protective glass (not shown) of the protective frame 11c.
[0033] The gaming board 20 is equipped with an information display device 21 that displays various information. The information display device 21 includes a first special symbol display section 21a, a second special symbol display section 21b, a first hold display section 21c, a second hold display section 21d, a normal symbol display section 21e, and a normal hold display section 21f. As an example, the multiple display sections 21a to 21f are arranged together in a section that is visible to the player, but this is not limiting, and some or all of them may be arranged in different sections.
[0034] The first special symbol display unit 21a can execute a first special symbol variable game (hereinafter referred to as the first special game) that displays a variable number of predetermined symbols and finally displays a fixed special symbol. In the following description, "variable display" refers to a state in which the type of displayed symbol changes over time. In the following description, "fixed stop display" refers to a state in which a symbol is fixedly displayed as a fixed symbol and the type of displayed symbol does not change. With respect to symbols, "fixed stop display" and "derive" have the same meaning. The first special symbol display unit 21a has multiple light-emitting elements (e.g., four light-emitting elements), such as LEDs. The first special symbol display unit 21a is configured to be able to execute a first special game by turning on, blinking, and extinguishing the multiple light-emitting elements. The first special symbol display unit 21a is an example of a game execution unit that can execute a first special game.
[0035] The second special symbol display unit 21b is capable of executing a second special symbol variation game (hereinafter referred to as the second special game) in which predetermined symbols are displayed in a variable manner and a special symbol is finally displayed as a fixed, stopped symbol. The second special symbol display unit 21b has a plurality of light-emitting elements (for example, four light-emitting elements), such as LEDs. The second special symbol display unit 21b is configured to be capable of executing the second special game by turning on, blinking, and extinguishing the plurality of light-emitting elements. The second special symbol display unit 21b is an example of a game execution unit capable of executing the second special game.
[0036] The special symbols are symbols used to announce the results of the internal lottery (special symbol winning lottery). Hereinafter, the first special game and the second special game will be collectively referred to as the "special game." The special game corresponds to a variable game. The special symbols include jackpot symbols, chance symbols, and losing symbols. The special symbols may also include small winning symbols. The jackpot symbol announced as a result of the internal lottery (special symbol winning lottery) is an example of a jackpot result. The chance symbols and losing symbols announced as a result of the internal lottery (special symbol winning lottery) are examples of a non-jackpot result. In the gaming machine 10, when a jackpot is won in the special symbol winning lottery, the jackpot symbol is displayed as a fixed stop in the special game, and the jackpot game is awarded after the special game for that jackpot has ended. The jackpot game will be described later.
[0037] The first special symbol display unit 21a and the second special symbol display unit 21b can display special symbols by turning on, blinking, and extinguishing multiple light-emitting elements, respectively. For example, the first special symbol display unit 21a and the second special symbol display unit 21b turn on some of the multiple light-emitting elements and extinguish other light-emitting elements to display a jackpot symbol. The combination of light-emitting elements that are turned on when displaying a jackpot symbol in the first special symbol display unit 21a and the second special symbol display unit 21b varies depending on the type of jackpot symbol to be displayed. For example, the first special symbol display unit 21a and the second special symbol display unit 21b turn on some of the multiple light-emitting elements and extinguish other light-emitting elements to display a chance symbol. The combination of light-emitting elements that are turned on when displaying a chance symbol in the first special symbol display unit 21a and the second special symbol display unit 21b differs from the combination of light-emitting elements that are turned on when displaying a jackpot symbol. As an example, the first special symbol display unit 21a and the second special symbol display unit 21b light up all of the plurality of light-emitting elements to display a losing symbol.
[0038] The first special symbol display unit 21a variably displays a jackpot symbol, a chance symbol, and a loss symbol when the first special game is being executed. Then, the first special symbol display unit 21a displays any of the jackpot symbol, chance symbol, and loss symbol as a fixed stop symbol when the first special game is ended. The second special symbol display unit 21b variably displays the jackpot symbol, chance symbol, and loss symbol when the second special game is being executed. Then, the second special symbol display unit 21b displays any of the jackpot symbol, chance symbol, and loss symbol as a fixed stop symbol when the second special game is ended. In this way, during execution of the special game, at least one of the multiple light-emitting elements in the first special symbol display unit 21a and the second special symbol display unit 21b is lit.
[0039] The first hold display unit 21c displays information that can identify the number of first special games whose execution is on hold because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the first hold number). As an example, the upper limit of the first hold number is four. The first hold display unit 21c has multiple light-emitting elements (e.g., three light-emitting elements), such as LEDs. The first hold display unit 21c displays information that can identify the first hold number by turning on, blinking, and extinguishing the multiple light-emitting elements. In other words, the first hold display unit 21c is configured to display information that can identify the number of first special games whose execution is on hold. As an example, when the first hold number is one or more, the first hold display unit 21c turns on some of the multiple light-emitting elements and extinguishes light-emitting elements other than the some light-emitting elements. Note that the combination of light-emitting elements that is turned on in the first hold display unit 21c when the first hold number is one or more varies depending on the number of first hold numbers. As an example, when the first hold number is 0, the first hold display unit 21c turns off all of the plurality of light-emitting elements. In this way, when there is one or more first special games on hold for execution, at least one of the plurality of light-emitting elements in the first hold display unit 21c lights up. The first hold display unit 21c is an example of a hold number display unit.
[0040] The second hold display unit 21d displays information that can identify the number of second special games whose execution is on hold because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the second hold number). As an example, the upper limit of the second hold number is four. The second hold display unit 21d has multiple light-emitting elements (e.g., three light-emitting elements), such as LEDs. The second hold display unit 21d displays information that can identify the second hold number by turning on, blinking, and extinguishing the multiple light-emitting elements. In other words, the second hold display unit 21d is configured to display information that can identify the number of second special games whose execution is on hold. As an example, when the second hold number is one or more, the second hold display unit 21d turns on some of the multiple light-emitting elements and extinguishes light-emitting elements other than the some light-emitting elements. Note that the combination of light-emitting elements that are turned on in the second hold display unit 21d when the second hold number is one or more varies depending on the number of second hold numbers. As an example, when the second hold number is 0, the second hold display unit 21d turns off all of the plurality of light emitters. In this way, when there is one or more second special games on hold, at least one of the plurality of light emitters in the second hold display unit 21d lights up. The second hold display unit 21d is an example of a hold number display unit.
[0041] The normal symbol display unit 21e is capable of executing a normal game in which predetermined symbols are variably displayed and a normal symbol is finally displayed as a fixed stop symbol. The normal symbol display unit 21e has a plurality of light-emitting elements (for example, four light-emitting elements), such as LEDs. The normal symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning normal symbol). The normal symbol includes a normal winning symbol and a normal losing symbol. In the gaming machine 10, when a normal win is won in the lottery for a winning normal symbol, the normal winning symbol is displayed as a fixed stop symbol in the normal game, and a normal winning game is awarded after the normal game for that normal win is completed.
[0042] The normal symbol display unit 21e can display normal symbols by lighting, blinking, and extinguishing multiple light-emitting elements. As an example, the normal symbol display unit 21e displays normal winning symbols by lighting up some of the multiple light-emitting elements and extinguishing light-emitting elements different from the some of the light-emitting elements. As an example, the normal symbol display unit 21e displays normal losing symbols by lighting up all of the multiple light-emitting elements. When a normal game is being played, the normal symbol display unit 21e variably displays normal winning symbols and normal losing symbols. Then, when the normal game is ended, the normal symbol display unit 21e displays either the normal winning symbol or the normal losing symbol as a fixed stop.
[0043] The normal hold display unit 21f displays information that can identify the number of normal games whose execution is on hold because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the normal hold number). As an example, the upper limit of the normal hold number is 4. The normal hold display unit 21f has multiple light-emitting elements (e.g., three light-emitting elements), such as LEDs. As an example, when the normal hold number is 1 or more, the normal hold display unit 21f turns on some of the multiple light-emitting elements and turns off light-emitting elements other than the some of the light-emitting elements. Note that the combination of light-emitting elements to be turned on in the normal hold display unit 21f when the normal hold number is 1 or more varies depending on the number of normal holds. As an example, when the normal hold number is 0, the normal hold display unit 21f turns off all of the multiple light-emitting elements. The information display device 21 may include a right-hit display unit that displays information instructing a right hit and a round display unit that notifies the upper limit of the number of rounds of play.
[0044] The gaming machine 10 is equipped with an effect display unit 19. The effect display unit 19 has an image display area 19a capable of displaying an image. The effect display unit 19 is attached to the gaming board 20 so that the image display area 19a can be viewed through a display window 20b. For example, the effect display unit 19 is a liquid crystal device. The effect display unit 19 can execute an effect that displays a predetermined image (hereinafter referred to as a display effect). For example, the predetermined image is an image such as an effect pattern, a character, a landscape, a letter (character string), a number, or a symbol. In the following description, when the term "display" is used to refer to these characters, it means that these characters are displayed as an image. The effect display unit 19 can execute an alert that displays a predetermined image (hereinafter referred to as a display alert).
[0045] For example, the display effects in the effect display unit 19 include an effect symbol variable game (hereinafter referred to as an effect game) using multiple columns of effect symbols (decorative symbols). In the effect game, multiple columns of effect symbols are variably displayed, and finally, a combination of effect symbols (hereinafter referred to as a symbol combination) is displayed as a fixed, stopped combination. The effect symbols (decorative symbols) are symbols decorated with characters, patterns, etc., and are symbols for diversifying the display effects. As an example, the effect game is performed by variably displaying (scrolling) the effect symbols of the left column Hz, the middle column Nz, and the right column Mz in a predetermined direction. In this way, the effect display unit 19 can execute an effect game by variably displaying multiple columns of effect symbols. The effect game may include a reach effect that is performed by forming a reach. The effect game starts and ends together with the special game.
[0046] In the effect game, a symbol combination corresponding to the special symbol that is displayed as a fixed stop in the special game is displayed as a fixed stop. When a jackpot symbol is displayed as a fixed stop in the special game, the effect game displays a jackpot symbol combination as a fixed stop. As an example, a jackpot symbol combination is a symbol combination such as "777" where the effect symbols in all rows are the same effect symbol. When a chance symbol is displayed as a fixed stop in the special game, the effect game displays a non-jackpot symbol combination as a fixed stop. When a losing symbol is displayed as a fixed stop in the special game, the effect game displays a non-jackpot symbol combination as a fixed stop. As an example, a non-jackpot symbol combination is a symbol combination such as "738" or "787" where the effect symbols in at least some of the symbol rows are different from the effect symbols in the other symbol rows. In addition, the non-jackpot symbol combination that is displayed as a fixed stop in the effect game when a chance symbol is displayed as a fixed stop in the special game and the non-jackpot symbol combination that is displayed as a fixed stop in the effect game when a losing symbol is displayed as a fixed stop in the special game may be the same in part or in whole, or may be different in whole. In this way, the effect display unit 19 can execute an effect game in response to the execution of a special game.
[0047] In a presentation game, when a reach is formed, a reach presentation is executed. A reach is a state in which the same presentation symbol is temporarily displayed in a fixed state in a plurality of specific symbol columns, and the presentation symbols continue to be displayed in a variable state in other symbol columns. As an example, in the gaming machine 10, the left symbol column Hz and the right symbol column Mz correspond to the specific symbol columns, and the center symbol column Nz corresponds to the other symbol columns. The reach presentation includes a normal reach presentation and a super reach presentation, which has a higher probability of winning compared to the normal reach presentation. The probability of winning can be calculated by the ratio of the appearance rate in the case of a jackpot to the total appearance rate, which is the sum of the appearance rates in the case of a non-jackpot and the appearance rate in the case of a jackpot.
[0048] The gaming machine 10 is equipped with a movable effect unit 91. As an example, the movable effect unit 91 is shaped like a full moon. Alternatively, the movable effect unit 91 may be shaped like letters or characters. The movable effect unit 91 is provided on the gaming board 20. Alternatively, the movable effect unit 91 may be provided on the mounting frame 11b. The movable effect unit 91 is capable of executing an effect (hereinafter referred to as a movable effect) that moves the movable effect unit 91. The movable effect unit 91 is equipped with a stepping motor (not shown) as an example of a means for displacing the movable effect unit 91. As an example, the movable effect unit 91 is configured to be displaceable between an original position indicated by a solid line in the figure and an effect position indicated by a two-dot chain line. The effect position is a position that protrudes toward the center of the effect display unit 19 when viewed from the front, compared to the original position.
[0049] Here, the performance sound unit 12, the performance light emitting unit 14, the performance display unit 19, and the performance movable unit 91 are all performance devices capable of executing a predetermined performance, and these constitute a performance device ES, which is an example of a performance execution unit. The performance execution unit is not limited to including all of the performance sound unit 12, the performance light emitting unit 14, the performance display unit 19, and the performance movable unit 91, and may be composed of one or more performance devices that can be arbitrarily selected from these performance devices.
[0050] The game board 20 is formed with a plurality of winning holes 23 through which game balls can enter. These winning holes 23 open to the game area 20a. The plurality of winning holes 23 include a first starting hole 23A, a second starting hole 23B, a big winning hole 23C, and a normal winning hole 23D. The plurality of winning holes may include a winning hole different from these winning holes 23.
[0051] The first start opening 23A is a winning opening into which a gaming ball enters to fulfill the conditions for awarding a prize ball and the conditions for holding the first special game. As an example, the first start opening 23A is located below the effect display unit 19. The first start opening 23A is always open so that gaming balls can enter. The first start opening 23A corresponds to a specific winning opening. The gaming board 20 is equipped with a first start sensor D11 that can detect a gaming ball that has entered the first start opening 23A (see FIG. 9). The first start sensor D11 corresponds to a specific winning ball detection unit. The first start sensor D11 outputs a winning ball detection signal when it detects a gaming ball. The winning ball detection signal output by the first start sensor D11 when it detects a gaming ball corresponds to a specific winning ball signal.
[0052] The second starting opening 23B is a winning opening through which game balls are allowed to enter in order to fulfill the conditions for awarding prize balls and the conditions for holding the second special game. As an example, the second starting opening 23B is located to the right of the first starting opening 23A. The second starting opening 23B has a normal opening / closing piece 23Ba, which is an example of an opening / closing member. The normal opening / closing piece 23Ba is a so-called "normal electric device." When a normal winning game is not awarded, the second starting opening 23B is closed to prevent or make it difficult for game balls to enter. When a normal winning game is awarded, the second starting opening 23B is opened to allow or facilitate game balls to enter. The second starting opening 23B corresponds to a special winning opening. The game board 20 is equipped with a normal solenoid SL1 as a means for opening the second starting opening 23B (see FIG. 9). The game board 20 is equipped with a second start sensor D12 that can detect a game ball that has entered the second start opening 23B (see FIG. 9). The second start sensor D12 corresponds to a special winning ball detection unit. When the second start sensor D12 detects a game ball, it outputs a winning ball detection signal.
[0053] The large prize opening 23C is an opening through which game balls enter to fulfill the conditions for awarding a prize ball. For example, the large prize opening 23C is located at the lower right of the effect display unit 19. The large prize opening 23C is equipped with a special opening / closing piece 23Ca, which is an example of an opening / closing member. When a large prize game is not awarded, the large prize opening 23C is closed to prevent game balls from entering or to make it difficult for balls to enter. When a large prize game is awarded, the large prize opening 23C is opened to allow game balls to enter or to make it easy for balls to enter. The game board 20 is equipped with a special solenoid SL2 as a means for opening the large prize opening 23C (see FIG. 9). The game board 20 is equipped with a count sensor D13 that detects game balls that enter the large prize opening 23C (see FIG. 9). When the count sensor D13 detects a game ball, it outputs a prize ball detection signal.
[0054] The normal winning opening 23D is a winning opening into which a gaming ball enters in order to fulfill the conditions for awarding a prize ball. As an example, the normal winning opening 23D is located at the lower left of the effect display unit 19 and at the lower right of the effect display unit 19. The normal winning opening 23D is always open so that gaming balls can enter. The gaming board 20 is equipped with a normal sensor D14 that detects gaming balls that enter the normal winning opening 23D (see Figure 9). The normal sensor D14 outputs a winning ball detection signal when it detects a gaming ball.
[0055] As described above, the gaming board 20 has multiple winning holes into which gaming balls can enter. Of these multiple winning holes, if the first starting hole 23A is defined as a specific winning hole, the second starting hole 23B, the large winning hole 23C, and the regular winning hole 23D can be considered non-specific winning holes. If the first starting sensor D11 is defined as a specific winning ball detection unit, the second starting sensor D12, the count sensor D13, and the regular sensor D14 can be considered non-specific winning ball detection units capable of detecting gaming balls that enter the non-specific winning holes. Furthermore, if the second starting hole 23B is defined as a special winning hole, the first starting hole 23A, the large winning hole 23C, and the regular winning hole 23D can be considered non-special winning holes. Furthermore, if the second start sensor D12 is used as a special winning ball detection unit, the first start sensor D11, count sensor D13, and normal sensor D14 can be understood as non-special winning ball detection units that can detect game balls that enter non-special winning ports.
[0056] The game board 20 is provided with a gate 24. As an example, the gate 24 is located in the right area of the game area 20a, above the second starting opening 23B and the big prize opening 23C. The gate 24 is formed with a gate opening 24a. The gate opening 24a is always open so that game balls can enter. The gate 24 is provided with a gate sensor D15 that detects game balls that have entered the gate opening 24a (see Figure 9). The gate 24 is a ball entry opening through which game balls are allowed to enter in order to establish the reserve conditions for the normal game. Even if a game ball enters the gate 24, the conditions for awarding prize balls are not established. The gate sensor D15 outputs a ball entry detection signal when it detects a game ball.
[0057] An outlet 25 is formed on the gaming board 20. As an example, the outlet 25 opens at the bottom of the gaming area 20a. If a gaming ball does not enter any of the first starting opening 23A, the second starting opening 23B, the big winning opening 23C, and the normal winning opening 23D, it enters the outlet 25. The multiple winning openings 23 and the outlet 25 can be understood as outlets for discharging gaming balls from the gaming area 20a, or as recovery openings for recovering gaming balls from the gaming area 20a. When a gaming ball enters one of the multiple winning openings 23 or the outlet 25, it is discharged from the gaming board 20 (the gaming area 20a). Hereinafter, a gaming ball discharged from the gaming board 20 (the gaming area 20a) through the multiple winning openings 23 or the outlet 25 may be referred to as an out ball.
[0058] The gaming board 20 is equipped with a main radio wave sensor D19 that detects radio waves exceeding a predetermined strength as abnormal radio waves (see FIG. 9). The gaming board 20 may be equipped with one or more main radio wave sensors D19. As an example, abnormal radio waves may have a predetermined effect on detection by various sensors and switches, such as causing false detection by the various sensors and switches. The main radio wave sensor D19 outputs a radio wave detection signal when it detects abnormal radio waves. As an example, the main radio wave sensor D19 can detect radio waves that may have a predetermined effect on detection by the first start sensor D11, the second start sensor D12, the count sensor D13, and the normal sensor D14. In other words, the radio wave detection signal output by the main radio wave sensor D19 is information that can identify that the radio wave may have a predetermined effect on detection by the first start sensor D11, the second start sensor D12, the count sensor D13, and the normal sensor D14.
[0059] As an example, the main radio wave sensor D19 is provided adjacent to or near the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14. In other words, the main radio wave sensor D19 is provided near the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14. The main radio wave sensor D19 may be capable of detecting radio waves that may have a predetermined effect on detection by the gate sensor D15. The main radio wave sensor D19 is an example of a radio wave detection unit. The gaming machine 10 does not include a magnetic sensor that detects magnetic fields exceeding a predetermined strength as abnormal magnetic fields. However, the gaming machine 10 may be configured to include a magnetic sensor on one or both of the mounting frame 11b and the game board 20 to detect the approach of a magnet.
[0060] The mounting frame 11b is equipped with a first door opening switch D17 that detects that the protective frame 11c has been opened relative to the mounting frame 11b (see FIG. 8). The first door opening switch D17 outputs a first door opening signal when it detects that the protective frame 11c has been opened. The first door opening switch D17 is an example of a door opening detection unit that can detect that the protective frame 11c has been opened. The mounting frame 11b is equipped with a second door opening switch D18 that detects that the mounting frame 11b has been opened relative to the outer frame 11a (see FIG. 8). The second door opening switch D18 outputs a second door opening signal when it detects that the mounting frame 11b has been opened. The second door opening switch D18 is an example of a door opening detection unit that can detect that the mounting frame 11b has been opened.
[0061] The player can adjust the launch strength of the gaming ball by operating the launch operation unit 15. That is, the player can selectively shoot the gaming ball into the left area, which is to the left of the display window 20b, and the right area, which is to the right of the display window 20b. When the gaming ball flows down the right area, it has the potential to enter the second starting opening 23B, the special prize opening 23C, the regular prize opening 23D, or the gate 24. When the gaming ball flows down the left area, it has the potential to enter the first starting opening 23A or the regular prize opening 23D. In the following explanation, a "right shot" refers to a gaming ball launched with a launch strength that causes the gaming ball to flow down the right area. Also, in the following explanation, a "left shot" refers to a gaming ball launched with a launch strength that causes the gaming ball to flow down the left area.
[0062] The frame 11 (mounting frame 11b) is provided with a distribution mechanism 29 for game balls. As shown in FIG. 4, the distribution mechanism 29 includes a collection mechanism 30, a circulation mechanism 50, a launching mechanism 60, and a ball removal mechanism 70. The collection mechanism 30 is formed in the mounting frame 11b. The collection mechanism 30 guides game balls discharged from the game board 20 (game area 20a) to the circulation mechanism 50. The collection mechanism 30 is composed of a combination of passages that extend downward or passages that incline downward. When a game ball is received by the collection mechanism 30 from the game board 20, it can reach the circulation mechanism 50 by flowing down the passages that make up the collection mechanism 30.
[0063] The circulation mechanism 50 is formed in the mounting frame 11b. The circulation mechanism 50 transports the game balls received from the collection mechanism 30 in a predetermined direction. As an example, the circulation mechanism 50 transports the game balls upward. The launching mechanism 60 is formed in the mounting frame 11b. When the game balls are transported by the circulation mechanism 50, they are received by the launching mechanism 60. The launching mechanism 60 can launch the game balls transported by the circulation mechanism 50 toward the game area 20a. The ball removal mechanism 70 is formed in the mounting frame 11b. The ball removal mechanism 70 is a mechanism for removing game balls from the collection mechanism 30, the circulation mechanism 50, and the launching mechanism 60.
[0064] The flow of game balls in the distribution mechanism 29 will be described. Assume that a game ball is launched by the launching mechanism 60. The game ball can reach the game area 20a. When the game ball reaches the game area 20a, it flows down the game area 20a and enters one of the multiple winning holes 23 or the outlet 25. The game ball is discharged to the collection mechanism 30 from a discharge port (not shown) formed in the game board 20. The game ball passes through the collection mechanism 30 and reaches the circulation mechanism 50. The game ball is transported by the circulation mechanism 50. The game ball returns to the launching mechanism 60. In other words, the circulation mechanism 50 circulates game balls collected from the game board 20. In this way, the game ball launched from the launching mechanism 60 flows down the game area 20a, is discharged from the game area 20a, and is then transported toward the launching mechanism 60 to circulate. Each mechanism will be described in detail below.
[0065] The recovery mechanism 30 will now be described in detail. The mounting frame 11b is formed with one or more winning openings 30a, one or more non-winning openings 30b, and one or more foul openings 30c. The winning opening 30a is formed below one of the outlets (not shown) formed at the lower end of the game board 20 that discharges game balls that have entered the multiple winning openings 23. The winning opening 30a receives game balls that are discharged from the game board 20 through the multiple winning openings 23. The non-winning opening 30b is formed below one of the outlets (not shown) formed at the lower end of the game board 20 that discharges game balls that have entered the outlet 25. The non-winning opening 30b receives game balls that are discharged from the game board 20 through the outlet 25. The foul opening 30c is formed below the shot-out passage 20c. The foul ball receiving opening 30c receives a game ball (hereinafter referred to as a foul ball) that falls from the shot passage 20c. A foul ball is a game ball that has been shot by the shooting mechanism 60 but has not reached the game area 20a.
[0066] The mounting frame 11b is formed with a winning passage 31 connected to the winning receiving opening 30a, a non-winning passage 32 connected to the non-winning receiving opening 30b, and a foul passage 33 connected to the foul receiving opening 30c. The winning passage 31 and the non-winning passage 32 merge at a first junction 34. The mounting frame 11b is formed with a merging passage 35 connected to the first junction 34. The merging passage 35 and the foul passage 33 merge at a second junction 36. The mounting frame 11b is formed with a circulation passage 37 connecting the second junction 36 and the circulation mechanism 50.
[0067] The mounting frame 11b is equipped with a foul sensor D21 that detects a game ball (foul ball) passing through the foul passage 33. The foul sensor D21 is provided in the foul passage 33 or a portion adjacent to the foul passage 33. The foul sensor D21 outputs a foul signal when it detects a game ball. The foul signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.
[0068] The mounting frame 11b is equipped with a winning passage count sensor D25 that detects gaming balls circulating through the winning passage 31. The winning passage count sensor D25 is provided on the winning passage 31 or a portion adjacent to the winning passage 31. The winning passage count sensor D25 outputs a winning passage signal when it detects a gaming ball. The winning passage signal is turned on when a gaming ball is detected and turned off when a gaming ball is not detected.
[0069] The mounting frame 11b is equipped with a non-winning path count sensor D26 that detects gaming balls flowing through the non-winning path 32. The non-winning path count sensor D26 is provided on the non-winning path 32 or a portion adjacent to the non-winning path 32. The non-winning path count sensor D26 outputs a non-winning path signal when it detects a gaming ball. The non-winning path signal is turned on when a gaming ball is detected and turned off when a gaming ball is not detected.
[0070] The mounting frame 11b is equipped with an out sensor D30 that detects game balls flowing through the merging passage 35. The out sensor D30 is provided in the merging passage 35 or a portion adjacent to the merging passage 35. The out sensor D30 outputs an out signal when it detects a game ball. The out signal is turned on when a game ball is detected and turned off when a game ball is not detected. The out sensor D30 can also be said to detect out balls. The out sensor D30 detects game balls in the merging passage 35, which is the passage after the winning passage 31 and the non-winning passage 32 merge. In other words, the out sensor D30 can detect out balls, which are game balls discharged from the game area 20a. The out sensor D30 is an example of an out ball detection unit.
[0071] The mounting frame 11b is equipped with a frame radio wave sensor D16 that detects radio waves exceeding a predetermined strength as abnormal radio waves. The mounting frame 11b may be equipped with one or more frame radio wave sensors D16. As an example, abnormal radio waves may have a predetermined effect on detection by various sensors and switches, such as causing false detection by various sensors and switches. The frame radio wave sensor D16 outputs a radio wave detection signal when it detects abnormal radio waves. As an example, the frame radio wave sensor D16 can detect radio waves that may have a predetermined effect on detection by the foul sensor D21 and the out sensor D30. In other words, the radio wave detection signal output by the frame radio wave sensor D16 is information that can identify that the abnormal radio waves may have a predetermined effect on detection by the foul sensor D21 and the out sensor D30.
[0072] As an example, the frame radio wave sensor D16 is provided adjacent to or close to the foul sensor D21 or the out sensor D30. In other words, the frame radio wave sensor D16 is provided near the foul sensor D21 or the out sensor D30. The frame radio wave sensor D16 is an example of a radio wave detection unit. The frame radio wave sensor D16 may be capable of detecting radio waves that may have a predetermined effect on detection by the first start sensor D11, the second start sensor D12, the count sensor D13, the normal sensor D14, and the gate sensor D15. Similarly, the main radio wave sensor D19 may be capable of detecting radio waves that may have a predetermined effect on detection by the foul sensor D21 and the out sensor D30.
[0073] The mounting frame 11b is equipped with a ball jamming monitoring sensor D27 that detects game balls circulating through the circulation passage 37. The ball jamming monitoring sensor D27 is provided in the circulation passage 37 or a portion adjacent to the circulation passage 37. When the ball jamming monitoring sensor D27 detects a game ball, it outputs a circulation detection signal. The circulation detection signal is turned on when a game ball is detected, and is turned off when no game ball is detected.
[0074] The circulation mechanism 50 includes a transport unit 52 that transports the game balls received from the collection mechanism 30. As an example, the transport unit 52 includes a transport passage extending in a predetermined direction, a screw housed in the transport passage, and a transport motor 52a that rotates the screw. The game balls are transported in the predetermined direction in the transport passage by the screw being rotated by the transport motor 52a. Without being limited to this, the transport unit 52 may be a belt that extends in the predetermined direction. The predetermined direction may be an upward direction or a direction that slopes upward. In this way, the transport unit 52 transports the game balls collected from the game area 20a. The operation of the transport unit 52 to transport the game balls is an example of a transport operation.
[0075] The circulation mechanism 50 is equipped with a transport entrance sensor D28 that detects gaming balls received from the distribution passage 37 at the entrance of the transport section 52. The transport entrance sensor D28 is provided at the entrance of the transport section 52 or a portion adjacent to the entrance. The transport entrance sensor D28 outputs a transport entrance signal when it detects a gaming ball. The transport entrance signal is turned on when a gaming ball is detected and is turned off when no gaming ball is detected.
[0076] The circulation mechanism 50 is provided with a transport outlet sensor D29 at the outlet of the transport unit 52, which detects gaming balls transported by the transport unit 52. The transport outlet sensor D29 is provided at the outlet of the transport unit 52 or a portion adjacent to the outlet. The transport outlet sensor D29 outputs a transport outlet signal when it detects a gaming ball. The transport outlet signal is turned on when a gaming ball is detected, and is turned off when a gaming ball is not detected.
[0077] The firing mechanism 60 will now be described in detail. The launching mechanism 60 includes a supply unit 61 and a launching unit 65. The supply unit 61 supplies the game balls transported by the transport unit 52 to the launching unit 65 by cutting them out one by one. The launching unit 65 launches the supplied game balls toward the game area 20a.
[0078] 5 and 6, the supply unit 61 is formed with a supply inlet-side passage 62a, a dispensing mechanism 63, and a supply outlet-side passage 62b. The supply inlet-side passage 62a receives the game balls K transported by the transport unit 52. The supply inlet-side passage 62a aligns the received game balls K in a row. The supply inlet-side passage 62a is a passage that extends downward toward the portion where the dispensing mechanism 63 is located.
[0079] The dispensing mechanism 63 includes a movable piece 63a configured to be able to supply game balls K, and a supply solenoid 63b that drives the movable piece 63a. When the movable piece 63a is not performing a supply operation, the movable piece 63a blocks the game balls K so that they do not flow from the supply inlet-side passage 62a to the supply outlet-side passage 62b. As shown in the flow from Figure 5 to Figure 6, when the movable piece 63a performs one supply operation, only the leading game ball K among the game balls K lined up in the supply inlet-side passage 62a is released into the supply outlet-side passage 62b. The supply outlet-side passage 62b is a passage that extends downward toward the launching unit 65.
[0080] The supply unit 61 is equipped with a supply inlet sensor D22 on the inlet side of the supply unit 61 that detects game balls K received into the supply inlet side passage 62a. The supply inlet sensor D22 is provided in the supply inlet side passage 62a or in a portion adjacent to the supply inlet side passage 62a. The supply inlet sensor D22 outputs a supply inlet signal when it detects a game ball K. The supply inlet signal is turned on when a game ball K is detected and is turned off when a game ball K is not detected.
[0081] The supply unit 61 is equipped with a supply outlet sensor D23 on the outlet side of the supply unit 61 that detects game balls K released into the supply outlet side passage 62b. The supply outlet sensor D23 is provided in the supply outlet side passage 62b or in a portion adjacent to the supply outlet side passage 62b. The supply outlet sensor D23 outputs a supply outlet signal when it detects a game ball K. The supply outlet signal is turned on when a game ball K is detected and is turned off when a game ball K is not detected.
[0082] As shown in FIG. 7 , the launching unit 65 includes a launching hammer 66 configured to launch a gaming ball and a launching solenoid 66a that drives the launching hammer 66. The launching solenoid 66a may be a motor. A gaming ball K that flows down the supply outlet side passage 62b of the supply unit 61 reaches a striking position 67 of the launching unit 65. As an example, the launching operation of the launching hammer 66 is an operation of striking a gaming ball at the striking position 67 to launch the gaming ball toward the launching passage 20c. As indicated by the solid line and the two-dot chain line in the figure, when the launching hammer 66 executes one launching operation, one gaming ball at the striking position 67 is launched into the launching passage 20c. As indicated by the arrow Y1, if the launching strength is sufficient, the gaming ball may fly down the launching passage 20c and reach the gaming area 20a. As shown by arrows Y2 and Y3, if the shooting strength of the game ball is insufficient, the game ball will lose speed in the shooting passage 20c and fall. In this case, the game ball becomes a foul ball and flows from the foul receiving opening 30c into the foul passage 33. The game ball that reaches the game area 20a flows down the game area 20a.
[0083] As will be described in more detail below, the gaming machine 10 is configured to be able to launch gaming balls at every launch cycle t15 (for example, 600 ms). The behavior of gaming balls flowing down the gaming area 20a may be affected by nails, windmills, and the like placed in the gaming area 20a. The gaming balls flowing down the gaming area 20a ultimately enter one of the multiple winning holes 23 or the outlet 25. Here, the shortest time St from when the gaming ball is launched until it enters one of the multiple winning holes 23 or the outlet 25 is at least a time that exceeds the launch cycle t15. As an example, the shortest time St is 2000 ms. For example, the time from when the gaming ball is launched until it enters the first starting hole 23A is equal to or longer than the shortest time St. Therefore, in the gaming machine 10, at least three gaming balls can be launched from the time when a specific gaming ball is launched until it enters the first starting hole 23A.
[0084] As shown in FIG. 4, the distribution mechanism 29 includes a maintenance unit 55. As one example, the maintenance unit 55 is formed on the mounting frame 11b. As one example, the maintenance unit 55 is provided in the circulation mechanism 50. The maintenance unit 55 is configured to be able to polish gaming balls by bringing a polishing member into contact with the gaming balls, as an example of maintenance. The polishing member may be a circular belt or a retractable belt. As one example, the maintenance unit 55 performs predetermined maintenance on the gaming balls after they are detected by the transport inlet sensor D28 and before they are transported by the transport unit 52. As one example, the predetermined maintenance may be performed on the gaming balls while they are being transported by the transport unit 52. As one example, the maintenance unit 55 may be configured as a unit in which the polishing member and a mechanism for driving the polishing member are integrated. In this case, the maintenance unit 55 may be assembled to the mounting frame 11b so as to be replaceable as a unit.
[0085] The distribution mechanism 29 includes a ball removal mechanism 70 . As an example, the ball removal mechanism 70 is formed on the mounting frame 11b. The ball removal mechanism 70 includes a first ball removal portion 71, a second ball removal portion 72, and a ball removal passage 73.
[0086] The first ball removal section 71 is formed in a portion of the ball passageway leading to the circulation passageway 37 between the portion where game balls are detected by the transport inlet sensor D28 and the transport section 52 (maintenance section 55) (hereinafter referred to as the first connection section 71a). The first connection section 71a has a ball removal hole 71b that penetrates its wall or bottom in a predetermined direction. The ball removal hole 71b may be the portion where the game ball discharge passageway opens into the first connection section 71a. As an example, the predetermined direction is rearward, but is not limited to this and may also be forward or downward.
[0087] The first ball ejection section 71 has an opening / closing piece 71c that can be displaced between a sealing position that seals the ball ejection hole 71b and an opening position that opens the ball ejection hole 71b. The opening / closing piece 71c is positioned in the sealing position by the biasing force of a biasing mechanism (not shown). When the opening / closing piece 71c is displaced to the opening position by an external force, such as by operating an operating part (not shown) such as a lever, the ball ejection hole 71b is opened. As an example, the ball passageway continuing to the circulation passageway 37 is inclined downward toward the first connection section 71a. Therefore, when the ball ejection hole 71b is open, gaming balls present in the circulation passageway 37 can be discharged outside the machine through the ball ejection hole 71b.
[0088] As shown in FIGS. 4 to 7, the second ball ejection portion 72 is formed in the shooting mechanism 60. As shown in FIGS. As described above, when the movable piece 63a is not performing a supply operation, the movable piece 63a blocks the game balls in the supply inlet-side passage 62a. A ball removal passage 73 is connected to a portion of the supply inlet-side passage 62a where the leading game ball K among the blocked game balls is located (hereinafter referred to as the second connection portion 72a). In other words, the ball removal passage 73 opens into the second connection portion 72a as a ball removal hole 72b. The ball removal hole 72b is a hole that penetrates the wall or bottom of the second connection portion 72a in a predetermined direction. As an example, the predetermined direction is downward, but is not limited to this and may be forward or backward.
[0089] The second ball removal section 72 has an opening / closing piece 72c that can be displaced between a sealing position where the ball removal hole 72b is sealed and an opening position where the ball removal hole 72b is opened. The opening / closing piece 72c is positioned in the sealing position by the biasing force of a biasing mechanism (not shown). When the opening / closing piece 72c is displaced to the opening position by an external force, such as by operating an operating unit (not shown) such as a lever, the ball removal hole 72b is opened. As an example, the supply inlet side passage 62a is inclined downward toward the dispensing mechanism 63 (movable piece 63a). Therefore, game balls present in the supply inlet side passage 62a flow into the ball removal passage 73 through the ball removal hole 72b.
[0090] The ball removal passage 73 is connected to the first connection portion 71a. The ball removal passage 73 is composed of a combination of passages that extend downward or passages that slope downward. Therefore, gaming balls that flow into the ball removal passage 73 flow into the first connection portion 71a. When the ball removal hole 71b is open, the gaming balls can be discharged outside the machine through the ball removal hole 71b. This is not a limitation, and the ball removal mechanism 70 may be configured without the ball removal passage 73. In this case, the ball removal hole 72b may be formed to penetrate the wall or bottom of the second connection portion 72a in a predetermined direction. As an example, the predetermined direction is rearward, but is not limited to this and may also be forward or downward.
[0091] Next, the jackpot game will be explained. In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the large prize opening 23C is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition is met in which a predetermined upper limit number of game balls enter the opening, or when a time condition is met in which a predetermined upper limit time has elapsed. In a round game, the large prize opening 23C is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time elapses.
[0092] The gaming machine 10 is configured so that during a jackpot game, a gaming ball can be acquired by making the gaming ball enter the large prize opening 23C. The gaming machine 10 is also configured so that a gaming ball can be made to enter the large prize opening 23C by hitting to the right. For this reason, during a jackpot game, it is recommended to hit to the right so that the gaming ball can easily enter the large prize opening 23C.
[0093] The gaming machine 10 is equipped with a probability variation function (hereinafter referred to as a probability variation function). The probability variation function is a function for varying the probability of winning a jackpot in a special symbol winning lottery (hereinafter referred to as the jackpot probability). In other words, the gaming machine 10 has two states with different jackpot probabilities: a low-probability state in which the probability variation function is not activated, and a high-probability state in which the probability variation function is activated. The high-probability state has a higher jackpot probability than the low-probability state. In the high-probability state, the jackpot probability is higher than in the low-probability state, making it an extremely advantageous state for the player. The high-probability state is what is known as a "probability variation state (probability variation state)." The low-probability state is what is known as a "non-probability variation state (non-probability variation state)." In this way, the gaming machine 10 has two states with different jackpot probabilities in which a jackpot symbol is fixedly displayed (derived) in a special game: a low-probability state (non-probability variation state) and a high-probability state (probability variation state) in which the jackpot probability is higher than in the low-probability state.
[0094] The gaming machine 10 is equipped with a ball entry assist function. The ball entry assist function is a function for varying the ball entry rate into the second starting hole 23B. In other words, the gaming machine 10 has two states in which the ball entry rate into the second starting hole 23B is different: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability of the gaming ball entering the second starting hole 23B is higher than in the low ball entry rate state. The high ball entry rate state corresponds to an improved ball entry rate state. The low ball entry rate state corresponds to a non-improved ball entry rate state. In the high ball entry rate state, the probability of the gaming ball entering the second starting hole 23B increases, making it easier for the gaming ball to enter the second starting hole 23B, which is advantageous for the player. The high ball entry rate state is what is known as an "electric support state." The low ball entry rate state is what is known as a "non-electric support state." In this way, the gaming machine 10 has states in which the rate at which gaming balls enter the second starting port 23B is different, namely, a low entry rate state (non-entry rate improvement state) and a high entry rate state (entry rate improvement state) in which the rate at which gaming balls enter the second starting port 23B is higher than in the low entry rate state.
[0095] For example, the high ball entry rate state can be achieved by performing one of the three controls described below, selected arbitrarily, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low ball entry rate state. The second control is normal symbol probability variation control, which varies the probability of winning a normal win in the normal symbol winning lottery (hereinafter referred to as the normal win probability) to a higher probability than the low ball entry rate state. The third control is opening time extension control, which extends the total opening time of the second start port 23B in one normal win game compared to the low ball entry rate state. The opening time extension control may be at least one of control for increasing the number of times the second start port 23B is opened in one normal win game compared to the low ball entry rate state, and control for extending the opening time of the second start port 23B in one normal win game compared to the low ball entry rate state. The high ball winning rate state may be realized by combining the fourth control, which will be explained next. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), and the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).
[0096] In the high ball entry rate state and the low ball entry rate state, the ball entry rate into the first starting hole 23A is the same. In the high ball entry rate state, game balls are more likely to enter the second starting hole 23B than the first starting hole 23A. In other words, the gaming machine 10 is configured so that, in the high ball entry rate state, game balls are more likely to enter the second starting hole 23B than the first starting hole 23A. For this reason, in the high ball entry rate state, it is recommended to hit the ball to the right to make it easier for game balls to enter the second starting hole 23B. On the other hand, in the low ball entry rate state, the ball entry rate into the second starting hole 23B is lower than in the high ball entry rate state, making it more difficult for game balls to enter the second starting hole 23B than the first starting hole 23A. In other words, the gaming machine 10 is configured so that, in the low ball entry rate state, game balls are more likely to enter the first starting hole 23A than the second starting hole 23B. For this reason, in a state where the ball entry rate is low, it is recommended to hit the ball from the left so that the game ball is more likely to enter the first starting hole 23A.
[0097] The game state is determined by the combination of whether or not the probability variable function is activated and whether or not the ball-scoring assist function is activated. In the following explanation, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, low-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, low-ball-scoring rate state." Also, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, high-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, high-ball-scoring rate state."
[0098] The electrical configuration of the gaming machine 10 will be described. 8, the gaming machine 10 is equipped with a plurality of control boards. The plurality of control boards includes a game control board (main control board) 80, a performance control board (sub-control board) 81, a frame control board 82, and a launch control board 83. The plurality of control boards are provided in positions that cannot be accessed or seen unless the locking device 90 is unlocked and the mounting frame 11b is opened.
[0099] The game control board 80 and the presentation control board 81 are connected to enable one-way communication from the game control board 80 to the presentation control board 81. The game control board 80 executes predetermined control and outputs control information to the presentation control board 81. For example, the control information is a signal, a command, or a message. The presentation control board 81 executes predetermined control based on the control information input from the game control board 80. The game control board 80 and the frame control board 82 are connected to enable two-way communication. The game control board 80 executes predetermined control and outputs control information to the frame control board 82. The frame control board 82 executes predetermined control and outputs control information to the game control board 80. The frame control board 82 and the launch control board 83 are connected to enable two-way communication. The frame control board 82 executes predetermined control and outputs control information to the launch control board 83. The launch control board 83 outputs control information to the frame control board 82.
[0100] The frame control board 82 of the gaming machine 10 and the CU control board 120 of the management unit 100 are connected to each other so as to be able to communicate bidirectionally via a connection terminal board 98 provided in the gaming machine 10. The frame control board 82 executes predetermined control and outputs control information to the CU control board 120. The CU control board 120 executes predetermined control and outputs control information to the frame control board 82.
[0101] The gaming machine 10 is equipped with a power supply unit 99 on the back side of the machine. The power supply unit 99 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the performance control board 81 and the frame control board 82. The power supplied to the frame control board 82 is further supplied to the game control board 80 and the launch control board 83. The power supply unit 99 supplies power to the supply solenoid 63b, the launch solenoid 66a, various sensors, and switches. The power supply unit 99 is equipped with a main switch 99a. The gaming machine 10 is configured to be able to be powered on by starting power supply to the power supply unit 99 while the main switch 99a is on, or by turning on the main switch 99a while power is being supplied.
[0102] The game control board 80 will now be described in detail. As shown in FIG. 9, the game control board 80 includes a CPU 80a, a ROM 80b, a RAM 80c, and a random number generation circuit 80d. The CPU 80a executes a main control program to mainly control the progress of the game. The ROM 80b stores the main control program, various determinations and lottery-related judgment values, tables, and the like. For example, the judgment values used in the lottery include a jackpot determination value used in the jackpot lottery (described later) and a chance determination value used in the chance lottery. The ROM 80b stores multiple types of fluctuation patterns. The fluctuation pattern is information that can identify the fluctuation time from the start to the end of a special game. The fluctuation pattern is information that can identify the fluctuation content (effect content) of the effect game performed during the execution of the special game. The fluctuation patterns include a jackpot fluctuation pattern, a chance fluctuation pattern, and a miss fluctuation pattern. The effect game based on the jackpot fluctuation pattern undergoes a reach effect and ultimately displays the jackpot symbol combination as a confirmed stop. The chance variation pattern is a variation content in which a non-jackpot symbol combination is finally displayed as a fixed stop, either through a reach effect or without a reach effect. The effect game based on the miss variation pattern is a variation content in which a non-jackpot symbol combination is finally displayed as a fixed stop, either through a reach effect or without a reach effect.
[0103] The RAM 80c stores various information that is rewritten depending on the processing results of the CPU 80a. For example, the information stored in the RAM 80c includes flags, counters, and timers. The random number generation circuit 80d generates hardware random numbers. The game control board 80 may be configured to be able to generate software random numbers through the random number generation process by the CPU 80a.
[0104] The game control board 80 is connected to the first start sensor D11, the second start sensor D12, the count sensor D13, the normal sensor D14, and the gate sensor D15. The CPU 80a can input the detection signals output by the sensors D11-D15 when they detect a game ball. The game control board 80 is connected to the main radio wave sensor D19. The CPU 80a can input the radio wave detection signal output by the main radio wave sensor D19 when it detects radio waves exceeding a predetermined strength as abnormal radio waves. The game control board 80 is connected to the display units 21a-21f. The CPU 80a can control the display content of the display units 21a-21f. The game control board 80 is connected to the solenoids SL1 and SL2. The CPU 80a can control the opening state of the second start opening 23B and the special prize opening 23C by controlling the operation of the solenoids SL1 and SL2.
[0105] The performance control board 81 will now be described in detail. The effect control board 81 includes a CPU 81a, a ROM 81b, and a RAM 81c. The CPU 81a executes a sub-control program to perform effects-related processing. The ROM 81b stores the sub-control program and a determination value used for a predetermined lottery. The ROM 81b stores audio effect data used for audio effects, light-emitting effect data used for light-emitting effects, display effect data used for display effects, and movable effect data used for movable effects. The ROM 81b also stores audio notification data used for audio notifications, light-emitting notification data used for light-emitting notifications, and display notification data used for display notifications. The RAM 81c stores various information that is rewritten during operation of the gaming machine 10. For example, information stored in the RAM 81c includes flags, counters, and timers. The effect control board 81 is configured to be able to generate software random numbers through random number generation processing by the CPU 81a. The effect control board 81 may also include a random number generation circuit to generate hardware random numbers.
[0106] The performance control board 81 is connected to the performance sound unit 12. The CPU 81a is capable of controlling the output content of the performance sound unit 12. The performance control board 81 is connected to the performance light-emitting unit 14. The CPU 81a is capable of controlling the light-emitting mode of the performance light-emitting unit 14. The performance control board 81 is connected to the performance display unit 19. The CPU 81a is capable of controlling the display content of the performance display unit 19. The performance control board 81 is connected to the performance movable unit 91. The CPU 81a is capable of controlling the operation mode of the performance movable unit 91. In this embodiment, the CPU 81a, which is capable of controlling the performance sound unit 12, the performance light-emitting unit 14, the performance display unit 19, and the performance movable unit 91, functions as a performance control means.
[0107] The frame control board 82 will now be described in detail. As shown in FIG. 8, the frame control board 82 includes a CPU 82a, a ROM 82b, a RAM 82c, a performance display monitor 82d, a ball eject switch 82e, an error reset switch 82f, a game ball clear switch 82g, a RAM clear switch 82h, a backup power supply 82j, a backup circuit 82k, and a launch permission circuit 82m. The CPU 82a executes a frame control program to mainly perform processing related to the operation of the components mounted on the mounting frame 11b. The ROM 82b stores the frame control program and the like. The RAM 82c stores various information that is rewritten during operation of the gaming machine 10. For example, information stored in the RAM 82c includes flags, counters, and timers.
[0108] As an example, the performance display monitor 82d is configured with multiple (e.g., six) 7-segment displays and can display multiple (e.g., six-digit) numbers. The performance display monitor 82d can execute a predetermined notification by displaying predetermined characters and numbers. As an example, the performance display monitor 82d displays a base value. The base value is a value indicating the ratio (proportion) of the total number of prize balls (total number of acquired prize balls) during normal play to the total number of valid balls during normal play. Normal play is play when the game is in a low-probability, low-ball-entry rate state and no jackpot game is being played. Valid balls are game balls that have been launched from the launching unit 65 and have reached the game area 20a. The base value is calculated using the formula: "total number of acquired prize balls during normal play ÷ total number of valid balls during normal play × 100." The performance display monitor 82d is an example of a means capable of displaying information regarding the performance (e.g., base) of game balls.
[0109] The ball removal switch 82e is an example of a means that is operated to bring about a state in which gaming balls inside the gaming machine 10 can be discharged outside the machine (hereinafter referred to as the ball removal state). The ball removal state is a state in which gaming balls can be discharged from the distribution mechanism 29. The ball removal switch 82e outputs a ball removal signal when pressed. The ball removal signal is turned on when the ball removal switch 82e is pressed, and is turned off when it is not pressed. The ball removal signal is output to the CPU 82a.
[0110] The error reset switch 82f is an example of a means capable of resetting an error setting when a predetermined error is set. An error is set when the error is detected. The error reset switch 82f outputs an error reset signal when pressed. The error reset signal is turned on when the error reset switch 82f is pressed, and is turned off when the switch is not pressed. The error reset signal is output to the CPU 82a. The error reset signal may also be output to the CPU 80a.
[0111] The game ball clear switch 82g is an example of a means that is operated to initialize the second management ball count PB (hereinafter referred to as second management ball count information) stored as data in RAM 82c to 0. The game ball clear switch 82g outputs a game ball clear signal when pressed. The game ball clear signal is turned on when the game ball clear switch 82g is pressed, and is turned off when no pressing operation is performed. The game ball clear signal is output to the CPU 82a.
[0112] The RAM clear switch 82h is an example of a means that is operated when initializing the information stored in the RAM 80c and the information stored in the RAM 82c (hereinafter referred to as RAM clear). The RAM clear switch 82h outputs a RAM clear signal when pressed. The RAM clear signal is turned on when the RAM clear switch 82h is pressed, and is turned off when it is not pressed. The RAM clear signal is output to the CPU 82a and also to the game control board 80 (CPU 80a).
[0113] As described above, the frame control board 82 is located in a position that cannot be accessed or seen unless the locking device 90 is unlocked and the mounting frame 11b is opened. Therefore, the ball removal switch 82e, the error reset switch 82f, the game ball clear switch 82g, and the RAM clear switch 82h cannot be operated unless the locking device 90 is unlocked and the mounting frame 11b is opened. The RAM clear switch 82h is an example of a specific operation unit that can be operated by opening the mounting frame 11b.
[0114] The backup power supply 82j supplies backup power to the RAM 82c as well as the gaming control board 80 (RAM 80c) even when the external power supply is cut off. In the following description, the cutoff of the external power supply may be referred to as a power outage. By receiving backup power from the backup power supply 82j, the RAMs 80c and 82c can retain the contents stored in the RAMs 80c and 82c at the time of power outage even after the power outage. In other words, the gaming machine 10 is equipped with a backup function. However, one or both of the RAMs 80c and 82c may be non-volatile memory that can retain stored contents even when the power supply is stopped, thereby allowing information to be retained even after the power outage.
[0115] As an example, the backup power supply 82j is a power storage device that stores power from an external power supply. Even when the external power supply is cut off, the backup power supply 82j supplies backup power to the launch control board 83 (launch control circuit 83a) and the launch solenoid 66a at least until a predetermined time (hereinafter referred to as the supply time) required for the launch control board 83 and the launch solenoid 66a to complete their predetermined operations has elapsed. Note that the supply time is related to the power capacity stored to supply to the launch control board 83 and the launch solenoid 66a, and may be the time required to release the power, or may be a time determined by a predetermined circuit.
[0116] The firing control board 83 (firing control circuit 83a) and firing solenoid 66a can perform predetermined operations even after the external power supply is cut off by receiving backup power from backup power supply 82j. Even if the external power supply is cut off during at least one of the periods during which a normal firing operation (firing sequence) is being performed and the special firing operation (blank firing sequence), the firing unit 65 is configured to be able to perform n firing operations after the external power supply is cut off. As an example, n=1, but this is not limiting, and n=2 or n≧3 may also be used.
[0117] All information stored in the RAM 80c is subject to backup. As an example, information that can be stored in the RAM 80c and is subject to backup includes main information. The main information is information related to the progress of the game. As an example, the main information includes information related to the jackpot status (including the number of rounds of play), information related to the game status, information related to the prize balls, information related to the number of reserved balls, information related to normal symbols, information related to special symbols, and information related to errors.
[0118] All information stored in RAM 82c is subject to backup. As an example, information that can be stored in RAM 82c and is subject to backup includes second managed ball count information, game information, and performance information. Second managed ball count information is information that can identify the second managed ball count PB. Game information is information notified from the game control board 80 according to the progress of the game. As an example, game information includes information that can identify the occurrence of a start gate win, a normal win, a big win gate win, passing through the gate, the confirmation of a special pattern (the end of a special game), the occurrence of a jackpot, and the current game status. Performance information is information related to the base value and the calculation of that base value. Information related to the calculation of the base value includes the total number of winning balls during normal gameplay and the total number of valid balls during normal gameplay.
[0119] The backup circuit 82k outputs a power interruption detection signal to the CPU 82a when the power supply voltage supplied from the power supply unit 99 drops below a specified voltage, and also outputs a power interruption detection signal to the CPU 82a of the game control board 80. The launch permission circuit 82m is capable of outputting a signal (hereinafter referred to as the launch permission signal) that can identify a launch permission state that allows the launch of game balls to the launch control board 83. In other words, the launch permission signal is in an ON state when in a launch permission state, and is in an OFF state when in a launch prohibition state that prohibits the launch of game balls.
[0120] The launch permission circuit 82m is configured to be able to input a launch stop signal output by the CPU 82a. The CPU 82a outputs the launch stop signal when the second management number of balls PB is 0. The CPU 82a does not output the launch stop signal when the second management number of balls PB is 1 or more. In other words, the launch stop signal is in the ON state when the second management number of balls PB is 0, and is in the OFF state when the second management number of balls PB is 1 or more. The launch permission circuit 82m is configured to be able to input a launch stop signal output by the game control board 80 (CPU 80a). The launch stop signal output by the CPU 80a will be described later.
[0121] The launch permission circuit 82m does not output a launch permission signal when it receives a launch stop signal from the CPU 82a. The launch permission circuit 82m does not output a launch permission signal when it receives a launch stop signal from the CPU 80a. The launch permission circuit 82m outputs a launch permission signal when it does not receive a launch stop signal from the CPU 82a and does not receive a launch stop signal from the CPU 80a. In other words, the launch permission signal is in the ON state when both the launch stop signal of the CPU 82a and the launch stop signal of the CPU 80a are in the OFF state.
[0122] The frame control board 82 is connected to the counting operation unit 18. The CPU 82a is configured to be able to input the counting signals output by the counting operation unit 18. The frame control board 82 is connected to the frame radio wave sensor D16, the first door opening switch D17, the second door opening switch D18, the foul sensor D21, the supply inlet sensor D22, the supply outlet sensor D23, the winning passage count sensor D25, the non-winning passage count sensor D26, and the ball jamming monitor sensor D27. The frame control board 82 is also connected to the transport inlet sensor D28, the transport outlet sensor D29, and the out sensor D30. The CPU 82a is configured to be able to input the radio wave detection signals, first door opening signals, second door opening signals, foul signals, supply inlet signals, supply outlet signals, winning passage signals, non-winning passage signals, circulation detection signals, transport inlet signals, transport outlet signals, and out signals output by these sensors and switches.
[0123] The frame control board 82 is connected to the notification sound unit 13. The CPU 82a is capable of controlling the output content of the notification sound unit 13. The frame control board 82 is connected to the second ball number display unit 17. The CPU 82a is configured to be capable of controlling the display content of the second ball number display unit 17. The frame control board 82 is connected to the maintenance unit 55. The CPU 82a is configured to be capable of controlling the maintenance operation of the maintenance unit 55. The frame control board 82 is connected to the transport motor 52a. The CPU 82a is configured to be capable of controlling the transport operation by the transport unit 52. The frame control board 82 is connected to the supply solenoid 63b. The CPU 82a can displace the movable piece 63a by controlling the supply of electricity to the supply solenoid 63b. In other words, the CPU 82a is configured to be capable of controlling the supply operation of game balls by the supply unit 61.
[0124] The frame control board 82 is connected to the management unit 100. The CPU 82a is configured to be able to input various telegrams output by the CU control board 120. Note that the connection signal output by the management unit 100 is input from the connection terminal board 98 to the launch permission circuit 82m without passing through the CPU 82a.
[0125] The launch control board 83 includes a launch control circuit 83a for controlling the operation of the launch unit 65. The launch control circuit 83a outputs a drive signal to the launch solenoid 66a based on a control signal input from the frame control board 82 and signals input from sensors and switches.
[0126] The launch control board 83 is connected to the touch sensor D01, the launch stop switch D02, and the handle volume D03. The launch control circuit 83a is configured to be able to input the touch signal, stop signal, and volume signal output by these switches and sensors. The launch control board 83 is connected to the launch solenoid 66a. When the launch control circuit 83a outputs a drive signal to the launch solenoid 66a, the launch solenoid 66a is driven and the launch hammer 66 strikes the gaming ball. In other words, the launch control board 83 is configured to be able to control the launching operation of the launcher 65 to launch the gaming ball.
[0127] The firing control circuit 83a has an operation determination unit, a pulse clock generation unit, a timing pulse generation unit, a holding circuit, and a solenoid drive unit. The operation determination unit outputs an operation signal to the timing pulse generation unit when the operation enable condition is met because the firing enable signal from the frame control board 82 is in the ON state, the stop signal from the firing stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state. The operation determination unit does not output an operation signal to the timing pulse generation unit when the operation enable condition is not met because some or all of the following conditions are not met: the firing enable signal from the frame control board 82 is in the ON state, the stop signal from the firing stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state.
[0128] When the timing pulse generator receives an operation signal, it combines the operation signal with the pulse signal received from the pulse clock generator and outputs a firing timing pulse to the solenoid driver. Each time the solenoid driver receives a firing timing pulse, it supplies (outputs) to the firing solenoid 66a a driving current whose voltage corresponds to the volume signal (voltage) received from the handle volume D03. This causes the firing solenoid 66a to operate with a strength corresponding to the amount of rotation of the handle lever 15a, firing a game ball. As will be described in detail later, the firing control circuit 83a outputs a subtraction reference signal to the frame control board 82 at a predetermined timing. When a driving current is output when the operable condition is met, the holding circuit holds the voltage (voltage value) of the volume signal at that time. During the blank firing sequence, the firing control circuit 83a (solenoid driver) supplies to the firing solenoid 66a a driving current whose voltage corresponds to the voltage value held (stored) in the holding circuit, rather than the voltage value of the volume signal.
[0129] The processing executed by the frame control board 82 (CPU 82a) will be described. The frame-side power-off process will be described. When the CPU 82a receives the power-off detection signal output by the backup circuit 82k, it executes power-off processing. In the frame-side power-off processing, the CPU 82a calculates a checksum value for the RAM 82c and stores the calculated checksum value in the RAM 82c. The CPU 82a also stores information (hereinafter referred to as a backup flag) that can identify that the power-off processing has been successfully executed in the RAM 82c. The CPU 82a then waits until the power is completely turned off. The various pieces of information stored in the RAM 82c when the power is turned off are retained even after the power is turned off by the backup function described above.
[0130] The frame side power-on process will now be described. When the power is turned on and the voltage supplied to the frame control board 82 reaches the voltage required for the CPU 82a to operate, the CPU 82a executes the frame-side ball removal process. In the frame-side ball removal process, the CPU 82a determines whether the conditions for transitioning to the ball removal state (hereinafter referred to as the ball removal transition conditions) are met.
[0131] For example, the CPU 82a determines whether the second target ball count PB indicated in the second target ball count information is 0. For example, the CPU 82a determines whether the ball removal switch 82e is operated based on whether the ball removal signal is ON before the valid operation period has elapsed. When the CPU 82a starts up upon power-on, it sets the valid operation period to a predetermined period. In other words, the valid operation period can be set to a predetermined period after power-on. The valid operation period may be a length, such as 40 ms, that essentially requires power-on while operating the ball removal switch 82e. Alternatively, the valid operation period may be a length, such as 5000 ms, that allows an administrator or the like to operate the ball removal switch 82e after power-on. The valid operation period is not limited to being set as a period measured by a timer or the like, but may simply be set as the period from power-on to a predetermined determination timing.
[0132] The CPU 82a determines that the ball removal transition condition is met when the second managed ball count PB is 0 and the ball removal switch 82e is operated. The ball removal transition condition does not include the number of game balls inside the gaming machine 10. In other words, the ball removal state can be transitioned to even if the number of game balls inside the machine is 0 or less than a predetermined number. The CPU 82a determines that the ball removal transition condition is not met when the second managed ball count PB is not 0 or when the ball removal switch 82e is not operated. If the ball removal transition condition is not met, the CPU 82a does not set the ball removal state and ends the frame-side ball removal process.
[0133] On the other hand, if the ball removal transition condition is met, the CPU 82a stores information that can identify the ball removal state in the RAM 82c. In other words, the CPU 82a sets the ball removal state. In this way, the ball removal state can be transitioned to when the ball removal switch 82e is operated during a predetermined valid operation period. The ball removal state cannot be released unless the power supply is cut off. When transitioning to the ball removal state, the CPU 82a outputs control information indicating a transition to the ball removal state (hereinafter referred to as the ball removal start command) to the game control board 80. The game control board 80 (CPU 80a) outputs the ball removal start command to the performance control board 81.
[0134] During the ball removal state, the CPU 82a executes a first transfer process. The first transfer process is a process for controlling the transfer operation by the transfer unit 52 during the ball removal state. Here, the first transfer process will be described in detail.
[0135] 10, in the first conveying process, the CPU 82a monitors the state of the conveying inlet signal output from the conveying inlet sensor D28 and the state of the conveying outlet signal that may be output from the conveying outlet sensor D29. The CPU 82a controls the operation of the conveying motor 52a of the conveying unit 52 according to the state of the conveying inlet signal and the state of the conveying outlet signal.
[0136] For example, when both the conveyance entrance signal and the conveyance exit signal are OFF, the CPU 82a operates the conveyance motor 52a to perform a conveyance operation. In the following description, simply referring to "operating the conveyance motor 52a" means operating the conveyance motor 52a to perform a conveyance operation. For example, at time T1, when the state changes from one in which both the conveyance entrance signal and the conveyance exit signal are OFF to one in which the conveyance entrance signal is ON and the conveyance exit signal is OFF, the CPU 82a may operate the conveyance motor 52a without a waiting time. For ease of explanation, the time from this change in state until the conveyance motor 52a is operated may be referred to as a waiting time t0. For example, the waiting time t0 is 0, but it may also be set to a time greater than 0.
[0137] At time T2, the situation changes from one in which the transport motor 52a is operating, the transport entrance signal is ON, and the transport exit signal is OFF to one in which the transport entrance signal is ON and the transport exit signal is ON. In this case, the CPU 82a stops the transport motor 52a at time T3 when the transport exit signal remains ON for a waiting time t1 (for example, 120 ms). At time T4, the situation changes from one in which the transport motor 52a is stopped, and the transport entrance signal and the transport exit signal are both ON to one in which the transport entrance signal is OFF and the transport exit signal is ON. In this case, the CPU 82a keeps the transport motor 52a stopped. At time T5, the situation changes from one in which the transport motor 52a is stopped, the transport entrance signal is OFF, and the transport exit signal is ON to one in which the transport entrance signal and the transport exit signal are both ON. In this case, the CPU 82a keeps the transport motor 52a stopped.
[0138] At time T6, the conveyance motor 52a is stopped, and assuming that from the situation where both the conveyance entrance signal and the conveyance exit signal are in the on state, the conveyance entrance signal is in the on state and the conveyance exit signal changes to the off state. In this case, at time T7, if the off state of the conveyance exit signal is maintained for a waiting time t2 (for example, 30 ms), the CPU 82a activates the conveyance motor 52a. Note that if the waiting time t3 (for example, 200 ms) has not elapsed since the conveyance entrance signal became on before the waiting time t2 elapses after the conveyance exit signal becomes off, the CPU 82a activates the conveyance motor 52a after the waiting time elapses.
[0139] At time T8, the conveyance motor 52a is operating, and assuming that from the situation where the conveyance entrance signal is in the on state and the conveyance exit signal is in the off state, both the conveyance entrance signal and the conveyance exit signal change to the off state. In this case, at time T9, if the off states of the conveyance entrance signal and the conveyance exit signal are maintained for a waiting time t4 (for example, 3000 ms), the CPU 82a stops the conveyance motor 52a. That is, it can be said that the CPU 82a stops the conveyance motor 52a when a specified time has elapsed without the conveyance entrance sensor D28 detecting the game balls recovered from the game area 20a.
[0140] At time T9, the CPU 82a outputs control information indicating the completion of ball extraction (hereinafter referred to as a ball extraction completion command) to the game control board 80. The game control board 80 (CPU 80a) outputs the ball extraction completion command to the effect control board 81. The CPU 82a specifies that the ball extraction has been completed based on the fact that the conveyance entrance sensor D28 has stopped detecting the game balls recovered from the game area 20a or that the conveyance motor 52a has stopped.
[0141] As an example, the waiting times t0 to t4 are long in the order of t0 < t₂ < t₁ < t₃ < t4. However, this is not the only case, and the waiting times t0 to t4 may be set to times different from the above specific example, and their length relationship may also be changed.
[0142] When the CPU 82a is started up upon power-on, it executes a communication check process. The communication check process is executed in parallel with the frame-side ball removal process, and is executed until the frame-side power-off process is executed.
[0143] In the communication check process, the CPU 82a determines whether startup information has been input from the gaming control board 80. As an example, the startup information is gaming machine installation information. As an example, the gaming machine installation information is information that can identify the type of gaming machine, the ID number of the CPU 80a, the manufacturer of the CPU 80a, etc. When the CPU 82a successfully inputs the startup information, it outputs response information to the gaming control board 80. Thereafter, the CPU 82a stores information that can identify that the startup information has been input (hereinafter referred to as a startup input flag) in the RAM 82c.
[0144] If the startup information is not input within a predetermined time ta (for example, 3 minutes) after the start-up by power-on, the CPU 82a stores a flag capable of identifying the occurrence of a managed gaming machine communication error in the RAM 82c. That is, the CPU 82a sets a managed gaming machine communication error.
[0145] In the following description, when an error in a process performed by the CPU 82a is referred to as being "set," it means that information capable of identifying the error (a flag, for example) is stored in the RAM 82c. When an error in a process performed by the CPU 82a is referred to as being "cancelled," it means that information capable of identifying the error (a flag, for example) is deleted from the RAM 82c.
[0146] Thereafter, the CPU 82a waits until startup information is input. If startup information is normally input from the gaming control board 80 while the managed gaming machine communication error is set, the CPU 82a cancels the managed gaming machine communication error setting and stores the startup input flag in the RAM 82c. Alternatively, the CPU 82a may set a managed gaming machine communication error when startup information is not successfully input and response information is not successfully output multiple times (for example, three times). In this case, the startup information input multiple times may be gaming machine installation information the first time, and information different from the gaming machine installation information from the second time onwards. In this way, the frame control board 82 can detect an abnormality in communication with the gaming control board 80 as a managed gaming machine communication error.
[0147] If the CPU 82a ends the frame-side ball removal process without setting the ball removal state and the startup input flag is stored in the RAM 82c, it determines whether the backed-up information is normal. If the startup input flag is not stored even after the frame-side ball removal process is completed, the CPU 82a waits until the startup input flag is stored. The CPU 82a determines whether a backup flag is stored in the RAM 82c. The CPU 82a also calculates a checksum value in the RAM 82c and determines whether the calculated checksum value matches the checksum value calculated during the frame-side power-off process. If the backup flag is stored and the checksum values match, the CPU 82a determines the information is normal; otherwise, it determines the information is abnormal. If the backed-up information is determined to be abnormal, the CPU 82a initializes the second ball count management information and game play information stored in the RAM 82c. At this time, the CPU 82a does not initialize the performance information. Thereafter, the CPU 82a returns to normal operation based on the initialized or backed-up second ball management information, game information, and performance information, and executes the frame-side normal processing described below.
[0148] On the other hand, if the backed-up information is determined to be normal, the CPU 82a determines whether the game ball clear switch 82g is operated based on whether the game ball clear signal is on. When the game ball clear switch 82g is operated, the CPU 82a initializes the second ball count management information stored in the RAM 82c. At this time, the CPU 82a does not initialize the game information and performance information. When the game ball clear switch 82g is not operated, the CPU 82a does not initialize the second ball count management information.
[0149] The CPU 82a determines whether the RAM clear switch 82h has been operated based on whether the RAM clear signal is ON. When the RAM clear switch 82h is operated, the CPU 82a initializes the game information stored in the RAM 82c. At this time, the CPU 82a does not initialize the second ball count information and performance information. When the RAM clear switch 82h is not operated, the CPU 82a does not initialize the game information. In other words, the performance information is not initialized regardless of whether the second ball count information is initialized in response to the operation of the game ball clear switch 82g or the game information is initialized in response to the operation of the RAM clear switch 82h. Thereafter, the CPU 82a returns to normal operation based on the initialized or backed-up second ball count information, game information, and performance information, and executes the normal frame-side processing described below.
[0150] The frame-side normal processing of the frame control board 82 will now be described. The game information storage process in the frame-side normal process will be described. The game information generation process is a process of storing game information input from the game control board 80 in the RAM 82c. When the CPU 82a inputs game information that can identify the game status, the CPU 82a stores the game information in the RAM 82c. As an example, the CPU 82a can identify whether a jackpot game is in progress, whether a high probability state is in progress, and whether a high ball entry rate state is in progress by referring to the game information stored in the RAM 82c. In addition, when the CPU 82a inputs various types of game information, it generates information that can identify the input game information and stores the information in the RAM 82c.
[0151] The second transport process of the frame-side normal process will be described. The second transfer process is a process for controlling the transfer operation by the transfer unit 52 in a state other than the ball removal state. The second transfer process is a process similar to the first transfer process described above.
[0152] As shown in FIG. 10, if the conveyance entrance signal is ON and the conveyance exit signal is ON at time T2, and this state is maintained for a waiting time t1, the CPU 82a stops the conveyance motor 52a. If the conveyance entrance signal is ON and the conveyance exit signal is OFF at time T6, and this state is maintained for a waiting time t2, the CPU 82a operates the conveyance motor 52a. If the conveyance entrance signal is OFF and the conveyance exit signal is OFF at time T8, and this state is maintained for a waiting time t4, the CPU 82a stops the conveyance motor 52a. Furthermore, if the conveyance entrance signal is OFF and the conveyance exit signal is ON while the conveyance motor 52a is operating, and this state is maintained for a predetermined waiting time, the CPU 82a stops the conveyance motor 52a.
[0153] As described above, the CPU 82a operates the transport motor 52a when the transport condition is that the transport entrance signal is ON and the transport exit signal is OFF. The transport condition includes the transport entrance sensor D28 detecting a gaming ball. The transport condition includes the transport exit sensor D29 not detecting a gaming ball. The CPU 82a controls the transport unit 52 to transport a gaming ball to the launch unit 65 in response to the establishment of the predetermined transport condition.
[0154] The performance information generation process of the frame-side normal process will be described. The performance information generation process is a process for calculating a base value as performance information. The CPU 82a refers to the game information and determines whether or not a jackpot game is being played and the current game state is a low-probability, low-ball-entry rate state (i.e., whether or not normal game is being played). If normal game is being played, the CPU 82a adds up the total number of prize balls acquired during normal game play when it inputs game information that can identify the occurrence of a start-portion winning (hereinafter referred to as start-portion winning information) or game information that can identify the occurrence of a normal winning (hereinafter referred to as normal winning information). The total number of prize balls acquired is stored in the RAM 82c as one piece of performance information. When it inputs a winning passage signal or a non-winning passage signal, the CPU 82a adds up the total number of valid balls during normal game play. The total number of valid balls is stored in the RAM 82c as one piece of performance information. The CPU 82a calculates the base value using the formula "total number of prize balls acquired during normal game play ÷ total number of valid balls during normal game play × 100." The CPU 82a may count the total number of earned prize balls and the total number of available balls every minute, and calculate the base value every minute. The CPU 82a may count the total number of earned prize balls every time the total number of available balls reaches a predetermined number, and calculate the base value every time the total number of available balls reaches the predetermined number. As an example, the predetermined number may be 60,000 balls, or the maximum number that can be fired by the firing unit 65 per minute (e.g., 100 balls). The CPU 82a controls the performance display monitor 82d to display information that can identify the calculated base value.
[0155] The CPU 82a may be configured to calculate the ratio of prize balls acquired through the operation of electric prize devices as performance information and display the ratio on the performance display monitor 82d. The ratio of prize balls acquired through the operation of electric prize devices is the ratio of the total number of prize balls acquired through the operation of electric prize devices to the total number of prize balls acquired throughout all game states. The total number of prize balls acquired through the operation of electric prize devices is the sum of the total number of prize balls acquired through winning the second start slot 23B during normal win games (normal electric prize devices activated) and the total number of prize balls acquired through winning the large prize slot 23C during jackpot games (special electric prize devices activated). The ratio of consecutive prize balls is the ratio of the total number of prize balls acquired through the operation of consecutive prize devices to the total number of prize balls acquired throughout all game states. The total number of prize balls acquired through the operation of consecutive prize devices is the total number of prize balls acquired through winning the large prize slot 23C during jackpot games.
[0156] The second control ball number information generation process, which is part of the normal frame-side process, will be described. The second managed ball number information generation process is a process for generating (managing) the second managed ball number PB. When the CPU 82a inputs acquired prize ball number information from the game control board 80, it awards prize balls according to the acquired prize ball number information. Specifically, when the CPU 82a inputs acquired prize ball number information from the game control board 80, it adds the acquired ball number Pc that can be determined from the acquired prize ball number information to the second managed ball number PB. As will be described later, the acquired prize ball number information is control information that is output by the game control board 80 when the conditions for awarding prize balls are met following a win at a specified winning slot, and is configured to be able to determine the number of prize balls set for that winning slot.
[0157] As an example, the number of prize balls set for the first start opening 23A is set to "4." As an example, the number of prize balls set for the second start opening 23B is set to "4." As an example, the number of prize balls set for the large prize opening 23C is set to "15." As an example, the number of prize balls set for the normal prize opening 23D is set to "8." Without being limited to this, the numbers of prize balls set for the first start opening 23A, the second start opening 23B, the large prize opening 23C, and the normal prize opening 23D may each be changed as appropriate. For example, the number of prize balls set for the second start opening 23B may be set to "1."
[0158] In this way, the gaming machine 10 is configured so that, upon winning at the first start opening 23A, the second start opening 23B, the special prize opening 23C, and the regular prize opening 23D, a set number of prize balls is awarded to the winning opening. That is, in the gaming machine 10, prize balls are awarded upon detection by the first start sensor D11, the second start sensor D12, the count sensor D13, and the regular sensor D14. The second managed ball number information generation process is an example of prize ball awarding control that awards prize balls in response to detection by the first start sensor D11, the second start sensor D12, the count sensor D13, and the regular sensor D14. In this embodiment, the CPU 82a, which can execute the second managed ball number information generation process that awards prize balls in response to detection by the first start sensor D11, the second start sensor D12, the count sensor D13, and the regular sensor D14, functions as prize ball control means. As described above, the CPU 82a increases the second control ball count PB in response to detection by the first start sensor D11, the second start sensor D12, the count sensor D13, and the normal sensor D14.
[0159] When the CPU 82a receives the loan information from the CU control board 120, it adds the number of loaned balls (number of loaned balls Pb) indicated in the loan information to the second management number of balls PB. In other words, the CPU 82a increases the second management number of balls PB in response to the operation of the payout operation unit 112.
[0160] When the CPU 82a detects that one game ball has been retrieved as a foul ball based on the foul signal output by the foul sensor D21, it increments the second control number of balls PB. That is, the CPU 82a increases the second control number of balls PB in response to the detection by the foul sensor D21. As an example, the CPU 82a detects that one game ball has been retrieved as a foul ball when the foul signal transitions from the OFF state to the ON state to the OFF state.
[0161] When the CPU 82a detects that one gaming ball has been supplied to the launching section 65 based on the supply outlet signal output by the supply outlet sensor D23, it subtracts one from the second management number of balls PB. In other words, when the CPU 82a detects that a gaming ball has been launched toward the gaming area 20a in response to detection by the supply outlet sensor D23, it subtracts one from the second management number of balls PB. As an example, the CPU 82a detects that one gaming ball has been supplied when the supply outlet signal transitions from OFF state → ON state → OFF state. This converts the electromagnetically managed gaming ball (second management number of balls PB) into an actual ball. In this way, the CPU 82a decreases the second management number of balls PB in response to detection by the supply outlet sensor D23.
[0162] Instead of using the supply outlet sensor D23 to detect balls, the CPU 82a may decrement the second maintenance ball count PB by driving the launch solenoid 66a. Alternatively, a sensor may be provided in the launch passage 20c, and the CPU 82a may decrement the second maintenance ball count PB when it detects a game ball launched from the launch unit 65. Thus, the second maintenance ball count PB is decremented in response to at least one of the launching operation by the launch unit 65 and the supplying operation by the supply unit 61. In other words, the CPU 82a decrements the second maintenance ball count PB in response to the launch of a game ball. In this way, in the gaming machine 10, the number of balls held by a player may decrease due to the launch of a game ball. Note that when the second maintenance ball count information generation process is being executed, even if the ball removal switch 82e is operated, the operation is not valid during the operation period, and the machine does not enter the ball removal state.
[0163] The second control ball number information generation process is executed as a normal process on the frame side, but cannot be executed in the ball removal state. In other words, even if a game ball enters a predetermined winning hole in the ball removal state, the prize ball that should be added is not added to the second control ball number PB.
[0164] When the CPU 82a is in a countable state, upon receiving a count signal from the counting operation unit 18, the CPU 82a outputs counting information capable of identifying the number of balls to be counted to the management unit 100 and subtracts the counted number from the second management ball count PB. In other words, the CPU 82a decreases the second management ball count PB in response to the operation of the counting operation unit 18. The CPU 82a may subtract the second management ball count PB before outputting the counting information, or may output the counting information and then subtract the second management ball count PB. As an example, the countable state is a state in which the necessary power is supplied and the second management ball count PB is not 0. When the CPU 82a is in a countable state, the CPU 82a controls the light emitters built into the counting notification unit 18a so that the counting notification unit 18a lights up. Management of the balls held (second management ball count PB) is transferred from the gaming machine 10 to the management unit 100 by outputting the counting information to the management unit 100. As described above, the second control ball count information generation process is executed as a normal frame-side process, but cannot be executed when the balls are removed. In other words, when the balls are removed, operation of the counting operation unit 18 is invalid. The second control ball count information generation process is an example of ball count management control that manages the number of balls a player has. Note that the CPU 82a outputs a firing stop signal to the firing permission circuit 82m when the second control ball count PB is 0. The CPU 82a does not output a firing stop signal to the firing permission circuit 82m when the second control ball count PB is not 0.
[0165] The CPU 82a controls the second ball count display unit 17 to display information that can identify the updated second management ball count PB after adding or subtracting. The second ball count display unit 17 may also be used as a device that can display information that can identify errors set (detected) in the frame control board 82.
[0166] As described above, the CPU 82a can execute a second ball management information generation process that manages the number of balls a player has. The second ball management information generation process includes control for increasing the number of balls a player has in response to the awarding of prize balls and control for decreasing the number of balls a player has in response to the launching of game balls. The second ball management information generation process also includes control for increasing the number of balls a player has in response to the operation of the payout operation unit 112 and control for decreasing the number of balls a player has in response to the operation of the counting operation unit 18. In this embodiment, the CPU 82a, which can execute a second ball management information generation process that manages the number of balls a player has, functions as a ball management control means.
[0167] The maximum difference number information generation process of the frame-side normal process will be described. The maximum difference number information generation process is a process for generating (counting) the maximum difference number SC. The maximum difference number SC is stored in the RAM 82c. As an example, the maximum difference number SC is information generated (counted) based on the number of prize balls awarded since the power supply started and the number of valid balls since the power supply started. When the CPU 82a inputs the number of acquired prize balls information from the game control board 80, it adds the number of acquired balls Pc that can be identified from the acquired number of prize balls information to the maximum difference number SC. Incidentally, when the CPU 82a inputs the number of acquired prize balls information from the game control board 80, it executes the second managed number of balls information generation process and then executes the maximum difference number information generation process. In other words, the CPU 82a increases the maximum difference number SC according to the awarding of prize balls.
[0168] When the CPU 82a receives an OUT signal from the OUT sensor D30, it may subtract 1 from the maximum difference number SC. That is, the CPU 82a may decrease the maximum difference number SC in response to detection by the OUT sensor D30. When the CPU 82a receives an OUT signal from the OUT sensor D30 and the maximum difference number SC is 0, the CPU 82a does not subtract 1 from the maximum difference number SC. On the other hand, when the CPU 82a receives an OUT signal from the OUT sensor D30 and the maximum difference number SC is 1 or greater, the CPU 82a subtracts 1 from the maximum difference number SC.
[0169] When the maximum difference number SC is increased or decreased, the CPU 82a outputs control information (hereinafter referred to as a maximum difference number command) capable of specifying the maximum difference number SC after the increase or decrease to the game control board 80. The game control board 80 (CPU 80a) outputs the maximum difference number command to the performance control board 81.
[0170] The CPU 82a initializes the maximum difference number SC (to 0, for example) when power supply starts. The CPU 82a initializes the maximum difference number SC regardless of whether the backed-up information is normal or not. The CPU 82a also initializes the maximum difference number SC regardless of whether the game ball clear switch 82g or the RAM clear switch 82h is operated. In other words, the maximum difference number SC is initialized when power supply starts after power supply has been cut off.
[0171] For example, after power supply is started, if one ball is fired from the firing unit 65 when the maximum difference number SC is 0, the gaming ball is discharged from the gaming area 20a without entering any of the first start opening 23A, the second start opening 23B, the special prize opening 23C, and the normal prize opening 23D, and the gaming ball is detected by the out sensor D30, the maximum difference number SC becomes 0. For example, after power supply is started, if one ball is fired from the firing unit 65 when the maximum difference number SC is 0, the gaming ball enters the first start opening 23A, and the first start sensor D11 detects the gaming ball, the maximum difference number SC becomes 4. Thereafter, if the gaming ball is detected by the out sensor D30, the maximum difference number SC becomes 3.
[0172] For example, if the first start sensor D11 detects a gaming ball when the maximum difference number SC is 94999, the maximum difference number SC will be 95003. For example, if the second start sensor D12 detects a gaming ball when the maximum difference number SC is 94999, the maximum difference number SC will be 95003. For example, if the count sensor D13 detects a gaming ball when the maximum difference number SC is 94999, the maximum difference number SC will be 95014. For example, if the normal sensor D14 detects a gaming ball when the maximum difference number SC is 94999, the maximum difference number SC will be 95007.
[0173] As described above, the maximum difference number SC is information generated (counted) based on the number of prize balls awarded and the number of balls thrown out during the predetermined period Sa from when power supply starts to when power supply is cut off. In other words, the maximum difference number SC is information generated (counted) based on the number of prize balls awarded during the predetermined period Sa and the number of balls thrown out from the game area 20a during the predetermined period Sa. The maximum difference number SC is an example of a specific value.
[0174] The frame-side error setting process of the frame-side normal process will be described. The frame side error setting process is a process for setting an error. As an example, in the frame side error setting process, errors that the frame control board 82 (CPU 82a) can detect include a frame unauthorized radio wave detection error, a communication error within the managed gaming machine, and a door open error.
[0175] The detection condition for a frame unauthorized radio wave detection error is that abnormal radio waves have been detected a predetermined number k1 (for example, 10 times). The CPU 82a detects the occurrence of abnormal radio waves as a frame unauthorized radio wave detection error. When the CPU 82a inputs a radio wave detection signal from the frame radio wave sensor D16, it increments the frame radio wave detection count. Specifically, when the radio wave detection signal transitions from an OFF state to an ON state, the CPU 82a increments the frame radio wave detection count by one. The CPU 82a stores information capable of identifying the updated frame radio wave detection count in the RAM 82c. When the frame radio wave detection count reaches the predetermined number k1, the CPU 82a sets a frame unauthorized radio wave detection error. The predetermined number k1 is not limited to 10 times. It may be any number between 2 and 9 times, or may be 11 or more times. The predetermined number k1 may be 1 time, but is preferably multiple times.
[0176] A situation in which a frame unauthorized radio wave detection error is set means that there is a high possibility that fraud (cheating) using radio waves is occurring. The condition for canceling the frame unauthorized radio wave detection error is the restoration of power. The CPU 82a does not cancel the setting of the frame unauthorized radio wave detection error until the power supply is cut off. In other words, the only way to cancel the setting of the frame unauthorized radio wave detection error is to restore power. For example, the setting of the frame unauthorized radio wave detection error will not be canceled even if the error cancellation switch 82f is pressed. For example, the setting of the frame unauthorized radio wave detection error will not be canceled even if the frame radio wave sensor D16 no longer detects abnormal radio waves. In other words, the setting of the frame unauthorized radio wave detection error will not be canceled even if the cause of the setting of the frame unauthorized radio wave detection error is resolved.
[0177] When the power is turned on after being turned off, the CPU 82a cancels the setting of the frame unauthorized radio wave detection error. The CPU 82a may cancel the setting of the frame unauthorized radio wave detection error when the power is turned off, or may cancel the setting of the frame unauthorized radio wave detection error when the power is turned on. Furthermore, when the power is turned on after being turned off, the CPU 82a initializes the number of frame radio wave detections stored in the RAM 82c. The frame unauthorized radio wave detection error is detected in a confirmation period other than during the ball removal state. In other words, the frame unauthorized radio wave detection error is not set during the ball removal state. The frame unauthorized radio wave detection error is an example of a radio wave detection error.
[0178] The detection condition for a managed gaming machine communication error is that communication between the frame control board 82 and the gaming control board 80 is not performed normally. The CPU 82a can detect a managed gaming machine communication error in the communication check process described above. The CPU 82a determines that communication with the gaming control board 80 is not performed normally if startup information is not input within a predetermined time ta (for example, 3 minutes) after startup by powering on. Specifically, after startup by powering on, the CPU 82a measures the time since startup until the startup information is input. Once the startup information is input, the CPU 82a stops measuring the time since startup. When the time since startup reaches the predetermined time ta, the CPU 82a sets a managed gaming machine communication error.
[0179] The condition for canceling a communication error within a managed gaming machine is that communication is performed normally. When the CPU 82a inputs startup information, it cancels the setting of the communication error within a managed gaming machine. In other words, the setting of the communication error within a managed gaming machine is canceled when the cause of the communication error being set within a managed gaming machine is resolved. The communication error within a managed gaming machine is detected as a confirmation period both during the ball removal state and when not during the ball removal state. As an example, the communication error within a managed gaming machine is constantly detected from the time the power is turned on until the power is turned off.
[0180] The detection condition for the door open error is that either the mounting frame 11b or the protective frame 11c is detected to be open. The CPU 82a sets the door open error when the first door open switch D17 detects that the protective frame 11c is open. The CPU 82a sets the door open error when the second door open switch D18 detects that the mounting frame 11b is open.
[0181] The door open error is released when neither the mounting frame 11b nor the protective frame 11c is detected as open. The CPU 82a releases the door open error setting when the first door open switch D17 does not detect that the protective frame 11c is open, and the second door open switch D18 does not detect that the mounting frame 11b is open. As an example, the door open error is detected in a confirmation period other than during the ball removal state. In other words, the door open error is not set during the ball removal state.
[0182] When the CPU 82a sets an error or cancels the error setting, it outputs a frame error command to the game control board 80. The frame error command includes a control command that can identify that an error has been set (hereinafter referred to as a frame error setting command), and a control command that can identify that an error setting has been canceled (hereinafter referred to as a frame error cancel command). The frame error setting command is also a control command that can identify the type of error that has been set. The frame error cancel command is also a control command that can identify the type of error that has been canceled. The game control board 80 (CPU 80a) outputs the frame error command to the performance control board 81.
[0183] The frame-side error notification process of the frame-side normal process will be described. The frame side error notification process is a process for notifying the detected (set) error in a predetermined notification manner when an error is detected (set) in the gaming machine 10. Note that errors detected in the gaming machine 10 include the frame unauthorized radio wave detection error, managed gaming machine internal communication error, and door open error described above, as well as errors that can be detected by the gaming control board 80 (CPU 80a). Errors that can be detected by the gaming control board 80 (CPU 80a) will be described later.
[0184] The CPU 82a controls the performance display monitor 82d to notify of errors set in the gaming machine 10. The CPU 82a causes the performance display monitor 82d to notify of the error according to the set error. For example, the CPU 82a causes a frame unauthorized radio wave detection error notification to be executed according to the setting of the frame unauthorized radio wave detection error.
[0185] As an example, when an error is set, the CPU 82a controls the performance display monitor 82d to display an error code, which is an example of information that can identify the error being set. The error code is information specific to the error. As an example, [E10] is displayed on the performance display monitor 82d for a frame unauthorized radio wave detection error notification, [E15] for a managed gaming machine communication error notification, and [E19] for a door open error notification.
[0186] As an example, in the ball-out state, an error code [E00] is displayed. Although the ball-out state is not strictly an error, it is an event that should be recognized by the manager of the gaming machine 10, and therefore is regarded as an error and notified. Not limited to this, the error codes that can be displayed on the performance display monitor 82d do not have to include an error code indicating the ball-out state.
[0187] The CPU 82a controls the performance display monitor 82d to alternately display an error code and a base value (performance information). When multiple types of errors are set, the CPU 82a alternately displays the error code and base value with the highest priority among the error notifications that have been set. As an example, when multiple types of errors are set, the priority is as follows: "frame illegal radio wave detection error > managed gaming machine internal communication error > door open error."
[0188] When the error setting is canceled, the CPU 82a controls the performance display monitor 82d to terminate the display of the error code indicating the canceled error. As an example, when the error setting is canceled, the CPU 82a controls the performance display monitor 82d to terminate the display of the error code of the canceled error.
[0189] In this way, the performance display monitor 82d issues an error notification according to the error that has been set. That is, the performance display monitor 82d starts reporting an error when an error is set, and ends reporting an error when the error setting is released. The error code reported by the performance display monitor 82d is information specific to the error. That is, the reporting manners for the multiple types of errors that can be reported by the performance display monitor 82d are different.
[0190] As described above, the CPU 82a can set a frame unauthorized radio wave detection error in response to detection by the frame radio wave sensor D16 in the frame side error setting process. When the CPU 82a sets a frame unauthorized radio wave detection error in the frame side error setting process, the CPU 82a controls the performance display monitor 82d to execute a frame unauthorized radio wave detection error notification in the frame side error notification process. The frame side error setting process is an example of radio wave detection error control, which is control related to a frame unauthorized radio wave detection error. In this embodiment, the CPU 82a, which can execute radio wave detection error control related to a frame unauthorized radio wave detection error in response to detection by the frame radio wave sensor D16, functions as a radio wave detection error control means.
[0191] In the frame-side error setting process, the CPU 82a can set a communication error within the managed gaming machine in accordance with startup information from the game control board 80. When the CPU 82a sets a communication error within the managed gaming machine in the frame-side error setting process, the CPU 82a controls the performance display monitor 82d to execute a communication error notification within the managed gaming machine in the frame-side error notification process.
[0192] In the frame-side error setting process, the CPU 82a is capable of setting a door open error in response to detection by the first door open switch D17 and the second door open switch D18. When the CPU 82a sets a door open error in the frame-side error setting process, the CPU 82a controls the performance display monitor 82d to execute a door open error notification in the frame-side error notification process. The frame-side error setting process is an example of door open error control, which is control related to a door open error. In this embodiment, the CPU 82a, which is capable of executing door open error control related to a door open error in response to detection by the first door open switch D17 and the second door open switch D18, functions as door open error control means.
[0193] Next, various processes performed by the game control board 80 (CPU 80a) will be described. The power-off process on the panel side will now be described. When the CPU 80a receives a power-off detection signal from the frame control board 82 (backup circuit 82k), it executes power-off processing. In the board-side power-off processing, the CPU 80a outputs a firing stop signal to the frame control board 82. The CPU 80a calculates a checksum value for the RAM 80c and stores the calculated checksum value in the RAM 80c. The CPU 80a also stores information (hereinafter referred to as a backup flag) that can identify that the power-off processing has been executed successfully in the RAM 80c. The CPU 80a then waits until the power is completely turned off. The various pieces of information stored in the RAM 80c when the power is turned off are retained even after the power is turned off by the backup function described above.
[0194] The power-on process on the panel side will now be described. When the voltage supplied to the game control board 80 reaches the voltage required for the operation of the CPU 80a upon power-on and the CPU 80a starts up, the CPU 80a inhibits timer interrupt processing. Subsequently, the CPU 80a executes communication confirmation processing.
[0195] In the communication confirmation process, the CPU 80a outputs startup information to the frame control board 82. If a predetermined time tb (for example, 108 ms) has elapsed since the CPU 80a output the startup information without receiving any response information, the CPU 80a re-outputs the startup information to the frame control board 82. Thereafter, if the CPU 80a does not receive any response information from the frame control board 82, the CPU 80a outputs the startup information to the frame control board 82 every time the predetermined time tb has elapsed. When the startup information is output multiple times, it may be the same information, or may be different information so that the number of outputs can be identified.
[0196] Each time the CPU 80a outputs startup information to the frame control board 82, it adds 1 to information that can identify the number of times the startup information has been output (hereinafter referred to as the startup output count) and stores the result in the RAM 80c. When the CPU 80a inputs response information, it initializes the startup output count. When the startup output count reaches a specified number (for example, 10 times), the CPU 80a detects a communication line disconnection error and stores information that can identify the occurrence of a communication line disconnection error in the RAM 80c. In other words, the CPU 80a sets a communication line disconnection error. When the CPU 80a sets a communication line disconnection error, it outputs control information that can identify the occurrence of a communication line disconnection error (hereinafter referred to as a communication line disconnection error command) to the performance control board 81. Thereafter, the CPU 80a waits until the power is turned off. On the other hand, when the CPU 80a inputs response information to the startup information, it determines that the communication line is normal. In this case, the CPU 80a stores information (hereinafter referred to as a startup response input flag) that can identify that response information in response to startup information has been input in the RAM 80c.
[0197] When the CPU 80a is powered on, it starts up and executes a ball removal process on the board side, which is executed in parallel with the communication confirmation process. In the board-side ball removal process, the CPU 80a determines whether or not a ball removal start command has been input from the frame control board 82. If the ball removal start command has not been input, the CPU 80a ends the board-side ball removal process without setting the ball removal state. In this case, the communication confirmation process may have continued after the ball removal process has ended. If the ball removal start command has been input, the CPU 80a detects the ball removal state and stores information in the RAM 80c that can identify the occurrence of the ball removal state. In other words, the CPU 80a sets the ball removal state. Once the CPU 80a sets the ball removal state, it outputs a ball removal start command to the performance control board 81 as control information that can identify the transition to the ball removal state. The CPU 80a then waits until the power is turned off. If the ball removal completion command has been input during this wait, the CPU 80a outputs control information that can identify the completion of the ball removal (hereinafter referred to as the ball removal completion command) to the performance control board 81. In this way, a communication line disconnection error can be detected during both the period when the ball is removed and the period when the ball is not removed as confirmation intervals.
[0198] If the CPU 80a ends the board-side ball removal process without setting the ball removal state and the startup response input flag is stored in the RAM 80c, it determines whether the backed-up information is normal. Here, if the startup response input flag is not stored even after the board-side ball removal process is completed, the CPU 80a waits until the startup response input flag is stored. The CPU 80a determines whether a backup flag is stored in the RAM 80c. The CPU 80a calculates a checksum value in the RAM 80c and determines whether the calculated checksum value matches the checksum value calculated during the board-side power-off process. The CPU 80a determines that the information is normal if the backup flag is stored and the checksum values match, but determines that an abnormality exists if they do not. If the backed-up information is determined to be abnormal, the CPU 80a initializes the main information stored in the RAM 80c. The CPU 80a outputs a control command (hereinafter referred to as an initialization command) to the performance control board 81, which can identify that various information has been initialized. Thereafter, the CPU 80a ends the board-side power-on process.
[0199] If the backed-up information is determined to be normal, the CPU 80a determines whether or not a RAM clear signal has been input from the frame control board 82 (RAM clear switch 82h). If a RAM clear signal has been input, the CPU 80a initializes the main information stored in the RAM 80c. In this case, the CPU 80a outputs an initialization command to the performance control board 81. On the other hand, if a RAM clear signal has not been input, the CPU 80a outputs a control command (hereinafter referred to as a power restoration command) that can specify that a recovery will be performed based on the backed-up main information to the performance control board 81. Thereafter, the CPU 80a ends the board-side power-on process.
[0200] When the CPU 80a completes the power-on process, it allows the timer interrupt process. That is, the CPU 80a is able to execute the process for progressing the game (hereinafter referred to as the normal process). If the main information has been initialized, the normal process is executed based on the initialized main information. That is, the CPU 80a executes various processes included in the normal process based on a state in which the first special reserve number and the second special reserve number are both 0, neither the first special game nor the second special game is being executed, and no jackpot has been awarded. Furthermore, the CPU 80a controls the state to a low probability, low winning rate state. If the main information has not been initialized, the normal process is executed based on the backed-up main information. That is, if the first special reserve number and the second special reserve number are the reserve numbers at the time of power-off, and either the first special game or the second special game is being executed, the CPU 80a returns to the process of executing the special game. If a jackpot has been awarded, the CPU 80a returns to the process of awarding the jackpot. Furthermore, the CPU 80a controls the gaming state when the power is turned off.
[0201] The CPU 80a executes timer interrupt processing at predetermined control periods (for example, 4 ms) and performs normal board-side processing such as special pattern input processing, special pattern start processing, normal pattern input processing, normal pattern start processing, winning processing, and specified number achievement processing.
[0202] The special symbol input process among the normal processes on the board side will be explained. The CPU 80a determines whether a gaming ball has entered the first start opening 23A based on whether a winning ball detection signal has been input from the first start sensor D11. When a gaming ball has entered the first start opening 23A, the CPU 80a determines whether the first reserved number stored in the RAM 80c is less than an upper limit number (for example, 4). If the first reserved number is less than the upper limit number, the CPU 80a updates the first reserved number by adding 1. Next, the CPU 80a controls the first reserved display unit 21c to display information that can identify the updated first reserved number. In addition, the CPU 80a outputs a control command (hereinafter referred to as a first reserved number command) that can identify the updated first reserved number to the performance control board 81. In this way, the reserved condition for the first special game is met when a gaming ball is detected by the first start sensor D11 when the first reserved number is less than the upper limit number.
[0203] Next, the CPU 80a acquires random numbers generated by the random number generation circuit 80d and stores random number information based on the acquired random numbers in the RAM 80c. For example, the random numbers may be winning random numbers used in the lottery to determine whether a special symbol is a winning symbol, winning symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The CPU 80a stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. By storing the random number information to be used for the first special game in the RAM 80c, the gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is met.
[0204] When the first reserved number is less than the upper limit, the CPU 80a suspends the execution of the first special game when the first start sensor D11 detects a gaming ball. On the other hand, when the first reserved number is equal to the upper limit, the CPU 80a does not suspend the execution of the first special game even if the first start sensor D11 detects a gaming ball. That is, in the gaming machine 10, when the first start sensor D11 detects a gaming ball, the execution of the first special game is suspended or not suspended. Thus, the gaming machine 10 is configured to suspend the execution of the special game in response to detection by the first start sensor D11. Note that the CPU 80a can suspend the execution of the first special game in response to detection by the first start sensor D11 during both jackpot and non-jackpot games. The special symbol input process is an example of game suspension control that suspends the execution of a special game in response to detection by the first start sensor D11. In this embodiment, the CPU 80a capable of executing a special symbol input process for suspending the execution of a special game in response to detection by the first start sensor D11 functions as a game suspension control means.
[0205] When the random number information for the first special game is stored in the RAM 80c, if the gaming ball has not entered the first start opening 23A and if the first reserved number is not less than the upper limit number, the CPU 80a determines whether the gaming ball has entered the second start opening 23B based on whether a winning ball detection signal has been input from the second start sensor D12. If the gaming ball has entered the second start opening 23B, the CPU 80a determines whether the second reserved number stored in the RAM 80c is less than the upper limit number (for example, 4). If the second reserved number is less than the upper limit number, the CPU 80a updates the second reserved number by adding 1. Next, the CPU 80a controls the second reserved display unit 21d to display information that can identify the updated second reserved number. The CPU 80a also outputs a control command (hereinafter referred to as the second reserved number command) that can identify the updated second reserved number to the performance control board 81. In this way, the reservation condition for the second special game is met when the second reservation number is less than the upper limit number and a gaming ball is detected by the second start sensor D12.
[0206] Next, the CPU 80a acquires random numbers generated within the game control board 80 and stores random number information based on the acquired random numbers in the RAM 80c. The CPU 80a stores the random number information so that it is possible to identify that the random number information is to be used for the second special game and the storage order of the random number information. By storing the random number information to be used for the second special game in the RAM 80c, the gaming machine 10 can suspend the execution of the second special game until the start condition of the second special game is met.
[0207] When the second reserved number is less than the upper limit, the CPU 80a suspends the execution of the second special game when the second start sensor D12 detects a gaming ball. On the other hand, when the second reserved number is equal to the upper limit, the CPU 80a does not suspend the execution of the second special game even if the second start sensor D12 detects a gaming ball. That is, in the gaming machine 10, when the second start sensor D12 detects a gaming ball, the execution of the second special game is suspended or not suspended. In this way, the gaming machine 10 is configured to suspend the execution of the special game in response to detection by the second start sensor D12. Note that the CPU 80a can suspend the execution of the second special game in response to detection by the second start sensor D12 during both jackpot and non-jackpot games. The special symbol input process is an example of game suspension control that suspends the execution of the special game in response to detection by the second start sensor D12. In this embodiment, the CPU 80a, which can execute a special symbol input process for suspending the execution of the special game in response to detection by the second start sensor D12, functions as a game suspension control means. When random number information for the second special game is stored in the RAM 80c, if the gaming ball has not entered the second start hole 23B and if the second suspension number is not less than the upper limit number, the CPU 80a terminates the special symbol input process.
[0208] The special symbol start process, which is one of the normal processes on the board, will now be described. First, the CPU 80a determines whether the conditions for starting a special game are met. The CPU 80a determines the answer as positive if neither a jackpot game nor a special game is being played, and determines the answer as negative if a jackpot game or a special game is being played. If the conditions for starting a special game are not met, the CPU 80a terminates the special symbol start process. If the conditions for starting a special game are met, the CPU 80a determines whether the second reserved number is greater than 0. If the second reserved number is 0, the CPU 80a determines whether the first reserved number is greater than 0. If the first reserved number is 0, the CPU 80a terminates the special symbol start process.
[0209] If the first reserved number is greater than 0, the CPU 80a performs processing to execute a first special game. Specifically, the CPU 80a updates the first reserved number by subtracting 1. The CPU 80a controls the first reserved display unit 21c to display information that can identify the first reserved number after subtraction. The CPU 80a acquires the random number information for the first special game that was stored first from the RAM 80c. The CPU 80a uses the winning random number and jackpot determination value identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won as a special symbol winning lottery. The CPU 80a performs a jackpot lottery with a jackpot probability that corresponds to the current probability state (whether or not the special symbol winning function is activated).
[0210] When a jackpot is won, the CPU 80a performs jackpot variation processing. In the jackpot variation processing, the CPU 80a performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be fixed and displayed in the first special game. The CPU 80a performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple jackpot variation patterns. After that, the CPU 80a ends the special pattern start processing.
[0211] If the jackpot is not won, the CPU 80a conducts a chance lottery using a winning random number and a chance determination value identified from the acquired random number information. As an example, the random number information used in the chance lottery is the same as the random number information used in the jackpot lottery. The chance determination value is different from the value determined as the jackpot determination value, even within the range of values that the random number information used in the jackpot lottery and chance lottery can take. Without being limited to this, the CPU 80a may conduct a chance lottery using random number information and a chance determination value different from the random number information used in the jackpot lottery.
[0212] If the chance lottery is won, the CPU 80a performs chance variation processing. In the chance variation processing, the CPU 80a determines a chance symbol to be displayed as a fixed stop in the first special game. As an example, there is one type of chance symbol. However, there may be multiple types of chance symbols. In this case, the CPU 80a may use a predetermined random number to perform a chance symbol lottery and determine the chance symbol to be displayed as a fixed stop in the first special game. The CPU 80a performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple chance variation patterns. Thereafter, the CPU 80a ends the special symbol start processing.
[0213] If the chance lottery is not won, the CPU 80a performs a losing variation process. In the losing variation process, the CPU 80a determines a losing symbol to be displayed as a fixed stop in the first special game. As an example, there is one type of losing symbol. However, there may be multiple types of losing symbols. In this case, the CPU 80a may perform a losing symbol lottery using a predetermined random number to determine a losing symbol to be displayed as a fixed stop in the first special game. The CPU 80a performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from multiple losing variation patterns. Thereafter, the CPU 80a ends the special symbol start process.
[0214] If the second reserved number is greater than 0, the CPU 80a performs processing to execute a second special game. The processing to execute the second special game is the processing to execute the first special game, with "first special game" replaced with "second special game", "first reserved number" replaced with "second reserved number", and "first reserved display unit 21c" replaced with "second reserved display unit 21d", so a detailed explanation thereof will be omitted. In other words, the CPU 80a performs subtraction of the second reserved number, a jackpot lottery, a chance lottery, and any of the variable processing based on the result of the jackpot lottery and the result of the chance lottery, and then ends the special symbol start processing.
[0215] The CPU 80a outputs a variation start command and a special symbol command to the performance control board 81 in the jackpot variation process, chance variation process, and loss variation process. The variation start command is a control command that can specify the variation pattern determined in each variation process and the start of the special game. The special symbol command is a control command that can specify the special symbol determined in each variation process. The variation start command and the special symbol command are control commands that differ when the variation process of the first special game is executed and when the variation process of the second special game is executed.
[0216] When the special symbol start process is completed, the CPU 80a executes a first special game or a second special game through a process separate from the special symbol start process. For example, when the CPU 80a executes the first special game, the CPU 80a controls the first special symbol display unit 21a to execute a variable display of predetermined symbols. For example, the predetermined symbols include a jackpot symbol, a chance symbol, and a loss symbol. The CPU 80a measures a variable time determined in a variable pattern. After the variable time determined in the variable pattern has elapsed, the CPU 80a controls the first special symbol display unit 21a to display the special symbol determined in the special symbol start process in a fixed, stopped state. Furthermore, after the variable time determined in the variable pattern has elapsed, the CPU 80a outputs a control command (hereinafter referred to as a variable end command) capable of specifying the end of the special game to the performance control board 81.
[0217] As an example, when the CPU 80a executes a second special game, the CPU 80a controls the second special symbol display unit 21b to execute a variable display of a predetermined symbol. As an example, the predetermined symbol includes a jackpot symbol, a chance symbol, and a loss symbol. The CPU 80a measures a variable time set in a variable pattern. When the variable time set in the variable pattern has elapsed, the CPU 80a controls the second special symbol display unit 21b to display the special symbol determined in the special symbol start process as a fixed, stopped symbol. Furthermore, when the variable time set in the variable pattern has elapsed, the CPU 80a outputs a variable end command to the performance control board 81. As described above, the gaming machine 10 is configured to be able to execute a special game by the CPU 80a executing the special symbol input process and the special symbol start process.
[0218] The jackpot game processing, which is one of the normal processing on the board side, will be explained. The jackpot game processing is a process for awarding a jackpot game. When the CPU 80a causes a jackpot symbol to be displayed as a fixed stop in a special game, the CPU 80a executes the jackpot game processing after the end of the jackpot special game. The CPU 80a specifies the type of jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start processing. The CPU 80a awards the specified type of jackpot game. In this way, the gaming machine 10 is configured to award a jackpot game after a jackpot symbol is displayed (derived) as a fixed stop in a special game.
[0219] First, the CPU 80a outputs a control command (hereinafter referred to as the "opening command") capable of specifying the start of the opening time to the effect control board 81. After the opening time has elapsed, the CPU 80a performs processing to execute a round of play. As an example, the CPU 80a controls the special solenoid SL2 using the specified opening control data for the jackpot game to open the special prize opening 23C. When the number of game balls detected by the count sensor D13 reaches the upper limit or the upper limit time has elapsed, the CPU 80a controls the special solenoid SL2 to close the special prize opening 23C, thereby ending the round of play. The CPU 80a repeatedly performs this processing to execute a round of play until the upper limit number of rounds set for the jackpot game has been completed. Each time a round of play is started, the CPU 80a outputs a control command (hereinafter referred to as the "round command") capable of specifying the start of the round of play to the effect control board 81. When the final round of play ends, the CPU 80a outputs a control command (hereinafter referred to as an ending start command) capable of specifying the start of the ending time to the performance control board 81. When the ending time has elapsed, the CPU 80a ends the jackpot game. The CPU 80a outputs a control command (hereinafter referred to as an ending end command) capable of specifying the elapse of the ending time to the performance control board 81.
[0220] The normal symbol input process among the normal processes on the board side will be explained. The CPU 80a determines whether a gaming ball has entered the gate 24 based on whether a ball entry detection signal has been input from the gate sensor D15. When a gaming ball has entered the gate 24, the CPU 80a determines whether the number of regular reserved balls stored in the RAM 80c is less than the upper limit number (for example, 4). If the number of regular reserved balls is less than the upper limit number, the CPU 80a updates the number of regular reserved balls by adding 1. Next, the CPU 80a controls the regular reserved display unit 21f to display information that can identify the updated number of regular reserved balls. The CPU 80a also outputs a control command (hereinafter referred to as the regular reserved number command) that can identify the updated number of regular reserved balls to the performance control board 81. In this way, the reserve condition for the regular game is met when the number of regular reserved balls is less than the upper limit number and a gaming ball is detected by the gate sensor D15.
[0221] Next, the CPU 80a acquires a random number generated by the random number generation circuit 80d and stores random number information based on the acquired random number in the RAM 80c. For example, the random number may be a random number used in a lottery to determine whether a normal symbol will win. The CPU 80a stores the random number information so that it is possible to identify that the random number information is for the normal game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number using a predetermined method. By storing the random number information to be used for the normal game in the RAM 80c, the gaming machine 10 can suspend the execution of the normal game until the start condition of the normal game is met.
[0222] When the number of normal reserved balls is less than the upper limit, the CPU 80a suspends the execution of the normal game when the gate sensor D15 detects a gaming ball. On the other hand, when the number of normal reserved balls is equal to the upper limit, the CPU 80a does not suspend the execution of the normal game even if the gate sensor D15 detects a gaming ball. That is, in the gaming machine 10, when the gate sensor D15 detects a gaming ball, the execution of the normal game is suspended in some cases, and the execution of the normal game is not suspended in other cases. In this way, the gaming machine 10 is configured to suspend the execution of the normal game in response to detection by the gate sensor D15. Note that the CPU 80a can suspend the execution of the normal game in response to detection by the gate sensor D15 during both jackpot play and non-jackpot play.
[0223] The normal pattern start process among the normal processes on the board side will be explained. First, the CPU 80a determines whether the start conditions for the normal game are met. The CPU 80a determines the answer as positive if the normal win game is not being played and the normal game is not being executed, while it determines the answer as negative if the normal win game is being played or the normal game is being executed. If the start conditions for the normal game are not met, the CPU 80a ends the normal symbol start process. If the start conditions for the normal game are met, the CPU 80a determines whether the normal reserved number is greater than 0. If the normal reserved number is 0, the CPU 80a ends the normal symbol start process.
[0224] If the normal reserve number is greater than 0, the CPU 80a performs processing to execute a normal game. Specifically, the CPU 80a updates the normal reserve number by subtracting 1. The CPU 80a controls the normal reserve display unit 21f to display information that can identify the normal reserve number after subtraction. The CPU 80a acquires the random number information for the normal game that was stored first from the random number information for the normal game from the RAM 80c. The CPU 80a uses the acquired random number information to perform a normal win lottery (normal win determination) to determine whether or not a normal win will be determined as a winning lottery for a normal symbol. The CPU 80a performs the normal win lottery with a normal win probability that corresponds to the current ball entry rate state (whether or not the ball entry assist function is activated). The normal win probability in a high ball entry rate state is higher than the normal win probability in a low ball entry rate state.
[0225] If a normal win is won, the CPU 80a determines the normal winning symbol to be fixed and displayed in the normal game, and the fluctuation time of the normal game. After that, the CPU 80a ends the normal symbol start processing. If a normal win is not won, the CPU 80a determines the normal losing symbol to be fixed and displayed in the normal game, and the fluctuation time of the normal game. After that, the CPU 80a ends the normal symbol start processing.
[0226] When the normal pattern start process is completed, the CPU 80a executes a normal game through a process separate from the normal pattern start process. As an example, when the CPU 80a executes a normal game, it controls the normal pattern display unit 21e to execute a variable display of predetermined patterns. As an example, the predetermined patterns include normal winning patterns and normal losing patterns. When the variable time determined in the normal pattern start process has elapsed, the CPU 80a controls the normal pattern display unit 21e to display the normal patterns determined in the normal pattern start process as fixed and stopped. Furthermore, when the variable time determined in the normal pattern start process has elapsed, the CPU 80a outputs a control command (hereinafter referred to as a normal end command) capable of specifying the end of the normal game to the performance control board 81.
[0227] The normal winning game processing, which is one of the normal processing on the board side, will be explained. The normal win game process is a process for awarding a normal win game. When the CPU 80a causes a normal win symbol to be fixed and stopped in a normal game, the CPU 80a executes the normal win game process after the normal game of the normal win is completed.
[0228] The CPU 80a controls the normal solenoid SL1 using opening control data according to the current ball entry rate state (whether or not the ball entry assist function is operating) to open the second start port 23B. When the ball entry rate state is high, the CPU 80a controls the normal solenoid SL1 so that the second start port 23B is opened in the opening mode for the high ball entry rate state. When the ball entry rate state is low, the CPU 80a controls the normal solenoid SL1 so that the second start port 23B is opened in the opening mode for the low ball entry rate state. When the ball entry rate state is high, the second start port 23B is opened more times in one normal win game, and the opening time for one opening of the second start port 23B in one normal win game is longer than when the ball entry rate state is low. Therefore, when the second starting opening 23B is opened in the opening mode when the ball entry rate is high, it is easier to get the game ball to enter the second starting opening 23B than when the second starting opening 23B is opened in the opening mode when the ball entry rate is low.
[0229] The state transition process among the normal processes on the panel side will now be described. When the CPU 80a completes a jackpot game based on the first jackpot symbol among the jackpot symbols, it sets a high probability flag in the RAM 80c. By setting the high probability flag in the RAM 80c, the CPU 80a controls to a high probability state. After the jackpot game based on the first jackpot symbol completes, the CPU 80a does not clear the high probability flag until the next jackpot game is awarded. On the other hand, when the CPU 80a completes a jackpot game based on a second jackpot symbol different from the first jackpot symbol, it does not set the high probability flag in the RAM 80c. In other words, the CPU 80a controls to a low probability state. The CPU 80a does not set the high probability flag in the RAM 80c even when a chance symbol is displayed as a fixed stop symbol in a special game. In other words, the CPU 80a controls to a low probability state. When the CPU 80a starts a jackpot game and the high probability flag is set, it clears the high probability flag. That is, the CPU 80a controls the state to a low probability state during a jackpot game. In this embodiment, the CPU 80a, which can control the jackpot probability to a low probability state and a high probability state in which the jackpot probability is higher than the low probability state, functions as a probability state control means.
[0230] When the CPU 80a controls to the high probability state, it outputs a control command (hereinafter referred to as the high probability state command) that can identify that it has been controlled to the high probability state to the frame control board 82 and also outputs it to the performance control board 81. When the CPU 80a controls to the low probability state, it outputs a control command (hereinafter referred to as the low probability state command) that can identify that it has been controlled to the low probability state to the frame control board 82 and also outputs it to the performance control board 81.
[0231] When a jackpot game based on the first or second jackpot symbol ends, the CPU 80a sets a high ball entry flag in the RAM 80c. By setting the high ball entry flag in the RAM 80c, the CPU 80a controls the game to a high ball entry rate state. After a jackpot game based on the second jackpot symbol ends, the CPU 80a counts the number of special games executed after the jackpot game ends by updating the value of the execution counter stored in the RAM 80c each time a special game is ended. When a special game in which the number of executions of the special game after the jackpot game reaches the activation count Na (for example, 100 times) ends, the CPU 80a erases the high ball entry flag stored in the RAM 80c. In other words, when a special game with the activation count Na ends after a jackpot game based on the second jackpot symbol ends, the CPU 80a controls the game to a low ball entry rate state. The CPU 80a does not clear the high ball entry flag after the end of the jackpot game based on the first jackpot symbol until the next jackpot game is awarded. When the jackpot game is started and the high ball entry flag is set, the CPU 80a clears the high ball entry flag. In other words, the CPU 80a controls the jackpot game to a low ball entry rate state.
[0232] When the CPU 80a is in a low probability state and a low winning rate state, if a chance symbol is displayed as a fixed symbol in the special game, the CPU 80a sets a high winning rate flag in the RAM 80c. In other words, the CPU 80a controls the gaming machine 10 to a high winning rate state. When the CPU 80a is in a low probability state and a low winning rate state, even if a losing symbol is displayed as a fixed symbol in the special game, the CPU 80a does not set a high winning rate flag in the RAM 80c. In other words, the CPU 80a controls the gaming machine 10 to a low winning rate state. When the CPU 80a starts a jackpot game and the high winning rate flag is set, the CPU 80a clears the high winning rate flag. In other words, the CPU 80a controls the gaming machine 10 to a low winning rate state during a jackpot game. In this way, the gaming machine 10 may be controlled from a low winning rate state to a high winning rate state even if a jackpot symbol is not derived in the special game.
[0233] After the CPU 80a changes the state from a low ball entry rate state to a high ball entry rate state due to the fixed stop display of a chance symbol, the CPU 80a counts the number of times the special game has been executed since the state was changed to the high ball entry rate state by updating the value of the execution counter stored in RAM 80c each time the special game is ended. When the special game ends in which the number of times the special game has been executed since the state was changed to the high ball entry rate state reaches the activation count Nb (for example, 50 times), the CPU 80a erases the high ball entry flag stored in RAM 80c. In other words, after the CPU 80a changes the state from a low ball entry rate state to a high ball entry rate state due to the fixed stop display of a chance symbol, the CPU 80a changes the state to the low ball entry rate state upon the end of the Nbth activation special game. In this embodiment, the CPU 80a, which can control the state between a low ball entry rate state and a high ball entry rate state in which the rate of game balls entering the second starting hole 23B is higher than that in the low ball entry rate state, functions as a ball entry state control means.
[0234] When the CPU 80a controls the ball to a high ball entry rate state, it outputs a control command (hereinafter referred to as a high ball entry rate state command) that can identify that the ball has been controlled to a high ball entry rate state to the frame control board 82 and also outputs it to the performance control board 81. When the CPU 80a controls the ball to a low ball entry rate state, it outputs a control command (hereinafter referred to as a low ball entry rate state command) that can identify that the ball has been controlled to a low ball entry rate state to the frame control board 82 and also outputs it to the performance control board 81.
[0235] The winning process, which is one of the normal processes on the board, will now be described. The CPU 80a determines whether a winning ball detection signal has been input from the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14. If the CPU 80a has not input a winning ball detection signal from the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14, it terminates the winning process. After determining whether a winning ball detection signal has been input from the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14, the CPU 80a performs a special symbol input process and then executes the winning process. Therefore, for example, when a winning ball detection signal is input from the first start sensor D11, the CPU 80a increments the first reserved number by one and then executes the winning process. For example, when a winning ball detection signal is input from the second start sensor D12, the CPU 80a increments the second reserved number by one and then executes the winning process.
[0236] When the CPU 80a receives a winning ball detection signal from the first start sensor D11, it outputs acquired prize ball count information, which can identify a predetermined number of prize balls (for example, 4), to the frame control board 82 and also outputs it to the performance control board 81. When the CPU 80a receives a winning ball detection signal from the first start sensor D11, it outputs start port winning information, which is game information which can identify the occurrence of a start port winning, to the frame control board 82 and also outputs it to the performance control board 81. When the CPU 80a receives a winning ball detection signal from the second start sensor D12, it outputs acquired prize ball count information, which can identify a predetermined number of prize balls (for example, 4), to the frame control board 82 and also outputs it to the performance control board 81. When the CPU 80a receives a winning ball detection signal from the second start sensor D12, it outputs start port winning information to the frame control board 82 and also outputs it to the performance control board 81.
[0237] When the CPU 80a receives a winning ball detection signal from the count sensor D13, it outputs acquired prize ball count information, which can identify a predetermined number of prize balls (for example, 15), to the frame control board 82 and also outputs it to the performance control board 81. When the CPU 80a receives a winning ball detection signal from the count sensor D13, it outputs game information, which can identify the occurrence of a special prize port win (hereinafter referred to as special prize port winning information), to the frame control board 82 and also outputs it to the performance control board 81. When the CPU 80a receives a winning ball detection signal from the normal sensor D14, it outputs acquired prize ball count information, which can identify a predetermined number of prize balls (for example, 8), to the frame control board 82 and also outputs it to the performance control board 81. When the CPU 80a receives a winning ball detection signal from the normal sensor D14, it outputs normal prize information, which is game information which can identify the occurrence of a normal prize, to the frame control board 82 and also outputs it to the performance control board 81.
[0238] The process of reaching a specified number, which is one of the normal processes on the board, will now be described. The specified number achievement process is executed when a maximum difference number command is input from the frame control board 82. When the CPU 80a inputs the maximum difference number command, it stores the maximum difference number SC that can be identified from the maximum difference number command in the RAM 80c. If the maximum difference number SC is less than a predetermined value La (for example, 95,000), the CPU 80a ends the specified number achievement process.
[0239] If the maximum difference SC is equal to or greater than the predetermined value La, the CPU 80a determines whether or not a jackpot game is being played. If a jackpot game is not being played, the CPU 80a sets a non-progression state flag in the RAM 80c. By setting the non-progression state flag in the RAM 80c, the CPU 80a controls the game progress to a non-progression state. The non-progression state is an example of a state in which it is impossible to progress the game. The CPU 80a outputs a control command (hereinafter, non-progression state command) that can identify that the game has been controlled to a non-progression state to the frame control board 82 and to the performance control board 81. Thereafter, the CPU 80a ends the specified number achievement process. Note that if the non-progression state flag is set in the RAM 80c, the CPU 80a does not execute the specified number achievement process.
[0240] When a jackpot game is in progress, the CPU 80a does not set a non-progression state flag in the RAM 80c. In other words, the CPU 80a does not control the game to a non-progression state. When a jackpot game is in progress, the CPU 80a stores information (hereinafter referred to as a non-progression standby flag) that can specify that the game will be controlled to a non-progression state after the jackpot game ends in the RAM 80c. In other words, when a jackpot game is in progress, the CPU 80a does not control the game to a non-progression state, but controls the game to a non-progression state when the jackpot game ends. The CPU 80a outputs a control command (hereinafter referred to as a non-progression standby command) that can specify that the game will be controlled to a non-progression state after the jackpot game ends to the frame control board 82 and to the performance control board 81. Thereafter, the CPU 80a ends the specified number achievement process. Note that when the non-progression standby flag is set in the RAM 80c, the CPU 80a does not execute the specified number achievement process. When the progress-disabled standby flag is set when the jackpot game ends, the CPU 80a sets a progress-disabled state flag in the RAM 80c. That is, the CPU 80a controls the game to a progress-disabled state. At this time, the CPU 80a outputs a disabled state command to the frame control board 82 and to the performance control board 81.
[0241] Incidentally, the non-progression waiting flag and non-progression state flag are cleared when a RAM clear signal is input during the above-mentioned board-side power-on process. The CPU 80a controls the game progress to a progress-enabled state by clearing the non-progression state flag stored in the RAM 80c. The progress-enabled state is an example of a state in which the game can be progressed. The CPU 80a outputs a control command (hereinafter, a progress-enabled state command) that can identify that the game has been controlled to a progress-enabled state to the frame control board 82 and also to the performance control board 81.
[0242] The unprogressible standby flag and the unprogressible state flag are not cleared until a RAM clear signal is input during the board-side power-on process described above. For example, if the unprogressible standby flag is set, when power is supplied again after being cut off, the CPU 80a will not clear the unprogressible standby flag unless a RAM clear signal is input. For example, if the unprogressible state flag is set, when power is supplied again after being cut off, the CPU 80a will not clear the unprogressible state flag unless a RAM clear signal is input. In other words, the CPU 80a can control the transition from an unprogressible state to a progressable state by operating the RAM clear switch 82h. If the unprogressible standby flag is set when power is supplied, the CPU 80a outputs an unprogressible state standby command to the frame control board 82 and to the performance control board 81. If the unprogressible state flag is set when power is supplied, the CPU 80a outputs an unprogressible state command to the frame control board 82 and to the performance control board 81.
[0243] As described above, the gaming machine 10 is configured to be controllable to a non-progression state when the maximum difference number SC becomes equal to or greater than the predetermined value La. The gaming machine 10 is immediately controlled to a non-progression state when the maximum difference number SC becomes equal to or greater than the predetermined value La while a jackpot game is not being played. For example, the gaming machine 10 is immediately controlled to a non-progression state even if the maximum difference number SC becomes equal to or greater than the predetermined value La while a special game is being played. On the other hand, if the maximum difference number SC becomes equal to or greater than the predetermined value La while a jackpot game is being played, the gaming machine 10 is not controlled to a non-progression state until the jackpot game ends. If the maximum difference number SC becomes equal to or greater than the predetermined value La while a jackpot game is being played, the gaming machine 10 is controlled to a non-progression state when the jackpot game ends.
[0244] The maximum difference SC being equal to or greater than the predetermined value La is an example of a specific condition being met. The maximum difference SC is information generated (counted) based on the number of prize balls awarded within the predetermined period Sa and the number of out balls discharged from the play area 20a within the predetermined period Sa. In other words, the specific condition is met when the maximum difference SC, based on the number of prize balls awarded within the predetermined period Sa and the number of out balls discharged from the play area 20a within the predetermined period Sa, reaches the predetermined value La. When the specific condition is met, the gaming machine 10 is controlled to a progress-disabled state in which game progress is disabled. As will be described in detail later, the gaming machine 10 is configured so that control of game progress is restricted when the gaming machine 10 is controlled to a progress-disabled state in which game progress is disabled. In this embodiment, the CPU 80a, which can control the game to a progress-disabled state in which game progress is disabled when the specific condition is met, functions as the disabling state control means.
[0245] The CPU 80a sets a progress-impossible state flag or a progress-impossible standby flag in the RAM 80c when the maximum difference number SC is equal to or greater than the predetermined value La. In other words, the CPU 80a sets a progress-impossible state flag or a progress-impossible standby flag in the RAM 80c when a specific condition is met. Therefore, it can be said that the specific condition is met when a progress-impossible state flag is stored in the RAM 80c. It can also be said that the specific condition is met when a progress-impossible standby flag is stored in the RAM 80c.
[0246] When the RAM clear switch 82h is operated, the gaming machine 10 is controlled to a progress-enabling state in which the game can proceed. The gaming machine 10 is configured so that, when it is controlled to the progress-enabling state, the control of the game progress that was restricted when it was controlled to the progress-disabled state is not restricted. In this embodiment, the CPU 80a, which can be controlled to a progress-enabling state in which the game can proceed when the RAM clear switch 82h is operated, functions as the possible state control means.
[0247] Here, as described above, the maximum difference SC increases as gaming balls enter the first start opening 23A, the second start opening 23B, the special prize opening 23C, and the normal prize opening 23D. Therefore, the specific condition may be met when the first start sensor D11 detects a gaming ball. The specific condition may also be met when the second start sensor D12 detects a gaming ball. The specific condition may also be met when the count sensor D13 detects a gaming ball. The specific condition may also be met when the normal sensor D14 detects a gaming ball. On the other hand, the specific condition is not met when the out sensor D30 detects a gaming ball.
[0248] The board-side error setting process, which is part of the board-side normal process, will now be described. The board-side error setting process is a process for setting an error. As an example, in the board-side error setting process, errors that the gaming control board 80 (CPU 80a) can detect include a main unauthorized radio wave detection error and a communication line disconnection error.
[0249] The detection condition for a main unauthorized radio wave detection error is that abnormal radio waves have been detected a predetermined number k2 (for example, 10 times). The CPU 80a detects the occurrence of abnormal radio waves as a main unauthorized radio wave detection error. When the CPU 80a inputs a radio wave detection signal from the main radio wave sensor D19, it increments the number of main radio wave detections. Specifically, when the radio wave detection signal transitions from an OFF state to an ON state, the CPU 80a increments the number of main radio wave detections by one. The CPU 80a stores information that can identify the updated number of main radio wave detections in the RAM 80c. When the number of main radio wave detections reaches the predetermined number k2, the CPU 80a sets a main unauthorized radio wave detection error. The predetermined number k2 is not limited to 10 times. It may be any number between 2 and 9 times, or may be 11 or more times. The predetermined number k2 may be 1 time, but is preferably multiple times.
[0250] A situation in which the main unauthorized radio wave detection error is set is one in which there is a high possibility of fraud (cheating) using radio waves. The condition for canceling the main unauthorized radio wave detection error is power restoration. The CPU 80a will not cancel the setting of the main unauthorized radio wave detection error until the power supply is cut off. In other words, the only way to cancel the setting of the main unauthorized radio wave detection error is to restore power. For example, the setting of the main unauthorized radio wave detection error will not be canceled even if the error cancellation switch 82f is pressed. For example, the setting of the main unauthorized radio wave detection error will not be canceled even if the main radio wave sensor D19 no longer detects abnormal radio waves. In other words, the setting of the main unauthorized radio wave detection error will not be canceled even if the cause of the setting of the main unauthorized radio wave detection error is resolved.
[0251] When the power is turned on after being turned off, the CPU 80a cancels the setting of the main unauthorized radio wave detection error. The CPU 80a may cancel the setting of the main unauthorized radio wave detection error when the power is turned off, or may cancel the setting of the main unauthorized radio wave detection error when the power is turned on. Furthermore, when the power is turned on after being turned off, the CPU 80a initializes the number of times the main unauthorized radio wave has been detected stored in the RAM 80c. The main unauthorized radio wave detection error is detected in a confirmation period other than during the bulb removal state. In other words, the main unauthorized radio wave detection error is not set during the bulb removal state.
[0252] The detection condition for a communication line disconnection error is that communication between the game control board 80 and the frame control board 82 is not performed normally. The CPU 80a can detect a communication line disconnection error in the communication confirmation process described above. If response information is not input within a predetermined time tb (for example, 108 ms) after the startup information is output, the CPU 80a determines that communication with the frame control board 82 is not performed normally. Specifically, after outputting the startup information, the CPU 80a measures the response time from the output of the startup information until the response information is input. Once the response information is input, the CPU 80a ends the measurement of the response time. If the response time reaches the predetermined time tb, the CPU 80a outputs the startup information again. The CPU 80a sets a communication line disconnection error when the number of times the startup information has been output (startup output count) reaches a predetermined number (for example, 10 times).
[0253] The condition for canceling the communication line disconnection error is the restoration of power. The CPU 80a does not cancel the communication line disconnection error setting until the power supply is cut off. In other words, the communication line disconnection error setting can only be canceled by restoring power. For example, the communication line disconnection error setting will not be canceled even if the error cancellation switch 82f is pressed. For example, the communication line disconnection error setting will not be canceled even if response information is input from the frame control board 82. In other words, the communication line disconnection error setting will not be canceled even if the cause of the communication line disconnection error setting is resolved. The communication line disconnection error is detected during both the ball removal state and other times as a confirmation interval. As an example, the communication line disconnection error is constantly detected from the time the power is turned on until the power is turned off.
[0254] When the CPU 80a sets an error or cancels the error setting, it outputs a main error command to the frame control board 82 and also to the performance control board 81. The main error commands include a control command that can specify that an error has been set (hereinafter referred to as a main error setting command), and a control command that can specify that an error setting has been canceled (hereinafter referred to as a main error cancel command). The main error setting command is also a control command that can specify the type of error that has been set. The main error cancel command is also a control command that can specify the type of error that has been canceled.
[0255] Here, when the CPU 82a inputs the main error setting command, it controls the performance display monitor 82d to execute the notification of the set error in the frame-side error notification process described above. As an example, in the main unauthorized radio wave detection error notification, [P10] is displayed on the performance display monitor 82d. Note that a situation in which a communication line disconnection error is set occurs when communication between the game control board 80 and the frame control board 82 is not performed normally. Therefore, when a communication line disconnection error is set, an error code corresponding to the communication line disconnection error is not displayed on the performance display monitor 82d.
[0256] As described above, the CPU 80a can set a main unauthorized radio wave detection error in response to detection by the main radio wave sensor D19 during the board-side error setting process. The board-side error setting process is an example of radio wave detection error control, which is control related to the main unauthorized radio wave detection error. In this embodiment, the CPU 80a, which can execute radio wave detection error control related to the main unauthorized radio wave detection error in response to detection by the main radio wave sensor D19, functions as radio wave detection error control means. During the board-side error setting process, the CPU 80a can set a communication line disconnection error in response to response information from the frame control board 82.
[0257] The various processes executed by the performance control board 81 (CPU 81a) will be explained. The power restoration process will now be described. When the CPU 81a inputs an initialization command, it controls a part or all of the effect execution unit constituting the effect device ES to execute a RAM clear notification (initialization notification). As an example, the RAM clear notification is executed by outputting a sound from the effect sound unit 12 that can identify the execution of a RAM clear, such as a human voice reading the string "RAM clear." As an example, the RAM clear notification is executed by causing the effect light-emitting unit 14 to emit light in a light-emitting pattern dedicated to RAM clearing. As an example, the RAM clear notification is executed by displaying an image that can identify the execution of a RAM clear, such as the string "RAM clear," on the effect display unit 19. The CPU 81a controls the effect device ES to end the RAM clear notification when a predetermined time has elapsed since the start of the RAM clear notification. Furthermore, when the CPU 81a inputs an initialization command, it controls the effect display unit 19 to display a predetermined background image and a combination of predetermined effect symbols. When the CPU 81a inputs an initialization command, it controls the effect movable unit 91 to execute a predetermined operation. As an example, the predetermined operation by the performance movable unit 91 is an initial operation (so-called initial operation) in which the performance movable unit 91 is displaced from the original position to the performance position, and then the performance movable unit 91 is displaced from the performance position to the original position.
[0258] When the CPU 81a inputs a power restoration command, it controls part or all of the effect execution unit constituting the effect device ES to execute a power restoration notification. For example, the power restoration notification is executed by outputting a sound from the effect sound unit 12 that can identify the resumption of power supply, such as a human voice reading the string "Power is being restored." For example, the power restoration notification is executed by causing the effect light-emitting unit 14 to emit light in a light-emitting pattern dedicated to power restoration. For example, the power restoration notification is executed by displaying an image that can identify the resumption of power supply, such as the string "Power is being restored," on the effect display unit 19. The CPU 81a controls the effect device ES to terminate the power restoration notification after a predetermined time has elapsed since the start of the power restoration notification. Alternatively, the CPU 81a may be configured not to execute the power restoration notification. Furthermore, when the CPU 81a inputs a power restoration command, it controls the effect display unit 19 to display a predetermined background image and a combination of effect symbols different from the predetermined combination of effect symbols. When the CPU 81a inputs the power restoration command, it controls the performance movable part 91 so as to execute an initial operation.
[0259] The effect game processing will be described. The effect game processing is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the CPU 81a inputs a variation start command and a special symbol command, it controls the effect device ES including the effect display unit 19 to execute an effect game. Specifically, when the CPU 81a inputs a variation start command, it determines the effect pattern (effect content) of the effect game based on the variation pattern that can be specified from the variation start command. Furthermore, when the CPU 81a inputs a special symbol command, it determines the symbol combination to be displayed as a fixed stop in the effect game based on the special symbol that can be specified from the special symbol command. If a jackpot symbol can be specified from the special symbol command, the CPU 81a determines a jackpot symbol combination. If a chance symbol can be specified from the special symbol command, the CPU 81a determines a non-jackpot symbol combination. If a missing symbol can be specified from the special symbol command, the CPU 81a determines a non-jackpot symbol combination.
[0260] 11, the CPU 81a controls the effect display unit 19 to start the variable display of the effect symbols in each symbol column in response to the input of the variable start command. That is, the CPU 81a starts the effect game. As an example, the effect game is performed by varying (scrolling) the effect symbols in the left symbol column Hz, the center symbol column Nz, and the right symbol column Mz in a predetermined direction.
[0261] Furthermore, when the CPU 81a executes a predetermined effect in relation to an effect game, it controls the effect device ES including the effect display unit 19 to execute the effect. As an example, the predetermined effect is a preview effect. The preview effect is an effect that suggests or notifies whether or not the special game being executed will result in a jackpot (the expected jackpot probability). As an example, the preview effect includes a moving effect. The moving effect includes an effect in which the effect moving part 91 is displaced from its original position to an effect position and stops at the effect position. As an example, the expected jackpot probability when the moving effect is executed is higher than the expected jackpot probability when the moving effect is not executed.
[0262] When a predetermined timing arrives after starting the effect game, the CPU 81a temporarily displays the symbol combination as a fixed stop, and when a variation end command is input, displays the symbol combination as a fixed stop. Note that the CPU 81a may also display the symbol combination as a fixed stop when the variation time set in the variation pattern elapses, regardless of the variation end command. In this case, the variation end command may be omitted. Incidentally, after the symbol combination is displayed as a fixed stop, the effect display unit 19 continues to display the fixed stop symbol combination until the next special game starts.
[0263] The pending game display process will be described below. The pending game display process is a process for displaying a pending image H as one of the display effects related to a special game whose execution is suspended. The CPU 81a determines whether the game is controlled to a low ball entry rate state or a high ball entry rate state based on the input of a low ball entry rate state command or a high ball entry rate state command. When the game is controlled to a low ball entry rate state, the CPU 81a controls the effect display unit 19 to display a reserved image H when the first reserved number command is input. Specifically, when the CPU 81a inputs the first reserved number command while the game is controlled to a low ball entry rate state, the CPU 81a controls the effect display unit 19 to display a reserved image H corresponding to the special game whose execution is on hold, based on the first reserved number that can be identified from the first reserved number command. Note that even if the CPU 81a inputs a second reserved number command while the game is controlled to a low ball entry rate state, the CPU 81a does not display the reserved image H based on the second reserved number that can be identified from the second reserved number command.
[0264] When controlled to a high ball entry rate state, the CPU 81a controls the effect display unit 19 to display a reserved image H when a second reserved number command is input. Specifically, when the CPU 81a inputs a second reserved number command when controlled to a high ball entry rate state, the CPU 81a controls the effect display unit 19 to display a reserved image H corresponding to the special game whose execution is on hold, based on the second reserved number that can be identified from the second reserved number command. Note that even if the CPU 81a inputs a first reserved number command when controlled to a high ball entry rate state, the CPU 81a does not display the reserved image H based on the first reserved number that can be identified from the first reserved number command.
[0265] As shown in FIG. 11, when the first reserved number is "1" in a low ball entry rate state, the CPU 81a controls the effect display unit 19 to display reserved image H1 of reserved images H1 to H4. When the first reserved number is "2" in a low ball entry rate state, the CPU 81a controls the effect display unit 19 to display reserved images H1 and H2 of reserved images H1 to H4. When the first reserved number is "3" in a low ball entry rate state, the CPU 81a controls the effect display unit 19 to display reserved images H1 to H3 of reserved images H1 to H4. When the first reserved number is "4" in a low ball entry rate state, the CPU 81a controls the effect display unit 19 to display reserved images H1 to H4. When the first reserved number is "0" in a low ball entry rate state, the CPU 81a controls the effect display unit 19 to not display any of reserved images H1 to H4.
[0266] When the second reserved number is "1" in a high ball scoring state, the CPU 81a controls the effect display unit 19 to display reserved image H1 of reserved images H1 to H4. When the second reserved number is "2" in a high ball scoring state, the CPU 81a controls the effect display unit 19 to display reserved images H1 and H2 of reserved images H1 to H4. When the second reserved number is "3" in a high ball scoring state, the CPU 81a controls the effect display unit 19 to display reserved images H1 to H3 of reserved images H1 to H4. When the second reserved number is "4" in a high ball scoring state, the CPU 81a controls the effect display unit 19 to display reserved images H1 to H4. When the second reserved number is "0" in a high ball scoring state, the CPU 81a controls the effect display unit 19 to not display any of reserved images H1 to H4.
[0267] The reserved image H1 is displayed in the reserved display area R1a in the image display area 19a of the performance display unit 19. The reserved image H2 is displayed in the reserved display area R2a in the image display area 19a of the performance display unit 19. The reserved image H3 is displayed in the reserved display area R3a in the image display area 19a of the performance display unit 19. The reserved image H4 is displayed in the reserved display area R4a in the image display area 19a of the performance display unit 19.
[0268] The reserve display area R1a displays a reserve image H corresponding to the first special game to be executed among the reserved special games. For example, in a low ball-entry state, the reserve display area R1a displays a reserve image H corresponding to the first special game to be executed among the reserved first special games. For example, in a high ball-entry state, the reserve display area R1a displays a reserve image H corresponding to the second special game to be executed among the reserved second special games. The reserve display area R2a displays a reserve image H corresponding to the second special game to be executed among the reserved special games. The reserve display area R3a displays a reserve image H corresponding to the third special game to be executed among the reserved special games. The reserve display area R4a displays a reserve image H corresponding to the fourth special game to be executed among the reserved special games. The reserve images H are displayed in display areas on the effect display unit 19 that can identify the order in which the corresponding special games will be executed. In this way, the effect display unit 19 can display reserve images H corresponding to special games whose execution is suspended.
[0269] When the CPU 81a inputs a variation start command, it controls the effect display unit 19 to execute a reserved image movement effect. The reserved image movement effect is executed by moving the reserved image H to change the display area in which the reserved image H is displayed. Specifically, in the effect display unit 19, execution of a new first special game is started in a low ball entry rate state, and the reserved first special game is moved up in the execution order, and the reserved image movement effect is executed. Also, in the gaming machine 10, execution of a new second special game is started in a high ball entry rate state, and the reserved image movement effect is executed, and the reserved second special game is moved up in the execution order.
[0270] As an example, when the hold movement effect is executed, in the effect display unit 19, the hold image H that was displayed in the hold display area R4a moves to the hold display area R3a, and the hold image H that was displayed in the hold display area R3a moves to the hold display area R2a. In addition, in the effect display unit 19, the hold image H that was displayed in the hold display area R2a moves to the hold display area R1a, and the hold image H that was displayed in the hold display area R1a moves to the in-play display area ZR. The in-play display area ZR will be described later. At this time, the hold image H is not displayed in the hold display area R4a. Then, in the hold display area R4a, the hold image H may be displayed when the execution of a new special game is put on hold.
[0271] The running game display process will be described below: The running game display process is a process for displaying a running image ZG as one of the display effects related to the special game being executed. When the CPU 81a inputs a fluctuation start command for the first special game while controlled to the low ball entry rate state, the CPU 81a controls the effect display unit 19 to display the running image ZG corresponding to the first special game that has started to be executed based on the fluctuation start command. When the CPU 81a inputs a fluctuation end command, the CPU 81a controls the effect display unit 19 to hide the running image ZG. Note that even if the CPU 81a inputs a fluctuation start command for the second special game while controlled to the low ball entry rate state, the CPU 81a does not display the running image ZG corresponding to the second special game that is being executed based on the fluctuation start command.
[0272] When the CPU 81a inputs a fluctuation start command for the second special game while controlled to the high ball entry rate state, the CPU 81a controls the effect display unit 19 to display the running image ZG corresponding to the second special game being executed based on the fluctuation start command. When the CPU 81a inputs a fluctuation end command, the CPU 81a controls the effect display unit 19 to hide the running image ZG. Note that even if the CPU 81a inputs a fluctuation start command for the first special game while controlled to the high ball entry rate state, the CPU 81a does not display the running image ZG corresponding to the first special game being executed based on the fluctuation start command.
[0273] The running image ZG is displayed in the running display area ZR in the image display area 19a of the effect display unit 19. For example, in a low ball-scoring state, the running image ZG corresponding to the first special game being executed is displayed in the running display area ZR. In a low ball-scoring state, when the first special game is not being executed, the running image ZG is not displayed in the running display area ZR. For example, in a high ball-scoring state, the running image ZG corresponding to the second special game being executed is displayed in the running display area ZR. In a high ball-scoring state, when the second special game is not being executed, the running image ZG is not displayed in the running display area ZR. In this way, the effect display unit 19 can display the running image ZG corresponding to the special game being executed.
[0274] The jackpot effect processing will be explained. The jackpot effect processing is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When an opening command is input, the CPU 81a controls the effect device ES to execute an opening effect. When a round command is input, the CPU 81a controls the effect device ES to execute a round effect. When an ending start command is input, the CPU 81a controls the effect device ES to execute an ending effect. When an ending end command is input, the CPU 81a controls the effect device ES to end the ending effect.
[0275] The winning number effect process will be explained. The winning number effect process is a process for executing an effect (hereinafter referred to as winning number effect) that suggests or notifies the number of game balls (hereinafter referred to as winning number Kt) that have been won during the period from when a jackpot game is awarded during normal play (low probability low ball winning rate state) until the jackpot game is not awarded and control is restored to normal play. In other words, the winning number effect process is an effect that suggests or notifies the number of game balls that have been won during the consecutive wins after the first win. The winning number Kt is stored in the RAM 81c.
[0276] The CPU 81a controls the presentation device ES to execute a winning number presentation during a jackpot game. The CPU 81a controls the presentation device ES to execute a winning number presentation in a high ball entry rate state. On the other hand, the CPU 81a controls the presentation device ES not to execute a winning number presentation in a low ball entry rate state. When an opening command is input, the CPU 81a starts the winning number presentation. When an opening command is input, the CPU 81a starts the winning number presentation. The CPU 81a controls the presentation device ES to execute a winning number presentation until the state is controlled from a high ball entry rate state to a low ball entry rate state (until a low ball entry rate state command is input). When a low ball entry rate state command is input during a non-jackpot game, the CPU 81a controls the presentation device ES to end the winning number presentation.
[0277] As shown in FIG. 12, when executing the winning number effect, the CPU 81a controls the effect display unit 19 to display a character string Ks that identifies the winning number Kt. When the CPU 81a inputs the number of prize balls acquired, it adds the number of acquired balls Pc, which can be identified from the number of prize balls acquired, to the winning number Kt. In other words, the CPU 81a increases the winning number Kt in response to the awarding of prize balls. When the CPU 81a increases the winning number Kt, it controls the effect display unit 19 to display a character string Ks that identifies the increased winning number Kt. The winning number effect may be executed in a manner that displays a character or the like that corresponds to the winning number Kt. For example, different characters may be displayed when the winning number Kt is "0 to 9999," "10000 to 19999," or "20000 or more." The CPU 81a controls the effect display unit 19 to update the content of the winning number effect in response to the awarding of prize balls. The CPU 81a initializes the number of wins Kt (for example, 0) when a jackpot game is not awarded and the game is controlled to a normal game. The number of wins Kt is also initialized when the power supply is cut off and then resumed.
[0278] As an example, when the number of winning balls Kt is "10000," the CPU 81a controls the effect display unit 19 to display the character string Ks "10000pt" on the effect display unit 19. Thereafter, for example, when the first start sensor D11 detects a gaming ball and inputs winning ball count information that identifies "4" as the number of winning balls, the CPU 81a stores "10004" in the RAM 81c as the winning number Kt. The CPU 81a then controls the effect display unit 19 to display the character string Ks "10004pt" on the effect display unit 19. In this manner, the CPU 81a updates the effect content of the winning number effect on the effect display unit 19 in response to the awarding of prize balls. The effect display unit 19 can execute an winning number effect in which the effect content is updated in response to the awarding of prize balls. When ending the winning number effect, the CPU 81a controls the effect display unit 19 to hide the character string Ks.
[0279] The firing intensity effect process will be explained. The firing intensity effect process is a process for executing an effect (hereinafter referred to as firing intensity effect) that can specify whether a left hit or a right hit is recommended as an effect related to the firing intensity of the game ball. The firing intensity effect includes a first firing intensity effect that can specify that a left hit is recommended, and a second firing intensity effect that can specify that a right hit is recommended.
[0280] The CPU 81a controls the effect device ES to execute a second firing intensity effect during a jackpot game. The CPU 81a controls the effect device ES to execute a second firing intensity effect during a non-jackpot game and in a high ball entry rate state. The second firing intensity effect is an example of a special effect. The CPU 81a controls the effect device ES to execute a first firing intensity effect during a non-jackpot game and in a low ball entry rate state. The first firing intensity effect is an example of a special effect.
[0281] When the opening command is input, the CPU 81a controls the presentation device ES to start the second firing intensity presentation. The CPU 81a controls the presentation device ES to continue executing the second firing intensity presentation until the jackpot game ends (until the ending end command is input). When the ending end command is input, the CPU 81a controls the presentation device ES to end the second firing intensity presentation. However, the CPU 81a may end the second firing intensity presentation when a predetermined time has elapsed after starting the second firing intensity presentation.
[0282] When the CPU 81a inputs a high ball entry rate state command, it controls the effect device ES to start the second firing intensity effect. The CPU 81a controls the effect device ES to execute the second firing intensity effect until the high ball entry rate state is controlled to the low ball entry rate state (until the low ball entry rate state command is input). When the CPU 81a inputs a low ball entry rate state command, it controls the effect device ES to end the second firing intensity effect. Alternatively, the CPU 81a may end the second firing intensity effect when a predetermined time has elapsed after starting the second firing intensity effect. Note that if a jackpot game is awarded during a high ball entry rate state, the CPU 81a may continue to execute the second firing intensity effect. Also, if the state is controlled to the high ball entry rate state after the jackpot game ends, the CPU 81a may continue to execute the second firing intensity effect.
[0283] When the CPU 81a inputs a low ball entry rate state command when a jackpot game has not been awarded, the CPU 81a controls the presentation device ES to execute a first firing intensity presentation. The CPU 81a controls the presentation device ES to execute a first firing intensity presentation until the low ball entry rate state is changed to a high ball entry rate state (until the high ball entry rate state command is input), or until a jackpot game is awarded (until the opening command is input). When the CPU 81a inputs a high ball entry rate state command, the CPU 81a controls the presentation device ES to end the first firing intensity presentation. When the CPU 81a inputs an opening command, the CPU 81a controls the presentation device ES to end the first firing intensity presentation. Without being limited to this, the CPU 81a may end the first firing intensity presentation when a predetermined time has elapsed after starting the first firing intensity presentation.
[0284] As shown in FIG. 12, as an example, when the second firing intensity effect is executed, the CPU 81a controls the effect display unit 19 to display the character string Hk1 that reads "Right Hit" and an arrow image Yk1 that resembles a "right arrow." When the second firing intensity effect is terminated, the CPU 81a controls the effect display unit 19 to hide the character string Hk1 and the arrow image Yk1. Also, although not shown, as an example, when the first firing intensity effect is executed, the CPU 81a controls the effect display unit 19 to display the character string Hk2 that reads "Left Hit" and an arrow image Yk2 that resembles a "left arrow." When the first firing intensity effect is terminated, the CPU 81a controls the effect display unit 19 to hide the character string Hk2 and the arrow image Yk2.
[0285] In this way, the presentation device ES can execute a first firing intensity presentation related to the firing intensity of the gaming ball. The first firing intensity presentation is a presentation that can specify that hitting to the left is recommended. The presentation device ES can execute a second firing intensity presentation related to the firing intensity of the gaming ball. The second firing intensity presentation is a presentation that can specify that hitting to the right is recommended. As described above, during a jackpot game, hitting to the right is recommended. Also, when the ball entry rate is high, hitting to the right is recommended. In the gaming machine 10, the second firing intensity presentation is executed during a jackpot game or when the ball entry rate is high. On the other hand, during a non-jackpot game and when the ball entry rate is low, hitting to the left is recommended. In the gaming machine 10, the first firing intensity presentation is executed when the game is not a jackpot game and when the ball entry rate is low.
[0286] The transition suggestion effect process is a process for executing an effect (hereinafter referred to as a transition suggestion effect) that suggests or notifies that the state will be controlled from a low ball scoring rate state to a high ball scoring rate state.
[0287] When the CPU 81a inputs a special symbol command during normal gameplay (low probability, low winning rate state), it determines whether the special symbol identifiable from the special symbol command is a chance symbol. If it is not a chance symbol, the CPU 81a determines not to execute a transition suggestion effect. If it is a chance symbol, the CPU 81a controls the effect device ES to execute a transition suggestion effect. The CPU 81a controls the effect device ES to execute a transition suggestion effect during execution of a special game corresponding to the input special symbol command. In other words, the transition suggestion effect is executed during execution of a special game in which a chance symbol is displayed as a fixed stop during normal gameplay. Note that the transition suggestion effect is not executed during execution of a special game in which a chance symbol is displayed as a fixed stop in a high probability state or a high winning rate state. Furthermore, the transition suggestion effect is not executed during execution of a special game in which a jackpot symbol or a losing symbol is displayed as a fixed stop.
[0288] The CPU 81a controls the performance device ES to execute a transition suggestion effect until the state is controlled from a low ball entry rate state to a high ball entry rate state (until a high ball entry rate state command is input). When the high ball entry rate state command is input, the CPU 81a controls the performance device ES to end the transition suggestion effect. However, the CPU 81a may end the transition suggestion effect when a predetermined time has elapsed after starting the transition suggestion effect.
[0289] As described above, the gaming machine 10 is configured to be controlled to a high winning rate state when a chance symbol is displayed as a fixed stop in a special game while the gaming machine is in a low probability state and a low winning rate state. Therefore, the transition suggestion effect can be said to be executed during the execution of a special game in a situation where the gaming machine is controlled from a low winning rate state to a high winning rate state after the end of the special game. In this way, the effect device ES can execute a transition suggestion effect that can identify that the gaming machine is controlled to a high winning rate state during the execution of a specific special game in a situation where the gaming machine is controlled from a low winning rate state to a high winning rate state after the end of the specific special game.
[0290] As shown in FIG. 13, for example, when executing a transition suggestion effect, the CPU 81a controls the effect display unit 19 to display the character string Kj that reads "Transition to high ball entry rate state." The transition suggestion effect may be any effect that can identify control from a low ball entry rate state to a high ball entry rate state, and may, for example, have a presentation mode for a low ball entry rate state and a presentation mode for a high ball entry rate state, and may have presentation content that can identify the presentation mode to be transitioned to. Also, for example, the transition suggestion effect may be presentation content that can identify the fixed stop display of a chance symbol in a special game. When terminating the transition suggestion effect, the CPU 81a controls the effect display unit 19 to hide the character string Kj.
[0291] The following describes the progress-impossible standby effect processing. The progress-impossible standby effect processing is a processing for executing an effect (hereinafter referred to as progress-impossible standby effect) that suggests or notifies that the game will be controlled to a progress-impossible state after the big win game has ended.
[0292] When the CPU 81a inputs the impossible state standby command, it controls the performance device ES to start the impossible progress standby effect. The CPU 81a controls the performance device ES to continue executing the impossible progress standby effect until the jackpot game ends (until the ending end command is input). When the CPU 81a inputs the ending end command, it controls the performance device ES to end the impossible progress standby effect. However, the CPU 81a may end the impossible progress standby effect when a predetermined time has elapsed after starting the impossible progress standby effect.
[0293] As shown in FIG. 14, as an example, when executing a progress-impossible waiting effect, the CPU 81a controls the effect display unit 19 to display a message image Mg. The message image Mg includes a string Sg as an example of information that can identify that a progress-impossible state will be entered after a jackpot game has ended. The progress-impossible waiting effect may be any effect that can identify that a progress-impossible state will be entered after a jackpot game has ended, and may be, for example, an effect that can identify that the maximum difference number SC has reached a predetermined value La or greater. When ending the progress-impossible waiting effect, the CPU 81a controls the effect display unit 19 to hide the message image Mg.
[0294] As described above, the disabled state standby command is a control command that is output from the game control board 80 when the maximum difference number SC becomes equal to or greater than the predetermined value La during a jackpot game. In other words, the gaming machine 10 is configured to suggest or notify that the game will be controlled to a disabled state after the jackpot game ends when a specific condition is met by the maximum difference number SC becoming equal to or greater than the predetermined value La during a jackpot game.
[0295] The progress-impossible effect processing is a processing for executing an effect (hereinafter referred to as progress-impossible effect) that suggests or notifies that the game has been controlled to a progress-impossible state.
[0296] When the CPU 81a inputs the impossible state command, it controls the effect device ES to start the progress impossible effect. The CPU 81a controls the effect device ES to continue executing the progress impossible effect until the power supply is cut off. However, the CPU 81a may end the progress impossible effect when a predetermined time has elapsed after starting the progress impossible effect.
[0297] As an example, when the CPU 81a executes a progress-impossible effect, it controls the effect display unit 19 to display a message image Mh. As an example, the message image Mh includes an image that can identify that the game has been controlled to a progress-impossible state, such as the text "The game has been controlled to a progress-impossible state in which the game cannot be played."
[0298] The presentation-side error notification process will now be described. The presentation-side error notification process is a process for notifying the detected (set) error in a predetermined notification mode when an error is detected (set) in the gaming machine 10. The errors detected in the gaming machine 10 include the above-mentioned frame unauthorized radio wave detection error, managed gaming machine communication error, door open error, main unauthorized radio wave detection error, and communication line disconnection error.
[0299] The CPU 81a controls the effect device ES to execute notification of an error set in the gaming machine 10. When the CPU 81a inputs a frame error setting command or a main error setting command, the CPU 81a starts notification of an error in accordance with the input control command. When the CPU 81a inputs a frame error clear command or a main error clear command, the CPU 81a ends notification of an error in accordance with the input control command.
[0300] As an example, when an error is set, the CPU 81a controls the effect display unit 19 to display an image that can identify the error that is being set. For example, the notification of a frame unauthorized radio wave detection error is executed in a manner that an image that can identify that a frame unauthorized radio wave detection error has been set, such as the character string "frame unauthorized radio wave detection abnormality," is displayed on the effect display unit 19. For example, the notification of a door open error is executed in a manner that an image that can identify that a door open error has been set, such as the character string "door is open," is displayed on the effect display unit 19.
[0301] When multiple types of errors are set, the CPU 81a executes the notification of the error with the highest priority among the set error notifications. As an example, when multiple types of errors are set, the priority is "frame unauthorized radio wave detection error > main unauthorized radio wave detection error > managed gaming machine communication error > communication line disconnection error > door open error." Not limited to this, when multiple types of errors are set, the CPU 81a may execute the notification of all of the set errors. When an error is cleared, the CPU 81a controls the effect display unit 19 so that an image that can identify the cleared error is hidden.
[0302] Here, the operation when the game ball is launched will be described. The launch and supply of game balls is achieved by a combination of control of the supply unit 61 by the frame control board 82 (CPU 80a) and control of the launch unit 65 by the launch control board 83 (launch control circuit 83a). Below, a detailed description is given of a series of operations (hereinafter referred to as the launch sequence) executed by the launch control circuit 83a to launch game balls, and the processing of the frame control board 82. The launch sequence can be executed when the launch conditions are met, and is an example of control that causes the launch operation by the launch unit 65 and the supply operation by the supply unit 61 to be performed.
[0303] The operation of the launch control board 83 (launch control circuit 83a) will now be described. As shown in Figure 15, when the stop signal is in the OFF state, the launch permission signal of the frame control board 82 turns ON at time T11, and the touch signal turns ON at time T12, thereby establishing the operable condition for the launch solenoid 66a. Subsequently, at time T13, input of a volume signal begins in response to operation of the launch operation unit 15 (handle lever 15a), and when the voltage of the volume signal (shown as dial voltage in the figure) exceeds the threshold at time T14, the condition for launching a gaming ball is established. Note that "blank shot" shown in the figure indicates a situation in which the launch unit 65 performs a launch operation but the gaming ball is not launched, and "launch" indicates a situation in which the launch unit 65 performs a launch operation and the gaming ball is launched.
[0304] The launch control circuit 83a repeatedly executes the launch sequence when the conditions for launching game balls are met. The conditions for launching game balls are met when all of the first to fourth conditions are met. The first condition is met when the launch permission state is reached, in which the launch of game balls is permitted. The second condition is met when the touch signal is in the ON state, in which a contact detection state is reached in which contact with the launch operation unit 15 is detected. The third condition is met when the voltage of the volume signal exceeds a threshold, in which an operation amount of the launch operation unit 15 (handle lever 15a) exceeds a predetermined amount. The fourth condition is met when the stop signal is in the OFF state, in which a non-stop state is reached in which an operation to stop the launch of game balls is not detected.
[0305] At time T15, when the specified time t11 has elapsed since the firing condition was met, the firing control circuit 83a supplies a drive current to the firing solenoid 66a in response to the firing timing pulse. This drives the firing solenoid 66a. The voltage of the drive current at this time corresponds to the voltage of the volume signal at time T15. In other words, the firing control circuit 83a sets the firing intensity by referring to the voltage of the volume signal. The holding circuit of the firing control circuit 83a newly holds (updates) the voltage value of the volume signal at this time. As an example, the specified time t11 is 37.5 ms, and the output time t12 of the drive signal is 16 ms. The firing control circuit 83a outputs a subtraction reference signal to the frame control board 82 for a specified time t13 (for example, 37.5 ms) from time T15, when the drive current is output.
[0306] At time T16, when a specified time t14 (for example, 562.5 ms) has elapsed since the drive current was output to the launch solenoid 66a, the launch control circuit 83a determines that the launch conditions are met, and therefore supplies the drive current to the launch solenoid 66a at time T17, when a specified time t11 has elapsed since time T16. The launch control circuit 83a outputs a subtraction reference signal to the frame control board 82 for the specified time t13, starting from time T17 when the drive current is supplied.
[0307] Then, at time T18, before the specified time t14 has elapsed, the launch stop button 15b is pressed, causing the stop signal to transition to the ON state. In other words, the fourth condition is not met. Thereafter, at time T19, when the specified time t14 has elapsed since the drive current was supplied to the launch solenoid 66a, the launch condition is not met. In this case, the launch control circuit 83a supplies the drive current to the launch solenoid 66a at time T20, when the specified time t11 has elapsed since time T19. The voltage of the drive current at this time corresponds to the voltage of the volume signal at time T20. In other words, the intensity of the launch operation by the launch unit 65 is set with reference to the amount of operation of the launch operation unit 15. In this way, the launch unit 65 is configured to be able to launch game balls in response to the operation of the launch operation unit 15. Furthermore, the holding circuit of the launch control circuit 83a newly holds the voltage value of the volume signal at this time. On the other hand, the firing control circuit 83a does not output the subtraction reference signal to the frame control board 82 at time T20 (indicated by the dashed line in the figure).
[0308] If the stop signal remains ON, the firing condition is not met at time points T21 and T23, when the specified time t14 has elapsed since the previous supply of the driving current. Therefore, the firing control circuit 83a supplies driving current at time points T22 and T24, when the specified time t11 has elapsed since time points T21 and T23, respectively, but does not output the subtraction reference signal (shown by the dashed lines in the figure). The voltage of the driving current at this time corresponds to the voltage of the volume signal at time points T22 and T24. The holding circuit of the firing control circuit 83a newly stores the voltage values of the volume signal at time points T22 and T24. In other words, the holding circuit stores the latest volume signal voltage for each firing operation. With this configuration, the firing solenoid 66a is driven every firing cycle t15. It is then determined whether the firing condition is met at the timing that is the specified time t11 before the firing cycle t15. The timing before the specified time t11 from the drive timing (firing cycle t15) of the firing solenoid 66a is the determination timing for determining whether the firing condition is met. The firing cycle t15 is equal to the sum of the specified time t11 and the specified time t14. As an example, the firing cycle t15 is 600 ms.
[0309] The control of the frame control board 82 (CPU 82a) will be described. When the subtraction reference signal transitions to the ON state, the CPU 82a waits for a specified time t16. The specified time t16 is a time equal to the drive time of the launch solenoid 66a (for example, 16 ms). Next, the CPU 82a supplies a drive current to the supply solenoid 63b to drive the supply solenoid 63b. That is, the movable piece 63a performs one supply operation. When the movable piece 63a performs one supply operation, the leading game ball among the game balls K lined up in the supply inlet-side passage 62a is released into the supply outlet-side passage 62b.
[0310] As described above, the subtraction reference signal is output when the conditions for launching a gaming ball are met. The subtraction reference signal is not output when the conditions for launching a gaming ball are not met. In other words, the gaming ball is not supplied to the launch unit 65 when the conditions for launching a gaming ball are no longer met. Therefore, in the gaming machine 10, when the conditions for launching a gaming ball are no longer met, the gaming ball is prevented from remaining at the impact position 67. In other words, when the launch conditions are no longer met, the gaming ball is, in principle, not present downstream of the extrusion mechanism 63.
[0311] The ball removal operation in the gaming machine 10 will be described. It is preferable that the ball removal work be performed in the ball removal state. In the ball removal state, errors of the type that can be detected in the confirmation zone outside the ball removal state are not detected, the errors are not set, and the errors are not notified. In other words, the ball removal state can be said to be a state in which the various sensors used to detect errors outside the ball removal state are disabled, or the detection results of the various sensors are not accepted.
[0312] As described above, the recovery mechanism 30 is configured by combining passages that extend downward or that slope downward. That is, the winning passage 31, the non-winning passage 32, the foul passage 33, the merging passage 35, and the circulation passage 37 are all passages that extend downward or that slope downward. Therefore, when a game ball is received from the game board 20 into one of the receiving openings 30a to 30c, it flows down the passage by gravity and may eventually reach the transport unit 52. The portion where the game ball can be detected by the transport entrance sensor D28 and the first ball removal section 71 are arranged in this order upstream of the transport unit 52. Therefore, the game ball will circulate through the portion where the game ball can be detected by the transport entrance sensor D28 and then through the first ball removal section 71.
[0313] In the ball removal state, suppose the lever (not shown) of the first ball removal section 71 is operated, and the opening / closing piece 71c is displaced to the open position. The ball removal hole 71b is opened in the first connection section 71a. As a result, the gaming balls in the first connection section 71a are discharged outside the machine through the ball removal hole 71b. Furthermore, as the gaming balls are sequentially discharged outside the machine from the ball removal hole 71b in the first ball removal section 71, the gaming balls in the passages 31 to 33, 35, and 37 that make up the recovery mechanism 30 move forward toward the transport section 52. Finally, all gaming balls in the passages 31 to 33, 35, and 37 are discharged outside the machine through the ball removal hole 71b, which has been opened.
[0314] Furthermore, suppose that the lever (not shown) of the second ball ejection section 72 is operated, and the opening / closing piece 72c is displaced to the open position. The ball ejection hole 72b is opened in the second connection section 72a. As a result, the game balls in the second connection section 72a are discharged from the ball ejection hole 72b into the ball ejection passage 73. As the game balls are sequentially discharged from the ball ejection hole 72b into the ball ejection passage 73 in the second connection section 72a, the game balls in the supply inlet-side passage 62a advance toward the second connection section 72a. In addition, in the ball ejection state, the transport section 52 is driven. That is, the game balls inside the transport section 52 are discharged into the supply inlet-side passage 62a and then advance toward the second connection section 72a. The game balls that reach the second connection section 72a then flow into the ball ejection passage 73 through the ball ejection hole 72b.
[0315] The ball removal passage 73 is made up of a combination of passages that extend downward or passages that slope downward. Therefore, when a gaming ball flows into the ball removal passage 73, it flows through the ball removal passage 73 and reaches the first ball removal section 71. If the ball removal hole 71b is in an open state, the gaming ball is discharged from the machine through the ball removal hole 71b.
[0316] Next, the specified number P0, which is the number of gaming balls to be circulated inside the gaming machine 10, will be described. For example, after the completion of maintenance work, the manager of the gaming machine 10 can cause gaming balls to flow into the distribution mechanism 29 through the receiving ports 30a to 30c. The manager of the gaming machine 10 can cause any number of gaming balls to flow into the distribution mechanism 29. This makes it possible to increase the number of gaming balls circulating inside the gaming machine 10. Furthermore, as described above, the manager of the gaming machine 10 can take advantage of the ball removal state to remove gaming balls from the distribution mechanism 29.
[0317] Next, a detailed description will be given of the processing that is executed in the gaming machine 10 when the gaming machine 10 is controlled to the progress-impossible state. As described above, the gaming machine 10 is configured to be controllable to a progress-disabled state when the maximum difference number SC becomes equal to or greater than the predetermined value La. The gaming machine 10 is configured to be immediately controlled to a progress-disabled state when the maximum difference number SC becomes equal to or greater than the predetermined value La while a jackpot game is not being played. The gaming machine 10 is configured to be controlled to a progress-disabled state when the jackpot game is being played and the maximum difference number SC becomes equal to or greater than the predetermined value La when the jackpot game is finished.
[0318] First, a process executed in the game control board 80 (CPU 80a) when the game is controlled to a progress-impossible state will be described. When the non-progression state flag is set in the RAM 80c, the CPU 80a does not execute normal board processing such as special symbol input processing, special symbol start processing, normal symbol input processing, normal symbol start processing, winning processing, specified number achievement processing, and board error setting processing. As described above, the normal board processing is processing for progressing the game.
[0319] When starting the special symbol input process, the CPU 80a determines whether a non-progression state flag is set in the RAM 80c. If the non-progression state flag is not set, the CPU 80a executes the special symbol input process. If the non-progression state flag is set, the CPU 80a does not execute the special symbol input process even if a winning ball detection signal is input from the first start sensor D11. In other words, if the non-progression state flag is set, the CPU 80a does not suspend the execution of the first special game. In this way, in the gaming machine 10, when a specific condition is met and the first start sensor D11 detects a gaming ball after the gaming machine 10 is controlled to the non-progression state, the execution of the first special game is not suspended in response to the detection.
[0320] Similarly, when the non-progression state flag is set, the CPU 80a does not execute the special symbol input process even if it receives a winning ball detection signal from the second start sensor D12. In other words, when the non-progression state flag is set, the CPU 80a does not suspend the execution of the second special game. In this way, in the gaming machine 10, when the second start sensor D12 detects a gaming ball after the specific condition is met and the gaming machine is controlled to the non-progression state, the execution of the second special game is not suspended in response to the detection.
[0321] Even if the progress-impossible standby flag is set, if the progress-impossible state flag is not set, the CPU 80a executes the special symbol input process. In other words, even if a specific condition is met during a jackpot game, the CPU 80a can execute the special symbol input process during the jackpot game. Therefore, in the gaming machine 10, if a specific condition is met during a jackpot game, and if the first start sensor D11 detects a gaming ball during the jackpot game after the specific condition is met, the execution of the first special game can be suspended in response to the detection. Furthermore, in the gaming machine 10, if a specific condition is met during a jackpot game, and if the second start sensor D12 detects a gaming ball during the jackpot game after the specific condition is met, the execution of the second special game can be suspended in response to the detection.
[0322] On the other hand, if a specific condition is met during the execution of a special game, the progress-impossible standby flag is not set, and the progress-impossible state flag is set. Therefore, in the gaming machine 10, if a specific condition is met during the execution of a special game, and the first start sensor D11 detects a gaming ball after the specific condition is met, the execution of the first special game is not put on hold in response to the detection. Also, in the gaming machine 10, if a specific condition is met during the execution of a special game, and the second start sensor D12 detects a gaming ball after the specific condition is met, the execution of the second special game is not put on hold in response to the detection.
[0323] When starting the special symbol start process, the CPU 80a determines whether a non-progression state flag is set in the RAM 80c. If the non-progression state flag is not set, the CPU 80a executes the special symbol start process. If the non-progression state flag is set, the CPU 80a does not execute the special symbol start process even if the start condition of the special game is met. In other words, if the non-progression state flag is set, the CPU 80a does not execute the process for executing the first special game even if the first reserved number is greater than 0. Also, if the non-progression state flag is set, the CPU 80a does not execute the process for executing the second special game even if the second reserved number is greater than 0. Thus, in the gaming machine 10, when a specific condition is met and the gaming machine is controlled to a non-progression state, the suspended special game is not executed. Therefore, in the gaming machine 10, when a specific condition is met and the gaming machine is controlled to a non-progression state, the suspended special game is not executed. Furthermore, when the progress-impossible state flag is set, the CPU 80a does not execute the process of running the first special game or the second special game.
[0324] When starting the normal symbol input process, the CPU 80a determines whether a non-progression state flag is set in the RAM 80c. If the non-progression state flag is not set, the CPU 80a executes the normal symbol input process. If the non-progression state flag is set, the CPU 80a does not execute the normal symbol input process even if it receives a ball detection signal from the gate sensor D15. In other words, if the non-progression state flag is set, the CPU 80a does not suspend the execution of the normal game. In this way, in the gaming machine 10, when the gate sensor D15 detects a gaming ball after a specific condition is met and the gaming machine is controlled to the non-progression state, the execution of the normal game is not suspended in response to the detection.
[0325] Note that even if the non-progression standby flag is set, if the non-progression state flag is not set, the CPU 80a executes the normal symbol input process. In other words, even if a specific condition is met during a jackpot game, the CPU 80a can execute the normal symbol input process during the jackpot game. Therefore, in the gaming machine 10, if a specific condition is met during a jackpot game, and the gate sensor D15 detects a gaming ball during the jackpot game after the specific condition is met, the execution of the normal game can be suspended in response to the detection. On the other hand, if a specific condition is met during the execution of a special game, the non-progression standby flag is not set, and the non-progression state flag is set. Therefore, in the gaming machine 10, if a specific condition is met during the execution of a special game, and the gate sensor D15 detects a gaming ball after the specific condition is met, the execution of the normal game is not suspended in response to the detection.
[0326] When starting the normal symbol start process, the CPU 80a determines whether or not a progress-impossible state flag is set in the RAM 80c. If the progress-impossible state flag is not set, the CPU 80a executes the normal symbol start process. If the progress-impossible state flag is set, the CPU 80a does not execute the normal symbol start process even if the start condition of the normal game is met. In other words, if the progress-impossible state flag is set, the CPU 80a does not execute the process for executing the normal game. In this way, in the gaming machine 10, if a specific condition is met and the gaming machine 10 is controlled to the progress-impossible state, the normal game whose execution has been suspended is not executed. Furthermore, if the progress-impossible state flag is set, the CPU 80a does not execute the process for executing the normal game.
[0327] Note that even if the non-progression standby flag is set, if the non-progression state flag is not set, the CPU 80a executes the normal symbol start process. In other words, even if a specific condition is met during a jackpot game, the CPU 80a can execute the normal symbol start process during the jackpot game. Therefore, in the gaming machine 10, if a specific condition is met during a jackpot game, the normal game is executed when the start condition of the normal game is met during the jackpot game after the specific condition is met. On the other hand, if a specific condition is met during the execution of a special game, the non-progression standby flag is not set, and the non-progression state flag is set. Therefore, in the gaming machine 10, if a specific condition is met during the execution of a special game, the normal game is not executed even if the start condition of the normal game is met after the specific condition is met.
[0328] When starting the winning process, the CPU 80a determines whether or not a progress-impossible state flag is set in the RAM 80c. If the progress-impossible state flag is not set, the CPU 80a executes the winning process. If the progress-impossible state flag is set, the CPU 80a does not execute the winning process even if it receives a winning ball detection signal from the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14. In other words, if the progress-impossible state flag is set, the CPU 80a does not output the number of prize balls acquired to the frame control board 82 or the performance control board 81. The frame control board 82 (CPU 82a) awards prize balls by inputting the number of prize balls acquired from the game control board 80, so no prize balls are awarded when the game is in a progress-impossible state. In this way, in the gaming machine 10, if the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14 detects a gaming ball after a specific condition is met and the gaming machine 10 is controlled to a state where progress is disabled, no prize balls will be awarded in response to the detection.
[0329] As described above, even when the CPU 80a is controlled to the non-progression state, it can input the detection signals output by the sensors D11 to D15. However, even when the CPU 80a inputs a winning ball detection signal from the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14, it does not output the number of won balls information to the frame control board 82. Therefore, when the CPU 80a is controlled to the non-progression state due to the establishment of a specific condition, the CPU 82a does not execute the second managed ball number information generation process even when it inputs a winning ball detection signal output when the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14 detects a gaming ball.
[0330] Note that even if the progress-impossible waiting flag is set, the CPU 80a executes the prize-winning process if the progress-impossible state flag is not set. In other words, even if a specific condition is met during a jackpot game, the CPU 80a can execute the prize-winning process during the jackpot game. Therefore, in the gaming machine 10, if a specific condition is met during a jackpot game, when the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14 detects a game ball during the jackpot game after the specific condition is met, a prize ball is awarded in response to the detection.
[0331] On the other hand, if a specific condition is met during the execution of a special game, the progress-impossible standby flag is not set, and the progress-impossible state flag is set. Therefore, in the gaming machine 10, if a specific condition is met during the execution of a special game, when the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14 detects a gaming ball after the specific condition is met, no prize balls are awarded in response to the detection.
[0332] When starting the specified number achievement process, the CPU 80a determines whether a progress-impossible waiting flag or a progress-impossible state flag is set in the RAM 80c. If the progress-impossible waiting flag or the progress-impossible state flag is not set, the CPU 80a executes the specified number achievement process. If the progress-impossible waiting flag or the progress-impossible state flag is set, the CPU 80a does not execute the specified number achievement process even if the maximum difference number command is input.
[0333] When starting the game board error setting process, the CPU 80a determines whether a progress-disabled state flag is set in the RAM 80c. If the progress-disabled state flag is not set, the CPU 80a executes the game board error setting process. If the progress-disabled state flag is set, the game board error setting process is not executed. In other words, if the progress-disabled state flag is set, the CPU 80a does not detect or set a main unauthorized radio wave detection error. Also, if the progress-disabled state flag is set, the CPU 80a does not detect or set a communication line disconnection error. Thus, in the gaming machine 10, if the main radio wave sensor D19 detects abnormal radio waves after a specific condition is met and the game machine is controlled to a progress-disabled state, the main unauthorized radio wave detection error is not set in response to the detection. Thus, in the gaming machine 10, when the game machine 10 is not controlled to a progress-disabled state, the game board error setting process may be executed as control related to a main unauthorized radio wave detection error (radio wave detection error control). On the other hand, in the gaming machine 10, when it is controlled to the progress disabled state, the board side error setting process is not executed as the control related to the main unauthorized radio wave detection error (radio wave detection error control).
[0334] When the non-progression state flag is set, the CPU 80a suspends the currently running special game. Specifically, when the CPU 80a sets the non-progression state flag during the execution of a special game, it suspends the execution of the special game. In the following description, when the term "suspend" is used with respect to a special game, it means that the special game is forcibly terminated midway without the special symbol being displayed as a fixed stop in the special game and without the variable time of the special game having elapsed. When the CPU 80a sets the non-progression state flag during the execution of the first special game, it controls the first special symbol display unit 21a to turn off all of the multiple light-emitting elements in the first special symbol display unit 21a. As a result, when a specific condition is met during the execution of the first special game and the game is controlled to the non-progression state, the CPU 80a suspends the execution of the first special game. At this time, the CPU 80a controls the second special symbol display unit 21b to turn off all of the multiple light-emitting elements in the second special symbol display unit 21b.
[0335] When the CPU 80a sets the non-progression state flag during execution of the second special game, the CPU 80a controls the second special symbol display unit 21b to turn off all of the light-emitting devices in the second special symbol display unit 21b. As a result, when a specific condition is met during execution of the second special game and the game is controlled to a non-progression state, the CPU 80a halts execution of the second special game. At this time, the CPU 80a controls the first special symbol display unit 21a to turn off all of the light-emitting devices in the first special symbol display unit 21a. In this way, the gaming machine 10 is configured to turn off all of the light-emitting devices in the first special symbol display unit 21a and the second special symbol display unit 21b and halt execution of the special game when a specific condition is met and the game is controlled to a non-progression state.
[0336] As described above, when the maximum difference SC becomes equal to or greater than the predetermined value La during execution of a special game and a specific condition is met, the gaming machine 10 is immediately controlled to a non-progress state. Therefore, it can be said that the CPU 80a suspends the execution of the special game when a specific condition is met during execution of the special game. In other words, in the gaming machine 10, when a specific condition is met during execution of a special game, the execution of the special game is suspended.
[0337] When the progress-impossible state flag is set, the CPU 80a suspends the running normal game. Specifically, when the CPU 80a sets the progress-impossible state flag during the execution of a normal game, it suspends the execution of the normal game. In the following description, when the term "suspend" is used with respect to the normal game, it means that the normal game is forcibly terminated midway without the normal symbol being displayed as a fixed stop in the normal game and without the variable time of the normal game having elapsed. When the CPU 80a sets the progress-impossible state flag during the execution of the normal game, it controls the normal symbol display unit 21e to turn off all of the multiple light-emitting elements in the normal symbol display unit 21e. As a result, the CPU 80a suspends the execution of the normal game when a specific condition is met during the execution of the normal game and the game is controlled to the progress-impossible state.
[0338] As described above, in the gaming machine 10, when a specific condition is met and the gaming machine 10 is controlled to a state where progress is disabled, the suspended special game is not executed. In addition, in the gaming machine 10, when a specific condition is met and the gaming machine 10 is controlled to a state where progress is disabled, the execution of the special game is not suspended. In addition, in the gaming machine 10, when a specific condition is met and the gaming machine 10 is controlled to a state where progress is disabled, the suspended normal game is not executed. In addition, in the gaming machine 10, when a specific condition is met and the gaming machine 10 is controlled to a state where progress is disabled, the execution of the normal game is not suspended.
[0339] When the CPU 80a sets the progress impossible state flag, it controls the first hold display unit 21c to turn off all of the multiple light emitting devices in the first hold display unit 21c. When the CPU 80a sets the progress impossible state flag, it controls the second hold display unit 21d to turn off all of the multiple light emitting devices in the second hold display unit 21d. When the CPU 80a sets the progress impossible state flag, it controls the normal hold display unit 21f to turn off all of the multiple light emitting devices in the normal hold display unit 21f.
[0340] As described above, when a specific condition is met and the CPU 80a is controlled to a progress-disabled state, all of the light-emitting elements in the first reserve display unit 21c and the second reserve display unit 21d are turned off, and all of the light-emitting elements in the first special symbol display unit 21a and the second special symbol display unit 21b are turned off, thereby halting the execution of the special game. Also, when a specific condition is met and the CPU 80a is controlled to a progress-disabled state, all of the light-emitting elements in the normal reserve display unit 21f are turned off, and all of the light-emitting elements in the normal symbol display unit 21e are turned off, thereby halting the execution of the normal game.
[0341] When the progress-impossible state flag is set, the CPU 80a terminates the normal win game currently being executed. Specifically, when the CPU 80a sets the progress-impossible state flag during the execution of a normal win game, the CPU 80a terminates the execution of the normal win game. When the progress-impossible state flag is set during the execution of a normal game, the CPU 80a controls the normal solenoid SL1 so that the second start port 23B is closed. For example, when the progress-impossible state flag is set, the CPU 80a controls the normal solenoid SL1 so that the second start port 23B is closed even before the total opening time of the second start port 23B in one normal win game has elapsed. For example, when the progress-impossible state flag is set, the CPU 80a controls the normal solenoid SL1 so that the second start port 23B is closed even before the number of openings of the second start port 23B in one normal win game has been reached. As a result, when a specific condition is met during the execution of a normal win game and the game is controlled to be in a progress-disabled state, the CPU 80a terminates the execution of the normal win game. In other words, when a specific condition is met during the execution of a normal win game and the game is controlled to be in a progress-disabled state, the CPU 80a terminates the execution of the normal win game midway.
[0342] Note that even if the non-progression standby flag is set, if the non-progression state flag is not set, the CPU 80a will not end the normal win game midway. In other words, even if a specific condition is met during a jackpot game, the CPU 80a will not end the normal win game midway during the jackpot game. Therefore, in the gaming machine 10, if a specific condition is met during a jackpot game, the normal win game will not be ended midway. On the other hand, if a specific condition is met during the execution of a special game, the non-progression standby flag is not set, and the non-progression state flag is set. Therefore, in the gaming machine 10, if a specific condition is met during the execution of a special game, the normal win game will be ended midway.
[0343] When the CPU 80a sets the non-progression state flag, it outputs a firing stop signal to the frame control board 82 (firing permission circuit 82m). The CPU 80a outputs the firing stop signal until the non-progression state flag is cleared. When the non-progression state flag is cleared, the CPU 80a stops outputting the firing stop signal. In other words, the firing stop signal is ON when the non-progression state is established, and OFF when the non-progression state is established.
[0344] As described above, the launch permission circuit 82m does not output a launch permission signal when it receives a launch stop signal from the CPU 80a. Furthermore, the launch control circuit 83a does not output a launch timing pulse to the solenoid drive unit when the launch permission signal is in the OFF state. Therefore, when the gaming machine 10 is controlled to a non-progression state, the launch unit 65 does not perform a launch operation, and gaming balls are not launched. In other words, when the gaming machine 10 is controlled to a non-progression state due to the establishment of a specific condition, gaming balls are not launched even if the launch operation unit 15 is operated. Note that in this embodiment, "the launch operation unit 15 is operated" refers to an operation to launch gaming balls. In other words, "the launch operation unit 15 is operated" refers to a player gripping the launch operation unit 15, touching the energization ring 15c with the player's fingers, and rotating the handle lever 15a. "The launch operation unit 15 is operated" does not include the operation of pressing the launch stop button 15b.
[0345] On the other hand, as will be described later, in the gaming machine 10, even when the gaming machine 10 is controlled to the non-progression state, the transport operation by the transport unit 52 can be performed. The CPU 82a can execute the second transport process even when the non-progression state command is input. That is, in the gaming machine 10, even when the gaming machine 10 is controlled to the non-progression state, the gaming ball discharged from the game area 20a is transported toward the launch unit 65. However, in the gaming machine 10, when the gaming machine 10 is controlled to the non-progression state, the gaming ball is not launched even if it is transported toward the launch unit 65. In this way, in the gaming machine 10, when a specific condition is met and the gaming machine 10 is controlled to the non-progression state, the gaming ball is transported toward the launch unit 65, but the gaming ball is not launched even if the launch operation unit 15 is operated.
[0346] Here, the second management ball count PB is subtracted in relation to at least one of the shooting operation by the shooting unit 65 and the supply operation by the supply unit 61. However, when the gaming machine 10 is controlled to a non-progression state, neither the shooting operation by the shooting unit 65 nor the supply operation by the supply unit 61 is performed. Therefore, in the gaming machine 10, when a specific condition is met and the gaming machine 10 is controlled to a non-progression state, the number of balls held by the player does not decrease due to the shooting of game balls.
[0347] Next, a process executed in the frame control board 82 (CPU 82a) when the frame control board 82 is controlled to be in a progress-impossible state will be described. When an impossible state command is input, the CPU 82a does not execute part of the normal frame-side processing. Specifically, even when the impossible state command is input, the CPU 82a executes the game information storage processing, the second transport processing, the performance information generation processing, the second managed ball count information generation processing, and the frame-side error notification processing. On the other hand, when the impossible state command is input, the CPU 82a does not execute the maximum difference number information generation processing. When the impossible state command is input, the CPU 82a does not execute part of the processing in the frame-side error setting processing. Note that when the impossible state command is input, the CPU 82a sets an impossible-to-progress state flag in the RAM 82c as information that can identify that the game is controlled to an impossible-to-progress state. When the possible-to-progress command is input, the CPU 82a erases the impossible-to-progress state flag stored in the RAM 82c.
[0348] When starting the maximum difference information generation process, the CPU 82a determines whether a progress-impossible state flag is set in the RAM 80c. If the progress-impossible state flag is not set, the CPU 82a executes the maximum difference information generation process. If the progress-impossible state flag is set, the CPU 82a does not execute the maximum difference information generation process even if it receives acquired prize ball count information from the game control board 80 (CPU 80a). In other words, if the progress-impossible state flag is set, the CPU 82a does not increase the maximum difference SC. Furthermore, even if it receives an out signal from the out sensor D30, the CPU 82a does not execute the maximum difference information generation process. In other words, if the progress-impossible state flag is set, the CPU 82a does not decrease the maximum difference SC. Therefore, if the progress-impossible state flag is set, the CPU 82a does not output a maximum difference command to the game control board 80. For this reason, when the progress impossible state flag is set, the game control board 80 (CPU 80a) does not output the maximum difference number command to the performance control board 81.
[0349] When starting the frame side error setting process, the CPU 82a determines whether or not a progress impossible state flag is set in the RAM 80c. If the progress impossible state flag is not set, the CPU 82a performs processing to detect and set a frame illegal radio wave detection error, a managed gaming machine internal communication error, and a door open error. If the progress impossible state flag is set, the CPU 82a does not perform processing to detect and set a frame illegal radio wave detection error. On the other hand, even if the progress impossible state flag is set, the CPU 82a performs processing to detect and set a managed gaming machine internal communication error and a door open error.
[0350] When the progress impossibility state flag is set, the CPU 82a does not increment the frame radio wave detection count even if it receives a radio wave detection signal from the frame radio wave sensor D16. Therefore, when the progress impossibility state flag is set, the frame radio wave detection count does not reach the predetermined count k1. Therefore, the CPU 82a does not set a frame invalid radio wave detection error.
[0351] In this way, in the gaming machine 10, if the frame radio wave sensor D16 detects abnormal radio waves after a specific condition is met and the gaming machine 10 is controlled to a progress-disabled state, a frame unauthorized radio wave detection error is not set in response to the detection. In this way, in the gaming machine 10, when the gaming machine 10 is not controlled to a progress-disabled state, a frame-side error setting process may be executed as control related to a frame unauthorized radio wave detection error (radio detection error control). On the other hand, in the gaming machine 10, when the gaming machine 10 is controlled to a progress-disabled state, a frame-side error setting process is not executed as control related to a frame unauthorized radio wave detection error (radio detection error control).
[0352] In the gaming machine 10, if the first door opening switch D17 detects that the protection frame 11c has been opened after a specific condition has been met and the gaming machine 10 has been controlled to a progress-disabled state, a door opening error is set in response to the detection. In the gaming machine 10, if the second door opening switch D18 detects that the mounting frame 11b has been opened after a specific condition has been met and the gaming machine 10 has been controlled to a progress-disabled state, a door opening error is set in response to the detection. In other words, in the gaming machine 10, door opening error control is executed when the mounting frame 11b or the protection frame 11c is opened, whether the gaming machine 10 is not controlled to a progress-disabled state or is controlled to a progress-disabled state.
[0353] Next, the processing executed in the performance control board 81 (CPU 81a) when the game is controlled to a state where progress is impossible will be described. When the disable state command is input, the CPU 81a may terminate the currently running effect. Specifically, when the CPU 81a inputs the disable state command during the execution of an effect game, the execution of the effect game is halted. In the following description, when the term "halt" is used with respect to an effect game, it means that the effect symbols are not displayed as fixed and stopped in the effect game, and the effect game is forcibly terminated midway without the variable time of the special game having elapsed. When the CPU 81a inputs the disable state command during the execution of an effect game, the CPU 81a controls the effect display unit 19 to hide all effect symbols in the left symbol column Hz, the center symbol column Nz, and the right symbol column Mz. As a result, the CPU 81a halts the execution of the effect game when a specific condition is met during the execution of the effect game and the game is controlled to a progress-disabled state. In this way, the gaming machine 10 is configured to hide multiple columns of effect symbols and halt the execution of the effect game when a specific condition is met and the game is controlled to a progress-disabled state.
[0354] As described above, when the maximum difference SC becomes equal to or greater than the predetermined value La during execution of a special game and a specific condition is met, the gaming machine 10 is immediately controlled to a non-progress state. Therefore, it can be said that the CPU 81a suspends execution of an effect game when a specific condition is met during execution of the effect game. In other words, in the gaming machine 10, when a specific condition is met during execution of an effect game, execution of the effect game is suspended.
[0355] When the CPU 81a inputs a disable state command while a moving performance is being executed as a preview performance, the CPU 81a stops the execution of the moving performance. In the following description, when the moving performance is described as being "stopped," it means that the operation of the moving performance part 91 is canceled midway and the moving performance is forcibly ended. For example, when the CPU 81a inputs a disable state command while the moving performance part 91 is being displaced from the original position toward the performance position, the CPU 81a controls the moving performance part 91 so that the moving performance part 91 returns to the original position.
[0356] When the CPU 81a inputs a disable state command while the reserved image H is being displayed, the CPU 81a controls the effect display unit 19 to end the display of the reserved image H. In other words, when the CPU 81a inputs a disable state command while any of the reserved images H1 to H4 is being displayed, the CPU 81a controls the effect display unit 19 to hide all of the displayed reserved images H. When the CPU 81a inputs a disable state command, the CPU 81a controls the effect display unit 19 to hide all of the reserved images H displayed in the reserve display areas R1a to R4a in the image display area 19a of the effect display unit 19.
[0357] When the CPU 81a inputs a disable state command while a reserved movement effect is being executed, the CPU 81a halts the execution of the reserved movement effect. In the following description, when the term "halt" is used with respect to a reserved movement effect, it means that the reserved image H is forcibly terminated while it is moving, before the display area in which the reserved image H is displayed is changed during the reserved movement effect. When the CPU 81a inputs a disable state command while a reserved movement effect is being executed, the CPU 81a controls the effect display unit 19 to hide all reserved images H. When the CPU 81a inputs a disable state command, the CPU 81a controls the effect display unit 19 to hide all reserved images H displayed in the image display area 19a of the effect display unit 19. In this way, the gaming machine 10 is configured to terminate the display of the re...
Claims
[Claim 1] In a gaming machine capable of executing a variable game, A specific winning hole into which the game ball can enter; a prize awarding means capable of awarding a prize when a gaming ball enters the specific winning hole; a jackpot game awarding means capable of awarding a jackpot game according to the result of a variable game; an incapacity control means for controlling the game to a progress incapacity state in which the game cannot be progressed when a specific condition is met; a performance execution unit capable of executing a performance; A performance control means capable of controlling the performance execution unit, The specific condition may be met by a game ball entering the specific winning hole, When the specific condition is met by a game ball entering the specific winning hole, a prize is awarded in accordance with the ball entering, and after the specific condition is met and the game is controlled to the non-progression state, no prize is awarded even if a game ball enters the specific winning hole, The effect execution unit is capable of executing an acquisition number effect in which the content of the effect is updated in response to the establishment of a condition for awarding a prize, and the acquisition number effect is not executed when the game is controlled to the progress-impossible state, If the specific condition is met during the jackpot game, a prize will be awarded if a game ball enters the specific winning hole during the jackpot game. When the specific condition is established during the big win game, the content of the winning number presentation can be updated until a specific timing even after the specific condition is established.
Citation Information
Patent Citations
Game machine
JP2018161534A