Game machine

The gaming machine addresses efficiency issues by implementing electronic value circulation and a control system for seamless ball removal, ensuring minimal downtime and improved operational efficiency.

JP2025182868APending Publication Date: 2025-12-16HEIWA CORP
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Patent Information

Application Number
JP2024090562
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-04
Publication Date
2025-12-16

AI Technical Summary

Technical Problem

Gaming machines experience a decrease in work efficiency due to the need for manual handling and management of gaming balls, which hinders operational efficiency.

Method used

A gaming machine design that allows for electronic value circulation and management, incorporating a control system for transitioning to a ball removal state, including a ball removal switch, game value counter, and performance control means to streamline operations and reduce downtime.

Benefits of technology

The solution prevents a decline in work efficiency by enabling immediate resumption of work after power restoration, eliminating the need to wait for notifications, and enhancing operational efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine for suppressing a decrease in working efficiency.SOLUTION: Performance control means can execute first notification pertaining to a ball discharge state on the basis of a shift to the ball discharge state, can execute second notification pertaining to clearing of a game value number on the basis of a setting of a flag to on, and recovers from power off in a state in which the flag is off when control is shifted to a ball discharge state, power is interrupted in a state in which the flag is set to on, and then power is turned on. Accordingly, a decrease in working efficiency can be suppressed.SELECTED DRAWING: Figure 24
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Description

[Technical Field]

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

[0002] A known gaming machine is a pachinko gaming machine, which includes a gaming area in which gaming balls (gaming value) move and a launching device that launches gaming balls into the gaming area. The pachinko gaming machine includes a starting port provided in the gaming area, and when a gaming ball is detected entering the starting port, a special symbol lottery is held. If the result of the special symbol lottery is a jackpot, the gaming state transitions to a special gaming state, and multiple special games are played in the special gaming state. In each special game, a large prize opening provided in the gaming area opens, and gaming balls are paid out based on the entry of the gaming ball into the large prize opening.

[0003] Additionally, there are pachinko gaming machines that allow players to play without touching the gaming balls, and some of these gaming machines can be set to a state (ball removal state) in which the gaming balls inside can be ejected outside the machine (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2023-61772 Summary of the Invention [Problem to be solved by the invention]

[0005] Incidentally, in gaming machines, it is required to suppress a decrease in work efficiency.

[0006] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine in which a decrease in work efficiency is suppressed. [Means for solving the problem]

[0007] In order to achieve the above object, the gaming machine of the present invention comprises: A gaming machine capable of circulating gaming balls inside, A control means (frame control board 201) for controlling the transition to a ball removal state for removing the enclosed game balls; A ball removal switch (ball removal switch 214) that is operated when transitioning to the ball removal state; a game value counter (game ball number counter 215) capable of storing the number of game values ​​that can be used for games; A game value number clear switch (game ball number clear switch 213) that is operated when clearing the game value number to set the value of the game value number counter to 0; A storage means (main memory 290) capable of storing a flag (game ball number clear flag) that can be set to ON based on the operation of the game value number clear switch; A performance control means (performance control means 300) for controlling the execution of the notification, The performance control means A first notification regarding the ball removal state can be executed based on the transition to the ball removal state, A second notification regarding the game value number clearing can be executed based on the flag being set to ON, When the device transitions to the ball removal state, the power is cut off with the flag set to ON, and the power is turned on again, the device returns from the power cut with the flag set to OFF.

[0008] When the power is restored after the ball removal state, the flag is set to OFF, so the second notification is not executed. Therefore, there is no need to wait for the second notification to end. This allows the worker to start work immediately, preventing a decline in work efficiency. [Effects of the Invention]

[0009] According to the present invention, it is possible to suppress a decrease in work efficiency. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a perspective view showing an example of an amusement machine according to a first embodiment of the present invention, illustrating its external configuration. [Figure 2] FIG. 2 is a front view showing the external configuration of the gaming machine. [Figure 3] FIG. 2 is a front view showing the external configuration of the game board. [Figure 4] FIG. 2 is a front view showing the external configuration of the status display unit according to the first embodiment. [Figure 5] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 6] FIG. 10 is a diagram showing the jackpot lottery table. [Figure 7] FIG. 10 is a diagram showing a symbol lottery table. [Figure 8] FIG. 10 is a state transition diagram of the game state. [Figure 9] FIG. 10 is a perspective view of the lower side of the inner frame unit as viewed from the rear side. [Figure 10] 10 is a view showing the state in which some parts are removed from FIG. 9. FIG. [Figure 11] 10A and 10B are diagrams for explaining errors, where (a) shows a normal state, (b) shows an excessive number of circulating cells, and (c) shows an insufficient number of circulating cells. [Figure 12] The same is a figure explaining the notification of errors, where (a) shows a notification related to an error in which the number of circulating balls is too high, (b) shows a notification related to an error in which the number of circulating balls is too low, and (c) shows a notification related to an error in which the door is open. [Figure 13] This is a diagram explaining what happens when the appropriate number of game balls are inserted, where (a) shows a specific state and (b) shows the state after the launch circulation has been implemented. [Figure 14] 10A and 10B are diagrams illustrating error notifications, where (a) shows a notification related to clearing the number of game balls, and (b) shows a notification related to the ball removal state. [Figure 15] 10 is a diagram illustrating the priority order of errors. FIG. [Figure 16] 10 is a flowchart (part 1) showing the processing related to clearing the number of game balls and transitioning to the ball removal state. [Figure 17]10 is a flowchart (part 2) showing the processing related to clearing the number of game balls and transitioning to the ball removal state. [Figure 18] 10 is a diagram relating to a gaming machine according to a second embodiment of the present invention, and is a flowchart showing the processing relating to the transition to a ball removal state. [Figure 19] FIG. 10 is a diagram relating to a gaming machine according to a third embodiment of the present invention, and is a diagram for explaining a method of transitioning to a ball removal state. [Figure 20] FIG. 10 is a diagram for explaining the case where an error occurs in a dedicated unit connected to the gaming machine. [Figure 21] FIG. 10 is a diagram for explaining a demo display related to the demo performance. [Figure 22] 10 is a diagram for explaining notification relating to activation of the complete function. FIG. [Figure 23] FIG. 10 is a diagram relating to a gaming machine according to a fourth embodiment of the present invention, and is a diagram for explaining a case where the power is cut off before a predetermined time for clearing the number of game balls has elapsed. [Figure 24] 10 is a flowchart for explaining the game ball count clear flag release process. [Figure 25] This is a flowchart to explain another example of the game ball count clear flag release process. DETAILED DESCRIPTION OF THE INVENTION

[0011] (First embodiment) A first embodiment of the present invention will be described below with reference to the drawings. In the following description, "front and rear" basically means that when a player is in front of a gaming machine, the player side is "front" and the gaming machine side is "rear," "up and down" means that the top side of the gaming machine is "up" and the bottom side is "down," and "left and right" means that the left-hand side of a player playing on the gaming machine is "left" and the right-hand side is "right."

[0012] Unlike conventional pachinko gaming machines, the gaming machine 1 of this embodiment allows the player to play without touching the gaming balls. The gaming machine 1 is of an enclosed circulation type in which a certain number of gaming balls (gaming media) circulates inside the gaming machine. The gaming machine 1 is also a gaming machine that uses gaming value as electronic information, and the gaming value is consumed and paid out through play. In the gaming machine 1, paying out gaming value means paying out (granting) the gaming value electronically.

[0013] FIG. 1 is a perspective view showing the exterior configuration of a gaming machine according to this embodiment. The gaming machine of this embodiment includes an outer frame 2 that forms the exterior surface of the gaming machine, a gaming board 6 that is provided inside the gaming machine and forms a gaming area 4 in which gaming balls move, an inner frame 7 that holds the gaming board 6, a glass unit 8 that makes the gaming board 6 visible but inaccessible to players, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 (inner frame unit) is attached to the outer frame 2 via a hinge mechanism so that it can be opened and closed. The front frame 10 is also attached to the inner frame 7 via a hinge mechanism so that it can be opened and closed. The inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that closes the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.

[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material are provided a plurality of front frame lamps 12 that output light effects to enhance the game. In addition, speakers 14 (sound output means) that output sounds to enhance the game are provided on the left and right sides of the lower part of the front frame 10.

[0015] A grip unit 20 (handle, launch operation means) is provided on the lower right side of the front frame 10, and when a player rotates the grip unit 20 clockwise toward the gaming machine, a launch device (not shown) provided inside the gaming machine is activated, and gaming balls are launched into the gaming area 4. The launch device of this embodiment can launch 99 gaming balls per minute (1.65 balls per second).

[0016] The front frame 10 is provided with a performance button 26 (performance operation means), and when the player operates the performance button 26, the performance performed in the gaming machine changes.

[0017] As shown in FIG. 2, a dedicated unit 400 (game value lending device, specified device) that lends game value is provided on the side (left side) of the gaming machine 1 and is connected to the gaming machine 1. The front of the dedicated unit 400 is provided with a bill insertion slot 406 into which bills can be inserted, a card insertion / ejection slot 402 into which a card (game value management medium) can be inserted / ejected, a lending button (lending operation means) 403, a replay button (lending operation means) 404, and a card return button 405. The card is used to manage the number of game values ​​owned by the player. In other words, the number of game values ​​owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. In addition, the management of the number of play values ​​by card may be performed by storing the number of play values ​​on the card itself, or by storing the number of play values ​​in a designated management device installed in an amusement facility, etc., and linking the number of play values ​​stored in the management device, etc. with identification information stored on the card (such as the player's ID or an identification number unique to each card).

[0018] In the dedicated unit 400, an operation (pressing operation) on the lending button 403 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine 1. When the lending button 403 is pressed, a predetermined number (for example, 125) of game value is credited to the gaming machine 1 by consuming a stored value stored as a prepaid balance on a bill inserted into the bill insertion slot 406 or a card. In addition, in the dedicated unit 400, an operation (pressing operation) on the replay button 404 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine 1. When the replay button 404 is pressed, a predetermined number (for example, 125) of game value is credited to the gaming machine 1 by consuming game value owned by the player and managed by the card (game value linked to the card). In other words, in this embodiment, an operation on the lending button 403 or the replay button 404 as a lending operation means is accepted as a lending operation (a game value transfer operation), and based on the lending operation, a predetermined amount of game value is transferred (lent) from the dedicated unit 400 to the gaming machine 1.

[0019] As shown in FIG. 1, a game value number display device (game ball number display device) 211 and a count button (count operation means) 212 are provided on the left side of the front frame 10 (the dedicated unit 400 side). Based on the lending operation on the dedicated unit 400, in the gaming machine 1, a value equivalent to a predetermined number of game values ​​is stored in a game value number memory area (game ball number counter 215: game value number counter) of the frame control board 201 described below. Hereinafter, the value (stored value) indicated by the game value number memory area will be referred to as the "number of balls in possession" (number of balls in possession). The number of balls in possession can be said to be the number of game values ​​that can be used for playing. The number of balls in possession is displayed on the game value number display device 211. The game value number display device 211 has a 6-digit 7-segment display, and the number of balls in possession is displayed by the 7-segment display.

[0020] The gaming machine 1 is equipped with a frame control board 201 (see FIG. 5), which controls the value (number of held balls) stored in the game value number storage area. The frame control board 201 decreases the number of held balls when a game ball is detected to be launched. The frame control board 201 also increases the number of held balls when a prize ball is paid out. The frame control board 201 also increases the number of held balls when a foul ball is detected. When game value is transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 also increases the number of held balls by the amount of game value to be transferred. When game value is transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 also decreases the number of held balls by the amount of game value to be transferred. The frame control board 201 also controls the display of the number of held balls on the game value number display device 211, and changes the display content of the game value number display device 211 according to the increase or decrease in the number of held balls.

[0021] The counting button 212 is a button that is operated when transmitting (returning, transferring) all or part of the number of balls held (the game value stored in the game value number storage area) to the dedicated unit 400. The counting button 212 has a pressing portion (operation portion) that is formed so that it can be pressed. When the player wants to end a game, for example, the player operates (presses) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game values ​​are transferred from the gaming machine 1 to the dedicated unit 400. After the game value has been transferred to the dedicated unit 400, when an operation (presses) is performed on the card return button 405 of the dedicated unit 400, a card that enables the number of game values ​​owned by the player to be determined is ejected from the dedicated unit 400 (card insertion / ejection port 402).

[0022] 3 is a front view showing the external configuration of the gaming board 6. A circular outer rail 28 is provided on the gaming board 6, and the area surrounded by the outer rail 28 is the gaming area 4 in which gaming balls move. An arc-shaped inner rail 30 is provided on the left end of the gaming area 4 so as to follow the outer rail 28, and the outer rail 28 and inner rail 30 guide gaming balls launched from a launcher (not shown) provided below the gaming board 6 into the gaming area 4.

[0023] At the center of the game board 6, there is provided a liquid crystal display 32 (effect display device, display means) that displays effect images and the like to enhance the game, and an effect unit 36 ​​that includes a display frame 34 formed to surround the liquid crystal display 32. Above the center of the liquid crystal display 32, there is provided a lighting device 38 (lighting means) that constitutes the effect unit 36 ​​and outputs effect light and the like to enhance the game.

[0024] In this embodiment, the game balls cannot pass in front of the liquid crystal display 32, and the game balls launched from the launching device fall into the game area 4a on the left side or the game area 4b on the right side of the liquid crystal display 32. In addition, in the game area 4, many game nails (not shown) are nailed so as to intersect with the surface of the game board 6, and the moving direction of the game balls moving in the game area 4 changes randomly.

[0025] An opening 40 is formed on the left side of the display frame 34, through which game balls falling in the game area 4a on the left side of the liquid crystal display 32 can pass, and game balls that pass through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 provided below the liquid crystal display 32. The top surface of this stage 44 is smoothly curved, and a gap is formed between the stage 44 and the glass unit 8, allowing game balls to fall downward from the stage 44, so that game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downward from near the center of the stage 44.

[0026] A first start opening 46 (first area) is provided below the center of the stage 44, through which game balls (including game balls that have fallen downward from near the center of the stage 44) can enter. A first start opening switch 100 (see FIG. 5) that detects game balls that have entered the first start opening 46 is disposed within the first start opening 46. When the first start opening switch 100 detects a game ball (entry of a game ball into the first start opening 46), it outputs a detection signal to the main control board 200. Based on the detection signal input from the first start opening switch 100, the main control board 200 executes a first special symbol lottery (first lottery) as a special symbol lottery. Based on the detection signal input from the first start opening switch 100, the main control board 200 executes the payout of a prize ball (for example, one ball). The game ball that entered the first start opening 46 is collected inside the gaming machine.

[0027] To the left of the first starting opening 46 in the gaming area 4, multiple (three) general winning openings 47 (upper left general winning opening 47a, middle left general winning opening 47b, and lower left general winning opening 47c) are provided. The gaming board 6 is also provided with a general winning opening switch 101 (see FIG. 5) that detects a gaming ball that has entered the upper left general winning opening 47a, middle left general winning opening 47b, or lower left general winning opening 47c. When the general winning opening switch 101 detects a gaming ball (entry of a gaming ball into the upper left general winning opening 47a, middle left general winning opening 47b, or lower left general winning opening 47c), it outputs a detection signal to the main control board 200. The main control board 200 then pays out prize balls (for example, three balls) based on the detection signal input from the general winning opening switch 101. One general prize opening switch 101 may be provided for each of the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, or only one may be provided for multiple (for example, three) general prize openings 47. Furthermore, in addition to the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, general prize opening switches corresponding to these general prize openings may also be provided.

[0028] A passage gate 48 through which gaming balls pass without being collected inside the gaming machine is provided in the gaming area 4b on the right side of the liquid crystal display 32. A gate switch 102 (see FIG. 5) that detects the passage of a gaming ball is also provided inside the passage gate 48. When the gate switch 102 detects a gaming ball (passage of the gaming ball through the passage gate 48), it outputs a detection signal to the main control board 200. Based on the input of the detection signal from the gate switch 102, the main control board 200 executes a normal symbol lottery that determines whether a normal win has been won.

[0029] In the gaming area 4b to the right of the liquid crystal display 32, a second start opening 49 (second area) is provided below the passage gate 48. A second start opening switch 103 (see FIG. 5) is provided in the second start opening 49 to detect a gaming ball that has entered the second start opening 49. When the second start opening switch 103 detects a gaming ball (entry of a gaming ball into the second start opening 49), it outputs a detection signal to the main control board 200. Based on the input of the detection signal from the second start opening switch 103, the main control board 200 executes a second special symbol lottery (second lottery) as a special symbol lottery. Based on the input of the detection signal from the second start opening switch 103, the main control board 200 executes the payout of a prize ball (for example, one ball). The gaming ball that has entered the second start opening 49 is collected inside the gaming machine.

[0030] The second starting opening 49 is provided with a normal role device 54 (first movable object) that can move between a reduced state (closed state) in which it is difficult for a gaming ball to enter the second starting opening 49 (a state in which it is difficult for a gaming ball to enter the second starting opening 49), and an expanded state (open state) in which it is easy for a gaming ball to enter (a state in which it is easy for a gaming ball to enter the second starting opening 49). The normal role device 54 has a built-in drive device such as a solenoid, and is controlled to enter the expanded state under predetermined conditions when a normal win is won in the normal symbol lottery.

[0031] A special prize opening 50 (third area, predetermined area) is provided in the game area 4b on the right side of the liquid crystal display 32. A count switch 104 (see FIG. 5) that detects game balls that enter the special prize opening 50 is provided within the special prize opening 50. When the count switch 104 detects a game ball (entry of a game ball into the special prize opening 50), it outputs a detection signal to the main control board 200. The main control board 200 pays out prize balls (for example, 15 balls) based on the detection signal input from the count switch 104. The main control board 200 counts the number of game balls that enter the special prize opening 50 based on the detection signal input from the count switch 104. The game balls that enter the special prize opening 50 are collected inside the gaming machine.

[0032] The large prize opening 50 is provided with a special device 56 (second movable object, specific movable object) that can move between a closed state (non-entry state) in which gaming balls cannot enter the large prize opening 50 and an open state (entry state) in which gaming balls can enter. The special device 56 has a built-in drive device such as a solenoid, and is controlled to open under predetermined conditions in a special game state that starts when a large prize is won in the special pattern lottery (first special pattern lottery or second special pattern lottery). The special device 56 is also controlled to open under predetermined conditions in a small prize game state that starts when a small prize is won in the special pattern lottery (second special pattern lottery).

[0033] The large prize opening 50 is provided with a specific area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes gaming balls that enter the large prize opening 50 to either the specific area or the discharge area. A specific area switch 107 (see FIG. 5) is disposed in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on the detection of a gaming ball passing through the specific area (passage of a gaming ball through the specific area). The distribution means can be switched between a specific area passing state in which gaming balls that enter the large prize opening 50 are distributed to the specific area, and a non-specific area passing state in which gaming balls that enter the large prize opening 50 are distributed to the discharge area. In other words, when the distribution means is switched to the specific area passing state, gaming balls that enter the large prize opening 50 are distributed to the specific area. This prevents gaming balls that enter the large prize opening 50 from passing through the discharge area. On the other hand, when the distribution means is displaced to the non-specific area passing state, a gaming ball that enters the large prize opening 50 is distributed to the discharge area. This makes it impossible for a gaming ball that enters the large prize opening 50 to pass through the specific area. The distribution means is displaced by the specific area solenoid. A gaming ball that enters the large prize opening 50 is first detected by the count switch 104, and then distributed by the distribution means to either the specific area or the discharge area, and after passing through that area, is discharged to the discharge path. At this time, the gaming ball distributed to the specific area is detected by the specific area switch 107.

[0034] An outlet 62 is provided at the bottom of the game area 4 to collect game balls that fall through the game area 4 without entering any of the winning openings 46, 47, 49, and 50 into the game machine. A discharge path (not shown) is provided inside the game machine through which game balls collected (discharged) from the game area 4 pass. This game machine is configured so that all game balls shot into the game area 4 (all game balls collected from the game area 4) pass through the discharge path. That is, game balls shot into the game area 4 are collected from the game area 4 and flow into the discharge path by entering any of the winning openings 46, 47, 49, and 50 or passing through the outlet 62. Specifically, game balls that enter each of the winning openings 46, 47, 49, and 50 are detected by switches 100, 101, 103, and 104 disposed in the winning openings, and then guided to the discharge path. Furthermore, the gaming balls collected from the outlet 62 are guided to the discharge path. An out switch 106 (see FIG. 5) is disposed in the discharge path. When the out switch 106 detects a gaming ball passing through the discharge path (discharge of a gaming ball from the gaming area 4), it outputs a detection signal to the main control board 200. Furthermore, the main control board 200 counts the number of gaming balls discharged from the gaming area 4 based on the input of the detection signal from the out switch 106.

[0035] The game ball launching device is configured so that the launch output of the game ball can be changed by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1; when the amount of rotation of the grip unit 20 is small, the game ball is launched so that it falls in the game area 4a (first game area 4a, left-hitting area) on the left side of the LCD display 32; when the amount of rotation of the grip unit 20 is large, the game ball is launched so that it falls in the game area 4b (second game area 4b, right-hitting area) on the right side of the LCD display 32.

[0036] The player adjusts the amount of rotation of the grip unit 20 depending on the game situation, and launches the game ball so that it falls through the left-side game area 4a or passes through the opening 40, the passage 42, and the stage 44 to win in the first start opening 46 (left hit), or launches the game ball so that it falls through the right-side game area 4b and passes through the passage gate 48 or wins in the second start opening 49 or wins in the big prize opening 50 (right hit). In this embodiment, left hit may be called the first game method, and right hit may be called the second game method.

[0037] In the gaming machine of this embodiment, when a gaming ball falls through the left-side gaming area 4a, the gaming ball does not pass through the passing gate 48, and the gaming ball does not enter (win) the second start opening 49 or the large prize opening 50. In addition, when a gaming ball falls through the right-side gaming area 4b, the gaming ball does not enter the first start opening 46 or the general prize opening 47.

[0038] As shown in FIG. 3, a status display unit 70 is provided at the lower right of the gaming board 6, outside the gaming area 4, for indicating various states of the gaming machine by turning on and off lamps or the like.

[0039] 4 is a front view showing the external configuration of the status display unit 70. The status display unit 70 is provided with a normal symbol display unit 72, a normal hold display unit 74, a first special symbol display unit 76, a first special hold display unit 78, a second special symbol display unit 81, a second special hold display unit 82, and a game status display unit 84.

[0040] The normal symbol display unit 72 is composed of two lamps, and when a normal symbol lottery is held, the normal symbol is displayed in a variable manner by flashing the two lamps, and the normal symbol is displayed in a static manner by turning on or off the two lamps, thereby displaying the result of the normal symbol lottery.

[0041] The normal hold display unit 74 is composed of two lamps, and displays the normal hold number corresponding to the number of the reserved random number values ​​for the normal pattern lottery when the random number values ​​for the normal pattern lottery are reserved because the normal pattern lottery cannot be held even if the random number values ​​for the normal pattern lottery are obtained, such as when the normal pattern is already being displayed in a changing or stopped state when the game ball passes through the passing gate 48, and displays the normal hold number from 0 to 4 by combining turning on, turning off, or flashing the two lamps.

[0042] The first special pattern display unit 76 is composed of a 7-segment display, and when a first special pattern lottery is held by a gaming ball entering the first starting hole 46, the 7-segment display is made to flash to display the first special pattern in a variable manner, and the 7-segment display is made to light up in one of a plurality of modes to display the first special pattern in a static manner, thereby displaying the result of the first special pattern lottery.

[0043] The first special reserve display unit 78 is composed of two lamps, and displays a first special reserve number corresponding to the number of reserved first special random number values ​​when the first special pattern or second special pattern is already being displayed in a variable or stopped state at the time the game ball enters the first starting hole 46, and the random number value for the special pattern lottery is reserved as the first special random number value because a special pattern lottery cannot be held even if the random number value for the special pattern lottery (lottery information) is obtained, and displays 0 to 4 first special reserve numbers by combining turning on, turning off, or flashing the two lamps.

[0044] The second special pattern display unit 81 is composed of a 7-segment display, and when a second special pattern lottery is held by a gaming ball entering the second starting hole 49, the 7-segment display is made to flash to display the second special pattern in a variable manner, and the 7-segment display is made to light up in one of a plurality of modes to display the second special pattern in a static manner, thereby displaying the result of the second special pattern lottery.

[0045] The second special reserve display unit 82 is composed of two lamps, and displays a second special reserve number corresponding to the number of the reserved second special random number value when the first special pattern or the second special pattern is already being displayed in a variable or stopped state at the time the game ball enters the second starting hole 49, and the random number value for the special pattern lottery is reserved as the second special random number value because a special pattern lottery cannot be held even if the random number value for the special pattern lottery is obtained, and displays 0 to 4 second special reserve numbers by combining turning on, turning off, or flashing the two lamps.

[0046] The game status display unit 84 is composed of six lamps, and displays the type of game status currently set by combining the lighting, extinguishing, or flashing of the six lamps. As will be described in detail later, in this embodiment, as shown in FIG. 8, multiple game statuses can be set, including a normal status, a slightly time-saving status, a time-saving status, and a special game status. In the time-saving status, the time for the first special symbol or the second special symbol to fluctuate is shortened compared to the normal status and the slightly time-saving status, and the opportunity to execute the special symbol lottery occurs more frequently.

[0047] 5 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board including a main control board 200 (main control means), a sub-control board 202 (sub-control means), and a frame control board 201. The functions of the main control board 200, the sub-control board 202, and the frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or by software consisting of a given program pre-stored in ROM, etc.

[0048] The main control board 200 receives input signals from input means such as the gate switch 102, the first start port switch 100, the second start port switch 103, the general winning port switch 101, the count switch 104, the out switch 106, and the specific area switch 107, performs various calculations to execute the game, and controls the operation of output means such as the normal device 54 and the special device 56 based on the calculation results.

[0049] The sub-control board 202 receives signals sent from the main control board 200 and input signals from the effect button switch 150, performs various calculations to execute effects that match the progress of the game, and based on the calculation results, controls the operation of effect devices such as the front frame lamp 12, speaker 14, LCD display 32, and lighting device 38.

[0050] The frame control board 201 receives signals sent from the main control board 200 and input signals from the counting button 212, controls the number of balls held (number of game balls), and controls the game value number display device 211, etc. The frame control board 201 is capable of bidirectional communication with the main control board 200.

[0051] The main control board 200 is configured to include a random number generating means 210, a normal symbol lottery means 220, a normal display control means 222, a normal device control means 224, a special symbol lottery means 230 (lottery means), a special display control means 240, a game state transition control means 250 (state control means), a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290.

[0052] The random number generating means 210 is a means for generating random numbers for the lottery, and is realized by a random number generator that generates hardware random numbers, or a program that generates software random numbers. Software random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range). Note that in this embodiment, the term "random number value" includes not only values ​​that are generated randomly in the mathematical sense, but also values ​​that are generated regularly but can actually function as random numbers because the timing of their acquisition is irregular.

[0053] The normal symbol lottery means 220 acquires a random number value for the normal symbol lottery from the random number generating means 210 based on the input of a detection signal from the gate switch 102 that detects each game ball passing through the passage gate 48, stores the random number value for the normal symbol lottery in the normal random number storage means 2912 of the main memory 290, and performs a normal symbol lottery to determine whether or not a normal win has been won based on the random number value for the normal symbol lottery read from the normal random number storage means 2912.

[0054] In detail, the normal random number memory means 2912 has four normal reserve memory areas, normal reserve memory area 1 to normal reserve memory area 4, which are memory areas for storing the acquired random number values ​​for the normal pattern lottery, and one normal reserve memory area is provided as a memory area for storing the random number values ​​for the normal pattern lottery that are read from normal reserve memory area 1 and used to draw the normal pattern until the changing and stopping display of the normal pattern ends. Then, when normal pattern lottery means 220 acquires the random number value for normal pattern lottery from random number generating means 210, if the random number value for normal pattern lottery is not stored in any of normal reserve memory areas 1 to 4, it first stores the acquired random number value for normal pattern lottery in normal reserve memory area 1. Then, at the time the random number value for normal pattern lottery is stored in normal reserve memory area 1, if the normal pattern is not being displayed variably or stationarily, that is, if the random number value for normal pattern lottery is not stored in the normal reserve memory area and control to open normal role device 54 is not being executed, it immediately reads out the random number value for normal pattern lottery from normal reserve memory area 1 and performs a normal pattern lottery, and stores the random number value for normal pattern lottery used in the normal pattern lottery in the normal reserve memory area. On the other hand, when the normal symbol is being displayed in a variable or stationary manner, that is, when the random number value for the normal symbol lottery is stored in the normal reserve memory area or when control to open the normal device 54 is being executed, the random number value for the normal symbol lottery is reserved in the normal reserve memory area 1.

[0055] Then, when a random number value for the normal pattern lottery is reserved in the normal reserve memory area 1 and a detection signal is input from the gate switch 102 to obtain a random number value for the normal pattern lottery, the normal pattern lottery means 220 stores the random number value for the normal pattern lottery in the normal reserve memory area with the smallest ordinal number among the normal reserve memory areas 1 to 4 in which a random number value for the normal pattern lottery is not reserved, on the condition that the number of random number values ​​for the normal pattern lottery reserved in the normal reserve memory areas 1 to 4 is less than four, i.e., the normal reserve number is less than four.

[0056] Then, when the variable display and stationary display of the normal symbols are finished, the normal symbol lottery means 220 erases the random number values ​​for normal symbol lottery stored in the normal reserve memory area, and if a random number value for normal symbol lottery is reserved in the normal reserve memory area 1, it reads the random number value for normal symbol lottery from the normal reserve memory area 1, performs a normal symbol lottery, and stores the random number value for normal symbol lottery obtained by the normal symbol lottery in the normal reserve memory area, provided that control to open the normal accessory 54 is not being executed. Here, if a random number value for normal symbol lottery remains in the normal reserve memory area 2 or later, it moves the remaining random number value for normal symbol lottery from the original normal reserve memory area to the normal reserve memory area with the smaller ordinal number by one. For example, if a random number value for normal symbol lottery remains in the normal reserve memory area 2 to the normal reserve memory area 3, it moves it to the normal reserve memory area 1 to the normal reserve memory area 2.

[0057] In this way, in the normal random number memory means 2912, the random number value for the normal pattern lottery for which a normal pattern lottery has been held is held in the normal hold memory area up to a maximum of one, and the random number value for the normal pattern lottery for which a normal pattern lottery has not been held is held in the normal hold memory area 1 to normal hold memory area 4 up to a maximum of four.

[0058] The normal symbol lottery means 220 performs normal winning determination processing as a normal symbol lottery.

[0059] The normal win determination process is a process for determining whether a "normal win" has been won. In the normal win determination process, the normal symbol lottery means 220 selects, according to the game state, which normal symbol lottery table to refer to for random number determination processing among a plurality of types of normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290. Here, each normal symbol lottery table associates "normal win" or "lose" with each of 100 normal symbol lottery random number values ​​from 0 to 99. Then, the normal symbol lottery means 220 determines whether a "normal win" has been won by referring to the selected normal symbol lottery table and determining whether one normal symbol lottery random number value read from the normal random number storage means 2912 is associated with a normal win.

[0060] The normal symbol lottery table selected when the gaming state is in the time-shortening state (excluding the slight time-shortening state, the same applies below) is set to have a higher probability of winning a "normal win" compared to the normal symbol lottery table selected when the gaming state is not in the time-shortening state. In other words, the normal symbol lottery held when the gaming state is in the time-shortening state has a higher probability of winning a "normal win" compared to the normal symbol lottery held when the gaming state is not in the time-shortening state.

[0061] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.

[0062] In the normal symbol display control process, the normal symbol display control means 222 displays the normal symbol in a variable manner by flashing the two lamps of the normal symbol display unit 72 until a predetermined variation time has elapsed, and displays the result of the normal symbol lottery on the normal symbol display unit 72 by turning on or off the two lamps of the normal symbol display unit 72 to stop the normal symbol display depending on whether a "normal symbol win" has been won in the normal symbol win determination process.

[0063] In this embodiment, the normal pattern variation time is determined according to the game state at the time the normal pattern lottery is performed. Specifically, when the game state is in a time-saving state, the normal pattern variation time is set shorter than when the game state is not in a time-saving state. For example, when the game state at the time the normal pattern lottery is performed is not in a time-saving state, the normal pattern variation time is set to a first time (e.g., 20 seconds), and when the game state at the time the normal pattern lottery is performed is in a time-saving state, the normal pattern variation time is set to a second time (e.g., 1 second) that is shorter than the first time. Therefore, when the game state is in a time-saving state, the opportunity to perform the normal pattern lottery occurs more frequently.

[0064] In the normal hold display control process, the normal display control means 222 displays 0 to 4 normal hold numbers by combining turning on, turning off, or flashing the two lamps of the normal hold display unit 74, depending on the number of random number values ​​for normal pattern lottery stored in the normal random number memory means 2912.

[0065] The normal device control means 224 is a means for controlling the normal device 54 based on the result of the normal symbol lottery. When the gaming state is not in the time-saving state, the normal device control means 224 controls the normal device 54 to operate so that the normal device 54 becomes enlarged and then returns to the reduced state until time A (e.g., 0.1 seconds) has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating a win of a "normal win." Also, when the gaming state is in the time-saving state, the normal device control means 224 controls the normal device 54 to operate so that the normal device 54 becomes enlarged and then returns to the reduced state until time B (e.g., 6 seconds) longer than time A has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating a win of a "normal win."

[0066] Therefore, when a "normal win" is obtained in the normal symbol lottery, if the gaming state is not in the time-saving state, the normal device 54 operates so as to hardly increase the ease with which the gaming ball enters the second starting hole 49, but if the gaming state is in the time-saving state, the normal device 54 operates so as to increase the ease with which the gaming ball enters the second starting hole 49. In this embodiment, in the time-saving state, the operation of the normal device 54 is controlled so that the gaming ball enters the second starting hole 49 more easily than in the normal state and the slight time-saving state. Therefore, the time-saving state is a gaming state that is more advantageous to the player than the normal state and the slight time-saving state.

[0067] In this embodiment, the control of the operation of the normal role device 54 differs between the normal state and the short-time-saving state. In the short-time-saving state, the opening time of the normal role device 54 (the time in the expanded state) is set slightly longer than in the normal state. In the short-time-saving state, it is sufficient that one or more of the winning probability of the normal symbol lottery, the fluctuation time of the normal symbol, or the opening time of the normal role device 54 is different from that in the normal state. For example, the winning probability of the normal symbol lottery and the opening time of the normal role device 54 may be the same in the short-time-saving state and the normal state, but the fluctuation time of the normal symbol may be different. In this case, the fluctuation time of the normal symbol may be slightly shorter in the short-time-saving state than in the normal state.

[0068] The special symbol lottery means 230 (lottery means) acquires a random number value for special symbol lottery from the random number generation means 210 based on the input of a detection signal from the first start port switch 100 that detects each gaming ball entering the first start port 46, and stores the value as a first special random number value in the special random number storage means 2914 of the main memory 290. Also, the special symbol lottery means 230 acquires a random number value for special symbol lottery from the random number generation means 210 based on the input of a detection signal from the second start port switch 103 that detects each gaming ball entering the second start port 49, and stores the value as a second special random number value in the special random number storage means 2914. The special symbol lottery means 230 uses the first special random number value or the second special random number value read from the special random number storage means 2914 to perform a special symbol lottery that determines whether or not a jackpot will be won.

[0069] The special random number memory means 2914 has four first special reserve memory areas, first special reserve memory area 1 to first special reserve memory area 4, which are memory areas for storing the acquired first special random number values, and one first special reserve memory area is provided as a memory area for storing the first special random number value read from first special reserve memory area 1 and used in the special pattern lottery until the varying and stopping display of the first special pattern ends.

[0070] When the special symbol lottery means 230 acquires the random number value for the special symbol lottery based on the detection signal being input from the first start port switch 100, in a state where the first special random number value is not stored in any of the first special reserve memory areas 1 to 4, the special symbol lottery means 230 first stores the acquired random number value for the special symbol lottery as the first special random number value in the first special reserve memory area 1. Then, at the time when the first special random number value is stored in the first special reserve memory area 1, if the first special symbol is not being displayed variably or stopped, that is, if the first special random number value is not stored in the first special reserve memory area, the game state is not a special game state, and a small win game is not being executed, the special symbol lottery means 230 immediately reads out the first special random number value from the first special reserve memory area 1, performs a special symbol lottery, and stores the first special random number value used in the special symbol lottery in the first special reserve memory area. On the other hand, when the first special symbol is being displayed in a variable or stopped state, i.e., when the first special random number value is stored in the first special reserve memory area, or when the game state is a special game state, or when a small win game is being played, the first special random number value is reserved in the first special reserve memory area 1.

[0071] Then, when a first special random number value is reserved in the first special reserve memory area 1 and a detection signal is input from the first start port switch 100 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the first special random number value in the first special reserve memory area 1 to the first special reserve memory area 4 that has the smallest ordinal number and in which the first special random number value is not reserved, on the condition that the number of first special random number values ​​reserved in the first special reserve memory area 1 to the first special reserve memory area 4 is less than four, i.e., the first special reserve number is less than four.

[0072] The special random number memory means 2914 is provided with four second special reserve memory areas, second special reserve memory area 1 to second special reserve memory area 4, as memory areas for storing the acquired second special random number values, and one second special reserve memory area is provided as a memory area for storing the second special random number value read from second special reserve memory area 1 and used in the special pattern lottery until the changing and stopping display of the second special pattern ends.

[0073] When the special symbol lottery means 230 acquires the random number value for the special symbol lottery based on the input of a detection signal from the second start port switch 103, in a state where the second special random number value is not stored in any of the second special reserve memory areas 1 to 4, the special symbol lottery means 230 first stores the acquired random number value for the special symbol lottery as a second special random number value in the second special reserve memory area 1. Then, at the time when the second special random number value is stored in the second special reserve memory area 1, if the second special symbol is not being displayed variably or stopped, that is, if the second special random number value is not stored in the second special reserve memory area, the game state is not a special game state, and a small win game is not being executed, the special symbol lottery means 230 immediately reads out the second special random number value from the second special reserve memory area 1, performs a special symbol lottery, and stores the second special random number value used in the special symbol lottery in the second special reserve memory area. On the other hand, when the second special symbol is being displayed in a variable or stopped state, that is, when the second special random number value is stored in the second special reserve memory area, or when the game state is a special game state, or when a small win game is being executed, the second special random number value is reserved in the second special reserve memory area 1.

[0074] Then, when a second special random number value is reserved in the second special reserve memory area 1 and a detection signal is input from the second start port switch 103 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the second special random number value in the second special reserve memory area with the smallest ordinal number among the second special reserve memory areas 1 to 4 in which the second special random number value is not reserved, on the condition that the number of second special random number values ​​reserved in the second special reserve memory areas 1 to 4 is less than four, i.e., the second special reserve number is less than four.

[0075] When the variable display and stationary display of the first special symbol have ended, the special symbol lottery means 230 erases the first special random number value stored in the first special reserve memory area. Then, if the first special random number value is stored in the first special reserve memory area 1, the special symbol lottery means 230 reads the first special random number value from the first special reserve memory area 1, performs a special symbol lottery, and stores the first special random number value used in the special symbol lottery in the first special reserve memory area, provided that the game state is not a special game state and a small win game is not being executed. Furthermore, when the variable display and stationary display of the second special symbol have ended, the special symbol lottery means 230 erases the second special random number value stored in the second special reserve memory area. Then, when the second special random number value is stored in the second special reserve memory area 1, on the condition that the game state is not a special game state and a small win game is not being executed, the second special random number value is read from the second special reserve memory area 1, a special symbol lottery is performed, and the second special random number value used in the special symbol lottery is stored in the second special reserve memory area. In this embodiment, since the first special random number value and the second special random number value are consumed in parallel, the variable display of the second special symbol may start during the variable display of the first special symbol, or the variable display of the first special symbol may start during the variable display of the second special symbol.

[0076] In addition, when a first special random number value is stored in the first special reservation memory area 1, the first special random number value is read from the first special reservation memory area 1 and a special symbol lottery is performed, provided that a second special random number value is not stored in any of the second special reservation memory areas 1 to 4. When a second special random number value is stored in any of the second special reservation memory areas 1 to 4, the second special random number value may be read from the second special reservation memory area 1 and a special symbol lottery is performed, even if the first special random number value is stored in any of the first special reservation memory areas 1 to 4. In other words, the second special random number value may be consumed with priority over the first special random number value. Furthermore, regardless of whether it is the first special random number value or the second special random number value, the first special random number value or the second special random number value may be read in the order stored in the special random number storage means 2914 and a special symbol lottery may be performed. In other words, the first special random number value or the second special random number value may be consumed in the order in which the gaming ball enters the first start hole 46 or the second start hole 49.

[0077] When the first special random number value is read from the first special reserve memory area 1, if the first special random number value remains in the first special reserve memory area 2 or later, or when the second special random number value is read from the second special reserve memory area 1, if the second special random number value remains in the second special reserve memory area 2 or later, the remaining first special random number value or second special random number value is moved from the original special reserve memory area to a special reserve memory area with an ordinal number one smaller. For example, if a first special random number value remains in each of the first special reserve memory area 2 to the first special reserve memory area 4 when the first special random number value is read from the first special reserve memory area 1, the first special random number value stored in each of the first special reserve memory area 2 to the first special reserve memory area 4 is moved to each of the first special reserve memory area 1 to the first special reserve memory area 3, and if a second special random number value remains in each of the second special reserve memory area 2 to the second special reserve memory area 3 when the second special random number value is read from the second special reserve memory area 1, the second special random number value stored in each of the second special reserve memory area 2 to the second special reserve memory area 3 is moved to each of the second special reserve memory area 1 to the second special reserve memory area 2.

[0078] In the special random number storage means 2914, first special random number values ​​for which a special symbol lottery has not been conducted are reserved up to an upper limit of four in the first special reservation storage area 1 to the first special reservation storage area 4. Also, second special random number values ​​for which a special symbol lottery has not been conducted are reserved up to an upper limit of four in the second special reservation storage area 1 to the second special reservation storage area 4.

[0079] Next, the details of the special symbol lottery will be explained. The special symbol lottery means 230 acquires multiple types of random number values, such as a jackpot determination random number value and a pattern determination random number value, as random number values ​​for special symbol lottery based on the detection signal input from the first start port switch 100 or the second start port switch 103, and stores these multiple types of random number values ​​as first special random number values ​​or second special random number values ​​in the special random number storage means 2914. Then, the special symbol lottery means 230 performs a jackpot determination process, a pattern determination process, etc. as a special symbol lottery.

[0080] The jackpot determination process is a process for determining whether or not a jackpot has occurred by reading out one jackpot determination random number value included in the first special random number value or the second special random number value stored in the first special reserve memory area 1 or the second special reserve memory area 1 of the special random number memory means 2914. Here, one jackpot determination random number value is obtained from 65,536 jackpot determination random number values ​​from 0 to 65,535 based on the input of a detection signal from the first start port switch 100 or the second start port switch 103, and is stored in the special random number memory means 2914 as the first special random number value or the second special random number value.

[0081] In the jackpot determination process, the special symbol lottery means 230 selects which of the multiple types of jackpot lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to in performing the random number determination process, depending on whether the one jackpot determination random number value read out was stored as the first special random number value or the second special random number value.

[0082] In this embodiment, the lottery table storage means 2910 stores a jackpot lottery table A shown in Fig. 6(a) and a jackpot lottery table B shown in Fig. 6(b). In each jackpot lottery table, jackpots and the like are associated with each of 65,536 jackpot determination random number values ​​from 0 to 65,535.

[0083] The jackpot lottery table A is selected when performing the jackpot determination process for the first special random number value. The correspondence between each determination result and the jackpot determination random number value is set so that the probability of winning a "jackpot" is 1 / 350 (187 / 65536) and the probability of winning a "C time reduction" is 349 / 350 (65349 / 65536). The special symbol lottery means 230 determines whether a "jackpot" or a "C time reduction" has been won by referring to the jackpot lottery table A and determining whether the jackpot determination random number value read from the first special reserve memory area 1 corresponds to a "jackpot" or a "C time reduction." In this embodiment, the first special symbol lottery always results in a win for either a "jackpot" or a "C time reduction." Note that, in this embodiment, the probability of winning a "jackpot" or a "C time reduction" in the first special symbol lottery does not change depending on the game state. In the first special symbol lottery, there are cases where a winner (jackpot) is won and cases where a winner is not won, and the latter case (which may be called a miss) includes cases where a winner is won in the C time reduction (C time reduction 1 or C time reduction 2 described later). Note that "not winning" may also include cases where a winner is not won in the time reduction (in other words, a complete miss).

[0084] The jackpot lottery table B is selected when performing the jackpot determination process for the second special random number value. The correspondence between each determination result and the jackpot determination random number value is set so that a "jackpot" is won with a probability of 1 / 350 (187 / 65536) and a "minor jackpot" is won with a probability of 1 / 139.8 (469 / 65536). The special symbol lottery means 230 determines whether a "jackpot" or a "minor jackpot" has been won by referring to the jackpot lottery table B and determining whether the jackpot determination random number value read from the second special reserve memory area 1 corresponds to a "jackpot" or a "minor jackpot." In this embodiment, the probability of winning a "jackpot" or a "minor jackpot" in the second special symbol lottery does not change depending on the game state. In the second special symbol lottery, there are cases where a win (jackpot or minor jackpot) is won or where a win is not won. In addition, the latter "if you do not win the prize" does not include the case where you win the C time reduction without winning the prize.

[0085] The symbol determination process is a process that is performed when a "big hit," "C time reduction," or "small hit" is won in the big hit determination process. The symbol determination process reads out one symbol determination random number value included in the first special random number value or the second special random number value stored in the first special reserve memory area 1 or the second special reserve memory area 1 of the special random number memory means 2914, and when a "big hit" is won, it determines which of multiple big hit symbols the big hit symbol (type of big hit) will be, when a "C time reduction" is won, it determines which of multiple time reduction symbols the time reduction symbol (type of C time reduction) will be, and when a "small hit" is won, it determines which of multiple small hit symbols the small hit symbol (type of small hit) will be. Here, one pattern determination random number value is obtained from 200 pattern determination random number values ​​from 0 to 199 based on the detection signal input from the first start port switch 100 and the second start port switch 103, and is stored in the special random number memory means 2914 as a first special random number value or a second special random number value.

[0086] In the pattern determination process, the special pattern lottery means 230 selects which of the multiple types of pattern lottery tables stored in the lottery table storage means 2910 to refer to when performing the random number determination process, depending on whether the one read-out pattern determination random number value was stored as the first special random number value or the second special random number value.

[0087] In this embodiment, the lottery table storage means 2910 stores a symbol lottery table A shown in Fig. 7(a), a symbol lottery table B shown in Fig. 7(b), a symbol lottery table C shown in Fig. 7(c), and a symbol lottery table D shown in Fig. 7(d). In each symbol lottery table, a predetermined symbol is associated with each symbol determination random number value.

[0088] 7(a) is selected when a "jackpot" is won and one read-out symbol determination random number value is stored as the first special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "jackpot 1" (10R time reduction 10000) is won with a probability of 0.005 / 100, "jackpot 2" (7R time reduction 110) is won with a probability of 59.997 / 100, and "jackpot 3" (7R time reduction 0) is won with a probability of 39.998 / 100. The special symbol lottery means 230 refers to the symbol lottery table A and determines which of the multiple types of jackpot symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.

[0089] 7(b) is selected when "C time reduction" is won and one read-out pattern determination random number value is stored as the first special random number value, and the correspondence between each pattern and the pattern determination random number value is set so that "C time reduction 1" (slight time reduction 1329) is won with a probability of 80.5 / 100 (approximately 80%) and "C time reduction 2" (time reduction 1329) is won with a probability of 19.5 / 100 (approximately 20%). The special pattern lottery means 230 refers to the pattern lottery table B and determines which of the multiple types of time reduction patterns the read-out pattern determination random number value is associated with, thereby determining which of the multiple types of time reduction patterns has been won.

[0090] 7(c) is selected when a "jackpot" is won and one read-out symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "jackpot 4" (10R time reduction 10000) is won with a probability of 12.8 / 100, and "jackpot 5" (10R time reduction 110) is won with a probability of 87.2 / 100. The special symbol lottery means 230 refers to the symbol lottery table C and determines which of the multiple types of jackpot symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.

[0091] The symbol lottery table D shown in Fig. 7(d) is selected when a "small win" is won and one read-out symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "small win 1" (10R time reduction 10000) is won with a probability of 50 / 100, and "small win 2" is won with a probability of 50 / 100 (10R time reduction 110). The special symbol lottery means 230 refers to the symbol lottery table D and determines which of the multiple types of small win symbols the read-out symbol determination random number value is associated with, thereby determining which of the multiple types of small win symbols has been won.

[0092] The special game execution means 260 is a means for executing a special game based on the result of the special symbol lottery, and performs processing for executing the special game. The special game execution means 260 is a means for executing a small win game based on the winning of a "small win" in the special symbol lottery, and performs processing for executing the small win game. Note that the term "special game" may include a small win game.

[0093] The special game state begins when a "jackpot" is won in the special symbol lottery (first special symbol lottery or second special symbol lottery), and ends when a predetermined number of rounds (number of executions) of special games (jackpot games) are played according to the type (category) of the jackpot symbol. When the special game state begins when "jackpot 1," "jackpot 4," or "jackpot 5" is won in the special symbol lottery, the special game state ends when 10 rounds of special games (rounds 1 to 10) have been played. When the special game state begins when "jackpot 2" or "jackpot 3" is won in the special symbol lottery, the special game state ends when 7 rounds of special games (rounds 1 to 7) have been played. Details will be given later, but if a "jackpot" is won in the special pattern lottery, at the end of the special game state, a predetermined number of time-saving periods corresponding to the jackpot pattern is set and the time-saving state begins, or a predetermined number of small time-saving periods corresponding to the jackpot pattern is set and the small time-saving state begins.

[0094] The small win gaming state is initiated when a "small win" is won in the special symbol lottery (second special symbol lottery), and ends when a predetermined number of small win games have been played (one in this embodiment). In the small win game, the special device 56 is set to an open state that allows the game ball to enter the large prize opening 50, and the distribution means is shifted from a non-specific area passing state to a specific area passing state. Specifically, in the small win game, the distribution means is shifted from a non-specific area passing state to a specific area passing state so that the game ball that entered the large prize opening 50 during the execution of the small win game can easily (possibly) pass through the specific area. As a result, if either "small win 1" or "small win 2" is won in the second special symbol lottery, the game ball can easily (possibly) pass through the specific area in the small win gaming state. Then, when the passage of a game ball through a specific area is detected during the small win game state (when the passage of a game ball that entered the large prize opening 50 through a specific area is detected during the execution of the small win game), a special game state is initiated based on the end of the small win game state.

[0095] If "small win 1" is won in the second special pattern lottery and the passage of the gaming ball through a specific area is detected during the small win gaming state, the number of special games (round games) is set to 9. As a result, 10 rounds will be played, with the small win game being the first round game. The special gaming state ends once 10 rounds of special games have been played. Also, if "small win 2" is won in the second special pattern lottery and the passage of the gaming ball through a specific area is detected during the small win gaming state, the number of special games (round games) is set to 9. As a result, 10 rounds will be played, with the small win game being the first round game. The special gaming state ends once 10 rounds of special games have been played. As will be described in detail later, at the end of the special gaming state, a predetermined number of time-saving games corresponding to the small win pattern is set, and the time-saving state begins. In addition, if the passage of the game ball through a specific area is not detected during the small win game state (if the passage of the game ball that entered the large prize opening 50 through a specific area is not detected during the execution of the small win game), the special game state is not initiated and the normal state is initiated.

[0096] In this embodiment, in the special game of each round (including the small win game), when the opening timer of the main memory 290 counts a predetermined time (29 seconds) after the special feature 56 is opened, or when the value of the large prize number counter (not shown) of the main memory 290, which adds a value equivalent to one game ball (for example, 1) when the count switch 104 detects the entry of one game ball, reaches an upper limit value (for example, 10), the condition for ending the special game is met, and the special feature drive device is controlled to close the special feature 56.

[0097] The special display control means 240 performs a first special pattern display control process, a second special pattern display control process, a first special hold display control process, and a second special hold display control process based on the results of the special pattern lottery.

[0098] The first special pattern display control process is a process that is performed when the first special random number value is read from the first special reserve memory area 1 and a special pattern lottery is conducted, and the special display control means 240 causes the first special pattern to be displayed in a variable manner by flashing the 7-segment display of the first special pattern display unit 76 until the variable time has elapsed, and then causes the first special pattern to be displayed in a stationary manner by lighting up the 7-segment display of the first special pattern display unit 76 in a predetermined manner. The special pattern lottery means 230 performs a variation pattern determination process for the special pattern lottery, and the special display control means 240 causes the first special pattern to be displayed in a variable manner by flashing the 7-segment display of the first special pattern display unit 76 until the variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then causes the first special pattern to be displayed in a static manner by lighting up the 7-segment display of the first special pattern display unit 76 in a predetermined manner.

[0099] In this embodiment, the display mode of the 7-segment display is predetermined in correspondence with each of the big win symbols, time-saving symbols, and small win symbols. The special display control means 240 causes the first special pattern to be displayed in a stopped state by lighting up the 7-segment display of the first special pattern display unit 76 in a manner corresponding to whether or not a "jackpot" or "C time reduction" has been won in the jackpot determination process, and in a manner corresponding to the jackpot pattern determined in the pattern determination process if a "jackpot" has been won in the jackpot determination process, and in a manner corresponding to the time reduction pattern determined in the pattern determination process if a "C time reduction" has been won in the jackpot determination process, and causes the first special pattern display unit 76 to display the result of the special pattern lottery.

[0100] The second special pattern display control process is a process that is performed when a second special random number value is read from the second special reserve memory area 1 and a special pattern lottery is conducted, and the special display control means 240 causes the second special pattern to be displayed in a variable manner by flashing the 7-segment display of the second special pattern display unit 81 until the variable time has elapsed, and then causes the second special pattern to be displayed in a stationary manner by lighting up the 7-segment display of the second special pattern display unit 81 in a predetermined manner. The special pattern lottery means 230 performs a variation pattern determination process for the special pattern lottery, and the special display control means 240 causes the second special pattern to be displayed in a variable manner by flashing the 7-segment display of the second special pattern display unit 81 until the variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then causes the second special pattern to be displayed in a static manner by lighting up the 7-segment display of the second special pattern display unit 81 in a predetermined manner.

[0101] The special display control means 240 causes the second special pattern to be displayed in a stopped state by lighting up the 7-segment display of the second special pattern display unit 81 in a manner corresponding to whether a ``big hit'' or a ``small hit'' has been won in the big hit determination process, and in a manner corresponding to the big hit pattern determined in the pattern determination process if a ``big hit'' has been won in the big hit determination process, and causes the second special pattern display unit 81 to display the result of the special pattern lottery.

[0102] In the first special hold display control process, the special display control means 240 displays 0 to 4 first special hold numbers by combining turning on, turning off, or flashing the two lamps of the first special hold display unit 78 depending on the number of first special random number values ​​stored in the special random number memory means 2914.

[0103] In the second special hold display control process, the special display control means 240 displays 0 to 4 second special hold numbers by combining turning on, turning off, or flashing the two lamps of the second special hold display unit 82, depending on the number of second special random number values ​​stored in the special random number memory means 2914.

[0104] In this embodiment, if a "big win" is won in the special pattern lottery (first special pattern lottery or second special pattern lottery), a special game state is initiated in which a game ball can (easily) enter the large prize opening 50. Also, if a "small win" is won in the second special pattern lottery, a small win game state is initiated in which a game ball can (easily) enter the large prize opening 50. When a game ball that has entered the large prize opening 50 is detected passing through a specific area in the small win game state, a special game state is initiated in which a game ball can (easily) enter the large prize opening 50. By entering the game ball into the large prize opening 50, the player can win many prize balls. In this embodiment, the probability of transitioning to the special game state based on the second special pattern lottery is higher than the probability of transitioning to the special game state based on the first special pattern lottery. Specifically, in the first special symbol lottery, a "small win" is not set as a lottery result, and the game transitions to the special game state only if a "big win" is won. On the other hand, in the second special symbol lottery, a "big win" and a "small win" are set as lottery results, and the game transitions to the special game state if a "big win" is won, and if a "small win" is won and the passage of the game ball through a specific area is detected in the small win game state, the game transitions to the special game state.

[0105] In this embodiment, the probability of transitioning to the special game state is higher when an opportunity for the second special symbol lottery is acquired than when an opportunity for the first special symbol lottery is acquired. As described above, in order to acquire an opportunity for the second special symbol lottery, it is necessary to win a "normal win" in the normal symbol lottery and to cause a game ball to enter (enter) the second start opening 49 when the normal role device 54 (normal electric role device) is in the open state (open state). In addition, the ease of entry of a game ball into the second start opening 49 (ease of making a ball enter) varies depending on the game state.

[0106] As shown in FIG. 8, the game state transition control means 250 performs a game state transition control process for transitioning the game state between each game state based on the establishment of a predetermined condition (transition condition).

[0107] (Normal state) The normal state (normal game state) is a game state that corresponds to the initial state among multiple game states. As described above, in the normal state, the probability of winning a "normal win" in the normal symbol lottery is lower than in the time-saving state. Furthermore, even if a "normal win" is won in the normal symbol lottery, the normal device 54 operates so that the likelihood of the game ball entering the second starting hole 49 is hardly increased. Therefore, in the normal state, it is difficult (impossible) to get the game ball into the second starting hole 49. In other words, it is difficult (impossible) to get an opportunity to draw the second special symbol. In the normal state, it is more advantageous for the player to hit the ball left-handed to get the game ball into the first starting hole 46 in order to get an opportunity to draw the first special symbol than to hit the ball right-handed. In other words, the normal state is a game state in which left-handed hitting is recommended.

[0108] As shown in Figure 8, a transition to the special game state occurs when a "jackpot" is won in the special pattern lottery (first special pattern lottery) in the normal game state. As shown in Figure 7(a), if "jackpot 1" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to the time-saving state occurs upon the end of the special game state. Also, if "jackpot 2" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and a transition to the time-saving state occurs upon the end of the special game state. Also, if "jackpot 3" is won in the special pattern lottery, the number of time-saving times (micro-time-saving times) is set to 1,329 at the end of the special game state, and a transition to the micro-time-saving state occurs upon the end of the special game state.

[0109] 7(b), in the normal state, if "C time-saving 1" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" (when the first special pattern is confirmed), the stopped display (confirmation) triggers a time-saving count (1329 micro-time-saving counts) corresponding to the time-saving pattern, and a transition to the micro-time-saving state occurs. In addition, in the normal state, if "C time-saving 2" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 2" (when the first special pattern is confirmed), the time-saving count (1329 micro-time-saving counts) corresponding to the time-saving pattern is set, and a transition to the time-saving state occurs.

[0110] In this embodiment, the first special pattern lottery in the normal state always results in either a "jackpot" or a "C time reduction," and based on the execution of the first special pattern lottery in the normal state, the game will transition to either a slight time reduction state, a time reduction state, or a special game state.

[0111] The time-saving symbol "C Time-saving 2" does not trigger a transition to a game state (special game state or small win game state) that makes it easier for the game ball to enter the large prize slot 50, and is a time-saving symbol that allows a transition to the time-saving state without passing through the special game state or small win game state. Note that in a game state other than the normal state, if "C Time-saving 1" or "C Time-saving 2" is won in the first special symbol lottery and the first special symbol is displayed in a stopped state, the display will not trigger a transition to the time-saving state or the minute time-saving state. This "not transitioning" includes the fact that the specified number of time-saving times (minute time-saving number of times) will not be reset if the player is already in that game state.

[0112] (Slight time saving state) As described above, in the micro-time-saving state, the probability of winning a "normal win" in the normal symbol lottery is lower than in the time-saving state (although it may be the same as in the time-saving state). Furthermore, even if a "normal win" is won in the normal symbol lottery, the normal device 54 operates so as to barely increase the likelihood of the game ball entering the second starting hole 49. Therefore, in the micro-time-saving state, at least some of the functions constituting the time-saving state are activated, and while it is slightly easier for the game ball to enter the second starting hole 49 than in the normal state, it is difficult (impossible) for the game ball to enter the second starting hole 49 even when the player hits the ball with the right hand. In other words, it is difficult (impossible) for the game ball to win the second special symbol lottery. In the micro-time-saving state, it is more advantageous for the player to hit the ball with the left hand so that the game ball enters the first starting hole 46 in order to gain an opportunity to win the first special symbol lottery than to hit the ball with the right hand. In other words, the slight time-saving state is a gaming state in which left-handed shots should be made.

[0113] As shown in Figure 8, a transition to the special game state occurs when a "jackpot" is won in the special pattern lottery (first special pattern lottery) during the slight time-saving state. As shown in Figure 7(a), if "jackpot 1" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to the slight time-saving state occurs upon the end of the special game state. Also, if "jackpot 2" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and a transition to the slight time-saving state occurs upon the end of the special game state. Also, if "jackpot 3" is won in the special pattern lottery, the number of time-saving times (slight time-saving times) is set to 1,329 at the end of the special game state, and a transition to the slight time-saving state occurs upon the end of the special game state.

[0114] The gaming state transition control means 250 determines that the termination condition for the micro-time-saving state is met based on the fact that the number of times the first special symbol has been displayed in a variable manner in the micro-time-saving state has reached 1,329, and terminates the micro-time-saving state and transitions to the normal state. In this embodiment, when the special gaming state is terminated based on winning "Jackpot 3" in the special symbol lottery (first special symbol lottery), the number of micro-time-saving times is set to the stored value of the micro-time-saving counter 2916 in the main memory 290. Also, when "C time-saving 1" is won in the special symbol lottery (first special symbol lottery) in the normal state and the first special symbol is stopped and displayed in a manner corresponding to "C time-saving 1," the stopped display triggers the number of micro-time-saving times to be set to the stored value of the micro-time-saving counter 2916. In the micro-time-saving state, "1" is subtracted from the stored value of the micro-time-saving counter 2916 each time the first special symbol is displayed in a variable manner. Then, when the stored value of the minute time saving counter 2916 reaches "0", the minute time saving end condition is established, the minute time saving state ends, and the normal state starts. Note that in this embodiment, the minute time saving end condition is established when the stored value of the minute time saving counter 2916 is subtracted and reaches a predetermined value "0", but this is not limiting, and the minute time saving end condition may be established when the stored value of the minute time saving counter 2916 is added and reaches a predetermined value (for example, "1329").

[0115] In the slight time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stopped display will not trigger the start (setting) of the slight time-saving state or the time-saving state (a new number of time-saving periods will not be set). In other words, the game state at the time of the winning will continue. Note that in the slight time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stopped display may be configured to trigger the setting of a new number of time-saving periods.

[0116] (Time-saving mode) As described above, in the time-saving state (specific game state), the probability of winning a "normal win" in the normal symbol lottery is higher than in the normal state or the slight time-saving state. Furthermore, if a "normal win" is won in the normal symbol lottery, the normal device 54 operates to increase the likelihood of the game ball entering the second starting hole 49. Therefore, in the time-saving state, it is easier to get the game ball into the second starting hole 49 than in the normal state or the slight time-saving state. In other words, it is easier to get an opportunity to win the second special symbol lottery. In the time-saving state, it is more advantageous for the player to hit the ball to the right so that the game ball passes through the passing gate 48 in order to get an opportunity to win the second special symbol lottery than to hit the ball to the left. In other words, the time-saving state is a game state in which right-handed shots are recommended.

[0117] As shown in Figure 8, if a "big win" or "small win" is won in the special pattern lottery (second special pattern lottery) during the time-saving state, the game transitions to the special game state (including via the small win game state). As shown in Figure 7(c), if "big win 4" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, if "big win 5" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, if "small win 1" is won in the special pattern lottery and the game ball is detected passing through a specific area during the small win game state, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. In addition, if "Small Win 2" is won in the special pattern lottery and the game ball is detected passing through a specific area during the small win game state, the number of time-saving times will be set to 110 at the end of the special game state, and the game will transition to the time-saving state upon the end of the special game state.

[0118] When the number of times the second special symbol is variably displayed in the time-saving state reaches 110 times (or 10,000 times), the game state transition control means 250 determines that the termination condition (predetermined condition) of the time-saving state is met, terminates the time-saving state, and transitions to the normal state. In this embodiment, when the special game state ends, the number of time-saving times corresponding to the type of winning symbol is set in the value stored in the time-saving counter 2915 of the main memory 290, and each time the second special symbol is variably displayed in the time-saving state, "1" is subtracted from the value stored in the time-saving counter 2915. Then, when the value of the time-saving counter 2915 reaches "0," the time-saving termination condition is met, the time-saving state ends, and the normal state begins. In this embodiment, the time-saving end condition is met when the stored value of the time-saving counter 2915 is subtracted and reaches a predetermined value "0", but this is not limited to this, and the time-saving end condition may be met when the stored value of the time-saving counter 2915 is added and reaches a predetermined value "110" (or "10000"). Furthermore, in this embodiment, the time-saving counter 2915 and the minute time-saving counter 2916 are provided, but this is not limiting, and they may be configured to be managed (controlled) by one of the counters.

[0119] In the time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stop display will not trigger the start (setting) of the micro-time-saving state or the time-saving state (a new number of time-saving periods will not be set). In other words, the game state at the time of the win will continue. Note that in the time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stop display may be configured to trigger the setting of a new number of time-saving periods.

[0120] Returning to Figure 5, the payout control means 270 performs control to (electronically) pay out a number of game balls equivalent to a predetermined number of prize balls for each detection signal based on the detection signal input from the first start port switch 100, the detection signal from the second start port switch 103, the detection signal from the general winning port switch 101, and the detection signal from the count switch 104.

[0121] The communication control means 280 controls the transmission of various commands generated in response to various calculation results in the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, the main control board 200 and the sub-control board 202 are connected in a communication manner such that only one-way communication from the main control board 200 to the sub-control board 202 is possible, and information cannot be transmitted from the sub-control board 202 to the main control board 200.

[0122] Next, we will explain the sub-control board 202. The sub-control board 202 is configured to include a performance control means 300 and a sub-memory 302.

[0123] The performance control means 300 controls the performance devices based on various commands sent from the main control board 200, input signals from the performance button switch 150, and performance data stored in the performance data storage means 303 (ROM) of the sub-memory 302, and controls the performance devices to perform effects to liven up or assist the game (controls various performance devices), such as turning on or blinking the front frame lamp 12 and the lighting device 38, displaying performance images on the LCD display 32, controlling the sound device to output performance sounds from the speaker 14, and driving the performance object drive device to operate the performance objects (gimmick objects).

[0124] In this embodiment, in the normal state, if a player wins "Jackpot 1" in the special symbol lottery (first special symbol lottery), if a player wins "Jackpot 2" in the special symbol lottery (first special symbol lottery), or if a player wins "C Time Reduction 2" in the special symbol lottery (first special symbol lottery), the game transitions to the time-shortened state. In contrast, in the slight time-shortened state, if a player wins "Jackpot 1" in the special symbol lottery (first special symbol lottery), or if a player wins "Jackpot 2" in the special symbol lottery (first special symbol lottery), the game transitions to the time-shortened state. Therefore, the normal state has a higher probability of transitioning to the time-shortened state (a game state advantageous to the player) than the slight time-shortened state, which is advantageous to the player. In other words, the normal state has a higher probability of transitioning to the time-shortened state than the slight time-shortened state because a player can transition to the time-shortened state if a player wins "C Time Reduction 2." This is advantageous to the player. In the gaming machine of this embodiment, when RAM clear (a process of initializing at least a part of the RAM area of ​​the main memory 290) is executed, the gaming state is set to the normal state. The normal state is the so-called "morning state."

[0125] Furthermore, as described above, the normal state and the slight time-saving state (left-hit time-saving state) are game states in which left-handed hits are more advantageous than right-handed hits, and the time-saving state (right-hit time-saving state) is a game state in which right-handed hits are more advantageous than left-handed hits. In the time-saving state, it is easier to get the game ball to enter the second starting hole 49 than in the normal state and the slight time-saving state, and the second special symbol lottery based on the game ball entering the second starting hole 49 is more likely to determine a transition to the special game state than the first special symbol lottery. In other words, the time-saving state has a higher probability of determining a transition to the special game state than the normal state and the slight time-saving state.

[0126] Figure 9 is an oblique view of the lower side of the inner frame unit as seen from the rear side. Figure 10 shows the same oblique view with some parts removed. An inner frame lower unit 810 is provided at the bottom of the gaming machine of this embodiment. An out passage 811 that communicates with the out port 62 shown in Figure 3 is provided at the top of the inner frame lower unit 810. The out passage 811 is a passage that slopes downward to the left in Figure 9. An out switch 106 (see Figure 10) is located downstream of the out passage 811.

[0127] A gaming ball shot into the gaming area 4 (FIG. 3) flows down the gaming area 4 and enters either one of the winning holes or the outlet 62, but in either case, it is guided to the outlet passage 811 and detected by the outlet switch 106. As shown in FIG. 10, the gaming ball detected by the outlet switch 106 is released from the release port 813 to the first passage 814.

[0128] The first passage 814 (ball tank) includes a passageway that slopes downward to the left in FIG. 10. The gaming balls stored in the first passage 814 are guided to a pumping means 815 located downstream of the first passage 814. As will be described later with reference to FIG. 11, an excess circulating ball number sensor 828 and an insufficient circulating ball number sensor 829 are also located in the first passage 814. These sensors manage the number of circulating balls inside the gaming machine. The gaming balls in the first passage 814 can be removed by operating the ball removal lever L1.

[0129] The lifting means 815 is configured to include a lifting motor 816, a screw conveyor 817, and a cleaning unit 818. When the lifting motor 816 is activated, the screw conveyor 817 and the cleaning unit 818 rotate, polishing the gaming balls and lifting them from the bottom to the top. An abrasive cloth for cleaning is arranged on the outer periphery of the cleaning unit 818.

[0130] As shown in FIG. 9, gaming balls lifted upward by the lifting means 815 enter the second passage 819. The second passage 819 is a passage that slopes downward to the right in FIG. 9. A rectifier 820 is arranged downstream of the second passage 819. Furthermore, a launching means 821 is arranged downstream (rearward) of the rectifier 820, and gaming balls are launched by the launching means 821. When a rectifier solenoid 820a constituting the rectifier 820 is turned ON, gaming balls are sent from the rectifier 820 to the launcher 821. Furthermore, when a launch solenoid (not shown) constituting the launching means 821 is turned ON, gaming balls are launched. The launching means 821 may be a device that launches gaming balls by a solenoid, or may be a device that launches gaming balls by a motor.

[0131] In addition, a rectifier inlet sensor 826 is disposed downstream of the second passage 819 (at the inlet of the rectifier 820). In addition, a rectifier outlet sensor 827 is disposed in the passage connecting the rectifier 820 and the launching means 821.

[0132] Additionally, a retained ball detection sensor 823 is disposed upstream (on the pumping means 815 side) of the second passage 819. The retained ball detection sensor 823 is capable of detecting a gaming ball (a gaming ball at a predetermined position in the second passage 819), and when it detects a gaming ball, it enters a "detection state" (ON state), and when it does not detect a gaming ball, it enters a "non-detection state" (OFF state).

[0133] In this embodiment of the gaming machine, the specified number (proper number) of circulating balls (enclosed balls) is set to "45 balls." Circulating balls can be said to be balls that are stored and circulate inside. The main control board 200 is equipped with an error control means 298 (see FIG. 5). The error control means 298 is capable of detecting errors, including an excessive number of circulating balls error and an insufficient number of circulating balls error. In addition, when the error control means 298 detects a specified error, the presentation control means 300 is capable of notifying the error via the presentation device.

[0134] (Lifting control means 299) The main control board 200 is equipped with a lifting control means 299 that controls the operation (motion) of the lifting means 815 (see FIG. 5). The lifting control means 299 activates (operates) the lifting means 815 (lifting motor 816) when no gaming balls are detected by the retained ball detection sensor 823 (when the retained ball detection sensor 823 is in a non-detecting state). The lifting control means 299 also stops the operation of the lifting means 815 (lifting motor 816) when the retained ball detection sensor 823 detects gaming balls for a predetermined time (e.g., 300 ms), that is, when the retained ball detection sensor 823 maintains a detection state (ON state) for the predetermined time. When a game is being played and gaming balls are circulating inside the gaming machine (when gaming balls are passing through the second passage 819), the retained ball detection sensor 823 will not be continuously ON (in a detecting state) for a predetermined time (e.g., 300 ms).

[0135] (Enclosed gaming balls) Here, it is assumed that there are no gaming balls sealed inside the gaming machine. With the gaming machine powered off, the operator inserts the appropriate number of gaming balls (45 balls) through a designated insertion port (outlet 62 in this embodiment). Next, the gaming machine is powered on (powered ON). After powering on, the pumping control means 299 activates the pumping means 815 because the retained ball detection sensor 823 is in a non-detecting state.

[0136] The gaming balls that pass through (flow down) the out passage 811 and the first passage 814 and reach the pumping means 815 are pumped (transported) by the pumping means 815 and supplied to the entrance of the second passage 819. The gaming balls supplied to the second passage 819 then travel down the second passage 819, and the leading gaming ball reaches the rectifier 820 and stops. The subsequent gaming balls stop in order in the second passage 819. The pumping control means 299 then stops the pumping means 815 when the retained ball detection sensor 823 remains in a detection state (ON state) for a predetermined time (for example, 300 ms).

[0137] Using Figure 11, we will explain the detection of circulating sphere overcount errors and circulating sphere undercount errors. Hereinafter, the circulating sphere overcount sensor 828 will be referred to as the "excess sensor 828," and the circulating sphere undercount sensor 829 will be referred to as the "undercount sensor 829." In this embodiment, the pumping means 815 is located downstream (outlet side) of the first passage 814. In the first passage 814, the undercount sensor 829 is located closer to the pumping means 815 than the excess sensor 828. In the flow path of the first passage 814, the undercount sensor 829 is located closer to the pumping means 815 than the excess sensor 828.

[0138] The under-low sensor 829 and the over-high sensor 828 are, for example, proximity sensors that can detect (detect) the detection target (gaming ball) without coming into contact with the detection target (gaming ball). The under-low sensor 829 and the over-high sensor 828 enter a "detection state" (ON state) when they detect a gaming ball, and enter a "non-detection state" (OFF state) when they do not detect a gaming ball. The under-low sensor 829 can detect the presence or absence of a gaming ball at a first position in the first passage 814. It can be said that the under-low sensor 829 is provided at the first position in the first passage 814. It can also be said that the over-high sensor 828 is capable of detecting the presence or absence of a gaming ball at a second position in the first passage 814. It can also be said that the over-high sensor 828 is provided at the second position in the first passage 814.

[0139] As shown in Figure 11(a), if the number of circulating balls is appropriate (within the appropriate range) and the last game ball is between the first position (the position of the under-count sensor 829) and the second position (the position of the over-count sensor 828), neither an over-count error nor an under-count error will be detected (details will be described later). This state may also be called the normal state.

[0140] (Excessive circulating cell count error) The excessive circulating ball error is an error that can be detected when a first number (e.g., 49 balls) or more of game balls are enclosed inside the gaming machine, resulting in an excess of circulating balls. In this case, as shown in Figure 11(b), game balls are detected by the excess sensor 828. When the excess sensor 828 detects game balls for a predetermined time (e.g., 1 second), that is, when the detection state of the excess sensor 828 is maintained for the predetermined time, the error control means 298 determines that the occurrence condition is met and detects the excessive circulating ball error.

[0141] 12(a), based on the detection of the error, the performance control means 300 displays the text "The number of inclusions exceeds the specified number H25" (H25 is an error code) on the liquid crystal display 32, and outputs a voice (warning voice) saying "The number of inclusions exceeds the specified number" from the speaker 14. Note that in addition to the voice, a warning sound may also be output. In addition, if the excess sensor 828 does not detect any game balls for a predetermined time (for example, one second), that is, if the non-detection state of the excess sensor 828 is maintained for a predetermined time, the error control means 298 determines that the cancellation condition is met and cancels the excessive circulating ball error.

[0142] (Circulating cell count under-error) The insufficient number of circulating balls error is an error that can be detected when there are fewer than a second number of game balls (e.g., 43 balls) sealed inside the gaming machine, resulting in an insufficient number of circulating balls. In this case, as shown in Figure 11(c), the insufficient number of game balls sensor 829 does not detect any game balls. If the insufficient number of game balls sensor 829 does not detect any game balls for a predetermined time (e.g., one second), that is, if the non-detection state of the insufficient number of game balls sensor 829 is maintained for the predetermined time, the error control means 298 determines that the occurrence condition is met and detects the insufficient number of circulating balls error.

[0143] Based on the detection of the error, the performance control means 300 displays the text "Insufficient number of inclusions H24" (H24 is the error code) on the liquid crystal display 32 as shown in Fig. 12(b), and outputs a voice (warning voice) saying "Insufficient number of inclusions" from the speaker 14. Note that in addition to the voice, a warning sound may also be output. In addition, when the insufficient sensor 829 detects game balls for a predetermined time (for example, one second), i.e., when the detection state of the insufficient sensor 829 is maintained for a predetermined time, the error control means 298 determines that the release condition is met and releases the insufficient circulating ball count error.

[0144] The state shown in Figure 11(a) (normal state) does not satisfy either the conditions for an excessive circulating cell count error or an insufficient circulating cell count error, and therefore neither error is detected.

[0145] (Door open error) The gaming machine of this embodiment is equipped with a front frame open sensor and an inner frame open sensor. The front frame open sensor can detect the opening of the front frame 10 relative to the inner frame 7. The inner frame open sensor can detect the opening of the inner frame 7 relative to the outer frame 2. The front frame open sensor and the inner frame open sensor enter a detection state (open detection state) when they detect an open state. The error control means 298 detects a door open error when it detects that the front frame 10 or the inner frame 7, which serve as a door, has been opened (when the front frame open sensor or the inner frame open sensor enters a detection state). Based on the detection of this error, the presentation control means 300 displays the words "Door is open" on the LCD display 32 and outputs a warning sound and a voice message stating "Door is open" from the speaker 14, as shown in FIG. 12(c). A door open error can be detected when a player commits fraud at an amusement facility. For this reason, the volume of the sound announcing the occurrence of a door open error is set relatively high. This makes it easier for game center staff and others to notice when a door opening error occurs.

[0146] (specific conditions) With the power of the gaming machine OFF, when the appropriate number of gaming balls (45 balls) are inserted (put in all at once) through the outlet 62 and the power of the gaming machine is turned ON, the pumping means 815 is activated and a predetermined number of gaming balls are supplied to the second passage 819. Then, when the accumulated ball detection sensor 823 shown in Fig. 9 is in a detection state for a predetermined time (for example, 300 ms) and the stop condition is met, the operation of the pumping means 815 is stopped. FIG. 13(a) shows the relationship between the gaming balls and each component at the point when the operation of the lifting means 815 stops after the power is turned on. The leading gaming ball stops at the rectifier 820 (rectifier unit) and is not supplied to the launching means 821 (launching unit). In other words, the launching means 821 is in a state where it is not holding a gaming ball (one ball). With the rectifier 820 at the front, 45 gaming balls are lined up. Hereinafter, this state will be referred to as a "specific state." Note that the rectifier 820 side (launching means 821 side) may be referred to as the front side (front side), and the excess sensor 828 side as the rear side.

[0147] As will be described later, when the handle is rotated in a specific state, game balls are supplied from the rectifier 820 to the launching means 821 (the game balls enter the launching means 821).

[0148] In a specific state, the tenth gaming ball from the front is detected by the retained ball sensor 823. In addition, three gaming balls (the eleventh, twelfth, and thirteenth gaming balls from the front) are present (held) between the retained ball sensor 823 and the lifting means 815. Including the gaming balls detected by the retained ball sensor 823, four gaming balls are present between the retained ball sensor 823 and the lifting means 815. In addition, four gaming balls (the fourteenth, fifteenth, sixteenth, and seventeenth gaming balls from the front) are present (held) in the lifting means 815 (screw conveyor 817).

[0149] Here, the position of the gaming ball that can be detected by the under-sensor 829 (the position where the under-sensor 829 is provided in the first passage 814) is referred to as the "first position." Also, the position of the gaming ball that can be detected by the over-sensor 828 (the position where the over-sensor 828 is provided in the first passage 814) is referred to as the "second position."

[0150] In the specific state, the 43rd gaming ball from the top is detected by the shortage sensor 829. Also, in the specific state, the last gaming ball (the 45th gaming ball from the top) is located between the first position and the second position. Also, in the specific state, there is no gaming ball detected by the excess sensor 828 (at the second position).

[0151] In the specific state, the distance from the last gaming ball to the undercount sensor 829 (first position) is two gaming balls (first distance). Also, the distance from the last gaming ball to the overcount sensor 828 (second position) is three gaming balls (second distance). In the specific state, it can be said that the distance from the position of the last gaming ball to the second position (second distance) is greater than the distance from the position of the last gaming ball to the first position (first distance).

[0152] In a specific state, a decrease of three game balls is required for the last game ball to not be detected by the under-circulating ball sensor 829 (for an under-circulating ball error to be detected). In a specific state, even if two game balls are decreased, an under-circulating ball error will not be detected. In a specific state, an increase of three game balls is required for the last game ball to be detected by the over-circulating ball sensor 828 (for an over-circulating ball error to be detected). In a specific state, even if two game balls are increased, an over-circulating ball error will not be detected.

[0153] (After launch circulation) In the specific state, when the handle is rotated to launch a predetermined number of game balls (to game area 4a or game area 4b) and the handle is returned to its initial position, the state after the launch circulation is implemented as shown in Figure 13(b). In the state after the launch circulation is implemented, a game ball (one ball) is held in the launching means 821, and compared to the specific state, the last game ball is one ball closer to the insufficient sensor 829. In the state after the launch circulation is implemented, 45 game balls are lined up, with the launching means 821 at the head.

[0154] In the post-launch circulation state, a decrease of two game balls is required for the last game ball to not be detected by the under-circulated ball sensor 829 (for an under-circulated ball error to be detected). In the post-launch circulation state, even if one game ball is decreased, an under-circulated ball error will not be detected. In the post-launch circulation state, an increase of four game balls is required for the last game ball to be detected by the over-circulated ball sensor 828 (for an over-circulated ball error to be detected). In the post-launch circulation state, even if three game balls are increased, an over-circulated ball error will not be detected.

[0155] (Number of balls) As described above, based on the lending operation at the dedicated unit 400, a value equivalent to a predetermined number of game values ​​is stored in the game value number memory area (game ball number counter 215, game value number counter) of the frame control board 201. The value (stored value) indicated by the game ball number counter 215 can be called the number of balls held (number of balls held) or the number of game balls. The number of game balls is displayed on the game value number display device 211 (Figure 1). The frame control board 201 controls the value (number of game balls) stored in the game ball number counter 215. In addition, the frame control board 201 controls the display of the number of game balls on the game value number display device 211, and changes the display content of the game value number display device 211 according to the increase or decrease in the number of game balls.

[0156] The counting button 212 (FIG. 1) is a button that is operated when transmitting (returning, transferring) game balls (game value) to the dedicated unit 400. When the player wants to end a game, for example, he or she operates (presses) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game balls are transferred from the gaming machine to the dedicated unit 400. When game balls are transferred from the gaming machine to the dedicated unit 400, the frame control board 201 reduces the number of game values ​​by the number of game values ​​to be transferred.

[0157] (game ball cleared) As shown in FIG. 5, the frame control board 201 is provided with a game ball count clear switch 213 (game value number clear switch). The game ball count clear switch 213 is configured to be pressable. After turning off the power to the gaming machine (after powering down), an operator can turn on the power to the gaming machine (turn on the power) while pressing the game ball count clear switch 213, thereby clearing the game ball count to 0 (clearing). If the frame control board 201 detects that the game ball count clear switch 213 has been pressed (turned ON) when the gaming machine is turned on, it executes a process of setting the value of the game ball count counter 215 to 0 (game ball count clear process). Specifically, it sets the memory value of the game ball count counter 215 stored in the RAM of the frame control memory provided in the frame control board 201 to "0."

[0158] The number of game balls (value of game ball number counter 215) is not reset (initialized) by a power outage. In other words, if the power is cut off while a predetermined value (for example, 1000) is set as the number of game balls and the power is turned on again, the predetermined value (for example, 1000) is (reset) as the number of game balls.

[0159] The error control means 298 transmits a signal indicating the execution (occurrence) of the game ball count clear to the sub-control board 202 based on the fact that the game ball count clear has been executed. Based on the fact that the signal has been received (the game ball count clear process has been executed), the presentation control means 300 can execute a notification relating to the game ball count clear as shown in FIG. 14(a). Specifically, the liquid crystal display 32 displays the words "Game balls cleared H67" (H67 is an error code), and the speaker 14 outputs a voice (warning voice) saying "Game balls cleared." Note that in addition to this voice, a warning sound may also be output.

[0160] The error control means 298 determines that the cancellation condition is met based on the fact that a predetermined time (e.g., 30 seconds) has elapsed since the execution of the game ball count clear, and transmits a signal indicating the cancellation of the game ball count clear to the sub-control board 202. Based on receiving this signal, the presentation control means 300 terminates the notification related to the game ball count clear.

[0161] (Transition to ball release state) The gaming machine of this embodiment can be set to a "ball removal state" (ball removal mode). As shown in FIG. 5, the frame control board 201 is equipped with a ball removal switch 214. The ball removal switch 214 is configured to be pressable. When an operator turns on the power of the gaming machine (when turning on the power) with the ball removal switch 214 pressed, the gaming machine can transition to the ball removal state. When performing maintenance on the gaming machine, the operator can transition the gaming machine to the ball removal state and remove gaming balls (circulating balls) inside the gaming machine. When the frame control board 201 detects that the number of gaming balls is 0 and that the ball removal switch 214 is pressed (ON) when the gaming machine is powered on, the ball removal state is set.

[0162] Based on the fact that the ball-out state has been set, the error control means 298 sends a signal indicating this to the sub-control board 202. Based on receiving this signal (based on the fact that the ball-out state has been set), the performance control means 300 can issue a notification regarding the ball-out state, as shown in FIG. 14(b). Specifically, the words "ball-out state in progress" are displayed on the LCD display 32, and a warning sound (mechanical sound) is output from the speaker 14. Note that a voice message stating "ball-out state in progress" may be output in addition to or instead of the warning sound. In this embodiment, the ball-out state is released when power is cut off, and the performance control means 300 continues to issue a notification regarding the ball-out state until power is cut off.

[0163] (Notification priority) In this embodiment, it can be said that the execution of clearing the number of game balls and the setting of the ball removal state are treated in the same way (equally) as the occurrence of an error. Here, when comparing the excessive number of circulating balls error, the insufficient number of circulating balls error, and the clearing of the number of game balls during the ball removal state (setting of the ball removal state), as shown in FIG. 15, the priority (priority) of the notification during the ball removal state is the highest, followed by the priority of the notification of the excessive number of circulating balls error, then the priority of the notification of the insufficient number of circulating balls error, and the priority of the notification of the clearing of the number of game balls is the lowest. In this embodiment, if multiple errors occur at the same time, the error with the higher notification priority is notified first.

[0164] The notification during the ball removal state (second priority) continues until the power is cut off. The notification of the excessive circulating ball count error (24th in priority) continues until the error is resolved (until the resolution condition is met). The notification of the insufficient circulating ball count error (25th in priority) continues until the error is resolved (until the conditions for resolution are met). The notification regarding the clearing of the number of game balls (priority 26th) will continue until the error is resolved (until the resolution conditions are met).

[0165] When comparing the volume (loudness) of the notifications for the excessive number of circulating balls error, the insufficient number of circulating balls error, and the clearing of the game ball count during the ball removal state, the volume of the notifications for the excessive number of circulating balls error and the insufficient number of circulating balls error is the loudest (loud warning sound). Because excessive number of circulating balls error and insufficient number of circulating balls error can occur when a player cheats, the volume is set relatively high to make them easy for game parlor staff and others to notice. Furthermore, the volume of the notification during the ball removal state is the quietest (warning sound). The volume of the notification during the ball removal state is set relatively quiet because it is sufficient for the operator to know that the ball removal state has occurred. Furthermore, the volume of the notification for the clearing of the game ball count (weak warning sound) is louder than the volume of the notification during the ball removal state, but quieter than the volume of the notification for the excessive number of circulating balls error and the insufficient number of circulating balls error.

[0166] (Maintenance work) As mentioned above, gaming machines contain circulating balls, and the ball removal state is a state set when all circulating balls in the gaming machine are removed. The ball removal state is mainly set when performing maintenance work at gaming parlors (hall). For example, a worker adjusts the nails, sets a predetermined number of gaming balls, and performs test shots (fires the gaming balls). After completing the work (after inspection), the worker resets the number of gaming balls to 0, transitions to the ball removal state, removes the gaming balls, and then reinserts the specified number of gaming balls (45 balls). Note that while it is possible to remove gaming balls even in states other than the ball removal state, if the power is not turned on (not energized), balls cannot be fired and some gaming balls cannot be removed (described below). In this embodiment, transitioning to the ball removal state is necessary to remove all circulating balls without causing other errors.

[0167] Incidentally, if the power is cut off when the number of game balls is 0 (when the power is off with the number of game balls at 0), the game machine can be transitioned to the ball removal state by turning on the power while pressing the ball removal switch 214. On the other hand, if the power is cut off when the number of game balls is a value other than 0 (when the power is off with the number of game balls held at a value other than 0), the game machine cannot be transitioned to the ball removal state even if the power is turned on while pressing the ball removal switch 214. Therefore, an operator who wants to transition to the ball removal state must either press the counting button 212 while the power is on to set the number of game balls to 0 or execute a game ball count clear to set the number of game balls to 0. If the number of game balls is not "0," it can be said that transition to the ball removal state is not effective. Note that if the counting button 212 is pressed to set the number of game balls to 0, an operation to return the card is required in the dedicated unit 400. If this operation is forgotten, the player may continue playing using that card. Therefore, when the operator wants to set the number of game balls to 0, he or she executes a game ball count clear.

[0168] Next, using the flowchart shown in Fig. 16, we will explain the case where an operation to clear the number of game balls is first performed, and then an operation to transition to the ball removal state is performed (a case where a two-stage operation is performed). At the start of the flowchart shown in Fig. 16, it is assumed that adjustment of nails, etc. and test shots of game balls have been completed, and a value other than 0 has been set as the number of game balls. To clear the number of game balls, the operator first turns off the power to the gaming machine.

[0169] (Step S1) After the power supply to the gaming machine is turned off, the operator turns on the power supply to the gaming machine while pressing the gaming ball count clear switch 213 in order to clear the number of gaming balls.

[0170] (Step S2) Detects whether the power is on.

[0171] (Step S3) The frame control board 201 determines whether the game ball count clear switch 213 has been pressed. The frame control board 201 determines that the game ball count clear switch 213 has been pressed (step S3: YES), and proceeds to processing in step S4. Note that if the frame control board 201 determines that the game ball count clear switch 213 has not been pressed (step S3: NO), it does not execute game ball count clear (ends).

[0172] (Step S4) The frame control board 201 executes the game ball number clear and sets the value of the game ball number counter 215 to 0 (sets the game ball number to 0). The game ball number that was set in conjunction with the execution of the trial shot (maintenance) is cleared in this step.

[0173] (Step S5) The presentation control means 300 executes a notification (FIG. 14(a)) regarding the clearing of the game ball count. By executing this notification, the operator can understand that the game ball count has been cleared. Next, the operator turns off the power to the gaming machine to transition to the ball removal state.

[0174] In addition, even if the value of the game ball count counter 215 is 0 and the game machine is turned on while pressing the game ball count clear switch 213, the game ball count is cleared (step S4) and a notification regarding the game ball count being cleared is issued (step S5).

[0175] (Step S6) Detects that the power supply is turned off. After the power supply of the gaming machine is turned off, the operator turns on the power supply of the gaming machine while pressing the ball removal switch 214 to transition to the ball removal state.

[0176] In this embodiment, when the game ball count clear is executed based on the detection of the pressing of the game ball count clear switch 213, timing is started, and the condition for canceling the game ball count clear is met based on the elapse of a predetermined time (30 seconds) from the start of timing (if a notification is being issued, the notification for the game ball count clear is terminated). If the power is cut off in step S6 before the predetermined time (30 seconds) has elapsed since the start of timing, timing is started again from the beginning (0) when the power is next turned on (provided that the gaming machine is connected to the dedicated unit 400). If no higher priority error is detected between the time when the power is turned on and the predetermined time (30 seconds) has elapsed, a notification for the game ball count clear can be issued. In other words, if the power is cut off before a predetermined time (30 seconds) has elapsed since the number of game balls was cleared, information indicating that the number of game balls is being cleared is retained, and when this information is detected the next time the power is turned on, the number of game balls is cleared and the clock starts counting again from 0, and the condition for canceling the number of game balls clear is met based on the fact that a predetermined time (30 seconds) has elapsed since the clock started counting. On the other hand, if the power is cut off in step S6 after a predetermined time (30 seconds) has elapsed since the game ball count clear was executed (from the start of clocking), the information indicating that the game ball count clear is in progress is not retained. Therefore, the information is not detected the next time the power is turned on, and the game ball count clear is not set again (the game ball count clear notification is not executed).

[0177] (Step S7) Detects whether the power is on.

[0178] (Step S8) The frame control board 201 determines whether the ball removal switch 214 is pressed. The frame control board 201 determines that the ball removal switch 214 is pressed (step S8: YES) and proceeds to processing in step S9. Note that if the frame control board 201 determines that the ball removal switch 214 is not pressed (step S8: NO), it does not transition to the ball removal state (ends).

[0179] (Step S9) The frame control board 201 determines whether the number of game balls (value of the game ball number counter 215) is 0. Here, since the game ball number clear (step S4) is being executed, the frame control board 201 determines that the number of game balls is 0 (step S9: YES) and proceeds to the processing of step S10. Note that if the frame control board 201 determines that the number of game balls is not 0 (step S9: NO), it does not transition to the ball removal state (ends).

[0180] (Step S10) The frame control board 201 determines that the condition for transitioning to the ball removal state is met, and transitions to the ball removal state (sets the ball removal state).

[0181] (Step S11) The presentation control means 300 issues a notification (Fig. 14(b)) regarding the ball removal state. By issuing this notification, the operator is able to understand that the ball removal state has been set and can then execute the ball removal process. Once the ball removal is complete (all circulating balls have been removed), the operator turns off the power to the gaming machine to end the ball removal state. As shown in Fig. 15, the condition for releasing the ball removal state (during the ball removal state) is to shut down the power. In order to eject some of the game balls (for example, the game balls held by the launching means 821 and rectifier 820 (see FIG. 13)), it is necessary to rotate the handle (to launch the game balls) while the power is on, but after some of the game balls have been ejected, the power may be turned off first, and the game balls may be ejected while the power is off. In the ball ejection state, winnings in the start hole and the like are invalid, so even if a game ball is launched and enters the start hole, the special symbol will not start varying.

[0182] In step S11, an alarm related to the ball removal state is issued, and at this time, errors that can occur in conjunction with the ball removal state include an insufficient number of circulating balls error (associated with ball removal) and clearing of the number of game balls. However, as shown in Figure 15, even if an insufficient number of circulating balls error or clearing of the number of game balls is detected, the ball removal state has a higher priority for alarms, so the ball removal state is announced in step S11. During the ball removal state, the alarm sound is relatively quiet, and it can be said that quieter alarm sounds are output preferentially.

[0183] (Steps S12 and S13) The frame control board 201 determines whether or not a power cut (power OFF) has been performed (step S12). If the frame control board 201 determines that a power cut has been performed (step S12: YES), it executes processing related to the power cut (power cut processing) (step S13). The ball removal state ends based on the power cut. On the other hand, if the frame control board 201 determines that a power cut has not been performed (step S12: NO), it returns to step S11.

[0184] After the power is cut off in step S13, the worker inserts the specified number of game balls. The game balls used during maintenance are removed using the ball removal process described above, and after the power is cut off, game balls to be used in games (new game balls) are set in. After the insertion is complete, the worker turns on the power of the game machine to make it ready for play.

[0185] (Step S14) Detects whether the power is on.

[0186] (Steps S15 and S16) The error control means 298 determines whether the conditions for the occurrence of an excessive number of circulating balls error or an insufficient number of circulating balls error are met (step S15). If the error control means 298 determines that the conditions for the occurrence of an excessive number of circulating balls error or an insufficient number of circulating balls error are met (step S15: YES), it causes the performance control means 300 to issue a notification regarding the detected error (step S16). On the other hand, if the error control means 298 determines that neither the conditions for the occurrence of an excessive number of circulating balls error nor the conditions for the occurrence of an insufficient number of circulating balls error are met (step S15: NO), it does not issue a notification of either error (ends). In addition, in step S15, it may be determined whether information indicating that the number of game balls is being cleared is held, and if it is determined that information is held, a notification regarding the number of game balls being cleared may be executed in step S16.

[0187] If the transition to the ball removal state requires a task (step) of clearing the number of game balls and a task (step) of setting the ball removal state (if a two-step task is required), the burden on the worker increases. In other words, the workability (work efficiency) of maintenance decreases. For example, if a certain island in an amusement facility has multiple gaming machines (e.g., 20 machines) set up and the two-step task is performed on each machine, the burden on the worker increases (the time required for the task increases).

[0188] In this embodiment, even if the power is turned off with the number of game balls set to a value other than 0 (when the power is turned off with the number of game balls held at a value other than 0), the game machine can be switched to the ball removal state (a normal transition) by turning on the power while pressing both the game ball count clear switch 213 and the ball removal switch 214 (while pressing them simultaneously). In other words, the game machine can be switched to the ball removal state in one step, rather than two steps. The transition to the ball removal state based on the simultaneous pressing of the game ball count clear switch 213 and the ball removal switch 214 is referred to as a forced transition.

[0189] By enabling forced transition, workers no longer need to perform two-stage work (two processes), but can complete the work in one stage, thereby improving the workability of maintenance work.

[0190] Next, a case where a forced transition (simultaneous pressing) is executed will be described using the flowchart shown in Fig. 17. At the start of the flowchart shown in Fig. 17, it is assumed that adjustment of nails and the like and test shots of gaming balls have been completed, and a value other than 0 has been set as the number of gaming balls. To execute a forced transition, the operator first turns off the power to the gaming machine.

[0191] (Step S101) After the power supply to the gaming machine is turned off, the operator turns on the power supply to the gaming machine while simultaneously pressing the game ball count clear switch 213 and the ball removal switch 214 to execute a forced transition.

[0192] (Step S102) Detects whether the power is on.

[0193] (Step S103) The frame control board 201 determines whether the game ball count clear switch 213 is pressed and the ball removal switch 214 is pressed. In other words, it determines whether the game ball count clear switch 213 and the ball removal switch 214 are pressed simultaneously (pressed simultaneously). The frame control board 201 determines that the game ball count clear switch 213 is pressed and the ball removal switch 214 is pressed (step S103: YES), and proceeds to processing in step S104. Note that if the frame control board 201 determines that both the game ball count clear switch 213 and the ball removal switch 214 are not pressed (not pressed simultaneously) (step S103: NO), it does not execute a forced transition (ends).

[0194] (Step S104) The frame control board 201 executes a game ball count clear, sets the value of the game ball count counter 215 to 0 (first process), and transitions to a ball removal state (second process). The frame control board 201 executes a game ball count clear, sets the value of the game ball count counter 215 to 0, and then sets the ball removal state.

[0195] (Step S105) The presentation control means 300 executes a notification relating to the ball removal state (FIG. 14(b)). In the ball removal state to which the transition is made, the notification relating to the ball removal state is executed first, and the notification relating to the clearing of the number of game balls is not executed. In other words, although both the clearing of the number of game balls and the transition to the ball removal state are executed in step S104, only one of them (the transition to the ball removal state) is notified in step S105.

[0196] In addition to the clearing of the number of game balls, errors that may occur during the ball removal state in step S105 include an insufficient number of circulating balls error (associated with the ball removal). During the ball removal state, notification is given a higher priority than clearing the number of game balls or an insufficient number of circulating balls error, so the ball removal state is notified in step S105.

[0197] By receiving a notification regarding the ball removal state, the operator can understand that the ball removal state has been set and can execute (start) the ball removal process. When the ball removal is complete (when all circulating balls have been removed), the operator turns off the power to the gaming machine to end the ball removal state. As shown in Figure 15, during the ball removal state, the condition for canceling the state is to shut down the power.

[0198] (Step S106, Step S107) The frame control board 201 determines whether or not a power cut (power OFF) has been performed (step S106). If the frame control board 201 determines that a power cut has been performed (step S106: YES), it executes processing related to the power cut (power cut processing) (step S107). The ball removal state ends based on the power cut. If the frame control board 201 determines that a power cut has not been performed (step S106: NO), it returns to step S105. As a result, notification related to the ball removal state continues until a power cut is performed.

[0199] After the power is cut off in step S107, the worker inserts the specified number of game balls. The game balls used during maintenance are removed using the ball removal process described above, and after the power is cut off, game balls to be used in games (new game balls) are set in. After the insertion is complete, the worker turns on the power of the game machine to make it ready for play.

[0200] (Step S108) Detects whether the power is on.

[0201] If the power cutoff in step S107 is performed before a predetermined time (30 seconds) has elapsed since the game ball count clear switch 213 was pressed (simultaneously pressed with the ball removal switch 214) (since the game ball count clear was executed), information indicating that the game ball count clear is currently being executed is retained. On the other hand, if the power cutoff in step S107 is performed after a predetermined time (30 seconds) has elapsed since the game ball count clear switch 213 was pressed (simultaneously pressed with the ball removal switch 214) (since the game ball count clear was executed), information indicating that the game ball count clear is currently being executed is not retained.

[0202] (Step S109) The error control means 298 determines whether or not information indicating that the game ball count clear is being executed is held (step S109). If the error control means 298 determines that the information is held (step S109: YES), it proceeds to the processing of step S110. On the other hand, if the error control means 298 determines that the information is not held (step S109: NO), it proceeds to the processing of step S116.

[0203] (Step S110) The error control means 298 clears the number of game balls and starts timing.

[0204] (Step S111, Step S112, Step S113) The presentation control means 300 determines whether an error with a higher priority than clearing the number of game balls has occurred (step S111). Errors with a higher priority than clearing the number of game balls that can be detected in step S111 include an excessive number of circulating balls error and an insufficient number of circulating balls error. If the presentation control means 300 determines that an error with a higher priority than clearing the number of game balls has occurred (step S111: YES), it reports the error (step S112). If multiple such errors have occurred, it reports the one with the highest priority. On the other hand, if the presentation control means 300 determines that an error with a higher priority than clearing the number of game balls has not occurred (step S111: NO), it reports that the number of game balls has been cleared (step S113).

[0205] (Step S114, Step S115) The error control means 298 determines whether a predetermined time (30 seconds) has elapsed since the start of timing (step S114). If the error control means 298 determines that the predetermined time (30 seconds) has elapsed since the start of timing (step S114: YES), it cancels the clearing of the number of game balls (step S115). If the clearing of the number of game balls has been notified, the notification of the clearing of the number of game balls ends based on the cancellation. On the other hand, if the error control means 298 determines that the predetermined time (30 seconds) has not elapsed since the start of timing (step S114: NO), it returns to step S111.

[0206] (Steps S116 and S117) The error control means 298 determines whether the conditions for an excessive number of circulating balls error or an insufficient number of circulating balls error are met (step S116). If the error control means 298 determines that the conditions for an excessive number of circulating balls error or an insufficient number of circulating balls error are met (step S116: YES), it causes the performance control means 300 to issue a notification regarding the detected error (step S117). On the other hand, if the error control means 298 determines that neither the conditions for an excessive number of circulating balls error nor the conditions for an insufficient number of circulating balls error are met (step S116: NO), it does not issue a notification of either error (ends).

[0207] In the ball insertion operation, if the player inserts more game balls than the specified number of game balls, an excessive number of circulating balls error may be detected in step S111 (step S116), and if fewer game balls than the specified number of game balls are inserted, an insufficient number of circulating balls error may be detected in step S111 (step S116). Note that, as shown in Figure 15, the insufficient number of circulating balls error and the excessive number of circulating balls error are set to have a higher notification priority than clearing the number of game balls.

[0208] If information indicating that the number of game balls is being cleared is held in step S109 (step S109: YES), and if, after power-on, the process does not proceed to step S112 but proceeds to step S113 and a notification that the number of game balls has been cleared is issued, the operator can determine that an error of insufficient number of circulating balls or an error of excessive number of circulating balls, which have a higher notification priority than the notification of the number of game balls being cleared, have not occurred. In other words, through the execution of a notification related to the number of game balls being cleared, the player can confirm that there is no excess (excess) or shortage (over or under) of game balls (circulating balls) after the ball insertion operation (that the specified number of balls has been set correctly).

[0209] In step S104, both the game ball count clearing process and the process of transitioning to the ball removal state are executed, but in step S105, only the notification (the notification with the higher priority) related to one of the processes (transitioning to the ball removal state) is executed. In other words, the execution of the notification related to the game ball count clearing, which has a lower priority, can be avoided. Therefore, in the ball removal state, notifications related to both processes are executed, which can prevent the operator from feeling that they are noisy (feeling uncomfortable). Also, as described above, the volume of the notification related to the ball removal state is set lower than the volume of the notification related to the game ball count clearing. Therefore, in the ball removal state, the notification with the lower volume is executed. This further prevents the operator from feeling that they are noisy.

[0210] Although not shown in the figures, if the power is turned on in step S108 while the game ball count clear switch 213 and the ball removal switch 214 are simultaneously pressed, the processing of step S104 will be executed again. That is, even if the value of the game ball count counter 215 is 0, the game ball count is cleared, the value of the game ball count counter 215 is set to 0, and the ball removal state is set.

[0211] The gaming machine of this embodiment is A gaming machine capable of circulating gaming balls inside, A control means (frame control board 201) capable of setting a ball removal state for removing the enclosed game balls; A ball removal switch (ball removal switch 214) that is operated when setting the ball removal state; a game value counter whose value is updated based on the awarding of game values; A game value number clear switch (game ball number clear switch 213) that is operated when the value of the game value number counter is set to 0; A performance control means (performance control means 300) for controlling the execution of the notification, When the value of the game value counter is 0 and the power is OFF, if the power is turned ON while pressing the ball removal switch, the ball removal state is set, When the value of the game value counter is a value other than 0 and the power is OFF, if the power is turned ON while pressing the game value number clear switch, the value of the game value counter becomes 0, When the value of the game value counter is a value other than 0 and the power is OFF, if the power is turned ON while pressing the ball removal switch, the ball removal state is not set, When the value of the game value counter is a value other than 0 and the power is OFF, and the power is turned ON while both the ball removal switch and the game value number clear switch are pressed, the ball removal state is set.

[0212] If the value of the game value number counter is 0, the ball removal state can be set by turning the power on while pressing the ball removal switch, but if the value of the game value number counter is a value other than 0, the ball removal state cannot be set even if the power is turned on while pressing the ball removal switch.If the value of the game value number counter is a value other than 0, the ball removal state can be set by turning the power on while pressing the game value number clear switch, setting the value of the game value number counter to 0, then turning the power off, and turning the power on while pressing the ball removal switch, but in this case, two steps are required, making it less easy to work (and putting a heavy burden on the operator). In this embodiment, even if the value of the game value counter is a value other than 0, the ball removal state can be set by turning on the power while pressing both the ball removal switch and the game value number clear switch. In other words, the ball removal state can be set in a single operation. This improves workability and reduces the burden on the operator.

[0213] In addition, the gaming machine of this embodiment has When the value of the game value counter is a value other than 0 and the power is OFF, and the power is turned ON while pressing both the ball removal switch and the game value number clear switch, a first process for setting the value of the game value counter to 0 and a second process for setting the ball removal state are executed, and the ball removal state is set; In the ball discharge state, the notification based on the execution of the second process is executed, but the notification based on the execution of the first process is not executed.

[0214] In the ball removal state, only the notification based on the execution of the second process is executed, which reduces the worker's feeling of annoyance (discomfort) compared to when both the notification based on the execution of the first process and the notification based on the execution of the second process are executed in the ball removal state.

[0215] In addition, the gaming machine of this embodiment has The volume of the notification based on the execution of the second process is set lower than the volume of the notification based on the execution of the first process.

[0216] In the ball removal state, the notification with a lower volume (the notification based on the execution of the second process) is executed, so that the worker can be prevented from feeling that it is too loud (feeling uncomfortable).

[0217] In addition, the gaming machine of this embodiment has If the power is cut off after a predetermined time has elapsed since the first process was executed, the next time the power is turned on, a notification based on the execution of the first process will not be executed.

[0218] If the power is interrupted after a predetermined time has elapsed since the first process was executed, the notification based on the execution of the first process will not be executed the next time the power is turned on. Therefore, the notification will be executed when the power is restored after the interruption, which can prevent the operator from being surprised.

[0219] In addition, the gaming machine of this embodiment has If the power is cut off before a predetermined time has elapsed since the first process was executed, a notification based on the execution of the first process can be executed when the power is next turned on, The notification based on the execution of the first process is set to have a lower notification priority than the notification of an excessive circulating ball count error related to an excessive number of circulating balls and the notification of an insufficient circulating ball count error related to an insufficient number of circulating balls.

[0220] If the power is interrupted before a predetermined time has elapsed since the first process was executed, a notification based on the execution of the first process may be issued the next time the power is turned on. If the notification is issued when the power is restored, the operator can understand that an excessive circulating ball count error or an insufficient circulating ball count error, which have higher priority than the notification, have not occurred.

[0221] (Second embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of this embodiment has the same configuration as the gaming machine of the first embodiment. Therefore, the description of the same configuration as the first embodiment will be omitted or simplified.

[0222] The RAM of the frame control memory of the frame control board 201 is provided with a MY counter. The frame control board 201 controls the stored value of the MY counter. After power is turned on, the frame control board 201 updates the stored value of the MY counter based on the maximum difference in the number of balls in the game value (MY: the increase in the game value from the point when the game value was reduced the most after power was turned on). The stored value of the MY counter is updated based on the value related to the acquisition of game value (prize balls) and the value related to the use of game value. The stored value of the MY counter is reset to "0" when a power outage occurs (recovery from a power outage).

[0223] The main control board 200 manages whether to activate the complete function based on the value stored in the MY counter. The main control board 200 can activate the complete function when the value stored in the MY counter reaches or exceeds a specific value of 95,000 (when the specific value is reached). When the main control board 200 determines to activate the complete function, it transitions the gaming machine to a state in which game play cannot proceed (a game restriction state, a game stop state), and sends a command indicating the activation of the complete function to the sub-control board 202. Based on receiving this command, the presentation control means 300 can execute a presentation to notify the user that the complete function is in operation. The main control board 200 also cancels the activation of the complete function based on the execution of a RAM clear (power interruption recovery accompanied by a RAM clear) as a reset operation (cancellation operation).

[0224] The gaming machine of this embodiment can transition to the ball removal state during normal play without turning off the power of the gaming machine. Using the flowchart shown in Figure 18, we will explain how to transition to the ball removal state when the power of the gaming machine is on.

[0225] (Step S201) The frame control board 201 determines whether the ball eject switch 214 has been pressed (pressed and held) for a predetermined time (e.g., 5 seconds). If the frame control board 201 determines that the ball eject switch 214 has been pressed for the predetermined time (step S201: YES), it proceeds to processing in step S202. On the other hand, if the frame control board 201 does not determine that the ball eject switch 214 has been pressed for the predetermined time (step S201: NO), it ends the processing.

[0226] Here, the period from when the gaming machine is turned on until a predetermined time (for example, 60 seconds) has elapsed is referred to as the initial period. The initial period can be said to be the period immediately after the power is turned on. Furthermore, the period during which the gaming machine is turned on, excluding the initial period (the period other than immediately after the power is turned on), may be referred to as the specific period (during normal play).

[0227] (Step S202) The frame control board 201 determines whether or not it is a specific period. If it is determined that it is a specific period (step S202: YES), the frame control board 201 proceeds to the processing of step S203. On the other hand, if it is determined that it is not a specific period (step S202: NO), the frame control board 201 ends the processing.

[0228] (Step S203) The frame control board 201 sets the ball removal state (ball removal state during play) (transitions to the ball removal state). In this embodiment, it is possible to transition to the ball removal state without setting the number of game balls (held balls) to 0 (even if the number of game balls is a value other than 0).

[0229] (Step S204) The presentation control means 300 issues a notification regarding the ball removal state (Fig. 14(b)). By issuing a notification regarding the ball removal state, the operator can understand that the ball removal state has been set and can execute (start) the ball removal process. When the ball removal is complete (when all circulating balls have been removed), the operator turns off the power to the gaming machine to end the ball removal state. The condition for releasing the ball removal state (during the ball removal state) is to shut down the power. During play, a game ball may get stuck on the game board 6 (board surface) (a game ball may get stuck between the board surface and the glass), causing a clumping state that makes normal gameplay impossible. If the inner frame 7 (glass door) is opened in this state, game balls may spill toward the player (the front side) (falling onto the floor of the amusement facility, etc.). Even if the game balls are picked up and collected, it is difficult to accurately determine whether all of them have been collected. Therefore, if many game balls have spilled, rather than collecting the spilled game balls and replacing them, it is better to remove all game balls at once (ball removal) and then replace the specified number (45 balls) (total replacement), which shortens the work time and ensures an accurate count of the game balls in the game machine. By enabling the game machine to transition to the ball removal state without turning off the power during play, work efficiency is improved and the number of game balls can be easily managed.

[0230] (Step S205, Step S206) The frame control board 201 determines whether or not a power cut (power OFF) has been performed (step S205). If the frame control board 201 determines that a power cut has been performed (step S205: YES), it executes processing related to the power cut (power cut processing) (step S206). The ball removal state ends based on the power cut. On the other hand, if the frame control board 201 determines that a power cut has not been performed (step S205: NO), it returns to step S204.

[0231] After the power is cut off in step S206, the operator inserts a specified number of game balls. The game balls that were in use are removed using the ball removal process described above, and after the power is cut off, new game balls to be used in the game are set. After the insertion is complete, the operator turns on the power of the game machine to make it ready for play.

[0232] (Step S207) Detects whether the power is on.

[0233] In this embodiment, even after the power is turned off in step S206 and the power is restored in step S207, the value of the game ball number counter 215 (held ball management data) is not reset.

[0234] Furthermore, in this embodiment, the value of the MY counter (difference ball management data) is not reset even after the power is interrupted in step S206 and the power is restored in step S207. The value of the MY counter is reset based on a power interruption, but if the power is interrupted in the ball removal state that has been entered during normal gameplay, the value of the MY counter is not reset. If the value of the MY counter is reset based on a power interruption when the game enters the ball removal state during normal gameplay, there is a risk that the ball output performance of the gaming machine will be excessive if the power is subsequently restored and gameplay is resumed and continued. In this embodiment, the value of the MY counter is not reset based on a power interruption when the power is interrupted in the ball removal state that has been entered during normal gameplay, so this problem can be prevented.

[0235] Furthermore, even if a game ball is shot in the above-mentioned ball removal state (ball removal state during play), the number of game balls (held balls) is not reduced based on this. In other words, when a game ball is shot in the ball removal state (ball removal state during play), the value (held balls) of the game ball number counter 215 is not reduced based on this. Therefore, the number of game balls (held balls) of the player is not reduced based on the execution of the ball removal operation. Furthermore, when a game ball is shot in the ball removal state (ball removal state during play), the value of the MY counter is not changed based on this.

[0236] (Step S208, Step S209) The error control means 298 determines whether the conditions for the occurrence of an excessive number of circulating balls error or an insufficient number of circulating balls error are met (step S208). If the error control means 298 determines that the conditions for the occurrence of an excessive number of circulating balls error or an insufficient number of circulating balls error are met (step S208: YES), it causes the performance control means 300 to issue a notification regarding the detected error (step S209). On the other hand, if the error control means 298 determines that neither the conditions for the occurrence of an excessive number of circulating balls error nor the conditions for the occurrence of an insufficient number of circulating balls error are met (step S208: NO), it does not issue a notification of either error (ends).

[0237] (Third embodiment) Next, a third embodiment of the present invention will be described. The gaming machine of this embodiment has the same configuration as the gaming machine of the first embodiment. Therefore, the description of the same configuration as the first embodiment will be omitted or simplified.

[0238] (Number of balls cleared) After turning off the power to the gaming machine 1 (after power is cut off), the operator can turn on the power to the gaming machine 1 (turn on the power) while pressing the game ball count clear switch 213, thereby clearing the game ball count and resetting (clearing) the game ball count to 0. If the frame control board 201 detects that the game ball count clear switch 213 is pressed (ON) when the gaming machine 1 is powered on, it executes a process (game ball count clear process) to reset the value of the game ball count counter 215 (game value counter) to 0. Specifically, the value stored in the game ball count counter 215 in the RAM of the frame control memory provided in the frame control board 201 is set to "0." In addition, the frame control board 201 transmits information (command) indicating the execution of the game ball count clear to the main control board 200. The game ball count clear is treated as an error. In addition, the value of the game ball count counter 215 is not cleared (does not become 0) if the power is cut off and the power to the game machine 1 is turned on without pressing the game ball count clear switch 213.

[0239] When the error control means 298 receives the information and detects that the number of game balls has been cleared, it sets a game ball count clear flag in the main memory 290 (sets the flag to the ON state) and sends a signal indicating that the number of game balls has been cleared (game ball count clear detection signal) to the sub-control board 202.

[0240] The presentation control means 300 can execute a notification relating to the clearing of the number of game balls, as shown in Fig. 14(a), based on the reception of the game ball count clear detection signal (the execution of the game ball count clear process). Specifically, the presentation control means 300 displays the text "Game balls cleared H67" (H67 is an error code) on the liquid crystal display 32, and outputs a voice (warning voice) saying "Game balls cleared" from the speaker 14. Note that a warning sound may be output in addition to the voice.

[0241] The error control means 298 is equipped with a timer (timing means), and when a predetermined time (30 seconds) has elapsed, it determines that the cancellation condition has been met, clears the game ball count clear flag (sets it to the OFF state), and sends a signal indicating the cancellation of the game ball count clear (game ball count clear cancellation signal) to the sub-control board 202. Upon receiving the game ball count clear cancellation signal, the presentation control means 300 terminates the notification regarding the game ball count clear. The game ball count clear is basically notified for a predetermined time (30 seconds).

[0242] (Transition to ball release state) When an operator turns on the power of the gaming machine 1 (turns on the power) while the ball removal switch 214 is pressed, the gaming machine 1 can transition to the ball removal state. When performing maintenance on the gaming machine, the operator can transition the gaming machine 1 to the ball removal state and remove the gaming balls (circulating balls) inside the gaming machine 1. When the gaming machine 1 is powered on, if the frame control board 201 detects that the number of gaming balls (value of the gaming ball number counter 215) is 0 and that the ball removal switch 214 is pressed (ON), the frame control board 201 determines that the condition for transitioning to the ball removal state is met and sends information (command) to the main control board 200 instructing a transition to the ball removal state. The ball removal state is treated as an error.

[0243] When the error control means 298 receives the information, it sets the ball removal state flag in the main memory 290 (sets the flag to ON), transitions to the ball removal state, and sends a signal indicating the setting of the ball removal state (ball removal state setting signal) to the sub-control board 202.

[0244] Upon receiving the ball removal state setting signal (the ball removal state being set), the performance control means 300 can issue a notification relating to the ball removal state, as shown in Figure 14(b). Specifically, the display means 300 displays the words "In ball removal state" on the liquid crystal display 32 and outputs a warning sound (mechanical sound) from the speaker 14. Note that in addition to or instead of the warning sound, a voice message saying "In ball removal state" may be output.

[0245] The error control means 298 determines that the condition for terminating the ball removal state is met based on the fact that power has been cut off, clears the ball removal state flag (sets it to OFF state), and ends the ball removal state. Also, the performance control means 300 terminates the notification related to the ball removal state based on the fact that power has been cut off. In other words, the ball removal state (notification related to the ball removal state) is configured to continue until power is cut off.

[0246] In this embodiment, there are two methods shown in FIG. 19 as a method for setting the ball removal state of the gaming machine 1 (transitioning to the ball removal state).

[0247] (First method) First, the number of game balls (value of the game ball number counter 215) is set to 0. Methods for setting the number of game balls to 0 include executing the above-mentioned game ball number clear, operating the counting button 212 (executing the counting process) until the number of game balls (number of held balls) becomes 0, and firing game balls until the number of game balls (number of held balls) becomes 0. Next, the gaming machine 1 is turned off (power is turned off). Next, the gaming machine 1 is powered on (powered ON) while pressing the ball removal switch 214. When the gaming machine 1 is powered on, the number of game balls is 0 and the ball removal switch 214 is pressed, so the ball removal state is set.

[0248] (Second method) First, the number of game balls (value of the game ball number counter 215) is set to 0. Methods for setting the number of game balls to 0 include executing the above-mentioned game ball number clear, operating the counting button 212 (executing the counting process) until the number of game balls (number of held balls) becomes 0, and firing game balls until the number of game balls (number of held balls) becomes 0. Next, the ball removal switch 214 is operated (a specific operation). Specifically, the specific operation is, for example, pressing (holding down) the ball removal switch 214 for a certain period of time (e.g., 3 seconds). When the frame control board 201 detects that the ball removal switch 214 has been in the ON state for a certain period of time (e.g., 3 seconds), it determines that the conditions for transitioning to the ball removal state are met and sends information (a command) instructing transition to the ball removal state to the main control board 200. Upon receiving this information, the error control means 298 sets a ball removal state flag in the main memory 290 (sets the flag to the ON state), transitioning to the ball removal state. In the second method, when the counting button 212 is operated or a game ball is released to set the number of game balls to 0, there is no need to turn the power OFF and then ON again to set the ball removal state.

[0249] In addition, whether the first method or the second method is used, a power outage (power cut) is required to end the ball removal state and transition (return) from the ball removal state to a normal playable state (referred to as a playable state).

[0250] In the first method, if clearing the number of game balls is selected to set the number of game balls to 0, one power interruption is required to clear the number of game balls, then one power interruption is required to set the ball removal state, and then one power interruption is required to transition to the playable state. According to the first method, there is a possibility of performing up to three power interruptions.

[0251] In the second method, when the user selects to press the count button 212 to set the number of game balls to 0 (or selects to release game balls), there is no need to shut down the power, and there is no need to shut down the power to set the ball removal state, and one power interruption is required to transition from the ball removal state to the playable state. According to the second method, at least one power interruption is sufficient.

[0252] When a game ball is launched in the ball-removed state, the number of game balls (number of balls held) is not reduced by the launch. Furthermore, in the ball-removed state, winning entries in the starting slot and other slots are invalid. If the game were configured to transition from the ball-removed state to the playable state without a power outage, a special situation could occur in which a game ball launched in the ball-removed state transitions to the playable state while moving across the game board 6 (play area 4), and the game ball enters an active starting slot (winning slot) (a special symbol lottery is executed). In other words, the player could potentially gain an unfair (illegal) advantage. When the power is restored after a power outage, the startup process takes time (it takes time to become playable). Therefore, the possibility of a game ball launched in the ball-removed state entering a starting slot or other slot after the power is restored (in the playable state) is extremely low. Therefore, to prevent this special situation from occurring, a power outage is required to transition from the ball-removed state to the playable state. This prevents players from receiving unfair benefits.

[0253] The gaming machine 1 is equipped with a power switch. When the power switch is turned on, the power is turned on and a startup process is executed. Also, as shown in FIG. 2, a dedicated unit 400 is connected to the gaming machine 1. The dedicated unit 400 has a receiving unit and is capable of receiving signals transmitted from a remote control. The remote control is held by an operator or the like. When the dedicated unit 400 receives a power-on signal from the remote control, the power is turned on and a startup process is executed. Note that the dedicated unit 400 may also be equipped with a power switch that can be manually turned on / off.

[0254] The gaming machine 1 is equipped with a frame control board 201 (FIG. 5). The dedicated unit 400 is also equipped with a specific board (not shown). The frame control board 201 and the specific board are capable of communication (commands can be sent and received). When the startup process is completed, the dedicated unit 400 (specific board) transmits a VL signal (connection signal) to the frame control board 201 (turns the VL signal ON). Furthermore, based on receiving the VL signal, the frame control board 201 transmits a command to the specific board at a predetermined period (e.g., 300 ms). Furthermore, the specific board can transmit a command including response information to the command to the frame control board 201.

[0255] (Dedicated unit error) Incidentally, when the power of the gaming machine 1 is ON and the power of the dedicated unit 400 (specific unit) is ON, if the power of the gaming machine 1 is turned OFF (power is interrupted), the dedicated unit 400 will enter an error state because it will not be able to receive commands from the gaming machine 1 (communication with the gaming machine 1 will be cut off). When the dedicated unit 400 enters an error state, the error will be notified in the dedicated unit 400 until a release operation is performed. For example, as shown in FIG. 20, error information (error code) will be displayed in red on the display unit (liquid crystal portion) of the dedicated unit 400 and will flash.

[0256] To release the error state of the dedicated unit 400, first, the power of the gaming machine 1 is turned on. Next, the remote control is operated (to perform the error release operation) to send an error release signal to the dedicated unit 400. When the dedicated unit 400 receives the error release signal, it determines whether or not communication with the gaming machine 1 is possible, and if it determines that communication is possible, it releases the error state.

[0257] As described above, the first method requires a maximum of three power interruptions. In each of the three power interruptions, the dedicated unit 400 is powered on and the gaming machine 1 is powered off. This causes the dedicated unit 400 to enter an error state each time, and the operator must reset the error state. This is time-consuming and increases the workload.

[0258] On the other hand, the second method requires only one power outage, which reduces the number of operations required to clear the error state of the dedicated unit 400. In other words, it saves time and reduces the workload.

[0259] (Transition to ball removal state when the gaming machine is powered on) According to the second method, the gaming machine 1 can transition to the ball removal state by pressing and holding the ball removal switch 214 without turning off the power (while the power is still on). As shown in Fig. 8, the gaming machine 1 has a normal state, a slight time-saving state, a special gaming state (small win gaming state), and a time-saving state. In this embodiment, regardless of which gaming state the gaming machine 1 is in (regardless of the gaming state), the gaming machine can transition to the ball removal state by pressing and holding the ball removal switch 214.

[0260] After transitioning to the ball removal state, if the power is cut off and then turned back on, the game becomes playable, but in this case, the game state that existed before transitioning to the ball removal state is restored. In this embodiment, information about the game state that existed before transitioning to the ball removal state is retained across power cuts. For example, if transitioning to the ball removal state in the time-saving state occurs, the game will transition back to the time-saving state after power is restored, and the time-saving state will resume according to the number of remaining time-saving times. In addition, in the case where a special state is provided as a game state in which the probability of winning in the special pattern lottery is set higher than in other game states (normal state, slight time-saving state, time-saving state), if a transition occurs to a ball-pulling state in the special state, the state may transition back to the special state after the power is restored, and the special state may be resumed.

[0261] (Variation) The frame control board 201 determines that the condition for transitioning to the ball removal state is met based on detecting a long press of the ball removal switch 214 (ON state for a certain period of time (e.g., 3 seconds)), and sends information (command) instructing a transition to the ball removal state to the main control board 200. However, even when a long press of the ball removal switch 214 is detected, there may be cases where it does not determine that the condition for transitioning to the ball removal state is met. In other words, the frame control board 201 may determine that the condition for transitioning to the ball removal state is met when it detects a long press of the ball removal switch 214 and other conditions are met. The frame control board 201 may also determine that the condition for transitioning to the ball removal state is met when it detects a long press of the ball removal switch 214 and the game state at the time of detection is a predetermined state.

[0262] The main control board 200 transmits information (commands) indicating the current game state to the frame control board 201. The frame control board 201 can determine the current game state based on this information. When the frame control board 201 detects a long press of the ball removal switch 214 and the game state at the time of detection is a predetermined state, it determines that the condition for transitioning to the ball removal state has been met.

[0263] As described above, the normal state and the slight time-saving state are gaming states in which left-handed hits (first gaming method) are more advantageous than right-handed hits (second gaming method), and can be called the left-handed hit gaming state (first state). The time-saving state is also a gaming state in which right-handed hits (second gaming method) are more advantageous than left-handed hits (first gaming method). The time-saving state has a higher probability of transitioning to the special gaming state than the first state, making it an advantageous state (advantageous state) for the player. The special gaming state is also an advantageous state (advantageous state) for the player because it allows the player to win many prize balls by landing the gaming ball in the big prize slot 50. The advantageous state may also be called the "second state," which is more advantageous than the first state.

[0264] In addition, when a probability variable state (high probability state) in which the probability of winning in the special symbol lottery is set relatively high is provided, the probability variable state can be said to be an advantageous state (advantageous state) for the player. The left-hand play state (first state) can also be said to be a play state that does not include an advantageous state (second state).

[0265] (Can be transitioned in left-handed play mode) The frame control board 201 may determine that the condition for transitioning to the ball removal state has been met when it detects a long press of the ball removal switch 214 and the gaming state at the time of the detection is a left-hand hitting gaming state. In other words, in a gaming state (advantageous state) other than the left-hand hitting gaming state, even if the ball removal switch 214 is pressed and held, the state may not transition to the ball removal state.

[0266] Regardless of the game state before the transition to the ball removal state, the power may be interrupted to end the ball removal state, and when the power is restored from the interruption, the game may transition to a left-hand play state (for example, a slightly time-saving state). In this case, if the game transitions to the ball removal state while remaining in an advantageous state, the power is interrupted, and the game is restored from the interruption, the player will not be able to return to the advantageous state, and the player will miss an opportunity to play in the advantageous state (the player will be dissatisfied). Therefore, by configuring the game so that the game does not transition to the ball removal state even if the ball removal switch 214 is pressed and held in a game state other than the left-hand play state (advantageous state), the problem of missing an opportunity to play in an advantageous state (the player will be dissatisfied) can be prevented.

[0267] (Can be transitioned in the short time state) As described above, the normal state (C time) transitions to the time-shortened state when "Jackpot 1" is won in the first special symbol lottery, when "Jackpot 2" is won in the first special symbol lottery, or when "C time-shortened 2" is won in the first special symbol lottery. In contrast, the minute time-shortened state transitions to the time-shortened state when "Jackpot 1" is won in the first special symbol lottery, or when "Jackpot 2" is won in the first special symbol lottery. For this reason, the normal state has a higher probability of transitioning to the time-shortened state than the minute time-shortened state, which is advantageous to the player. In other words, the normal state may be considered an advantageous state.

[0268] The frame control board 201 may determine that the condition for transitioning to the ball removal state has been met when it detects a long press of the ball removal switch 214 and the game state at the time of the detection is the minute time-shortening state. In other words, in a game state (advantageous state) other than the minute time-shortening state, even if the ball removal switch 214 is pressed and held, the game state may not transition to the ball removal state.

[0269] The normal state and the short-time-saving state differ in the control of the operation of the normal device 54. In the short-time-saving state, the opening time of the normal device 54 (the time during which the normal device 54 is open) is set slightly longer than in the normal state. The short-time-saving state may be one in which one or more of the winning probability of the normal symbol lottery, the normal symbol variation time, or the opening time of the normal device 54 is different from that of the normal state. For example, the winning probability of the normal symbol lottery and the opening time of the normal device 54 may be the same in the short-time-saving state and the normal state, but the normal symbol variation time may be different.

[0270] (Transition is possible during the demo performance) In the gaming machine 1, if a state in which the player is not playing continues for a predetermined time (for example, one minute) (i.e., at a predetermined timing after the end of the game), a demo effect can be executed. In other words, when the effect control means 300 determines that the demo transition condition is met, it executes a demo effect (causes the effect device to execute a demo effect). For example, the effect control means 300 determines that the demo transition condition is met based on the fact that no operation, etc. is performed on the operation means of the gaming machine 1 for a certain time (for example, one minute) (a certain time has passed without any operation, etc. being performed on the operation means of the gaming machine 1), and executes a demo effect.

[0271] The demo effect can be referred to as an effect executed during standby, an effect that notifies that a game is being played, etc. Furthermore, the main control board 200 may be configured to transmit information instructing the execution of a demo effect to the sub-control board 202 when it is determined that a demo transition condition has been met because no operation has been performed for a certain period of time, and the effect control means 300 executes the demo effect based on the reception of the information.

[0272] The demo effect is ended based on an operation being performed on the operation means of the gaming machine 1. When the effect control means 300 detects that an operation has been performed on the operation means of the gaming machine 1, it ends the demo effect.

[0273] The effect control means 300 displays, for example, a demo display T shown in FIG. 21 on the liquid crystal display 32 as a demo effect. The demo display T includes a demo image TM. The demo image TM is designed to attract the player's interest, and is, for example, a movie of a predetermined duration (e.g., about one minute) introducing characters. While the demo effect is being executed, the movie may be displayed in a loop. Furthermore, the demo image TM is not limited to a moving image, but may also be a still image. The demo display T includes a display TS related to the game. As shown in FIG. 1, the front frame 10 is provided with an effect button 26. In addition to the effect button 26, various buttons (buttons related to effect setting), such as a cross key, a volume control button, and a light intensity control button, are also provided. In FIG. 21, as the display TS related to the game, an image TS1 simulating the effect button 26, an image TS2 simulating the cross key, an image TS3 simulating the volume control button, and an image TS4 simulating the light intensity control button are displayed.

[0274] The performance control means 300 may turn on (or turn off) the lighting devices (front frame lamps 12 and lighting devices 28) in a predetermined pattern (demo pattern) as a demonstration performance. The performance control means 300 may also output (or mute) a predetermined sound (demo performance sound) from the speaker 14 as a demonstration performance.

[0275] The frame control board 201 may detect a long press of the ball removal switch 214 and determine that the condition for transitioning to the ball removal state has been met if the demo transition condition is met (a demo effect is being executed) at the time of the detection. In other words, if a demo effect is being executed regardless of the gaming state, it may be possible to transition to the ball removal state based on a long press of the ball removal switch 214.

[0276] In a game state (advantageous state) other than the left-hand hitting game state, if the ball removal switch 214 is configured not to transition to the ball removal state even if it is pressed and held down, the game may be configured to transition to the ball removal state based on the ball removal switch 214 being pressed and held down even in an advantageous state if a demo performance is in progress.

[0277] (Transition is not possible while the special pattern is changing) The frame control board 201 can receive information related to the change of the special symbol from the main control board 200. If the special symbol is changing (displaying a change) when the frame control board 201 detects a long press of the ball removal switch 214, the frame control board 201 may not determine that the condition for transitioning to the ball removal state has been met, but may wait for the change to stop and, based on the change having stopped (confirmed), determine that the condition for transitioning to the ball removal state has been met. If the special symbol can be transitioned to the ball removal state even while it is changing, it is necessary to memorize the transition to the ball removal state during the change and resume the change based on the stored data after the ball removal state ends (after power is restored). However, this configuration complicates processing. Furthermore, if the data is not stored correctly, a situation may arise in which the change cannot be resumed when power is restored. Therefore, by preventing the transition to the ball removal state while the special symbol is changing, such a problem can be prevented.

[0278] (Transfer is not possible if there are any pending changes) The frame control board 201 can receive information about reserved balls from the main control board 200. If there are reserved balls (one or more reserved balls) when the frame control board 201 detects a long press of the ball removal switch 214, the frame control board 201 may not determine that the conditions for transitioning to the ball removal state have been met, but may wait for the reserved balls to be consumed, execute a special symbol lottery based on all reserved balls, and determine that the conditions for transitioning to the ball removal state have been met when the special symbol for the final special symbol lottery has stopped fluctuating. To enable transition to the ball removal state even when there are reserved balls, it is necessary to store the number of reserved balls before transitioning to the ball removal state and resume play (execute the special symbol lottery) based on the stored number of reserved balls after the ball removal state ends (after power is restored). However, this configuration complicates processing. Furthermore, if the data is not stored correctly, a situation may arise in which the opportunity to draw the special symbol after power is restored is missed. Therefore, by not transitioning to the ball removal state when there are reserved balls, such problems can be prevented.

[0279] (security signal) The gaming machine 1 can transmit external signals to an external device via the frame control board 201 and the dedicated unit 400 (specific board). An example of an external device is a hall computer that centrally manages the gaming machines installed in the gaming parlor. The external signal can be said to be a signal that notifies the status of the gaming machine 1, and includes a security signal. The hall computer monitors the gaming machine 1 for any abnormalities based on the received external signal.

[0280] As described above, the error control means 298 sets the ball removal state flag in the main memory 290 (sets the flag to the ON state) and transitions the gaming machine 1 to the ball removal state based on the frame control board 201 determining that the condition for transitioning to the ball removal state has been met. The error control means 298 may output a security signal (a signal that is output when there is a possibility of cheating) based on the flag being set (while the flag is in the ON state). By outputting the security signal while the gaming machine 1 is in the ball removal state, it becomes difficult to transition the gaming machine 1 to the ball removal state and commit cheating. In other words, the cheating prevention capabilities of the gaming machine 1 can be improved.

[0281] (Complete function) The main memory 290 of the main control board 200 is provided with an MY counter (not shown). After power is turned on, the frame control board 201 updates the stored value of the MY counter based on the maximum difference in the number of balls in the game value (MY: the increase in the game value from the point when the game value was most decreased after power was turned on). The stored value of the MY counter (specific counter) is updated based on the value related to the use of the game value (the number of game values ​​shot into the game area) and the value related to the acquisition of the game value (prize balls, the number of game values ​​paid out). Note that if a game ball is shot in the ball-out state, the value of the MY counter is not updated based on the shot.

[0282] The main control board 200 manages whether or not to activate the complete function based on the value of the MY counter. When the value of the MY counter reaches a predetermined value of "95000" or more (when the predetermined value is reached), the main control board 200 determines that the activation conditions for the complete function are met, sets a complete function activation flag in the main memory 290 (turns the flag to the ON state), and activates the complete function. When the complete function is activated, the gaming machine enters a state in which game play cannot proceed (a game restriction state, a game stop state), and the progress of the game, such as the special symbol lottery, is restricted.

[0283] The main control board 200 sets the complete function activation flag and transmits information (commands) indicating the activation of the complete function to the sub-control board 202. Based on receiving this information, the presentation control means 300 executes a presentation (complete function activation presentation) to notify the user that the complete function is activated. As shown in FIG. 22 , in this presentation, for example, the words "Complete function activated" (white text) and "Daily payout limit reached. Play ends today" (white text) are displayed on the LCD display 32 against a black background, and a voice message stating "Daily payout limit reached. Play ends today" is output from the speaker 14. When the complete function is activated, the currently executing presentation is interrupted and the complete function activation presentation is executed. The activation of the complete function (complete function activation presentation) is canceled (ended) when the power is turned off and the RAM clear switch is pressed and the power is turned on again.

[0284] The value of the MY counter may be configured to be reset to "0" upon a power outage.

[0285] Furthermore, the gaming machine 1 may be configured so that the value of the MY counter is not reset when the power is turned on and the game machine 1 transitions to a ball-removal state using the second method, and then a power interruption occurs to transition from the ball-removal state to a playable state. If the value of the MY counter is reset when the power is restored and gameplay resumes, a problem may arise in which the complete function does not activate even when the MY counter value reaches "95000" or greater, which is the time when the complete function should activate. In other words, there is a risk that the ball-dispensing performance of the gaming machine may be excessive. Therefore, by preventing the value of the MY counter from being reset when the power is interrupted, such a problem can be prevented.

[0286] The gaming machine of this embodiment is A gaming machine capable of circulating gaming balls inside, A control means (frame control board 201) for controlling the transition to a ball removal state for removing the enclosed game balls; A ball removal switch (ball removal switch 214) that is operated when transitioning to the ball removal state; A game value counter (game ball number counter 215) capable of storing the number of game values ​​that can be used for games, When the power of the gaming machine is ON and the value of the gaming value counter is 0, the game machine can transition to the ball removal state based on a specific operation of the ball removal switch.

[0287] Since the game machine can be switched to the ball removal state while the power is still on, the convenience of the operation can be improved. Furthermore, if the gaming machine cannot be transitioned to the ball removal state unless the power is turned on while the ball removal switch is being operated, after the power is turned on, the player must wait while the startup process of the gaming machine is being performed (for example, approximately 10 seconds). In other words, the waiting time is long. According to this embodiment, the waiting time after powering on can be eliminated, and a smooth transition to the ball removal state can be achieved. Furthermore, if the gaming machine cannot be put into the ball removal state unless the power is turned on while the ball removal switch is being operated, i.e., if the power to the gaming machine needs to be turned off, an error occurs in a specific unit that can communicate with the gaming machine, and an operation is required to clear the error. According to this embodiment, the occurrence of such an error can be prevented, and the workload can be reduced.

[0288] In addition, in the gaming machine of this embodiment, The specific operation is to press the ball removal switch for a certain period of time.

[0289] To transition to the ball removal state, the ball removal switch must be pressed for a certain period of time (for example, 3 seconds). Therefore, a short press, such as an unintentional touch with a finger, will not transition to the ball removal state. This prevents the system from transitioning to the ball removal state due to an incorrect operation.

[0290] In addition, in the gaming machine of this embodiment, A state transition control means (game state transition control means 250) is provided to control the transition of a game state between a plurality of game states including a first state and a second state that is more advantageous than the first state, In the first state, playing a game using the first game method is more advantageous than playing a game using the second game method, In the second state, playing a game using the second gaming method is more advantageous than playing a game using the first gaming method, In the first state, the ball removal switch transitions to the ball removal state when the specific operation is performed, but in the second state, the ball removal switch does not transition to the ball removal state even when the specific operation is performed.

[0291] If a player transitions to the ball-pulling state while remaining in the second state, which is more advantageous than the first state, and transitions (returns) from the ball-pulling state to a state in which play is possible, the player will be dissatisfied if the transition to the first state is made because the player will not be able to resume play in the second state (the advantageous state will be lost). Therefore, by making it possible to transition to the ball-pulling state in the first state but not in the second state, it is possible to prevent the problem of the player being unable to resume play in the second state, losing the advantageous state, and becoming dissatisfied.

[0292] In addition, in the gaming machine of this embodiment, When the ball removal state is set, a power cut is required to end the ball removal state and transition to a state in which play can be performed.

[0293] By configuring the device so that power must be cut off to return from the ball-pulling state, it is possible to prevent the problem that a game ball released in the ball-pulling state wins a prize after switching to a state in which a game can be played, resulting in unfair benefits being awarded.

[0294] In addition, in the gaming machine of this embodiment, The device is provided with a specific counter (MY counter) whose value is updated based on the number of game values ​​used in the game and the number of game values ​​paid out, and the value of the specific counter is not initialized based on the power outage.

[0295] When the power is cut off to end the ball removal state, the value of the MY counter is not initialized, which prevents the ball output performance of the gaming machine from becoming excessive.

[0296] (Fourth embodiment) Next, a fourth embodiment of the present invention will be described. The gaming machine of this embodiment has the same configuration as the gaming machine of the first embodiment. Therefore, the description of the same configuration as the first embodiment will be omitted or simplified.

[0297] When the game machine 1 is powered on, if the frame control board 201 detects that the number of game balls (value of the game ball number counter 215) is 0 and that the ball removal switch 214 is pressed (ON), it determines that the condition for transitioning to the ball removal state is met and sends information (command) instructing transition to the ball removal state to the main control board 200. The ball removal state is treated as an error.

[0298] When the error control means 298 receives the information, it sets the ball removal state flag in the main memory 290 (sets the ball removal state flag to ON), transitions to the ball removal state, and sends a signal indicating the setting of the ball removal state (ball removal state setting signal) to the sub-control board 202.

[0299] The performance control means 300 can issue a notification regarding the ball removal state, as shown in Fig. 14(b), based on receiving the ball removal state setting signal (the ball removal state being set). Specifically, the display means 300 displays the words "ball removal state in progress" on the liquid crystal display 32 and outputs a warning sound (mechanical sound) from the speaker 14.

[0300] The error control means 298 determines that the condition for terminating the ball removal state is met based on the fact that power has been cut off, clears the ball removal state flag (sets it to OFF state), and ends the ball removal state. Also, the performance control means 300 terminates the notification related to the ball removal state based on the fact that power has been cut off. In other words, the ball removal state (notification related to the ball removal state) is configured to continue until power is cut off.

[0301] When the frame control board 201 detects that the game ball count clear switch 213 has been pressed (turned ON) when the gaming machine 1 is powered on, it executes a process (game ball count clear process) to set the value of the game ball count counter 215 (game value counter) to 0. Specifically, the value stored in the game ball count counter 215 stored in the RAM of the frame control memory provided in the frame control board 201 is set to "0." In addition, the frame control board 201 transmits information (command) indicating the execution of game ball count clear to the main control board 200. The game ball count clear is treated as an error.

[0302] When the error control means 298 receives the information and detects that the number of game balls has been cleared, it sets a game ball count clear flag in the main memory 290 (sets the game ball count clear flag to the ON state), and transmits a signal indicating that the number of game balls has been cleared (game ball count clear detection signal) to the sub-control board 202. Furthermore, based on the fact that the game ball count clear flag is ON, the error control means 298 outputs an external signal (external signal related to the game ball count clear) to an external device (hall computer) via the dedicated unit 400.

[0303] The presentation control means 300 can execute a notification relating to the clearing of the number of game balls, as shown in Fig. 14(a), based on the reception of the game ball count clear detection signal (the execution of the game ball count clear process). Specifically, the presentation control means 300 displays the text "Game balls cleared H67" (H67 is an error code) on the liquid crystal display 32, and outputs a voice (warning voice) saying "Game balls cleared" from the speaker 14.

[0304] With the game ball count clear switch 213 pressed, the power of the game machine 1 is turned on, startup processing is executed (the game ball count clear flag is set to ON), and when the game machine 1 receives a VL signal (connection signal) from the dedicated unit 400 (specific unit), communication between the game machine 1 and the dedicated unit 400 begins. The error control means 298 controls a timer (timing means) when the game ball count clear flag is ON, and determines that the game ball count clear cancellation condition is met based on the establishment of a specific condition, clears the game ball count clear flag (sets it to the OFF state), and transmits a signal indicating the cancellation of the game ball count clear (game ball count clear cancellation signal) to the sub-control board 202. The presentation control means 300 terminates the notification related to the game ball count clear based on the reception of the game ball count clear cancellation signal.

[0305] In this embodiment, when the specific condition, that is, a predetermined time (30 seconds) has elapsed since the start of communication between the gaming machine 1 and the dedicated unit 400, is met, the condition for canceling the game ball count clear is deemed to be met, the game ball count clear flag is cleared (turned OFF), and the notification regarding the game ball count clear is terminated. The game ball count clear is basically notified for a predetermined time (30 seconds).

[0306] The game ball count clear is notified for a predetermined time (30 seconds), but there are cases where the power is cut off before the conditions for canceling the game ball count clear are met based on the passage of the predetermined time. In other words, there are cases where the power is cut off while the game ball count clear flag remains in the ON state. If the power is cut off while the game ball count clear flag is in the ON state, the game ball count clear flag is not generally cleared to ON based on the power cut. In other words, the game ball count clear flag is kept ON across power cuts.

[0307] When the error control means 298 detects that the game ball count clear flag is ON during the startup process based on the next power ON, it sends a game ball count clear detection signal to the sub-control board 202, and the presentation control means 300 executes a notification regarding the game ball count clear based on receiving the signal. If the game ball count clear flag is ON and power is interrupted before the predetermined time (30 seconds) has elapsed, the ON is detected when power is restored, and the timer starts counting the predetermined time (30 seconds) again (from 0), and a notification regarding the game ball count clear is executed.

[0308] 17, when the gaming machine 1 is turned on while pressing both the game ball count clear switch 213 and the ball removal switch 214, the game ball count is cleared and the game machine transitions to the ball removal state. In other words, the game ball count clear and the transition to the ball removal state overlap. In this case, as shown in FIG. 15, the priority of the notification related to the ball removal state (first notification) is set higher than the priority of the notification related to the game ball count clear (second notification), so the notification related to the ball removal state is executed and the notification related to the game ball count clear is not executed. In addition, "the notification regarding the clearing of the number of game balls is not executed" may mean that it is not visible (not displayed) to the player, but is played (executed) in a layer (lower layer) with a relatively low priority within the gaming machine 1.

[0309] Even when the ball removal state is notified but the clearing of the number of game balls is not notified (expressed), the error control means 298 counts the predetermined time (30 seconds) related to the clearing of the number of game balls based on the fact that the game ball clear flag is ON. Also, based on the fact that the game ball clear flag is ON, the error control means 298 transmits a command related to the clearing of the number of game balls to the frame control board 201, and based on receiving the command, the frame control board 201 outputs an external signal related to the clearing of the number of game balls to an external device (hall computer).

[0310] Even when the ball removal state is notified but the number of game balls cleared is not notified (expressed), an external signal (security signal) related to the number of game balls cleared is output (transmitted), thereby preventing the security of the gaming machine 1 from being compromised.

[0311] If the notification of the game ball count being cleared is in progress, the notification will end when the predetermined time (30 seconds) has elapsed, allowing the operator to determine whether the predetermined time has elapsed. However, if the notification of the ball removal state is given priority over the notification of the game ball count being cleared, the operator will not be able to determine whether the predetermined time has elapsed. For this reason, as shown in Figure 23, it is possible that the operator will finish removing the balls and shut down the gaming machine 1 before the predetermined time for clearing the game ball count has elapsed.

[0312] Then, during the startup process based on the next power-on, the ON status of the ball count clear flag is detected, and a notification regarding the ball count clear is initiated. In other words, if the power is interrupted before the predetermined time has elapsed, a notification regarding the ball count clear will be issued the next time the power is turned on. In this case, the notification regarding the ball count clear is suddenly issued even though the power is not turned on while pressing the ball count clear switch 213, which may confuse the operator. Furthermore, once the notification regarding the ball count clear is initiated, the machine does not switch to a playable state (game screen) for at least a predetermined time (30 seconds) and must wait, delaying the start of the next task and reducing work efficiency. Therefore, the gaming machine of this embodiment executes a process (ball count clear flag release process) described using the flowchart shown in FIG. 24. This process is part of the process during a power interruption (power interruption process).

[0313] (Step S301) The error control means 298 determines whether or not a power cut has been performed. If it is determined that a power cut has been performed (step S301: YES), the process proceeds to step S302. On the other hand, if it is determined that a power cut has not been performed (step S301: NO), the process of step S301 is repeated.

[0314] (Step S302) The error control means 298 determines whether the game ball count clear flag is ON. If it is determined that the game ball count clear flag is ON (step S302: YES), the process proceeds to step S303. On the other hand, if it is determined that the game ball count clear flag is not ON (step S302: NO), the process ends. Note that "if it is determined that the game ball count clear flag is not ON" includes the case where the game ball count clear flag is turned OFF based on the lapse of a predetermined time (30 seconds).

[0315] (Step S303) The error control means 298 determines whether the ball removal state flag is ON (determines whether the power was interrupted when the ball removal state flag was ON). If it is determined that the ball removal state flag is ON (step S303: YES), it proceeds to processing in step S304. On the other hand, if it is determined that the ball removal state flag is not ON (step S303: NO), it ends processing.

[0316] (Step S304) The error control means 298 cancels the game ball count clear. That is, it executes a process of clearing (turning OFF) the game ball count clear flag.

[0317] In this embodiment, if the game ball count clear flag is ON and the ball removal state flag is ON at the time of power outage, the game ball count clear flag is turned OFF. In other words, the game ball count clear flag is turned OFF based on the power outage related to the end of the ball removal state, and the game ball count clear flag is not maintained ON across the power outage.

[0318] Therefore, even if the game ball count clear flag is ON in the ball removal state and a power outage occurs before the specified time (30 seconds) related to clearing the game ball count has elapsed, the game ball count clear flag will not remain ON across the power outage. Therefore, the game ball count clear flag will not be detected as ON the next time the power is turned on, and no notification will be given that the game ball count has been cleared. If the power is turned off in the ball removal state (after transitioning to the ball removal state), no notification will be given related to clearing the game ball count the next time the power is turned on.

[0319] This prevents the operator from being confused by the sudden notification of the game ball count being cleared when the power is turned on. Also, since there is no need to wait for the predetermined time until the notification of the game ball count being cleared ends, the operator can start the next task, which prevents a decrease in work efficiency.

[0320] In the ball removal state, a notification regarding the ball removal state is made, and the ball removal state is a state that can be entered when the number of game balls is 0. Therefore, it is possible to indirectly know that the number of game balls has reached 0 through the notification regarding the ball removal state.

[0321] As described above, when the gaming machine 1 receives a VL signal (connection signal) from the dedicated unit 400, communication between the gaming machine 1 and the dedicated unit 400 begins. When the gaming machine 1 is powered on with the gaming ball count clear switch 213 pressed, the error control means 298 turns on the gaming ball count clear flag, and turns off the gaming ball count clear flag based on the fact that a predetermined time (30 seconds) has elapsed since the gaming machine 1 and the dedicated unit 400 started communicating with each other.

[0322] Specifically, the error control means 298 sets the gaming ball count clear counter in the main memory 290 to "100" when communication between the gaming machine 1 and the dedicated unit 400 begins. As described above, when the gaming machine 1 is in a state where it can communicate with the dedicated unit 400 (normal communication state), it transmits a command to the dedicated unit 400 at a predetermined cycle (300 ms). When the gaming ball count clear flag is ON, a gaming ball count clear command is transmitted every 300 ms.

[0323] The error control means 298 subtracts "1" from the game ball count clear counter each time it sends a game ball count clear command. The error control means 298 sends a game ball count clear command every 300 ms, and turns off the game ball count clear flag when the value of the game ball count clear counter becomes "0" (i.e., when 30 seconds have passed).

[0324] (Variation) The flowchart shown in Fig. 25 is obtained by adding one step between step S303 and step S304 of the flowchart shown in Fig. 24. Step S401 is equivalent to step S301, so its description will be omitted. Step S402 is equivalent to step S302, so its description will be omitted. Step S403 is equivalent to step S303, so its description will be omitted.

[0325] (Step S404) The error control means 298 determines whether the value of the game ball number clear counter is "100" (initial value). If it is determined that the value of the game ball number clear counter is not "100" (it has been subtracted) (step S404: NO), the error control means 298 proceeds to the processing of step S405. On the other hand, if it is determined that the value of the game ball number clear counter is "100" (step S404: YES), the error control means 298 ends the processing.

[0326] (Step S405) The error control means 298 cancels the game ball count clear. That is, it executes a process of clearing (turning OFF) the game ball count clear flag.

[0327] In step S404, if the value of the game ball count clear counter is "100," this means that communication between the gaming machine 1 and the dedicated unit 400 has not yet begun. In other words, this means that the dedicated unit 400 is not powered on. If the dedicated unit 400 is not powered on, communication (command transmission) does not occur, and the value of the game ball count clear counter does not decrease. If the dedicated unit 400 is not powered on, the process does not proceed to step S405. In other words, even if there is a power outage related to the end of the ball removal state, the game ball count clear flag is not turned OFF based on the power outage, and the game ball count clear flag remains ON across the power outage. Therefore, the next time the power is turned on, the game ball count clear flag is detected as ON, and a notification is issued that the game ball count has been cleared.

[0328] The dedicated unit 400 can output an external signal related to clearing the number of game balls to an external device based on receiving a game ball count clear command (sent every 300 ms) from the gaming machine 1. When the value of the game ball count clear counter is less than "100", it can be said that the external signal related to clearing the number of game balls has been output at least once. On the other hand, when the value of the game ball count clear counter remains at "100", it means that the external signal related to clearing the number of game balls has not been output even once (because the dedicated unit 400 is not powered on).

[0329] When step S404 is provided, if the dedicated unit 400 is not powered on when the power cutoff related to the end of the ball removal state is executed (if no command related to clearing the number of game balls is sent and the number of game balls clear counter remains at "100"), the ON state of the game ball count clear flag will not be cleared based on the power cutoff. Therefore, since the ON state of the game ball count clear flag will be detected the next time the power is turned on, when the dedicated unit 400 is powered on and communication between the gaming machine 1 and the dedicated unit 400 begins, an external signal related to clearing the number of game balls will be output.

[0330] By providing step S404, it is possible to prevent a situation in which the ball removal status flag is ON and the game ball count clear flag is ON, but the game ball count clear flag is turned OFF without an external signal related to the game ball count clear being output. In other words, when the ball removal status flag is ON and the game ball count clear flag is ON, an external signal based on the game ball count clear flag being ON can be output without fail. This can improve security performance.

[0331] In this embodiment, if the power is interrupted while the game ball count clear flag is ON, the game ball count clear flag will not be turned OFF due to the power interruption. In other words, the ON state of the game ball count clear flag will not be turned OFF due to a normal power interruption (power recovery). However, if the game ball count clear flag is ON while in the ball removal state and there is a power interruption (power interruption related to the end of the ball removal state), the game ball count clear flag will be turned OFF due to the power interruption, and the ON state of the game ball count clear flag will not be maintained across the power interruption. In addition, if power is interrupted while the game ball count clear flag is ON in a specified state other than the ball removal state, the game ball count clear flag will be turned OFF based on the power interruption, and the game ball count clear flag may be configured so that it is not maintained in an ON state across the power interruption.

[0332] The gaming machine of this embodiment is A gaming machine capable of circulating gaming balls inside, A control means (frame control board 201) for controlling the transition to a ball removal state for removing the enclosed game balls; A ball removal switch (ball removal switch 214) that is operated when transitioning to the ball removal state; a game value counter (game ball number counter 215) capable of storing the number of game values ​​that can be used for games; A game value number clear switch (game ball number clear switch 213) that is operated when clearing the game value number to set the value of the game value number counter to 0; A storage means (main memory 290) capable of storing a flag (game ball number clear flag) that can be set to ON based on the operation of the game value number clear switch; A performance control means (performance control means 300) for controlling the execution of the notification, The performance control means A first notification regarding the ball removal state can be executed based on the transition to the ball removal state, A second notification regarding the game value number clearing can be executed based on the flag being set to ON, When the device transitions to the ball removal state, the power is cut off with the flag set to ON, and the power is turned on again, the device returns from the power cut with the flag set to OFF.

[0333] When the power is restored after the ball removal state, the flag is set to OFF, so the second notification is not executed. Therefore, there is no need to wait for the second notification to end. This allows the worker to start work immediately, preventing a decline in work efficiency.

[0334] In addition, in the gaming machine of this embodiment, When the power is cut off with the flag set to ON in a state different from the ball removal state and the power is turned on again, the power is restored from the cutoff state with the flag set to ON.

[0335] If a power outage is executed in a state other than the ball removal state (a state in which the first notification is not being executed) with the flag ON (a state in which the second notification is being executed), the second notification will be executed based on the flag being ON when the power is restored from the power outage. Therefore, it is possible to reliably notify that the game value number has been cleared.

[0336] In addition, in the gaming machine of this embodiment, The flag that has been set to ON is set to OFF when a predetermined time has elapsed since communication between the gaming machine and the specific unit started.

[0337] If the flag is ON when the power is restored after a ball removal state, the second notification will be executed for the predetermined time, but according to this embodiment, the flag is OFF when the power is restored, so the second notification will not be executed. Therefore, there is no need to wait for the predetermined time, and a decrease in work efficiency can be suppressed.

[0338] In addition, in the gaming machine of this embodiment, When the first notification and the second notification overlap, the performance control means notifies the first notification in priority over the second notification.

[0339] If the first notification and the second notification are issued at the same time, the first notification is executed first, and the worker cannot determine whether the predetermined time has elapsed, and there is a possibility that the worker will shut off the power before the predetermined time has elapsed (while the flag is ON). According to this embodiment, even if the power is shut off, the second notification will not be executed when the power is restored from the power outage. This prevents a decrease in work efficiency.

[0340] The present invention is not limited to the above-described embodiments, and various modifications can be made without departing from the spirit of the present invention. For example, the game control mode and configuration of the pachinko gaming machine are not limited to those of the above-described embodiments. Furthermore, the above-described control operation can be applied not only to pachinko gaming machines but also to other gaming machines.

[0341] Furthermore, within the scope of the present invention, the embodiments may be freely combined, or any component of each embodiment may be modified, or any component of each embodiment may be omitted. [Explanation of symbols]

[0342] 201 Frame control board (control means) 213 Game ball count clear switch (game value count clear switch) 214 Ball removal switch 215 Game ball counter (game value counter) 290 Main memory (storage means) 300 Production control means

Claims

[Claim 1] A gaming machine capable of circulating gaming balls inside, A control means for controlling a transition to a ball removal state for removing the enclosed game ball; A ball removal switch that is operated when transitioning to the ball removal state; a game value counter capable of storing the number of game values ​​that can be used for a game; a game value number clear switch that is operated when clearing the game value number to set the value of the game value number counter to 0; A storage means for storing a flag that can be set to ON based on the operation of the game value number clear switch; a performance control means for controlling the execution of the notification; The performance control means A first notification regarding the ball removal state can be executed based on the transition to the ball removal state, A second notification regarding the clearing of the gaming value number can be executed based on the flag being set to ON, The gaming machine transitions to the ball removal state, cuts off the power with the flag set to ON, and when power is turned on, recovers from the power cut with the flag set to OFF.

Citation Information

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