Gaming machine

The gaming machine addresses sound control issues by integrating management and effect control systems to manage and optimize sound output based on connection status with external devices, improving user experience.

JP2026135746APending Publication Date: 2026-08-25NEWGIN KK
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Patent Information

Application Number
JP2025021448
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-13
Publication Date
2026-08-25

AI Technical Summary

Technical Problem

Existing gaming machines struggle with appropriate control of sound output when connected to external devices capable of sound output, leading to inconsistent and potentially disruptive audio experiences.

Method used

A gaming machine equipped with a management means to manage connection status with external sound-output devices, an effect execution means, and an effect control means to execute specialized sound controls based on connection status and specific conditions, ensuring appropriate sound output management.

Benefits of technology

Enables precise control over sound output, enhancing user experience by minimizing disruptions and optimizing audio interactions with external devices.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a gaming machine that can appropriately control sound output. [Solution] If the execution of a special pre-show is decided when the device is not connected to an external device, the special pre-show sound may be output from the speaker. On the other hand, if the execution of a special pre-show is decided when the device is not connected to an external device, the special pre-show sound will not be output from the external device. Also, if the execution of a special pre-show is decided when the device is connected to an external device, the special pre-show sound will not be output from the speaker. On the other hand, if the execution of a special pre-show is decided when the device is connected to an external device, the special pre-show sound may be output from the external device.
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Description

Technical Field

[0001] This invention relates to a gaming machine.

Background Art

[0002] Conventionally, among pachinko gaming machines and spinning reel gaming machines (so-called slot machines), which are types of gaming machines, there are gaming machines that can be connected to external devices (e.g., external communication devices) such as wireless headphones capable of outputting sound, like the gaming machine described in Patent Document 1.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Today, in a gaming machine that can be connected to an external device capable of outputting sound, it is desired to appropriately execute control regarding sound output.

Means for Solving the Problems

[0005] A gaming machine that solves the above problems is a gaming machine that can be connected to an external device capable of outputting sound, comprising: a management means capable of managing the connection status with the external device; an effect execution means; and an effect control means capable of controlling the effect execution means, wherein the effect execution means has at least a sound output means capable of outputting sound, the connection status with the external device has a first connection status in which it is not connected to the external device, and a second connection status in which it is connected to the external device, the effect control means is capable of executing special controls, the special controls have at least a first special control and a second special control, the first special control is a control for causing sound to be output from the sound output means, the second special control is a control for causing sound to be output from the connected external device, and the effect control The gist of the means is that when the first connection state is in place and a specific condition that triggers the output of a specific sound is met, the first special control can execute a control to output the specific sound, but the second special control does not execute a control to output the specific sound. When the second connection state is in place and the specific condition is met, the first special control does not execute a control to output the specific sound, but the second special control can execute a control to output the specific sound. When the second connection state is in place and the first connection state is reached, a waiting period may be set. The gist of the means is that when the second connection state is in place and the first connection state is reached and the waiting period begins, the first special control can execute after the end of the waiting period. [Effects of the Invention]

[0006] According to the present invention, it is possible to appropriately control the output of sound. [Brief explanation of the drawing]

[0007] [Figure 1] Figure 1 shows a front view of a pachinko game machine and its management unit. [Figure 2] Figure 2 is a front view of the game board. [Figure 3] Figure 3 shows the counting operation unit, the counting notification unit, and the second ball count display unit. [Figure 4] Figure 4 shows an example of the display content of the performance display device when the complete function activation notification is executed. [Figure 5] Figure 5 shows an example of the display content of the visual display device when the complete function activation warning is executed. [Figure 6] Figure 6 shows an example of the display content of the performance display device when the complete function activation notification is executed. [Figure 7] Figure 7 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 8] Figure 8 is a flowchart showing the process for handling errors. [Figure 9] Figures 9(a) to 9(c) show examples of the display content of the display device when a menu related to connecting to an external device is displayed. [Figure 10] Figures 10(a) to 10(c) show examples of the display content of the display device when a menu related to connecting to an external device is displayed. [Figure 11] Figure 11(a) shows an example of the display content of the display device when the deactivation selection menu is displayed, and Figure 11(b) shows an example of the display content of the display device when the reconnection selection menu is displayed. [Figure 12] Figure 12 shows an example of the display content of the display device during the standby period. [Figure 13] Figures 13(a) and 13(b) show examples of changes in volume during the standby period. [Figure 14] Figure 14 shows an example of the presence or absence of various sound outputs when the device is not connected to an external device and when it is connected to an external device. [Figure 15] Figure 15 shows an example of the first value. [Figure 16] Figure 16 shows an example of a second value. [Figure 17] Figure 17 shows an example of a third value. [Figure 18]FIG. 18(a) and FIG. 18(b) are diagrams showing an example of a volume value when no external device is connected and an example of a volume value when an external device is connected. [Figure 19] FIG. 19 is a diagram showing an example of sound output when the second managed ball count decreases based on an operation of the counting operation unit. [Figure 20] FIG. 20(a) and FIG. 20(b) are diagrams showing an example of a connection with an external device when being controlled to a non-progressable state. [Figure 21] FIG. 21 is a diagram showing an example of a change in volume during the standby period of the second embodiment. [Figure 22] FIG. 22 is a diagram showing an example of display content of the effect display device during the standby period of the second embodiment. [Figure 23] FIG. 23 is a diagram showing an example of a change in volume during the standby period of the modification example.

MODE FOR CARRYING OUT THE INVENTION

[0008] <<First Embodiment>> Hereinafter, embodiments of the gaming machine will be described. Up, down, left, right, front (front side), and back (back side) in this specification indicate each direction when viewed from the player.

[0009] As shown in FIG. 1, in the island facility (game island), a pachinko gaming machine 10 (hereinafter referred to as the gaming machine 10), which is an example of a gaming machine, and a management unit 100 are installed so as to be arranged alternately. The management unit 100 is installed adjacent to the gaming machine 10. The management unit 100 is communicably connected to the gaming machine 10.

[0010] <Regarding the management unit 100> The management unit 100 includes a media insertion section 101 into which a management medium can be inserted. For example, the management medium is a data storage medium such as an IC card or an IC coin. The management medium can store the remaining balance of the inserted money (hereinafter referred to as the remaining balance) and the number of game balls held by the player (hereinafter referred to as the first number of managed balls). The first number of managed balls is data managed by the management unit 100. The management unit 100 also includes a cash insertion section 102 into which cash can be inserted.

[0011] The management unit 100 includes an operation panel 110. The operation panel 110 includes a ball dispensing operation unit 111, a payout operation unit 112, a return operation unit 113, a first ball count display unit 114, and a remaining balance display unit 115. The ball dispensing operation unit 111 is operated when increasing the number of game balls held by the player (hereinafter referred to as the second managed ball count) based on the remaining balance stored in the management medium. The second managed ball count is data managed by the gaming machine 10. The payout operation unit 112 is operated when increasing the second managed ball count based on the first managed ball count. The return operation unit 113 is operated when receiving the return of the management medium inserted into the management unit 100. The first ball count display unit 114 displays information that can identify the first managed ball count. The remaining balance display unit 115 displays information that can identify the remaining balance.

[0012] The management unit 100 includes a management control board 120. The management control board 120 is an example of an external device located outside the machine. The management control board 120 includes a management CPU 120a, a management ROM 120b, and a management RWM 120c. The management CPU 120a performs predetermined control by executing a management unit control program. The management ROM 120b stores the management unit control program. The management RWM 120c stores various information that is rewritten during the operation of the management unit 100. The management unit 100 includes a communication terminal 120d that is connected to the gaming machine 10 in a bidirectional manner.

[0013] The management control board 120 is connected to the media insertion unit 101. The management CPU 120a can rewrite the contents of the management medium inserted into the media insertion unit 101. The management control board 120 is connected to the cash input unit 102. The management CPU 120a can receive an input signal to be output when cash is inserted into the cash input unit 102. The input signal is a signal that can identify the amount of money to be inserted into the cash input unit 102.

[0014] The management control board 120 is connected to the operation panel 110. The management CPU 120a can receive the ball dispensing signal output when the ball dispensing operation unit 111 is operated. The management control board 120 can receive the payout signal output when the payout operation unit 112 is operated. The management CPU 120a can receive the return signal output when the return operation unit 113 is operated. The management CPU 120a can control the display content of the first ball count display unit 114. The management CPU 120a can control the display content of the remaining balance display unit 115.

[0015] The management control board 120 is connected to the gaming machine 10 via the communication terminal 120d. The management CPU 120a can receive various control information (control signals) output by the gaming machine 10. The management CPU 120a can output various control information to the gaming machine 10.

[0016] The processes performed in the management unit 100 will be described below. When a management medium is inserted into the media insertion unit 101, the management CPU 120a reads the remaining balance and the first management ball count stored in the management medium and stores them in the management RWM 120c. Then, if a management medium is inserted, the management CPU 120a performs the processing described below.

[0017] When the management CPU 120a receives a deposit signal from the cash input unit 102, it adds the amount of money deposited, which can be identified from the deposit signal, to the remaining balance. If the remaining balance is not 0, and the management CPU 120a receives a ball dispensing signal from the ball dispensing operation unit 111, it subtracts a predetermined amount (500 yen in this embodiment) from the remaining balance and outputs dispensing information to the gaming machine 10 that can identify the number of game balls to be dispensed corresponding to the predetermined amount (125 in this embodiment). However, when the remaining balance is 0, the management CPU 120a does not output dispensing information even if a ball dispensing signal is input.

[0018] When the number of managed balls is equal to or greater than a predetermined number (125 in this embodiment), the management CPU 120a receives a payout signal from the payout operation unit 112, subtracts the predetermined number of balls from the number of managed balls, and outputs lending information to the gaming machine 10 that allows for the identification of the number of game balls that have been lent. When the number of managed balls is less than the predetermined number, the management CPU 120a receives a payout signal, subtracts the number of managed balls so that the number of managed balls becomes 0, and outputs lending information to the gaming machine 10 that allows for the identification of the number of game balls that have been subtracted. Note that when the number of managed balls is 0, the management CPU 120a does not output any lending information even if a payout signal is received. Thus, the lending information is information that allows for the identification of the number of balls that have been lent.

[0019] When the management CPU 120a receives counting information from the gaming machine 10, it adds the number of game balls that can be identified from the counting information to the first managed ball count. As will be explained in more detail later, the counting information is information that can identify the number of balls that will be transferred from the gaming machine 10 to the management unit 100. The number of balls held corresponds to the number of game balls owned by the player.

[0020] The management CPU 120a controls the first ball count display unit 114 to display information that allows for the identification of the current first managed ball count. The management CPU 120a controls the remaining balance display unit 115 to display information that allows for the identification of the current remaining balance. When the management CPU 120a receives a return signal from the return operation unit 113, it stores the remaining balance and the first managed ball count stored in the management RWM 120c into the management medium, and also initializes the remaining balance and the first managed ball count stored in the management RWM 120c. The management CPU 120a controls the media insertion unit 101 so that the management medium is ejected from the media insertion unit 101.

[0021] <Regarding the mechanical configuration of gaming machine 10> The gaming machine 10 is a sealed-type gaming machine in which a predetermined number of gaming balls are sealed inside the machine. The gaming machine 10 is capable of circulating the gaming balls inside the machine. Gaming balls are an example of a gaming medium that can be used for playing games. In principle, the gaming machine 10 is structured so that players cannot touch the gaming balls. Thus, the gaming machine 10 is a smart pachinko gaming machine (so-called "SmaPachi"). Incidentally, smart pachinko gaming machines are also called managed gaming machines.

[0022] The gaming machine 10 manages a second set of balls as data based on the number of balls lent, the number of balls acquired, the number of balls launched, and the number of balls returned. The number of balls lent is the number of gaming balls lent to the player. The number of balls acquired is the number of gaming balls acquired by the player. The number of balls launched is the number of gaming balls launched by the player. The number of balls returned is the number of gaming balls launched by the player that did not reach the game area 21, which will be described later. Returned balls are what are known as foul balls.

[0023] The gaming machine 10 comprises a frame 11. The frame 11 comprises an outer frame 12, an inner frame 13, and a front frame 14. The outer frame 12 is fixed to a gaming machine installation facility (so-called island facility) such as a gaming arcade. The inner frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A game board unit including a game board 20 is fixed to the inner frame 13. The front frame 14 is supported on the front side of the inner frame 13 so as to cover the front of the game board 20 so as to be openable and closable. Protective glass (not shown) that protects the game board 20 is supported on the front frame 14. The gaming machine 10 comprises a locking device (not shown) that locks the inner frame 13 and the front frame 14 as door members. The gaming machine 10 cannot open the door members relative to the outer frame 12 unless it is unlocked using a key that fits the locking device.

[0024] The gaming machine 10 includes a launching operation unit 16 that allows for the operation of launching game balls. In this embodiment, the launching operation unit 16 is a launching handle. The launching operation unit 16 is equipped with a touch sensor TS (shown in Figure 7) that can detect when the launching operation unit 16 is being operated by a player. The launching operation unit 16 is located on the front side of the inner frame 13. The gaming machine 10 is configured to launch game balls with a launching force corresponding to the operation of the launching operation unit 16.

[0025] The gaming machine 10 is equipped with an operation button BO on the front side of the front frame 14 as an operable operating means. The operation button BO is an operating means that can be operated by the player. The gaming machine 10 is equipped with a directional button JB on the front side of the front frame 14 as an example of an operable operating means. The directional button JB is also called a directional key. The directional button JB is an operating means that can be operated by the player. The directional button JB is composed of multiple operable parts, such as the up button B1, the right button B2, the down button B3, and the left button B4.

[0026] The gaming machine 10 is equipped with a light-emitting decorative lamp 17 on the front side of the front frame 14. The decorative lamp 17 performs a lighting effect (hereinafter referred to as a lighting effect) by turning a built-in light-emitting element on and off. The decorative lamp 17 can emit light in multiple colors. For example, the brightness of the decorative lamp 17 may be adjustable by operating a predetermined operating means. That is, the gaming machine 10 may have adjustable brightness for the decorative lamp 17. Adjusting the brightness of the decorative lamp 17 can be said to be customizing the performance mode of the effect performed by the decorative lamp 17. The brightness of the decorative lamp 17 corresponds to the intensity of the effect of the decorative lamp 17, and is also called the light output of the decorative lamp 17.

[0027] The gaming machine 10 is equipped with a speaker 18 capable of outputting sound on the front side of the front frame 14. The speaker 18 performs sound effects (hereinafter referred to as sound effects) that output sounds such as voices, sound effects, and music. For example, the speaker 18 can output background music (so-called BGM).

[0028] In the gaming machine 10, the volume of at least some of the sounds output from the speaker 18 can be adjusted. In the gaming machine 10, for example, the volume of sounds related to the effects can be adjusted, while the volume of sounds related to errors (for example, magnetic errors described later) cannot be adjusted. In this embodiment, "adjusting the volume" can also be understood as "adjusting the output intensity of the sound." The gaming machine 10 is configured so that the volume can be adjusted by operating the right button B2 or the left button B4. When the volume is adjusted, a volume adjustment sound that indicates that the volume has been adjusted may be output from the speaker 18. For example, the volume adjustment sound may have a different sound (for example, a different pitch) depending on the adjusted volume. As described above, in the gaming machine 10, at least one of the right button B2 and the left button B4 is an operating means used when adjusting the volume, and is an operating means that can be operated by the player.

[0029] In the gaming machine 10, the volume can be adjusted from levels 1 to 5. Therefore, in the gaming machine, level 1 corresponds to the minimum volume among the adjustable levels. When the volume is adjusted to level 1, it corresponds to the volume reaching its lower limit. Similarly, in the gaming machine 10, level 5 corresponds to the maximum volume among the adjustable levels. When the volume is adjusted to level 5, it corresponds to the volume reaching its upper limit.

[0030] As shown in Figure 2, a roughly circular game area 21 is defined on the front side of the game board 20 when viewed from the front. The game board 20 is equipped with a guide path 21a that guides the launched game ball to the game area 21. The game board 20 is equipped with a prevention valve 21b that prevents the game ball launched into the game area 21 from returning to the guide path 21a. The launched game ball is guided in the guide path 21a, passes through the prevention valve 21b located at the downstream end of the guide path 21a, and reaches the game area 21. Once the game ball reaches the game area 21, it flows down through the game area 21.

[0031] The gaming machine 10 is equipped with an information display panel 22. The information display panel 22 is equipped with a special symbol display unit 22a. The special symbol display unit 22a displays a special symbol variation game (hereinafter referred to as the special game) which displays predetermined symbols in a variable manner and ultimately displays a confirmed stop of the special symbol. The special symbol is a symbol that notifies the result of an internal lottery, which will be described later. In this way, the gaming machine 10 is capable of executing the special game as a variable game.

[0032] In this specification, "variable display" means a state in which the type of displayed symbol changes over time. In this specification, "confirmed stop display" means a state in which the symbol is definitively stopped and the type of displayed symbol does not change. Special symbols that can be displayed as confirmed stop in the special symbol display unit 22a include jackpot symbols and losing symbols. In a special game, if a jackpot symbol is displayed as confirmed stop, the player can recognize that they have won the jackpot. In a special game, if a losing symbol is displayed as confirmed stop, the player can recognize that they have lost.

[0033] In the gaming machine 10, a jackpot lottery may be held when executing a special game. In the gaming machine 10, if a jackpot is won in the jackpot lottery, the jackpot symbols will be displayed in the special game to which the win pertains, and then a jackpot game will be awarded (occur). In this way, the gaming machine 10 can award a jackpot game after the special game has ended if a jackpot is won in the jackpot lottery held when executing a special game. In the gaming machine 10, if a jackpot is won, a jackpot game will be awarded after the special game based on that jackpot has ended. In this way, the gaming machine 10 can award a winning game. Winning a jackpot in a jackpot lottery is equivalent to winning the jackpot lottery, and is equivalent to winning a jackpot in a winning lottery.

[0034] The information display panel 22 is equipped with a special hold display unit 22b. The special hold display unit 22b displays the number of special games whose execution is on hold because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the special hold number). For example, the upper limit of the special hold number is 4. In the following description, a special game whose execution is on hold may be simply referred to as "a special game on hold" or "a special game that is on hold." As described above, the gaming machine 10 can hold the execution of multiple special games. That is, the gaming machine 10 can hold the execution of a variable game.

[0035] The information display panel 22 includes a normal symbol display unit 22c. The normal symbol display unit 22c displays a normal symbol variation game (hereinafter referred to as a normal game) in which predetermined symbols are displayed in a variable manner and ultimately a normal symbol is displayed as a confirmed stop. The normal symbols that can be displayed as confirmed stops on the normal symbol display unit 22c include at least normal winning symbols and normal losing symbols. In a normal game, the player can recognize a normal win when a normal winning symbol is displayed as a confirmed stop, and in a normal game, the player can recognize a normal loss when a normal losing symbol is displayed as a confirmed stop. In the gaming machine 10, if a normal win is won in the normal win lottery, a normal win game is granted after the normal game to which the win applies has ended. That is, in the gaming machine 10, a normal win game is granted when a normal win lottery is won. The information display panel 22 includes a normal hold display unit 22d. The normal hold display unit 22d displays the number of normal games in which execution is pending because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold count). For example, the upper limit of the normal hold count is 4.

[0036] The information display panel 22 is equipped with a right-handed hitting lamp 22e. As will be described in detail later, the right-handed hitting lamp 22e can notify that right-handed hitting is recommended in situations where it is recommended. For example, the right-handed hitting lamp 22e is composed of a single light-emitting element. When right-handed hitting is recommended, the light-emitting element that makes up the right-handed hitting lamp 22e lights up. On the other hand, when right-handed hitting is not recommended, the light-emitting element that makes up the right-handed hitting lamp 22e does not light up and remains off.

[0037] The gaming machine 10 has a center frame 23 with various decorations located approximately in the center of the game area 21 of the game board 20. The center frame 23 has an opening 23a. The center frame 23 is also called a center feature or center feature.

[0038] The gaming machine 10 is equipped with an image display device 25. For example, the image display device 25 may be a display device such as a liquid crystal display or an organic EL display. The image display device 25 is equipped with a display area 25r on which an image is displayed. The image display device 25 is capable of displaying an image. The image display device 25 is assembled to the gaming board 20 so that the player can see the display area 25r through the opening 23a of the center frame 23. The image display device 25 performs an effect that displays a predetermined image (hereinafter referred to as a display effect) as one of the effects. In this embodiment, the function of an effect execution means capable of executing an effect is realized by at least one of the effect devices, which is a decorative lamp 17 as a light-emitting means, a speaker 18 as a sound output means, and an image display device 25 as a display means. In other words, the effect execution means includes at least one of the light-emitting means, sound output means, and display means. Thus, in the gaming machine 10, the effect execution means includes at least a sound output means capable of outputting sound.

[0039] The gaming machine 10 is equipped with a first start port 26 as a start port. The first start port 26 is located below the center frame 23 in the game area 21. The first start port 26 is open at all times so that game balls can be inserted into it. The gaming machine 10 is equipped with a first start sensor SE1 (shown in Figure 7) that detects game balls that have entered the first start port 26. For example, the first start port 26 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first start sensor SE1 is installed in this ball passage. When a game ball is detected by the first start sensor SE1, the conditions for starting a special game may be met, and the conditions for paying out prize balls may also be met. In other words, the gaming machine 10 can postpone the execution of a special game when a game ball enters the first start port 26. In the gaming machine 10, when a game ball enters the first starting port 26 and the conditions for prize ball payout are met, three game balls are awarded as prize balls.

[0040] The gaming machine 10 is equipped with a second start port 27 as a start port. The gaming machine 10 has a first start port 26 and a second start port 27 as start ports. The second start port 27 is located in the lower right of the center frame 23 in the game area 21. The gaming machine 10 is equipped with a second start sensor SE2 (shown in Figure 7) that detects game balls that enter the second start port 27. For example, the second start port 27 is connected to a ball passage that guides the entered game ball to the back of the game board 20, and the second start sensor SE2 is installed in that ball passage. In this embodiment, when a game ball is detected by the second start sensor SE2, the conditions for starting a special game may be met, and the conditions for paying out prize balls may also be met. That is, the gaming machine 10 can postpone the execution of a special game when a game ball enters the second start port 27. In the gaming machine 10, when a game ball enters the second starting port 27 and the conditions for prize ball payout are met, three game balls are awarded as prize balls. The second starting port 27 also has a first variable member 28 as a variable member. The first variable member 28 can operate between an open state, which makes it easy or possible to enter a game ball into the second starting port 27, and a closed state, which makes it difficult or impossible to enter a game ball into the second starting port 27. The first variable member 28 operates by receiving power from the first actuator A1 (shown in Figure 7). The first variable member 28 is operated to the open state when a normal winning lottery is won.

[0041] The gaming machine 10 is equipped with a large prize opening 29. The large prize opening 29 is located in the lower right of the center frame 23 within the game area 21. The gaming machine 10 is equipped with a count sensor SE3 (shown in Figure 7) that detects game balls that enter the large prize opening 29. For example, the large prize opening 29 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the count sensor SE3 is installed in this ball passage. When a game ball is detected by the count sensor SE3, the conditions for paying out prize balls are met. In the gaming machine 10, when a game ball enters the large prize opening 29 and the conditions for paying out prize balls are met, 10 game balls are awarded as prizes. The large prize opening 29 has a second variable member 30. The second variable member 30 is operable to an open state, which allows game balls to enter the large prize opening 29, and a closed state, which prevents game balls from entering the large prize opening 29. The second variable member 30 operates by receiving power from the second actuator A2 (shown in Figure 7). The second variable member 30 is operated to the open state when a jackpot is won. When the second variable member 30 is in the open state, game balls are allowed to enter the large prize opening 29. When the second variable member 30 is in the closed state, game balls are not allowed to enter the large prize opening 29. Hereinafter, the open state of the second variable member 30 may be referred to as "the large prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the large prize opening 29 is closed."

[0042] The gaming machine 10 is equipped with a gate 31. The gate 31 is located to the right of the center frame 23 in the game area 21. The gate 31 has an opening that is kept open at all times to allow game balls to enter. A gate sensor SE4 (shown in Figure 7) is installed at the gate opening to detect game balls entering and passing through. When a game ball is detected by the gate sensor SE4, the conditions for starting a normal game can be met. However, it is not necessary to configure the machine so that game balls that enter the gate 31 pass through the gate 31. For example, game balls that enter the gate 31 may pass through a ball passage that leads to the back of the game board 20 and be discharged from the game board 20 to the outside.

[0043] The gaming machine 10 is equipped with a general prize entry opening 32. In the gaming machine 10, the general prize entry opening 32 has a first general prize entry opening 32a and a second general prize entry opening 32b. The first general prize entry opening 32a is located in the lower left of the center frame 23 in the game area 21. The first general prize entry opening 32a is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a first general sensor SE5 (shown in Figure 7) that detects game balls that have entered the first general prize entry opening 32a. For example, the first general prize entry opening 32a is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first general sensor SE5 is installed in that ball passage. When a game ball is detected by the first general sensor SE5, the conditions for paying out prize balls are met. In the gaming machine 10, when a game ball enters the first general prize entry opening 32a and the conditions for prize ball payout are met, seven game balls are awarded as prizes. The second general prize entry opening 32b is located in the lower right of the center frame 23 in the game area 21. The second general prize entry opening 32b is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a second general sensor SE6 (shown in Figure 7) that detects game balls that have entered the second general prize entry opening 32b. For example, a ball passage is connected to the second general prize entry opening 32b to guide the entered game ball to the back of the game board 20, and the second general sensor SE6 is installed in that ball passage. When a game ball is detected by the second general sensor SE6, the conditions for prize ball payout are met. In the gaming machine 10, when a game ball enters the second general prize entry opening 32b and the conditions for prize ball payout are met, 7 game balls are awarded as prize balls.

[0044] The gaming machine 10 is equipped with an out port 34. In this embodiment, game balls that do not enter the starting ports 26, 27, the big prize port 29, and the general prize port 32 are discharged out of the machine through the out port 34. The gaming machine 10 is also equipped with game components such as nails (game nails) and windmills to change the behavior of the game balls as they flow down the game area 21.

[0045] The gaming machine 10 is equipped with an out-sensor OS (shown in Figure 7) that detects game balls (out balls) discharged from the game board 20 to the outside. The out-sensor OS is positioned on a passage through which game balls launched into the game area 21 of the game board 20 and game balls discharged to the outside of the game board 20 are collected and pass. Game balls discharged to the outside of the game board 20 include game balls that enter the out-out opening 34. Game balls discharged to the outside of the game board 20 also include game balls that enter the starting openings 26, 27, the big prize opening 29, and the general prize opening 32. However, foul balls are not included in the game balls that can be detected by the out-sensor OS. Thus, the out-sensor OS can detect valid balls. The out-sensor OS functions as a discharged ball detection means that can detect valid balls. The discharged ball detection means can also be called an out-ball detection means that detects out balls.

[0046] The gaming machine 10 is equipped with a magnetic sensor JS (shown in Figure 7) as a magnetic detection means capable of detecting magnetism. For example, the magnetic sensor JS is located on the back side of the game board 20. For example, the magnetic sensor JS is located on the back side of the game board 20 and near the jackpot opening 29. In the gaming machine 10, a magnetic error is detected and occurs when the time during which magnetism is detected by the magnetic sensor JS reaches a predetermined time (for example, 300 ms). Detecting magnetism is equivalent to detecting magnetism.

[0047] As shown in Figure 1, the gaming machine 10 is equipped with a second ball count display unit 37. The second ball count display unit 37 displays information that allows for the identification of the current second number of managed balls. As shown in Figure 3, the second ball count display unit 37 is composed of multiple (six in this embodiment) 7-segment displays. The second ball count display unit 37 is capable of displaying multiple (six digits in this embodiment) numbers. The second ball count display unit 37 can perform predetermined notifications by displaying predetermined characters and numbers.

[0048] The gaming machine 10 includes a counting operation unit 38. The counting operation unit 38 is an operation unit that can be operated by the player. The counting operation unit 38 is mainly operated when the player finishes playing on the gaming machine 10. The counting operation unit 38 is permitted to be used for counting when it is in a predetermined counting-enabled state. The counting operation unit 38 outputs a counting signal when it is pressed. The gaming machine 10 also includes a counting notification unit 38a. The counting notification unit 38a notifies whether or not it is in a counting-enabled state. The second ball count display unit 37, the counting operation unit 38, and the counting notification unit 38a are arranged on the front side of the middle frame 13.

[0049] Here, the operation modes of the counting operation unit 38 will be described. There are two operation modes for the counting operation unit 38: a first operation mode and a second operation mode. The first operation mode is an operation mode in which the operation time for the counting operation unit 38 is less than a predetermined time (500 ms in this embodiment). The operation time is the time from when the counting signal is turned on until it is turned off. The first operation mode is a so-called short-press operation. A short-press operation is sometimes also referred to as a single-press operation. The second operation mode is an operation mode in which the operation time for the counting operation unit 38 is longer than or equal to the predetermined time. The second operation mode is a so-called long-press operation.

[0050] Next, we will explain the path the game balls take as they flow down, based on Figure 2. The gaming machine 10 has multiple paths for the game balls to flow down in the game area 21, depending on the launch strength of the game balls. The paths for the game balls to flow down can also be understood as the areas through which the game balls flow down. The multiple paths include a first path R1 that passes to the left of the center frame 23 and leads to the out opening 34, and a second path R2 that passes to the right of the center frame 23 and leads to the out opening 34. The first path R1 and the second path R2 may overlap in part, or they may not overlap at all. Hereinafter, when the game board 20 is viewed from the front, the area located to the left of the center line CL that divides the game area 21 into left and right halves will be referred to as the left area RA, and the area located to the right of the center line CL will be referred to as the right area RB. The path flowing down the left area RA corresponds to the first path R1, and the path flowing down the right area RB corresponds to the second path R2.

[0051] By operating the launch control unit 16 to adjust the launch strength of the game ball, the player can launch the game ball into the left area RA and the right area RB, and guide the game ball into the start openings 26, 27, the big prize opening 29, the gate 31, and the general prize opening 32. Specifically, when the launch strength is adjusted to be weaker and the game ball is launched (so-called left-handed shooting), the game ball is more likely to be guided down into the left area RA and has the potential to enter the first start opening 26 and the first general prize opening 32a. On the other hand, when the launch strength is adjusted to be stronger and the game ball is launched (so-called right-handed shooting), the game ball is more likely to be guided down into the right area RB and has the potential to enter into one of the second start opening 27, the big prize opening 29, the gate 31, or the second general prize opening 32b. Specifically, the first path R1 has a first starting opening 26 and a first general prize opening 32a, and the second path R2 has a second starting opening 27, a large prize opening 29, a gate 31, and a second general prize opening 32b. In other words, the left area RA has the first starting opening 26 and the first general prize opening 32a, and the right area RB has the second starting opening 27, a large prize opening 29, a gate 31, and a second general prize opening 32b. When the ball flows down the first path R1, the probability of it entering the second starting opening 27, the large prize opening 29, the gate 31, and the second general prize opening 32b is lower than when it flows down the second path R2. When the ball flows down the second path R2, the probability of it entering the first starting opening 26 and the first general prize opening 32a is lower than when it flows down the first path R1. In this specification, launching a game ball so that it flows down the first path R1 may be referred to as "left-handed launch," and launching a game ball so that it flows down the second path R2 may be referred to as "right-handed launch."

[0052] The gaming machine 10 is equipped with a game ball distribution mechanism. The distribution mechanism includes a collection mechanism, a circulation mechanism, and a launching mechanism. The collection mechanism guides game balls discharged from the game board 20 (game area 21) to the circulation mechanism. The collection mechanism is composed of one or more passages. When game balls are received by the collection mechanism from the game board 20, they can reach the circulation mechanism by flowing down the passages that make up the collection mechanism. The circulation mechanism transports the game balls received from the collection mechanism in a predetermined direction (for example, upward). When game balls are transported by the circulation mechanism, they are received by the launching mechanism. The launching mechanism can launch game balls transported by the circulation mechanism toward the game area 21.

[0053] For example, suppose a game ball is launched by a launching mechanism. The launched game ball may reach the game area 21. Once the game ball reaches the game area 21, it flows down through the game area 21 and enters one of the various prize slots or exit slots 34. When the game ball is discharged from the game board 20, it is discharged to the collection mechanism. Game balls that are launched but do not reach the game area 21 (so-called foul balls) are also discharged to the collection mechanism. The game balls pass through the collection mechanism and reach the circulation mechanism. The game balls are transported by the circulation mechanism. The game balls return to the launching mechanism.

[0054] The recovery mechanism includes a discharge inlet and a foul ball inlet. The discharge inlet receives game balls discharged from the game board 20 via various prize-winning openings and out-out openings 34. The foul ball inlet receives foul balls. The recovery mechanism includes a discharge passage connecting the discharge inlet to a confluence section, and a foul passage connecting the foul ball inlet to the confluence section. Game balls that have passed through the discharge passage and the foul passage merge at the confluence section. Game balls that reach the confluence section reach the circulation mechanism. An out-sensor OS is provided on the discharge passage. A foul sensor FS (shown in Figure 7) is provided on the foul passage.

[0055] The circulation mechanism includes a transport section that transports the game balls received from the recovery mechanism. The transport section comprises a transport passage extending in a predetermined direction, a screw housed in the transport passage, and a transport actuator AS (shown in Figure 7) that rotates the screw. The game balls are transported in the predetermined direction in the transport passage by the rotation of the screw by the transport actuator AS.

[0056] The launching mechanism includes a supply unit and a launching unit. The supply unit receives game balls transported by the transport unit. The supply unit includes a supply inlet sensor SEI (shown in Figure 7), a cutting mechanism, and a supply outlet sensor SEO (shown in Figure 7). The cutting mechanism, driven by a supply actuator AK (shown in Figure 7), cuts out and releases the received game balls one by one. The released game balls are supplied to the launching unit. The launching unit, driven by a launching actuator AH (shown in Figure 7), launches the supplied game balls toward the game area 21. The supply inlet sensor SEI is located on the inlet side of the supply unit. For example, the supply inlet sensor SEI is located at the inlet of the cutting mechanism or in a part adjacent to the inlet. The supply outlet sensor SEO is located on the outlet side of the supply unit. For example, the supply outlet sensor SEO can detect game balls released by the cutting mechanism. For example, the supply outlet sensor SEO is located at the outlet of the cutting mechanism or in a part adjacent to the outlet.

[0057] <Regarding the game status> Next, we will explain the game state of the gaming machine 10. The gaming machine 10 has two game states with different jackpot probabilities: a low-probability state and a high-probability state. Jackpot probability is the probability of winning a jackpot in the jackpot lottery. The high-probability state is a game state in which the jackpot probability is higher than that of the low-probability state. The high-probability state is what is known as a "probability fluctuation state (probability change state)," and the low-probability state is a "non-probability fluctuation state (non-probability change state)." In the following explanation, the high-probability state will be referred to as the "probability change state," and the low-probability state as the "non-probability change state."

[0058] The gaming machine 10 has two game states, a low-base state and a high-base state, which differ in the ratio of the number of prize balls to the number of game balls launched. The high-base state is a game state in which the probability of game balls entering the second start opening 27 is higher than that of the low-base state. The high-base state is a so-called "electric support state," and the low-base state is a "non-electric support state." The high-base state offers a greater advantage in terms of balls entering the second start opening 27 compared to the low-base state.

[0059] A high base state can be achieved, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low base state. The second control is a control that changes the probability of winning a normal win in the normal win lottery (normal win probability) to a higher probability than in the low base state. The third control is an opening time extension control that makes the total opening time of the first variable member 28 in one normal win game longer than in the low base state. As for the opening time extension control, it is preferable to perform at least one of the following controls: a control that increases the number of times the first variable member 28 opens in one normal win game compared to the low base state, and a control that makes the single opening time of the first variable member 28 in a normal win game longer than in the low base state. Furthermore, a high base state may be achieved by combining the fourth control described below. The fourth control is a special symbol variation time reduction control, which makes the variation time of special games (for example, the average variation time) easier to shorten than in the low base state. When the special symbol variation time reduction control is performed, the high base state becomes what is called a "variation time reduction state (shortened variation state)".

[0060] In the gaming machine 10, the first variable member 28 may be in the open state even in the low base state, so there is a possibility that a game ball may enter the second start opening 27 even in the low base state. However, in the low base state, the first variable member 28 may not be in the open state and a game ball may not enter the second start opening 27, for example, by configuring the machine so that a normal win is not achieved in the normal win lottery. Alternatively, in the low base state, the first variable member 28 may not be in the open state even if a normal win is achieved in the normal win lottery, so that a game ball does not enter the second start opening 27. In these cases, the low base state can be described as a state in which a game ball cannot enter the second start opening 27, and the high base state can be described as a state in which a game ball can enter the second start opening 27.

[0061] Furthermore, among the controllable game states in the gaming machine 10, there is a "low probability low base state," which is a low base state and a non-probability state. The low probability low base state is what is commonly known as the "normal state (normal game state)." Among the controllable game states in the gaming machine 10, there is a "low probability high base state," which is a high base state and a non-probability state. Among the controllable game states in the gaming machine 10, there is a "high probability high base state," which is a high base state and a probability state. Thus, there are multiple types of controllable game states in the gaming machine 10. And among the controllable game states in the gaming machine 10, the normal state is included.

[0062] <About the jackpot> Next, we will explain the concept of a jackpot in the gaming machine 10. The gaming machine 10 is equipped with multiple types of jackpot symbols as special jackpot symbols. These multiple types of jackpot symbols are classified into first jackpot symbols and second jackpot symbols. Each of the multiple types of jackpot symbols has a defined type of jackpot. The jackpot symbols may also have a defined game state after the jackpot game ends. In a jackpot game, an opening sequence is performed to announce the start of the jackpot game for a predetermined opening time. After the opening sequence ends, a round game is played in which the large prize slot 29 is opened. The round game is played up to a predetermined maximum number of times. In one round game, the large prize slot 29 remains open until the first round end condition is met (a predetermined maximum number of game balls have entered) or the second round end condition is met (a predetermined maximum time has elapsed). A round sequence is performed during the round game. Then, in a jackpot game, once the final round of gameplay is complete, an ending sequence is played for a predetermined duration to announce the end of the jackpot game. The jackpot game ends when the ending sequence concludes.

[0063] Jackpot symbols classified as "First Jackpot Symbols" are designated as "First Jackpot" as the type of jackpot. Jackpot symbols classified as "First Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a probability variation state after the jackpot play ends. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a high base state after the jackpot play ends. Jackpot symbols classified as "Second Jackpot Symbols" are designated as "Second Jackpot" as the type of jackpot. Jackpot symbols classified as "Second Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "Second Jackpot Symbols" are designated as being in a non-probability variation state after the jackpot play ends. Furthermore, for jackpot symbols classified as second jackpot symbols, it is stipulated that the game state after the jackpot game ends will be a high base state until 100 special games are completed, or until a jackpot game is awarded before 100 special games are completed. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as a first jackpot symbol will be referred to as a "first jackpot game," and a jackpot game awarded based on a jackpot symbol classified as a second jackpot symbol will be referred to as a "second jackpot game."

[0064] <About the game with changing symbols and effects> The display effects that the display device 25 can execute include a variation game of effect symbols (hereinafter referred to as "effect symbols") in which effect symbols (hereinafter referred to as "effect symbols") are displayed in multiple columns and the combination of effect symbols is finally fixed and stopped. The effect game is executed by varying the effect symbols in multiple columns. The effect symbols are also called "decorative symbols" or "ornamental symbols". The effect game is performed by displaying (scrolling) the first, second, and third columns of symbols in the vertical direction. In the following explanation, the "first column" will be referred to as the "left column" and the "first symbol" as the "left symbol", the "second column" will be referred to as the "middle column" and the "second symbol" as the "middle symbol", and the "third column" will be referred to as the "right column" and the "third symbol" as the "right symbol". In each column, as a rule, effect symbols that resemble the numbers "1" to "8" are displayed in a predetermined order.

[0065] The performance game is performed in conjunction with the special game. Specifically, the performance game starts when the special game begins and ends when the special game ends. The gaming machine 10 is configured to be able to run the performance game while the special game is running. In the performance game, combinations of performance symbols corresponding to the special symbols that were displayed as confirmed stops in the special game are displayed as confirmed stops. If a jackpot symbol is displayed as confirmed stops in the special game, the jackpot symbol combination resulting from the performance symbol is displayed as confirmed stops in the performance game. For example, a jackpot symbol combination is a combination where all the performance symbols in all rows are the same, such as "777". If a losing symbol is displayed as confirmed stops in the special game, the losing symbol combination resulting from the performance symbol is displayed as confirmed stops in the performance game. For example, a losing symbol combination is a combination where at least some of the performance symbols in some rows are different from the performance symbols in other rows, such as "426", "115", or "323". In this way, the performance display device 25 runs the performance game in conjunction with the running of the special game. In the special effects game, the special effects symbols will temporarily stop before being displayed as a confirmed stop. In this specification, "temporarily stopped display" means a state that indicates the symbols may change again, such as a "shaking / fluctuating state," or a state that is different from a confirmed stop display.

[0066] In the performance game, the display pattern of the performance symbols may become a reach pattern (a reach is formed), and a reach performance may be performed. The reach pattern is a state in which performance symbols resembling the same number are temporarily stopped and displayed in a specific column (for example, the left column and the right column) among multiple columns, and performance symbols in a different column (for example, the middle column) continue to change and display. There may be multiple types of reach performances that differ in the characters that appear and the actions of the performance symbols. Reach performances are performed during the execution of a special game. Reach performances include normal reach performances and super reach performances that are performed after the start of a normal reach performance. In this embodiment, when a super reach performance is performed during the execution of a special game, the expectation of a big win is higher than when only a normal reach performance is performed.

[0067] <About the special pre-show performance> The gaming machine 10 is capable of executing special pre-show effects. These special pre-show effects are effects that can be executed for special games whose execution has been postponed. The special pre-show effects are executed when the execution of the special game that is the target of the special pre-show effect is postponed. Therefore, the special pre-show effects are executed at a time before the execution of the special game that is the target of the special pre-show effect begins. The special pre-show effects can be executed by the speaker 18. Specifically, in the gaming machine 10, a sound for the special pre-show effect (for example, a "bang" sound) is output from the speaker 18, and the special pre-show effect is executed. In the following description, the sound for the special pre-show effect will be referred to as the "special pre-show effect sound". Note that the special pre-show effect is not limited to being executed only by the speaker 18; for example, it may be executed by some or all of the performance devices, such as the performance display device 25, the decorative lamp 17, and the speaker 18.

[0068] <About the special trailer production> The gaming machine 10 is capable of executing a special preview performance. The special preview performance is a performance that can be executed for the ongoing special game. The special preview performance can be executed on the performance display device 25 and the speaker 18. There are multiple types of performance contents for the special preview performance. And in the gaming machine 10, an image corresponding to the performance content among the images related to the special preview performance is displayed on the performance display device 25, a sound for the special preview performance (for example, a clicking sound) is output from the speaker 18, and the special preview performance is executed. In the following description, the sound for the special preview performance is referred to as the "special preview performance sound". Note that the special preview performance sound may vary depending on the performance content of the special preview performance, or may be the same regardless of the performance content of the special preview performance. Note that the special preview performance is not limited to being executed on the performance display device 25 and the speaker 18, and may be executed on some or all of the performance devices such as the performance display device 25, the decorative lamp 17, and the speaker 18, for example.

[0069] <Regarding the performance related to the firing intensity of the game ball> The gaming machine 10 is capable of executing a performance related to the firing intensity of the game ball. Specifically, in the gaming machine 10, the performance related to the firing intensity of the game ball includes a right - hitting notification performance that encourages right - hitting and a left - hitting notification performance that encourages left - hitting.

[0070] For example, in the gaming machine 10, an image imitating a right - facing arrow and character information of "right - hitting" are displayed on the performance display device 25, and the right - hitting notification performance is executed. The right - hitting notification performance is executed in a situation where right - hitting is recommended. For example, the right - hitting notification performance is executed when in the high - base state. For example, the right - hitting notification performance is executed when a jackpot game is awarded. The right - hitting notification performance may be configured to continue to be executed until the end condition of the right - hitting notification performance is satisfied. The end condition of the right - hitting notification performance may be satisfied, for example, when the high - base state ends and switches to the low - base state when a jackpot game is not awarded. Note that the right - hitting notification performance is not limited to being executed only on the performance display device 25, and may be executed on some or all of the performance devices such as the performance display device 25, the decorative lamp 17, and the speaker 18, for example.

[0071] For example, in the gaming machine 10, an image resembling a left-pointing arrow and the text information "Please return to left-handed play" are displayed on the performance display device 25, and the left-handed play notification performance is executed. Furthermore, in the gaming machine 10, audio related to the left-handed play notification performance is output from the speaker 18, and the left-handed play notification performance is executed. For example, the audio related to the left-handed play notification performance may be the audio "Please return to left-handed play". In the following description, the audio related to the left-handed play notification performance will be referred to as the "left-handed play notification sound". The left-handed play notification performance is executed in situations where left-handed play is recommended. For example, the left-handed play notification performance is executed when the machine is in a low-base state. For example, the left-handed play notification performance may be configured to be executed when a high-base state ends and the machine switches to a low-base state, when a jackpot game has not been awarded. For example, the left-handed play notification performance may be configured to be executed when it is determined that the player is playing to the right in a situation where left-handed play is recommended. At this time, for example, the player may be determined to be shooting to the right when a game ball enters gate 31. The left-shooting notification effect may be configured to continue running until the termination condition for the left-shooting notification effect is met. The termination condition for the left-shooting notification effect may be met, for example, when the duration of the left-shooting notification effect has elapsed, or when a jackpot is awarded. The right-shooting notification effect is not limited to being executed by the effect display device 25 and speaker 18, but may also be executed by some or all of the effect devices, such as the effect display device 25, decorative lamp 17, and speaker 18.

[0072] <Regarding magnetic error notification> The gaming machine 10 can perform a magnetic error notification that identifies the detection of a magnetic error when a magnetic error is detected. In the gaming machine 10, the magnetic error notification can be performed by the speaker 18. Specifically, the gaming machine 10 performs the magnetic error notification by outputting the voice message "Magnetic field detected" from the speaker 18. Note that the magnetic error notification is not limited to being performed only by the speaker 18, but may also be performed by some or all of the performance devices, such as the performance display device 25, decorative lamps 17, and speaker 18. For example, the magnetic error notification may be performed continuously until the power supply is cut off. Note that the gaming machine 10 may also be configured so that the magnetic error is cleared when a clearing condition is met. Furthermore, the gaming machine 10 may be configured so that the magnetic error notification is terminated when the clearing condition is met while the magnetic error notification is being performed. In other words, the magnetic error notification may be performed continuously until at least the clearing condition is met. Furthermore, one or more of the following first to fourth conditions may be adopted as the conditions for clearing magnetic errors. The first condition can be met by the passage of time. The second condition can be met by the resumption of power supply after it has been interrupted (power interruption recovery). The third condition can be met by the execution of an initialization process that initializes at least a part of the memory contents of the main RWM43 when power supply is started. The fourth condition can be met by the performance of a predetermined operation, such as operating the error clear button.

[0073] <About the Complete function> In the gaming machine 10, it may be controlled to a state of being unable to proceed, which is a state of being unable to play. In other words, the gaming machine 10 can be controlled to a state of being unable to play, which is a state of being unable to play. The gaming machine 10 can be controlled to a state of being unable to proceed by the activation of the complete function. In other words, the gaming machine 10 can be controlled to a state of being unable to play, which is a state of being unable to play, by the activation of the complete function. The complete function can be activated when the maximum difference number counted in the gaming machine 10 reaches a predetermined value. The maximum difference number is also called MY (or MY value). In pachinko gaming machines, the maximum difference number is also called the "maximum difference in balls (or maximum difference in balls)". In revolving-type gaming machines, the maximum difference number is also called the "maximum difference in tokens". In the gaming machine 10, if the maximum difference number reaches a predetermined value, it may be controlled to a state of being unable to proceed. In the gaming machine 10, the predetermined value is set to "95000".

[0074] The complete function can be activated while a special game is in progress. Therefore, if the maximum difference reaches a predetermined value while a special game is in progress, the complete function will be activated. In this case, the game will be controlled to a state where further progress cannot be made while the special game is in progress, and the special game that was being played will be forcibly terminated. The complete function can also be activated while the game is in standby mode. Therefore, if the maximum difference reaches a predetermined value while the game is in standby mode, the complete function will be activated. However, the complete function cannot be activated while a jackpot game is in progress. Therefore, if the maximum difference reaches a predetermined value while a jackpot game is in progress, the complete function will not be activated. Thus, in the game machine 10, the maximum difference may reach a predetermined value when a jackpot game is awarded. However, if the maximum difference reaches a predetermined value while a jackpot game is in progress, the complete function will be activated after the jackpot game ends. In other words, if the maximum difference reaches a predetermined value while a jackpot game is in progress, the game machine 10 can be controlled to a state where further progress cannot be made after the jackpot game ends. Therefore, in the gaming machine 10, if the maximum difference reaches a predetermined value during a jackpot game, the game will not be controlled to a state where it cannot proceed midway through the jackpot game.

[0075] The gaming machine 10 is capable of executing a complete function activation notification (disabled state notification effect) that allows the player to identify that the machine will be controlled to a disabled state after the end of a jackpot game. The complete function activation notification is executed when the maximum difference reaches a predetermined value while a jackpot game is awarded. The complete function activation notification is an effect that suggests or informs that the machine will be controlled to a disabled state after the end of a jackpot game. The complete function activation notification can also be said to be an effect that allows the player to identify that the machine will be controlled to a disabled state after the end of a jackpot game. Therefore, when the complete function activation notification is executed, the player can identify that a special game will not be played after the end of a jackpot game, that is, that the next special game will not be played. The complete function activation notification also ends when the jackpot game ends. The complete function activation notification can be said to be an effect that can be executed after it has been decided that the complete function will be activated.

[0076] As shown in Figure 4, the gaming machine 10 performs a complete function activation notification by displaying an activation notification image SY containing the text information "The complete function will be activated after the win ends" on the performance display device 25. The activation notification image SY is an image surrounded by a double border. The activation notification image SY is an image containing the text information "The complete function will be activated after the win ends". The activation notification image SY is displayed in a part of the display area 25r of the performance display device 25. Note that the complete function activation notification is not limited to being performed only on the performance display device 25, but may also be performed on some or all of the performance devices, such as the performance display device 25, decorative lamps 17, and speakers 18.

[0077] The gaming machine 10 is capable of executing a complete function activation warning (reaching warning effect) that allows the player to identify when the maximum difference is approaching a predetermined value. The complete function activation warning corresponds to an effect that warns when the maximum difference reaches a predetermined value. The complete function activation warning is executed on the effect display device 25 when the maximum difference reaches a predetermined starting number that is less than the predetermined value. In other words, the complete function activation warning is executed on the effect display device 25 when the maximum difference reaches the starting number. When the complete function activation warning is executed, it continues to be executed until the maximum difference reaches the predetermined value. After the execution of the complete function activation warning starts when the maximum difference reaches the starting number, the complete function activation warning may be terminated if the maximum difference falls below the starting number. Alternatively, even if the execution of the complete function activation warning starts when the maximum difference reaches the starting number, the complete function activation warning may be terminated if it subsequently falls below an even smaller ending number that is less than the starting number. The "Complete Function Activation Warning" can be considered a visual effect that can be implemented before the decision is made to activate the Complete Function.

[0078] As shown in Figure 5, the gaming machine 10 executes a complete function activation warning by displaying an activation warning image SK containing the text information "The complete function is about to be activated" on the performance display device 25. The activation warning image SK is an image surrounded by a frame. The activation warning image SK is an image containing the text information "The complete function is about to be activated". The activation warning image SK is displayed in a part of the display area 25r of the performance display device 25. Note that the complete function activation warning is not limited to being executed only on the performance display device 25, but may also be executed on some or all of the performance devices, such as the performance display device 25, decorative lamps 17 and speakers 18.

[0079] Incidentally, if the complete function activation warning is initiated during a jackpot game and the jackpot game ends without the maximum difference reaching the specified value, the complete function activation warning can continue to be executed even after the jackpot game has ended. In addition, the same activation warning image SK is displayed on the display device 25 whether the maximum difference reaches the starting number during a jackpot game or when the maximum difference reaches the starting number at a time other than during a jackpot game.

[0080] The gaming machine 10 is capable of executing a complete function activation notification (incapacitation notification effect) that allows the player to identify that the machine has been controlled to an incapacitation state. The complete function activation notification corresponds to an effect that notifies the player that the machine has been controlled to an incapacitation state. The complete function activation notification is executed on the effect display device 25 when the machine is controlled to an incapacitation state. The complete function activation notification can be said to be an effect that can be executed after it has been determined that the complete function will be activated. For example, in the gaming machine 10, the complete function activation notification may be terminated when a release condition is met. In the gaming machine 10, the release condition for the complete function activation notification is the "third release condition that can be met when an initialization process is executed that initializes at least a part of the memory contents of the main RWM 43 in conjunction with the start of power supply." Note that one or more of the first to fourth release conditions described above may be used as the release conditions for the complete function activation notification. Furthermore, the release conditions for the complete function activation notification may be partially or entirely the same as the release conditions for the magnetic error, or they may be different from the release conditions for the magnetic error. In other words, the release conditions for the magnetic error may be included in the release conditions for the complete function activation notification, or they may be different from the release conditions for the complete function activation notification.

[0081] As shown in FIG. 6, the gaming machine 10 executes a completion function activation notification by causing the effect display device 25 to display an operation notification image SH including character information of "The completion function has been activated" and character information of "Today, the game is over". The operation notification image SH is different from the operation preview image SY. Further, the operation notification image SH includes character information (simply indicated as "model name" in FIG. 6) that can identify the model name of the gaming machine 10. Thus, in the gaming machine 10, when the completion function activation notification is performed, information that can identify the model name is suggested or notified in the effect display device 25. The operation notification image SH is displayed over the entire display area 25r of the effect display device 25. Note that the completion function activation notification is not limited to being executed only by the effect display device 25, and may be executed in some or all of the effect devices such as the effect display device 25, the decorative lamp 17, and the speaker 18, for example.

[0082] Furthermore, in the gaming machine 10, when the completion function activation notification is performed, a completion achievement sound is output from the speaker 18. The effect of outputting the completion achievement sound can also be regarded as the completion function activation notification. Therefore, the gaming machine 10 can also be regarded as being able to execute the completion function activation notification in the speaker 18 and the effect display device 25.

[0083] The operation notification image SH can be described as an image that suggests or indicates a state where further progress is impossible. Furthermore, the operation notification image SH can also be described as an image that suggests or indicates that the maximum difference has reached a predetermined value. The gaming machine 10 can display the operation notification image SH when the maximum difference reaches a predetermined value. In particular, if the maximum difference reaches a predetermined value during a jackpot game, the gaming machine 10 can display the operation notification image SH after the jackpot game ends. Incidentally, even if the maximum difference reaches a predetermined value when not in a jackpot game, the operation notification image SH will be displayed on the performance display device 25. Furthermore, in the gaming machine 10, the operation notification image SH displayed on the performance display device 25 when the maximum difference reaches a predetermined value during a jackpot game is the same as the operation notification image SH displayed on the performance display device 25 when the maximum difference reaches a predetermined value when not in a jackpot game. Furthermore, the activation notification image SH displayed on the performance display device 25 when the maximum difference reaches a predetermined value during a jackpot game may be different from the activation notification image SH displayed on the performance display device 25 when the maximum difference reaches a predetermined value when not in a jackpot game. Also, the activation notification image SH displayed on the performance display device 25 when the maximum difference reaches a predetermined value during a jackpot game may be the same as, or different from, the activation notification image SH displayed on the performance display device 25 when the maximum difference reaches a predetermined value when not in a jackpot game.

[0084] As described above, the gaming machine 10 can perform the following effects related to the activation of the complete function: a complete function activation warning, a complete function activation announcement, and a complete function activation notification. Since the effects related to the activation of the complete function are effects that can be performed depending on the change in the maximum difference, they can be considered effects based on the assigned gaming medium. The effects that can be performed as effects related to the activation of the complete function may be some of the complete function activation warning, complete function activation announcement, and complete function activation notification, or other effects. For example, among the complete function activation warning, complete function activation announcement, and complete function activation notification, the complete function activation announcement may not be performed, and only the complete function activation warning and complete function activation notification may be performed.

[0085] <Regarding wireless communication between the gaming machine 10 and external devices> The gaming machine 10 is capable of wireless communication with external devices (external communication devices) using Bluetooth®. In the following description and drawings, "Bluetooth" may be referred to as "BT". Note that Bluetooth also includes Bluetooth Low Energy (BLE). The external device may be, for example, a sound output means capable of outputting sound, such as wireless earphones. Thus, the gaming machine 10 can be connected to external devices capable of outputting sound. Incidentally, some or all of the sounds that can be output from the speaker 18 of the gaming machine 10 can be output from the external device connected to the gaming machine 10. On the other hand, sounds that are not output from the speaker 18 cannot be output from the external device connected to the gaming machine 10 at the instruction of the gaming machine 10.

[0086] The gaming machine 10 can operate and play games even without being connected to an external device. In the gaming machine 10, there is a state in which it is not connected to an external device (first connection state). In addition, there is a state in which the gaming machine 10 is connected to an external device (second connection state). Thus, in this embodiment, there is a first connection state in which it is not connected to an external device, and a second connection state in which it is connected to an external device.

[0087] <Regarding the electrical configuration of gaming machine 10> Next, we will explain the electrical configuration of the gaming machine 10. As shown in Figure 7, the gaming machine 10 is equipped with multiple control boards. These multiple control boards include a main board 40 as a game control board, a sub-board 50 as a performance control board, and a frame board 60 as a frame control board. The multiple control boards are located in positions that cannot be accessed or seen without unlocking the locking device and opening the inner frame 13 (for example, on the back side of the gaming board unit).

[0088] The main board 40 and the sub-board 50 are connected in a way that allows unidirectional communication from the main board 40 to the sub-board 50. The main board 40 executes predetermined control and outputs control information to the sub-board 50. For example, the control information may be a control signal, a control command, or a message. The sub-board 50 can receive the control information output from the main board 40. The sub-board 50 executes predetermined control based on the control information input from the main board 40. The main board 40 and the frame board 60 are connected in a way that allows bidirectional communication. The main board 40 executes predetermined control and outputs control information to the frame board 60. The frame board 60 executes predetermined control and outputs control information to the main board 40.

[0089] The frame board 60 of the gaming machine 10 and the management control board 120 of the management unit 100 are connected via a connection terminal board 98 provided on the gaming machine 10, enabling bidirectional communication. The frame board 60 performs predetermined control and outputs control information to the management control board 120. The management control board 120 performs predetermined control and outputs control information to the frame board 60.

[0090] First, let me explain the main board 40. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 performs various processes by executing a control program (main control program) for the main CPU 41.

[0091] The main ROM 42 stores the main control program and the lottery table used for predetermined lotteries. The main ROM 42 also stores the jackpot determination values ​​used in the jackpot lottery. The jackpot determination values ​​include high probability values ​​and common values. In the jackpot lottery when the machine is not in a probability-increasing state, only the common values ​​are used. On the other hand, in the jackpot lottery when the machine is in a probability-increasing state, both the common values ​​and high probability values ​​are used. The main ROM 42 also stores the performance determination values ​​used in the performance lottery. The performance lottery is a lottery that determines whether to execute a reach performance when the jackpot lottery is unsuccessful, and is equivalent to a reach lottery.

[0092] The main ROM 42 stores multiple types of variation patterns. Each of these variation patterns is associated with a variation time from the start of the special game until the end of the special game. In other words, the variation pattern is associated with the variation time of the special game. The variation pattern can be said to be information that can identify the variation time of the special game. In the gaming machine 10, the variation time of the special game is determined by the determination of the variation pattern. The variation pattern may also be information that can identify some or all of the performance content of the performance game that takes place from the start of the special game until the end of the special game. Examples of variation patterns include a jackpot variation pattern and a losing variation pattern. The jackpot variation pattern is associated with a performance content of the performance game that, after a reach performance, ultimately displays a confirmed combination of symbols for a jackpot. The losing variation pattern includes a losing variation pattern without a reach and a losing variation pattern with a reach. In the losing spin pattern without a reach, the corresponding gameplay involves displaying a losing combination of symbols without going through a reach animation. In the losing spin pattern with a reach, the corresponding gameplay involves displaying a losing combination of symbols after going through a reach animation.

[0093] There are two types of fluctuation patterns: those that can be determined when the system is in a high base state and those that can be determined when the system is in a low base state. The fluctuation patterns that can be determined when the system is in a high base state and those that can be determined when the system is in a low base state differ in some or all ways. The fluctuation time defined for the fluctuation patterns that can be determined when the system is in a high base state is shorter (or often shorter) than the fluctuation time defined for the fluctuation patterns that can be determined when the system is in a low base state.

[0094] The main ROM 42 stores multiple types of variation patterns for normal games. Each of these multiple types of variation patterns for normal games is associated with a variation time from the start to the end of a normal game. In other words, each variation pattern for a normal game is associated with a variation time for a normal game. For example, there are variation patterns for normal games that can be determined when the base state is low, and variation patterns for normal games that can be determined when the base state is high.

[0095] The main RWM43 can store various information that is rewritten as needed during the operation of the gaming machine 10. The information stored by the main RWM43 includes, for example, flags, counters, and timers. The main board 40 can generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.

[0096] The main board 40 is connected to a first start sensor SE1, a second start sensor SE2, a count sensor SE3, a gate sensor SE4, a first general sensor SE5, and a second general sensor SE6. The main CPU 41 can receive detection signals output by the various sensors SE1 to SE6 via a port (not shown). A magnetic sensor JS is connected to the main board 40. The main CPU 41 can receive detection signals output by the magnetic sensor JS via a port (not shown). An information display panel 22 is also connected to the main board 40. The main CPU 41 can control the display content of the information display panel 22 via a drive circuit (not shown). A first actuator A1 and a second actuator A2 are also connected to the main board 40. The main CPU 41 can control the operation of the first actuator A1 and the second actuator A2 via a drive circuit (not shown).

[0097] Next, the sub-board 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. The sub-board 50 also includes a Bluetooth module 55 (hereinafter referred to as BT module 55) for wireless communication with external devices. For example, the sub-CPU 51 performs various processes (for example, processes related to performance) by executing a control program (sub-control program) for the sub-CPU 51. The sub-ROM 52 stores the sub-control program, a lottery table used for the lottery, and judgment values. The sub-ROM 52 stores display performance data that can identify the manner (content) of the display performance in the performance display device 25. The sub-ROM 52 also stores light emission performance data that can identify the manner (content) of the light emission performance in the decorative lamp 17. The sub-ROM 52 stores sound performance data that can identify the manner (content) of the sound performance in the speaker 18. The sub-RWM 53 can store various information that is rewritten as appropriate during the operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is capable of generating random numbers. For example, the random numbers may be hardware random numbers or software random numbers.

[0098] The sub-board 50 is connected to a decorative lamp 17, a speaker 18, and a performance display device 25. The sub-CPU 51 can control the decorative lamp 17, the speaker 18, and the performance display device 25 via a drive circuit (not shown). In this embodiment, the sub-CPU 51 controls the decorative lamp 17 as a light-emitting means, thereby realizing the function of a light-emitting control means capable of controlling a light-emitting means. In this embodiment, the sub-CPU 51 controls the speaker 18 as a sound output means, thereby realizing the function of a sound output control means capable of controlling a sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 25 as a display means, thereby realizing the function of a display control means capable of controlling a display means. In this embodiment, the sub-CPU 51 controls the performance device as a performance execution means among the decorative lamp 17, speaker 18, and performance display device 25, thereby realizing the function of a performance control means capable of controlling a performance execution means. Note that the performance device as a performance execution means is not limited to a performance device controllable by the sub-CPU 51. For example, the performance device as a means of executing performances may include at least one of a performance device controllable by the main CPU 41 and a performance device controllable by the frame CPU 61. The performance control means may be implemented by one or more of the main CPU 41, sub-CPU 51, and frame CPU 61.

[0099] Sub-board 50 is connected to operation button BO. Sub-CPU 51 can receive the operation signal to be output when operation button BO is operated. Sub-board 50 is connected to the directional buttons JB. That is, sub-board 50 is connected to buttons B1 to B4. Sub-CPU 51 can receive the operation signals to be output for each of buttons B1 to B4 of the directional buttons JB individually.

[0100] Next, the frame substrate 60 will be described. The frame board 60 includes a frame CPU 61, a frame ROM 62, and a frame RWM 63. For example, the frame CPU 61 performs various processes (for example, processes related to the management of the second number of managed balls) by executing a control program (frame control program) for the frame CPU 61. The frame ROM 62 stores the frame control program and the like. The frame RWM 63 can store various information that is rewritten as needed during the operation of the gaming machine 10. The information stored in the frame RWM 63 includes, for example, flags, counters, and timers.

[0101] A second ball count display unit 37 is connected to the frame board 60. The frame CPU 61 can control the display content of the second ball count display unit 37 via a drive circuit (not shown). A counting operation unit 38 is connected to the frame board 60. The frame CPU 61 can receive counting signals to be output when the counting operation unit 38 is operated. The frame CPU 61 can determine whether the operation mode of the counting operation unit 38 is a "short press operation" or a "long press operation" according to the counting signal received from the counting operation unit 38. A counting notification unit 38a is connected to the frame board 60. The frame CPU 61 can control the counting notification unit 38a via a drive circuit (not shown).

[0102] The frame board 60 is connected to an out sensor OS, a foul sensor FS, a supply inlet sensor SEI, a supply outlet sensor SEO, and a touch sensor TS. The frame CPU 61 can receive detection signals output by various sensors OS, FS, SEI, SEO, and TS via a port (not shown). The frame CPU 61 outputs the detection signal from the out sensor OS to the main board 40. The supply actuator AK is connected to the frame board 60. The frame CPU 61 can control the operation of the supply actuator AK via a drive circuit (not shown). By controlling the power supply to the supply actuator AK, the frame CPU 61 can dispense and release game balls one by one. The launch actuator AH is connected to the frame board 60. The frame CPU 61 can control the operation of the launch actuator AH via a drive circuit (not shown). By controlling the power supply to the launch actuator AH, the frame CPU 61 can launch game balls into the game area 21. The transport actuator AS is connected to the frame board 60. The frame CPU 61 can control the operation of the transport actuator AS via a drive circuit (not shown). By controlling the drive of the transport actuator AS, the frame CPU 61 can transport game balls.

[0103] The frame substrate 60 is connected to the management unit 100 via the connection terminal board 98. The frame CPU 61 is configured to receive various control information output by the management control board 120. The frame CPU 61 is configured to output various control information to the management control board 120.

[0104] <Basic control of the frame substrate 60> Next, we will explain the various processes that the frame CPU 61 executes based on the frame control program. First, let's explain the transport process performed by the frame CPU 61.

[0105] In the transport process, the frame CPU 61 can operate the transport actuator AS. For example, in the transport process, the frame CPU 61 may operate the transport actuator AS if a sensor capable of detecting game balls at the entrance of the transport passage detects a game ball, and a state in which a sensor capable of detecting game balls at the exit of the transport passage does not detect a game ball is maintained for a predetermined period of time. For example, in the transport process, the frame CPU 61 may stop the operation of the transport actuator AS if a sensor capable of detecting game balls at the exit of the transport passage detects a game ball.

[0106] Next, we will explain the supply and firing process performed by the frame CPU 61. In the supply and launch process, the frame CPU 61 controls the supply actuator AK so that game balls are supplied to the launching unit if the second number of managed balls is 1 or more and a detection signal is input from the touch sensor TS. The frame CPU 61 then controls the launching actuator AH so that the supplied game balls are launched toward the game area 21. The frame CPU 61 does not supply game balls to the launching unit if the second number of managed balls is 0 or if no detection signal is input from the touch sensor TS.

[0107] Next, we will explain the second management ball count information generation process performed by the frame CPU 61. In the second management ball count information generation process, when the frame CPU 61 receives the acquired prize ball count information from the main board 40, it adds the number of acquired balls that can be identified from the acquired prize ball count information to the second management ball count. As will be described later, the acquired prize ball count information is control information output from the main board 40 when the conditions for awarding prize balls are met upon entry into a predetermined prize slot. The acquired prize ball count information is control information that can identify the number of prize balls to be awarded.

[0108] The second managed ball count information generation process is a process for generating (managing) the second managed ball count. When the frame CPU 61 receives the acquired prize ball count information from the main board 40, it adds the number of acquired balls that can be identified from the acquired prize ball count information to the second managed ball count. As will be described later, the acquired prize ball count information is control information output from the main board 40 when the conditions for awarding prize balls are met upon winning in a predetermined prize pocket. The acquired prize ball count information is control information that can identify the number of prize balls to be awarded. For example, in the gaming machine 10, the number of prize balls awarded when a ball enters the first start pocket 26 is "3", and the number of prize balls awarded when a ball enters the second start pocket 27 is "3". Also, in the gaming machine 10, the number of prize balls awarded when a ball enters the large prize pocket 29 is "10", and the number of prize balls awarded when a ball enters the general prize pocket 32 ​​is "7". The number of prize balls awarded when a ball enters each prize pocket may be changed as appropriate. Thus, in the gaming machine 10, the second number of managed balls increases when a game ball enters each prize slot.

[0109] When the frame CPU 61 receives lending information from the management control board 120, it adds the number of balls lent as indicated in the lending information to the second managed ball count. Note that the number of balls lent as indicated in the lending information may also be "0". Thus, in the gaming machine 10, the second managed ball count may increase when the ball lending operation unit 111 or the payout operation unit 112 of the management unit 100 is operated.

[0110] When the frame CPU 61 receives a detection signal from the foul sensor FS, it increments the second managed ball count by 1. In other words, when the frame CPU 61 detects that a game ball has been collected as a foul ball, it increments the second managed ball count by 1. Thus, in the game machine 10, the second managed ball count increases when a launched game ball does not reach the game area 21.

[0111] When the frame CPU 61 receives a detection signal from the supply outlet sensor SEO, it deducts 1 from the second managed ball count. That is, when the frame CPU 61 detects that one game ball has been supplied to the launching unit, that is, that a game ball has been launched toward the game area 21 in response to detection by the supply outlet sensor SEO, it deducts 1 from the second managed ball count. In this way, the game balls managed as data (second managed ball count) are converted into actual game balls as a game medium (real balls). Therefore, the second managed ball count can be said to be the number of game balls that can be used for gameplay. Thus, in the game machine 10, the second managed ball count decreases when a game ball is launched toward the game area 21.

[0112] Furthermore, the frame CPU 61 may, instead of receiving a detection signal from the supply outlet sensor SEO, detect that one game ball has been supplied to the launching unit based on a detection signal from the supply inlet sensor SEI and deduct 1 from the second managed ball count. Alternatively, the frame CPU 61 may, based on both the detection signal from the supply inlet sensor SEI and the detection signal from the supply outlet sensor SEO, detect that one game ball has been supplied to the launching unit and deduct 1 from the second managed ball count. In addition, the frame CPU 61 may deduct the second managed ball count based on the operation of the launching actuator AH instead of the detection signal from the supply outlet sensor SEO. Furthermore, the frame CPU 61 may be provided with a sensor in the guide path 21a and deduct the second managed ball count when the sensor detects a game ball launched from the launching unit. In this way, the second managed ball count is deducted in relation to at least one of the operations of supplying game balls to the supplying unit and launching game balls.

[0113] When the frame CPU 61 is in a counting-capable state, upon receiving a counting signal from the counting operation unit 38, it adds the counted balls to the counting information stored in the frame RWM 63. For example, if the frame CPU 61 receives a counting signal from the counting operation unit 38 that identifies a "short press operation," it adds the first counted balls (1 in this embodiment) to the counting information and stores it in the frame RWM 63. If the second managed ball count is equal to or greater than the second counted balls (250 in this embodiment), and the frame CPU 61 receives a counting signal from the counting operation unit 38 that identifies a "long press operation," it adds the second counted balls to the counting information and stores it in the frame RWM 63. Furthermore, if the "long press operation" continues, the frame CPU 61 adds the second counted balls to the counting information and stores it in the frame RWM 63 each time a predetermined amount of time has elapsed. If the second number of managed balls is less than the second counted number of balls, and a counting signal that can identify a "long press operation" is input from the counting operation unit 38, the frame CPU 61 adds the second number of managed balls to the counting information and stores it in the frame RWM 63. The frame CPU 61 subtracts the number of balls added to the counting information from the second number of managed balls. The frame CPU 61 may subtract the second number of managed balls and then add the counting information, or add the counting information and then subtract the second number of managed balls. Thus, in the gaming machine 10, the second number of managed balls may decrease when the counting operation unit 38 is operated.

[0114] The frame CPU 61 controls the second ball count display unit 37 to notify information that can identify the second number of managed balls after it has been updated by addition or subtraction. For example, if the second number of managed balls is "5000", the second ball count display unit 37 will display the number "5000". In this way, the frame CPU 61 updates the display content of the second ball count display unit 37 according to the increase or decrease in the second number of managed balls. For example, the second ball count display unit 37 may also be used as a notification unit that notifies information that can identify an error detected by the frame board 60. The frame CPU 61 outputs control information (hereinafter referred to as a management number command) to the main board 40 that can identify both the second number of managed balls before addition or subtraction and the second number of managed balls after addition or subtraction. Since the management number command is control information that can identify the second number of managed balls before and after the update, it is also control information that can identify the updated number of the second number of managed balls. The main CPU 41 outputs the management number command to the sub-board 50. Incidentally, in the gaming machine 10, if the second number of managed balls decreases based on the operation of the counting operation unit 38, it is possible to identify from the management number command that the second number of managed balls has decreased (that settlement has been made) based on the operation of the counting operation unit 38.

[0115] In the gaming machine 10, the countable state is when the second managed ball count is not zero. When the countable state is reached, the frame CPU 61 controls the light-emitting element built into the count notification unit 38a so that the count notification unit 38a lights up. The management of the second managed ball count is transferred from the gaming machine 10 to the management unit 100 by outputting the count information to the management control board 120 in the external device communication processing described later. As described above, the gaming machine 10 is configured to manage the number of game balls (game media) that can be used for gameplay using data.

[0116] Next, we will explain the external device communication processing performed by the CPU 61. In the external device communication processing, the frame CPU 61 outputs the counting information stored in the frame RWM 63 to the management control board 120 at regular intervals (for example, 300ms). When the frame CPU 61 outputs the counting information to the management control board 120, it initializes the counting information stored in the frame RWM 63. The counting information is information that can identify the decrease in the second management ball count according to the operation of the counting operation unit 38, and is information that can identify the number of balls held by the player to be transferred from the gaming machine 10 to the management unit 100. Note that the counting information is output at regular intervals, and will be 0 if the counting operation unit 38 is not operated. Therefore, even if the frame CPU 61 outputs the counting information to the management control board 120, it may not subtract the second management ball count. The frame CPU 61 outputs control information (hereinafter referred to as the counting completion command) to the main board 40 indicating that a predetermined number of balls has been transferred to the management unit 100. The main CPU 41 outputs a counting completion command to the sub-board 50.

[0117] After outputting counting information, the frame CPU 61 can receive loan information from the management control board 120 via the connection terminal board 98 within a predetermined time (for example, 170 ms). When the frame CPU 61 receives loan information, it updates the second managed ball count based on that information. In this way, the frame CPU 61 outputs counting information to the management control board 120 at regular intervals and receives loan information from the management control board 120 to update the second managed ball count.

[0118] <Regarding the basic control of the main board 40> Next, we will explain the various processes that the main CPU 41 executes based on the main control program. For example, the main CPU 41 executes special symbol input processing and special symbol start processing as interrupt processing performed at predetermined intervals (for example, 4ms).

[0119] First, let's explain the special symbol input process performed by the main CPU 41. In the special symbol input process, the main CPU 41 determines whether a game ball has entered the start openings 26 and 27 based on whether or not it has received a detection signal from the first start sensor SE1 or the second start sensor SE2 (hereinafter referred to as input determination). If the result of the input determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the result of the input determination is positive, the main CPU 41 determines whether the number of special reserved balls stored in the main RWM 43 is less than the upper limit (hereinafter referred to as reserved ball determination). If the result of the reserved ball determination is negative, the main CPU 41 terminates the special symbol input process. If the result of the reserved ball determination is positive, the main CPU 41 adds 1 to the number of special reserved balls and updates it. The main CPU 41 also controls the information display panel 22 to display the updated number of special reserved balls. The main CPU 41 outputs control information that can identify the updated number of special reserved balls (hereinafter referred to as reserved ball command) to the sub-board 50. If the result of the hold judgment is positive, the main CPU 41 acquires the random numbers generated in the main board 40 and stores the random number information based on the acquired random numbers in the main RWM 43. At this time, the main CPU 41 stores the random number information in such a way that the storage order can be specified. In this embodiment, by storing the random number information in the main RWM 43, the execution of the special game is held in abeyance until the execution conditions for the special game are met. That is, the gaming machine 10 is configured to hold the execution of the special game. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. For example, the random numbers may be random numbers used for the jackpot lottery, random numbers used for determining special symbols, random numbers used for determining the variation pattern, random numbers used for the performance lottery, etc. After performing the pre-read command generation process, the main CPU 41 terminates the special symbol input process.

[0120] Here, we will explain the lookahead command generation process and the lookahead commands generated in the said lookahead command generation process. The pre-read commands are classified into five types: the first pre-read command to the fifth pre-read command. The first pre-read command is generated when the value of the winning random number does not match the jackpot judgment value, and the value of the performance random number does not match the performance judgment value. The second pre-read command is generated when the value of the winning random number does not match the jackpot judgment value, but the value of the performance random number matches the performance judgment value. The third pre-read command is generated when the value of the winning random number matches the high probability value, but the value of the performance random number does not match the performance judgment value. The fourth pre-read command is generated when the value of the winning random number matches the high probability value, and the value of the performance random number matches the performance judgment value. The fifth pre-read command is generated when the value of the winning judgment random number matches the common value.

[0121] In the pre-read command generation process, the main CPU 41 generates a pre-read command based on the value of a random number obtained in the special symbol input process and outputs it to the sub-board 50. Specifically, the main CPU 41 generates a pre-read command based on the value of at least some of the random numbers obtained in the special symbol input process, including the winning lottery random number, the symbol random number, the performance lottery random number, and the variation pattern random number, and outputs it to the sub-board 50. At this time, the main CPU 41 generates a pre-read command that can identify the number of special reserves and outputs it to the sub-board 50. For example, when generating a pre-read command that is classified as a first pre-read command in the pre-read command generation process when the number of special reserves is "3", the main CPU 41 generates a first pre-read command that can identify that the number of special reserves is "3".

[0122] The following describes the generation of lookahead commands in the lookahead command generation process. In the pre-read command generation process, the main CPU 41 generates a pre-read command classified as a first pre-read command if the acquired winning lottery random number value does not match either the high probability value or the common value, and the acquired performance lottery random number value does not match the performance judgment value. The main CPU 41 generates a pre-read command classified as a second pre-read command if the acquired winning lottery random number value does not match either the high probability value or the common value, and the acquired performance lottery random number value matches the performance judgment value. The main CPU 41 generates a pre-read command classified as a third pre-read command if the acquired winning lottery random number value matches the high probability value, and the acquired performance lottery random number value does not match the performance judgment value. The main CPU 41 generates a pre-read command classified as a fourth pre-read command if the acquired winning lottery random number value matches the high probability value, and the acquired performance lottery random number value matches the performance judgment value. The main CPU 41 generates a pre-read command classified as a fifth pre-read command if the acquired winning lottery random number value matches the common value.

[0123] Next, we will explain the special symbol start process performed by the main CPU 41. In the special symbol start process, the main CPU 41 determines whether it is not currently in a jackpot game and is not currently running a special game. If it is currently in a jackpot game or a special game, the main CPU 41 terminates the special symbol start process. On the other hand, if it is not currently in a jackpot game and is not currently running a special game, the main CPU 41 performs a hold check to determine if the number of special hold items is 1 or more. If the hold check determines that the number of special hold items is not 1 or more, the main CPU 41 terminates the special symbol start process.

[0124] Incidentally, if the hold check determines that the number of special holds is not 1 or more, the main CPU 41 outputs control information (hereinafter referred to as a wait command) that identifies the system as being in a standby state to the sub-board 50. However, the main CPU 41 will not output the wait command to the sub-board 50 again, even if the hold check determines that the number of special holds is not 1 or more, until it executes a special game after outputting the wait command to the sub-board 50. The standby state can be described as a situation where a special game is not being executed, that is, a situation where a special game is not currently being played. The standby state can also be described as a situation where a jackpot game has not been awarded, that is, a situation where a jackpot game is not currently being played.

[0125] If the main CPU 41 determines that the number of special reserves is 1 or more during the reserve determination process, it decrements the number of special reserves stored in the main RWM 43 by 1 and updates it. The main CPU 41 controls the information display panel 22 so that the updated number of special reserves is displayed. The main CPU 41 outputs a reserve count command that allows the updated number of special reserves to be identified to the sub-board 50. Next, the main CPU 41 reads the first random number information stored from the main RWM 43 among the random number information for the special game. After reading the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs the jackpot lottery process.

[0126] In the jackpot lottery process, the main CPU 41 performs a jackpot lottery based on the value of the winning lottery random number that can be identified from the read random number information and the jackpot determination value stored in the main ROM 42. At this time, if the main CPU 41 is in a probability variation state, it performs the jackpot lottery using the common value and the high probability value. On the other hand, if the main CPU 41 is not in a probability variation state, it performs the jackpot lottery using the common value. The main CPU 41 determines whether the value of the winning lottery random number matches the jackpot determination value and performs the jackpot lottery. In this embodiment, if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has been won, and if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has not been won. If the jackpot lottery is won, the main CPU 41 terminates the jackpot lottery process and performs the jackpot game process. On the other hand, if the jackpot lottery is unsuccessful, the main CPU 41 terminates the jackpot lottery process and performs the losing game process. In this embodiment, the main CPU 41 executes the jackpot lottery process, thereby realizing the function of a jackpot lottery means that performs the jackpot lottery. Thus, in this embodiment, the main CPU 41 realizes the function of a jackpot lottery means that performs the jackpot lottery.

[0127] In the jackpot game processing, the main CPU 41 determines the jackpot symbol based on the value of the symbol random number that can be identified from the read random number information. In this embodiment, the main CPU 41 determines either the first jackpot symbol or the second jackpot symbol based on the value of the symbol random number. The main CPU 41 determines the first jackpot symbol if the value of the symbol random number matches the value that determines the first jackpot symbol, and determines the second jackpot symbol if the value of the symbol random number matches the value that determines the second jackpot symbol. In the jackpot game processing, the main CPU 41 determines the jackpot variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. For example, the main CPU 41 refers to information that can identify whether the game state is a low base state or a high base state (hereinafter referred to as the base state flag) among the information that can identify the game state stored in the main RWM 43. Then, for example, the main CPU 41 determines the jackpot variation pattern according to whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the jackpot game processing and outputs control information that can identify the determined special symbols (hereinafter referred to as symbol commands) and control information that can identify the determined variation patterns (hereinafter referred to as variation pattern commands) to the sub-board 50. Then, the main CPU 41 terminates the special symbol start processing.

[0128] In the processing of a losing game, the main CPU 41 determines the losing symbol. In the processing of a losing game, the main CPU 41 determines the losing variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. In the processing of a losing game, the main CPU 41 performs a performance lottery based on the value of the performance lottery random number that can be identified from the read random number information and the performance judgment value stored in the main ROM 42. The main CPU 41 determines that the performance lottery has been won if the value of the performance lottery random number and the performance judgment value match, and that the performance lottery has not been won (did not win) if the value of the performance lottery random number and the performance judgment value do not match. Based on the value of the variation pattern random number that can be identified from the read random number information, the main CPU 41 determines the variation pattern with a losing reach if the performance lottery has been won, and determines the variation pattern without a losing reach if the performance lottery has not been won. For example, the main CPU 41 refers to the base state flag and determines the losing variation pattern depending on whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the losing game processing and outputs the symbol command and variation pattern command to the sub-board 50. Then, the main CPU 41 terminates the special symbol start processing.

[0129] When the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process to execute the special game. Specifically, the main CPU 41 controls the information display panel 22 so that the special game starts. The main CPU 41 also measures the variation time associated with the variation pattern determined in the special symbol start process. Then, when the variation time associated with the variation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed in a confirmed stop state. When the variation time associated with the variation pattern has elapsed, the main CPU 41 outputs a game end command to the sub-board 50. After the special symbol is displayed in a confirmed stop state, the main CPU 41 sets a variation interval (for example, 1 second). During the variation interval, the special symbol that was displayed in a confirmed stop state upon the end of the special game continues to be displayed in a confirmed stop state.

[0130] Next, we will explain the jackpot processing performed by the main CPU 41. The main CPU 41 identifies the type of jackpot game based on the jackpot symbols determined in the special symbol start process. Then, after the jackpot special game ends, the main CPU 41 performs the jackpot process and assigns the identified jackpot game. Specifically, the main CPU 41 performs the jackpot process after the jackpot special game has ended and the interval between spins has elapsed. By performing the jackpot process, the main CPU 41 assigns the jackpot game. In this way, if the game machine 10 wins a jackpot in the jackpot lottery, it is possible to assign the jackpot game after the special game in which the jackpot was won has ended. In other words, if the game machine 10 wins a jackpot, the jackpot game is assigned after the special game has ended.

[0131] In the jackpot process, the main CPU 41 outputs an opening command to the sub-board 50. After outputting the opening command to the sub-board 50, the main CPU 41 measures the opening time. Once the opening time has elapsed, the main CPU 41 performs processing to execute the round game. The main CPU 41 also controls the second actuator A2 to open the large prize slot 29 and start the round game. After starting the round game, when the first or second open game termination condition is met, the main CPU 41 controls the second actuator A2 to close the large prize slot 29 and end the round game. The main CPU 41 repeatedly performs the processing to execute the round game until the maximum number of round games specified for the jackpot game have been completed. Each time a round game is started, the main CPU 41 outputs a round command to the sub-board 50. The round command contains information that allows identification of which round game in the jackpot game the round command was output for. When the final round of gameplay ends, the main CPU 41 outputs an ending command to the sub-board 50. After outputting the ending command to the sub-board 50, the main CPU 41 starts timing the ending. Once the ending time has elapsed, the main CPU 41 terminates the jackpot processing.

[0132] Next, we will explain the game state processing performed by the main CPU 41. When the main CPU 41 controls the game to a non-probability state, it sets a value that identifies the control to a non-probability state in the probability state flag. The main CPU 41 also outputs control information that identifies the game to a non-probability state (hereinafter referred to as a low probability state command) to the sub-board 50. Similarly, when the main CPU 41 controls the game to a probability state, it sets a value that identifies the control to a probability state in the probability state flag. The main CPU 41 also outputs control information that identifies the game to a probability state (hereinafter referred to as a high probability state command) to the sub-board 50. For example, after the first jackpot game ends, the main CPU 41 sets a value that identifies the control to a probability state in the probability state flag. On the other hand, after the second jackpot game ends, the main CPU 41 sets a value that identifies the control to a non-probability state in the probability state flag.

[0133] When the main CPU 41 controls the game to a low base state, it sets a value that identifies the game to be controlled to a low base state in the base state flag stored in the main RWM 43. The main CPU 41 also outputs control information that identifies the game to be in a low base state (hereinafter referred to as a low base state command) to the sub-board 50. Incidentally, when a jackpot game is awarded, the main CPU 41 sets a value that identifies the game to be controlled to a low base state in the base state flag. Furthermore, the main CPU 41 outputs a low base state command to the sub-board 50.

[0134] When the main CPU 41 controls the game to a high base state after a jackpot game, it sets a value that identifies the control to a high base state after the jackpot game as the base state flag. The main CPU 41 outputs control information (hereinafter referred to as the high base state command) that identifies the high base state controlled after the jackpot game to the sub-board 50. Furthermore, the main CPU 41 updates information (hereinafter referred to as the count information) that identifies the remaining number of special games to control the game to a high base state after a jackpot game. At this time, the main CPU 41 updates the count information to identify the control to a high base state after the first jackpot game until the next jackpot game is awarded. On the other hand, after the second jackpot game, the main CPU 41 updates the count information to identify 100 times. After the second jackpot game, the main CPU 41 subtracts 1 from the count information each time a special game ends and updates the count information. Then, if the number of counts that can be identified from the count information after subtracting 1 reaches 0, the main CPU 41 controls the system to a low base state. Incidentally, if a jackpot is awarded, the main CPU 41 updates the number of counts that can be identified from the count information to 0 and initializes the system. Also, when the main CPU 41 updates the count information, it outputs control information (hereinafter referred to as the count command) that can identify the number of counts that can be identified from the updated count information to the sub-board 50.

[0135] Next, we will explain the normal symbol input processing performed by the main CPU 41. In the normal symbol input process, the main CPU 41 determines whether a game ball has passed through gate 31 based on whether it has received a detection signal from gate sensor SE4. If the game ball has not passed through gate 31, the main CPU 41 terminates the normal symbol input process. On the other hand, if the game ball has passed through gate 31, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit. If the normal reserve number is not less than the upper limit, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by adding 1. The main CPU 41 also controls the information display panel 22 to display the updated normal reserve number. The main CPU 41 also outputs control information that can identify the updated normal reserve number (hereinafter referred to as the normal reserve number command) to the sub-board 50. Next, the main CPU 41 acquires a normal winning lottery random number and stores random number information based on the acquired random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is normal game random number information and the storage order of the random number information can be identified. After that, the main CPU 41 terminates the normal symbol input process.

[0136] Next, we will explain the normal symbol start process performed by the main CPU 41. The main CPU 41 determines whether the conditions for running a normal game are met. The main CPU 41 makes a positive determination if it is neither in a normal win game nor a normal game, and a negative determination if it is in a normal win game or a normal game. If the conditions for running a normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the conditions for running a normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start process. If the normal reserve number is 1 or more, the main CPU 41 deducts 1 from the normal reserve number stored in the main RWM 43 and updates it, and controls the information display panel 22 so that the updated normal reserve number is displayed. The main CPU 41 outputs a normal reserve number command that can specify the updated normal reserve number to the sub-board 50. Next, the main CPU 41 reads the first stored random number information from the normal game random number information from the main RWM 43. When the main CPU 41 reads the most recent random number information, it erases the most recently stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win judgment value stored in the main ROM 42. Then, based on the results of the normal win lottery, the main CPU 41 determines the normal symbols to be displayed as confirmed stops in the normal game, and the variation time of the normal game. The main CPU 41 determines the variation time of the normal game by determining the variation pattern for the normal game. After determining the normal symbols and the variation pattern for the normal game, the main CPU 41 outputs control information that can identify the determined normal symbols and control information that can identify the variation pattern for the normal game to the sub-board 50, and terminates the normal symbol start process. After that, the main CPU 41 terminates the normal symbol start process.

[0137] The main CPU 41 then executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game. The main CPU 41 then controls the information display panel 22 so that when the variation time of the normal game determined in the normal symbol start process has elapsed, the normal symbols determined in the normal symbol start process are displayed in a confirmed stop state. When the variation time associated with the normal variation pattern determined in the normal symbol start process has elapsed, the main CPU 41 outputs a normal end command to the sub-board 50 that can identify the end of the normal game. After the normal symbols are displayed in a confirmed stop state, that is, after the normal game has ended, the main CPU 41 sets the interval between variations of the normal game (for example, 1 second). During the interval between variations of the normal game, the normal symbols that were displayed in a confirmed stop state upon the end of the normal game continue to be displayed in a confirmed stop state.

[0138] Next, we will explain the normal processing performed by the main CPU 41. After a normal game with a normal win ends, the main CPU 41 performs a normal win process. In the normal win process, the main CPU 41 starts control to generate a normal win game depending on whether it is in a low base state or a high base state. Therefore, by performing the normal win process, the main CPU 41 grants a normal win. For example, in the normal win process, if the main CPU 41 is in a high base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the high base state. If the main CPU 41 is in a low base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the low base state. The opening mode for the high base state results in the second start opening 27 being opened more times in a single normal win game, and the total time the second start opening 27 is open is longer, compared to the opening mode for the low base state. Therefore, when the second start opening 27 is opened in the opening mode when the base is high, it is easier to get the game balls into the second start opening 27 compared to when the second start opening 27 is opened in the opening mode when the base is low. In other words, when the base is high, there is a greater advantage in terms of getting the game balls into the second start opening 27 compared to when the base is low.

[0139] Next, we will explain the prize ball processing performed by the main CPU 41. In prize ball processing, when a detection signal is received from the first start sensor SE1, the main CPU 41 outputs information on the number of prize balls acquired, which allows for the identification of the number of prize balls specified for the first start opening 26, to the frame board 60 and also to the sub-board 50. When a detection signal is received from the second start sensor SE2, the main CPU 41 outputs information on the number of prize balls acquired, which allows for the identification of the number of prize balls specified for the second start opening 27, to the frame board 60 and also to the sub-board 50. When a detection signal is received from the count sensor SE3, the main CPU 41 outputs information on the number of prize balls acquired, which allows for the identification of the number of prize balls specified for the large prize opening 29, to the frame board 60 and also to the sub-board 50. When a detection signal is received from the first general sensor SE5, the main CPU 41 outputs information on the number of prize balls acquired, which allows for the identification of the number of prize balls specified for the first general prize opening 32a, to the frame board 60 and also to the sub-board 50. When a detection signal is received from the second general sensor SE6, the main CPU 41 outputs information on the number of prize balls won, which allows it to identify the number of prize balls specified for the second general prize entry opening 32b, to the frame board 60 and also to the sub-board 50.

[0140] Next, we will explain the magnetic error detection process performed by the main CPU 41. In the magnetic error detection process, the main CPU 41 determines whether a detection signal has been input from the magnetic sensor JS for a specified period of time. If no detection signal has been input from the magnetic sensor JS for the specified period of time, the main CPU 41 terminates the magnetic error detection process without interrupting the timing of the magnetic detection timer. On the other hand, if a detection signal has been input from the magnetic sensor JS for the specified period of time, the main CPU 41 outputs control information (hereinafter referred to as "magnetic detection command") that identifies that a magnetic error has been detected to the sub-board 50. If no detection signal has been input from the magnetic sensor JS during the magnetic error detection process, the main CPU 41 terminates the magnetic error detection process. Furthermore, if a detection signal has been input from the magnetic sensor JS for the specified period of time, the main CPU 41 performs a loop process. As will be described in detail later, when the loop process is in progress, the game becomes unplayable. Thus, in the game machine 10, when a magnetic error is detected, the game is controlled to be unplayable.

[0141] Next, we will explain the maximum difference information processing performed by the main CPU 41. The maximum difference information processing corresponds to the process of counting the maximum difference. Information that can identify the maximum difference (hereinafter referred to as maximum difference information) is stored in the main RWM43. The maximum difference information is a value that can identify the maximum difference, and is the maximum difference itself. In the maximum difference information processing, the main CPU41 updates the maximum difference information and counts the maximum difference. The maximum difference corresponds to a value that can change as game media are provided.

[0142] In maximum difference information processing, when the main CPU 41 awards prize balls, it adds the number of game media awarded as prize balls to a value identifiable from the maximum difference information and updates the maximum difference information. That is, when the main CPU 41 awards prize balls, it updates the maximum difference information in conjunction with the awarding of prize balls. When the main CPU 41 receives a detection signal from the out sensor OS, it subtracts 1 from the value identifiable from the maximum difference information and updates the maximum difference information. However, if the value identifiable from the maximum difference information before subtraction is 0, the main CPU 41 does not update the maximum difference information. When the main CPU 41 updates the maximum difference information, it outputs control information (hereinafter referred to as the maximum difference command) that identifies the updated maximum difference to the sub-board 50. As described above, the maximum difference is counted based on the number of prize balls awarded and the number of out balls (effective balls). Thus, the maximum difference is a value that can change as the game progresses. In the gaming machine 10, the number of valid balls was counted using an out-sensor OS, but for example, a sensor could be provided on the prevention valve 21b, and the number of valid balls could be counted using that sensor.

[0143] Next, we will explain the process that the main CPU 41 performs to prevent further progress, based on Figure 8. In the process of determining that the system is unable to proceed, the main CPU 41 determines whether information indicating that the system is unable to proceed is stored in the main RWM 43 (step S101). Information indicating that the system is unable to proceed corresponds to information stored in the main RWM 43 when the system is controlled to be in an unprogressable state. If information indicating that the system is unable to proceed is stored (step S101; YES), the main CPU 41 outputs an unspecified command to the sub-board 50 (step S102). After that, the main CPU 41 performs loop processing. As a result, the main CPU 41 will perform loop processing at least until the power supply is cut off.

[0144] When loop processing is in progress, the game cannot proceed. For example, when loop processing is in progress, the special symbol input processing is not performed, so even if a game ball enters the starting slots 26 and 27, the execution of the special game is not suspended. For example, when loop processing is in progress, the special symbol start processing is not performed, so the special game is not executed. For example, when loop processing is in progress, the prize ball processing is not performed, so no prize balls are awarded regardless of whether a game ball enters the starting slots 26 and 27, the big prize slot 29, or the general prize slot 32. For example, when loop processing is in progress, the jackpot processing is not performed, so the awarding of a jackpot game is not started. For example, when loop processing is in progress, processing related to the normal game is not performed. Therefore, for example, when loop processing is in progress, the execution of the normal game is not suspended. For example, when loop processing is in progress, the normal game is not executed. For example, when loop processing is in progress, the normal jackpot game is not awarded. Incidentally, in the gaming machine 10, if the power supply is interrupted while the machine is controlled to a non-progressing state, and then the power supply is restored without an initialization process being performed to initialize at least a portion of the memory contents of the main RWM 43, the result of the judgment in step S101 will be affirmative, and the machine will be controlled to a non-progressing state again.

[0145] On the other hand, if information indicating that the game has become unplayable is not stored (step S101; NO), the main CPU 41 determines whether information indicating that the game is scheduled to become unplayable is stored in the main RWM 43 (step S103). Information indicating that the game is scheduled to become unplayable corresponds to information stored in the main RWM 43 when it has been decided that the game will become unplayable, but the game is not controlled to become unplayable because it is in the middle of a jackpot game.

[0146] If information indicating that the game is not going to progress is stored (step S103; YES), the main CPU 41 determines whether a jackpot game has been awarded (step S104). If a jackpot game has been awarded (step S104; YES), the main CPU 41 terminates the game not going to progress process. On the other hand, if a jackpot game has not been awarded (step S104; NO), the main CPU 41 stores the information that the game is not going to progress in the main RWM 43 (step S105). Subsequently, the main CPU 41 outputs an unspecified command to the sub-board 50 (step S106). After that, the main CPU 41 performs loop processing. As a result, similar to the process after step S102, the main CPU 41 will perform loop processing at least until the power supply is cut off. The state in which loop processing is performed is a game not going to progress state in which the game cannot be played.

[0147] On the other hand, if no information indicating that the process is impossible to complete is stored (step S103; NO), the main CPU 41 determines whether the maximum difference has reached a specified value (step S107). In the gaming machine 10, the specified value is set to "95000". Therefore, in step S107, the main CPU 41 determines whether the maximum difference that can be determined from the maximum difference information of the main RWM 43 has reached 95000. If the maximum difference has not reached the specified value (step S107; NO), the main CPU 41 terminates the process indicating that the process is impossible to complete.

[0148] If the maximum difference reaches a predetermined value (step S107; YES), the main CPU 41 determines whether a jackpot game has been awarded (step S108). If a jackpot game has been awarded (step S108; YES), the main CPU 41 stores the information indicating that the game is likely to become unplayable in the main RWM 43 (step S109). Subsequently, the main CPU 41 outputs a specific planned command to the sub-board 50 (step S110). After that, the main CPU 41 terminates the unplayable process.

[0149] On the other hand, if a jackpot game has not been awarded (step S108; NO), the main CPU 41 stores the information that the game is no longer playable in the main RWM 43 (step S111). Subsequently, the main CPU 41 outputs an unspecified command to the sub-board 50 (step S112). After that, the main CPU 41 performs loop processing. As a result, similar to after the processing in step S102 and after the processing in step S106, the main CPU 41 will perform loop processing at least until the power supply is cut off. The state in which loop processing is performed is a state in which the game cannot be played.

[0150] As described above, in the gaming machine 10, the main CPU 41 controls the machine to an unplayable state by performing loop processing. In this embodiment, the main CPU 41 performs loop processing to realize a function as an unplayable state control means that can control the machine to an unplayable state in which it is impossible to continue playing. The main CPU 41 can control the machine to an unplayable state when the maximum difference reaches a predetermined value. In particular, if the maximum difference reaches a predetermined value while a jackpot game is awarded, the main CPU 41 can control the machine to an unplayable state after the jackpot game ends.

[0151] <Basic control of sub-board 50> Next, we will explain the various processes that the sub-CPU 51 executes based on the sub-control program. The sub-RWM53 stores information (hereinafter referred to as volume information) that allows for the identification of the currently set volume level among the configurable volume levels. When the volume can be adjusted, if the sub-CPU51 receives a detection signal from the right button B2 and the volume level identifiable from the volume information has not reached its upper limit, it increases the volume level by one level and updates the volume information to reflect the increased volume level. Similarly, when the volume can be adjusted, if the sub-CPU51 receives a detection signal from the left button B4 and the volume level identifiable from the volume information has not reached its lower limit, it decreases the volume level by one level and updates the volume information to reflect the decreased volume level. In the gaming machine 10, the volume can be adjusted whether the gaming machine 10 is connected to an external device or not.

[0152] When the sub-CPU 51 receives a low probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a non-probability state. When the sub-CPU 51 receives a high probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a probability state. Also, when the sub-CPU 51 receives a low base state command, it sets the sub-base state flag stored in the sub-RWM 53 to a value that identifies it as a low base state. When the sub-CPU 51 receives a high base state command, it sets the sub-base state flag to a value that identifies it as a high base state. In addition, when the sub-CPU 51 receives a count command, it updates the information stored in the sub-RWM 53 (hereinafter referred to as sub-count information) so that it can identify the remaining number of special games that control the game to a high base state after the end of a jackpot game, which can be identified from the command.

[0153] When a look-ahead command is input to the sub-CPU 51, the input look-ahead command is stored in the sub-RWM 53. At this time, the sub-CPU 51 stores the input look-ahead command in the sub-RWM 53 in such a way that the storage order of the look-ahead commands can be determined according to the number of special reserves that can be identified from the look-ahead command.

[0154] When in a low base state, if the sub-CPU 51 receives a pre-read command classified as either the second pre-read command, the fourth pre-read command, or the fifth pre-read command, it determines whether a special pre-show has already been executed and whether the special game targeted by that special pre-show has not yet finished. If a special pre-show has already been executed and the special game targeted by that special pre-show has not yet finished, the sub-CPU 51 does not execute the special pre-show for the special game corresponding to the entered pre-read command. Furthermore, if the sub-CPU 51 receives a pre-read command classified as either the first pre-read command or the third pre-read command, it does not execute the special pre-show.

[0155] If a special pre-show animation has not been performed, or if a special pre-show animation has already been performed but the special game to which the animation was performed has ended, the sub-CPU 51 decides whether to perform the special pre-show animation. In deciding whether to perform the special pre-show animation, the sub-CPU 51 conducts a lottery to determine whether to perform the special pre-show animation. If the sub-CPU 51 wins the lottery to determine whether to perform the special pre-show animation, it is decided to perform the special pre-show animation. On the other hand, if the sub-CPU 51 does not win the lottery to determine whether to perform the special pre-show animation, it is decided not to perform the special pre-show animation. For example, the probability of winning the lottery to perform the special pre-show animation varies depending on the pre-read command entered.

[0156] Then, if it is decided to perform a special pre-show, the sub-CPU 51 will perform the special pre-show. Specifically, the sub-CPU 51 will output a special pre-show sound and perform the special pre-show. For example, after starting the execution of the special pre-show, the sub-CPU 51 may make any light-emitting means that can emit light in the special pre-show illuminate until the execution of the special game that is the target of the special pre-show begins.

[0157] The sub-CPU 51 controls the performance display device 25 so that the performance game is played. Specifically, when the sub-CPU 51 receives a symbol command and a variation pattern command, it controls the execution of the performance game. Based on the variation pattern command and the symbol command, the sub-CPU 51 determines the symbol combination of performance symbols that will be displayed as the final confirmed stop in the performance game. If the sub-CPU 51 identifies a winning symbol from the input symbol command, it determines the winning symbol combination of performance symbols. If the sub-CPU 51 identifies a losing symbol from the input symbol command, it determines the losing symbol combination of performance symbols. For example, if the sub-CPU 51 identifies a variation pattern with a losing reach from the input variation pattern command, it determines the losing symbol combination that includes the reach. On the other hand, if the sub-CPU 51 identifies a variation pattern without a losing reach from the input variation pattern command, it determines the losing symbol combination that does not include the reach.

[0158] Furthermore, when a variation pattern command is input, the sub-CPU 51 controls the performance display device 25 to display the performance symbols in a variation state. In other words, the sub-CPU 51 starts the performance game. Then, at a predetermined timing, the sub-CPU 51 temporarily pauses and displays the symbol combination determined by the performance symbols. While the performance game is running, the sub-CPU 51 outputs background sound. After that, triggered by the input of an end command, the sub-CPU 51 confirms and stops displaying the symbol combination determined by the performance symbols. Alternatively, the sub-CPU 51 may measure the variation time that can be determined from the variation pattern, regardless of the end command, and confirm and stops displaying the symbol combination when that variation time has elapsed. In this case, the end command may be omitted. In addition, if the variation pattern that can be determined from the variation pattern command is a variation pattern that includes a reach performance, the sub-CPU 51 controls the performance display device 25 so that the reach performance is executed.

[0159] When the sub-CPU 51 receives a variable pattern command, it determines whether to execute a special preview effect. When determining whether to execute the special preview effect, the sub-CPU 51 conducts a lottery for executing the special preview effect. If the lottery for executing the special preview effect is won, it is determined to execute the special preview effect. On the other hand, if the lottery for executing the special preview effect is not won, it is determined not to execute the special preview effect. For example, the winning probability of the lottery for executing the special preview effect varies according to the variable pattern that can be specified from the input variable pattern command. When it is determined to execute the special preview effect, the sub-CPU 51 determines the content of the special preview effect. The determination probability of various content of the special preview effect varies according to the variable pattern that can be specified from the input variable pattern command. Then, when the content of the special preview effect is determined, the sub-CPU 51 causes the special preview effect to be executed at the timing of executing the special preview effect. At this time, the sub-CPU 51 causes the image corresponding to the determined content of the special preview effect to be displayed on the effect display device 25, outputs the special preview effect sound, and causes the special preview effect to be executed. When the performance time of the special preview effect elapses after starting the execution of the special preview effect, the sub-CPU 51 ends the special preview effect.

[0160] During a big win game, the sub-CPU 51 controls at least one of the decoration lamp 17, the speaker 18, and the effect display device 25 so that a big win effect is performed. Specifically, when the sub-CPU 51 receives an opening command, it controls at least one of the decoration lamp 17, the speaker 18, and the effect display device 25 so that an opening effect is performed. When the sub-CPU 51 receives a round command, it controls at least one of the decoration lamp 17, the speaker 18, and the effect display device 25 so that a round effect is performed. When the sub-CPU 51 receives an ending command, it controls at least one of the decoration lamp 17, the speaker 18, and the effect display device 25 so that an ending effect is performed.

[0161] The sub-CPU 51 controls the display device 25 so that a right-handed shooting notification is displayed when right-handed shooting is recommended. For example, the sub-CPU 51 controls the display device 25 so that a right-handed shooting notification is displayed when the base state is high. For example, the sub-CPU 51 controls the display device 25 so that a right-handed shooting notification is displayed when a jackpot game is awarded. The sub-CPU 51 also terminates the right-handed shooting notification when the termination conditions for the right-handed shooting notification are met.

[0162] The sub-CPU 51 controls the system so that the left-handed notification animation is performed when the conditions for performing the left-handed notification animation are met. For example, the conditions for performing the left-handed notification animation can be met in situations where left-handed play is recommended. For example, the conditions for performing the left-handed notification animation may be met when a high-base state ends and the system switches to a low-base state, when a jackpot game has not been awarded. For example, the conditions for performing the left-handed notification animation may be met when it is determined that the player is playing to the right in a situation where left-handed play is recommended. For example, in controlling the system so that the left-handed notification animation is performed, the sub-CPU 51 outputs a left-handed notification sound. The sub-CPU 51 also terminates the left-handed notification animation when the conditions for terminating the left-handed notification animation are met.

[0163] The sub-CPU 51 controls the system so that a magnetic error notification is issued when a magnetic detection command is input. The sub-CPU 51 controls the system so that a magnetic error notification is issued until the conditions for clearing the magnetic error are met. In the following description, the sound output when a magnetic error notification is issued may be referred to as the magnetic error sound.

[0164] The sub-CPU 51 may output a settlement sound when a management count command is input. Specifically, the sub-CPU 51 outputs a settlement sound when a management count command is input that allows it to identify that the second management ball count has decreased (that settlement has been made) based on the operation of the counting operation unit 38. However, the sub-CPU 51 will not output a settlement sound even if a management count command is input that allows it to identify that the second management ball count has increased. Furthermore, the sub-CPU 51 will not output a settlement sound even if a management count command is input that is output when the second management ball count decreases due to the launching (consumption) of game balls.

[0165] When a maximum difference command is entered, the secondary CPU 51 updates the secondary maximum difference information. Specifically, when a maximum difference command is entered, the secondary CPU 51 identifies the maximum difference from that command. Then, the secondary CPU 51 updates the identified maximum difference to the identifiable secondary maximum difference information. The secondary maximum difference information is stored in the secondary RWM 53.

[0166] The sub-CPU 51 controls the display device 25 so that the execution of the complete function activation notification begins when a specific scheduled command is entered. In the gaming machine 10, if the power supply is cut off after the execution of the complete function activation notification has started, and then the system is restored without initialization processing being performed upon restoration of power, the complete function activation notification will be executed again. However, even if the power supply is cut off after the execution of the complete function activation notification has started, and then the system is restored without initialization processing being performed upon restoration of power, the execution of the complete function activation notification may be prevented from being resumed.

[0167] When the sub-CPU 51 updates the sub-maximum difference information, and when it is not executing the complete function activation warning, it determines whether the maximum difference that can be determined from the updated sub-maximum difference information exceeds the starting number (hereinafter, this determination will be referred to as the "starting number determination"). If the starting number determination determines that the maximum difference that can be determined from the updated sub-maximum difference information exceeds the starting number, the sub-CPU 51 controls the display device 25 so that the execution of the complete function activation warning is started. On the other hand, if the starting number determination determines that the maximum difference that can be determined from the updated sub-maximum difference information does not exceed the starting number, the sub-CPU 51 does not start the execution of the complete function activation warning. Incidentally, if the sub-CPU 51 receives an unspecified command, it terminates the execution of the complete function activation warning. In the gaming machine 10, the maximum difference is initialized when the power supply is cut off. Therefore, in the gaming machine 10, even if the power supply is interrupted after the execution of the complete function activation warning has started, and then the system is restored without initialization processing being performed upon restoration of power, the execution of the complete function activation warning will not be resumed. However, if the power supply is interrupted after the execution of the complete function activation warning has started, and then the system is restored without initialization processing being performed upon restoration of power, the complete function activation warning may be executed again.

[0168] The sub-CPU 51 controls the display device 25 to start executing the complete function activation notification when an unspecified command is input. Furthermore, the sub-CPU 51 causes the complete achievement sound to be output. Thus, when the complete function activation notification is executed, the sub-CPU 51 causes the complete achievement sound to be output. In the gaming machine 10, if the power supply is cut off after the execution of the complete function activation notification has started, and then the system is restored without initialization processing being performed upon restoration of power, the complete function activation notification will be executed again. However, even if the power supply is cut off after the execution of the complete function activation notification has started, and then the system is restored without initialization processing being performed upon restoration of power, the execution of the complete function activation notification may be prevented from being resumed.

[0169] <BTモジュール55について> The BT module 55 establishes a BT connection (BT communication connection) with other BT-compatible external devices based on the BT communication standard and performs wireless communication with those external devices. The BT module 55 comprises at least a control unit that controls BT communication, a transmitting unit and a receiving unit that transmit and receive radio waves for BT communication, and a memory unit that stores various types of information.

[0170] The control unit of the BT module 55 is composed of an IC chip (BT chip) equipped with a CPU, ROM, and RWM. The control unit of the BT module 55 is electrically connected to the receiver. The ROM in the control unit of the BT module 55 stores various information necessary for BT communication, such as a communication program and authentication program based on the BT communication standard.

[0171] The control unit of the BT module 55 has functions such as a receiver detection unit, a demodulation unit, a decoding unit, an input data processing unit, an output data processing unit, an encoding unit, an output unit, and a modulation unit. The receiver detection unit detects the current (radio waves received by the receiver) flowing through the receiver unit of the BT module 55. The demodulation unit demodulates the signal supplied from the receiver detection unit. The decoding unit decodes the signal supplied from the demodulation unit. The input data processing unit processes the data obtained from the decoding unit. The output data processing unit processes the data to be transmitted externally. The encoding unit encodes the data obtained from the output data processing unit. The output unit supplies a current (carrier wave) to the receiver unit of the BT module 55 to radiate electromagnetic waves. The modulation unit modulates the current flowing from the output unit to the receiver unit of the BT module 55 based on the signal supplied from the encoding unit.

[0172] The control unit of the BT module 55 then controls the transmission and reception of data via BT communication, such as transmitting radio waves to external devices via the receiving unit. The control unit of the BT module 55 also reads information from the memory unit of the BT module 55 and writes information to the memory unit. The BT module 55 can rewrite the contents of the memory unit based on instructions from the sub-CPU 51.

[0173] The memory section of the BT module 55 stores BT connection information necessary for establishing a BT connection with an external device. This BT connection information includes the device name of the BT module 55, the BDA (BluetoothDeviceAddress) of the BT module 55, and a password for establishing a BT connection with the BT module 55.

[0174] The configuration of the BT module 55 is not limited to the above configuration, and many different configurations may be adopted. For example, the receiving unit of the BT module 55 may be integrated with the control unit, or the receiving unit may be provided separately from the BT module 55.

[0175] <Regarding connecting and disconnecting external devices in standby mode> In the gaming machine 10, pressing and holding the right button B2 or the left button B4 while in standby mode will display a menu related to connecting to an external device. Thus, in the gaming machine 10, the means for adjusting the volume is also used as the means for displaying the menu related to connecting to an external device. As will be described in more detail later, the means for adjusting the volume is also used as the means for performing operations related to connecting to an external device. Furthermore, the means for adjusting the volume is also used as the means for performing operations related to disconnecting from an external device. Note that in the gaming machine 10, pressing and holding the right button B2 or the left button B4 to display the menu related to connecting to an external device will not adjust the volume. However, the volume may change when pressing and holding the right button B2 or the left button B4 to display the menu related to connecting to an external device.

[0176] As shown in Figures 9(a) to 9(c), in the gaming machine 10, a first menu image MG1, a second menu image MG2, and a third menu image MG3 are displayed on the display device 25, and a menu related to connecting to an external device is displayed. In this embodiment, the first menu image MG1 is a menu image that includes the text information "Search for device". The first menu image MG1 corresponds to an option related to searching for an external device. In this embodiment, the second menu image MG2 is a menu image that includes the text information "Disconnect". The second menu image MG2 corresponds to an option related to disconnecting from an external device. In this embodiment, the third menu image MG3 is a menu image that includes the text information "Close". The third menu image MG3 corresponds to an option related to ending the display of the menu related to connecting to an external device.

[0177] Furthermore, as shown in Figures 9(a) to 9(c), when a menu related to connecting to an external device is displayed, the selected image SG is displayed at the position corresponding to the currently selected menu image among the menu images MG1 to MG3. For example, as shown in Figure 9(a), when a menu related to connecting to an external device is displayed, the selected image SG is initially displayed at the position corresponding to the first menu image MG1. As shown in Figure 9(b), when the down button B3 is operated while the selected image SG is displayed at the position corresponding to the first menu image MG1, and when the up button B1 is operated while the selected image SG is displayed at the position corresponding to the third menu image MG3, the selected image SG is displayed at the position corresponding to the second menu image MG2. As shown in Figure 9(c), when the down button B3 is operated while the selected image SG is displayed at the position corresponding to the second menu image MG2, and when the up button B1 is operated while the selected image SG is displayed at the position corresponding to the first menu image MG1, the selected image SG is displayed at the position corresponding to the third menu image MG3. Incidentally, if the down button B3 is pressed when the selected image SG is displayed in the position corresponding to the third menu image MG3, and if the up button B1 is pressed when the selected image SG is displayed in the position corresponding to the second menu image MG2, the selected image SG will be displayed in the position corresponding to the first menu image MG1.

[0178] In the gaming machine 10, if the operation button BO is pressed when the selected image SG is displayed in the position corresponding to the first menu image MG1, that is, if the first menu image MG1 is selected, the system will proceed to the "Settings for connecting to an external device" option in the menu related to connecting to an external device. Also, in the gaming machine 10, if the operation button BO is pressed when the selected image SG is displayed in the position corresponding to the second menu image MG2, that is, if the second menu image MG2 is selected, the BT connection with the external device will be terminated. Furthermore, in the gaming machine 10, if the operation button BO is pressed when the selected image SG is displayed in the position corresponding to the third menu image MG3, that is, if the third menu image MG3 is selected, the display of the menu related to connecting to an external device will end.

[0179] Next, we will explain the "Settings for connecting to external devices" option in the menu related to connecting to external devices. As shown in Figure 10(a), when the first menu image MG1 is selected and the user proceeds to the settings for connecting to an external device, the gaming machine 10 searches for an external device that can be connected via Bluetooth, and the display device 25 indicates or notifies that an external device search is in progress. For example, as shown in Figure 10(a), the gaming machine 10 indicates or notifies that an external device search is in progress by displaying the text information "Searching" on the display device 25.

[0180] As shown in Figure 10(b), once the search for external devices is complete, a list of connectable external devices is displayed. Specifically, in the gaming machine 10, up to four external devices that can be connected to the gaming machine 10 are displayed as a list. The names of the external devices that can be connected to the gaming machine 10 are displayed in the first list RI1, second list RI2, third list RI3, and fourth list RI4, respectively, and the external devices that can be connected to the gaming machine 10 are displayed as a list. In the gaming machine 10, the names of the external devices that can be connected to the gaming machine 10 are displayed in the first list RI1, second list RI2, third list RI3, and fourth list RI4 in order of proximity to the BT module 55. Therefore, the external device whose name is displayed in the first list RI1 is the external device that is closest to the BT module 55. If there are fewer than four external devices that can be connected to the gaming machine 10, the names of the devices will not be displayed in the list. For example, if there are two external devices that can be connected to the gaming machine 10, the device names will be displayed in the first list RI1 and the second list RI2, but not in the third list RI3 and the fourth list RI4 (for example, they will be blank). For example, if there are no external devices that can be connected to the gaming machine 10, the device names will not be displayed in any of the first list RI1 to the fourth list RI4 (for example, they will be blank).

[0181] In addition, when a list of connectable external devices is displayed, a separate item image GK1 and a separate item image GK2 are displayed. The first item image GK1 is an item image containing the text information "Research". The first item image GK1 corresponds to an option related to researching for external devices that can be connected to the gaming machine 10. The second item image GK2 is an item image containing the text information "Close". The second item image GK2 corresponds to an option related to ending the display of the menu related to connecting to external devices.

[0182] As shown in Figure 10(a), when a list of connectable external devices is displayed, the selected image SG is displayed in the position corresponding to the currently selected image among the first list RI1 to the fourth list RI4, the first item image GK1, and the second item image GK2. When a list of connectable external devices is displayed, the selected image SG is displayed in the position corresponding to the first list RI1. When the down button B3 is operated while the selected image SG is displayed in the position corresponding to the first list RI1, and when the up button B1 is operated while the selected image SG is displayed in the position corresponding to the third list RI3, the selected image SG is displayed in the position corresponding to the second list RI2. When the down button B3 is operated while the selected image SG is displayed in the position corresponding to the second list RI2, and when the up button B1 is operated while the selected image SG is displayed in the position corresponding to the fourth list RI4, the selected image SG is displayed in the position corresponding to the third list RI3. When the selected image SG is displayed in the position corresponding to the third list RI3 and the down button B3 is operated, and when the selected image SG is displayed in the position corresponding to the first item image GK1 and the up button B1 is operated, the selected image SG will be displayed in the position corresponding to the fourth list RI4. When the selected image SG is displayed in the position corresponding to the fourth list RI4 and the down button B3 is operated, and when the selected image SG is displayed in the position corresponding to the second item image GK2 and the up button B1 is operated, the selected image SG will be displayed in the position corresponding to the first item image GK1. When the selected image SG is displayed in the position corresponding to the first item image GK1 and the down button B3 is operated, and when the selected image SG is displayed in the position corresponding to the first list RI1 and the up button B1 is operated, the selected image SG will be displayed in the position corresponding to the second item image GK2.

[0183] In the gaming machine 10, when the operation button BO is pressed while the selected image SG is displayed in a position corresponding to any of the first list RI1 to the fourth list RI4, that is, when any of the first list RI1 to the fourth list RI4 is selected, the system proceeds to "Confirm connection with selected external device" in the menu related to connecting with external devices. Also, in the gaming machine 10, when the operation button BO is pressed while the selected image SG is displayed in a position corresponding to the first item image GK1, that is, when the first item image GK1 is selected, the system searches for external devices that can be connected to the gaming machine 10 via BT. At this time, as shown in Figure 10(a), the display device 25 indicates or notifies that a search for external devices is being performed. When the search for external devices is completed, the display device 25 displays the first list RI1 to the fourth list RI4, the first item image GK1, and the second item image GK2. Furthermore, in the gaming machine 10, if the operation button BO is pressed when the selected image SG is displayed in the position corresponding to the second item image GK2, that is, when the second item image GK2 is selected, the display of the menu related to connecting with external devices will end.

[0184] Next, we will explain the "Confirm connection with selected external device" option in the menu related to connecting with external devices. As shown in Figure 10(c), when one of the first list RI1 to the fourth list RI4 is selected and the system proceeds to confirm the connection with the selected external device, the external device to be connected and the connection to that external device are confirmed. Specifically, in the performance display device 25, the device name of the selected external device is displayed in the device display area KR. For example, if the first list RI1 is selected, the device name displayed in the first list RI1 (in Figure 10(b), "TM-12H3") is displayed in the device display area KR. Furthermore, in the display area 25r of the performance display device 25, below the device display area KR, the text information "Do you want to connect to the above device?" and the text information "*The connection with the currently connected device will be disconnected" are displayed. The text information "Do you want to connect to the above device?" corresponds to text information asking whether to connect to the external device. The text information "*The connection with the currently connected device will be disconnected" corresponds to text information suggesting or notifying that when connecting to a new external device, the connection with an already connected external device will be disconnected.

[0185] Furthermore, when confirming the connection with the selected external device, a connection confirmation image KK1 and a cancellation image KK2 are displayed. The connection confirmation image KK1 is an item image containing the text information "Connect". The connection confirmation image KK1 corresponds to the option to decide whether to connect with the device displayed in the device display area KR. The cancellation image KK2 is an item image containing the text information "Close". The cancellation image KK2 corresponds to the option to end the display of the menu related to connecting with external devices, and corresponds to the option to decide not to connect with the device displayed in the device display area KR.

[0186] If the user proceeds to confirm the connection with the selected external device, the selected image SG will be displayed in the position corresponding to the selected image among the connection confirmation image KK1 and the cancellation image KK2. If the user proceeds to confirm the connection with the selected external device, the selected image SG will be displayed in the position corresponding to the connection confirmation image KK1. If the down button B3 or up button B1 is pressed while the selected image SG is displayed in the position corresponding to the connection confirmation image KK1, the selected image SG will be displayed in the position corresponding to the cancellation image KK2. Also, if the down button B3 or up button B1 is pressed while the selected image SG is displayed in the position corresponding to the cancellation image KK2, the selected image SG will be displayed in the position corresponding to the connection confirmation image KK1.

[0187] In the gaming machine 10, if the operation button BO is pressed when the selection image SG is displayed in the position corresponding to the connection decision image KK1, that is, if the connection decision image KK1 is selected, a Bluetooth connection is established with the device displayed in the device display area KR. Accordingly, the performance display device 25 may suggest or notify that a Bluetooth connection with an external device has been established. In addition, after the connection decision image KK1 is selected, the display of the menu related to connecting with an external device ends in the gaming machine 10. Furthermore, if the operation button BO is pressed when the selection image SG is displayed in the position corresponding to the cancel image KK2, that is, if the cancel image KK2 is selected, the display of the menu related to connecting with an external device ends in the gaming machine 10 without a Bluetooth connection being established with the external device.

[0188] <Regarding the connection and disconnection of external devices during special games and jackpot games> In the gaming machine 10, when connected via Bluetooth to an external device, pressing and holding the right button B2 or left button B4 during a special game or jackpot game will display a disconnection selection menu that allows the user to choose whether to disconnect the Bluetooth connection to the external device. Thus, in the gaming machine 10, the operation means for adjusting the volume is also used as an operation means for displaying the disconnection selection menu. As will be described in more detail later, the operation means for adjusting the volume is also used as an operation means for performing operations related to disconnecting the connection to the external device. Note that in the gaming machine 10, pressing and holding the right button B2 or left button B4 to display the disconnection selection menu does not adjust the volume. However, the volume may change when pressing and holding the right button B2 or left button B4 to display the disconnection selection menu.

[0189] As shown in Figure 11(a), the text information "Do you want to disconnect from the external device?", the first disconnection option CM1, and the second disconnection option CM2 are displayed on the display device 25, and the disconnection selection menu is displayed. The text information "Do you want to disconnect from the external device?" corresponds to text information asking whether to disconnect the BT connection with the external device. The first disconnection option CM1 is an item image containing the text information "Yes". The first disconnection option CM1 is an option that affirms the question "Do you want to disconnect from the external device?", and corresponds to an option that decides to disconnect the BT connection with the connected external device. The second disconnection option CM2 is an item image containing the text information "No". The second disconnection option CM2 is an option that denies the question "Do you want to disconnect from the external device?", and corresponds to an option that decides not to disconnect the BT connection with the connected external device.

[0190] When the deselection menu is displayed, the selected image SG will be displayed in the position corresponding to the currently selected image among the first deselection option CM1 and the second deselection option CM2. When the deselection menu is displayed, the selected image SG will be displayed in the position corresponding to the first deselection option CM1. If the down button B3 or up button B1 is operated while the selected image SG is displayed in the position corresponding to the first deselection option CM1, the selected image SG will be displayed in the position corresponding to the second deselection option CM2. Also, if the down button B3 or up button B1 is operated while the selected image SG is displayed in the position corresponding to the second deselection option CM2, the selected image SG will be displayed in the position corresponding to the first deselection option CM1.

[0191] In the gaming machine 10, if the operation button BO is pressed when the selected image SG is displayed in the position corresponding to the first release option CM1, that is, if the first release option CM1 is selected, the BT connection with the external device is terminated. Accordingly, the display device 25 may indicate or notify that the BT connection with the external device has been terminated. In addition, in the gaming machine 10, the display of the release selection menu ends after the first release option CM1 is selected. Also, in the gaming machine 10, if the operation button BO is pressed when the selected image SG is displayed in the position corresponding to the second release option CM2, that is, if the second release option CM2 is selected, the display of the release selection menu ends. In this case, the display of the release selection menu ends in the gaming machine 10 without terminating the BT connection with the external device.

[0192] In the gaming machine 10, when it is not connected to an external device via Bluetooth, if the right button B2 or left button B4 is pressed and held during a special game or jackpot game, a reconnection selection menu may be displayed, allowing the user to choose whether to reconnect to the external device that was previously connected via Bluetooth. In the gaming machine 10, even if the right button B2 or left button B4 is pressed and held during a special game or jackpot game when it is not connected to an external device via Bluetooth, the reconnection selection menu will not be displayed if there is no information about the external device that was previously connected via Bluetooth. On the other hand, in the gaming machine 10, when it is not connected to an external device via Bluetooth, if the right button B2 or left button B4 is pressed and held during a special game or jackpot game, the reconnection selection menu will be displayed if there is information about the external device that was previously connected via Bluetooth. Thus, in the gaming machine 10, the operation means for adjusting the volume is also used as an operation means for displaying the reconnection selection menu. As will be described in more detail later, the operation means for adjusting the volume is also used as an operation means for performing operations related to connecting to an external device. Note that in gaming machine 10, the volume is not adjusted by pressing and holding the right button B2 or left button B4 when displaying the reconnection selection menu. However, the volume may change when pressing and holding the right button B2 or left button B4 when displaying the reconnection selection menu.

[0193] As shown in Figure 11(b), the display device 25 displays text information that identifies the previously connected BT device, the text information "Do you want to reconnect?", the first reconnection option RM1, and the second reconnection option RM2, and displays the reconnection selection menu. The text information that identifies the previously connected BT device is displayed in the reconnection device display area RR. The text information "Do you want to reconnect?" corresponds to text information asking whether to reconnect BT with the external device that was previously connected BT, that is, the external device whose device name is displayed in the reconnection device display area RR. The first reconnection option RM1 is an item image containing the text information "Yes". The first reconnection option RM1 is an affirmative option to the question "Do you want to reconnect?", and corresponds to an option to decide to reconnect BT with the external device that was previously connected BT. The second reconnection option RM2 is an item image containing the text information "No". The second reconnection option RM2 is a negative option to the question "Do you want to reconnect?", and corresponds to an option to decide not to reconnect BT with the external device that was previously connected BT.

[0194] When the reconnection selection menu is displayed, the selected image SG will be displayed in the position corresponding to the currently selected image among the first reconnection option RM1 and the second reconnection option RM2. When the reconnection selection menu is displayed, the selected image SG will be displayed in the position corresponding to the first reconnection option RM1. If the down button B3 or up button B1 is operated while the selected image SG is displayed in the position corresponding to the first reconnection option RM1, the selected image SG will be displayed in the position corresponding to the second reconnection option RM2. Also, if the down button B3 or up button B1 is operated while the selected image SG is displayed in the position corresponding to the second reconnection option RM2, the selected image SG will be displayed in the position corresponding to the first reconnection option RM1.

[0195] In the gaming machine 10, if the operation button BO is pressed when the selected image SG is displayed in the position corresponding to the first reconnection option RM1, that is, if the first reconnection option RM1 is selected, a Bluetooth connection is established with the external device that was previously connected via Bluetooth. Accordingly, the display device 25 may suggest or notify that a Bluetooth connection has been established with the external device. In addition, in the gaming machine 10, the display of the reconnection selection menu ends after the first reconnection option RM1 is selected. Furthermore, in the gaming machine 10, if the operation button BO is pressed when the selected image SG is displayed in the position corresponding to the second reconnection option RM2, that is, if the second reconnection option RM2 is selected, the display of the reconnection selection menu ends. In this case, the display of the reconnection selection menu ends in the gaming machine 10 without establishing a Bluetooth connection with the external device that was previously connected via Bluetooth.

[0196] <Regarding the waiting period> In the gaming machine 10, as mentioned above, if the second menu image MG2 is selected in the menu display for connecting to an external device, the BT connection with the external device is disconnected. Also, in the gaming machine 10, as mentioned above, if the first disconnection option CM1 is selected in the disconnection selection menu display, the BT connection with the external device is disconnected. In these cases, the BT connection with the external device is disconnected as a result of selecting to disconnect the BT connection with the external device through the operation of various operating means. However, even when a BT connection is established with an external device, the BT connection between the gaming machine 10 and the external device may be unexpectedly disconnected, resulting in the BT connection being disconnected. For example, the BT connection may be unexpectedly disconnected and the BT connection being disconnected due to signal interference, signal jamming or interference, or the battery running out in the external device.

[0197] In the gaming machine 10, a standby period may be set if the situation changes from when the gaming machine 10 and the external device are connected via Bluetooth to when they are not connected via Bluetooth. Specifically, a standby period may be set if the Bluetooth connection is unexpectedly disconnected. However, if the Bluetooth connection with the external device is disconnected as a result of selecting to disconnect the Bluetooth connection with the external device through the operation of various operating means, a standby period will not be set. Thus, in the gaming machine 10, a standby period may be set if the situation changes from when the gaming machine 10 and the external device are connected via Bluetooth to when they are not connected via Bluetooth. In other words, in this embodiment, a standby period may be set if the situation changes from the second connection state to the first connection state.

[0198] During the standby period, it is possible to reconnect via Bluetooth to an external device that was connected before the standby period. In other words, during the standby period, it is possible to switch from a situation where the gaming machine 10 and the external device are not connected via Bluetooth to a situation where the gaming machine 10 and the external device are connected via Bluetooth. That is, in this embodiment, it is possible to switch from a first connection state to a second connection state during the standby period. Specifically, if the operation button BO is operated during at least a portion of the standby period, the gaming machine 10 can reconnect via Bluetooth to an external device that was connected before the standby period. Even if the operation button BO is operated during at least a portion of the standby period, a case in which it is not possible to reconnect via Bluetooth to an external device that was connected before the standby period is, for example, when the external device that was connected before the standby period is not within the range where Bluetooth connectivity is possible. A case in which the external device that was connected before the standby period is not within the range where Bluetooth connectivity is possible is when the external device that was connected before the standby period is not physically within the range where Bluetooth connectivity is possible, or when the external device that was connected before the standby period is physically within the range where Bluetooth connectivity is possible, but the power to the external device is turned off.

[0199] As shown in Figure 12, during the standby period, the first standby period image TG1 and the second standby period image TG2 are displayed on the display device 25. In the gaming machine 10, the first standby period image TG1 and the second standby period image TG2 are displayed on the display device 25 for at least a portion of the standby period. The first standby period image TG1 and the second standby period image TG2 may be displayed from the start of the standby period until the end of the standby period. Furthermore, the period during which the first standby period image TG1 is displayed and the period during which the second standby period image TG2 is displayed may be different or the same. In this embodiment, the standby period ends when the upper limit of the standby period time (for example, 15 seconds) has elapsed, or when the gaming machine 10 and an external device are connected via BT before the upper limit of the standby period time has elapsed.

[0200] The first standby period image TG1 is an image containing the text information "Connection with external device has been disconnected." Displaying the first standby period image TG1 is equivalent to suggesting or notifying that the connection with the external device has been disconnected, that is, that the situation has switched from one in which the gaming machine 10 and the external device are connected via Bluetooth to one in which the gaming machine 10 and the external device are not connected via Bluetooth. In this way, the gaming machine 10 can suggest or notify that, for at least a portion of the standby period, the gaming machine 10 and the external device are not connected via Bluetooth, that is, that the first connection state has been reached.

[0201] The second standby period image TG2 is an image containing the text information, "You can reconnect by operating the operation button." Displaying the second standby period image TG2 is equivalent to suggesting or notifying that a Bluetooth connection can be re-established with the external device by operating the operation button BO. In other words, displaying the second standby period image TG2 is equivalent to suggesting or notifying that it is possible to switch to a state where the gaming machine 10 and the external device are connected via Bluetooth. Thus, the gaming machine 10 can suggest or notify that it is possible to switch to a state where the gaming machine 10 and the external device are connected via Bluetooth, that is, to switch to the second connection state, for at least a portion of the standby period.

[0202] In the gaming machine 10, sound may be output from the speaker 18 during the standby period, but normal sound output, such as during periods other than the standby period, is not performed, and the sound output may be suppressed more than usual.

[0203] As shown in Figure 13(a), during the standby period, sound is output at a suppressed volume rather than the volume adjusted by operating buttons B2 and B4 (hereinafter sometimes referred to as the "adjusted volume"). The suppressed volume is a predetermined volume. For example, a volume switch may be provided on the back of the game board 20 (for example, on the sub-board 50), and the suppressed volume can be changed (or set) by operating the volume switch. For example, the suppressed volume may be internally set to be lower than or equal to the adjusted volume. Then, when the standby period ends, the game machine 10 outputs sound at the adjusted volume. For example, if the adjusted volume is higher than the suppressed volume, the volume of the sound output from the speaker 18 will increase when the standby period ends.

[0204] As shown in Figure 13(b), if the operation button BO is operated during the standby period and a Bluetooth connection is re-established with an external device (indicated as "reconnection" in Figure 13(b)), the sound output from speaker 18 will cease. When a Bluetooth connection is re-established with an external device, the sound output from the Bluetooth-connected external device will resume. Furthermore, even during the standby period, the magnetic error sound, the complete achievement sound, and the left-hand play notification sound can be output regardless of the suppression volume.

[0205] <Regarding automatic disconnection of Bluetooth connection with external devices> Based on the operation of the counting operation unit 38, the second number of managed balls decreases, and when the second number of managed balls reaches 0 (when all have been settled), the output of the settlement sound ends. This situation, in which the second number of managed balls is decreased by operating the counting operation unit 38 until it reaches 0, is assumed to be a situation in which playing the game on the gaming machine 10 is finished. In this situation, if the gaming machine 10 and the external device are connected via Bluetooth, the Bluetooth connection with the external device is disconnected. In other words, in the gaming machine 10, when the counting operation unit 38 is operated, the "situation in which the second number of managed balls decreases" occurs, and when the "situation in which the second number of managed balls decreases" ends by the second number of managed balls reaching 0, the situation in which the gaming machine 10 and the external device are connected via Bluetooth may switch from a situation in which the gaming machine 10 and the external device are not connected via Bluetooth.

[0206] Furthermore, in the gaming machine 10, the left-handed notification effect is executed based on the conditions for its execution being met, and even if the left-handed notification effect ends when the conditions for its termination are met, the Bluetooth connection with the external device is not disconnected, and the Bluetooth connection with the external device continues. In other words, in the gaming machine 10, when the conditions for the execution of the left-handed notification effect are met, the situation becomes one in which the "left-handed notification effect is executed," and even when the situation ends when the conditions for the termination of the left-handed notification effect are met, the situation in which the gaming machine 10 and the external device are connected via Bluetooth may continue.

[0207] As described above, in the gaming machine 10, when a special condition is met, a situation occurs in which a "left-handed notification effect is executed," and when such a "left-handed notification effect is executed" ends, the situation in which the gaming machine 10 and the external device are connected via Bluetooth may continue. On the other hand, in the gaming machine 10, when a special condition is met, a situation occurs in which the "second managed ball count decreases," and when such a "second managed ball count decreases" ends, the situation in which the gaming machine 10 and the external device are connected via Bluetooth may switch from a situation in which the gaming machine 10 and the external device are not connected via Bluetooth. In this embodiment, the situation in which a "left-handed notification effect is executed" and the situation in which the "second managed ball count decreases" occur when a special condition is met correspond to being controlled to a special state when a special condition is met. The gaming machine 10 in this embodiment is controlled to a special state when a special condition is met, and when the special state ends, it may switch from the second connection state to the first connection state.

[0208] Incidentally, in the gaming machine 10, when the counting operation unit 38 is operated, the second number of managed balls decreases, the second number of managed balls reaches 0, and the situation switches from when the gaming machine 10 and the external device are connected via Bluetooth to when the gaming machine 10 and the external device are not connected via Bluetooth, no standby period is set. For this reason, in the gaming machine 10, when the counting operation unit 38 is operated, the second number of managed balls decreases, the second number of managed balls reaches 0, and the situation switches from when the gaming machine 10 and the external device are connected via Bluetooth to when the gaming machine 10 and the external device are not connected via Bluetooth, the first standby period image TG1 and the second standby period image TG2 are not displayed on the display device 25.

[0209] <Regarding connections after power supply is restored> The gaming machine 10 has a backup function. Even if the power supply to the gaming machine 10 is cut off, it can retain at least some of the information stored in the main RWM 43. Similarly, even if the power supply to the gaming machine 10 is cut off, it can retain at least some of the information stored in the frame RWM 63. Likewise, even if the power supply to the gaming machine 10 is cut off, it can retain at least some of the information stored in the sub-RWM 53. Furthermore, the gaming machine 10 retains "information that has become unplayable" from the information stored in the sub-RWM 53. In addition, the gaming machine 10 retains "information that can identify the latest external device connected to the gaming machine 10 via BT (hereinafter referred to as "latest connected device information")" from the information stored in the sub-RWM 53.

[0210] Furthermore, in the gaming machine 10, if the power supply is interrupted while the gaming machine 10 and an external device are connected via Bluetooth, and then the power supply is restored, the gaming machine 10 may be connected via Bluetooth to the external device that was connected via Bluetooth when the power supply was interrupted. However, if the gaming machine 10 and an external device are connected via Bluetooth, and then the power supply is interrupted, and then the gaming machine 10 is not connected via Bluetooth to the external device that was connected via Bluetooth when the power supply was interrupted, for example, this may be because the external device that was connected via Bluetooth when the power supply was interrupted is no longer within Bluetooth connectivity range. This can occur if the external device that was connected via Bluetooth when the power supply was interrupted is no longer within Bluetooth connectivity range, or if the external device that was connected via Bluetooth before the standby period is no longer within Bluetooth connectivity range, or if the external device is no longer powered on, even if it is physically within Bluetooth connectivity range.

[0211] As mentioned above, the gaming machine 10 may be controlled to a non-operational state when a magnetic error is detected. If the gaming machine 10 is controlled to a non-operational state when a magnetic error is detected while it is connected via Bluetooth (BT), then when the power supply is interrupted and then restored, the gaming machine 10 may be connected via Bluetooth to the external device that was connected via Bluetooth when the power supply was interrupted. In this way, the situation from the time the gaming machine 10 becomes non-operational until the power supply is restored follows the detection of a magnetic error, and once this situation ends, the situation in which the gaming machine 10 and the external device are connected via Bluetooth may continue.

[0212] As mentioned above, the gaming machine 10 may be controlled to a non-operational state when the maximum difference reaches a predetermined value. However, if the gaming machine 10 is controlled to a non-operational state when the maximum difference reaches a predetermined value while the gaming machine 10 and an external device are connected via Bluetooth, then even if the power supply is cut off and then restarted, the external device that was connected via Bluetooth when the power supply was cut off will not be connected via Bluetooth. In this way, when the maximum difference reaches a predetermined value, the situation becomes "a non-operational state from the time the game is put into a state until the power supply is restarted," and when such "a non-operational state from the time the game is put into a state until the power supply is restarted" ends, the situation may switch from when the gaming machine 10 and the external device are connected via Bluetooth to when the gaming machine 10 and the external device are not connected via Bluetooth.

[0213] As described above, in the gaming machine 10, upon fulfillment of special conditions, the machine enters a state from when it becomes unable to proceed until power supply is restored. When this state ends, the state in which the gaming machine 10 and the external device are connected via Bluetooth may continue. On the other hand, in the gaming machine 10, upon fulfillment of special conditions, the machine enters a state from when it becomes unable to proceed until power supply is restored. When this state ends, the state in which the gaming machine 10 and the external device are connected via Bluetooth may switch from a state in which the gaming machine 10 and the external device are not connected via Bluetooth. In this embodiment, the state in which it enters a state from when it becomes unable to proceed until power supply is restored upon fulfillment of special conditions corresponds to being controlled to a special state upon fulfillment of special conditions. The gaming machine 10 in this embodiment is controlled to a special state upon fulfillment of special conditions, and when this special state ends, it may switch from the second connection state to the first connection state.

[0214] <Regarding the sounds that can be output by the gaming machine 10> As mentioned above, the sounds that the gaming machine 10 of this embodiment can output include a magnetic error sound, a complete achievement sound, a left-hand play notification sound, a settlement sound, a special pre-show sound, a special announcement sound, and background sounds (so-called BGM). The gaming machine 10 can output various sounds in parallel. For example, the gaming machine 10 can output a complete achievement sound while outputting background sounds. The gaming machine 10 can output a settlement sound while outputting background sounds. The gaming machine 10 can output a special pre-show sound while outputting background sounds. The gaming machine 10 can output a complete achievement sound while outputting a settlement sound.

[0215] In this embodiment, the magnetic error sound is a type of special sound. In this embodiment, the detection of a magnetic error corresponds to the fulfillment of a special condition that triggers the output of the magnetic error sound as a special sound. In this embodiment, the complete achievement sound is a type of special sound. In this embodiment, the maximum difference reaching a predetermined value and being controlled to a state where further progress is impossible corresponds to the fulfillment of a special condition that triggers the output of the complete achievement sound as a special sound. In this embodiment, the left-handed notification sound is a type of special sound. In this embodiment, the execution conditions for the left-handed notification effect are fulfilled corresponds to the fulfillment of a special condition that triggers the output of the left-handed notification sound as a special sound. In this embodiment, the settlement sound is a type of special sound. In this embodiment, inputting a management number command that can identify that the second management number has decreased based on the operation of the counting operation unit 38 corresponds to the fulfillment of a special condition that triggers the output of the settlement sound as a special sound. In this embodiment, the special pre-effect sound is a type of specific sound. In this embodiment, deciding to execute the special pre-effect corresponds to the fulfillment of a specific condition that triggers the output of the special pre-effect sound as a specific sound. In this embodiment, the special announcement sound is a type of specific sound. In this embodiment, deciding to perform the special announcement is equivalent to the fulfillment of specific conditions that trigger the output of the special announcement sound as a specific sound. In this embodiment, the background sound is a type of specific sound. In this embodiment, the fact that the performance game is in progress is equivalent to the fulfillment of specific conditions that trigger the output of the background sound as a specific sound. Incidentally, in this embodiment, among the specific sounds, the special pre-announcement sound corresponds to the first specific sound, and the background sound corresponds to the second specific sound. Thus, in this embodiment, there are at least a first specific sound and a second specific sound among the specific sounds.

[0216] The sound output means for various sounds may differ depending on whether the gaming machine 10 and the external device are connected via Bluetooth or not. The external device connected via Bluetooth to the gaming machine 10 is assumed to be an external device that functions as a sound output means capable of outputting sound (for example, wireless earphones).

[0217] As shown in Figure 14, when the gaming machine 10 and the external device are not connected via Bluetooth, the magnetic error sound, the complete achievement sound, the left-hand play notification sound, the settlement sound, the special pre-performance sound, the special announcement sound, and the background sound can be output from the speaker 18. Also, when the gaming machine 10 and the external device are not connected via Bluetooth, the magnetic error sound, the complete achievement sound, the left-hand play notification sound, the settlement sound, the special pre-performance sound, the special announcement sound, and the background sound cannot be output from the external device.

[0218] When the gaming machine 10 and the external device are connected via Bluetooth, the magnetic error sound can be output by the speaker 18. On the other hand, when the gaming machine 10 and the external device are connected via Bluetooth, the magnetic error sound cannot be output by the external device. Also, when the gaming machine 10 and the external device are connected via Bluetooth, the complete achievement sound can be output by the speaker 18. On the other hand, when the gaming machine 10 and the external device are connected via Bluetooth, the complete achievement sound cannot be output by the external device.

[0219] Furthermore, when the gaming machine 10 and the external device are connected via Bluetooth, the left-hand play notification sound can be output from speaker 18. Furthermore, when the gaming machine 10 and the external device are connected via Bluetooth, the left-hand play notification sound can be output from the external device. Furthermore, when the gaming machine 10 and the external device are connected via Bluetooth, the settlement sound can be output from speaker 18. Furthermore, when the gaming machine 10 and the external device are connected via Bluetooth, the settlement sound can be output from the external device.

[0220] Furthermore, when the gaming machine 10 and the external device are connected via Bluetooth, the special pre-show sound cannot be output by the speaker 18. On the other hand, when the gaming machine 10 and the external device are connected via Bluetooth, the special pre-show sound can be output by the external device. Furthermore, when the gaming machine 10 and the external device are connected via Bluetooth, the special notification sound cannot be output by the speaker 18. On the other hand, when the gaming machine 10 and the external device are connected via Bluetooth, the special notification sound can be output by the external device. Furthermore, when the gaming machine 10 and the external device are connected via Bluetooth, the background sound cannot be output by the speaker 18. On the other hand, when the gaming machine 10 and the external device are connected via Bluetooth, the background sound can be output by the external device.

[0221] Thus, the magnetic error sound can be output from speaker 18 when a magnetic error occurs while the gaming machine 10 and the external device are not connected via Bluetooth, but it is not output from the external device. Also, the magnetic error sound can be output from speaker 18 when a magnetic error occurs while the gaming machine 10 and the external device are connected via Bluetooth, but it is not output from the external device.

[0222] The sound indicating completion can be output from speaker 18 when the completion function is activated while the gaming machine 10 and the external device are not connected via Bluetooth, but it will not be output from the external device. Furthermore, the sound indicating completion can be output from speaker 18 when the completion function is activated while the gaming machine 10 and the external device are connected via Bluetooth, but it will not be output from the external device.

[0223] The left-handed shot notification sound can be output from speaker 18 and not from the external device when the left-handed shot notification effect is executed while the gaming machine 10 and the external device are not connected via Bluetooth. Furthermore, the left-handed shot notification sound can be output from speaker 18 and also from the external device when the left-handed shot notification effect is executed while the gaming machine 10 and the external device are connected via Bluetooth.

[0224] The settlement sound can be output from speaker 18 and not from external device when a management number command is entered that allows for the identification of a decrease in the second managed ball count based on the operation of the counting operation unit 38 while the gaming machine 10 and external device are not connected via Bluetooth. Furthermore, the settlement sound can be output from speaker 18 and also from external device when a management number command is entered that allows for the identification of a decrease in the second managed ball count based on the operation of the counting operation unit 38 while the gaming machine 10 and external device are connected via Bluetooth.

[0225] The special pre-show sound can be output from speaker 18 and not from the external device when the special pre-show is performed while the gaming machine 10 and the external device are not connected via Bluetooth. Furthermore, the special pre-show sound cannot be output from speaker 18 and can be output from the external device when the special pre-show is performed while the gaming machine 10 and the external device are connected via Bluetooth.

[0226] The special announcement sound can be output from speaker 18 and not from the external device when the special announcement is performed while the gaming machine 10 and the external device are not connected via Bluetooth. Furthermore, the special announcement sound cannot be output from speaker 18 and can be output from the external device when the special announcement is performed while the gaming machine 10 and the external device are connected via Bluetooth.

[0227] When the gaming machine 10 and the external device are not connected via Bluetooth, background sound can be output from speaker 18, but not from the external device. Furthermore, when the gaming machine 10 and the external device are connected via Bluetooth, background sound is not output from speaker 18, but can be output from the external device.

[0228] Next, we will explain the volume values ​​related to the volume of sound output. In the gaming machine 10, various sounds are output based on the volume value. As mentioned above, the gaming machine 10 is configured so that the volume can be adjusted by operating buttons B2 and B4. As will be explained in more detail later, the volume that can be adjusted by operating buttons B2 and B4 may affect the volume value, but may not affect the volume value itself.

[0229] In the gaming machine 10, the volume value is the product of the first value, the second value, and the third value. The first value is a value determined for each type of sound. The first value can be said to be a standard value determined for each type of sound. The second value is a value determined for each output destination to which the sound is output. In the gaming machine 10, the second value may also be determined for each type of sound. The third value is a value determined for each situation. For sounds that are output regardless of volume adjustment, a predetermined value (maximum value) is set for the third value. For sounds that are output in response to volume adjustment, the third value will be a value corresponding to the adjusted volume. However, even for sounds that are output in response to volume adjustment, the third value during the standby period will be a value corresponding to the suppressed volume.

[0230] Now, let's explain the first value. As shown in Figure 15, the magnetic error sound is assigned a primary value of "20". The complete achievement sound is assigned a primary value of "16". The left-handed notification sound is assigned a primary value of "12". The settlement sound is assigned a primary value of "12". The special pre-show sound is assigned a primary value of "15". The special announcement sound is assigned a primary value of "10". The background sound is assigned a primary value of "4".

[0231] Next, I will explain the second value. As shown in Figure 16, the magnetic error sound has a second value of "10" when the output destination is speaker 18. Furthermore, the magnetic error sound has a second value of "0" when the output destination is an external device. Therefore, under the same conditions for the first and third values, the volume level of the magnetic error sound output from the external device can be 0% of the volume level when the magnetic error sound is output from speaker 18.

[0232] The completion sound has a secondary value of "10" when the output destination is speaker 18. The completion sound also has a secondary value of "0" when the output destination is an external device. Therefore, under the same conditions for the first and third values, the volume level of the completion sound output from the external device can be 0% of the volume level of the completion sound output from speaker 18.

[0233] For the left-handed hit notification sound, a second value of "10" is defined when the output destination is speaker 18. Also, for the left-handed hit notification sound, a second value of "5" is defined when the output destination is an external device. Therefore, under the same conditions for the first and third values, the volume value of the left-handed hit notification sound output from the external device can be 50% of the volume value when the left-handed hit notification sound is output from speaker 18.

[0234] The settlement sound has a secondary value of "10" when the output destination is speaker 18. Additionally, the settlement sound has a secondary value of "5" when the output destination is an external device. Therefore, under the same conditions for the first and third values, the volume level of the settlement sound output from the external device can be 50% of the volume level when the settlement sound is output from speaker 18.

[0235] For the special pre-show sound, a second value of "10" is defined when the output destination is speaker 18. Furthermore, a second value of "4" is defined for the special pre-show sound when the output destination is an external device. Therefore, under the same conditions for the first and third values, the volume level of the special pre-show sound output from the external device can be 40% of the volume level when the special pre-show sound is output from speaker 18.

[0236] The special announcement sound has a secondary value of "10" when the output destination is speaker 18. Additionally, the special announcement sound has a secondary value of "5" when the output destination is an external device. Therefore, under the same conditions for the first and third values, the volume level of the special announcement sound output from the external device can be 50% of the volume level when the special announcement sound is output from speaker 18.

[0237] The background sound has a secondary value of "10" when the output destination is speaker 18. The background sound also has a secondary value of "5" when the output destination is an external device. Therefore, under the same conditions for the first and third values, the volume level of the background sound output from the external device can be 50% of the volume level when the background sound is output from speaker 18.

[0238] Next, I will explain the third value. Incidentally, in the case of gaming machine 10, we will explain assuming that the second volume level is set as the suppression volume.

[0239] As shown in Figure 17, the magnetic error sound has a third value of "20" when output to speaker 18. The magnetic error sound has a third value of "0" when output to an external device. Regardless of the adjusted volume, the third value defined for the magnetic error sound is "20" if the output destination is speaker 18, and "0" if the output destination is an external device. Regardless of whether it is during the standby period, the third value defined for the magnetic error sound is "20" if the output destination is speaker 18, and "0" if the output destination is an external device.

[0240] The third value for the completion sound is set to "20" when outputting to speaker 18. The third value for the completion sound is set to "0" when outputting to an external device. Regardless of the adjusted volume, the third value set for the completion sound is "20" if the output destination is speaker 18, and "0" if the output destination is an external device. Regardless of whether it is in the standby period, the third value set for the completion sound is "20" if the output destination is speaker 18, and "0" if the output destination is an external device.

[0241] For left-handed hit notification sounds, a third value of "20" is set regardless of the output destination. The third value set for left-handed hit notification sounds is "20" regardless of the adjusted volume. The third value set for left-handed hit notification sounds is "20" regardless of whether it is during the standby period.

[0242] For the settlement tone, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 5th volume level is set to "20". For the settlement tone, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 4th volume level is set to "16". For the settlement tone, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 3rd volume level is set to "12". For the settlement tone, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 2nd volume level is set to "8". For the settlement tone, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 1st volume level is set to "4". However, for the settlement tone, when in standby mode, regardless of the output destination and adjusted volume level, the third value is set to "8", which is the same as the third value when the volume is at the 2nd volume level, which corresponds to the suppression volume.

[0243] For special pre-effect sounds, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 5th volume level is set to "20". For special pre-effect sounds, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 4th volume level is set to "16". For special pre-effect sounds, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 3rd volume level is set to "12". For special pre-effect sounds, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 2nd volume level is set to "8". For special pre-effect sounds, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 1st volume level is set to "4". However, for special pre-effect sounds, when in standby mode, regardless of the output destination and adjusted volume level, the third value is set to "8", which is the same as the third value when the volume is at the 2nd volume level, which corresponds to the suppressed volume level.

[0244] For special announcement sound effects, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 5th volume level is set to "20". For special announcement sound effects, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 4th volume level is set to "16". For special announcement sound effects, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 3rd volume level is set to "12". For special announcement sound effects, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 2nd volume level is set to "8". For special announcement sound effects, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 1st volume level is set to "4". However, for special announcement sound effects, when in standby mode, regardless of the output destination and adjusted volume level, the third value is set to "8", which is the same as the third value when the volume is at the 2nd volume level, which corresponds to the suppressed volume level.

[0245] For background sound, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 5th volume level is set to "20". For background sound, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 4th volume level is set to "16". For background sound, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 3rd volume level is set to "12". For background sound, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 2nd volume level is set to "8". For background sound, when not in standby mode, regardless of the output destination, the third value when the adjusted volume is at the 1st volume level is set to "4". However, for background sound, when in standby mode, regardless of the output destination and adjusted volume level, the third value is set to "8", which is the same as the third value when the volume is at the 2nd volume level, which corresponds to the suppressed volume level.

[0246] In the gaming machine 10, the higher the volume value, the louder the sound will be output. For example, when the gaming machine 10 is not connected to an external device via Bluetooth, the adjusted volume is at the fourth level, and it is not in standby mode, the volume value for outputting the magnetic error sound from speaker 18 is "4000 (=20 × 10 × 20)". On the other hand, when the gaming machine 10 is not connected to an external device via Bluetooth, the adjusted volume is at the fourth level, and it is not in standby mode, the volume value for outputting the background sound from speaker 18 is "640 (=4 × 10 × 16)". Therefore, when the gaming machine 10 is not connected to an external device via Bluetooth, the adjusted volume is at the fourth level, and it is not in standby mode, the magnetic error sound may be output from speaker 18 at a louder volume than the background sound.

[0247] Also, when the gaming machine 10 is not BT-connected to an external device, and the adjusted volume is at the fourth level and it is a standby period, the volume value for outputting the background sound from the speaker 18 is "320 (= 4 × 10 × 8)". Therefore, when the gaming machine 10 is not BT-connected to an external device, and the adjusted volume is at the fourth level, when the background sound is output and it is not a standby period, the background sound can be output from the speaker 18 at a volume greater than that during the standby period.

[0248] Also, when the gaming machine 10 is BT-connected to an external device, and the adjusted volume is at the fourth level and it is not a standby period, the volume value for outputting the background sound from the external device is "320 (= 4 × 5 × 16)". Also, when the gaming machine 10 is BT-connected to an external device, and the adjusted volume is at the fourth level and it is a standby period, the volume value for outputting the background sound from the external device is "160 (= 4 × 5 × 8)". Therefore, when the adjusted volume is at the fourth level, regardless of whether it is a standby period, the volume of the background sound output from the speaker 18 of the gaming machine 10 when the gaming machine 10 and the external device are not BT-connected can be greater than the volume of the background sound output from the external device when the gaming machine 10 and the external device are BT-connected.

[0249] Note that when the volume value is 0, the target sound is not output. Therefore, for example, when the gaming machine 10 and the external device are BT-connected, even if an instruction regarding the output of a magnetic error sound is given to the external device, since the second value and the third value are "0", the volume value becomes "0", and the magnetic error sound is not output from the external device. Similarly, for example, when the gaming machine 10 and the external device are BT-connected, even if an instruction regarding the output of a complete achievement sound is given to the external device, since the second value and the third value are "0", the volume value becomes "0", and the complete achievement sound is not output from the external device.

[0250] <Control regarding BT connection> Here, we will explain the control related to the menu for connecting to external devices. When the sub-CPU 51 is in standby mode, if it detects that the right button B2 or left button B4 has been pressed and held in response to an operation signal from the right button B2 or left button B4, it displays a menu related to connecting to an external device. However, if the sub-CPU 51 is already displaying a menu related to connecting to an external device, even if it detects that the right button B2 or left button B4 has been pressed and held, it will not display a new menu related to connecting to an external device, and the display of the already displayed menu related to connecting to an external device will continue on the display device 25. The sub-CPU 51 can determine whether the operation of the right button B2 is a "short press" or a "long press" in response to an operation signal from the right button B2. Similarly, the sub-CPU 51 can determine whether the operation of the left button B4 is a "short press" or a "long press" in response to an operation signal from the left button B4. Then, if the right button B2 or the left button B4 is pressed briefly, the sub-CPU 51 performs control related to volume adjustment (for example, control that can update volume information).

[0251] To initiate the display of a menu related to connecting to external devices, the sub-CPU 51 controls the display device 25 to display the first menu image MG1, the second menu image MG2, and the third menu image MG3. In addition, the sub-CPU 51 displays the selected image SG at the position corresponding to the first menu image MG1. Subsequently, when the sub-CPU 51 receives an operation signal from the up button B1 or the down button B3, it changes the display position of the selected image SG. The sub-RWM 53 stores information that allows it to identify which of the first menu image MG1 to the third menu image MG3 the selected image SG is currently displayed at. This information is updated by the sub-CPU 51 based on the operation signal input from the up button B1 or the down button B3 when the first menu image MG1 to the third menu image MG3 are being displayed.

[0252] When the selected image SG is displayed in the position corresponding to the first menu image MG1, the sub-CPU 51, upon receiving an operation signal from the operation button BO, proceeds to the settings for connecting to an external device. The control process when proceeding to the settings for connecting to an external device will be explained later.

[0253] When the selected image SG is displayed in the position corresponding to the second menu image MG2, the sub-CPU 51, upon receiving an operation signal from the operation button BO, will disconnect the Bluetooth connection with an external device if one is already connected to the external device via Bluetooth. Specifically, the sub-CPU 51 instructs the Bluetooth module 55 to disconnect the Bluetooth connection with the external device that is currently connected via Bluetooth. The sub-CPU 51 then terminates the display of the menu related to the connection with the external device.

[0254] If instructed to disconnect the currently connected external device, the BT module 55 disconnects the BT connection with the external device. When the BT connection with the external device is disconnected, the BT module 55 transmits control information to the sub-CPU 51 that identifies that the BT connection with the external device has been disconnected. However, even if an operation signal is input from the operation button BO while the selected image SG is displayed in the position corresponding to the second menu image MG2, if there is no BT connection with the external device, the sub-CPU 51 will not perform any control to disconnect the BT connection with the external device and will terminate the display of the menu related to the connection with the external device.

[0255] When the selected image SG is displayed in the position corresponding to the third menu image MG3, the sub-CPU 51 terminates the display of the menu related to connection with external devices when it receives an operation signal from the operation button BO.

[0256] Next, we will explain the control performed by the sub-CPU 51 when proceeding to the settings for connecting to external devices. When proceeding to the settings for connecting to an external device, the sub-CPU 51 instructs the BT module 55 to search for an external device that can be BT-connected to the gaming machine 10. Then, until the search end condition is satisfied, the sub-CPU 51 controls the effect display device 25 to suggest or notify that the search for the external device is being performed. For example, the search end condition may be satisfied when a predetermined search time has elapsed. For example, the search end condition may be satisfied when a predetermined number of external devices that can be BT-connected to the gaming machine 10 have been searched. Note that the search end condition may be singular or plural.

[0257] When the BT module 55 is instructed to search for an external device that can be BT-connected to the gaming machine 10, the BT module 55 searches for an external device that can be BT-connected to the gaming machine 10. Then, each time an external device that can be BT-connected to the gaming machine 10 is detected, it communicates with the external device and transmits control information that can identify the device name of the external device to the sub-CPU 51. The distance from the BT module 55 can be specified from the control information that can identify the device name of the external device. The sub-CPU 51 identifies an external device that can be BT-connected to the gaming machine 10 based on the control information transmitted from the BT module 55. At this time, the sub-CPU 51 stores information (hereinafter referred to as "device list information") that can identify up to four external devices in ascending order of the distance from the BT module 55 among the external devices that can be BT-connected to the gaming machine 10 in the sub-RWM 53.

[0258] Then, when the search termination condition is met, the sub-CPU 51 controls the display device 25 to display the first list RI1 to the fourth list RI4, the first item image GK1, and the second item image GK2. In addition, the sub-CPU 51 displays the selected image SG at the position corresponding to the first list RI1. Subsequently, when the sub-CPU 51 receives an operation signal from the up button B1 or the down button B3, it changes the display position of the selected image SG. The sub-RWM 53 stores information that allows it to identify which of the first list RI1 to the fourth list RI4, the first item image GK1, and the second item image GK2 the selected image SG is currently displayed at. This information is updated by the sub-CPU 51 based on the input of an operation signal from the up button B1 or the down button B3 when the first list RI1 to the fourth list RI4, the first item image GK1, and the second item image GK2 are being displayed.

[0259] When displaying the first list RI1, the sub-CPU 51 refers to the device list information and, if there is one or more external devices found to be BT-connectable with the gaming machine 10, displays the first list RI1 containing character information that identifies the device name of the external device closest to the BT module 55. However, if there is less than one external device found to be BT-connectable with the gaming machine 10, the sub-CPU 51 displays the first list RI1 without any character information that identifies the device name. Furthermore, when displaying the second list RI2, the sub-CPU 51 refers to the device list information and, if there are two or more external devices found to be BT-connectable with the gaming machine 10, displays the second list RI2 containing character information that identifies the device name of the external device second closest to the BT module 55. However, if there are less than two external devices found to be BT-connectable with the gaming machine 10, the sub-CPU 51 displays the second list RI2 without any character information that identifies the device name.

[0260] Similarly, when displaying the third list RI3, the sub-CPU 51 refers to the device list information and, if there are three or more external devices searched as external devices capable of BT connection to the gaming machine 10, displays the third list RI3 including character information capable of specifying the device name of the external device with the third shortest distance from the BT module 55. However, if the number of external devices searched as external devices capable of BT connection to the gaming machine 10 is less than three, the sub-CPU 51 displays the third list RI3 not including character information capable of specifying the device name. Also, when displaying the fourth list RI4, the sub-CPU 51 refers to the device list information and, if there are four or more external devices searched as external devices capable of BT connection to the gaming machine 10, displays the fourth list RI4 including character information capable of specifying the device name of the external device with the fourth shortest distance from the BT module 55. However, if the number of external devices searched as external devices capable of BT connection to the gaming machine 10 is less than four, the sub-CPU 51 displays the fourth list RI4 not including character information capable of specifying the device name.

[0261] When the selected image SG is displayed in a position corresponding to any of the first list RI1 to the fourth list RI4, the sub-CPU 51 proceeds to confirm the connection with the selected external device when it receives an operation signal from the operation button BO. However, even if an operation signal is received from the operation button BO when the selected image SG is displayed in a position corresponding to any of the first list RI1 to the fourth list RI4, if that list does not contain any character information that can identify the device name, the sub-CPU 51 will not proceed to confirm the connection with the selected external device, but will continue to display the settings for connecting to the external device. For example, even if an operation signal is received from the operation button BO when the selected image SG is displayed in a position corresponding to the third list RI3, if the third list RI3 does not contain any character information that can identify the device name, the sub-CPU 51 will not proceed to confirm the connection with the selected external device, but will continue to display the settings for connecting to the external device. On the other hand, for example, when a selected image SG is displayed at the position corresponding to the third list RI3, and an operation signal is input from the operation button BO, if the third list RI3 contains character information that can identify the device name, the sub-CPU 51 proceeds to confirm the connection with the selected external device. The control when proceeding to confirm the connection with the selected external device will be explained later.

[0262] When the selected image SG is displayed at the position corresponding to the first item image GK1, the sub-CPU 51, upon receiving an operation signal from the operation button BO, instructs the BT module 55 to search for external devices that can be BT-connected to the gaming machine 10. Accordingly, the sub-CPU 51 erases the device list information in the sub-RWM 53 and initializes the device list information. The sub-CPU 51 then controls the display device 25 to indicate or notify that a search for external devices is being performed until the search termination condition is met. When the search termination condition is met, the sub-CPU 51 controls the display device 25 to display the first list RI1 to the fourth list RI4, the first item image GK1, and the second item image GK2 again. In addition, the sub-CPU 51 displays the selected image SG at the position corresponding to the first list RI1. Subsequent control by the sub-CPU 51 is as described above.

[0263] When the selected image SG is displayed at the position corresponding to the second item image GK2, the sub-CPU 51 terminates the display of the menu related to connection with external devices when it receives an operation signal from the operation button BO. Accordingly, the sub-CPU 51 clears the device list information in the sub-RWM 53.

[0264] Next, we will explain the control performed by the sub-CPU 51 when proceeding to the connection confirmation with the selected external device. If the system proceeds to confirm connection with the selected external device, the sub-CPU 51 controls the display device 25 to display the device name that identifies the external device selected in the settings for connecting to the external device in the device display area KR. For example, if the third list RI3 is selected in the settings for connecting to the external device, the sub-CPU 51 controls the display device 25 to display the same device name as the device name included in the third list RI3 in the device display area KR.

[0265] Furthermore, if the system proceeds to confirm the connection with the selected external device, the sub-CPU 51 controls the display device 25 to display the connection confirmation image KK1 and the cancellation image KK2. In addition, the sub-CPU 51 displays the selected image SG at the position corresponding to the connection confirmation image KK1. Subsequently, when the sub-CPU 51 receives an operation signal from the up button B1 or the down button B3, it changes the display position of the selected image SG. The sub-RWM 53 stores information that allows it to identify whether the selected image SG is displayed at the position corresponding to the connection confirmation image KK1 or the cancellation image KK2. This information is updated by the sub-CPU 51 based on the operation signal input from the up button B1 or the down button B3 when the connection confirmation image KK1 or the cancellation image KK2 is displayed.

[0266] When the selected image SG is displayed at the position corresponding to the connection determination image KK1, the sub-CPU 51, upon receiving an operation signal from the operation button BO, instructs the BT module 55 to establish a BT connection with an external device. At this time, the sub-CPU 51 instructs the BT module 55 to establish a BT connection with the external device selected in the settings for connecting to an external device. Accordingly, the sub-CPU 51 clears the device list information in the sub-RWM 53.

[0267] When the BT module 55 is instructed to establish a BT connection with an external device selected in the settings for connecting to an external device, it searches for the specified external device, communicates with the external device, and establishes a BT connection with it. If a BT connection is established with the external device, the BT module 55 transmits control information to the sub-CPU 51 that identifies the successful BT connection with the external device. On the other hand, if the specified external device cannot be found after searching for it, or if the specified external device can be found but a BT connection cannot be established with it, the BT module 55 transmits control information to the sub-CPU 51 that identifies the unsuccessful BT connection with the external device.

[0268] When the sub-CPU 51 receives control information that identifies that a Bluetooth connection has been established with an external device, it updates the latest connected device information. At this time, the sub-CPU 51 updates the latest connected device information to information that identifies the external device that has been connected via Bluetooth. In addition, when the sub-CPU 51 receives control information that identifies that a Bluetooth connection has been established with an external device, it may also indicate or notify in a predetermined display device that a Bluetooth connection has been established with the external device (for example, that a Bluetooth connection with the external device has been established). When the sub-CPU 51 receives control information that identifies that a Bluetooth connection with an external device could not be established, it may also indicate or notify in a predetermined display device that a Bluetooth connection with the external device could not be established (for example, that the connection with the external device failed).

[0269] Furthermore, when the selected image SG is displayed at the position corresponding to the connection confirmation image KK1, the sub-CPU 51 terminates the display of the menu related to connecting to an external device when it receives an operation signal from the operation button BO. For example, the sub-CPU 51 may terminate the display of the menu related to connecting to an external device when it receives either control information that identifies whether a BT connection has been made with the external device or control information that identifies whether a BT connection has not been made with the external device.

[0270] The sub-RWM 53 stores information that can identify whether an external device is connected via Bluetooth (hereinafter referred to as "connection status information"). The sub-CPU 51 can determine whether an external device is connected via Bluetooth from the connection status information, and if it can determine that an external device is connected via Bluetooth, it can determine that an external device is connected via Bluetooth from the latest connected device information. Based on the control information received from the Bluetooth module 55, the sub-CPU 51 determines whether an external device is connected via Bluetooth and updates the connection status information accordingly. For example, if control information that can identify that an external device has been connected via Bluetooth is received, the sub-CPU 51 updates the connection status information to indicate that an external device is connected via Bluetooth. For example, if control information that can identify that an external device could not be connected via Bluetooth is received, or if control information that can identify that the Bluetooth connection with the external device has been terminated is received, the sub-CPU 51 updates the connection status information to indicate that an external device is not connected via Bluetooth.

[0271] When the selected image SG is displayed at the position corresponding to the canceled image KK2, the sub-CPU 51 terminates the display of the menu related to connection with external devices when it receives an operation signal from the operation button BO. Accordingly, the sub-CPU 51 clears the device list information in the sub-RWM 53.

[0272] Incidentally, when the menu related to connecting to an external device is being displayed, the sub-CPU 51 will terminate the display of the menu related to connecting to an external device if a variable pattern command is entered. In other words, in the gaming machine 10, if a special game is started while the menu related to connecting to an external device is being displayed, the display of the menu related to connecting to an external device will terminate.

[0273] Next, we will explain the control related to the deselection menu. When connected via Bluetooth to an external device, the sub-CPU 51, during a special game or jackpot game, displays a release selection menu if it detects that the right button B2 or left button B4 has been pressed and held in response to an operation signal from the right button B2 or left button B4. However, if the release selection menu is already displayed, even if the sub-CPU 51 detects that the right button B2 or left button B4 has been pressed and held, it will not display a new release selection menu, and the display of the already displayed release selection menu will continue on the display device 25.

[0274] To initiate the display of the release selection menu, the sub-CPU 51 controls the display device 25 to display the text information "Do you want to disconnect from the external device?", the first release option CM1, and the second release option CM2. In addition, the sub-CPU 51 displays the selected image SG at the position corresponding to the first release option CM1. Subsequently, when the sub-CPU 51 receives an operation signal from the up button B1 or the down button B3, it changes the display position of the selected image SG. The sub-RWM 53 stores information that allows it to identify which of the first release option CM1 or the second release option CM2 the selected image SG is currently displayed at. This information is updated by the sub-CPU 51 based on the operation signal input from the up button B1 or the down button B3 when the first release option CM1 or the second release option CM2 is being displayed.

[0275] When the selected image SG is displayed at the position corresponding to the first release option CM1, the sub-CPU 51, upon receiving an operation signal from the operation button BO, releases the BT connection with the external device. Specifically, the sub-CPU 51 instructs the BT module 55 to release the BT connection with the external device that is currently connected via BT. Then, the sub-CPU 51 terminates the display of the release selection menu.

[0276] As mentioned above, if the BT module 55 is instructed to disconnect the BT connection with an external device that is currently connected via BT, it will disconnect the BT connection with the external device. When the BT connection with the external device is disconnected, the BT module 55 sends control information to the sub-CPU 51 that identifies that the BT connection with the external device has been disconnected.

[0277] When the selected image SG is displayed at the position corresponding to the second release option CM2, the sub-CPU 51 terminates the display of the release selection menu when it receives an operation signal from the operation button BO.

[0278] Next, we will explain the control related to the reconnection selection menu. If the device is not connected to an external device via Bluetooth and the latest connected device information is stored, the sub-CPU 51 will display a reconnection selection menu if it detects that the right button B2 or left button B4 has been pressed and held in response to an operation signal from the right button B2 or left button B4 while a special game or jackpot game is in progress. However, if the reconnection selection menu is already displayed, even if the sub-CPU 51 detects that the right button B2 or left button B4 has been pressed and held, the sub-CPU 51 will not display a new reconnection selection menu, and the display of the already displayed reconnection selection menu will continue on the display device 25.

[0279] When starting to display the reconnection selection menu, the sub-CPU 51 controls the effect display device 25 to display character information that can identify the device name of the device connected via BT last time, character information of "Do you want to reconnect?", the first reconnection option RM1, and the second reconnection option RM2. The sub-CPU 51 controls the effect display device 25 to display the device name of the external device that can be identified from the latest connection device information in the reconnection device display area RR. In addition, the sub-CPU 51 causes a selection image SG to be displayed at a position corresponding to the first reconnection option RM1. Then, when the sub-CPU 51 inputs an operation signal from the up button B1 or the down button B3, it changes the display position of the selection image SG. Note that the sub-RWM 53 stores information that can identify at which position corresponding to which of the first reconnection option RM1 and the second reconnection option RM2 the selection image SG is displayed. And this information is updated by the sub-CPU 51 based on the input of an operation signal from the up button B1 or the down button B3 when the first reconnection option RM1 and the second reconnection option RM2 are being displayed.

[0280] When the selection image SG is being displayed at a position corresponding to the first reconnection option RM1, when the sub-CPU 51 inputs an operation signal from the operation button BO, it instructs the BT module 55 to perform a BT connection with an external device. At this time, the sub-CPU 51 instructs the BT module 55 to perform a BT connection with the external device that can be identified from the latest connection device information.

[0281] When the BT module 55 is instructed to perform a BT connection with the external device that can be identified from the latest connection device information, it searches for the instructed external device, communicates with the external device, and performs a BT connection with the external device. And when a BT connection with the external device is successful, the BT module 55 transmits control information that can identify that a BT connection with the external device is successful to the sub-CPU 51. On the other hand, when the instructed external device cannot be found even after searching, or when the instructed external device is found but a BT connection with the external device cannot be established, the BT module 55 transmits control information that can identify that a BT connection with the external device cannot be established to the sub-CPU 51.

[0282] When the selected image SG is displayed at the position corresponding to the second reconnection option RM2, the sub-CPU 51 terminates the display of the reconnection selection menu when it receives an operation signal from the operation button BO.

[0283] Next, we will explain the control during the standby period. Even if the BT module 55 does not perform any control to disconnect the BT connection with an external device while it is connected via BT, if the BT connection with the external device is disconnected, it will send control information to the sub-CPU 51 that allows it to identify that the BT connection with the external device has been disconnected.

[0284] If the sub-CPU 51 receives control information that indicates the Bluetooth connection with an external device has been disconnected, even though it has not instructed the Bluetooth module 55 to disconnect the Bluetooth connection with the external device that is currently connected via Bluetooth, it sets a waiting period.

[0285] During the standby period, the sub-CPU 51 controls the display device 25 to display the first standby period image TG1 and the second standby period image TG2. During the standby period, when the sub-CPU 51 receives an operation signal from the operation button BO, it instructs the BT module 55 to establish a BT connection with an external device. At this time, the sub-CPU 51 instructs the BT module 55 to establish a BT connection with an external device that can be identified from the latest connected device information.

[0286] When the BT module 55 is instructed to establish a BT connection with an external device that can be identified from the latest connected device information, it searches for the specified external device, communicates with the external device, and establishes a BT connection with it. If a BT connection is established with the external device, the BT module 55 transmits control information to the sub-CPU 51 that identifies the successful BT connection with the external device. On the other hand, if the specified external device cannot be found after searching for it, or if the specified external device can be found but a BT connection cannot be established with it, the BT module 55 transmits control information to the sub-CPU 51 that identifies the unsuccessful BT connection with the external device.

[0287] The sub-CPU 51 terminates the standby period when it receives control information that identifies whether a Bluetooth connection with an external device was successful or unsuccessful. The sub-CPU 51 also terminates the standby period when the maximum time limit of the set standby period has elapsed. Control regarding sound output during the standby period will be described later.

[0288] As described above, in the gaming machine 10, the connection status with external devices is managed by at least one of the sub-CPU 51 and the BT module 55. That is, in this embodiment, at least one of the sub-CPU 51 and the BT module 55 functions as a management means capable of managing the connection status with external devices. Alternatively, the function of a management means capable of managing the connection status with external devices may be realized by both the sub-CPU 51 and the BT module 55, or by only one of the sub-CPU 51 and the BT module 55.

[0289] Next, we will explain the control system when power supply is restored. When connected via Bluetooth to an external device, the sub-CPU 51 inputs a management number command that allows it to identify that the second management ball count has decreased based on the operation of the counting operation unit 38. If it can identify from the management number command that the second management ball count after the decrease is 0, the sub-CPU 51 disconnects the Bluetooth connection with the external device. Specifically, the sub-CPU 51 instructs the Bluetooth module 55 to disconnect the Bluetooth connection with the external device that is currently connected via Bluetooth.

[0290] Next, we will explain the control system when power supply is restored. Upon restoration of power supply, the sub-CPU 51 checks whether the latest connected device information and disabled information are stored in the sub-RWM 53. If the latest connected device information and disabled information are stored in the sub-RWM 53, the sub-CPU 51 does not instruct the BT module 55 to establish a BT connection with an external device. If the latest connected device information is stored in the sub-RWM 53 but disabled information is not stored, the sub-CPU 51 instructs the BT module 55 to establish a BT connection with an external device. In this case, the sub-CPU 51 instructs the BT module 55 to establish a BT connection with an external device that can be identified from the latest connected device information.

[0291] When the BT module 55 is instructed to establish a BT connection with an external device that can be identified from the latest connected device information, it searches for the specified external device, communicates with the external device, and establishes a BT connection with it. If a BT connection is established with the external device, the BT module 55 transmits control information to the sub-CPU 51 that identifies the successful BT connection with the external device. On the other hand, if the specified external device cannot be found after searching for it, or if the specified external device can be found but a BT connection cannot be established with it, the BT module 55 transmits control information to the sub-CPU 51 that identifies the unsuccessful BT connection with the external device.

[0292] <Regarding control of sound output> In the gaming machine 10, the sub-CPU 51 is capable of executing various types of control. In this embodiment, at least some of the various types of control that the sub-CPU 51, which functions as a performance control means, can execute, correspond to special control. And in this embodiment, the performance control means is capable of executing special control.

[0293] For example, the sub-CPU 51 can execute control to output sound from the speaker 18. In this embodiment, the control to output sound from the speaker 18 corresponds to the first special control. That is, the first special control is the control to output sound from the sound output means. For example, the sub-CPU 51 can execute control to output sound from an external device connected to the gaming machine 10 via Bluetooth. In this embodiment, the control to output sound from an external device connected to the gaming machine 10 via Bluetooth corresponds to the second special control. That is, the second special control is the control to output sound from the connected external device. As described above, in this embodiment, the special controls include at least the first special control and the second special control.

[0294] Here, we will explain the control related to the output of magnetic error sounds. The sub-CPU 51 controls the system so that a magnetic error notification is issued when a magnetic detection command is input. When a magnetic detection command is input, the sub-CPU 51 controls the speaker 18 so that a magnetic error sound is output, regardless of whether the gaming machine 10 and the external device are connected via Bluetooth. At this time, the sub-CPU 51 controls the speaker 18 so that a magnetic error sound is output at a volume based on a volume value of "4000 (=20 × 10 × 20)", regardless of the adjusted volume and standby period. However, when a magnetic detection command is input, the sub-CPU 51 does not control the external device to output a magnetic error sound, regardless of whether the gaming machine 10 and the external device are connected via Bluetooth.

[0295] As described above, the sub-CPU 51 can execute control to output a magnetic error sound in the control to output sound to the speaker 18 when a magnetic error is detected when the gaming machine 10 and the external device are not connected via Bluetooth. On the other hand, the sub-CPU 51 does not execute control to output a magnetic error sound in the control to output sound to the external device when a magnetic error is detected when the gaming machine 10 and the external device are not connected via Bluetooth. That is, in this embodiment, the performance control means can execute control to output a special sound in the first special control when a special condition that triggers the output of a special sound is met while the first connection state is in effect, but does not execute control to output a special sound in the second special control. The sub-CPU 51 can execute control to output a magnetic error sound in the control to output sound to the speaker 18 when a magnetic error is detected when the gaming machine 10 and the external device are connected via Bluetooth. On the other hand, the sub-CPU 51 does not execute control to output a magnetic error sound in the control to output sound to the external device when a magnetic error is detected when the gaming machine 10 and the external device are connected via Bluetooth. In other words, in this embodiment, the performance control means can execute a control to output a special sound in the first special control when a special condition is met while the second connection state is in effect, but does not execute a control to output a special sound in the second special control. Not executing a control to output sound from an external device is equivalent to not executing a control to output a magnetic error sound in the control to output sound from an external device. In other words, not executing a control to output a magnetic error sound in the control to output sound from an external device includes not executing the control to output sound from an external device at all.

[0296] Next, we will explain the control related to the output of the completion achievement sound. The sub-CPU 51 outputs a completion sound when an unspecified command is input. When an unspecified command is input, the sub-CPU 51 controls the speaker 18 so that a completion sound is output regardless of whether the gaming machine 10 and the external device are connected via Bluetooth. At this time, the sub-CPU 51 controls the speaker 18 so that a completion sound is output at a volume based on a volume value of "3200 (=16 × 10 × 20)", regardless of the adjusted volume and standby period. Note that when an unspecified command is input, the sub-CPU 51 does not control the external device to output a completion sound, regardless of whether the gaming machine 10 and the external device are connected via Bluetooth.

[0297] As described above, when the gaming machine 10 and the external device are not connected via Bluetooth and the maximum difference reaches a predetermined value, causing the system to be controlled to an unplayable state, the sub-CPU 51 can execute a control to output a complete achievement sound in the control to output sound to the speaker 18. On the other hand, when the gaming machine 10 and the external device are not connected via Bluetooth and the maximum difference reaches a predetermined value, causing the system to be controlled to an unplayable state, the sub-CPU 51 does not execute a control to output a complete achievement sound in the control to output sound to the external device. That is, in this embodiment, when the performance control means is in the first connection state and a special condition that triggers the output of a special sound is met, it can execute a control to output a special sound in the first special control, but does not execute a control to output a special sound in the second special control. When the gaming machine 10 and the external device are connected via Bluetooth and the maximum difference reaches a predetermined value, causing the system to be controlled to an unplayable state, the sub-CPU 51 can execute a control to output a complete achievement sound in the control to output sound to the speaker 18. On the other hand, when the gaming machine 10 and the external device are connected via BT, if the maximum difference reaches a predetermined value and the system is controlled to be unable to proceed, the sub-CPU 51 does not execute the control to output a complete achievement sound in the control to output sound from the external device. That is, in this embodiment, when a special condition is met while the second connection state is in effect, the performance control means can execute the control to output a special sound in the first special control, but does not execute the control to output a special sound in the second special control. Not executing the control to output sound from the external device is equivalent to not executing the control to output a complete achievement sound in the control to output sound from the external device. In other words, not executing the control to output a complete achievement sound in the control to output sound from the external device includes not executing the control to output sound from the external device at all.

[0298] Next, we will explain the control related to the output of the left-handed hit notification sound. The sub-CPU 51 outputs a left-hit notification sound when the conditions for executing the left-hit notification effect are met. When the conditions for executing the left-hit notification effect are met, the sub-CPU 51 controls the speaker 18 so that the left-hit notification sound is output regardless of whether the gaming machine 10 and the external device are connected via Bluetooth. At this time, the sub-CPU 51 controls the speaker 18 so that a left-hit notification sound is output at a volume based on a volume value of "2400 (=12 × 10 × 20)", regardless of the adjusted volume and standby period.

[0299] Furthermore, if the conditions for executing the left-hit notification effect are met, the sub-CPU 51 instructs the BT module 55 to transmit radio waves to the external device connected via BT so that a left-hit notification sound is output when the gaming machine 10 and the external device are connected via BT. At this time, the sub-CPU 51 instructs the BT module 55 to transmit radio waves that can identify the output of a left-hit notification sound at a volume based on a volume value of "1200 (=12 × 5 × 20)", regardless of whether it is the adjusted volume or the standby period. The BT module 55 compresses information that can identify what kind of sound (for example, a left-hit notification sound) to output at a volume based on the volume value instructed by the sub-CPU 51, and transmits it as radio waves to the external device connected via BT. Also, if the conditions for executing the left-hit notification effect are met, the sub-CPU 51 does not instruct the BT module 55 to transmit radio waves to the external device so that a left-hit notification sound is output when the gaming machine 10 and the external device are not connected via BT.

[0300] As described above, when the gaming machine 10 and the external device are not connected via Bluetooth, the sub-CPU 51 can execute control to output a left-hit notification sound in the control to output sound to the speaker 18 when the conditions for executing the left-hit notification performance are met. On the other hand, when the gaming machine 10 and the external device are not connected via Bluetooth, the sub-CPU 51 does not execute control to output a left-hit notification sound in the control to output sound to the external device when the conditions for executing the left-hit notification performance are met. That is, in this embodiment, when the performance control means is in the first connection state, if the special conditions that trigger the output of a special sound are met, it can execute control to output a special sound in the first special control, but does not execute control to output a special sound in the second special control. When the gaming machine 10 and the external device are connected via Bluetooth, the sub-CPU 51 can execute control to output a left-hit notification sound in the control to output sound to the speaker 18 when the conditions for executing the left-hit notification performance are met. Furthermore, the sub-CPU 51 can execute a control to output a left-hit notification sound in the control to output sound to the external device when the conditions for executing the left-hit notification effect are met while the gaming machine 10 and the external device are connected via BT. That is, in this embodiment, the effect control means can execute a control to output a special sound in the first special control and a control to output a special sound in the second special control when special conditions are met while the second connection state is in effect. Note that not executing a control to output sound from the external device is equivalent to not executing a control to output a left-hit notification sound in the control to output sound from the external device. In other words, not executing a control to output a left-hit notification sound in the control to output sound from the external device includes not executing the control to output sound from the external device at all.

[0301] Next, we will explain the control related to the output of the settlement sound. The sub-CPU 51 outputs a settlement sound when it receives a management number command that allows it to identify that the second management ball count has decreased (that settlement has been made) based on the operation of the counting operation unit 38. When it receives a management number command that allows it to identify that the second management ball count has decreased based on the operation of the counting operation unit 38, the sub-CPU 51 controls the speaker 18 so that a settlement sound is output regardless of whether the gaming machine 10 and the external device are connected via Bluetooth. At this time, the sub-CPU 51 controls the speaker 18 so that a settlement sound is output at a volume based on a volume value obtained by multiplying the first value "12", the second value "10", and a third value depending on whether it is an adjusted volume or a standby period.

[0302] Furthermore, if a management count command is entered that allows for the identification of a decrease in the second management ball count based on the operation of the counting operation unit 38, the sub-CPU 51 instructs the BT module 55 to transmit radio waves to the external device connected via BT so that a settlement sound is output when the gaming machine 10 and the external device are connected via BT. At this time, the sub-CPU 51 instructs the BT module 55 to transmit radio waves that allow for the identification of a settlement sound to be output at a volume based on a volume value obtained by multiplying a first value "12", a second value "5", and a third value corresponding to the adjustment volume. The BT module 55 compresses information that allows for the identification of what kind of sound (for example, a settlement sound) to output at a volume based on the volume value instructed by the sub-CPU 51, and transmits it as radio waves to the external device connected via BT. Furthermore, if a management count command is entered that allows for the identification of a decrease in the second management ball count based on the operation of the counting operation unit 38, the sub-CPU 51 does not instruct the BT module 55 to transmit radio waves to the external device so that a settlement sound is output when the gaming machine 10 and the external device are not connected via BT.

[0303] As described above, when the sub-CPU 51 receives a management number command that allows it to identify that the second number of managed balls has decreased based on the operation of the counting operation unit 38 while the gaming machine 10 and the external device are not connected via Bluetooth, it can execute control to output a settlement sound in the control to output sound to the speaker 18. On the other hand, when the sub-CPU 51 receives a management number command that allows it to identify that the second number of managed balls has decreased based on the operation of the counting operation unit 38 while the gaming machine 10 and the external device are not connected via Bluetooth, it does not execute control to output a settlement sound in the control to output sound to the external device. In other words, in this embodiment, when the performance control means is in the first connection state and a special condition that triggers the output of a special sound is met, it can execute control to output a special sound in the first special control, but does not execute control to output a special sound in the second special control. The sub-CPU 51 can execute control to output a settlement sound in the control to output sound to the speaker 18 when it receives a management number command that can identify that the second number of managed balls has decreased based on the operation of the counting operation unit 38 while the gaming machine 10 and the external device are connected via Bluetooth. Furthermore, the sub-CPU 51 can execute control to output a settlement sound in the control to output sound to the external device when it receives a management number command that can identify that the second number of managed balls has decreased based on the operation of the counting operation unit 38 while the gaming machine 10 and the external device are connected via Bluetooth. In other words, in this embodiment, the performance control means can execute control to output a special sound in the first special control and control to output a special sound in the second special control when a special condition is met while the second connection state is in effect. Note that the failure to execute control to output sound from the external device is equivalent to not executing control to output a settlement sound in the control to output sound from the external device. In other words, in the control process for outputting sound from an external device, not executing the control to output a settlement sound includes not executing the control process for outputting sound from the external device at all.

[0304] Next, we will explain the control related to the output of special pre-production sounds. If the sub-CPU 51 decides to execute a special pre-performance, it will output a special pre-performance sound. If the sub-CPU 51 decides to execute a special pre-performance, it will control the speaker 18 so that the special pre-performance sound is output when the gaming machine 10 and the external device are not connected via Bluetooth. At this time, the sub-CPU 51 will control the speaker 18 so that the special pre-performance sound is output at a volume based on a volume value obtained by multiplying a first value "15", a second value "10", and a third value depending on whether it is an adjusted volume or a standby period. Furthermore, if the sub-CPU 51 decides to execute a special pre-performance, it will not control the speaker 18 so that the special pre-performance sound is output when the gaming machine 10 and the external device are connected via Bluetooth.

[0305] Furthermore, if it is decided to execute a special pre-show, the sub-CPU 51 instructs the BT module 55 to transmit radio waves to the external device connected via BT so that a special pre-show sound is output when the gaming machine 10 and the external device are connected via BT. At this time, the sub-CPU 51 instructs the BT module 55 to transmit radio waves that can identify the output of a special pre-show sound at a volume based on a volume value obtained by multiplying a first value "15", a second value "4", and a third value corresponding to the adjustment volume. The BT module 55 compresses information that can identify what kind of sound (e.g., a special pre-show sound) to output at a volume based on the volume value instructed by the sub-CPU 51, and transmits it as radio waves to the external device connected via BT. Also, if it is decided to execute a special pre-show, the sub-CPU 51 does not instruct the BT module 55 to transmit radio waves to the external device so that a special pre-show sound is output when the gaming machine 10 and the external device are not connected via BT.

[0306] As described above, when the sub-CPU 51 decides to execute a special pre-performance when the gaming machine 10 and the external device are not connected via Bluetooth, it can execute control to output a special pre-performance sound in the control to output sound to the speaker 18. On the other hand, when the sub-CPU 51 decides to execute a special pre-performance when the gaming machine 10 and the external device are not connected via Bluetooth, it does not execute control to output a special pre-performance sound in the control to output sound to the external device. That is, in this embodiment, when the performance control means is in the first connection state and a specific condition that triggers the output of a specific sound is met, it can execute control to output a specific sound in the first special control, but does not execute control to output a specific sound in the second special control. When the sub-CPU 51 decides to execute a special pre-performance when the gaming machine 10 and the external device are connected via Bluetooth, it does not execute control to output a special pre-performance sound in the control to output sound to the speaker 18. Furthermore, if the sub-CPU 51 decides to execute a special pre-performance when the gaming machine 10 and an external device are connected via BT, it can execute a control to output a special pre-performance sound in the control to output sound to the external device. That is, in this embodiment, if a specific condition is met when the second connection state is in effect, the performance control means can not execute a control to output a specific sound in the first special control, but can execute a control to output a specific sound in the second special control.

[0307] Furthermore, the failure to execute the control for outputting sound from speaker 18 is equivalent to not executing the control for outputting a special pre-effect sound in the control for outputting sound from speaker 18. In other words, not executing the control for outputting a special pre-effect sound in the control for outputting sound from speaker 18 includes not executing the control for outputting sound from speaker 18 at all. Also, the failure to execute the control for outputting sound from external devices is equivalent to not executing the control for outputting a special pre-effect sound in the control for outputting sound from external devices. In other words, not executing the control for outputting a special pre-effect sound in the control for outputting sound from external devices includes not executing the control for outputting sound from external devices at all.

[0308] Next, the control regarding the output of the special preview performance sound will be described. When the sub-CPU 51 determines to execute the special preview performance, it causes the special preview performance sound to be output. When it determines to execute the special preview performance, the sub-CPU 51 controls the speaker 18 so that the special preview performance sound is output when the gaming machine 10 and the external device are not BT-connected. At this time, the sub-CPU 51 controls the speaker 18 so that the special preview performance sound with a volume based on the volume value obtained by multiplying the first value "10", the second value "10", and the third value corresponding to whether it is the adjusted volume or the standby period is output. Also, when it determines to execute the special preview performance, the sub-CPU 51 does not control the speaker 18 so that the special preview performance sound is output when the gaming machine 10 and the external device are BT-connected.

[0309] Also, when it determines to execute the special preview performance, the sub-CPU 51 instructs the BT module 55 to transmit radio waves to the external device during the BT connection so that the special preview performance sound is output when the gaming machine 10 and the external device are BT-connected. At this time, the sub-CPU 51 instructs the BT module 55 to transmit radio waves that can specify that the special preview performance sound is output at a volume based on the volume value obtained by multiplying the first value "10", the second value "5", and the third value corresponding to the adjusted volume. The BT module 55 compresses information that can specify what kind of sound (for example, the special preview performance sound) is to be output at the volume based on the volume value instructed by the sub-CPU 51, and transmits it as radio waves to the external device during the BT connection. Also, when it determines to execute the special preview performance, the sub-CPU 51 does not instruct the BT module 55 to transmit radio waves to the external device so that the special preview performance sound is output when the gaming machine 10 and the external device are not BT-connected.

[0310] As described above, when the sub-CPU 51 determines to execute a special notice effect when the gaming machine 10 and the external device are not BT-connected, the sub-CPU 51 can execute control to output a special notice effect sound in the control of outputting sound to the speaker 18. On the other hand, when the sub-CPU 51 determines to execute a special notice effect when the gaming machine 10 and the external device are not BT-connected, the sub-CPU 51 does not execute control to output a special notice effect sound in the control of outputting sound to the external device. That is, in the present embodiment, when a specific condition that becomes an opportunity to output a specific sound is satisfied in the first connection state, the effect control means can execute control to output the specific sound in the first special control and does not execute control to output the specific sound in the second special control. When the sub-CPU 51 determines to execute a special notice effect when the gaming machine 10 and the external device are BT-connected, the sub-CPU 51 does not execute control to output a special notice effect sound in the control of outputting sound to the speaker 18. Further, when the sub-CPU 51 determines to execute a special notice effect when the gaming machine 10 and the external device are BT-connected, the sub-CPU 51 can execute control to output a special notice effect sound in the control of outputting sound to the external device. That is, in the present embodiment, when a specific condition is satisfied in the second connection state, the effect control means does not execute control to output the specific sound in the first special control and can execute control to output the specific sound in the second special control.

[0311] Note that the fact that the control for outputting sound from the speaker 18 is not executed corresponds to the fact that the control for outputting a special notice effect sound is not executed in the control for outputting sound from the speaker 18. In other words, the fact that the control for outputting a special notice effect sound is not executed in the control for outputting sound from the speaker 18 includes the fact that the control for outputting sound from the speaker 18 itself is not executed. Also, the fact that the control for outputting sound from the external device is not executed corresponds to the fact that the control for outputting a special notice effect sound is not executed in the control for outputting sound from the external device. In other words, the fact that the control for outputting a special notice effect sound is not executed in the control for outputting sound from the external device includes the fact that the control for outputting sound from the external device itself is not executed.

[0312] Next, we will explain the control related to the output of background sounds. The sub-CPU 51 outputs background sound while the performance game is running. While the performance game is running, the sub-CPU 51 controls the speaker 18 so that background sound is output when the gaming machine 10 and an external device are not connected via Bluetooth. At this time, the sub-CPU 51 controls the speaker 18 so that background sound is output at a volume value based on the product of a first value "4", a second value "10", and a third value depending on whether it is an adjusted volume or a standby period. Also, while the performance game is running, the sub-CPU 51 does not control the speaker 18 to output background sound when the gaming machine 10 and an external device are connected via Bluetooth.

[0313] Furthermore, during the execution of the performance game, when the gaming machine 10 and the external device are connected via Bluetooth, the sub-CPU 51 instructs the BT module 55 to transmit radio waves to the external device connected via Bluetooth so that background sounds are output. At this time, the sub-CPU 51 instructs the BT module 55 to transmit radio waves that can identify the output of background sounds at a volume based on a volume value obtained by multiplying a first value "4", a second value "5", and a third value corresponding to the adjusted volume. The BT module 55 compresses information that can identify what kind of sound (e.g., background sound) to output at a volume based on the volume value instructed by the sub-CPU 51, and transmits it as radio waves to the external device connected via Bluetooth. Also, during the execution of the performance game, when the gaming machine 10 and the external device are not connected via Bluetooth, the sub-CPU 51 does not instruct the BT module 55 to transmit radio waves to the external device so that background sounds are output.

[0314] As described above, when a performance game is being executed while the gaming machine 10 and the external device are not connected via Bluetooth, the sub-CPU 51 can execute control to output background sound in the control to output sound to the speaker 18. On the other hand, when a performance game is being executed while the gaming machine 10 and the external device are not connected via Bluetooth, the sub-CPU 51 does not execute control to output background sound in the control to output sound to the external device. That is, in this embodiment, when a specific condition that triggers the output of a specific sound is met in the first connection state, the performance control means can execute control to output a specific sound in the first special control, but does not execute control to output a specific sound in the second special control. When a performance game is being executed while the gaming machine 10 and the external device are connected via Bluetooth, the sub-CPU 51 does not execute control to output background sound in the control to output sound to the speaker 18. Furthermore, when a performance game is being executed while the gaming machine 10 and the external device are connected via Bluetooth, the sub-CPU 51 can execute control to output background sound in the control to output sound to the external device. In other words, in this embodiment, when a specific condition is met while the second connection state is in effect, the performance control means can perform a control to output a specific sound in the second special control, but not in the first special control, and can perform a control to output a specific sound in the second special control.

[0315] Furthermore, the failure to execute the control for outputting sound from speaker 18 is equivalent to the failure to execute the control for outputting background sound in the control for outputting sound from speaker 18. In other words, the failure to execute the control for outputting background sound in the control for outputting sound from speaker 18 includes the failure to execute the control for outputting sound from speaker 18 itself. Also, the failure to execute the control for outputting sound from an external device is equivalent to the failure to execute the control for outputting background sound in the control for outputting sound from an external device. In other words, the failure to execute the control for outputting background sound in the control for outputting sound from an external device includes the failure to execute the control for outputting sound from an external device itself.

[0316] As mentioned above, the gaming machine 10 allows for volume adjustment whether the gaming machine 10 is connected to an external device or not. Therefore, the gaming machine 10 allows for volume adjustment of the sound output from the speaker 18 when the gaming machine 10 and the external device are not connected via Bluetooth. In other words, this embodiment allows for volume adjustment of the sound output from the sound output means when the first connection state is in effect. Furthermore, the gaming machine 10 allows for volume adjustment of the sound output from the external device when the gaming machine 10 and the external device are connected via Bluetooth. In other words, this embodiment allows for volume adjustment of the sound output from the external device when the second connection state is in effect.

[0317] During the standby period, the sub-CPU 51 controls the speaker 18 to output one of the following sounds: settlement sound, special pre-show sound, special announcement sound, and background sound, at a volume based on a volume value calculated using the third value during the standby period. In this embodiment, controlling the speaker 18 to output a sound at a volume based on a volume value calculated using the third value during the standby period corresponds to executing a first special control with suppression control. In this embodiment, the sub-CPU 51 can control the speaker 18 to output a sound at a volume based on a volume value calculated using the third value during the standby period when the standby period is active. That is, in this embodiment, the performance control means can execute a first special control with suppression control when the second connection status changes to the first connection status. Furthermore, the sub-CPU 51 controls the speaker 18 to output a sound at a volume based on a volume value calculated using the third value during the standby period, regardless of the adjusted volume. In other words, the sub-CPU 51 controls the speaker 18 so that sound is output at a volume level based on a volume value calculated using a third value during the standby period, regardless of the adjusted volume level, so that sound is output at a volume level based on a predetermined value corresponding to the "third value during the standby period". That is, the performance control means can control the output of sound at a volume level based on a predetermined value, regardless of the adjusted volume level, in the first special control accompanied by suppression control.

[0318] Furthermore, when the standby period ends, the sub-CPU 51 controls the speaker 18 so that when outputting one of the following sounds—the settlement sound, the special pre-show sound, the special announcement sound, and the background sound—the sound is output at a volume based on a volume value calculated using a third value corresponding to the adjusted volume. Controlling the speaker 18 so that the sound is output at a volume based on a volume val...

Claims

1. In a gaming machine that can connect to an external device capable of outputting sound, A management means capable of managing the connection status with the aforementioned external device, Means of execution of the performance, The system includes a performance control means capable of controlling the performance execution means, The aforementioned performance execution means includes at least a sound output means capable of outputting sound, The connection status with the external device includes a first connection status in which there is no connection to the external device, and a second connection status in which there is a connection to the external device. The aforementioned performance control means is capable of performing special control, The special control includes at least a first special control and a second special control. The first special control is a control for outputting sound from the sound output means, The second special control is a control for causing sound to be output from the connected external device. The aforementioned performance control means is When the first connection state is met and a specific condition that triggers the output of a specific sound is met, the first special control can execute a control to output the specific sound, and the second special control does not execute a control to output the specific sound. When the second connection state is met and the specific condition is met, the first special control does not execute the control to output the specific sound, and the second special control can execute the control to output the specific sound. If the connection status changes from the second connection status to the first connection status, a waiting period may be set. The aforementioned performance control means is characterized in that, when the second connection state becomes the first connection state and the waiting period begins, the first special control can be executed from the end of the waiting period.

2. During the aforementioned waiting period, it is possible to switch from the first connection state to the second connection state. The gaming machine according to claim 1, which can suggest or notify that it is possible to switch to the second connection state during at least a portion of the aforementioned waiting period.

3. The gaming machine according to claim 1 or 2, which, during at least a portion of the aforementioned waiting period, can suggest or notify that sound will be output from the sound output means after the end of the waiting period.

Citation Information

Patent Citations

  • Game machine

    JP2003320087A