Gaming Machines

By introducing game state control means and adjustable luminescent body, the problem of the game console being unable to progress when content mismatch is solved, and reasonable control and reward game implementation under specific conditions are achieved.

JP7627505B2Active Publication Date: 2025-02-06NEWGIN KK
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2023019048
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-02-10
Publication Date
2025-02-06
Estimated Expiration
2043-02-10

AI Technical Summary

Technical Problem

Existing consoles cannot progress when content mismatches, unless power is cut off, resulting in an undead state, requiring improved control methods to allow game progress and reward gold medal games under certain conditions.

Method used

Introduced game state control means, including game state control, specific error detection, intrusion warning and adjustable luminescent bodies, meet specific conditions by adjusting the brightness of the luminescent body to allow or prevent the game from progressing, and provide rewards when winning the bonus game.

Benefits of technology

The reasonable control of the status of the game console under certain conditions is achieved, ensuring that rewards can be made in the bonus game, and appropriate warning and status control are performed when an error or intrusion is detected.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007627505000001
    Figure 0007627505000001
  • Figure 0007627505000002
    Figure 0007627505000002
  • Figure 0007627505000003
    Figure 0007627505000003
Patent Text Reader

Abstract

To provide a game machine that can be controlled appropriately.SOLUTION: When the maximum differential number reaches a prescribed value during a jackpot game granted by winning a jackpot in a situation in which the number of consecutive rounds becomes 10 or larger by winning a jackpot, attention attraction regarding absorption starts to be executed, and control is performed to a progress disable state at subsequent timing.SELECTED DRAWING: Figure 10
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] Conventionally, some gaming machines are controlled to enter a non-progression state in which the game cannot proceed if the stored contents do not match, such as the gaming machine described in Patent Document 1. The non-progression state cannot be ended unless, for example, at least the power supply is cut off. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-081443 A Summary of the Invention [Problem to be solved by the invention]

[0004] Nowadays, there is a demand for appropriate control of gaming machines that are controlled to an unprogressable state. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is a gaming machine that can be controlled to an unprogressable state where it is impossible to progress in a game and can award a jackpot game when a jackpot is won, and is equipped with an unprogressable state control means that can control the game state including the normal state when at least a special condition is met, a specific error detection means that detects a specific error, a warning means that issues a warning about addiction, a plurality of light-emitting bodies, and an adjustment operation means that can be operated by a player, and is configured such that the brightness of the light-emitting bodies can be adjusted by operating the adjustment operation means, and the special condition can be met when a specific value as a maximum difference number reaches a specified value, and when the specified condition is met, If the special condition is met during a jackpot game in which a jackpot has been won and a prize has been awarded under circumstances in which the specified condition is met, then the game may be controlled to the unprogressable state at a timing after the execution of a warning against addiction has begun, and if the specific error is detected during a jackpot game in which a jackpot has been won and a prize has been awarded under circumstances in which the specified condition is met, then the game may be controlled to the unprogressable state without the execution of a warning against addiction, and the specified condition can be met when a specified number of times jackpot games have been awarded since being controlled to the normal state, and the number of light-emitting elements whose brightness can be adjusted by operating the adjustment operation means decreases as the specified value approaches a specified value. A gaming machine that solves the above problem is a gaming machine that can be controlled to an unprogressable state where it is impossible to progress in a game and can award a jackpot game when a jackpot is won, and is equipped with an unprogressable state control means that can control the machine to the unprogressable state when at least a special condition is met, a warning means that issues a warning about addiction, a plurality of light-emitting bodies, and an adjustment operation means that can be operated by a player, and is configured such that the brightness of the light-emitting bodies can be adjusted by operating the adjustment operation means, and the special condition can be met when a specific value as a maximum difference number reaches a specified value, and when the special condition is met during a jackpot game that is awarded after a jackpot is won under a situation where a predetermined condition is met, the machine may be controlled to the unprogressable state at a timing after the execution of the warning about addiction is started, and the predetermined condition can be met when the number of times that a jackpot game has been awarded since being controlled to the normal state reaches a predetermined number, During the jackpot game The specific value reaches a specified value mosquito The gist of the invention is that the number of light-emitting elements whose luminance can be adjusted by operating the adjustment operation means is varied. Effect of the Invention

[0006] According to the present invention, appropriate control can be achieved. [Brief description of the drawings]

[0007] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] 1A to 1C are diagrams showing an example of the display content of a performance display device. [Figure 4] 2 is a block diagram showing the electrical configuration of the gaming machine. [Diagram 5] 13 is a flowchart showing a progress disable process. [Figure 6] 13A and 13B are diagrams showing an example of the display content of the effect display device when an impossibility notification effect is executed. [Figure 7](a) is a figure showing an example of the display content of the performance display device when the impossibility notice performance is executed, and (b) is a figure showing an example of the display content of the performance display device when the arrival notice performance is executed. [Figure 8] A figure showing an example of the display content of the performance display device when a warning about addiction is issued. [Figure 9] A diagram showing the relationship between the situation when the maximum difference number reaches a specified value, the timing of transition to an unprogressable state, and whether or not a warning about addiction is issued. [Figure 10] 13A to 13D are diagrams showing an example of the execution of each presentation when the maximum difference number reaches a specified value while a jackpot game is awarded. [Figure 11] 1A to 1C are diagrams showing examples of light emission modes of various display sections. [Figure 12] 1A to 1C are diagrams illustrating examples of light emission modes of various light-emitting sections. [Figure 13] A figure showing an example of the light-emitting states of various display units and light-emitting units when the vehicle is not controlled to an unprogressable state, and an example of the light-emitting states of various display units and light-emitting units when the vehicle is controlled to an unprogressable state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] Hereinafter, an embodiment of the gaming machine will be described. In this specification, up, down, left, right, front (front), and back (rear) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 (hereinafter, referred to as gaming machine 10) as a gaming machine has a frame body 11. The frame body 11 has an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to an installation facility. The middle frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A gaming board unit including a gaming board 20 is fixed to the middle frame 13. The front frame 14 is supported on the front side of the middle frame 13 so as to be openable and closable so as to cover the front side of the gaming board 20. A protective glass that covers the entire opening 14a of the front frame 14 and protects the gaming board 20 is supported on the front frame 14. The middle frame 13 and the front frame 14 are supported on the outer frame 12 so as to be openable and closable.

[0009] The gaming machine 10 is provided with a launch handle 16 on the front side of the front frame 14. In the gaming machine 10, gaming balls are launched with strength according to the amount of operation (rotation amount) of the launch handle 16. The gaming machine 10 is provided with a cross key JK that can be operated by the player on the front side of the front frame 14. The cross key JK is composed of an up button UB, a right button RB, a down button DB, and a left button LB.

[0010] The gaming machine 10 is provided with a frame decorative lamp 17a among the decorative lamps 17 on the front side of the front frame 14. The frame decorative lamp 17a executes an effect of turning on and off a built-in light-emitting element (hereinafter referred to as a light-emitting effect). The gaming machine 10 is provided with a speaker 18 that outputs sound on the front side of the front frame 14. The speaker 18 executes an effect of outputting sounds such as voices, sound effects, and music (hereinafter referred to as a sound effect).

[0011] As shown in FIG. 2, a game area 21 having a substantially circular shape in a front view is defined on the front side of the game board 20. The game board 20 is provided with a guide path 21a that guides a launched game ball to the game area 21. The game board 20 is provided with a backflow prevention valve 21b that prevents a game ball launched into the game area 21 from returning back to the guide path 21a. The launched game ball is guided by the guide path 21a, passes through the backflow prevention valve 21b located at the most downstream side of the guide path 21a, and reaches the game area 21. The game ball that reaches the game area 21 flows down the game area 21.

[0012] The gaming machine 10 is equipped with an information display panel 22. The information display panel 22 includes a first special symbol display section 22a. The first special symbol display section 22a in this embodiment is composed of seven light-emitting bodies. The first special symbol display section 22a displays a symbol resulting from a combination of the light-emitting bodies constituting the first special symbol display section 22a being turned on or off. The first special symbol display section 22a variably displays a predetermined symbol, and displays a first special symbol variable game (hereinafter, referred to as a first special game) in which the first special symbol is finally displayed as a fixed stop symbol. The information display panel 22 includes a second special symbol display section 22b. The second special symbol display section 22b in this embodiment is composed of seven light-emitting bodies. The second special symbol display section 22b displays a symbol resulting from a combination of the light-emitting bodies constituting the second special symbol display section 22b being turned on or off. The second special symbol display section 22b variably displays predetermined symbols, and also displays a second special symbol varying game (hereinafter referred to as a second special game) in which the second special symbol is finally displayed as a fixed, stopped symbol.

[0013] Hereinafter, the first special game and the second special game may be collectively referred to as "special game". Also, the first special symbol and the second special symbol may be collectively referred to as "special symbol". The special game as a variable game includes a first special game as a first variable game and a second special game as a second variable game. The special game is a special symbol variable game. The special symbol is a symbol that notifies the result of an internal lottery to be described later. In this embodiment, at least one of the first special symbol display unit 22a and the second special symbol display unit 22b realizes a function as a special game execution means capable of executing a special game. In this embodiment, the special game execution means is composed of a plurality of light-emitting bodies.

[0014] In this specification, "variable display" means a state in which the type of the displayed symbol changes over time. In this specification, "fixed stop display" means a state in which the symbol is fixedly displayed and the type of the displayed symbol does not change. Special symbols that can be fixedly displayed in the special symbol display sections 22a and 22b include a jackpot symbol and a loss symbol. When a jackpot symbol is fixedly displayed in a special game, the player can recognize a jackpot. When a loss symbol is fixedly displayed in a special game, the player can recognize a loss. In the gaming machine 10, the first special game and the second special game are not executed simultaneously. In the gaming machine 10, the second special game is executed with priority over the first special game.

[0015] When a special symbol is displayed as a fixed stop in the first special symbol display section 22a, at least one of the multiple light emitters constituting the first special symbol display section 22a is lit. Similarly, when a special symbol is displayed as a fixed stop in the second special symbol display section 22b, at least one of the multiple light emitters constituting the second special symbol display section 22b is lit. Incidentally, during the execution of the first special game, the light emitters constituting the first special symbol display section 22a are lit in a light emission mode corresponding to the execution of the first special game. Similarly, during the execution of the second special game, the light emitters constituting the second special symbol display section 22b are lit in a light emission mode corresponding to the execution of the second special game.

[0016] In the gaming machine 10, a jackpot lottery may be held when a special game is executed. In the gaming machine 10, when a jackpot is won in the jackpot lottery, a jackpot symbol is displayed as a fixed stop in the special game that is the subject of the winning, and then a jackpot game is awarded (occurs). In this way, the gaming machine 10 can award a jackpot game after the special game ends when a jackpot is won in the jackpot lottery held when a special game is executed. That is, the gaming machine 10 can award a jackpot game when a jackpot lottery is won. As described above, in the gaming machine 10, when a jackpot is won, a jackpot game is awarded after the special game based on the winning of the jackpot is ended. That is, in the gaming machine 10, when a winning is won, a winning game is awarded after the variable game is 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. A jackpot symbol being displayed as a fixed stop in a special game is equivalent to a result being derived that identifies a jackpot win in the special game. On the other hand, in the gaming machine 10, a losing symbol being displayed as a fixed stop in a special game is equivalent to a result being derived that identifies a jackpot win in the special game, that is, a result being derived that identifies a win win in the special game. The gaming machine 10 can execute a special game according to the lottery result of the jackpot lottery. That is, the gaming machine 10 can execute a special game according to the lottery result of the win lottery.

[0017] The information display panel 22 includes a first special hold display section 22c. The first special hold display section 22c in this embodiment is composed of four light-emitting bodies. The first special hold display section 22c recognizably displays the number of first special games whose execution has been suspended because the start condition has been met but the execution condition has not yet been met (hereinafter, referred to as the first special hold number). The gaming machine 10 can reserve the execution of the first special game. The information display panel 22 includes a second special hold display section 22d. The second special hold display section 22d in this embodiment is composed of four light-emitting bodies. The second special hold display section 22d recognizably displays the number of second special games whose execution has been suspended because the start condition has been met but the execution condition has not yet been met (hereinafter, referred to as the second special hold number). The gaming machine 10 can reserve the execution of the second special game. In this way, this embodiment can reserve the execution of the variable game. In this embodiment, at least one of the first special reservation number and the second special reservation number corresponds to the special reservation number corresponding to the number of special games whose execution is on hold. In this embodiment, at least one of the first special reservation display unit 22c and the second special reservation display unit 22d realizes the function as a first reservation number notification means capable of notifying the special reservation number. In this embodiment, the first reservation number notification means is composed of a plurality of light-emitting bodies.

[0018] The information display panel 22 includes a normal symbol display section 22e. In this embodiment, the normal symbol display section 22e is composed of four light emitters. The normal symbol display section 22e displays a symbol that is a combination of the light emitters that constitute the normal symbol display section 22e being turned on or off. The normal symbol display section 22e variably displays a predetermined symbol, and displays a normal symbol variable game (hereinafter, referred to as a normal game) that finally displays a normal symbol as a fixed stop. The normal symbols that can be displayed as a fixed stop on the normal symbol display section 22e include at least a normal win symbol that is displayed as a fixed stop in the case of a normal win, and a normal loss symbol that is displayed as a fixed stop in the case of a normal loss. In the gaming machine 10, when the normal win lottery is won, a normal win game is awarded (occurs) after a normal win symbol is displayed as a fixed stop in the normal game.

[0019] When the normal symbol is displayed in the normal symbol display section 22e, at least one of the light emitters constituting the normal symbol display section 22e is turned on. Incidentally, during the execution of the normal game, the light emitters constituting the normal symbol display section 22e are turned on in a light emission mode corresponding to the execution of the normal game.

[0020] The information display panel 22 includes a normal hold display section 22f. In this embodiment, the normal hold display section 22f is configured with four light-emitting elements. The normal hold display section 22f recognizably displays the number of normal games whose execution is on hold (hereinafter, referred to as the normal hold number) because the start conditions have been met but the execution conditions have not yet been met. The gaming machine 10 is capable of holding the execution of normal games.

[0021] The information display panel 22 is equipped with a right hit lamp 22g. In this embodiment, the right hit lamp 22g is composed of four light-emitting bodies. Details will be described later, but the right hit lamp 22g notifies that right hitting is recommended in a situation in which right hitting is recommended. In this embodiment, notifying that right hitting is recommended by the right hit lamp 22g corresponds to executing a first firing performance that encourages the firing of a game ball into a specific area. And, in this embodiment, the right hit lamp 22g realizes the function as a first firing performance execution means capable of executing the first firing performance. In this embodiment, the first firing performance execution means is composed of a plurality of light-emitting bodies.

[0022] The special symbol display units 22a, 22b, the special hold display units 22c, 22d, the normal symbol display unit 22e, the normal hold display unit 22f, and the right hit lamp 22g provided on the information display panel 22 do not need to be provided on the same member as the information display panel 22 in this embodiment, and may be provided separately on different members. For example, the first special symbol display unit 22a and the first special hold display unit 22c may be provided on the same member, while the second special symbol display unit 22b and the second special hold display unit 22d may be provided on a different member.

[0023] The gaming machine 10 has a center frame 23 decorated with various ornaments, located approximately in the center of the play area 21 of the game board 20. The center frame 23 has an opening 23x. The center frame 23 has a board decoration lamp 17b among the decoration lamps 17. The board decoration lamp 17b executes an effect of turning on and off a built-in light-emitting element (hereinafter, referred to as a light-emitting effect).

[0024] The center frame 23 includes a game light-emitting section 23a. In this embodiment, the game light-emitting section 23a is composed of five light-emitting bodies. The game light-emitting section 23a displays a pattern that is a combination of the lighting or extinguishing of the light-emitting bodies that constitute the game light-emitting section 23a. The game light-emitting section 23a variably displays a predetermined pattern, and displays an auxiliary light-emitting game that finally displays an auxiliary light-emitting pattern in a definite stop state. The auxiliary light-emitting game is different from a special game. In this embodiment, the auxiliary light-emitting game corresponds to a specific game. In this manner, the gaming machine 10 is configured to be able to execute a specific game. In this embodiment, the game light-emitting section 23a realizes a function as a specific game execution means that can execute a specific game. In this embodiment, the specific game execution means is composed of a plurality of light-emitting bodies. Incidentally, as described above, in the gaming machine 10, the brightness of the game light-emitting section 23a cannot be adjusted by operating either the right button RB or the left button LB. That is, in this embodiment, the brightness of the specific game execution means cannot be adjusted even if the adjustment operation means is operated.

[0025] The auxiliary light-emitting game is played in conjunction with the special game. Specifically, the auxiliary light-emitting game is started when the special game starts and ended when the special game ends. In this way, the gaming machine 10 is configured to be able to play the auxiliary light-emitting game while the special game is being played. In the auxiliary light-emitting game, an auxiliary light-emitting pattern corresponding to a special pattern that is displayed as a fixed stop in the special game is displayed as a fixed stop. When a jackpot pattern is displayed as a fixed stop in the special game, the auxiliary light-emitting pattern of the jackpot is displayed as a fixed stop in the auxiliary light-emitting game. When a losing pattern is displayed as a fixed stop in the special game, the losing auxiliary light-emitting pattern is displayed as a fixed stop in the auxiliary light-emitting game.

[0026] When the auxiliary light-emitting symbol is displayed as a fixed stop in the game light-emitting unit 23a, at least one of the multiple light-emitting units constituting the game light-emitting unit 23a is lit. Incidentally, during the execution of the auxiliary light-emitting game, the light-emitting units constituting the game light-emitting unit 23a are lit in a light-emitting mode corresponding to the execution of the auxiliary light-emitting game. In addition, in the gaming machine 10, regardless of whether the first special game or the second special game is executed, the auxiliary light-emitting game is executed in the game light-emitting unit 23a in common.

[0027] The center frame 23 includes a first reserved light emitting unit 23b. In this embodiment, the first reserved light emitting unit 23b is composed of four light emitting bodies. The first reserved light emitting unit 23b displays the first special reserved number in a recognizable manner. The center frame 23 includes a second reserved light emitting unit 23c. In this embodiment, the second reserved light emitting unit 23c is composed of four light emitting bodies. The second reserved light emitting unit 23c displays the second special reserved number in a recognizable manner. In this embodiment, at least one of the first reserved light emitting unit 23b and the second reserved light emitting unit 23c realizes the function as a second reserved number notification means capable of notifying the special reserved number. In this embodiment, the second reserved number notification means is composed of a plurality of light emitting bodies.

[0028] The center frame 23 is provided with an auxiliary right-hitting light-emitting unit 23d. In this embodiment, the auxiliary right-hitting light-emitting unit 23d is composed of four light-emitting bodies. Details will be described later, but the auxiliary right-hitting light-emitting unit 23d notifies that right-hitting is recommended in a situation in which right-hitting is recommended. In this embodiment, notifying that right-hitting is recommended by the auxiliary right-hitting light-emitting unit 23d corresponds to executing a second firing performance that encourages the firing of a game ball into a specific area. And, in this embodiment, the auxiliary right-hitting light-emitting unit 23d realizes the function as a second firing performance execution means capable of executing the second firing performance. In this embodiment, the second firing performance execution means is composed of a plurality of light-emitting bodies.

[0029] The gaming machine 10 is provided with a performance display device 25 as a display means. For example, the performance display device 25 may be a display device such as a liquid crystal display or an organic EL display. The performance display device 25 is provided with a display area 25r in which an image is displayed. In this embodiment, the performance display device 25 realizes a function as a display means capable of displaying an image. The performance display device 25 is attached to the gaming board 20 so that the player can view the display area 25r through the opening 23x of the center frame 23. The performance display device 25 executes a performance (hereinafter, referred to as a display performance) in which an image imitating a predetermined character or letter is displayed. In this embodiment, some or all of the performance devices among the decorative lamp 17, the speaker 18, and the performance display device 25 correspond to the performance execution means.

[0030] The gaming machine 10 is provided with a first start opening 26 as a start opening. The first start opening 26 is located below the center frame 23 in the gaming area 21. The first start opening 26 is always open so that a gaming ball can be inserted. The gaming machine 10 is provided with a first start sensor SE1 (shown in FIG. 4) that detects a gaming ball that has entered the first start opening 26. The first start sensor SE1 realizes a function as a start ball entry detection means capable of detecting the entry of a gaming ball into the first start opening 26 as a start opening. For example, a ball passage that leads the entered gaming ball to the back side of the gaming board 20 (discharges it from the gaming board 20 to the outside) is connected to the first start opening 26, and the first start sensor SE1 is disposed in the ball passage. When the gaming ball is detected by the first start sensor SE1, the start condition of the first special game may be established, and the payout condition of the prize ball is established. In the gaming machine 10, when gaming balls are detected by the first start sensor SE1 and a condition for paying out prize balls is met, three gaming balls are awarded as prize balls.

[0031] The gaming machine 10 is provided with a second start hole 27 as a start hole. The second start hole 27 is located in the lower right of the center frame 23 in the game area 21. The gaming machine 10 is provided with a second start sensor SE2 (shown in FIG. 4) that detects a gaming ball that has entered the second start hole 27. The second start sensor SE2 realizes a function as a start ball entry detection means capable of detecting the entry of a gaming ball into the second start hole 27 as a start hole. For example, a ball passage that leads the entered gaming ball to the back side of the gaming board 20 is connected to the second start hole 27, and the second start sensor SE2 is disposed in the ball passage. When the gaming ball is detected by the second start sensor SE2, the start condition of the second special game may be established, and the payout condition of the prize ball is established. In the gaming machine 10, when the gaming ball is detected by the second start sensor SE2 and the payout condition of the prize ball is established, one gaming ball is awarded as a prize ball. The second starting hole 27 has a first variable member 28 as a variable member. The first variable member 28 can be moved between an open state in which it is easy or possible to cause the game ball to enter the second starting hole 27, and a closed state in which it is difficult (or impossible) to cause the game ball to enter the second starting hole 27. The first variable member 28 operates by receiving power from a first actuator A1 (shown in FIG. 4). Hereinafter, the open state of the first variable member 28 may be referred to as "the second starting hole 27 is opened," and the closed state of the first variable member 28 may be referred to as "the second starting hole 27 is closed." As described above, the gaming machine 10 has a starting hole through which the game ball can enter. There are a first starting hole and a second starting hole as the starting holes. The special games as variable games include a first special game as a first variable game that can be executed when a game ball enters the first starting hole 26, and a second special game as a second variable game that can be executed when a game ball enters the second starting hole 27.

[0032] The gaming machine 10 is provided with a large prize opening 31. The large prize opening 31 is located in the lower right of the center frame 23 in the gaming area 21. The gaming machine 10 is provided with a count sensor SE3 (shown in FIG. 4) that detects a gaming ball that has entered the large prize opening 31. For example, a ball passage that leads the entered gaming ball to the back side of the gaming board 20 is connected to the large prize opening 31, and the count sensor SE3 is disposed in the ball passage. When the gaming ball is detected by the count sensor SE3, the payout condition of the prize ball is established. In the gaming machine 10, when the gaming ball is detected by the count sensor SE3 and the payout condition of the prize ball is established, 10 gaming balls are awarded as prize balls. The large prize opening 31 has a second variable member 32. The second variable member 32 is operable between an open state in which the game ball can enter the large prize opening 31 and a closed state in which the game ball cannot enter the large prize opening 31. The second variable member 32 operates by receiving power from a second actuator A2 (shown in FIG. 4). When the second variable member 32 is in the open state, the game ball is permitted to enter the large prize opening 31. When the second variable member 32 is in the closed state, the game ball is not permitted to enter the large prize opening 31. Hereinafter, the open state of the second variable member 32 may be referred to as "the large prize opening 31 is opened," and the closed state of the second variable member 32 may be referred to as "the large prize opening 31 is closed."

[0033] The gaming machine 10 includes a gate 33. The gate 33 is located to the right of the center frame 23 in the gaming area 21. The gate 33 has a gate opening that is always open so that a gaming ball can enter the gate. A gate sensor SE4 (shown in FIG. 4) that detects a gaming ball that enters and passes through the gate opening is disposed. When a gaming ball is detected by the gate sensor SE4, the start condition of a normal game may be established. Note that the gaming ball that enters the gate 33 does not have to be configured to pass through the gate 33. For example, the gaming ball that enters the gate 33 may pass through a ball passage that leads to the back side of the gaming board 20 and be discharged from the gaming board 20 to the outside.

[0034] The gaming machine 10 is provided with a first general winning opening 34 as a general winning opening. The first general winning opening 34 is located at the lower left of the center frame 23 in the gaming area 21. The first general winning opening 34 is always open so that a gaming ball can enter the opening. The gaming machine 10 is provided with a first general sensor SE5 (shown in FIG. 4) that detects a gaming ball that has entered the first general winning opening 34. For example, a ball passage that leads the entered gaming ball to the back side of the gaming board 20 (discharges the entered gaming ball from the gaming board 20 to the outside) is connected to the first general winning opening 34, and the first general sensor SE5 is disposed in the ball passage. When the gaming ball is detected by the first general sensor SE5, a payout condition for the prize ball is established. In the gaming machine 10, when the gaming ball is detected by the first general sensor SE5 and the payout condition for the prize ball is established, eight gaming balls are awarded as prize balls.

[0035] The gaming machine 10 is provided with a second general winning opening 35 as a general winning opening. The second general winning opening 35 is located in the lower right of the center frame 23 in the gaming area 21. The second general winning opening 35 is always open so that a gaming ball can enter the opening. The gaming machine 10 is provided with a second general sensor SE6 (shown in FIG. 4) that detects a gaming ball that has entered the second general winning opening 35. For example, the second general winning opening 35 is connected to a ball passage that leads the entered gaming ball to the back side of the gaming board 20 (discharges the entered gaming ball from the gaming board 20 to the outside), and the second general sensor SE6 is disposed in the ball passage. When the gaming ball is detected by the second general sensor SE6, a payout condition for the prize ball is established. In the gaming machine 10, when the gaming ball is detected by the second general sensor SE6 and the payout condition for the prize ball is established, eight gaming balls are awarded as prize balls.

[0036] The gaming machine 10 is provided with an outlet 36. In this embodiment, gaming balls that do not enter the start holes 26, 27, the big prize hole 31, or the general prize holes 34, 35 are discharged from the machine through the outlet 36. The gaming machine 10 is provided with game components, such as nails (game nails) and windmills, that change the behavior of the gaming balls flowing down the gaming area 21.

[0037] The gaming machine 10 is equipped with an out sensor SE7 (shown in FIG. 4) that detects gaming balls (out balls) discharged from the gaming board 20 to the outside. The out sensor SE7 is disposed on a passage through which gaming balls launched into the game area 21 of the gaming board 20 and gaming balls discharged to the outside of the gaming board 20 are collected and passed. The gaming balls discharged to the outside of the gaming board 20 include gaming balls that enter the out hole 36. The gaming balls discharged to the outside of the gaming board 20 include gaming balls that enter each of the entry holes of the starting holes 26, 27, the big prize hole 31, and the general prize holes 34, 35. The out sensor SE7 functions as a discharged ball detection means that detects gaming balls discharged from the gaming board 20. The discharged ball detection means can also be said to be an out ball detection means that detects out balls.

[0038] The gaming machine 10 is equipped with a magnetic sensor SEj (shown in FIG. 4) capable of detecting magnetism. The magnetic sensor SEj is disposed on the back side of the gaming board 20. For example, the magnetic sensor SEj is disposed on the back side of the gaming board 20 and in the vicinity of the big winning opening 31. The magnetic sensor SEj realizes a function as a magnetic detection means capable of detecting magnetism. Detection of magnetism by the magnetic sensor SEj corresponds to detection of a magnetic error by the magnetic sensor SEj. In this embodiment, the magnetic error corresponds to a specific error. In this embodiment, the magnetic sensor SEj realizes a function as a specific error detection means for detecting a specific error. Note that detecting a magnetic error corresponds to detecting the occurrence of a magnetic error.

[0039] Next, the path along which the gaming ball flows in this embodiment will be described. The gaming machine 10 has a plurality of paths through which the gaming balls flow down in the gaming area 21 according to the launch strength of the gaming balls. The paths through which the gaming balls flow down can also be understood as the areas through which the gaming balls flow down. The plurality of paths include a first path R1 that passes through the left side of the center frame 23 to the outlet 36, and a second path R2 that passes through the right side of the center frame 23 to the outlet 36. The first path R1 and the second path R2 may overlap in part or may not overlap in whole. Hereinafter, the area located to the left of the center line CL that bisects the gaming area 21 into left and right sides when the gaming board 20 is viewed from the front is referred to as the left area RA1, and the area located to the right of the center line CL is referred to as the right area RA2. The left area RA1 and the right area RA2 are at least partially different. The path that flows down the left area RA1 corresponds to the first path R1, and the path that flows down the right area RA2 corresponds to the second path R2. In this embodiment, the right area RA2 corresponds to the specific area.

[0040] The player can adjust the launch strength of the game ball by operating the launch handle 16 to hit the game ball into the left area RA1 or the right area RA2, and make the game ball enter the start hole 26, 27, the big prize hole 31, the gate 33, and the general prize hole 34, 35. Specifically, when the game ball is launched with the launch strength adjusted to be weak (so-called left hit), the game ball is likely to be guided down to the left area RA1 and may enter the first start hole 26 or the first general prize hole 34. On the other hand, when the game ball is launched with the launch strength adjusted to be strong (so-called right hit), the game ball is likely to be guided down to the right area RA2 and may enter the second start hole 27, the big prize hole 31, the gate 33, or the second general prize hole 35. In other words, the first route R1 has the first starting gate 26 and the first general winning gate 34, and the second route R2 has the second starting gate 27, the large winning gate 31, the gate 33 and the second general winning gate 35.

[0041] When the game ball flows down the first route R1, the game ball is less likely to enter the second start opening 27, the big prize opening 31, the gate 33, and the second general prize opening 35 than when it flows down the second route R2. When the game ball flows down the second route R2, the game ball is less likely to enter the first start opening 26 and the first general prize opening 34 than when it flows down the first route R1. In the right area RA2, the second start opening 27, the big prize opening 31, the gate 33, and the second general prize opening 35 are arranged in the order of the gate 33, the second general prize opening 35, the second start opening 27, and the big prize opening 31 from the upstream side. Hereinafter, launching the game ball so that it flows down the first route R1 may be referred to as "left hit", and launching the game ball so that it flows down the second route R2 may be referred to as "right hit".

[0042] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 has a low probability state and a high probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a jackpot lottery. The high probability state is a gaming state with a higher jackpot probability than the low probability state. The high probability state is what is called a "probability variable state (high probability state)." The low probability state is a "non-probability variable state (non-high probability state)." In the following description, the high probability state is referred to as the "high probability state," and the low probability state is referred to as the "non-high probability state."

[0043] The gaming machine 10 also has a low base state and a high base state as gaming states with different ratios of the number of winning balls to the number of launched gaming balls. The high base state is a gaming state in which the probability of the gaming ball entering the second starting hole 27 is higher than in the low base state. The high base state is a so-called "electric support state." The low base state is a "non-electric support state." The high base state has a higher advantage in terms of the ball entering the second starting hole 27 than in the low base state.

[0044] The high base state can be realized, for example, by performing one of three controls arbitrarily selected from the following three controls, or by combining a plurality of controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to that in the low base state. The second control is a normal symbol probability variation control that varies the probability of winning a normal win in a normal win lottery (normal win probability) to a higher probability than that in the low base state. The third control is an opening time extension control that makes the total opening time of the first variable member 28 in one normal win game longer than that in the low base state. As the opening time extension control, at least one of the following controls may be performed: a control that increases the number of openings of the first variable member 28 in one normal win game compared to that in the low base state, and a control that makes one opening time of the first variable member 28 in a normal win game longer than that in the low base state. The high base state may also be realized by combining the fourth control that will be described next. The fourth control is a special symbol fluctuation time shortening control that makes the fluctuation time of the special game (for example, the average fluctuation time) easier to be shorter than in the low base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes a so-called "fluctuation time shortening state (variation shortening state)".

[0045] In this embodiment, since the first variable member 28 may be in an open state even in the low base state, there is a possibility that a game ball may enter the second starting hole 27 even in the low base state. However, when the base state is low, for example, the first variable member 28 may not be in an open state and a game ball may not enter the second starting hole 27, by configuring the game ball not to win a normal win in the normal winning lottery. In addition, when the base state is low, for example, the first variable member 28 may not be in an open state even if a normal win is won in the normal winning lottery, by configuring the game ball not to enter the second starting hole 27. When configured as described above, the low base state can be said to be a state in which a game ball cannot enter the second starting hole 27, and the high base state can be said to be a state in which a game ball can enter the second starting hole 27.

[0046] The controllable gaming states in the gaming machine 10 include a "low probability low base state" which is a low base state and a non-probability variable state. The low probability low base state is what is called a "normal state (normal gaming state)." The controllable gaming states in the gaming machine 10 include a "low probability high base state" which is a high base state and a non-probability variable state. The controllable gaming states in the gaming machine 10 include a "high probability high base state" which is a high base state and a probability variable state. In this way, the controllable gaming states in the gaming machine 10 include the normal state.

[0047] Next, the big win in the gaming machine 10 will be described. The gaming machine 10 has a plurality of types of jackpot symbols as special jackpot symbols. The plurality of types of jackpot symbols are classified into a first jackpot symbol and a second jackpot symbol. A type of jackpot is determined for each of the plurality of types of jackpot symbols. The jackpot symbol may be determined as a game state after the end of the jackpot game. In the jackpot game, an opening performance is first performed for a predetermined opening period to notify the start of the jackpot game. In the jackpot game, after the opening performance is completed, a round game is performed in which the large prize winning port 31 is opened. In the jackpot game, a plurality of round games are performed. That is, in the winning game, a plurality of round games are performed. The round game is performed up to a predetermined upper limit number of times. In one round game, the big prize opening 31 is opened until a first round end condition is met in which a predetermined upper limit number of game balls enter the big prize opening 31, or a second round end condition is met in which a predetermined upper limit time has elapsed. In the round game, a round performance is performed. Then, in the big prize game, when the final round game is finished, an ending performance is performed for a predetermined ending period to notify the end of the big prize game. The big prize game ends with the end of the ending performance. In this way, in the big prize game, multiple round games are performed after the opening period has ended. Also, in the big prize game, the ending period begins after all the round games have ended. Then, the big prize game ends when the ending period ends.

[0048] For the jackpot pattern classified as the first jackpot pattern, the "first jackpot" is set as the type of jackpot. For the jackpot pattern classified as the first jackpot pattern, the upper limit number of rounds is set to "10 times". For the jackpot pattern classified as the first jackpot pattern, it is set that the game state after the jackpot game ends is a probability variable state. For the jackpot pattern classified as the first jackpot pattern, it is set that the game state after the jackpot game ends is a high base state. In other words, for the jackpot pattern classified as the first jackpot pattern, it is set that the game state after the jackpot game ends is a high probability high base state. In the following explanation, the jackpot game awarded based on the jackpot pattern classified as the first jackpot pattern may be referred to as the "first jackpot game".

[0049] For the jackpot pattern classified as the second jackpot pattern, the type of jackpot is set to "second jackpot". For the jackpot pattern classified as the second jackpot pattern, the upper limit number of rounds is set to "8 times". For the jackpot pattern classified as the second jackpot pattern, it is set that the game state after the jackpot game ends is a non-probability variable state. For the jackpot pattern classified as the second jackpot pattern, it is set that the game state after the jackpot game ends is a high base state until the 100th special game ends, or until the jackpot game is awarded before the 100th special game ends. In other words, for the jackpot pattern classified as the second jackpot pattern, it is set that the game state after the jackpot game ends is a low probability high base state. In the following description, a jackpot game awarded based on a jackpot pattern classified as a second jackpot pattern may be referred to as a "second jackpot game."

[0050] The display effects that the effect display device 25 can execute include an effect pattern change game (hereinafter, referred to as an effect game) in which effect symbols (hereinafter, referred to as effect symbols) are displayed in a variable manner in multiple rows, and a combination of effect symbols is finally displayed as a definite stop. In this way, the gaming machine 10 is configured to be able to execute an effect pattern change game using effect symbols. The effect game is different from an auxiliary light emission game. The effect game is different from a special game. The effect symbols are symbols decorated with characters, patterns, etc., and are also called decorative symbols or ornamental symbols. The effect game is executed by displaying (scrolling) the first, second, and third symbol rows in a variable manner in the vertical direction. The effect symbol in the first row is the first symbol, the effect symbol in the second row is the second symbol, and the effect symbol in the third row is the third symbol. Hereinafter, the first column is referred to as the "left column" and the first symbol is referred to as the "left symbol", the second column is referred to as the "middle column" and the second symbol is referred to as the "middle symbol", the third column is referred to as the "right column" and the third symbol is referred to as the "right symbol". In this embodiment, in principle, in each column, the performance symbols imitating the numbers [1] to [8] are displayed in a predetermined order.

[0051] The effect game is performed in conjunction with the special game. Specifically, the effect game is started with the start of the special game and ended with the end of the special game. In this way, the gaming machine 10 is configured to be able to execute the effect game during the execution of the special game. In the effect game, a combination of effect symbols corresponding to the special symbols that are fixedly displayed in the special game is derived. When the big win symbol is fixedly displayed in the special game, the big win symbol combination is fixedly displayed in the effect game. For example, the big win symbol combination is a symbol combination in which the effect symbols in all columns are the same, such as

[0777] . When the losing symbol is fixedly displayed in the special game, the losing symbol combination is fixedly displayed in the effect game. For example, the losing symbol combination is a symbol combination in which the effect symbols in at least some columns are different from the effect symbols in the other columns, such as

[0426] ,

[0115] , and

[0323] . In the effect game, the effect symbols are temporarily displayed before being fixedly displayed. In this specification, the term "temporarily stopped display" refers to a state that is different from a fixed stopped display, such as a "shaking fluctuation state."

[0052] In the presentation game, the display mode of the presentation symbols may become a reach mode (a reach is formed), and a reach presentation may be performed. The reach mode is a state in which presentation symbols imitating the same numbers are temporarily displayed in a specific column (for example, the left column and the right column) among a plurality of columns, and presentation symbols in a column other than the specific column (for example, the middle column) are continuously displayed in a variable manner. The reach presentation may include a plurality of types of reach presentations in which the characters that appear and the actions of the presentation symbols are different. The reach presentation is performed during the execution of a special game. The reach presentation includes a normal reach presentation and a super reach presentation that is performed after the start of the normal reach presentation. In this embodiment, when the super reach presentation is performed during the execution of a special game, the expectation of a big win is higher than when only the normal reach presentation is performed. In this embodiment, the presentation display device 25 realizes a function as a presentation game execution means capable of executing a presentation game. In this embodiment, a display means is used as the presentation game execution means.

[0053] The display effects that the effect display device 25 can execute include an auxiliary display game in which auxiliary display symbols are variably displayed in multiple rows, and a combination of auxiliary display symbols is finally displayed as a definite stop. The auxiliary display game corresponds to a special game. In this way, the gaming machine 10 is configured to be able to execute an auxiliary display game using auxiliary display symbols. The auxiliary display game is executed by variably displaying the pattern rows of the upper row, middle row, and lower row in the vertical direction. As with the effect game, in the auxiliary display game, in each row, auxiliary display symbols imitating the numbers [1] to [8] are variably displayed in a predetermined order. The auxiliary display game is different from the effect game. The auxiliary display game is different from the auxiliary light-emitting game. That is, in this embodiment, the specific game is different from the effect game and the special game. The auxiliary display game is different from the special game.

[0054] The auxiliary display game is played in conjunction with the special game. Specifically, the auxiliary display game is started when the special game starts, and is ended when the special game ends. In this way, the gaming machine 10 is configured to be able to execute the auxiliary display game while the special game is being executed. Furthermore, the auxiliary display game is played in conjunction with the presentation game. Specifically, the auxiliary display game is started when the presentation game starts, and is ended when the presentation game ends.

[0055] As shown in FIG. 3(a), the auxiliary display game is executed in the auxiliary display game area ES of the display area 25r of the effect display device 25. In the auxiliary display game, an auxiliary display pattern corresponding to the effect pattern displayed as the fixed stop in the effect game is displayed. Specifically, an auxiliary display pattern imitating the same number as the effect pattern displayed as the left pattern among the effect patterns displayed as the fixed stop in the effect game is displayed as the auxiliary display pattern in the upper row. For example, as shown in FIG. 3(a), when the left pattern among the combination of effect patterns displayed as the fixed stop in the effect game is a pattern imitating "1", an auxiliary display pattern imitating "1" is displayed as the auxiliary display pattern in the upper row in the auxiliary display game. Also, an auxiliary display pattern imitating the same number as the effect pattern displayed as the middle pattern among the effect patterns displayed as the fixed stop in the effect game is displayed as the auxiliary display pattern in the middle row. For example, as shown in FIG. 3(a), when the center pattern of the combination of effect patterns displayed in the effect game is a pattern that resembles "2", the auxiliary display pattern that resembles "2" is displayed as the auxiliary display pattern of the middle row in the auxiliary display game. Similarly, the auxiliary display pattern that resembles the same number as the effect pattern displayed as the right pattern of the effect patterns displayed in the effect game is displayed as the auxiliary display pattern of the lower row. For example, as shown in FIG. 3(a), when the right pattern of the combination of effect patterns displayed in the effect game is a pattern that resembles "3", the auxiliary display pattern that resembles "3" is displayed as the auxiliary display pattern of the lower row in the auxiliary display game. Therefore, when a big win pattern is displayed in the special game, the big win pattern combination is displayed in the auxiliary display game. Also, when a losing pattern is displayed in the special game, the losing pattern combination is displayed in the auxiliary display game. In the auxiliary display game, the auxiliary display symbols are not temporarily displayed. Also, while a reach is formed in the performance game, a reach is not formed in the auxiliary display game.

[0056] In this embodiment, the effect display device 25 realizes a function as a special game execution means capable of executing a special game. Incidentally, as described above, in the gaming machine 10, the brightness of the effect display device 25 can be adjusted by operating at least one of the right button RB and the left button LB. That is, in this embodiment, the brightness of the special game execution means can be adjusted by operating the adjustment operation means. In this embodiment, the effect display device 25 as a display means is used as the special game execution means. In this way, the effect display device 25 executes the effect game and the auxiliary display game. That is, in this embodiment, the effect display device 25 as a display means is used as both the effect game execution means and the special game execution means. In the effect display device 25, the effect game is displayed larger than the auxiliary display game. That is, in the effect display device 25, the display area in which the effect game is executed is larger (wider) than the auxiliary display game area ES in which the auxiliary display game is executed. Incidentally, in the gaming machine 10, the auxiliary light-emitting game as a specific game is executed in the game light-emitting unit 23a. The game light-emitting unit 23a is different from the effect display device 25. In other words, the effect display device 25 is different from the game light-emitting unit 23a. That is, the effect display device 25 is different from the game light-emitting unit 23a in which the auxiliary light-emitting game is executed. That is, the display means is different from the specific game execution means. As described above, while the display means is different from the specific game execution means, it is also used as the effect game execution means and the special game execution means.

[0057] The display effects that the effect display device 25 can execute include a right-hit notification effect that encourages a right hit, which corresponds to an effect related to the strength of the launch of the game ball. As shown in Fig. 3(a), for example, in the gaming machine 10, a right-hit image GR that resembles a right-facing arrow including text information of "right hit" is displayed on the effect display device 25, and a right-hit notification effect is executed. The right-hit notification effect corresponds to an effect that encourages the launch of the game ball into a specific area.

[0058] The display effects that the effect display device 25 can execute include a display effect that can specify the number of special games that are pending execution. For example, the display effects that the effect display device 25 can execute include a display effect that can specify the number of first special games that are pending execution, that is, the first special pending number. For example, the display effects that the effect display device 25 can execute include a display effect that can specify the number of second special games that are pending execution, that is, the second special pending number.

[0059] As shown in FIG. 3(b), the effect display device 25 can display a reserved image Ha corresponding to the reserved first special game. The reserved image Ha corresponds to a reserved image corresponding to a variable game whose execution is suspended, and corresponds to a reserved image corresponding to a first special game whose execution is suspended. In this embodiment, the reserved image Ha is a circular image. The reserved images Ha include reserved images H1a to H4a. In the gaming machine 10, when the first special reserved number is "1", the reserved image H1a of the reserved images H1a to H4a is displayed on the effect display device 25. In the gaming machine 10, when the first special reserved number is "2", the reserved images H1a and H2a of the reserved images H1a to H4a are displayed on the effect display device 25. In the gaming machine 10, when the first special reserved number is "3", the reserved images H1a to H3a of the reserved images H1a to H4a are displayed on the effect display device 25. In the gaming machine 10, when the first special hold number is "4", hold images H1a to H4a are displayed on the performance display device 25. The hold image H1a is displayed in the hold display area R1a on the performance display device 25. The hold image H2a is displayed in the hold display area R2a on the performance display device 25. The hold image H3a is displayed in the hold display area R3a on the performance display device 25. The hold image H4a is displayed in the hold display area R4a on the performance display device 25. It should be noted that when the first special hold number is "0", the hold images H1a to H4a are not displayed on the performance display device 25.

[0060] The reserved display area R1a displays a reserved image Ha corresponding to the first special game that is to be executed first among the reserved first special games. The reserved display area R2a displays a reserved image Ha corresponding to the first special game that is to be executed second among the reserved first special games. The reserved display area R3a displays a reserved image Ha corresponding to the first special game that is to be executed third among the reserved first special games. The reserved display area R4a displays a reserved image Ha corresponding to the first special game that is to be executed fourth among the reserved first special games. As described above, the reserved image Ha is displayed in a display area in the effect display device 25 that can specify the execution order in which the corresponding first special games will be executed.

[0061] In addition, the effect display device 25 can display a reserved image Hb corresponding to the reserved second special game. The reserved image Hb corresponds to a reserved image corresponding to a variable game whose execution is reserved, and corresponds to a reserved image corresponding to a second special game whose execution is reserved. In this embodiment, the reserved image Hb is a diamond-shaped image. The reserved image Hb includes reserved images H1b to H4b. In the gaming machine 10, when the second special reserved number is "1", the reserved image H1b of the reserved images H1b to H4b is displayed on the effect display device 25. In the gaming machine 10, when the second special reserved number is "2", the reserved images H1b and H2b of the reserved images H1b to H4b are displayed on the effect display device 25. In the gaming machine 10, when the second special reserved number is "3", the reserved images H1b to H3b of the reserved images H1b to H4b are displayed on the effect display device 25. In the gaming machine 10, when the second special hold number is "4", hold images H1b to H4b are displayed on the performance display device 25. The hold image H1b is displayed in hold display area R1b on the performance display device 25. The hold image H2b is displayed in hold display area R2b on the performance display device 25. The hold image H3b is displayed in hold display area R3b on the performance display device 25. The hold image H4b is displayed in hold display area R4b on the performance display device 25. It should be noted that when the second special hold number is "0", the hold images H1b to H4b are not displayed on the performance display device 25.

[0062] The reserved display area R1b displays a reserved image Hb corresponding to the second special game that is executed first among the reserved second special games. The reserved display area R2b displays a reserved image Hb corresponding to the second special game that is executed second among the reserved second special games. The reserved display area R3b displays a reserved image Hb corresponding to the second special game that is executed third among the reserved second special games. The reserved display area R4b displays a reserved image Hb corresponding to the second special game that is executed fourth among the reserved second special games. As described above, the reserved images Hb are displayed in a display area in the effect display device 25 that can specify the execution order in which the corresponding second special games are executed.

[0063] In the gaming machine 10, an executing image ZG corresponding to the special game being executed is displayed in the executing region ZR in the effect display device 25. The executing image ZG corresponds to an executing image corresponding to the variable game being executed. As shown in FIG. 3(b), when the first special game is executed, the executing region ZR displays an executing image ZG based on the reserved image Ha that was displayed when the first special game being executed was reserved. Specifically, the reserved image Ha that was displayed in the reserved display region R1a immediately before the execution of the first special game is displayed as the executing image ZG in the executing region ZR. Therefore, when the first special game is executed, a circular executing image ZG is displayed in the executing region ZR. Incidentally, even in a situation where the first special reserved number and the second special reserved number are 0, if a game ball enters the first start hole 26, the execution of the first special game is temporarily reserved, and therefore the reserved image Ha is displayed on the effect display device 25. In this case, a pending image Ha is temporarily displayed on the performance display device 25, and the pending image Ha is displayed in the performance display device 25 in the performance area ZR as an execution image ZG.

[0064] On the other hand, as shown in FIG. 3(c), when the second special game is executed, the execution area ZR displays an execution image ZG based on the reserved image Hb that was displayed when the second special game was being executed and was on hold. Specifically, the execution area ZR displays the reserved image Hb that was displayed in the reserved display area R1b immediately before the execution of the second special game as the execution image ZG. Therefore, when the second special game is executed, a diamond-shaped execution image ZG is displayed in the execution area ZR. Incidentally, even in a situation where the first special reserved number and the second special reserved number are 0, if a game ball enters the second start hole 27, the execution of the second special game is temporarily suspended, and the reserved image Hb is displayed on the performance display device 25. In this case, the reserved image Hb is temporarily displayed on the performance display device 25, and the reserved image Hb is displayed in the execution area ZR of the performance display device 25 as the execution image ZG.

[0065] When the first special game is executed, the reserved image H1a displayed in the reserved display area R1a is displayed in the running area ZR as the running image ZG. When the first special game is executed, the reserved image H2a displayed in the reserved display area R2a is displayed in the reserved display area R1a as the reserve image H1a. When the first special game is executed, the reserved image H3a displayed in the reserved display area R3a is displayed in the reserved display area R2a as the reserve image H2a. When the first special game is executed, the reserved image H4a displayed in the reserved display area R4a is displayed in the reserved display area R3a as the reserve image H3a. Similarly, when the second special game is executed, the reserved image H1b displayed in the reserved display area R1b is displayed in the running area ZR as the running image ZG. When the second special game is executed, the reserved image H2b displayed in the reserved display area R2b is displayed in the reserved display area R1b as the reserve image H1b. When the second special game is executed, the reserved image H3b displayed in the reserved display area R3b is displayed in the reserved display area R2b as the reserved image H2b. When the second special game is executed, the reserved image H4b displayed in the reserved display area R4b is displayed in the reserved display area R3b as the reserved image H3b.

[0066] The performance display device 25 can execute a first hold number display performance that can specify the first special hold number. The first hold number display performance is executed in the performance display device 25 separately from the hold image Ha. The first hold number display performance is executed by displaying the first hold number auxiliary image FE1 on the performance display device 25. When the first special hold number is "0", the first hold number auxiliary image FE1 including the Arabic numeral "0" is displayed on the performance display device 25. When the first special hold number is "1", the first hold number auxiliary image FE1 including the Arabic numeral "1" is displayed on the performance display device 25. When the first special hold number is "2", the first hold number auxiliary image FE1 including the Arabic numeral "2" is displayed on the performance display device 25. When the first special hold number is "3", the first hold number auxiliary image FE1 including the Arabic numeral "3" is displayed on the performance display device 25. When the first special hold number is "4", the first hold number auxiliary image FE1 including the Arabic numeral "4" is displayed on the performance display device 25.

[0067] Similarly, the performance display device 25 can execute a second hold number display performance that can specify the second special hold number. The second hold number display performance is executed in the performance display device 25 separately from the hold image Hb. The second hold number display performance is executed by displaying the second hold number auxiliary image FE2 on the performance display device 25. When the second special hold number is "0", the second hold number auxiliary image FE2 including the Arabic numeral "0" is displayed on the performance display device 25. When the second special hold number is "1", the second hold number auxiliary image FE2 including the Arabic numeral "1" is displayed on the performance display device 25. When the second special hold number is "2", the second hold number auxiliary image FE2 including the Arabic numeral "2" is displayed on the performance display device 25. When the second special hold number is "3", the second hold number auxiliary image FE2 including the Arabic numeral "3" is displayed on the performance display device 25. When the second special hold number is "4", the second hold number auxiliary image FE2 including the Arabic numeral "4" is displayed on the performance display device 25.

[0068] The display effects that the effect display device 25 can execute include an auxiliary normal game in which auxiliary normal symbols are variably displayed in multiple rows, and the auxiliary normal symbols are finally displayed as fixed and stopped. In this way, the gaming machine 10 is configured to be able to execute an auxiliary normal game using auxiliary normal symbols. In the auxiliary normal game, for example, a red circular auxiliary normal symbol and a blue circular auxiliary normal symbol are variably displayed. The auxiliary normal game is executed in conjunction with the normal game. Specifically, the auxiliary normal game is started with the start of the normal game and ended with the end of the normal game. In this way, the gaming machine 10 is configured to be able to execute an auxiliary normal game during execution of the normal game.

[0069] As shown in FIG. 3(a), the auxiliary normal game is executed in the auxiliary normal game area EF of the display area 25r of the effect display device 25. In the auxiliary normal game, an auxiliary normal pattern corresponding to a normal pattern displayed as a fixed stop in the normal game is displayed as a fixed stop. When a normal winning pattern is displayed as a fixed stop in the normal game, an auxiliary normal pattern for a normal win is displayed as a fixed stop in the auxiliary normal game. For example, the auxiliary normal pattern for a normal win may be a blue circular auxiliary normal pattern. When a normal losing pattern is displayed as a fixed stop in the normal game, an auxiliary normal pattern for a normal loss is displayed as a fixed stop in the auxiliary normal game. For example, the auxiliary normal pattern for a normal loss may be a red circular auxiliary normal pattern.

[0070] The gaming machine 10 is configured to be adjustable in volume of at least some of the sounds output from the speaker 18. In the gaming machine 10, for example, the volume of the sound related to the performance can be adjusted, while the volume of the sound related to the magnetic error cannot be adjusted. In this embodiment, "adjusting the volume" can be understood as "adjusting the output intensity of the sound." The gaming machine 10 is configured to be adjustable in volume by operating the up button UB or the down button DB. When the volume adjustment is performed, a volume adjustment sound that can identify that the volume adjustment has been performed may be output from the speaker 18. For example, the volume adjustment sound may be a different sound (for example, a scale) depending on the volume after adjustment. As described above, in the gaming machine 10, at least one of the up button UB and the down button DB is an operation means operated when adjusting the volume, and is an operation means that can be operated by the player.

[0071] In the gaming machine 10, the volume can be adjusted from 1st to 7th stage. Therefore, in the gaming machine, the 1st stage volume corresponds to the minimum volume among the adjustable volume levels. And, when the volume is adjusted to the 1st stage, it corresponds to the volume level reaching the lower limit. Similarly, in the gaming machine 10, the 7th stage volume corresponds to the maximum volume among the adjustable volume levels. And, when the volume is adjusted to the 7th stage, it corresponds to the volume level reaching the upper limit.

[0072] In the gaming machine 10, the brightness of the frame decoration lamp 17a, the board decoration lamp 17b, and the backlight of the performance display device 25 is adjustable. In this embodiment, "adjusting the brightness" can be regarded as "adjusting the light emission intensity". "Brightness" is sometimes called "light quantity". Therefore, being able to adjust the brightness corresponds to being able to adjust the light quantity. The gaming machine 10 is configured to be able to adjust the brightness by operating the right button RB or the left button LB. In the gaming machine 10, when the brightness adjustment is performed, a brightness adjustment sound that can identify that the brightness adjustment has been performed may be output from the speaker 18. The brightness adjustment sound may be a different sound (for example, a musical scale) depending on the brightness after adjustment. As described above, in the gaming machine 10, at least one of the right button RB and the left button LB is an operation means operated when adjusting the brightness, and is an operation means that can be operated by the player. In this embodiment, at least one of the right button RB and the left button LB corresponds to an adjustment operation means that can be operated by the player.

[0073] In the gaming machine 10, the frame decoration lamp 17a, the board decoration lamp 17b, and the backlight of the performance display device 25 correspond to light-emitting elements whose brightness can be adjusted by operating either the right button RB or the left button LB. The brightness of the backlight of the performance display device 25 corresponds to the brightness of the performance display device 25. In this way, the gaming machine 10 is equipped with a plurality of light-emitting elements. And, in the gaming machine 10, the brightness of light-emitting elements such as the frame decoration lamp 17a, the board decoration lamp 17b, and the backlight of the performance display device 25 can be adjusted by operating at least one of the right button RB and the left button LB.

[0074] Specifically, in the gaming machine 10, the brightness of the frame decoration lamp 17a can be adjusted by operating at least one of the right button RB and the left button LB. In the gaming machine 10, the brightness of the board decoration lamp 17b can be adjusted by operating at least one of the right button RB and the left button LB. In the gaming machine 10, the brightness of the backlight of the performance display device 25 can be adjusted by operating at least one of the right button RB and the left button LB. In other words, in the gaming machine 10, the brightness of the performance display device 25 can be adjusted by operating at least one of the right button RB and the left button LB.

[0075] However, in the gaming machine 10, the brightness of the first special symbol display section 22a cannot be adjusted regardless of whether the right button RB or the left button LB is operated. In the gaming machine 10, the brightness of the second special symbol display section 22b cannot be adjusted regardless of whether the right button RB or the left button LB is operated. In the gaming machine 10, the brightness of the first special reserve display section 22c cannot be adjusted regardless of whether the right button RB or the left button LB is operated. In the gaming machine 10, the brightness of the second special reserve display section 22d cannot be adjusted regardless of whether the right button RB or the left button LB is operated. In the gaming machine 10, the brightness of the normal symbol display section 22e cannot be adjusted regardless of whether the right button RB or the left button LB is operated. In the gaming machine 10, the brightness of the normal reserve display section 22f cannot be adjusted regardless of whether the right button RB or the left button LB is operated. In the gaming machine 10, the brightness of the right hit lamp 22g cannot be adjusted by operating either the right button RB or the left button LB.

[0076] In addition, in the gaming machine 10, the brightness of the game light-emitting unit 23a cannot be adjusted regardless of whether the right button RB or the left button LB is operated. In the gaming machine 10, the brightness of the first reserved light-emitting unit 23b cannot be adjusted regardless of whether the right button RB or the left button LB is operated. In the gaming machine 10, the brightness of the second reserved light-emitting unit 23c cannot be adjusted regardless of whether the right button RB or the left button LB is operated. In the gaming machine 10, the brightness of the auxiliary right-hit light-emitting unit 23d cannot be adjusted regardless of whether the right button RB or the left button LB is operated.

[0077] In the gaming machine 10, the brightness can be adjusted from 1st to 7th stages. Therefore, in the gaming machine, the 1st stage brightness corresponds to the minimum brightness among the adjustable brightness levels. And, when the brightness is adjusted to the 1st stage, it corresponds to the brightness level reaching the lower limit. Similarly, in the gaming machine 10, the 7th stage brightness corresponds to the maximum brightness among the adjustable brightness levels. And, when the brightness is adjusted to the 7th stage, it corresponds to the brightness level reaching the upper limit.

[0078] Next, the electrical configuration of the gaming machine 10 will be described. As shown in FIG. 4, the gaming machine 10 includes a main board 40 as a main control unit (first control unit). The main board 40 performs various processes and outputs control information such as a control signal (control command) according to the result of the process. The gaming machine 10 includes a sub-board 50 as a sub-control unit (second control unit). The sub-board 50 can input the control information output by the main board 40. That is, the sub-control unit can input the control information from the main control unit. The sub-board 50 performs a predetermined process based on the control information output by the main board 40. For example, the sub-board 50 performs a process for executing a light-emitting effect by the decorative lamp 17, a sound effect by the speaker 18, and a display effect by the effect display device 25. The main board 40 and the sub-board 50 are disposed on the back side of the gaming board 20. The gaming board unit includes the main board 40 and the sub-board 50. The main board 40 is connected to the sub-board 50.

[0079] First, the main board 40 will be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 executes a control program (main control program) of the main CPU 41 to perform various processes.

[0080] The main ROM 42 stores a main control program, a lottery table, a judgment value, and the like used in a predetermined lottery. For example, the main ROM 42 stores a jackpot judgment value used in a jackpot lottery. The jackpot judgment value includes a high probability jackpot judgment value and a common jackpot judgment value. In the gaming machine 10, in a jackpot lottery when the game machine 10 is in a non-probability variable state, only the common jackpot judgment value out of the common jackpot judgment value and the high probability jackpot judgment value is used, while in a jackpot lottery when the game machine 10 is in a probability variable state, both the common jackpot judgment value and the high probability jackpot judgment value are used. The main ROM 42 stores a performance judgment value used in a performance lottery. In the performance lottery, a decision is made as to whether to execute a reach performance. For this reason, the performance lottery can also be called a reach lottery.

[0081] The main ROM 42 stores a plurality of types of variation patterns. The plurality of types of variation patterns are associated with a variation time from the start of the special game to the end of the special game. That is, the variation time of the special game is associated with the variation pattern. For this reason, the variation pattern can be said to be information capable of identifying the variation time of the special game. In the gaming machine 10, the variation pattern is determined, thereby determining the variation time of the special game. The variation pattern may be information capable of identifying a part or all of the presentation content of the presentation game performed from the start of the special game to the end of the special game. The variation pattern includes, for example, a jackpot variation pattern and a miss variation pattern. The jackpot variation pattern is associated with a presentation content of the presentation game that goes through a reach presentation and finally displays a jackpot pattern combination by the presentation pattern in a fixed stop. The miss variation pattern includes a no miss reach variation pattern and a miss reach variation pattern. The no-miss reach variation pattern is associated with a performance content of a performance game in which a losing symbol combination is finally displayed as a confirmed stop without going through a reach performance. The miss reach variation pattern is associated with a performance content of a performance game in which a losing symbol combination is finally displayed as a confirmed stop after going through a reach performance.

[0082] The fluctuation patterns include a fluctuation pattern that can be determined when in a high base state and a fluctuation pattern that can be determined when in a low base state. The fluctuation patterns that can be determined when in a high base state and the fluctuation patterns that can be determined when in a low base state are partially or entirely different. The fluctuation time determined in the fluctuation pattern that can be determined when in a high base state is shorter (or is often shorter) than the fluctuation time determined in the fluctuation pattern that can be determined when in a low base state. The fluctuation patterns include a fluctuation pattern for a first special game that can be determined when a first special game is executed, and a fluctuation pattern for a second special game that can be determined when a second special game is executed. The fluctuation pattern for the first special game and the fluctuation pattern for the second special game are partially or entirely different.

[0083] The main RWM 43 is configured to be capable of storing various information that is appropriately rewritten during operation of the gaming machine 10. The information stored in the main RWM 43 includes, for example, flags, counters, and timers. The main board 40 is configured to be capable of generating random numbers. The random numbers may be hardware random numbers or software random numbers.

[0084] Various sensors SE1 to SE7, SEj are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE7, SEj via a port. The information display panel 22 is connected to the main board 40. The main CPU 41 is able to control the display contents (light emission mode) of the information display panel 22 via a drive circuit. Various actuators A1, A2 are connected to the main board 40. The main CPU 41 is able to control the operation of the first actuator A1 and the operation of the second actuator A2 via the drive circuit.

[0085] Next, the sub-substrate 50 will be described. The sub-substrate 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes a control program (sub-control program) of the sub-CPU 51 to perform various processes (for example, processes related to presentation). The sub-ROM 52 stores the sub-control program, a lottery table used in a lottery, and a judgment value. The sub-ROM 52 stores display presentation data capable of identifying the mode (contents) of a display presentation. The sub-ROM 52 stores light-emitting presentation data capable of identifying the mode (contents) of a light-emitting presentation. The sub-ROM 52 stores sound presentation data capable of identifying the mode (contents) of a sound presentation. The sub-RWM 53 is configured to be capable of storing various information that is appropriately rewritten during the operation of the gaming machine 10. Examples of information stored in the sub-RWM 53 include a flag, a counter, and a timer. The sub-substrate 50 is configured to be capable of generating random numbers. The random numbers may be hardware random numbers or software random numbers.

[0086] The sub-substrate 50 is connected to the frame decoration lamp 17a, the board decoration lamp 17b, the speaker 18, and the performance display device 25. The sub-CPU 51 can control the frame decoration lamp 17a, the board decoration lamp 17b, the speaker 18, and the performance display device 25 via a drive circuit. In this embodiment, the sub-CPU 51 controls the performance devices serving as the performance execution means among the decoration lamp 17, the speaker 18, and the performance display device 25, thereby realizing a function as a performance control means for controlling the performance execution means. In this way, the sub-control unit has a function as a performance control means. The cross key JK is connected to the sub-substrate 50. The sub-CPU 51 is configured to be able to input a detection signal output when each button UB, RB, DB, and LB of the cross key JK is operated via a port not shown. The game light-emitting unit 23a is connected to the sub-substrate 50. The sub-CPU 51 can control the display content (light-emitting mode) of the game light-emitting unit 23a via a drive circuit. The first reserved light-emitting unit 23b is connected to the sub-substrate 50. The sub-CPU 51 can control the display contents (light-emitting state) of the first reserved light-emitting unit 23b via the drive circuit. The second reserved light-emitting unit 23c is connected to the sub-substrate 50. The sub-CPU 51 can control the display contents (light-emitting state) of the second reserved light-emitting unit 23c via the drive circuit.

[0087] Here, we will explain various processes that the main CPU 41 executes based on the main control program. The main CPU 41 executes special symbol input processing, special symbol start processing, and the like as timer interrupt processing that is performed every predetermined control period (for example, 4 ms).

[0088] First, the special symbol input process performed by the main CPU 41 will be described. In the special symbol input process, the main CPU 41 performs a first special symbol input process. After the first special symbol input process is completed, the main CPU 41 performs a second special symbol input process. After the second special symbol input process is completed, the main CPU 41 ends the special symbol input process.

[0089] In the first special symbol input process, the main CPU 41 judges whether a game ball has entered the first start hole 26 based on whether a detection signal from the first start sensor SE1 has been input (hereinafter referred to as the first input judgment). If the judgment result of the first input judgment is negative, the main CPU 41 ends the first special symbol input process. On the other hand, if the judgment result of the first input judgment is positive, the main CPU 41 judges whether the first special reserved number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as the first reserved judgment). If the judgment result of the first reserved judgment is negative, the main CPU 41 ends the first special symbol input process. If the judgment result of the first reserved judgment is positive, the main CPU 41 adds 1 to the first special reserved number to update it. The main CPU 41 controls the first special reserved display unit 22c so that the updated first special reserved number is displayed. The main CPU 41 stores control information capable of identifying the updated first special reserved number (hereinafter referred to as the first reserved number command) in the output buffer. The control information (commands) stored in the output buffer are output to the sub-board 50 in the next or subsequent timer interrupt processing.

[0090] Also, when the result of the first hold determination is positive, the main CPU 41 acquires random numbers generated in the main board 40 and stores 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 so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. In this embodiment, the execution of the first special game is held by storing the random number information for the first special game in the main RWM 43. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. For example, the random number is a winning lottery random number used in a big win lottery, a pattern random number used to determine a special pattern, a variation pattern random number used to determine a variation pattern, a performance lottery random number used in a performance lottery, etc. After that, the main CPU 41 ends the first special pattern input process.

[0091] In the second special symbol input process, the main CPU41 judges whether a game ball has entered the second start hole 27 based on whether a detection signal from the second start sensor SE2 has been input (hereinafter referred to as the second input judgment). If the judgment result of the second input judgment is negative, the main CPU41 ends the special symbol input process. On the other hand, if the judgment result of the second input judgment is positive, the main CPU41 judges whether the second special reserved number stored in the main RWM43 is less than the upper limit number (hereinafter referred to as the second reserved judgment). If the judgment result of the second reserved judgment is negative, the main CPU41 ends the special symbol input process. On the other hand, if the judgment result of the second reserved judgment is positive, the main CPU41 adds 1 to the second special reserved number to update it. The main CPU41 controls the second special reserved display unit 22d so that the updated second special reserved number is displayed. The main CPU41 stores control information capable of identifying the updated second special reserved number (hereinafter referred to as the second reserved number command) in the output buffer. Furthermore, when the determination result of the second reservation determination is positive, the main CPU 41 acquires a random number generated in the main board 40, stores random number information based on the acquired random number in the main RWM 43, and ends the special symbol input process. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is random number information for the second special game and the storage order of the random number information. In this embodiment, the execution of the second special game is reserved by storing the random number information for the second special game in the main RWM 43. After that, the main CPU 41 ends the second special symbol input process.

[0092] Next, the special symbol start process performed by the main CPU 41 will be described. In the special symbol start process, the main CPU 41 judges whether the game is not a winning game (jackpot game) and whether the special game is not being executed. If the game is a winning game or a special game is being executed, the main CPU 41 ends the special symbol start process. On the other hand, if the game is not a winning game and the special game is not being executed, the main CPU 41 performs a second reservation judgment to judge whether the second special reservation number is 1 or more. If the second reservation judgment judges that the second special reservation number is 1 or more, the main CPU 41 performs a second special symbol start process related to the execution of the second special game. After performing the second special symbol start process, the main CPU 41 ends the special symbol start process. If the second reservation judgment judges that the second special reservation number is not 1 or more, the main CPU 41 performs a first reservation judgment to judge whether the first special reservation number is 1 or more. If the first reservation judgment judges that the first special reservation number is not 1 or more, the main CPU 41 ends the special symbol start process. When the first reservation judgment determines that the first special reservation number is 1 or more, the main CPU41 performs a first special symbol start process related to the execution of the first special game. After performing the first special symbol start process, the main CPU41 ends the special symbol start process. Incidentally, when the second reservation judgment determines that the second special reservation number is not 1 or more and the first reservation judgment determines that the first special reservation number is not 1 or more, the main CPU41 stores control information (hereinafter referred to as a standby command) capable of identifying a standby state in the output buffer.

[0093] Here, the first special symbol start process will be explained. In the first special symbol start process, the main CPU41 updates the first special reserved number stored in the main RWM43 by subtracting 1. The main CPU41 controls the first special reserved display unit 22c so that the updated first special reserved number is displayed. The main CPU41 stores a first reserved number command capable of identifying the updated first special reserved number in the output buffer. Next, the main CPU41 reads out the first stored random number information from the main RWM43 among the random number information for the first special game. Note that, after reading out the first random number information, the main CPU41 erases the first stored random number information from the main RWM43. Then, the main CPU41 performs a jackpot lottery process.

[0094] 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 specified from the read random number information and the jackpot judgment value stored in the main ROM 42. At this time, if the game is in a high probability state, the main CPU 41 performs a jackpot lottery using the common jackpot judgment value and the high probability jackpot judgment value, while if the game is not in a high probability state, the main CPU 41 performs a jackpot lottery using the common jackpot judgment value. The main CPU 41 determines whether the value of the winning lottery random number matches the jackpot judgment value, and performs a jackpot lottery. In this embodiment, if the value of the winning lottery random number matches the jackpot judgment value, the jackpot lottery is considered to have been won, and if the value of the winning lottery random number does not match the jackpot judgment value, the jackpot lottery is considered to have not been won (not won). If the jackpot lottery is won, the main CPU 41 ends the jackpot lottery process and performs jackpot game processing. On the other hand, if the big win lottery is not won, the main CPU 41 ends the big win lottery process and performs a loss game process.

[0095] In the jackpot game process in the first special symbol start process, the main CPU 41 determines the jackpot symbol based on the value of the symbol random number that can be specified from the read random number information. In this embodiment, the main CPU 41 determines the first jackpot symbol or the second jackpot symbol based on the value of the symbol random number. In the jackpot game process, the main CPU 41 determines the jackpot fluctuation pattern based on the value of the fluctuation pattern random number that can be specified from the read random number information. For example, the main CPU 41 refers to information that can specify whether the game state is a low base state or a high base state (hereinafter referred to as a base state flag) among the information that can specify the game state stored in the main RWM 43. Then, for example, the main CPU 41 determines the jackpot fluctuation pattern depending on whether the game state is a low base state or a high base state. After determining the special symbol and the variation pattern, the main CPU 41 ends the big win game process, and stores the control information (hereinafter referred to as the symbol command) capable of identifying the determined special symbol and the control information (hereinafter referred to as the variation pattern command) capable of identifying the determined variation pattern in the output buffer. Then, the main CPU 41 ends the first special symbol start process.

[0096] In the loss game process in the first special symbol start process, the main CPU 41 determines a loss symbol. In the loss game process, the main CPU 41 determines a loss variation pattern based on the value of the variation pattern random number that can be specified from the read random number information. In the loss game process, the main CPU 41 performs a performance lottery based on the value of the performance lottery random number that can be specified 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 when the value of the performance lottery random number matches the performance judgment value, and determines that the performance lottery has not been won (not won) when the value of the performance lottery random number does not match the performance judgment value. The main CPU 41 determines a loss reach variation pattern when the performance lottery has been won based on the value of the variation pattern random number that can be specified from the read random number information, while determining a loss reach non-variation pattern when the performance lottery has not been won. For example, the main CPU 41 refers to the base state flag and determines a loss variation pattern depending on whether the base state is low or high. After determining the special symbol and the variation pattern, the main CPU 41 ends the loss game process, stores the symbol command and the variation pattern command in the output buffer, and ends the first special symbol start process.

[0097] Next, the second special symbol start process will be described. In the second special symbol start process, the main CPU41 updates the second special reserved number stored in the main RWM43 by subtracting 1. The main CPU41 controls the second special reserved display unit 22d so that the updated second special reserved number is displayed. The main CPU41 also stores a second reserved number command capable of identifying the updated second special reserved number in the output buffer. Next, the main CPU41 reads out the first stored random number information from the main RWM43 among the random number information for the second special game. After reading out the first random number information, the main CPU41 erases the first stored random number information from the main RWM43. Then, the main CPU41 performs a jackpot lottery process.

[0098] In the jackpot lottery process in the second special symbol start process, the main CPU 41 performs the same control as in the jackpot lottery process in the first special symbol start process. If the jackpot lottery is won in the jackpot lottery process in the second special symbol start process, the main CPU 41 ends the jackpot lottery process and performs jackpot game processing. On the other hand, if the jackpot lottery is not won in the jackpot lottery process in the second special symbol start process, the main CPU 41 ends the jackpot lottery process and performs loss game processing.

[0099] In the jackpot game processing in the second special symbol start processing, the main CPU 41 performs the same control as the jackpot game processing in the first special symbol start processing described above. After determining the special symbol and the variation pattern in the jackpot game processing in the second special symbol start processing, the main CPU 41 ends the jackpot game processing and stores the symbol command and the variation pattern command in the output buffer. Then, the main CPU 41 ends the second special symbol start processing. Also, in the loss game processing in the second special symbol start processing, the main CPU 41 performs the same control as the loss game processing in the first special symbol start processing described above. After determining the special symbol and the variation pattern in the loss game processing in the second special symbol start processing, the main CPU 41 ends the loss game processing and stores the symbol command and the variation pattern command in the output buffer. Then, the main CPU 41 ends the second special symbol start processing. In the following description, the fluctuation pattern command stored in the output buffer in the first special pattern start process may be referred to as the first fluctuation pattern command, and the fluctuation pattern command stored in the output buffer in the second special pattern start process may be referred to as the second fluctuation pattern command.

[0100] As described above, in the gaming machine 10, a jackpot lottery is performed when a special game is executed. In this embodiment, the main CPU 41 executes the jackpot lottery process, thereby realizing a function as a jackpot lottery means for performing a jackpot lottery. That is, in this embodiment, the main CPU 41 executes the jackpot lottery process, thereby realizing a function as a winning lottery means for performing a winning lottery. In this embodiment, the main control unit has a function as a winning lottery means. In this embodiment, the main CPU 41 controls the light emission mode of the special reserve display units 22c and 22d, thereby realizing a function as a first reserve display control means for controlling the notification content of the first reserve number notification means. The main control unit has a function as a first reserve display control means.

[0101] When the special symbol start process is completed, the main CPU41 executes a process other than the special symbol start process and executes a special game. Specifically, the main CPU41 controls the first special symbol display unit 22a or the second special symbol display unit 22b so that the execution of the special game is started. For example, when the first special game is being executed, the main CPU41 controls so that the light emitters constituting the first special symbol display unit 22a are lit in a light emission mode corresponding to the execution of the first special game. Similarly, when the second special game is being executed, the main CPU41 controls so that the light emitters constituting the second special symbol display unit 22b are lit in a light emission mode corresponding to the execution of the second special game. In addition, the main CPU41 measures the variation time associated with the variation pattern determined in the special symbol start process.

[0102] Then, when the variation time corresponding to the variation pattern has elapsed, the main CPU 41 controls the first special symbol display unit 22a or the second special symbol display unit 22b so that the special symbol determined in the special symbol start process is displayed as a fixed stop. Specifically, when the first special game is ended, the main CPU 41 controls the first special symbol display unit 22a so that the determined special symbol is displayed as a fixed stop. When the special symbol is displayed as a fixed stop on the first special symbol display unit 22a, at least one of the multiple light emitters constituting the first special symbol display unit 22a emits light. Similarly, when the second special game is ended, the main CPU 41 controls the second special symbol display unit 22b so that the determined special symbol is displayed as a fixed stop. When the special symbol is displayed as a fixed stop on the second special symbol display unit 22b, at least one of the multiple light emitters constituting the second special symbol display unit 22b emits light. When the variation time corresponding to the variation pattern has elapsed, the main CPU 41 stores a game end command in the output buffer. In this embodiment, a function as a special game control means for controlling the execution of the special game is realized by the main CPU 41 performing control for executing the special game. In this embodiment, the main control unit has a function as the special game control means.

[0103] Next, the big win process performed by the main CPU 41 will be described. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol determined in the special symbol start process. Then, the main CPU 41 performs jackpot processing after the jackpot special game ends, and awards the specified jackpot game. Specifically, the main CPU 41 performs jackpot processing after the jackpot special game ends and the inter-variation interval has elapsed. The main CPU 41 awards the jackpot game by performing jackpot processing. In this way, when the gaming machine 10 wins a jackpot in the jackpot lottery, it is possible to award the jackpot game after the special game in which the jackpot was won ends. In other words, when the gaming machine 10 wins a jackpot, the jackpot game is awarded after the special game ends.

[0104] In the jackpot process, the main CPU 41 stores an opening command in the output buffer. When the main CPU 41 stores the opening command in the output buffer, it times the opening time. When the opening time has elapsed, the main CPU 41 performs a process for executing a round game. The elapse of the opening time corresponds to the end of the opening period. In addition, the main CPU 41 controls the second actuator A2 so that the large prize winning port 31 is opened, and starts the round game. After starting the round game, when the first round end condition or the second round end condition is established, the main CPU 41 controls the second actuator A2 so that the large prize winning port 31 is closed, and ends the round game. When the second round end condition is established, the main CPU 41 stores control information (hereinafter, referred to as a "specific condition establishment command") capable of identifying that the second round end condition has been established in the output buffer. The main CPU 41 repeatedly performs the process for executing the round game until the upper limit number of round games set for the jackpot game is completed. The main CPU 41 stores a round command in the output buffer each time a round game is started. When the final round game is completed, the main CPU 41 stores an ending command in the output buffer. The completion of the final round game corresponds to the completion of all round games. When the main CPU 41 stores the ending command in the output buffer, it times the ending time. When the ending time has elapsed, the main CPU 41 ends the jackpot processing. The elapse of the ending time corresponds to the end of the ending period.

[0105] In addition, the main CPU41 controls the right hit lamp 22g to be lit in a light emission mode that indicates that right hitting is recommended when a jackpot game is awarded. In this embodiment, the main CPU41 performs jackpot processing, thereby realizing a function as a jackpot awarding means that awards a jackpot game. In other words, in this embodiment, the main CPU41 executes jackpot processing, thereby realizing a function as a hit awarding means that awards a hit game. In this embodiment, the main control unit has a function as a hit awarding means.

[0106] Next, the game status processing performed by the main CPU 41 will be described. When controlling to a non-probability variable state, the main CPU41 sets a value that can specify that the state is controlled to a non-probability variable state to the probability state flag. Also, the main CPU41 stores control information that can specify that the state is non-probability variable state (hereinafter, referred to as a low probability state command) in the output buffer. Similarly, when controlling to a probability variable state, the main CPU41 sets a value that can specify that the state is controlled to a probability variable state to the probability state flag. Also, the main CPU41 stores control information that can specify that the state is probability variable state (hereinafter, referred to as a high probability state command) in the output buffer. For example, after the first jackpot game is completed, the main CPU41 sets a value that can specify that the state is controlled to a probability variable state to the probability state flag. On the other hand, after the second jackpot game is completed, the main CPU41 sets a value that can specify that the state is controlled to a non-probability variable state to the probability state flag.

[0107] When controlling to the low base state, the main CPU 41 sets a value that can specify that the game is controlled to the low base state to the base state flag stored in the main RWM 43. The main CPU 41 also stores control information that can specify that the game is in the low base state (hereinafter, referred to as a low base state command) in the output buffer. Incidentally, when a jackpot game is awarded, the main CPU 41 sets a value that can specify that the game is controlled to the low base state to the base state flag. Furthermore, the main CPU 41 stores the low base state command in the output buffer.

[0108] When controlling to the high base state, the main CPU41 sets a value that can specify that the game is controlled to the high base state after the end of the jackpot game in the base state flag. In addition, the main CPU41 stores control information that can specify that the game is in the high base state (hereinafter referred to as a high base state command) in the output buffer. Furthermore, the main CPU41 updates information that can specify the remaining number of times of the special game to be controlled to the high base state after the end of the jackpot game (hereinafter referred to as the number information). At this time, the main CPU41 updates the number information that can specify that the game is controlled to the high base state until the next jackpot game is awarded after the end of the first jackpot game. On the other hand, the main CPU41 updates the number information that can specify 100 times after the end of the second jackpot game. After the end of the second jackpot game, the main CPU41 subtracts 1 from the number of times that can be specified from the number information every time the special game ends, and updates the number information. Then, when the number of times that can be specified from the number information after subtracting 1 reaches 0, the main CPU41 controls to the low base state. Incidentally, when a big win game is awarded, the main CPU 41 updates and initializes the number of times that can be specified from the number of times information to 0. When the main CPU 41 updates the number of times information, it stores control information (hereinafter, referred to as a number of times command) that can specify the number of times that can be specified from the updated number of times information in the output buffer.

[0109] In the gaming machine 10, the base state flag is set to a value that can specify that the game is controlled to a low base state, and the probability state flag is set to a value that can specify that the game is controlled to a low probability state, thereby controlling the game to a normal state. That is, the main CPU 41 controls the game to a normal state by setting a value that can specify that the game is controlled to a low base state to the base state flag, and setting a value that can specify that the game is controlled to a low probability state to the probability state flag. Incidentally, when a jackpot game is awarded, the main CPU 41 sets a value that can specify that the game is controlled to a non-probability variable state to the probability state flag, and sets a value that can specify that the game is controlled to a low base state to the base state flag. Furthermore, the main CPU 41 stores the low probability state command in the output buffer, and stores the low base state command in the output buffer. In this embodiment, the main CPU 41 performs game state processing to realize a function as a game state control means that can control game states including a normal state. In this embodiment, the main control unit has a function as a game state control means.

[0110] In addition, the main CPU 41 controls the right hit lamp 22g to be lit in a light emission mode that notifies the user that a right hit is recommended when the base state is high. In this embodiment, the main CPU 41 controls the light emission mode of the right hit lamp 22g, thereby realizing a function as a first firing performance control means that controls the first firing performance execution means. In this embodiment, the main control unit has a function as a first firing performance control means.

[0111] Next, the normal symbol input process performed by the main CPU 41 will be described. In the normal symbol input process, the main CPU 41 judges whether the game ball has passed through the gate 33 based on whether a detection signal has been input from the gate sensor SE4. If the game ball has not passed through the gate 33, the main CPU 41 ends the normal symbol input process. On the other hand, if the game ball has passed through the gate 33, the main CPU 41 judges whether the normal reserved number stored in the main RWM 43 is less than the upper limit number. If the normal reserved number is not less than the upper limit number, the main CPU 41 ends the normal symbol input process. If the normal reserved number is less than the upper limit number, the main CPU 41 adds 1 to the normal reserved number stored in the main RWM 43 and updates it. The main CPU 41 controls the normal reserved display unit 22f so that the updated normal reserved number is displayed. The main CPU 41 stores control information (hereinafter referred to as a normal reserved number command) capable of identifying the updated normal reserved number in the output buffer. 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 possible to identify that it is random number information for a normal game and the storage order of the random number information. After that, the main CPU 41 ends the normal symbol input process.

[0112] Next, the normal symbol start process performed by the main CPU 41 will be described. In the normal symbol start process, the main CPU41 judges whether the execution conditions of the normal game are satisfied. The main CPU41 judges positively when the normal winning game is not being played and the normal game is not being played, whereas it judges negatively when the normal winning game is being played or the normal game is being played. If the execution conditions of the normal game are not satisfied, the main CPU41 ends the normal symbol start process. On the other hand, if the execution conditions of the normal game are satisfied, the main CPU41 judges whether the normal reserved number stored in the main RWM43 is 1 or more. If the normal reserved number is not 1 or more, the main CPU41 ends the normal symbol start process. If the normal reserved number is 1 or more, the main CPU41 updates the normal reserved number stored in the main RWM43 by subtracting 1. Furthermore, the main CPU41 controls the normal reserved display unit 22f so that the updated normal reserved number is displayed. In addition, the main CPU41 stores a normal reserved number command capable of identifying the updated normal reserved number in the output buffer.

[0113] Next, the main CPU41 reads out the random number information for the normal game that was stored first from the main RWM43. After reading out the first random number information, the main CPU41 erases the first random number information stored from the main RWM43. Next, the main CPU41 judges whether or not a normal win is won based on the read random number information for the normal game and the normal win judgment value stored in the main ROM42. This process corresponds to a normal win lottery (normal win judgment) for whether or not a normal win is won. For example, when the main CPU41 is in a high base state, the main CPU41 performs a normal win lottery with the winning probability in the high base state. When the main CPU41 is in a low base state, the main CPU41 performs a normal win lottery with the winning probability in the low base state. When a normal win is won, the main CPU41 determines the normal win symbol to be derived in the normal game and the fluctuation time of the normal game. When the normal win is determined to be non-winning, the main CPU 41 determines the normal losing symbol to be derived in the normal game and the fluctuation time of the normal game. For example, the main CPU 41 determines the fluctuation time of the normal game depending on whether the state is a low base state or a high base state. After that, the main CPU 41 ends the normal symbol start process.

[0114] Then, the main CPU41 executes the normal game by performing a process different from the normal symbol start process. Specifically, the main CPU41 controls the normal symbol display unit 22e so that the execution of the normal game is started. Furthermore, the main CPU41 controls the normal symbol display unit 22e so that the normal symbol determined in the normal symbol start process is displayed as a fixed stop when the variable time determined in the normal symbol start process has elapsed. When the normal game is started, the main CPU41 stores control information (hereinafter referred to as a normal game start command) capable of specifying the variable time of the normal game and the normal symbol to be displayed as a fixed stop in the normal game in the output buffer. Furthermore, when the variable time of the normal game has elapsed, the main CPU41 stores control information (hereinafter referred to as a normal game end command) capable of specifying the end of the normal game in the output buffer. In this embodiment, the main CPU41 performs control to execute the normal game, thereby realizing a function as a normal game control means for controlling the execution of the normal game. In this embodiment, the main control unit has a function as a normal game control means.

[0115] Next, the normal win process performed by the main CPU 41 will be described. After the normal game of the normal win is finished, the main CPU 41 performs normal win processing. In the normal win processing, the main CPU 41 starts control to generate a normal win game depending on whether the state is a low base state or a high base state. The main CPU 41 performs normal win processing to grant a normal win. For example, in the normal win processing, when the state is a high base state, the main CPU 41 controls the first actuator A1 so that the second start hole 27 is opened in the opening mode in the high base state. When the state is a low base state, the main CPU 41 controls the first actuator A1 so that the second start hole 27 is opened in the opening mode in the low base state. In this embodiment, the opening mode in the high base state is greater in the number of times the second start hole 27 is opened in one normal win game, and the total time the second start hole 27 is opened is longer, compared to the opening mode in the low base state. Therefore, when the second start hole 27 is opened in the opening mode in the high base state, it is easier to allow a game ball to enter the second start hole 27 than when the second start hole 27 is opened in the opening mode in the low base state. In this way, when the base state is high, the advantage of allowing a game ball to enter the second start hole 27 is higher than when the base state is low. In this embodiment, the main CPU 41 executes the normal win process, thereby realizing the function of a normal win granting means that grants a normal win game. In this embodiment, the main control unit has the function of a normal win granting means.

[0116] Next, the prize ball processing performed by the main CPU 41 will be described. When a detection signal from the first start sensor SE1 is input, the main CPU 41 controls so that three game balls are dispensed as prize balls. When a detection signal from the second start sensor SE2 is input, the main CPU 41 controls so that one game ball is dispensed as prize balls. When a detection signal from the count sensor SE3 is input, the main CPU 41 controls so that ten game balls are dispensed as prize balls. When a detection signal from the first general sensor SE5 is input, the main CPU 41 controls so that eight game balls are dispensed as prize balls. When a detection signal from the second general sensor SE6 is input, the main CPU 41 controls so that eight game balls are dispensed as prize balls. That is, when a game ball enters the second general winning opening 35, the main CPU 41 controls so that the game balls are dispensed as prize balls in response to the ball entering the second general winning opening 35. As described above, the main CPU 41 controls the number of game balls associated with the winning slot into which the game ball entered to be paid out as prize balls. In this embodiment, the main CPU 41 controls the game balls to be paid out as prize balls, thereby realizing a function as a prize ball control means that controls the payout of prize balls. In this embodiment, the main control unit has a function as a prize ball control means.

[0117] Next, various processes executed by the secondary CPU 51 based on the secondary control program will be described. When the sub-CPU 51 inputs a low probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that can identify a non-probability variable state. When the sub-CPU 51 inputs a high probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that can identify a probability variable state. When the sub-CPU 51 inputs a low base state command, it sets the sub-base state flag stored in the sub-RWM 53 to a value that can identify a low base state. When the sub-CPU 51 inputs a high base state command, it sets the sub-base state flag to a value that can identify a high base state. In addition, when the sub-CPU 51 inputs a number command, it updates the information (hereinafter referred to as sub number information) stored in the sub-RWM 53 so as to be able to identify the remaining number of special games to be controlled to the high base state after the end of a jackpot game that can be identified from the command. In addition, the sub-CPU 51 controls the effect display device 25 so that a right-hit notification effect is executed when in a high base state. Specifically, when in a high base state, the sub-CPU 51 controls the performance display device 25 so that a right-hit image GR is displayed.

[0118] In addition, the sub-CPU51 controls the auxiliary right-hit light-emitting unit 23d to be lit in a light-emitting manner that indicates that right-hitting is recommended when the base state is high. In this embodiment, the sub-CPU51 controls the light-emitting manner of the auxiliary right-hit light-emitting unit 23d, thereby realizing a function as a second firing performance control means that controls the second firing performance execution means. In this embodiment, the sub-control unit has a function as a second firing performance control means.

[0119] When the variable pattern command is input, the sub-CPU 51 controls the execution of a presentation game. In controlling the execution of a presentation game, the sub-CPU 51 determines a symbol combination by presentation symbols to be finally derived in the presentation game based on the variable pattern command and the symbol command. When a jackpot symbol can be specified from the symbol command, the sub-CPU 51 determines a jackpot presentation symbol combination. When a miss symbol can be specified from the symbol command, the sub-CPU 51 determines a miss presentation symbol combination. When a reach presentation is executed, the sub-CPU 51 determines a miss presentation symbol combination including a reach.

[0120] In controlling the execution of the presentation game, the sub-CPU51 controls the presentation display device 25 so that the presentation pattern is variably displayed and the presentation game is started in response to the input of a variation pattern command. The sub-CPU51 also temporarily stops the display of the pattern combination of the determined presentation patterns at a predetermined timing. After that, the sub-CPU51 stops and displays the presentation pattern combination in a confirmed state in response to the input of a game end command. The sub-CPU51 may also time a variation time that can be specified from the variation pattern, regardless of the game end command, and stop and display the presentation pattern combination in response to the passage of the variation time. In this case, the game end command may be omitted.

[0121] When the sub-CPU 51 inputs the variable pattern command, it performs control to execute the auxiliary display game. In performing control to execute the auxiliary display game, the sub-CPU 51 controls the effect display device 25 so that the auxiliary display pattern is variably displayed in response to the input of the variable pattern command and the auxiliary display game is started. After that, the sub-CPU 51 performs fixed stop display of the auxiliary display pattern in response to the input of the game end command. Specifically, the sub-CPU 51 displays fixed stop display of the auxiliary display pattern imitating the same number as the left pattern in the effect pattern combination to be fixed stop display in the effect game as the upper row of auxiliary display patterns. Also, the sub-CPU 51 displays fixed stop display of the auxiliary display pattern imitating the same number as the middle pattern in the effect pattern combination to be fixed stop display in the effect game as the middle row of auxiliary display patterns. Similarly, the sub-CPU 51 displays fixed stop display of the auxiliary display pattern imitating the same number as the right pattern in the effect pattern combination to be fixed stop display in the effect game as the lower row of auxiliary display patterns. The sub-CPU51 may measure a variation time that can be specified from the variation pattern, regardless of the game end command, and may display the auxiliary display symbols in a fixed, stopped state when the variation time has elapsed. In this case, the game end command may be omitted. In this embodiment, the sub-CPU51 thus controls the execution of the auxiliary display game, thereby realizing a function as a special game control means that controls the execution of the special game. The sub-control unit has a function as a special game control means.

[0122] When the variable pattern command is input, the sub-CPU51 controls the execution of the auxiliary light-emitting game. Specifically, the sub-CPU51 controls the game light-emitting unit 23a so that the execution of the auxiliary light-emitting game is started upon input of the variable pattern command. For example, the main CPU41 controls the light-emitting body constituting the game light-emitting unit 23a to be lit in a corresponding light-emitting mode during the execution of the auxiliary light-emitting game. Then, the sub-CPU51 controls the game light-emitting unit 23a so that the auxiliary light-emitting symbol is displayed in a fixed stop upon input of a game end command. Thus, in this embodiment, the sub-CPU51 controls the execution of the auxiliary light-emitting game, thereby realizing a function as a specific game control means for controlling the execution of the specific game. And the sub-control unit has a function as a specific game control means.

[0123] When the first hold number command is input, the sub-CPU51 updates the first hold number auxiliary image FE1. Specifically, when the first hold number command that can specify that the first special hold number is "0" is input, the sub-CPU51 controls the performance display device 25 so that the first hold number auxiliary image FE1 including "0" is displayed. When the first hold number command that can specify that the first special hold number is "1" is input, the sub-CPU51 controls the performance display device 25 so that the first hold number auxiliary image FE1 including "1" is displayed. When the first hold number command that can specify that the first special hold number is "2" is input, the sub-CPU51 controls the performance display device 25 so that the first hold number auxiliary image FE1 including "2" is displayed. When the first hold number command that can specify that the first special hold number is "3" is input, the sub-CPU51 controls the performance display device 25 so that the first hold number auxiliary image FE1 including "3" is displayed. When a first hold number command that can identify the first special hold number as "4" is input, the sub-CPU 51 controls the performance display device 25 so that a first hold number auxiliary image FE1 including "4" is displayed.

[0124] When the second reserved number command is input, the sub-CPU51 updates the second reserved number auxiliary image FE2. Specifically, when the second reserved number command that can specify that the second special reserved number is "0" is input, the sub-CPU51 controls the performance display device 25 so that the second reserved number auxiliary image FE2 including "0" is displayed. When the second reserved number command that can specify that the second special reserved number is "1" is input, the sub-CPU51 controls the performance display device 25 so that the second reserved number auxiliary image FE2 including "1" is displayed. When the second reserved number command that can specify that the second special reserved number is "2" is input, the sub-CPU51 controls the performance display device 25 so that the second reserved number auxiliary image FE2 including "2" is displayed. When the second reserved number command that can specify that the second special reserved number is "3" is input, the sub-CPU51 controls the performance display device 25 so that the second reserved number auxiliary image FE2 including "3" is displayed. When a second hold number command that can identify the second special hold number as "4" is input, the sub-CPU 51 controls the performance display device 25 so that a second hold number auxiliary image FE2 including "4" is displayed.

[0125] When it is possible to determine from the input first hold number command that the first special hold number has increased, the sub-CPU51 controls the performance display device 25 to display the same number of hold images Ha as the first special hold number that is possible to determine from the input first hold number command. For example, when the hold image H1a is displayed on the performance display device 25, if a first hold number command that is possible to determine that the first special hold number is "2" is input, the sub-CPU51 controls the performance display device 25 to newly display the hold image H2a.

[0126] When it is possible to determine from the input second hold number command that the second special hold number has increased, the sub-CPU51 controls the performance display device 25 to display the same number of hold images Hb as the second special hold number that is possible to determine from the input second hold number command. For example, when the hold image H1b is displayed on the performance display device 25, if a second hold number command that is possible to determine that the second special hold number is "2" is input, the sub-CPU51 controls the performance display device 25 to newly display the hold image H2b.

[0127] In addition, when the sub-CPU 51 inputs the first variation pattern command, it controls the performance display device 25 so that the reserved image Ha is moved and displayed. Specifically, when the sub-CPU 51 inputs the first variation pattern command, it controls the performance display device 25 so that the execution image ZG based on the reserved image H1a is displayed in the execution area ZR. Furthermore, when the reserved image H2a is displayed, the sub-CPU 51 controls the performance display device 25 so that the reserved image Ha that was displayed as the reserved image H2a is displayed as the reserved image H1a. Similarly, when the reserved image H3a is displayed, the sub-CPU 51 controls the performance display device 25 so that the reserved image Ha that was displayed as the reserved image H3a is displayed as the reserved image H2a. In addition, when the reserved image H4a is displayed, the sub-CPU 51 controls the performance display device 25 so that the reserved image Ha that was displayed as the reserved image H4a is displayed as the reserved image H3a.

[0128] When the sub-CPU 51 inputs the second variation pattern command, it controls the performance display device 25 so that the reserved image Hb is moved and displayed. Specifically, when the sub-CPU 51 inputs the second variation pattern command, it controls the performance display device 25 so that the execution image ZG based on the reserved image H1b is displayed in the execution area ZR. Furthermore, when the reserved image H2b is displayed, the sub-CPU 51 controls the performance display device 25 so that the reserved image Hb that was displayed as the reserved image H2b is displayed as the reserved image H1b. Similarly, when the reserved image H3b is displayed, the sub-CPU 51 controls the performance display device 25 so that the reserved image Hb that was displayed as the reserved image H3b is displayed as the reserved image H2b. Furthermore, when the reserved image H4b is displayed, the sub-CPU 51 controls the performance display device 25 so that the reserved image Hb that was displayed as the reserved image H4b is displayed as the reserved image H3b.

[0129] Furthermore, when a first reserved number command is input, the sub-CPU 51 controls the first reserved light-emitting unit 23b. At this time, the sub-CPU 51 controls the first reserved light-emitting unit 23b so that it emits light in a light-emitting manner that allows the first special reserved number that can be identified from the input first reserved number command to be recognized. For example, in this embodiment, when a first reserved number command that can identify that the first special reserved number is "0" is input, the sub-CPU 51 controls the first reserved light-emitting unit 23b so that all the light-emitting elements that make up the first reserved number light-emitting unit 23b are turned off.

[0130] When the second reserved number command is input, the sub-CPU51 controls the second reserved light-emitting unit 23c. At this time, the sub-CPU51 controls the second reserved light-emitting unit 23c so that it emits light in a light-emitting manner that allows the second special reserved number that can be specified from the input second reserved number command to be recognized. For example, in this embodiment, when a second reserved number command that can specify that the second special reserved number is "0" is input, the sub-CPU51 controls the second reserved light-emitting unit 23c so that all the light-emitting bodies that constitute the second reserved light-emitting unit 23c are turned off. In this way, in this embodiment, the light-emitting manner of the reserved light-emitting units 23b and 23c is controlled by the sub-CPU51, thereby realizing a function as a second reserved display control means that controls the notification content of the second reserved number notification means. And the sub-control unit has a function as a second reserved display control means.

[0131] When the sub-CPU 51 inputs a normal game start command, it controls the execution of the auxiliary normal game. In controlling the execution of the auxiliary normal game, the sub-CPU 51 controls the effect display device 25 so that the auxiliary normal symbols are variably displayed and the auxiliary normal game is started upon input of the normal game start command. After that, the sub-CPU 51 controls the effect display device 25 so that the auxiliary normal symbols are displayed as fixed stop upon input of the normal game end command. Specifically, when the normal symbols that can be specified from the normal game start command are normal winning symbols, the sub-CPU 51 controls the effect display device 25 so that the auxiliary normal symbols of the normal winning symbols are displayed as fixed stop. On the other hand, when the normal symbols that can be specified from the normal game start command are normal losing symbols, the sub-CPU 51 controls the effect display device 25 so that the auxiliary normal symbols of the normal losing symbols are displayed as fixed stop. Note that the sub-CPU 51 may time the variable time of the normal game that can be specified from the normal game start command regardless of the normal game end command, and display the auxiliary normal symbols as fixed stop upon the lapse of the variable time. In this case, the normal game end command may be omitted.

[0132] The sub-CPU51 controls at least one of the various performance devices 17, 18, 25 so that a performance during a jackpot game is performed when a jackpot game is awarded. Specifically, the sub-CPU51 controls at least one of the various performance devices 17, 18, 25 so that an opening performance is performed when an opening command is input. The sub-CPU51 controls at least one of the various performance devices 17, 18, 25 so that a round performance is performed when a round command is input. The sub-CPU51 controls at least one of the various performance devices 17, 18, 25 so that an ending performance is performed when an ending command is input. In addition, the sub-CPU51 controls the performance display device 25 so that a right-hit notification performance is performed when a jackpot game is awarded. In addition, the sub-CPU51 controls the auxiliary right-hit light-emitting unit 23d to be lit in a light-emitting mode that notifies the player that a right hit is recommended when a jackpot game is awarded.

[0133] Next, the control relating to the volume adjustment and the control relating to the brightness adjustment will be described. The sub-RWM 53 stores information (hereinafter referred to as volume information) that can identify a volume level that is set among levels that can be set as the volume. In principle, the sub-CPU 51 controls the speaker 18 so that sound effects are performed at a volume level that can be identified from the volume information. For example, the sub-CPU 51 controls the speaker 18 so that background sound is output at a volume level that can be identified from the volume information.

[0134] In a situation where the volume can be adjusted, if the sub-CPU 51 receives a detection signal from the up button UB and the volume level identifiable from the volume information has not reached the upper limit, the sub-CPU 51 raises the volume level by one and updates the volume information to identify the volume level after the increase. Similarly, in a situation where the volume can be adjusted, if the sub-CPU 51 receives a detection signal from the down button DB and the volume level identifiable from the volume information has not reached the lower limit, the sub-CPU 51 lowers the volume level by one and updates the volume information to identify the volume level after the decrease.

[0135] The sub-RWM 53 stores information (hereinafter referred to as brightness information) that can identify a brightness level that is set among levels that can be set as brightness. In principle, the sub-CPU 51 controls the decorative lamps 17 and the backlight of the performance display device 25 so that a light-emitting performance is performed at a brightness level that can be identified from the brightness information. For example, the sub-CPU 51 controls the backlight of the performance display device 25 so that light is emitted at a brightness level that can be identified from the brightness information.

[0136] In a situation where the brightness is adjustable, if the sub-CPU 51 receives a detection signal from the right button RB and the brightness level specifiable from the brightness information has not reached the upper limit, the sub-CPU 51 raises the brightness level by one and updates the brightness information to one that can specify the brightness level after the increase. Similarly, in a situation where the brightness is adjustable, if the sub-CPU 51 receives a detection signal from the left button LB and the brightness level specifiable from the brightness information has not reached the lower limit, the sub-CPU 51 lowers the brightness level by one and updates the brightness information to one that can specify the brightness level after the decrease.

[0137] In this embodiment, the sub-CPU51 controls the decorative lamp 17 as decorative light-emitting means, thereby realizing a function as a decorative light-emitting control means that controls the decorative light-emitting means. The sub-control unit has a function as a decorative light-emitting control means. In this embodiment, the sub-CPU51 controls the speaker 18 as sound output means, thereby realizing a function as a sound output control means that controls the sound output means. In other words, the sub-control unit has a function as a sound output control means. In this embodiment, the sub-CPU51 controls the performance display device 25 as display means, thereby realizing a function as a display control means that controls the display means. The sub-control unit has a function as a display control means.

[0138] In the gaming machine 10, the situation in which the volume can be adjusted includes, for example, a situation in which a special game is being played. The situation in which the volume can be adjusted includes, for example, a situation in which a big win game has been awarded. The situation in which the volume can be adjusted includes, for example, a waiting state, which will be described later. However, the situation in which the volume can be adjusted does not include, for example, a progress-impossible state, which will be described later. Also, in the gaming machine 10, the situation in which the brightness can be adjusted is the same as the situation in which the volume can be adjusted.

[0139] The gaming machine 10 may be controlled to a progress-disabled state in which it is impossible to proceed with the game. That is, the gaming machine 10 can be controlled to a progress-disabled state in which it is impossible to proceed with the game. The control related to the progress-disabled state includes maximum difference information processing and progress-disabled processing.

[0140] First, the maximum difference information processing will be described. The maximum difference number information processing corresponds to a process of counting the maximum difference number. Information capable of identifying the maximum difference number (hereinafter referred to as maximum difference number information) is stored in the main RWM 43. In the maximum difference number information processing, the main CPU 41 updates the maximum difference number information and counts the maximum difference number. In this embodiment, a value that can be identified from the maximum difference number information, that is, the maximum difference number, corresponds to a changeable specific value.

[0141] In the maximum difference number information processing, when the main CPU 41 controls to pay out game balls as prize balls, it adds the number of paid out game balls to a value that can be specified from the maximum difference number information, and updates the maximum difference number information. When the main CPU 41 receives a detection signal from the out sensor SE7, it subtracts 1 from the value that can be specified from the maximum difference number information, and updates the maximum difference number information. However, when the value that can be specified from the maximum difference number information before the subtraction is 0, the main CPU 41 does not update the maximum difference number information. When the main CPU 41 updates the maximum difference number information, it stores control information (hereinafter, referred to as a maximum difference number command) that can specify the updated maximum difference number in the output buffer. As described above, the maximum difference number is counted based on the number of prize balls awarded since the start of power supply and the number of out balls (valid balls) since the start of power supply. In this way, the maximum difference number can change as the game progresses. That is, the specific value is a value that can change as the game progresses.

[0142] Next, the progress disable process will be described with reference to FIG. In the progress disable process, the main CPU 41 judges whether a magnetic error has been detected (step S101). In step S101, the main CPU 41 judges whether a magnetic error has been detected based on whether a detection signal from the magnetic sensor SEj has been input. If a magnetic error is detected (step S101; YES), the main CPU 41 stores a magnetic disable command in an output buffer and outputs it to the sub-board 50 (step S102). After that, the main CPU 41 performs a loop process. As a result, the main CPU 41 performs the loop process until the power supply is cut off. The state in which the loop process is being performed is a progress disable state in which it is impossible to proceed with the game. For example, in the state in which the loop process is being performed, the special symbol input process is not performed, so that the execution of the special game is not suspended even if a game ball enters the start hole 26, 27. For example, in the state in which the loop process is being performed, the special symbol start process is not performed, so that the special game is not executed. For example, when the loop process is being performed, the prize ball process is not performed, so that even if a game ball enters any of the starting holes 26, 27, the big prize hole 31, and the general prize holes 34, 35, the prize balls are not awarded. For example, when the loop process is being performed, the big win process is not performed, so that the awarding of the big win game is not started. For example, when the loop process is being performed, the process related to the normal game is not performed. Therefore, for example, when the loop process is being performed, the execution of the normal game is not suspended. For example, when the loop process is being performed, the normal game is not executed. For example, when the loop process is being performed, the normal win game is not awarded.

[0143] If a magnetic error is not detected (step S101; NO), the main CPU 41 judges whether or not the planned progress impossibility information is stored in the main RWM 43 (step S103). Although details will be described later, the planned progress impossibility information corresponds to information stored in the main RWM 43 under a situation where it has been decided that the progress will be impossible, but the progress is not controlled to be impossible because a big win game is being awarded.

[0144] When the progress disable scheduled information is stored (step S103; YES), the main CPU 41 judges whether a jackpot game has been awarded (step S104). When a jackpot game has been awarded (step S104; YES), the main CPU 41 ends the progress disable process. On the other hand, when a jackpot game has not been awarded (step S104; NO), the main CPU 41 controls the light emission modes of the various display units 22a to 22g to the light emission modes in the progress disable state (step S105). The light emission modes of the display units 22a to 22g, including the light emission modes in the progress disable state, will be described later.

[0145] Following the process of step S105, the main CPU 41 stores the unspecifiable command in the output buffer and outputs it to the sub-board 50 (step S106). Thereafter, the main CPU 41 performs loop processing. As a result, similar to after the process of step S102, the main CPU 41 performs loop processing until the power supply is cut off. The state in which the loop processing is being performed is a non-progression state in which it is impossible to proceed with the game.

[0146] On the other hand, if no progress-disabling scheduled information is stored (step S103; NO), the main CPU 41 judges whether the maximum difference number has reached a specified value (step S107). In the gaming machine 10, the specified value is set to "99000." Therefore, in step S107, the main CPU 41 judges whether the maximum difference number that can be specified from the maximum difference number information of the main RWM 43 has reached 99000. Then, if the maximum difference number has not reached the specified value (step S107; NO), the main CPU 41 ends the progress-disabling process.

[0147] If the maximum difference number reaches the specified value (step S107; YES), the main CPU 41 judges whether a big win game has been awarded (step S108). If a big win game has been awarded (step S108; YES), the main CPU 41 stores the progress disable scheduled information in the main RWM 43 (step S109). Next, the main CPU 41 stores the specific scheduled command in the output buffer and outputs it to the sub-board 50 (step S110). After that, the main CPU 41 ends the progress disable process.

[0148] On the other hand, when a big win game has not been awarded (step S108; NO), the main CPU 41 controls the light emission mode of each of the display units 22a to 22g to the light emission mode in the progress impossible state (step S111). Next, the main CPU 41 stores the unspecified command in the output buffer and outputs it to the sub-board 50 (step S112). After that, the main CPU 41 performs a loop process. As a result, the main CPU 41 performs the loop process until the power supply is cut off, similarly to after the process of step S102 and the process of step S106. The state in which the loop process is being performed is a progress impossible state in which it is impossible to progress the game.

[0149] As described above, in the gaming machine 10, when the maximum difference number reaches the specified value, the gaming machine 10 is controlled to be in a non-progress state. In this embodiment, the special condition is established when the maximum difference number as a variable specific value reaches the specified value. In other words, the special condition in this embodiment is established when the maximum difference number reaches the specified value. Then, in the gaming machine 10, the gaming machine 10 is controlled to be in a non-progress state when the special condition is established. Specifically, in the gaming machine 10, the main CPU 41 performs a loop process when the special condition is established, so that the gaming machine 10 is controlled to be in a non-progress state. In this embodiment, the main CPU 41 performs a loop process when the special condition is established, so that the gaming machine 10 is realized as a function of a non-progress state control means capable of controlling the gaming machine 10 to be in a non-progress state when the special condition is established. In this way, the main control unit has a function as a non-progress state control means capable of controlling the gaming machine 10 to be in a non-progress state when the special condition is established.

[0150] Furthermore, in the gaming machine 10, when a magnetic error is detected as a specific error, the gaming machine 10 is controlled to the progress disabled state. In this way, in the gaming machine 10, even if the maximum difference number does not reach the specified value, when a magnetic error is detected, the gaming machine 10 is controlled to the progress disabled state. In other words, even if the maximum difference number does not reach the specified value, the main CPU 41 may be controlled to the progress disabled state in response to the detection of a magnetic error. That is, in this embodiment, the progress disabled state control means can control to the progress disabled state in response to the detection of a specific error even if a special condition is not established.

[0151] In addition, in the gaming machine 10, for example, when the maximum difference number reaches a specified value while a jackpot game is awarded, the progress-disabled scheduled information is stored in the main RWM 43, but the game is not controlled to a progress-disabled state until the jackpot game ends. In addition, in the gaming machine 10, for example, when the maximum difference number reaches a specified value while a jackpot game is awarded, the game is controlled to a progress-disabled state after the jackpot game ends. In other words, in the gaming machine 10, for example, when the maximum difference number reaches a specified value while a jackpot game is awarded, the game is controlled to a progress-disabled state after waiting for the jackpot game to end. As described above, the gaming machine 10 is configured to be controllable to a progress-disabled state after the jackpot game ends when a special condition is established during the jackpot game.

[0152] However, in the gaming machine 10, even if the maximum difference number reaches a specified value during a jackpot game, if a magnetic error is detected before the jackpot game ends, the game is controlled to a non-progress state triggered by the detection of a magnetic error, without waiting for the end of the jackpot game. If the game is controlled to a non-progress state triggered by the detection of a magnetic error during a jackpot game, the jackpot game is stopped and the game is controlled to a non-progress state. In other words, in the gaming machine 10, even after a special condition is established, if a specific error is detected, the jackpot game is stopped and the game is controlled to a non-progress state. Incidentally, when the maximum difference number reaches a specified value during a jackpot game and an impossibility notice performance is being executed in the performance display device 25, if a magnetic error is detected before the end of the jackpot game, the execution of the impossibility notice performance is stopped. Then, the execution of the impossibility notice performance is stopped, and the performance display device 25 executes a second impossibility notice performance.

[0153] If a magnetic error is detected during a jackpot game and the maximum difference number reaches a specified value but before the jackpot game ends, and the machine is controlled to a non-progression state, the machine will not be restored to the jackpot game after that. If a magnetic error is detected during a jackpot game and the machine is controlled to a non-progression state but before the jackpot game ends, and the maximum difference number reaches a specified value but before the jackpot game ends, the machine will not be controlled to a non-progression state after the magnetic error is detected.

[0154] Also, in the gaming machine 10, for example, when the maximum difference number reaches a specified value while a special game is being executed, the gaming machine 10 is controlled to a non-progress state even if the special game is being executed. At this time, execution of the special game is stopped. In this way, in the gaming machine 10, when the maximum difference number reaches a specified value while a special game is being executed, the gaming machine 10 is controlled to a non-progress state without waiting for the special game to end. That is, in this embodiment, when a special condition is established during execution of a variable game, the gaming machine 10 is controlled to a non-progress state without waiting for the variable game to end. That is, in the gaming machine 10, when the maximum difference number reaches a specified value while a special game is being executed, the gaming machine 10 is controlled to a non-progress state before the special game ends.

[0155] In the gaming machine 10, when the process of step S111 is executed by the main CPU 41 during the execution of the first special game, the light emission state of the light emitter constituting the first special symbol display unit 22a is switched from the light emission state corresponding to the execution of the first special game to the light emission state in the progress impossible state. As a result, the first special game being executed is forcibly ended. Similarly, in the gaming machine 10, when the process of step S111 is executed by the main CPU 41 during the execution of the second special game, the light emission state of the light emitter constituting the second special symbol display unit 22b is switched from the light emission state corresponding to the execution of the second special game to the light emission state in the progress impossible state. As a result, the second special game being executed is forcibly ended. In this way, in the gaming machine 10, when the maximum difference number reaches a specified value while the special game is being executed, the light emission state of the light emitter constituting the special symbol display units 22a, 22b becomes the light emission state in the progress impossible state, and the special game being executed is forcibly ended.

[0156] In the gaming machine 10, when the processing of step S104 or step S111 is executed during the execution of the normal game, the light emission mode of the light emitters constituting the normal symbol display section 22e is switched from the light emission mode corresponding to the execution of the normal game to the light emission mode in the progress impossible state. This causes the normal game being executed to be forcibly ended. In this way, in the gaming machine 10, when the maximum difference number reaches the specified value while the normal game is being executed, the light emission mode of the light emitters constituting the normal symbol display section 22e becomes the light emission mode in the progress impossible state, and the normal game being executed is forcibly ended.

[0157] In addition, in the gaming machine 10, when the processing of step S104 or step S111 is executed by the main CPU 41 in a situation in which a right hit is recommended, the light emission mode of the light-emitting element constituting the right hit lamp 22g is switched from a light emission mode indicating that a right hit is recommended to a light emission mode in a state in which progress is impossible.

[0158] The gaming machine 10 can execute an impossibility notification effect that allows a player to identify that the game has been controlled to an impossible progress state. The impossibility notification effect corresponds to an effect that notifies the player that the game has been controlled to an impossible progress state. When the game has been controlled to an impossible progress state, the impossibility notification effect is executed by the effect display device 25. Furthermore, when the game has been controlled to an impossible progress state, the impossibility notification effect is executed by the frame decoration lamp 17a and the board decoration lamp 17b. When the impossibility notification effect is executed, the impossibility notification effect is continuously executed at least until the power supply is cut off. In the gaming machine 10, the impossibility notification effect includes a first impossibility notification effect that allows a player to identify that the game has been controlled to an impossible progress state when a special condition is satisfied, and a second impossibility notification effect that allows a player to identify that the game has been controlled to an impossible progress state when a magnetic error is detected.

[0159] As shown in FIG. 6(a), in the gaming machine 10, the first impossibility notification effect is executed by displaying the first impossibility notification image Gf1 on the effect display device 25. The first impossibility notification image Gf1 is an image including text information such as "Today's game has ended." In this way, the effect display device 25 is capable of executing the first impossibility notification effect. In addition, in the gaming machine 10, when the first impossibility notification effect is executed, the frame decoration lamp 17a and the board decoration lamp 17b flash in red at a predetermined interval. In this way, the frame decoration lamp 17a and the board decoration lamp 17b are capable of executing the first impossibility notification effect. The first impossibility notification effect can be said to be an effect that can identify that a special condition has been established.

[0160] As shown in FIG. 6(b), in the gaming machine 10, the second impossibility notification image Gf2 is displayed on the effect display device 25, thereby executing the second impossibility notification effect. The second impossibility notification image Gf2 is an image including text information such as "Magnetism has been detected." In this manner, the effect display device 25 is capable of executing the second impossibility notification effect. In addition, in the gaming machine 10, when the second impossibility notification effect is executed, the frame decoration lamp 17a and the board decoration lamp 17b flash in red at a predetermined interval. In this manner, the frame decoration lamp 17a and the board decoration lamp 17b are capable of executing the second impossibility notification effect. The second impossibility notification effect can be said to be an effect that can identify that magnetism has been detected, that is, that a magnetic error has been detected.

[0161] As described above, when the first impossible notification effect is executed and when the second impossible notification effect is executed in the gaming machine 10, the illumination state of the decorative lamp 17 is the same, but the image displayed on the effect display device 25 is different. Even when the gaming machine 10 is controlled to the impossible progress state, the display content of the effect display device 25 is different when the game machine 10 is controlled to the impossible progress state because the maximum difference number has reached a specified value and when the game machine 10 is controlled to the impossible progress state because a magnetic error has been detected.

[0162] In the gaming machine 10, when the game is controlled to the progress impossible state, the brightness cannot be adjusted even if the right button RB or the left button LB is operated. Therefore, in the gaming machine 10, when the first impossible notification performance is being executed, it can be considered that none of the light-emitting devices of the frame decoration lamp 17a, the board decoration lamp 17b, and the backlight of the performance display device 25 are subject to brightness adjustment. Similarly, in the gaming machine 10, when the second impossible notification performance is being executed, it can be considered that none of the light-emitting devices of the frame decoration lamp 17a, the board decoration lamp 17b, and the backlight of the performance display device 25 are subject to brightness adjustment. Note that, in the gaming machine 10, when the game is controlled to the progress impossible state, the volume cannot be adjusted even if the up button UB or the down button DB is operated.

[0163] Incidentally, when the first impossibility notification performance is being executed, the frame decoration lamp 17a and the board decoration lamp 17b emit light at a predetermined brightness (for example, maximum brightness). Also, when the first impossibility notification performance is being executed, the backlight of the performance display device 25 emits light at the adjusted brightness, that is, at a brightness level that can be determined from the brightness information. Similarly, when the second impossibility notification performance is being executed, the frame decoration lamp 17a and the board decoration lamp 17b emit light at a predetermined brightness (for example, maximum brightness). Also, when the second impossibility notification performance is being executed, the backlight of the performance display device 25 emits light at the adjusted brightness, that is, at a brightness level that can be determined from the brightness information.

[0164] The gaming machine 10 can execute a failure notice performance that allows a player to specify that the game machine will be controlled to a non-progression state after the end of a jackpot game. The failure notice performance corresponds to a predetermined performance that suggests or notifies the player that the game machine will be controlled to a non-progression state after the end of a jackpot game. The failure notice performance can also be said to be a predetermined performance that allows a player to specify that the game machine will be controlled to a non-progression state after the end of a jackpot game. The failure notice performance is executed by the performance display device 25 when the maximum difference number reaches a specified value when a jackpot game is awarded. In this embodiment, the performance display device 25 capable of executing the failure notice performance realizes a function as a predetermined performance execution means capable of executing a predetermined performance. In this way, in this embodiment, the predetermined performance execution means is capable of executing a predetermined performance. Furthermore, the failure notice performance is executed by the frame decoration lamp 17a and the board decoration lamp 17b when the maximum difference number reaches a specified value when a jackpot game is awarded. When the failure notice performance is executed, the failure notice performance is executed continuously at least until the power supply is cut off.

[0165] As shown in FIG. 7(a), in the gaming machine 10, the impossibility notice image Gb is displayed on the effect display device 25, thereby executing the impossibility notice effect. The impossibility notice image Gb is an image including text information such as "The game will stop after the big win game ends." In this way, the effect display device 25 is capable of executing the impossibility notice effect. In addition, in the gaming machine 10, when the impossibility notice effect is executed, the frame decoration lamp 17a and the board decoration lamp 17b flash red at a predetermined interval. In this way, the frame decoration lamp 17a and the board decoration lamp 17b are capable of executing the impossibility notice effect. The impossibility notice effect can be said to be an effect that can specify that the special condition has been established but that the game is not controlled to the progress-impossible state. Incidentally, when the maximum difference number reaches a specified value during the execution of the special game, the game enters the progress-impossible state without waiting for the end of the special game. For this reason, in the gaming machine 10, the impossibility notice effect is not executed during the execution of the special game.

[0166] As described above, in the gaming machine 10, when the impossibility notice performance is executed and when the first impossibility notification performance is executed, the illumination mode of the decorative lamp 17 is the same, but the image displayed on the performance display device 25 is different. Also, in the gaming machine 10, when the impossibility notice performance is executed and when the second impossibility notification performance is executed, the illumination mode of the decorative lamp 17 is the same, but the image displayed on the performance display device 25 is different.

[0167] Incidentally, in the gaming machine 10, even when the impossibility notice performance is being executed, the brightness can be adjusted by operating at least one of the right button RB and the left button LB. However, when the impossibility notice performance is being executed, the frame decoration lamp 17a and the board decoration lamp 17b emit light at a predetermined brightness (for example, maximum brightness). On the other hand, when the impossibility notice performance is being executed, the backlight of the performance display device 25 emits light at the adjusted brightness, that is, at a brightness level that can be specified from the brightness information. For this reason, if the brightness is adjusted when the impossibility notice performance is being executed, the adjusted brightness is reflected in the brightness of the backlight of the performance display device 25, but is not reflected in the brightness of the frame decoration lamp 17a and the board decoration lamp 17b. Therefore, in the gaming machine 10, when the impossibility notice performance is being executed, it can be considered that neither of the light-emitting devices of the frame decoration lamp 17a nor the board decoration lamp 17b is subject to brightness adjustment. On the other hand, in the gaming machine 10, when the impossibility notice performance is being executed, it can be considered that the backlight of the performance display device 25 is subject to brightness adjustment.

[0168] The gaming machine 10 can execute an arrival notice performance that allows a player to identify that the maximum difference number is approaching a specified value. The arrival notice performance can also be said to be a performance that notifies the player that the maximum difference number is approaching a specified value. The arrival notice performance is executed in the performance display device 25 when the remaining value until the maximum difference number reaches the specified value becomes less than a predetermined notice start value. In other words, the arrival notice performance is executed in the performance display device 25 when the remaining value until the maximum difference number reaches the specified value falls below the notice start value. Furthermore, the arrival notice performance is executed in the frame decoration lamp 17a out of the frame decoration lamp 17a and the board decoration lamp 17b when the remaining value until the maximum difference number reaches the specified value becomes less than a predetermined notice start value. In other words, the arrival notice performance is not executed in the board decoration lamp 17b. When the arrival notice performance is executed, the arrival notice performance is continuously executed until the maximum difference number reaches the specified value. In the following description, the remaining value until the maximum difference number reaches the specified value is referred to as the "remaining arrival difference number".

[0169] In the gaming machine 10, when the remaining arrival difference falls below the notice start value while the arrival notice performance is not being executed, the execution of the arrival notice performance is started. However, in the gaming machine 10, after the remaining arrival difference falls below the notice start value and the execution of the arrival notice performance is started, the execution of the arrival notice performance may not end even if the remaining arrival difference exceeds the notice start value. Specifically, in the gaming machine 10, after the remaining arrival difference falls below the notice start value and the arrival notice performance is executed, even if the remaining arrival difference becomes equal to or greater than the notice start value, the execution continues until the remaining arrival difference reaches the notice end value. In this embodiment, the notice start value is set to "500" and the notice end value is set to "1000".

[0170] As shown in FIG. 7(b), in the gaming machine 10, the arrival notice image Gc is displayed on the effect display device 25, thereby executing the arrival notice effect. The arrival notice image Gc is an image including text information such as "The maximum difference number will soon reach the specified value." For example, the arrival notice image Gc may be an image including information indicating the remaining arrival difference number. In this way, the effect display device 25 is capable of executing the arrival notice effect. Also, in the gaming machine 10, when the arrival notice effect is executed, the frame decoration lamp 17a flashes in red at a predetermined interval. In this way, the frame decoration lamp 17a is capable of executing the arrival notice effect. The arrival notice effect is an effect that can be executed before the special condition is established, and can be said to be an effect that can identify that the special condition is close to being established.

[0171] The arrival notice performance can be executed when a special game is being played. The arrival notice performance can be executed when a big win game has been awarded. In this way, the arrival notice performance can be executed both when a special game is being played and when a big win game has been awarded.

[0172] As described above, in the gaming machine 10, when the arrival notice performance is executed and when the first impossibility notice performance is executed, the light emission mode of the frame decoration lamp 17a is the same, but the light emission mode of the board decoration lamp 17b is different, and the image displayed on the performance display device 25 is different. Also, in the gaming machine 10, when the arrival notice performance is executed and when the second impossibility notice performance is executed, the light emission mode of the frame decoration lamp 17a is the same, but the light emission mode of the board decoration lamp 17b is different, and the image displayed on the performance display device 25 is different. Also, in the gaming machine 10, when the arrival notice performance is executed and when the impossibility notice performance is executed, the light emission mode of the frame decoration lamp 17a is the same, but the light emission mode of the board decoration lamp 17b is different, and the image displayed on the performance display device 25 is different.

[0173] Incidentally, in the gaming machine 10, even when the arrival notice performance is being executed, the brightness can be adjusted by operating at least one of the right button RB and the left button LB. However, when the arrival notice performance is being executed, the frame decoration lamp 17a emits light at a predetermined brightness (for example, maximum brightness). On the other hand, when the arrival notice performance is being executed, the board decoration lamp 17b and the backlight of the performance display device 25 emit light at the adjusted brightness, that is, at a brightness level that can be specified from the brightness information. For this reason, if the brightness is adjusted when the arrival notice performance is being executed, the adjusted brightness is reflected in the brightness of the board decoration lamp 17b and the backlight of the performance display device 25, but is not reflected in the brightness of the frame decoration lamp 17a. Therefore, in the gaming machine 10, when the arrival notice performance is being executed, the frame decoration lamp 17a can be considered not to be subject to brightness adjustment. On the other hand, in the gaming machine 10, when the arrival notice performance is being executed, both the board decoration lamp 17b and the backlight of the performance display device 25 can be considered to be subject to brightness adjustment.

[0174] In the gaming machine 10, a warning against addiction may be issued. In this embodiment, the warning against addiction may be issued at least when a big win game is awarded, that is, during a big win game. The warning against addiction is issued by the performance display device 25.

[0175] As shown in FIG. 8, in the gaming machine 10, a warning image NT is displayed on the performance display device 25 to warn against addiction. The warning image NT is an image including text information such as "Pachinko and Pachislot are games to be enjoyed in moderation" and "Be careful not to get addicted." In this way, the performance display device 25 is capable of issuing a warning against addiction. That is, the gaming machine 10 is provided with at least the performance display device 25 capable of issuing a warning against addiction. In this embodiment, the performance display device 25 that issues a warning against addiction realizes a function as a warning means that issues a warning against addiction.

[0176] As shown in FIG. 9, in the gaming machine 10, when the maximum difference number reaches a specified value when a jackpot game is not awarded (indicated as "non-jackpot game in FIG. 9"), a warning about addiction is not executed. In addition, in the gaming machine 10, when the maximum difference number reaches a specified value when a jackpot game is not awarded, the gaming machine 10 is controlled to a progress-disabled state. At this time, the gaming machine 10 is controlled to a progress-disabled state without waiting for the end of the situation when the maximum difference number reaches the specified value. For example, in the gaming machine 10, when the maximum difference number reaches a specified value during the execution of a special game, the gaming machine 10 is controlled to a progress-disabled state without waiting for the end of the special game. For example, in the gaming machine 10, when the maximum difference number reaches a specified value when the gaming machine 10 is in a standby state where the jackpot game is not being played and the special game is not being executed, the gaming machine 10 is controlled to a progress-disabled state without waiting for the end of the standby state.

[0177] In the gaming machine 10, when the maximum difference number reaches a specified value while a jackpot game is awarded (indicated as "during jackpot game" in FIG. 9), a warning about addiction may be issued. In the gaming machine 10, even if the maximum difference number reaches a specified value while a jackpot game is awarded, a warning about addiction may not be issued. Specifically, in the gaming machine 10, when the maximum difference number reaches a specified value while a jackpot game is awarded and the number of consecutive wins including the jackpot game is less than 10, a warning about addiction is not issued. On the other hand, in the gaming machine 10, when the maximum difference number reaches a specified value while a jackpot game is awarded and the number of consecutive wins including the jackpot game is 10 or more, a warning about addiction may be issued.

[0178] The attention to addiction is executed during the jackpot game. Specifically, the attention to addiction is executed during the ending period of the jackpot game. Therefore, in the gaming machine 10, when the maximum difference number reaches a specified value during the jackpot game and the attention to addiction is executed, the execution of the attention to addiction is started during the jackpot game, and then, when the jackpot game ends, the game is controlled to a progress-disabled state. In other words, in the gaming machine 10, when the maximum difference number reaches a specified value during the jackpot game, the game may be controlled to a progress-disabled state at a timing after the attention to addiction is executed. In other words, in this embodiment, when a special condition is established during the jackpot game, the game may be controlled to a progress-disabled state at a timing after the execution of the attention to addiction is started. Incidentally, in the gaming machine 10, the time for executing the attention to addiction is the same regardless of the timing when the maximum difference number reaches the specified value during the jackpot game. In other words, in this embodiment, the time for which the warning regarding addiction is issued is the same regardless of the timing at which the special condition is established during a jackpot game.

[0179] The "number of consecutive wins" refers to the number of times a jackpot game has been awarded since the machine was controlled to the normal state. The "normal state" in the "number of times a jackpot game has been awarded since the machine was controlled to the normal state" does not include the "normal state" that is temporarily controlled when a jackpot game is awarded, but refers to the "normal state" in which a special game can be executed. The case where the number of consecutive wins is less than 10 is when the number of times a jackpot game has been awarded since the machine was controlled to the normal state is less than 10, which corresponds to the case where the number of consecutive wins has not reached 10. On the other hand, the case where the number of consecutive wins is 10 or more is when the number of times a jackpot game has been awarded since the machine was controlled to the normal state is 10 or more, which corresponds to the case where the number of consecutive wins has reached 10.

[0180] In addition, in the gaming machine 10, when the maximum difference number reaches a specified value while a jackpot game is awarded, the machine is controlled to a non-progress state. In this case, the gaming machine 10 waits for the end of the jackpot game that is awarded when the maximum difference number reaches the specified value, and then is controlled to a non-progress state. For example, in the gaming machine 10, when the maximum difference number reaches a specified value while a jackpot game is awarded, the machine is controlled to a non-progress state after the end of the jackpot game. However, in the gaming machine 10, when the maximum difference number reaches a specified value while a jackpot game is awarded, and even if the number of consecutive wins including the jackpot game is 10 or more, the machine is controlled to a non-progress state before the end of the jackpot game if a magnetic error is detected. In other words, in the gaming machine 10, even if the maximum difference number reaches a specified value when a jackpot game is awarded and the number of consecutive wins including the jackpot game is 10 or more, if a magnetic error is detected, the game is controlled to a state in which progress cannot be made without waiting for the jackpot game to end.

[0181] In the gaming machine 10, when the maximum difference number reaches a specified value while a jackpot game is being awarded, and the number of consecutive wins including the jackpot game is 10 or more, the game may be controlled to a non-progress state at a timing after the execution of a warning about addiction is started. "When the number of consecutive wins including the jackpot game being awarded is 10 or more" corresponds to a jackpot game awarded by winning a jackpot in a situation where the number of consecutive wins is 10 or more due to winning a jackpot. Therefore, in the gaming machine 10, when the maximum difference number reaches a specified value during a jackpot game awarded by winning a jackpot in a situation where the number of consecutive wins is 10 or more due to winning a jackpot, the game may be controlled to a non-progress state at a timing after the execution of a warning about addiction. That is, in this embodiment, when a special condition is met during a jackpot game in which a jackpot is won and awarded under a situation in which a predetermined condition is met, the game may be controlled to a non-progress state at a timing after the execution of a warning against addiction is started. In this embodiment, a situation in which the number of consecutive wins becomes 10 or more due to a jackpot win corresponds to a situation in which a predetermined condition is met. In this embodiment, the predetermined condition is met when the number of consecutive wins becomes 10 or more, and is met when the number of times that jackpot games have been awarded since control to the normal state becomes 10 or more, which corresponds to a predetermined number.

[0182] However, in the gaming machine 10, even if the maximum difference number reaches a specified value when a jackpot game is awarded and the number of consecutive wins including the jackpot game is 10 or more, the warning about addiction may not be executed as a result. In the gaming machine 10, even if the maximum difference number reaches a specified value when a jackpot game is awarded and the number of consecutive wins including the jackpot game is 10 or more, if a magnetic error is detected before the warning about addiction is executed, the warning about addiction is not executed. In this case, in the gaming machine 10, if the maximum difference number reaches a specified value when a jackpot game is awarded and the number of consecutive wins including the jackpot game is 10 or more, if a magnetic error is detected before the warning about addiction is executed, the warning about addiction is not executed and the game is controlled to a progress-impossible state. In addition, in the gaming machine 10, even if the maximum difference number reaches a specified value when a jackpot game is awarded and the number of consecutive wins including the jackpot game is 10 or more, if the second round end condition is met, a warning about addiction is not issued. In this case, in the gaming machine 10, if the maximum difference number reaches a specified value when a jackpot game is awarded and the number of consecutive wins including the jackpot game is 10 or more, if the second round end condition is met, a warning about addiction is not issued and the game is controlled to a progress-impossible state after the jackpot game ends.

[0183] Next, the control relating to the execution of various performances will be described. The secondary RWM 53 stores information capable of identifying the maximum difference number (hereinafter referred to as secondary maximum difference number information). When the secondary CPU 51 inputs a maximum difference number command, it updates the secondary maximum difference number information. Specifically, when the secondary CPU 51 inputs a maximum difference number command, it identifies the maximum difference number from the maximum difference number command. Then, the secondary CPU 51 updates the identified maximum difference number to identifiable secondary maximum difference number information.

[0184] When the maximum difference number identifiable from the updated secondary maximum difference number information exceeds 98500 while the arrival notice performance is not being executed, the secondary CPU51 controls the performance display device 25 so that the execution of the arrival notice performance is started. The secondary CPU51 displays the arrival notice image Gc on the performance display device 25 and executes the arrival notice performance. The case where the maximum difference number identifiable from the updated secondary maximum difference number information exceeds 98500 corresponds to the case where the remaining arrival difference number falls below the notice start value of 500. The secondary CPU51 does not end the execution of the arrival notice performance even if the maximum difference number identifiable from the updated secondary maximum difference number information becomes 98500 or less. The secondary CPU51 ends the execution of the arrival notice performance when the maximum difference number identifiable from the updated secondary maximum difference number information becomes 98000 or less while the arrival notice performance is being executed. In addition, the secondary CPU51 ends the execution of the arrival notice performance when a magnetic disable command is input. In addition, when the sub-CPU 51 inputs an unspecifiable command, it ends the execution of the arrival notice performance. Incidentally, the situation in which the sub-CPU 51 inputs an unspecifiable command includes a situation in which the maximum difference number reaches a specified value. In addition, the situation in which the sub-CPU 51 inputs an unspecifiable command includes a situation in which the maximum difference number reaches a specified value when a jackpot game is awarded and the jackpot game ends. When the arrival notice performance is being executed, the sub-CPU 51 controls the frame decoration lamp 17a so that the frame decoration lamp 17a flashes red at a predetermined interval. At this time, the sub-CPU 51 controls the frame decoration lamp 17a so that it emits light at a predetermined brightness (for example, maximum brightness). Incidentally, when the arrival notice performance is being executed, the sub-CPU 51 causes the board decoration lamp 17b and the backlight of the performance display device 25 to emit light at a brightness level that can be specified from the brightness information.

[0185] When the sub-CPU51 inputs a specific scheduled command, it controls the performance display device 25 so that the execution of the impossibility notice performance is started. The sub-CPU51 displays the impossibility notice image Gb on the performance display device 25 and executes the impossibility notice performance. The situation in which the specific scheduled command is input includes a situation in which the maximum difference number reaches a specified value when a big win game is awarded. When the impossibility notice performance is executed, the sub-CPU51 controls the frame decoration lamp 17a and the board decoration lamp 17b so that the frame decoration lamp 17a and the board decoration lamp 17b flash red at a predetermined interval. At this time, the sub-CPU51 controls the frame decoration lamp 17a and the board decoration lamp 17b so that they emit light at a predetermined brightness (for example, maximum brightness). Incidentally, when the impossibility notice performance is executed, the sub-CPU51 causes the backlight of the performance display device 25 to emit light at a brightness level that can be specified from the brightness information.

[0186] When the specific scheduled command is input, the sub-CPU51 refers to the consecutive game count information stored in the sub-RWM53 and specifies which consecutive game the currently awarded jackpot game is. The consecutive game count information corresponds to information that can specify the consecutive game count. When the sub-CPU51 is triggered by the award of the jackpot game, it adds 1 to the consecutive game count that can be specified from the consecutive game count information and updates the consecutive game count information. When the sub-CPU51 inputs a number command that can specify "0 times" and then inputs the next variation pattern command without the jackpot game being awarded, it updates the consecutive game count information that can be specified to "0 times" and initializes the consecutive game count information. Note that the case where the sub-CPU51 inputs a number command that can specify "0 times" and then inputs the next variation pattern command without the jackpot game being awarded corresponds to the case where the 100th special game ends without winning a jackpot after the second jackpot game ends and the game is controlled to a low base state.

[0187] Then, when the number of consecutive wins specified by inputting the specific scheduled command is 10 or more, the sub-CPU51 stores information capable of specifying that a warning regarding addiction will be issued (hereinafter, referred to as warning execution schedule information) in the sub-RWM53. When the warning execution schedule information is stored in the sub-RWM53, if a specific condition realization command is input, the sub-CPU51 erases the warning execution schedule information. Although details will be described later, in the gaming machine 10, a warning regarding addiction is issued because the warning execution schedule information is stored in the sub-RWM53. Therefore, when a specific condition realization command is input, the sub-CPU51 stops the execution of a warning regarding addiction.

[0188] When the warning execution schedule information is stored, that is, when the warning about addiction is executed, the sub-CPU51 controls the performance display device 25 so that the warning about addiction is executed when the ending command is input. At this time, the sub-CPU51 starts the execution of the warning about addiction within the ending period.

[0189] Incidentally, when the maximum difference number reaches a specified value during a jackpot game and the game is controlled to be in a progress-impossible state after the end of the jackpot game, the performance display device 25 executes an impossibility notice performance. When the maximum difference number reaches a specified value during a jackpot game and the game is controlled to be in a progress-impossible state after the end of the jackpot game, and a warning about addiction is executed, the performance display device 25 executes the warning about addiction and the impossibility notice performance in parallel. In other words, in the gaming machine 10, when a warning about addiction is executed at a timing after the execution of the impossibility notice performance is started in the performance display device 25, the warning about addiction is executed in parallel with the impossibility notice performance.

[0190] When the sub-CPU51 inputs the specified impossible command, it controls the performance display device 25 to start the execution of the first impossible notification performance. The sub-CPU51 displays the first impossible notification image Gf1 on the performance display device 25 and executes the first impossible notification performance. When the first impossible notification performance is being executed, the sub-CPU51 controls the frame decoration lamp 17a and the board decoration lamp 17b so that the frame decoration lamp 17a and the board decoration lamp 17b flash red at a predetermined interval. At this time, the sub-CPU51 controls the frame decoration lamp 17a and the board decoration lamp 17b so that they emit light at a predetermined brightness (for example, maximum brightness). Incidentally, when the first impossible notification performance is being executed, the sub-CPU51 causes the backlight of the performance display device 25 to emit light at a brightness level that can be specified from the brightness information.

[0191] When the sub-CPU51 inputs the magnetic failure command, it controls the performance display device 25 to start the execution of the second failure notification performance. The sub-CPU51 displays the second failure notification image Gf2 on the performance display device 25 and executes the second failure notification performance. When the second failure notification performance is being executed, the sub-CPU51 controls the frame decoration lamp 17a and the board decoration lamp 17b so that the frame decoration lamp 17a and the board decoration lamp 17b flash red at a predetermined interval. At this time, the sub-CPU51 controls the frame decoration lamp 17a and the board decoration lamp 17b so that they emit light at a predetermined brightness (for example, maximum brightness). Incidentally, when the second failure notification performance is being executed, the sub-CPU51 causes the backlight of the performance display device 25 to emit light at a brightness level that can be specified from the brightness information.

[0192] In addition, when an unidentifiable command or a magnetic unavailability command is input, the sub-CPU51 controls the performance display device 25 so that the performance pattern is not displayed. For example, in controlling the performance display device 25 so that the performance pattern is not displayed, the sub-CPU51 may control the performance display device 25 so that the displayed performance pattern is erased. For example, in controlling the performance display device 25 so that the performance pattern is not displayed, the sub-CPU51 may control the performance display device 25 so that the performance pattern is not displayed on the performance display device 25 by displaying a predetermined image in front of the performance pattern.

[0193] When an unidentifiable command or a magnetic unavailability command is input, the sub-CPU51 controls the performance display device 25 so that the auxiliary display pattern is not displayed. For example, in controlling the performance display device 25 so that the auxiliary display pattern is not displayed, the sub-CPU51 may control the performance display device 25 so that the displayed auxiliary display pattern is erased. For example, in controlling the performance display device 25 so that the auxiliary display pattern is not displayed, the sub-CPU51 may control the performance display device 25 so that the auxiliary display pattern is not displayed on the performance display device 25 by displaying a predetermined image in front of the auxiliary display pattern.

[0194] When the unidentifiable command or the magnetically incapable command is input while the reserved image Ha is displayed, the sub-CPU 51 controls the performance display device 25 so that the reserved image Ha is not displayed. For example, when controlling the performance display device 25 so that the reserved image Ha is not displayed, the sub-CPU 51 may control the performance display device 25 so that the displayed reserved image Ha is erased. For example, when controlling the performance display device 25 so that the reserved image Ha is not displayed, the sub-CPU 51 may control the performance display device 25 so that the reserved image Ha is not displayed on the performance display device 25 by displaying a predetermined image on the front side of the reserved image Ha. Similarly, when the unidentifiable command or the magnetically incapable command is input while the reserved image Hb is displayed, the sub-CPU 51 controls the performance display device 25 so that the reserved image Hb is not displayed. For example, when controlling the performance display device 25 so that the reserved image Hb is not displayed, the sub-CPU 51 may control the performance display device 25 so that the displayed reserved image Hb is erased. For example, when controlling the performance display device 25 so that the pending image Hb is not displayed, the sub-CPU 51 may control the performance display device 25 so that the pending image Hb is not displayed on the performance display device 25 by displaying a specified image in front of the pending image Hb.

[0195] Furthermore, if an unidentifiable command or a magnetic unavailability command is input while the running image ZG is being displayed, the sub-CPU 51 controls the performance display device 25 so that the running image ZG is not displayed. For example, in controlling the performance display device 25 so that the running image ZG is not displayed, the sub-CPU 51 may control the performance display device 25 so that the running image ZG being displayed is erased. For example, in controlling the performance display device 25 so that the running image ZG is not displayed, the sub-CPU 51 may control the performance display device 25 so that a predetermined image is displayed in front of the running image ZG, thereby preventing the running image ZG from being displayed on the performance display device 25.

[0196] When an unidentifiable command or a magnetically incapable command is input, the sub-CPU51 controls the performance display device 25 so that the first reserved number auxiliary image FE1 is not displayed. For example, when controlling the performance display device 25 so that the first reserved number auxiliary image FE1 is not displayed, the sub-CPU51 may control the performance display device 25 so that the first reserved number auxiliary image FE1 being displayed is erased. For example, when controlling the performance display device 25 so that the first reserved number auxiliary image FE1 is not displayed, the sub-CPU51 may control the performance display device 25 so that the first reserved number auxiliary image FE1 is not displayed on the performance display device 25 by displaying a predetermined image on the front side of the first reserved number auxiliary image FE1. Similarly, when an unidentifiable command or a magnetically incapable command is input, the sub-CPU51 controls the performance display device 25 so that the second reserved number auxiliary image FE2 is not displayed. For example, when controlling the performance display device 25 so that the second reserved number auxiliary image FE2 is not displayed, the sub-CPU51 may control the performance display device 25 so that the second reserved number auxiliary image FE2 being displayed is erased. For example, when controlling the performance display device 25 so that the second hold number auxiliary image FE2 is not displayed, the sub-CPU 51 may control the performance display device 25 so that the second hold number auxiliary image FE2 is not displayed on the performance display device 25 by displaying a specified image in front of the second hold number auxiliary image FE2.

[0197] When an unidentifiable command or a magnetic unavailability command is input, the sub-CPU51 controls the performance display device 25 so that the auxiliary normal symbol is not displayed. For example, in controlling the performance display device 25 so that the auxiliary normal symbol is not displayed, the sub-CPU51 may control the performance display device 25 so that the displayed auxiliary normal symbol is erased. For example, in controlling the performance display device 25 so that the auxiliary normal symbol is not displayed, the sub-CPU51 may control the performance display device 25 so that the auxiliary normal symbol is not displayed on the performance display device 25 by displaying a predetermined image in front of the auxiliary normal symbol.

[0198] When an unidentifiable command or a magnetic unavailability command is input while the right-hit image GR is being displayed, the sub-CPU51 controls the performance display device 25 so that the right-hit image GR is not displayed. Controlling the performance display device 25 so that the right-hit image GR is not displayed corresponds to ending the right-hit notification performance. For example, in controlling the performance display device 25 so that the right-hit image GR is not displayed, the sub-CPU51 may control the performance display device 25 so that the displayed right-hit image GR is erased. For example, in controlling the performance display device 25 so that the right-hit image GR is not displayed, the sub-CPU51 may control the performance display device 25 so that the right-hit image GR is not displayed by displaying a predetermined image in front of the right-hit image GR.

[0199] When an unspecifiable command or a magnetically disabled command is input, the sub-CPU51 controls the light-emitting state of the game light-emitting unit 23a to the light-emitting state in the progress-disabled state. The light-emitting state of the game light-emitting unit 23a, including the light-emitting state in the progress-disabled state, will be described later. Also, when an unspecifiable command or a magnetically disabled command is input, the sub-CPU51 controls the light-emitting state of the first hold light-emitting unit 23b to the light-emitting state in the progress-disabled state. Similarly, when an unspecifiable command or a magnetically disabled command is input, the sub-CPU51 controls the light-emitting state of the second hold light-emitting unit 23c to the light-emitting state in the progress-disabled state. The light-emitting state of the first hold light-emitting unit 23b and the light-emitting state of the second hold light-emitting unit 23c, including the light-emitting state in the progress-disabled state, will be described later. Also, when an unspecifiable command or a magnetically disabled command is input, the sub-CPU51 controls the light-emitting state of the auxiliary right-hit light-emitting unit 23d to the light-emitting state in the progress-disabled state. The light-emitting state of the auxiliary right-hit light-emitting unit 23d, including the light-emitting state in the progress-disabled state, will be described later.

[0200] Here, changes in the light emitting device that are the subject of luminance adjustment will be described. As shown in FIG. 10(a), when the arrival notice performance, the impossibility notice performance, and the various impossibility notification performances are not being executed, in the gaming machine 10, the frame decoration lamp 17a, the board decoration lamp 17b, and the backlight of the performance display device 25 (simply shown as the "performance display device" in FIG. 10(a)) are all subject to brightness adjustment. After that, when the maximum difference number approaches the specified value and the remaining value until the specified value is reached is less than the notice start value, the gaming machine 10 executes the arrival notice performance. At this time, the frame decoration lamp 17a flashes red at a predetermined brightness, and the brightness of the frame decoration lamp 17a cannot be adjusted. Therefore, when the maximum difference number approaches the specified value and the remaining value until the specified value is reached is less than the notice start value and the arrival notice performance is executed, in the gaming machine 10, the frame decoration lamp 17a is not subject to brightness adjustment, and the board decoration lamp 17b and the backlight of the performance display device 25 are subject to brightness adjustment.

[0201] When the maximum difference number approaches the specified value and reaches the specified value (indicated as "reach specified value" in FIG. 10(a)), if a jackpot game is being played, the gaming machine 10 executes an impossibility notice performance. At this time, the frame decoration lamp 17a and the board decoration lamp 17b flash red at a predetermined brightness, and the brightness of the frame decoration lamp 17a and the board decoration lamp 17b becomes unadjustable. Meanwhile, the backlight of the performance display device 25 emits light at a level of brightness that can be specified from the brightness information. When a jackpot game is awarded, even if the impossibility notice performance is being executed, it is possible to adjust the brightness by operating at least one of the right button RB and the left button LB. Therefore, when the maximum difference number approaches the specified value and reaches the specified value to execute the impossibility notice performance, the gaming machine 10 makes it possible to adjust the brightness of the backlight of the performance display device 25. Therefore, when the maximum difference number approaches the specified value and reaches the specified value, causing the impossible prediction performance to be executed, in the gaming machine 10, the frame decoration lamp 17a and the board decoration lamp 17b are not subject to brightness adjustment, and the backlight of the performance display device 25 is subject to brightness adjustment.

[0202] As described above, in the gaming machine 10, as the maximum difference number approaches the specified value, the number (type) of light-emitting devices that are the subject of brightness adjustment decreases. That is, in the gaming machine 10, as the maximum difference number approaches the specified value, the number (type) of light-emitting devices whose brightness can be adjusted by operating at least one of the right button RB and the left button LB may decrease. That is, in this embodiment, as the specific value approaches the specified value, the number (type) of light-emitting bodies whose brightness can be adjusted by operating the adjustment operation means may decrease.

[0203] Incidentally, after the execution of the arrival notice performance is started, if the maximum difference number moves away from the specified value and the remaining value until the specified value is reached is equal to or greater than the notice end value, the execution of the arrival notice performance is ended in the gaming machine 10. At this time, in the gaming machine 10, all of the frame decoration lamps 17a, the board decoration lamps 17b, and the backlight of the performance display device 25 are subject to brightness adjustment. In other words, after the execution of the arrival notice performance is started, if the maximum difference number moves away from the specified value and the remaining value until the specified value is reached is equal to or greater than the notice end value, the number (type) of light-emitting devices that are subject to brightness adjustment in the gaming machine 10 increases. In other words, in this embodiment, as the specific value moves away from the specified value, the number (type) of light-emitting bodies whose brightness can be adjusted by operating the adjustment operation means may increase.

[0204] In addition, when the maximum difference number reaches a specified value during a jackpot game and the jackpot game ends, the gaming machine 10 is controlled to a progress-impossible state. When the gaming machine 10 is controlled to a progress-impossible state after the jackpot game ends, the first impossibility notification performance is executed in the gaming machine 10. At this time, the frame decoration lamp 17a and the board decoration lamp 17b flash red at a predetermined brightness, and the brightness of the frame decoration lamp 17a and the board decoration lamp 17b becomes unadjustable. Meanwhile, the backlight of the performance display device 25 emits light at a brightness level that can be specified from the brightness information. When the gaming machine 10 is controlled to a progress-impossible state, the brightness cannot be adjusted even if either the right button RB or the left button LB is operated. Therefore, when the gaming machine 10 is controlled to a progress-impossible state after the jackpot game ends and the first impossibility notification performance is executed, the frame decoration lamp 17a, the board decoration lamp 17b, and the backlight of the performance display device 25 are not subject to brightness adjustment. As a result, when the game machine 10 is controlled to a state where progress is not possible after the end of a jackpot game and the first impossible notification effect is executed, none of the light-emitting devices in the game machine 10, including the frame decoration lamp 17a, the board decoration lamp 17b, and the backlight of the effect display device 25, are subject to brightness adjustment.

[0205] Although not shown, when the maximum difference number reaches a specified value when not in a jackpot game, the gaming machine 10 is controlled to a progress-impossible state without executing the impossibility notice performance, and the first impossibility notice performance is executed. In other words, when the maximum difference number reaches a specified value when not in a jackpot game, the gaming machine 10 switches from a state in which the arrival notice performance is executed to a state in which the first impossibility notice performance is executed.

[0206] Incidentally, although not shown, when a magnetic error is detected, regardless of whether a jackpot game is awarded or not, the gaming machine 10 is controlled to a progress-impossible state and the second impossibility notification performance is executed. At this time, the frame decoration lamp 17a and the board decoration lamp 17b flash red at a predetermined brightness, and the brightness of the frame decoration lamp 17a and the board decoration lamp 17b becomes unadjustable. Meanwhile, the backlight of the performance display device 25 emits light at a brightness level that can be specified from the brightness information. When controlled to a progress-impossible state, the brightness cannot be adjusted even if either the right button RB or the left button LB is operated. Therefore, when the gaming machine 10 is controlled to a progress-impossible state and the second impossibility notification performance is executed due to the detection of a magnetic error, the frame decoration lamp 17a, the board decoration lamp 17b, and the backlight of the performance display device 25 are not subject to brightness adjustment. As a result, when a magnetic error is detected and the game machine 10 is controlled to an unprogressable state and the second unprogressable notification effect is executed, none of the light-emitting devices in the frame decoration lamp 17a, the board decoration lamp 17b, and the backlight of the effect display device 25 are subject to brightness adjustment.

[0207] As described above, in the gaming machine 10, the number (type) of light-emitting devices to be subject to brightness adjustment changes according to a change in the maximum difference number. However, in the gaming machine 10, even if the maximum difference number changes, the number (type) of light-emitting devices to be subject to brightness adjustment may not change. Also, in the gaming machine 10, the number (type) of light-emitting devices to be subject to brightness adjustment changes according to whether the gaming machine 10 is controlled to a progress-impossible state.

[0208] Next, based on Fig. 10(a) to Fig. 10(d), the execution of each effect when the maximum difference number reaches a specified value while a jackpot game is awarded will be described. As shown in Fig. 10(a) to Fig. 10(d), when the maximum difference number reaches a specified value while a jackpot game is awarded (indicated as "reach specified value" in Fig. 10(a) to Fig. 10(d)), the arrival notice effect is executed in the effect display device 25 immediately before that.

[0209] As shown in FIG. 10(a), when the number of consecutive wins including the currently awarded jackpot game is less than 10 and the maximum difference number reaches a specified value, the gaming machine 10 executes an impossibility notice performance. However, since the number of consecutive wins including the currently awarded jackpot game is less than 10, even if the ending period has started, the performance display device 25 does not execute a warning about addiction (shown as "warning: not executed" in FIG. 10(a)). During this ending period, the impossibility notice performance continues to be executed in the performance display device 25. Also, when the number of consecutive wins including the currently awarded jackpot game is less than 10 and the maximum difference number reaches a specified value, the game is controlled to an impossibility state after the end of the jackpot game, and the performance display device 25 starts executing the first impossibility notice performance.

[0210] As shown in FIG. 10(b), when the number of consecutive wins including the jackpot game during the award is 10 or more, if the maximum difference number reaches a specified value, the gaming machine 10 executes an impossibility notice performance. Since the number of consecutive wins including the jackpot game during the award is 10 or more, during the ending period, the performance display device 25 executes a warning about addiction (indicated as "warning: execution" in FIG. 10(b)). In this way, when the number of consecutive wins including the jackpot game during the award is 10 or more, if the maximum difference number reaches a specified value during the jackpot game, a warning about addiction may be executed at a timing after the execution of the impossibility notice performance is started. In other words, in the gaming machine 10, if the number of consecutive wins is 10 or more due to winning a jackpot, if the maximum difference number reaches a specified value during the jackpot game in which the jackpot game is awarded by winning a jackpot, a warning about addiction may be executed at a timing after the execution of the impossibility notice performance is started. During this ending period, the impossibility notice performance continues to be executed on the performance display device 25. The warning about addiction is executed in parallel with the impossibility notice performance. That is, in the gaming machine 10, when a warning about addiction is executed at a timing after the execution of the impossibility notice performance has started on the performance display device 25, the warning about addiction is executed in parallel with the impossibility notice performance. That is, in this embodiment, when a warning about addiction is executed at a timing after the execution of a predetermined performance has started on the predetermined performance execution means, the warning about addiction is executed in parallel with the predetermined performance.

[0211] In addition, when the number of consecutive wins including the jackpot game being awarded is 10 or more, if the maximum difference number reaches a specified value, the game is controlled to a non-progression state after the jackpot game ends, and the execution of the first non-progression notification effect is started in the effect display device 25. In other words, in the gaming machine 10, if the maximum difference number reaches a specified value during the jackpot game awarded by winning the jackpot in a situation where the number of consecutive wins is 10 or more due to the winning of the jackpot, the game may be controlled to a non-progression state at a timing after the execution of a warning about addiction is started. In other words, in this embodiment, if a special condition is established during the jackpot game awarded by winning the jackpot under a situation where a predetermined condition is established, the game may be controlled to a non-progression state at a timing after the execution of a warning about addiction is started. In addition, in the gaming machine 10, when the maximum difference number reaches a specified value during a jackpot game in which the number of consecutive wins is 10 or more due to a jackpot win, a warning about getting stuck is executed at a timing after the execution of the impossible notice performance is started, and the game may be controlled to a non-progression state at a timing after the execution of the warning about getting stuck is started. In other words, when a special condition is established during a jackpot game in which a jackpot win is established under a situation in which a predetermined condition is established, a warning about getting stuck is executed at a timing after the execution of a predetermined performance is started by the predetermined performance execution means, and the game may be controlled to a non-progression state at a timing after the execution of the warning about getting stuck is started.

[0212] As shown in FIG. 10(c), when the number of consecutive wins including the jackpot game during the award is 10 or more, if the maximum difference number reaches a specified value, the gaming machine 10 executes an impossibility notice performance. After that, when the second round end condition is established, the performance display device 25 does not execute a warning about addiction during the ending period (shown as "warning: not executed" in FIG. 10(c)). During this ending period, the impossibility notice performance continues to be executed in the performance display device 25. Also, when the number of consecutive wins including the jackpot game during the award is 10 or more, even if the maximum difference number reaches a specified value, if the second round end condition is established, the game is controlled to an impossibility state after the end of the jackpot game, and the performance display device 25 starts executing the first impossibility notice performance.

[0213] In this way, in the gaming machine 10, even if the maximum difference number reaches a specified value when the number of consecutive games including the jackpot game being awarded is 10 or more, if the second round end condition is subsequently established, the jackpot game is controlled to a non-progress state after the end of the jackpot game without executing a warning about addiction. In addition, in the gaming machine 10, even if the second round end condition is established, the jackpot game is not stopped when the second round end condition is established. In other words, even if the number of consecutive games including the jackpot game being awarded is 10 or more, even if the maximum difference number reaches a specified value when the second round end condition is subsequently established, the jackpot game is not stopped when the second round end condition is established, and thereafter, the warning about addiction is not executed and the game is controlled to a non-progress state after the end of the jackpot game. In this embodiment, the establishment of the second round end condition corresponds to the establishment of a specific condition. In other words, the specific condition is different from the special condition. In this embodiment, even if a special condition is met during a jackpot game in which a jackpot is won and awarded under circumstances in which a predetermined condition is met, if a specific condition is subsequently met, the jackpot game will not be stopped upon the fulfillment of the specific condition, and thereafter, a warning regarding addiction will not be issued and the game will be controlled to a state in which progress cannot be made after the jackpot game ends.

[0214] As shown in Fig. 10(d), if the maximum difference number reaches a specified value while a jackpot game is awarded, the gaming machine 10 executes an impossibility notice performance. If a magnetic error is detected thereafter before the ending period begins (shown as "magnetic error detected" in Fig. 10(d)), the jackpot game is stopped due to the detection of the magnetic error. Then, when the jackpot game is stopped due to the detection of a magnetic error, the gaming machine 10 is controlled to an impossibility state, and the performance display device 25 starts executing a second impossibility notice performance.

[0215] Regardless of whether the number of consecutive wins including the jackpot game being awarded is less than 10 or 10 or more, if a magnetic error is detected, the jackpot game is stopped and controlled to a non-progress state. For this reason, for example, in the gaming machine 10, if a magnetic error is detected when the number of consecutive wins including the jackpot game being awarded is less than 10, the jackpot game is stopped and controlled to a non-progress state when the magnetic error is detected. That is, in this embodiment, if a specific error is detected during a jackpot game in which a jackpot is won and awarded under a situation in which a predetermined condition is not satisfied, the jackpot game is stopped and controlled to a non-progress state when the specific error is detected. For example, in the gaming machine 10, if a magnetic error is detected when the number of consecutive wins including the jackpot game being awarded is 10 or more, the jackpot game is stopped and controlled to a non-progress state when the magnetic error is detected. In other words, this embodiment is configured so that if a specific error is detected during a jackpot game in which a jackpot has been won and awarded under circumstances in which predetermined conditions are met, the jackpot game is stopped upon detection of the specific error and is controlled to a state in which it cannot proceed.

[0216] As described above, in the gaming machine 10, when the number of consecutive games including the jackpot game being awarded is 10 or more, if a magnetic error is detected, the game machine 10 is controlled to a non-progress state without issuing a warning about addiction. That is, in this embodiment, when a specific error is detected during a jackpot game in which a jackpot is won and awarded under a situation in which a predetermined condition is met, the game machine 10 may be controlled to a non-progress state without issuing a warning about addiction. In particular, in the gaming machine 10, when the number of consecutive games including the jackpot game being awarded is 10 or more, even after the maximum difference number has already reached a specified value, if a magnetic error is detected, the game machine 10 may be controlled to a non-progress state without issuing a warning about addiction. That is, in this embodiment, when a specific error is detected during a jackpot game in which a jackpot is won and awarded under a situation in which a predetermined condition is met, the game machine 10 may be controlled to a non-progress state without issuing a warning about addiction, even after the special condition has already been met.

[0217] Although not shown, in the gaming machine 10, even if a magnetic error is detected during a jackpot game when the maximum difference number has not reached a specified value, a warning about addiction is not issued and the gaming machine 10 is controlled to a non-progress state. Also, in the gaming machine 10, even if a magnetic error is detected during a jackpot game when the maximum difference number has not reached a specified value, the jackpot game is stopped upon detection of the magnetic error and the gaming machine 10 is controlled to a non-progress state.

[0218] Next, the light emission modes of the various display portions 22a to 22g will be described with reference to FIG. As described above, the first special symbol display section 22a is composed of seven light emitters. The seven light emitters constituting the first special symbol display section 22a are arranged in a line in the left-right direction. In the gaming machine 10, when a losing symbol is displayed in the first special symbol display section 22a in a fixed stop state, the light emitters constituting the first special symbol display section 22a emit light in a light emission mode in which only the first light emitter from the right (the light emitter arranged on the rightmost side) among the light emitters constituting the first special symbol display section 22a is turned on. In the gaming machine 10, when a jackpot symbol is displayed in the first special symbol display section 22a in a fixed stop state, the light emitters constituting the first special symbol display section 22a emit light in a light emission mode in which at least one of the light emitters constituting the first special symbol display section 22a emits light. In the gaming machine 10, when a jackpot symbol is displayed in a fixed stop on the first special symbol display section 22a, one of the light emitters constituting the first special symbol display section 22a may emit light, and multiple light emitters constituting the first special symbol display section 22a may emit light. Furthermore, in the gaming machine 10, when a jackpot symbol is displayed in a fixed stop on the first special symbol display section 22a, the light emitters constituting the first special symbol display section 22a emit light in a light emission mode different from the light emission mode when a losing symbol is displayed in a fixed stop. In FIG. 11, as an example of a light emission mode when a jackpot symbol is displayed in a fixed stop on the gaming machine 10, a light emission mode in which only the fifth light emitter from the right of the light emitters constituting the first special symbol display section 22a emits light is illustrated. In addition, Figure 11 illustrates an example of an illumination mode when a jackpot pattern is displayed as a confirmed stop on the gaming machine 10, in which the seventh light-emitting element from the right (the light-emitting element positioned on the leftmost side), the fourth light-emitting element from the right, the second light-emitting element from the right, and the light-emitting element positioned on the rightmost side among the light-emitting elements constituting the first special pattern display section 22a illuminate.

[0219] 11, in the gaming machine 10, when the light emitters of the first special symbol display section 22a emit light in a light emission mode in which the progress is impossible, the light emitters of the first special symbol display section 22a emit light in a light emission mode in which only the light emitter arranged at the leftmost position among the light emitters that constitute the first special symbol display section 22a is turned on. In this way, the light emission mode in which the progress is impossible among the light emission modes of the first special symbol display section 22a is a light emission mode in which one light emitter arranged at the leftmost position among the light emitters that constitute the first special symbol display section 22a emits light. Note that the light emission mode in which the progress is impossible among the light emission modes of the first special symbol display section 22a is a light emission mode that is not included in the light emission mode when the jackpot symbol is displayed in a fixed stop on the first special symbol display section 22a. Among the light emission modes of the first special pattern display section 22a, the light emission mode during a progress impossible state is a light emission mode different from both the light emission mode when a losing pattern is displayed as a fixed stop on the first special pattern display section 22a and the light emission mode when a jackpot pattern is displayed as a fixed stop on the first special pattern display section 22a.

[0220] As described above, the second special symbol display section 22b is composed of seven light emitters. The seven light emitters constituting the second special symbol display section 22b are arranged in a line in the left-right direction. In the gaming machine 10, when a losing symbol is displayed in the second special symbol display section 22b in a fixed stop state, the light emitters constituting the second special symbol display section 22b emit light in a light emission mode in which only the first light emitter from the right (the light emitter arranged on the rightmost side) among the light emitters constituting the second special symbol display section 22b is lit. In the gaming machine 10, when a jackpot symbol is displayed in the second special symbol display section 22b in a fixed stop state, the light emitters constituting the second special symbol display section 22b emit light in a light emission mode in which at least one of the light emitters constituting the second special symbol display section 22b emits light. In the gaming machine 10, when a jackpot symbol is displayed in a fixed stop on the second special symbol display section 22b, one of the light emitters constituting the second special symbol display section 22b may emit light, and multiple light emitters constituting the second special symbol display section 22b may emit light. Furthermore, in the gaming machine 10, when a jackpot symbol is displayed in a fixed stop on the second special symbol display section 22b, the light emitters constituting the second special symbol display section 22b emit light in a different light emission mode from the light emission mode when a losing symbol is displayed in a fixed stop. In FIG. 11, as an example of a light emission mode when a jackpot symbol is displayed in a fixed stop on the gaming machine 10, a light emission mode in which only the second light emitter from the right among the light emitters constituting the second special symbol display section 22b emits light is illustrated. In addition, Figure 11 illustrates an example of an illumination mode when a jackpot pattern is displayed in a confirmed stopped state on the gaming machine 10, in which the sixth light emitter from the right, the fifth light emitter from the right, and the fourth light emitter from the right among the light emitters that make up the second special pattern display section 22b emit light.

[0221] As shown in FIG. 11, in the gaming machine 10, when the second special symbol display section 22b emits light in a light emission mode in which the second special symbol display section 22b is in a non-progression state, the light emitters constituting the second special symbol display section 22b emit light in a light emission mode in which only the seventh light emitter from the right (the light emitter arranged on the leftmost side) among the light emitters constituting the second special symbol display section 22b is lit. In this way, the light emission mode in which the second special symbol display section 22b emits light among the light emitters constituting the second special symbol display section 22b in a non-progression state is a light emission mode in which one light emitter arranged on the leftmost side among the light emitters constituting the second special symbol display section 22b emits light. Note that the light emission mode in which the second special symbol display section 22b emits light in a non-progression state is a light emission mode that is not included in the light emission mode when the jackpot symbol is displayed in a fixed stop on the second special symbol display section 22b. Among the light emission modes of the second special pattern display section 22b, the light emission mode during a progress impossible state is a light emission mode different from both the light emission mode when a losing pattern is displayed as a fixed stop on the second special pattern display section 22b and the light emission mode when a jackpot pattern is displayed as a fixed stop on the second special pattern display section 22b.

[0222] As described above, when the game machine 10 is controlled to the progress-disabled state, the light-emitting mode of the first special symbol display unit 22a is a light-emitting mode in which one light-emitting body arranged at the leftmost position among the light-emitting bodies constituting the first special symbol display unit 22a is emitting light. Also, when the game machine 10 is controlled to the progress-disabled state, the light-emitting mode of the second special symbol display unit 22b is a light-emitting mode in which one light-emitting body arranged at the leftmost position among the light-emitting bodies constituting the second special symbol display unit 22b is emitting light. That is, in the game machine 10, when the game machine 10 is controlled to the progress-disabled state, the light-emitting mode of the special symbol display units 22a and 22b is a light-emitting mode in which one light-emitting body arranged at the leftmost position among the light-emitting bodies constituting the special symbol display units 22a and 22b is emitting light. For example, when the maximum difference number reaches a specified value and the game machine 10 is controlled to the progress-disabled state, the light-emitting mode of the special symbol display units 22a and 22b is a light-emitting mode in which one light-emitting body arranged at the leftmost position among the light-emitting bodies constituting the special symbol display units 22a and 22b is emitting light. In other words, when a special condition is met and the game is controlled to an unprogressable state, the light emission mode of the light-emitting elements constituting the special game execution means will be such that one of the light-emitting elements constituting the special game execution means, the light-emitting element located at the leftmost side, emits light.

[0223] As described above, the first special hold display section 22c is composed of four light emitters. The four light emitters constituting the first special hold display section 22c are arranged in a line in the left-right direction. When the first special hold number is "0", the light emitters constituting the first special hold display section 22c emit light in an illumination mode in which all the light emitters constituting the first special hold display section 22c are turned off. When the first special hold number is "1", the light emitters constituting the first special hold display section 22c emit light in an illumination mode in which only the first light emitter from the right (the light emitter located on the rightmost side) among the light emitters constituting the first special hold display section 22c is turned on. When the first special hold number is "2", the light emitters constituting the first special hold display section 22c emit light in an illumination mode in which the first and second light emitters from the right among the light emitters constituting the first special hold display section 22c are turned on. When the first special reservation number is "3", the light emitters constituting the first special reservation display section 22c are illuminated in a light emission mode in which the first to third light emitters from the right side of the light emitters constituting the first special reservation display section 22c are lit. When the first special reservation number is "4", the light emitters constituting the first special reservation display section 22c are illuminated in a light emission mode in which all light emitters constituting the first special reservation display section 22c are lit. Then, as shown in FIG. 11, in the gaming machine 10, when the light emitters of the first special reservation display section 22c are illuminated in a light emission mode in which the second light emitter from the right and the fourth light emitter from the right side of the light emitters constituting the first special reservation display section 22c are lit. In this way, the light emission mode in the non-progression state among the light emission modes of the first special reservation display section 22c is a light emission mode different from any of the light emission modes that can identify the first special reservation numbers "0" to "4". In other words, the light-emitting mode of the first special hold display section 22c when the progress is impossible is different from the light-emitting mode that can identify the first special hold number. The light-emitting mode of the first special hold display section 22c when the progress is impossible is a light-emitting mode in which a light-emitting element that lights up when the first special hold number is "2" or more and a light-emitting element that lights up only when the first special hold number is "4" are lit.

[0224] As described above, the second special hold display section 22d is composed of four light emitters. The four light emitters constituting the second special hold display section 22d are arranged in a line in the left-right direction. When the second special hold number is "0", the light emitters constituting the second special hold display section 22d emit light in an illumination mode in which all the light emitters constituting the second special hold display section 22d are turned off. When the second special hold number is "1", the light emitters constituting the second special hold display section 22d emit light in an illumination mode in which only the first light emitter from the right (the light emitter located on the rightmost side) among the light emitters constituting the second special hold display section 22d is turned on. When the second special hold number is "2", the light emitters constituting the second special hold display section 22d emit light in an illumination mode in which the first and second light emitters from the right among the light emitters constituting the second special hold display section 22d are turned on. When the second special reservation number is "3", the light emitters constituting the second special reservation display section 22d are illuminated in a light emission mode in which the first to third light emitters from the right side of the light emitters constituting the second special reservation display section 22d are lit. When the second special reservation number is "4", the light emitters constituting the second special reservation display section 22d are illuminated in a light emission mode in which all light emitters constituting the second special reservation display section 22d are lit. Then, as shown in FIG. 11, in the gaming machine 10, when the light emitters of the second special reservation display section 22d are illuminated in a light emission mode in which the second light emitter from the right and the fourth light emitter from the right side of the light emitters constituting the second special reservation display section 22d are illuminated. In this way, the light emission mode in the non-progression state among the light emission modes of the second special reservation display section 22d is a light emission mode different from any of the light emission modes that can identify the second special reservation numbers "0" to "4". In other words, the light-emitting mode of the second special hold display section 22d when the game is unable to proceed is different from the light-emitting mode that can identify the second special hold number. The light-emitting mode of the second special hold display section 22d when the game is unable to proceed is a light-emitting mode in which a light-emitting element that lights up when the second special hold number is "2" or more and a light-emitting element that lights up only when the second special hold number is "4" are lit.

[0225] As described above, when controlled to a progress-disabled state, the light-emitting state of the first special reservation display unit 22c is a light-emitting state in which the light-emitting element that lights up when the first special reservation number is "2" or more and the light-emitting element that lights up only when the first special reservation number is "4" are lit. Also, when controlled to a progress-disabled state, the light-emitting state of the second special reservation display unit 22d is a light-emitting state in which the light-emitting element that lights up when the second special reservation number is "2" or more and the light-emitting element that lights up only when the second special reservation number is "4" are lit. In other words, in the gaming machine 10, the light-emitting state of the special reservation display units 22c, 22d when controlled to a progress-disabled state is a light-emitting state in which the light-emitting element that lights up when the special reservation number is "2" or more and the light-emitting element that lights up only when the special reservation number is "4" are lit among the light-emitting elements that respectively constitute the special reservation display units 22c, 22d. For example, when the maximum difference number reaches a specified value and is controlled to a progress-impossible state, the light emission mode of the special hold display units 22c, 22d is such that, among the light-emitting elements constituting the special hold display units 22c, 22d, respectively, the light-emitting element that lights up when the special hold number is "2" or more and the light-emitting element that lights up only when the special hold number is "4" are lit. In other words, when the special condition is met and the unit is controlled to a progress-impossible state, the light emission mode of the light-emitting elements constituting the first hold number notifying means is such that, among the light-emitting elements constituting the first hold number notifying means, the light-emitting element that lights up when the special hold number is "2" or more and the light-emitting element that lights up only when the special hold number is "4" are lit.

[0226] As described above, the normal symbol display section 22e is composed of four light emitters. The four light emitters constituting the normal symbol display section 22e are arranged in a line in the left-right direction. Although not shown, in the gaming machine 10, when a normal losing symbol is displayed in a fixed stop on the normal symbol display section 22e, the light emitters constituting the normal symbol display section 22e emit light in a light emission mode in which only the first light emitter from the right side (the light emitter arranged on the rightmost side) among the light emitters constituting the normal symbol display section 22e is lit. In the gaming machine 10, when a normal winning symbol is displayed in a fixed stop on the normal symbol display section 22e, the light emitters constituting the normal symbol display section 22e emit light in a light emission mode in which at least one of the light emitters constituting the normal symbol display section 22e emits light. In the gaming machine 10, when a normal winning symbol is displayed in a fixed stop on the normal symbol display section 22e, one of the light-emitting elements constituting the normal symbol display section 22e may emit light, and multiple light-emitting elements constituting the normal symbol display section 22e may emit light. Furthermore, in the gaming machine 10, when a normal winning symbol is displayed in a fixed stop on the normal symbol display section 22e, the light-emitting elements constituting the normal symbol display section 22e emit light in a light-emitting mode different from the light-emitting mode when a normal losing symbol is displayed in a fixed stop. Although not shown, in the gaming machine 10, when the light-emitting elements emit light in a light-emitting mode when the normal symbol display section 22e is in a progress-impossible state, the light-emitting elements constituting the normal symbol display section 22e emit light in a light-emitting mode in which only the light-emitting element located at the leftmost side of the light-emitting elements constituting the normal symbol display section 22e is turned on. Among the light emitting modes of the normal pattern display section 22e, the light emitting mode during a progress impossible state is a light emitting mode different from both the light emitting mode when a normal losing pattern is displayed in a fixed and stopped state on the normal pattern display section 22e and the light emitting mode when a normal winning pattern is displayed in a fixed and stopped state on the normal pattern display section 22e.

[0227] As described above, the normal hold display section 22f is composed of four light-emitting elements. The four light-emitting elements constituting the normal hold display section 22f are arranged in a line in the left-right direction. Although not shown, when the normal hold number is "0", the light-emitting elements constituting the normal hold display section 22f are illuminated in an illumination mode in which all light-emitting elements constituting the normal hold display section 22f are turned off. When the normal hold number is "1", the light-emitting elements constituting the normal hold display section 22f are illuminated in an illumination mode in which only the first light-emitting element from the right (the light-emitting element arranged on the rightmost side) among the light-emitting elements constituting the normal hold display section 22f is lit. When the normal hold number is "2", the light-emitting elements constituting the normal hold display section 22f are illuminated in an illumination mode in which the first and second light-emitting elements from the right among the light-emitting elements constituting the normal hold display section 22f are lit. When the normal hold number is "3", the light-emitting elements constituting the normal hold display section 22f are illuminated in an illumination mode in which the first to third light-emitting elements from the right among the light-emitting elements constituting the normal hold display section 22f are lit. When the normal reserved number is "4", the light-emitting elements constituting the normal reserved display section 22f are illuminated in a light-emitting mode in which all the light-emitting elements constituting the normal reserved display section 22f are lit. Although not shown, in the gaming machine 10, when the light-emitting elements are illuminated in a light-emitting mode in which the normal reserved display section 22f is in a progress-impossible state, the light-emitting elements constituting the normal reserved display section 22f are illuminated in a light-emitting mode in which the fourth light-emitting element from the right and the second light-emitting element from the right are lit. In this way, the light-emitting state of the normal reserved display section 22f in a progress-impossible state is a light-emitting state different from any of the light-emitting states that can identify the normal reserved numbers "0" to "4". In other words, the light-emitting state of the normal reserved display section 22f in a progress-impossible state is different from the light-emitting state that can identify the normal reserved number.

[0228] As described above, the right hit lamp 22g is composed of four light emitters. The four light emitters constituting the right hit lamp 22g are arranged in a line in the left-right direction. When left hitting is recommended (indicated as "left hitting recommended" in FIG. 11), the light emitters constituting the right hit lamp 22g emit light in a light emission mode in which all light emitters constituting the right hit lamp 22g are turned off. The light emission mode of the right hit lamp 22g when left hitting is recommended corresponds to a light emission mode that notifies that right hitting is not recommended, that is, a light emission mode that notifies that left hitting is recommended. When right hitting is recommended (indicated as "right hitting recommended" in FIG. 11), the light emitters constituting the right hit lamp 22g emit light in a light emission mode in which all light emitters constituting the right hit lamp 22g are turned on. The light emission mode of the right hit lamp 22g when right hitting is recommended corresponds to a light emission mode that notifies that left hitting is not recommended, that is, a light emission mode that notifies that right hitting is recommended. In the gaming machine 10, when all of the light-emitting elements that make up the right-hit lamp 22g are lit, a first launch performance is executed to encourage the launch of the gaming ball into a specific area.

[0229] As shown in FIG. 11, in the gaming machine 10, when the light emitters of the right hit lamp 22g emit light in a light emission mode in which the second light emitter from the right and the fourth light emitter from the right are lit among the light emitters constituting the right hit lamp 22g, the light emitters constituting the right hit lamp 22g emit light in a light emission mode in which the second light emitter from the right and the fourth light emitter from the right are lit among the light emitters constituting the right hit lamp 22g. Thus, the light emission mode of the right hit lamp 22g in the state in which progress is impossible is a light emission mode in which the second light emitter from the right and the fourth light emitter from the right are lit among the light emitters constituting the right hit lamp 22g. The light emission mode of the right hit lamp 22g in the state in which progress is impossible is different from the light emission mode that notifies that a left hit is recommended. The light emission mode of the right hit lamp 22g in the state in which progress is impossible is different from the light emission mode that notifies that a right hit is recommended.

[0230] As described above, when controlled to the progress-impossible state, the light emission mode of the right hit lamp 22g is a light emission mode in which the second light emitter from the right and the fourth light emitter from the right among the light emitters constituting the right hit lamp 22g are lit. For example, when the maximum difference number reaches a specified value and controlled to the progress-impossible state, the light emission mode of the right hit lamp 22g is a light emission mode in which the second light emitter from the right and the fourth light emitter from the right among the light emitters constituting the right hit lamp 22g are lit. In other words, when a special condition is established and controlled to the progress-impossible state, the light emission mode of the light emitters constituting the first firing performance execution means is a light emission mode in which the second light emitter from the right and the fourth light emitter from the right among the light emitters constituting the first firing performance execution means are lit.

[0231] When the power supply is cut off, power is not supplied to the various display units 22a to 22g. Therefore, when the power supply is cut off, all the light emitters constituting the first special symbol display unit 22a are turned off. The light emission mode of the first special symbol display unit 22a when the power supply is cut off is a light emission mode in which all the light emitters constituting the first special symbol display unit 22a are turned off. When the power supply is cut off, all the light emitters constituting the second special symbol display unit 22b are turned off. The light emission mode of the second special symbol display unit 22b when the power supply is cut off is a light emission mode in which all the light emitters constituting the second special symbol display unit 22b are turned off. When the power supply is cut off, all the light emitters constituting the first special hold display unit 22c are turned off. The light emission mode of the first special hold display unit 22c when the power supply is cut off is a light emission mode in which all the light emitters constituting the first special hold display unit 22c are turned off. When the power supply is cut off, all the light-emitting elements constituting the second special hold display section 22d are turned off. When the power supply is cut off, the light-emitting state of the second special hold display section 22d is a light-emitting state in which all the light-emitting elements constituting the second special hold display section 22d are turned off. When the power supply is cut off, all the light-emitting elements constituting the normal pattern display section 22e are turned off. When the power supply is cut off, all the light-emitting elements constituting the normal pattern display section 22e are turned off. When the power supply is cut off, all the light-emitting elements constituting the normal hold display section 22f are turned off. When the power supply is cut off, the light-emitting state of the normal hold display section 22f is a light-emitting state in which all the light-emitting elements constituting the normal hold display section 22f are turned off. When the power supply is cut off, all the light-emitting elements constituting the right hit lamp 22g are turned off. Among the light emission modes of the right hit lamp 22g, when the power supply is cut off, all of the light emitters that make up the right hit lamp 22g are turned off.

[0232] Next, the light emitting modes of the various light emitting sections 23a to 23d will be described with reference to FIG. As described above, the game light-emitting unit 23a is composed of five light-emitting bodies. The five light-emitting bodies constituting the game light-emitting unit 23a are arranged in a line in the left-right direction. In the gaming machine 10, when a losing auxiliary light-emitting symbol is displayed in a fixed stop state on the game light-emitting unit 23a, the light-emitting bodies constituting the game light-emitting unit 23a emit light in a light-emitting mode in which only the fifth light-emitting body from the right side (the light-emitting body arranged on the leftmost side) of the light-emitting bodies constituting the game light-emitting unit 23a is turned on. In the gaming machine 10, when a winning auxiliary light-emitting symbol is displayed in a fixed stop state on the game light-emitting unit 23a, the first light-emitting body from the right side (the light-emitting body arranged on the rightmost side), the third light-emitting body from the right side, and the light-emitting body arranged on the leftmost side of the light-emitting bodies constituting the game light-emitting unit 23a emit light. In the gaming machine 10, when a winning auxiliary light-emitting symbol is displayed in a fixed stop state on the game light-emitting unit 23a, the light-emitting bodies constituting the game light-emitting unit 23a emit light in a light-emitting mode different from the light-emitting mode when a losing auxiliary light-emitting symbol is displayed in a fixed stop state.

[0233] As shown in FIG. 12, in the gaming machine 10, when the light emitters of the game light emitter 23a emit light in a light emission mode in which the game light emitter 23a is in a non-progression state, only the light emitter arranged at the leftmost position among the light emitters that constitute the game light emitter 23a is lit. In this way, the light emission mode of the game light emitter 23a in the non-progression state is a light emission mode in which one light emitter arranged at the leftmost position among the light emitters that constitute the game light emitter 23a emits light. In other words, the light emission mode of the game light emitter 23a in the non-progression state is the same as the light emission mode when the game light emitter 23a displays a losing auxiliary light-emitting symbol in a fixed stop. In this way, in the gaming machine 10, the display mode of the auxiliary light-emitting game is the same when the jackpot lottery is not won and the game is controlled to the non-progression state. For example, in the gaming machine 10, the display mode of the auxiliary light emission game is the same when the jackpot lottery does not result in a win and the game is lost, and when the maximum difference number reaches a specified value and the game is controlled to be unable to proceed. That is, the display mode of the specific game is the same when the jackpot lottery does not result in a win and the game is lost, and when a special condition is met and the game is controlled to be unable to proceed.

[0234] As described above, when the game is controlled to the progress-impossible state, the light-emitting state of the game light-emitting unit 23a is such that one of the light-emitting units constituting the game light-emitting unit 23a, which is located at the leftmost position, emits light. For example, when the maximum difference number reaches a specified value and the game is controlled to the progress-impossible state, the light-emitting state of the game light-emitting unit 23a is such that one of the light-emitting units constituting the game light-emitting unit 23a, which is located at the leftmost position, emits light. In other words, when the special condition is established and the game is controlled to the progress-impossible state, the light-emitting state of the light-emitting units constituting the specific game executing means is such that one of the light-emitting units constituting the specific game executing means, which is located at the leftmost position, emits light.

[0235] As described above, when the maximum difference number reaches the specified value and is controlled to the progress-impossible state, the light-emitting state of the special symbol display units 22a and 22b is a light-emitting state in which one light-emitting body arranged at the leftmost position among the light-emitting bodies constituting the special symbol display units 22a and 22b is lit. When the maximum difference number reaches the specified value and is controlled to the progress-impossible state, the light-emitting state of the game light-emitting unit 23a is a light-emitting state in which one light-emitting body arranged at the leftmost position among the light-emitting bodies constituting the game light-emitting unit 23a is lit. In this way, the light-emitting state of the special symbol display units 22a and 22b when the maximum difference number reaches the specified value and is controlled to the progress-impossible state, and the light-emitting state of the game light-emitting unit 23a when the maximum difference number reaches the specified value and is controlled to the progress-impossible state, are both a light-emitting state in which one light-emitting body arranged at the leftmost position among the light-emitting bodies constituting each device is lit. In other words, the light emission state of the special symbol display units 22a, 22b when the maximum difference number reaches a specified value and is controlled to the progress-disabled state is the same as the light emission state of the game light emission unit 23a when the maximum difference number reaches a specified value and is controlled to the progress-disabled state. In other words, the light emission state of the light emitter constituting the special game execution means when the special condition is met and the game is controlled to the progress-disabled state is the same as the light emission state of the light emitter constituting the specific game execution means when the special condition is met and the game is controlled to the progress-disabled state.

[0236] As described above, the first reserved light-emitting unit 23b is composed of four light-emitting bodies. The four light-emitting bodies constituting the first reserved light-emitting unit 23b are arranged in a line in the left-right direction. When the first special reserved number is "0", the light-emitting bodies constituting the first reserved light-emitting unit 23b emit light in a light-emitting mode in which all the light-emitting bodies constituting the first reserved light-emitting unit 23b are turned off. When the first special reserved number is "1", the light-emitting bodies constituting the first reserved light-emitting unit 23b emit light in a light-emitting mode in which only the first light-emitting body (the light-emitting body arranged on the right side) from among the light-emitting bodies constituting the first reserved light-emitting unit 23b is turned on. When the first special reserved number is "2", the light-emitting bodies constituting the first reserved light-emitting unit 23b emit light in a light-emitting mode in which the first and second light-emitting bodies from the right of the light-emitting bodies constituting the first reserved light-emitting unit 23b are turned on. When the first special reserved number is "3", the light-emitting bodies constituting the first reserved light-emitting unit 23b emit light in a light-emitting mode in which the first to third light-emitting bodies from the right of the light-emitting bodies constituting the first reserved light-emitting unit 23b are turned on. When the first special reserved number is "4", the light emitters constituting the first reserved light emitter 23b are illuminated in a light emission mode in which all the light emitters constituting the first reserved light emitter 23b are lit. Then, as shown in FIG. 12, in the gaming machine 10, when the light emitters of the first reserved light emitter 23b are illuminated in a light emission mode in which the second light emitter from the right and the fourth light emitter from the right among the light emitters constituting the first reserved light emitter 23b are lit, the light emitters constituting the first reserved light emitter 23b are illuminated in a light emission mode in which the second light emitter from the right and the fourth light emitter from the right are lit. The light emission mode of the first reserved light emitter 23b in the non-progression state is a light emission mode different from any of the light emission modes that can specify the first special reserved numbers "0" to "4". In other words, the light emission mode of the first reserved light emitter 23b in the non-progression state is different from the light emission mode that can specify the first special reserved number. Among the light-emitting modes of the first pending light-emitting unit 23b, the light-emitting mode when progress is impossible is one in which a light-emitting element lights up when the first special pending number is "2" or more, and a light-emitting element lights up only when the first special pending number is "4".

[0237] As described above, the second reserved light-emitting unit 23c is composed of four light-emitting bodies. The four light-emitting bodies constituting the second reserved light-emitting unit 23c are arranged in a line in the left-right direction. When the second special reserved number is "0", the light-emitting bodies constituting the second reserved light-emitting unit 23c emit light in a light-emitting mode in which all the light-emitting bodies constituting the second reserved light-emitting unit 23c are turned off. When the second special reserved number is "1", the light-emitting bodies constituting the second reserved light-emitting unit 23c emit light in a light-emitting mode in which only the fourth light-emitting body from the right (the light-emitting body arranged on the leftmost side) among the light-emitting bodies constituting the second reserved light-emitting unit 23c is turned on. When the second special reserved number is "2", the light-emitting bodies constituting the second reserved light-emitting unit 23c emit light in a light-emitting mode in which the third and fourth light-emitting bodies from the right among the light-emitting bodies constituting the second reserved light-emitting unit 23c are turned on. When the second special reserved number is "3", the light-emitting bodies constituting the second reserved light-emitting unit 23c emit light in a light-emitting mode in which the second to fourth light-emitting bodies from the right among the light-emitting bodies constituting the second reserved light-emitting unit 23c are turned on. When the second special reserved number is "4", the light emitters constituting the second reserved light emitter 23c are illuminated in a light emission mode in which all the light emitters constituting the second reserved light emitter 23c are lit. Then, as shown in FIG. 12, in the gaming machine 10, when the light emitters of the second reserved light emitter 23c are illuminated in a light emission mode in which the first light emitter from the right (the light emitter arranged on the rightmost side) and the third light emitter from the right among the light emitters constituting the second reserved light emitter 23c are lit, the light emitters constituting the second reserved light emitter 23c are illuminated in a light emission mode in which the first light emitter from the right (the light emitter arranged on the rightmost side) and the third light emitter from the right are lit. The light emission mode of the second reserved light emitter 23c in the non-progression state is a light emission mode different from any of the light emission modes that can specify the second special reserved numbers "0" to "4". In other words, the light emission mode of the second reserved light emitter 23c in the non-progression state is different from the light emission mode that can specify the second special reserved number. Among the light-emitting modes of the second pending light-emitting unit 23c, the light-emitting mode when progress is impossible is one in which a light-emitting element lights up when the second special pending number is "2" or more, and a light-emitting element lights up only when the second special pending number is "4".

[0238] As described above, when controlled to the progress-disabled state, the light-emitting state of the first reserved light-emitting unit 23b is a light-emitting state in which a light-emitting element that lights up when the first special reserved number is "2" or more and a light-emitting element that lights up only when the first special reserved number is "4" are lit. Also, when controlled to the progress-disabled state, the light-emitting state of the second reserved light-emitting unit 23c is a light-emitting state in which a light-emitting element that lights up when the second special reserved number is "2" or more and a light-emitting element that lights up only when the second special reserved number is "4" are lit. In other words, the light-emitting state of the reserved light-emitting units 23b and 23c when controlled to the progress-disabled state is a light-emitting state in which a light-emitting element that lights up when the special reserved number is "2" or more and a light-emitting element that lights up only when the special reserved number is "4" are lit among the light-emitting elements that respectively constitute the reserved light-emitting units 23b and 23c. For example, when the maximum difference number reaches a specified value and is controlled to a progress-impossible state, the light emission mode of the reserved light-emitting units 23b, 23c is such that, among the light-emitting elements constituting the reserved light-emitting units 23b, 23c, the light-emitting element that lights up when the special reserved number is "2" or more and the light-emitting element that lights up only when the special reserved number is "4" are lit. In other words, when the special condition is met and the progress-impossible state is controlled to a progress-impossible state, the light emission mode of the light-emitting elements constituting the second reserved number notifying means is such that, among the light-emitting elements constituting the second reserved number notifying means, the light-emitting element that lights up when the special reserved number is "2" or more and the light-emitting element that lights up only when the special reserved number is "4" are lit.

[0239] As described above, when the maximum difference number reaches a specified value and is controlled to a progress-disabled state, the light-emitting mode of the special hold display units 22c and 22d is such that, among the light-emitting elements constituting the special hold display units 22c and 22d, respectively, the light-emitting element that lights up when the special hold number is "2" or more and the light-emitting element that lights up only when the special hold number is "4" are lit. And, when the maximum difference number reaches a specified value and is controlled to a progress-disabled state, the light-emitting mode of the hold light-emitting units 23b and 23c is such that, among the light-emitting elements constituting the hold light-emitting units 23b and 23c, respectively, the light-emitting element that lights up when the special hold number is "2" or more and the light-emitting element that lights up only when the special hold number is "4" are lit. In this way, the light emission state of the special reserved display unit 22c, 22d when the maximum difference number reaches the specified value and is controlled to the progress-disabled state, and the light emission state of the reserved light emission unit 23b, 23c when the maximum difference number reaches the specified value and is controlled to the progress-disabled state are both light emission states in which, among the light emission units constituting each device, the light emission unit that lights up when the special reserved number is "2" or more and the light emission unit that lights up only when the special reserved number is "4" are lit. In other words, the light emission state of the special reserved display unit 22c, 22d when the maximum difference number reaches the specified value and is controlled to the progress-disabled state is the same as the light emission state of the reserved light emission unit 23b, 23c when the maximum difference number reaches the specified value and is controlled to the progress-disabled state. In other words, the light emission state of the light emission unit constituting the first reserved number notification means when the special condition is met and the progress-disabled state is the same as the light emission state of the light emission unit constituting the second reserved number notification means when the special condition is met and the progress-disabled state is controlled.

[0240] As described above, the auxiliary right-hitting light-emitting unit 23d is composed of four light-emitting elements. The four light-emitting elements constituting the auxiliary right-hitting light-emitting unit 23d are arranged in a line in the left-right direction. When left-hitting is recommended (indicated as "left-hitting recommended" in FIG. 12), the light-emitting elements constituting the auxiliary right-hitting light-emitting unit 23d emit light in a light-emitting mode in which all light-emitting elements constituting the auxiliary right-hitting light-emitting unit 23d are turned off. The light-emitting mode of the auxiliary right-hitting light-emitting unit 23d when left-hitting is recommended corresponds to a light-emitting mode that notifies that right-hitting is not recommended, that is, a light-emitting mode that notifies that left-hitting is recommended. When right-hitting is recommended (indicated as "right-hitting recommended" in FIG. 12), the light-emitting elements constituting the auxiliary right-hitting light-emitting unit 23d emit light in a light-emitting mode in which all light-emitting elements constituting the auxiliary right-hitting light-emitting unit 23d are turned on. The light-emitting mode of the auxiliary right-hitting light-emitting unit 23d when right-hitting is recommended corresponds to a light-emitting mode that notifies that left-hitting is not recommended, that is, a light-emitting mode that notifies that right-hitting is recommended. In the gaming machine 10, when all the light-emitting elements that make up the auxiliary right-hitting light-emitting section 23d are lit up, a second launch performance is executed to encourage the launch of the gaming ball into a specific area.

[0241] As shown in FIG. 12, in the gaming machine 10, when the auxiliary right-hitting light-emitting unit 23d emits light in a light-emitting mode in which the progress is impossible, the light-emitting units constituting the auxiliary right-hitting light-emitting unit 23d emit light in a light-emitting mode in which the second light-emitting unit from the right and the fourth light-emitting unit from the right among the light-emitting units constituting the auxiliary right-hitting light-emitting unit 23d are lit. In this way, the light-emitting unit 23d emits light in a state in which progress is impossible among the light-emitting units constituting the auxiliary right-hitting light-emitting unit 23d in a light-emitting mode in which the second light-emitting unit from the right and the fourth light-emitting unit from the right among the light-emitting units constituting the auxiliary right-hitting light-emitting unit 23d are lit. The light-emitting unit 23d emits light in a state in which progress is impossible, and is different from the light-emitting unit that notifies the player that a left hit is recommended. The light-emitting unit 23d emits light in a state in which progress is impossible among the light-emitting units constituting the auxiliary right-hitting light-emitting unit 23d in a light-emitting mode in which a right hit is recommended.

[0242] As described above, when controlled to the progress-disabled state, the light emission mode of the auxiliary right-hitting light-emitting unit 23d is a light emission mode in which the second light-emitting unit from the right and the fourth light-emitting unit from the right among the light-emitting units constituting the auxiliary right-hitting light-emitting unit 23d are lit. For example, when the maximum difference number reaches a specified value and controlled to the progress-disabled state, the light emission mode of the auxiliary right-hitting light-emitting unit 23d is a light emission mode in which the second light-emitting unit from the right and the fourth light-emitting unit from the right among the light-emitting units constituting the auxiliary right-hitting light-emitting unit 23d are lit. In other words, when a special condition is established and controlled to the progress-disabled state, the light emission mode of the light-emitting unit constituting the second firing performance execution means is a light emission mode in which the second light-emitting unit from the right and the fourth light-emitting unit from the right among the light-emitting units constituting the second firing performance execution means are lit.

[0243] As described above, when the maximum difference number reaches a specified value and is controlled to a non-progression state, the light emission mode of the right hit lamp 22g is a light emission mode in which the second light emitter from the right and the fourth light emitter from the right among the light emitters constituting the right hit lamp 22g are lit. And, when the maximum difference number reaches a specified value and is controlled to a non-progression state, the light emission mode of the auxiliary right hit light emitter 23d is a light emission mode in which the second light emitter from the right and the fourth light emitter from the right among the light emitters constituting the auxiliary right hit light emitter 23d are lit. In this way, the light emission mode of the right hit lamp 22g when the maximum difference number reaches a specified value and is controlled to a non-progression state, and the light emission mode of the auxiliary right hit light emitter 23d when the maximum difference number reaches a specified value and is controlled to a non-progression state, are both light emission modes in which the second light emitter from the right and the fourth light emitter from the right among the light emitters constituting each device are lit. That is, the light emission state of the right hit lamp 22g when the maximum difference number reaches a specified value and is controlled to the progress-disabled state is the same as the light emission state of the auxiliary right hit light emitting unit 23d when the maximum difference number reaches a specified value and is controlled to the progress-disabled state. That is, the light emission state of the light emitting body constituting the first firing performance execution means when the special condition is met and the progress-disabled state is controlled is the same as the light emission state of the light emitting body constituting the second firing performance execution means when the special condition is met and the progress-disabled state is controlled.

[0244] When the power supply is cut off, power is not supplied to the various light-emitting units 23a to 23d. Therefore, when the power supply is cut off, all the light-emitting units constituting the game light-emitting unit 23a are turned off. When the power supply is cut off, the light-emitting units constituting the game light-emitting unit 23a are turned off in the light-emitting mode of the game light-emitting unit 23a. When the power supply is cut off, all the light-emitting units constituting the first reserved light-emitting unit 23b are turned off. When the power supply is cut off, the light-emitting units constituting the first reserved light-emitting unit 23b are turned off in the light-emitting mode of the first reserved light-emitting unit 23b. When the power supply is cut off, all the light-emitting units constituting the second reserved light-emitting unit 23c are turned off. When the power supply is cut off, the light-emitting units constituting the second reserved light-emitting unit 23c are turned off in the light-emitting mode of the second reserved light-emitting unit 23c. When the power supply is cut off, all the light-emitting units constituting the auxiliary right-hitting light-emitting unit 23d are turned off. Among the light emission modes of the auxiliary right-hitting light-emitting unit 23d, when the power supply is cut off, all light-emitting elements that make up the auxiliary right-hitting light-emitting unit 23d are turned off.

[0245] Next, the display mode of the performance display device 25 will be described. The effect display device 25 executes an effect game. In the effect game, when a jackpot is won in the jackpot lottery, the jackpot symbol combination is displayed as a fixed stop. In other words, the display mode of the effect game when a jackpot is won in the jackpot lottery is a display mode in which the jackpot symbol combination is displayed as a fixed stop. In the effect game, when a jackpot is not won in the jackpot lottery and a loss occurs, the loss symbol combination is displayed as a fixed stop. In other words, the display mode of the effect game when a jackpot is not won in the jackpot lottery and a loss occurs, is a display mode in which the loss symbol combination is displayed as a fixed stop. In this way, the display mode of the effect game when a jackpot is won in the jackpot lottery is different from the display mode of the effect game when a jackpot is not won in the jackpot lottery and a loss occurs. In other words, the display mode of the effect game is different when a jackpot is won in the jackpot lottery and a loss occurs when a jackpot is not won in the jackpot lottery. That is, the display mode of the performance game differs depending on whether a winning prize is won in the winning lottery or not.

[0246] In addition, in the gaming machine 10, when the gaming machine 10 is controlled to the progress-disabled state, the performance symbols are not displayed on the performance display device 25. In this way, in the gaming machine 10, when the gaming machine 10 is controlled to the progress-disabled state, the display mode of the performance game is a display mode in which the performance symbols are not displayed. In other words, the display mode of the performance game when the gaming machine 10 is controlled to the progress-disabled state is a display mode in which the performance symbols are not displayed. For example, the display mode of the performance game when the maximum difference number reaches a specified value and is controlled to the progress-disabled state is a display mode in which the performance symbols are not displayed. In this way, the display mode of the performance game when a jackpot is won in the jackpot lottery is different from the display mode of the performance game when the maximum difference number reaches a specified value and is controlled to the progress-disabled state. In other words, the display mode of the performance game is different when a jackpot is won in the jackpot lottery and when the maximum difference number reaches a specified value and is controlled to the progress-disabled state. In other words, the display mode of the performance game is different when a jackpot is won in the jackpot lottery and when a special condition is established and the performance game is controlled to the progress-disabled state. Also, the display mode of the presentation game when the jackpot lottery is not won and the maximum difference number reaches a specified value and the presentation game is controlled to a non-progression state is different from the display mode of the presentation game when the maximum difference number reaches a specified value and the presentation game is controlled to a non-progression state. That is, the display mode of the presentation game is different when the jackpot lottery is won and the maximum difference number reaches a specified value and the presentation game is controlled to a non-progression state. That is, the display mode of the presentation game is different when the jackpot lottery is not won and the maximum difference number reaches a specified value and the presentation game is controlled to a non-progression state when a special condition is met. Incidentally, when the presentation game is controlled to a non-progression state, there are times when a magnetic error is detected and the presentation game is controlled to a non-progression state.

[0247] The auxiliary display game is executed in the performance display device 25. In the auxiliary display game, when a jackpot is won in the jackpot lottery, the symbol combination of the jackpot is displayed as a fixed stop. In other words, the display mode of the auxiliary display game when a jackpot is won in the jackpot lottery is a display mode in which the symbol combination of the jackpot is displayed as a fixed stop. In the auxiliary display game, when a jackpot is not won in the jackpot lottery and a loss occurs, the symbol combination of the loss is displayed as a fixed stop. In other words, the display mode of the auxiliary display game when a jackpot is not won in the jackpot lottery and a loss occurs, is a display mode in which the symbol combination of the loss is displayed as a fixed stop. In this way, the display mode of the auxiliary display game when a jackpot is won in the jackpot lottery is different from the display mode of the auxiliary display game when a jackpot is not won in the jackpot lottery and a loss occurs. In other words, the display mode of the auxiliary display game is different when a jackpot is won in the jackpot lottery and when a jackpot is not won in the jackpot lottery and a loss occurs. That is, the display mode of the special game differs depending on whether a winning prize is won in the winning lottery or whether a losing prize is not won in the winning lottery.

[0248] In addition, in the gaming machine 10, when the gaming machine 10 is controlled to the progress-disabled state, the auxiliary display symbol is not displayed on the performance display device 25. In this way, in the gaming machine 10, when the gaming machine 10 is controlled to the progress-disabled state, the display mode of the auxiliary display game is a display mode in which the auxiliary display symbol is not displayed. In other words, the display mode of the auxiliary display game when the gaming machine 10 is controlled to the progress-disabled state is a display mode in which the auxiliary display symbol is not displayed. For example, the display mode of the auxiliary display game when the maximum difference number reaches a specified value and the gaming machine 10 is controlled to the progress-disabled state is a display mode in which the auxiliary display symbol is not displayed. In this way, the display mode of the auxiliary display game when the jackpot is won in the jackpot lottery is different from the display mode of the auxiliary display game when the maximum difference number reaches a specified value and the gaming machine 10 is controlled to the progress-disabled state. In other words, the display mode of the auxiliary display game is different when the jackpot is won in the jackpot lottery and when the maximum difference number reaches a specified value and the gaming machine 10 is controlled to the progress-disabled state. In other words, the display mode of the special game is different when the special game is won in the win lottery and when the special condition is established and the gaming machine 10 is controlled to the progress-disabled state. Also, the display mode of the auxiliary display game when the jackpot lottery is not won and the maximum difference number reaches a specified value and the auxiliary display game is controlled to a non-progression state is different from the display mode of the auxiliary display game when the maximum difference number reaches a specified value and the auxiliary display game is controlled to a non-progression state. That is, the display mode of the auxiliary display game is different when the jackpot lottery is won and when the maximum difference number reaches a specified value and the auxiliary display game is controlled to a non-progression state. That is, the display mode of the special game is different when the jackpot lottery is not won and the special condition is met and the special game is controlled to a non-progression state. Incidentally, when the special game is controlled to a non-progression state, a magnetic error may be detected and the special game may be controlled to a non-progression state.

[0249] The performance display device 25 displays the reserved images Ha and Hb. The reserved image Ha is displayed on the performance display device 25 if the first special reserved number is "1" or more. However, if the first special reserved number is "0", the reserved image Ha is not displayed on the performance display device 25. In this way, the display mode of the reserved image Ha differs between when the first special reserved number is "0" and when the first special reserved number is "1" or more. Similarly, the reserved image Hb is displayed on the performance display device 25 if the second special reserved number is "1" or more. However, if the second special reserved number is "0", the reserved image Hb is not displayed on the performance display device 25. In this way, the display mode of the reserved image Ha differs between when the second special reserved number is "0" or more and when the second special reserved number is "1" or more. In the gaming machine 10, if the special reserved number is "0", none of the reserved images Ha, Hb is displayed on the performance display device 25, but if the special reserved number is "1" or more, one of the reserved images Ha, Hb is displayed on the performance display device 25. In other words, the display mode of the reserved images Ha, Hb when the execution of a special game is not reserved is a display mode in which the reserved images Ha, Hb are not displayed. On the other hand, the display mode of the reserved images Ha, Hb when the execution of a special game is reserved is a display mode in which at least one of the reserved images Ha, Hb is displayed. As described above, the display mode of the reserved images differs depending on whether there is a special game whose execution is pending or not.

[0250] In addition, in the gaming machine 10, when it is controlled to the progress-disabled state, the reserved images Ha, Hb are not displayed on the performance display device 25. At this time, regardless of the number of special games that were reserved immediately before it was controlled to the progress-disabled state, when it is controlled to the progress-disabled state, the reserved images Ha, Hb are not displayed on the performance display device 25. In other words, the display mode of the reserved images Ha, Hb when it is controlled to the progress-disabled state is a display mode in which the reserved images Ha, Hb are not displayed. In the gaming machine 10, the display mode of the reserved images Ha, Hb when the execution of the special game is reserved is different from the display mode of the reserved images Ha, Hb when it is controlled to the progress-disabled state. On the other hand, in the gaming machine 10, the display mode of the reserved images Ha, Hb when the execution of the special game is not reserved is the same as the display mode of the reserved images Ha, Hb when it is controlled to the progress-disabled state. Note that when it is controlled to the progress-disabled state, there are times when the maximum difference number reaches a specified value and it is controlled to the progress-disabled state. In addition, there are times when it is controlled to the progress-disabled state and a magnetic error is detected and it is controlled to the progress-disabled state.

[0251] The effect display device 25 displays the running image ZG. The running image ZG is displayed on the effect display device 25 while the special game is being executed. However, the running image ZG is not displayed on the effect display device 25 when the special game is not being executed. In this way, the display mode of the running image ZG differs between when the special game is being executed and when the special game is not being executed. In other words, the display mode of the running image ZG when the special game is being executed is a display mode in which the running image ZG is displayed. On the other hand, the display mode of the running image ZG when the special game is not being executed is a display mode in which the running image ZG is not displayed. As described above, the display mode of the running image ZG differs between when the special game is being executed and when the special game is not being executed.

[0252] In the gaming machine 10, when the game is controlled to the non-progression state, the execution image ZG is not displayed on the performance display device 25. At this time, regardless of whether the execution image ZG was displayed immediately before the game was controlled to the non-progression state, when the game is controlled to the non-progression state, the execution image ZG is not displaye...

Claims

1. In a gaming machine that can be controlled to a state where a game cannot be played and that can award a jackpot game when a jackpot is won, an immobilization state control means capable of controlling the game to the immobilization state when at least a special condition is satisfied; A game state control means capable of controlling a game state including a normal state; A specific error detection means for detecting a specific error; a warning means for issuing a warning regarding addiction; A plurality of light emitters; An adjustment operation means operable by a player, The brightness of the light emitter can be adjusted by operating the adjustment operation means, The special condition can be satisfied when a specific value as the maximum difference number reaches a specified value, In the case where the special condition is satisfied during a jackpot game in which a jackpot is won and awarded under a situation in which a predetermined condition is satisfied, the game may be controlled to the unprogressable state at a timing after the start of a warning against addiction, When the specific error is detected during a jackpot game in which a jackpot is won and awarded under a situation in which the predetermined condition is satisfied, the game may be controlled to the unplayable state without a warning about addiction being issued, The predetermined condition can be satisfied when the number of times the jackpot game has been awarded since the game was controlled to the normal state reaches a predetermined number, A gaming machine characterized in that the number of light-emitting elements whose brightness can be adjusted by operating the adjustment operation means decreases as the specific value approaches a specified value.

2. In a gaming machine that can be controlled to a state where a game cannot be played and that can award a jackpot game when a jackpot is won, an immobilization state control means capable of controlling the game to the immobilization state when at least a special condition is satisfied; a warning means for issuing a warning regarding addiction; A plurality of light emitters; An adjustment operation means operable by a player, The brightness of the light emitter can be adjusted by operating the adjustment operation means, The special condition can be satisfied when a specific value as the maximum difference number reaches a specified value, In the case where the special condition is satisfied during a jackpot game in which a jackpot is won and awarded under a situation in which a predetermined condition is satisfied, the game may be controlled to the unprogressable state at a timing after the start of a warning against addiction, The predetermined condition can be satisfied when the number of times the jackpot game has been awarded since the game was controlled to the normal state reaches a predetermined number, A gaming machine characterized in that the number of light-emitting elements whose brightness can be adjusted by operating the adjustment operation means varies depending on whether the specific value reaches a specified value during a jackpot game.

Citation Information

Patent Citations

  • Game machine

    JP2009233433A

  • Game machine

    JP2020073045A

  • Game machine

    JP2020081443A

  • Game machine

    JP2024004631A

  • JPP7206520B