Gaming Machines
By introducing multiple error detection and control mechanisms into the game console, the control problem in the state of inability to progress is solved, and the continuity of the game process and the improvement of user experience is achieved.
Patent Information
- Application Number
- JP2024065461
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-15
- Publication Date
- 2025-05-07
- Estimated Expiration
- 2042-05-20
AI Technical Summary
It is difficult for existing game consoles to perform appropriate control when they cannot progress, resulting in discontinuous game progress.
A gaming console is designed that includes multiple error detection and control mechanisms that can control the non-progress state of the game process under special conditions and perform specific performance to report unprogressive states when power switches.
Appropriate control is achieved in a state of inability to progress, ensuring the continuity of game processes and improving user experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, some gaming machines, such as the gaming machine described in Patent Document 1, are controlled to a state in which a door opening detection is notified when a door opening detection is detected. In addition, in the gaming machine described in Patent Document 1, when a magnetic detection is detected, the gaming machine is controlled to a state in which a magnetic detection is notified. In addition, in the gaming machine described in Patent Document 1, when a vibration detection is detected, the gaming machine is controlled to a state in which a vibration detection is notified. In the gaming machine described in Patent Document 1, even when the gaming machine is controlled to any of the states of notifying a door opening detection, notifying a magnetic detection, and notifying a vibration detection, it may be in a progress-enabled state in which a game can be played, or in a progress-disabled state in which a game cannot be played. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-100021 A Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, when making the vehicle unable to proceed, it is desirable to carry out appropriate control based on the fact that the vehicle is unable to proceed. [Means for solving the problem]
[0005] A gaming machine that solves the above problem is a gaming machine that can be controlled to an unprogressable state in which it is impossible to progress with a game, the gaming machine comprising: a frame body; a game board unit including a game board; first error detection means capable of detecting a first error related to the frame body; first error control means capable of executing first error control related to the first error; second error detection means capable of detecting a second error; second error control means capable of executing second error control related to the second error; a movable body that is movable at least from a first position to a second position; movable body control means that is capable of controlling the operation of the movable body; and unprogressable state control means that can control the gaming machine to the unprogressable state when a special condition is met. a presentation execution means and a presentation control means capable of controlling the presentation execution means, the special condition being established when a value that can be changed with the provision of a game medium reaches a specified value, the game board unit is attached to the frame body, the second error detection means is attached to the game board unit, the first error control is executable even when the game board is controlled to the non-progression state, and the second error control is inexecutable when the game board is controlled to the non-progression state, the movable body is capable of executing an initial operation with the start of power supply, and the presentations that the presentation execution means can execute include: A special effect that can suggest or inform that the game will be controlled to the unprogressable state; A specific effect that can identify that the control is in an unplayable state and, The specific performance is configured to be executable when the power supply is cut off after the game is controlled to the non-progression state, and when the game is controlled to the non-progression state as a result of the power supply being started thereafter, and when the game is controlled to the non-progression state as a result of the power supply being started, an initial operation of the movable body can be executed at a timing after the specific performance is executed. A time difference is generated between the timing at which the specific effect is started and the timing at which the initial operation of the movable body is started, and the special effect can be executed when the power supply is cut off after the special condition is established when a jackpot game is awarded and before the jackpot game ends, and then when the power supply is started and the jackpot game is awarded, and when the power supply is cut off after the special condition is established when a jackpot game is awarded and then when the power supply is started and the jackpot game is awarded, the time difference is generated between the timing at which the special effect is started and the timing at which the initial operation of the movable body is started. The gist of the present invention is as follows. Effect of the Invention
[0006] According to the present invention, appropriate control can be performed. [Brief description of the drawings]
[0007] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] FIG. 2 is a perspective view of a launch device. [Figure 4] A diagram showing the types of jackpots. [Diagram 5] A figure showing an example of the display content regarding pending images and in-progress images on a performance display device. [Figure 6] (a) is a figure showing an example of the display content of the performance display device when a right-hit notification performance is executed, and (b) is a figure showing an example of the display content of the performance display device when a left-hit notification performance is executed. [Figure 7] 2 is a block diagram showing the electrical configuration of the gaming machine. [Figure 8] 13 is a flowchart showing a door opening management process. [Figure 9] 13 is a flowchart showing a magnetic management process. [Figure 10] 13 is a flowchart showing unit prize ball processing. [Figure 11] 13 is a flowchart showing a progress disable process. [Figure 12] 13A and 13B are diagrams showing an example of the display content of the performance display device when progress impossibility information is stored. [Figure 13] A figure showing an example of the display content of the effect display device when a prize ball effect is executed. [Figure 14] 13 is a diagram showing the time difference between the timing at which the initial operation of a movable body starts as a result of resumption of power supply and the timing at which the display of a controlled image starts. FIG. [Figure 15] 11A to 11C are diagrams showing various situations when progress impossibility information is stored during execution of a special game. [Figure 16] A diagram showing various situations when progress impossibility information is stored while waiting for a jackpot game to occur. [Figure 17] A figure showing various situations when progress impossible information is stored when a jackpot game is awarded. [Figure 18]This figure shows various pieces of information when power supply is cut off after progress-impossible information is stored when a jackpot game is awarded, and then power supply is resumed. 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 locking mechanism SK for restricting the opening of the middle frame 13 and the front frame 14 and for releasing the restriction. For example, the locking mechanism SK can be unlocked by operating the locking mechanism SK using a frame key (key) managed by the manager of the gaming facility, and the middle frame 13 and the front frame 14 can be opened. The gaming machine 10 is provided with a door opening sensor ES1 (shown in FIG. 7) for detecting the opening of the middle frame 13 and the front frame 14 as door members. The door opening sensor ES1 can detect that at least one of the middle frame 13 and the front frame 14 is opened. In the following description, the case where the door member is opened corresponds to the case where at least one of the middle frame 13 and the front frame 14 is opened, and the case where the door member is closed corresponds to the case where the middle frame 13 and the front frame 14 are closed. The door opening sensor ES1 may be capable of detecting at least one of the states that at least one of the middle frame 13 and the front frame 14 is opened and that the middle frame 13 and the front frame 14 are closed. In this embodiment, the door open sensor ES1 realizes a function as a door detection means capable of detecting at least one of an open state and a closed state of the door member.
[0010] The gaming machine 10 is provided with a decorative lamp 17 on the front side of the front frame 14. The decorative lamp 17 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). The gaming machine 10 is provided with an upper tray UZ capable of storing gaming balls as gaming media on the front side of the front frame 14. The gaming machine 10 is provided with a lower tray DZ capable of storing gaming balls as gaming media on the front side of the front frame 14. For example, the lower tray DZ can store gaming balls that overflow and cannot be paid out to the upper tray UZ.
[0011] 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 (amount of rotation) of the launch handle 16. For example, in the gaming machine 10, when a player operates the launch handle 16, a launch device 70 as a gaming ball launching device provided in the machine is driven, and a gaming ball is launched. In this way, in the gaming machine 10, gaming balls can be launched by operating the launch handle 16. The launch handle 16 is provided with a touch sensor TS (shown in FIG. 7) capable of detecting that the launch handle 16 has been operated. The launch handle 16 is provided with a handle volume HB (shown in FIG. 7) capable of detecting the amount of operation (amount of rotation) of the launch handle 16.
[0012] 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 passage 21a that guides game balls launched by the actuation of the launching device 70 to the game area 21. The game board 20 is provided with a backflow prevention valve 21b that prevents game balls launched into the game area 21 from returning back to the guide passage 21a. The game balls launched by the actuation of the launching device 70 are guided by the guide passage 21a, pass through the backflow prevention valve 21b located at the most downstream of the guide passage 21a, and reach the game area 21. The game balls that reach the game area 21 flow down the game area 21.
[0013] The gaming machine 10 includes 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 displays a first special symbol changing game (hereinafter, referred to as a first special game) in which a predetermined symbol is variably displayed and a first special symbol is finally fixed and stopped. The information display panel 22 includes a second special symbol display section 22b. The second special symbol display section 22b displays a second special symbol changing game (hereinafter, referred to as a second special game) in which a predetermined symbol is variably displayed and a second special symbol is finally fixed and stopped. Hereinafter, the first special game and the second special game may be collectively referred to as a "special game". Thus, the special game as a changing game includes a first special game as a first changing game and a second special game as a second changing game. The special game is a special symbol changing game. The special symbol is a symbol that notifies the result of an internal lottery to be described later.
[0014] In this specification, "variable display" means a state in which the type of the displayed pattern changes over time. In this specification, "fixed stop display" means a state in which the pattern is fixedly displayed and the type of the displayed pattern does not change. Special patterns that can be fixedly displayed in the special pattern display sections 22a and 22b include big win patterns, small win patterns, and miss patterns. When a big win pattern is fixedly displayed in a special game, the player can recognize a big win. When a small win pattern is fixedly displayed in a special game, the player can recognize a small win. When a miss pattern is fixedly displayed in a special game, the player can recognize a miss.
[0015] The first special symbol display section 22a is composed of a plurality of light-emitting elements. When a special symbol is displayed as a fixed stop in the first special symbol display section 22a, at least one of the plurality of light-emitting elements constituting the first special symbol display section 22a lights up. Incidentally, during the execution of the first special game, the light-emitting elements constituting the first special symbol display section 22a light up in a lighting pattern corresponding to the execution of the first special game. Similarly, the second special symbol display section 22b is composed of a plurality of light-emitting elements. When a special symbol is displayed as a fixed stop in the second special symbol display section 22b, at least one of the plurality of light-emitting elements constituting the second special symbol display section 22b lights up. During the execution of the second special game, the light-emitting elements constituting the second special symbol display portion 22b are lit in a lighting pattern corresponding to the execution of the second special game.
[0016] In this embodiment, the first special game and the second special game are configured to be able to be executed simultaneously. The gaming machine 10 is configured to be able to execute the second special game even during execution of the first special game, and is also configured to be able to execute the first special game even during execution of the second special game. For this reason, in the gaming machine 10, both the first special game and the second special game may be executed in parallel. In this embodiment, the special symbol display units 22a and 22b realize a function as a variable game execution means for executing a variable game based on the lottery result of the winning lottery. And, the special symbol display units 22a and 22b in this embodiment are configured to be able to execute the first variable game and the second variable game in parallel at the same time.
[0017] 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 win, and then a jackpot game is generated (awarded). In this way, in the gaming machine 10, when a jackpot is won in the jackpot lottery held when a special game is executed, the jackpot game can be awarded after the special game ends. That is, in the gaming machine 10, when a jackpot lottery is won, a jackpot game is generated.
[0018] In the gaming machine 10, a small win lottery may be held when a special game is executed. In the gaming machine 10, when a small win is won in the small win lottery, a small win symbol is displayed as a fixed stop in the special game that is the subject of the win, and then a small win game is generated (awarded). In this way, in the gaming machine 10, when a small win is won in the small win lottery held when a special game is executed, it is possible to award the small win game after the special game ends. That is, in the gaming machine 10, when a small win lottery is won, a small win game is generated.
[0019] In this embodiment, winning a jackpot in a jackpot lottery corresponds to winning a jackpot lottery, and corresponds to winning a jackpot in a winning lottery. A jackpot pattern being displayed as a fixed stop in a special game corresponds to the result of winning a jackpot in the special game. Similarly, winning a small jackpot lottery corresponds to winning a small jackpot in a winning lottery. A small jackpot pattern being displayed as a fixed stop in a special game corresponds to the result of winning a small jackpot in the special game. Incidentally, not winning a jackpot and not winning a small jackpot corresponds to not winning either a jackpot or a small jackpot. A losing pattern being displayed as a fixed stop in a special game corresponds to the result of not winning either a jackpot or a small jackpot in the special game.
[0020] In the gaming machine 10, when the execution of the second special game is started during the execution of the first special game based on winning a jackpot, the losing symbol is forcibly displayed as a fixed stop in the second special game. Similarly, in the gaming machine 10, when the execution of the first special game is started during the execution of the second special game based on winning a jackpot, the losing symbol is forcibly displayed as a fixed stop in the first special game. In this way, in the gaming machine 10, when one of the first and second special games is being executed based on winning a jackpot and the execution of the other special game is started, the losing symbol is forcibly displayed as a fixed stop in the other special game.
[0021] In the gaming machine 10, if a winning symbol is displayed as a fixed stop in the first special game during the execution of the second special game, a losing symbol is displayed as a fixed stop in the second special game, and the second special game ends. Similarly, in the gaming machine 10, if a winning symbol is displayed as a fixed stop in the second special game during the execution of the first special game, a losing symbol is displayed as a fixed stop in the first special game. A fixed stop is displayed, and the first special game ends. In this way, in the gaming machine 10, when a jackpot symbol is displayed as a fixed stop in one of the first and second special games while the other special game is being executed, a loss symbol is displayed as a fixed stop in the one special game, and the one special game is forcibly ended. In this embodiment, the forced end of the special game with a loss symbol displayed as a fixed stop corresponds to the forced end in the first mode. That is, in this embodiment, when the second variation game becomes a jackpot during the execution of the first variation game and a jackpot game is awarded, the first variation game being executed is forcibly ended in the first mode. Similarly, in this embodiment, when the first variation game becomes a jackpot during the execution of the second variation game and a jackpot game is awarded, the second variation game being executed is forcibly ended in the first mode.
[0022] In the gaming machine 10, when a small winning symbol is displayed as a fixed stop in the second special game during the execution of the first special game, a losing symbol is displayed as a fixed stop in the first special game, and the first special game ends. Similarly, in the gaming machine 10, when a small winning symbol is displayed as a fixed stop in the first special game during the execution of the second special game, a losing symbol is displayed as a fixed stop in the second special game, and the second special game ends. In this way, in the gaming machine 10, when a small winning symbol is displayed as a fixed stop in one of the first and second special games during the execution of the other special game, a losing symbol is displayed as a fixed stop in the one special game, and the one special game ends forcibly. In other words, in this embodiment, when the second variation game becomes a small winning during the execution of the first variation game and a small winning game is awarded, the first variation game being executed is forced to end in the first mode. Similarly, in this embodiment, when the first variation game results in a small win during execution of the second variation game and a small win game is awarded, the second variation game being executed is forcibly ended in the first mode.
[0023] Incidentally, in the gaming machine 10, if a losing symbol is displayed as a fixed stop in the first special game during the execution of the second special game, the second special game does not end and the execution of the second special game continues. Similarly, in the gaming machine 10, if a losing symbol is displayed as a fixed stop in the second special game during the execution of the first special game, the first special game does not end and the execution of the first special game continues.
[0024] The information display panel 22 includes a first special hold display section 22c and a second special hold display section 22d. The first special hold display section 22c recognizably displays the number of first special games whose execution has been put on hold 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 is capable of putting on hold the execution of the first special game. The second special hold display section 22d recognizably displays the number of second special games whose execution has been put on hold 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 is capable of putting on hold the execution of the second special game. In this way, the present embodiment is capable of putting on hold the execution of the variable game.
[0025] The first special hold display section 22c is composed of a plurality of light-emitting elements. The plurality of light-emitting elements constituting the first special hold display section 22c are lit in a lighting manner that can specify the number of times (number) of the first special game that is on hold. For example, when the number of the first special game that is on hold is 1 or more, at least one of the plurality of light-emitting elements constituting the first special hold display section 22c is lit. Note that the case where the number of the first special game that is on hold is 1 or more corresponds to the case where the execution of the first special game is on hold. Similarly, the second special hold display section 22d is composed of a plurality of light-emitting elements. The plurality of light-emitting elements constituting the second special hold display section 22d are lit in a lighting manner that can specify the number of times (number) of the second special game that is on hold. For example, when the number of the second special game that is on hold is 1 or more, at least one of the plurality of light-emitting elements constituting the second special hold display section 22d is lit. Note that when the number of the second special game that is on hold is 1 or more, The time corresponds to when the execution of the second special game is on hold. In this embodiment, at least one of the first special hold display unit 22c and the second special hold display unit 22d realizes a function as a hold light emitting means capable of lighting in a lighting manner that can specify the number of variable games on hold. This embodiment is configured such that when the number of variable games on hold is 1 or more, at least one of the one or more light emitting elements constituting the hold light emitting means is on.
[0026] The information display panel 22 includes a normal symbol display section 22e and a normal hold display section 22f. The normal symbol display section 22e displays a normal symbol variable game (hereinafter referred to as a normal game) that variably displays a predetermined symbol and finally displays a normal symbol as a fixed stop. The normal symbols that can be displayed as fixed stops 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 symbol is displayed as a fixed stop in the normal game, and then a normal win game is generated (given). The normal hold display section 22f recognizably displays the number of normal games (hereinafter referred to as the normal hold number) whose execution is held because the start condition has been met but the execution condition has not yet been met.
[0027] The normal symbol display section 22e is composed of a plurality of light-emitting bodies. When a normal symbol is displayed as a fixed stop in the normal symbol display section 22e, at least one of the plurality of light-emitting bodies constituting the normal symbol display section 22e is lit. Incidentally, during the execution of a normal game, the light-emitting body constituting the normal symbol display section 22e is lit in a lighting mode corresponding to the execution of the normal game. In addition, the normal hold display section 22f is composed of a plurality of light-emitting bodies. The plurality of light-emitting bodies constituting the normal hold display section 22f are lit in a lighting mode that can specify the number (number) of normal games whose execution is held. For example, when the number of normal games whose execution is held is 1 or more, at least one of the plurality of light-emitting bodies constituting the normal hold display section 22f is lit. Incidentally, when the number of normal games whose execution is held is 1 or more, this corresponds to when the execution of a normal game is held.
[0028] The information display panel 22 is equipped with a right-hit notification lamp 22g. Details will be described later, but the right-hit notification lamp 22g notifies that right-hitting is recommended in a situation in which right-hitting is recommended. The right-hit notification lamp 22g is composed of one light-emitting element. In a situation in which right-hitting is recommended, the light-emitting element that constitutes the right-hit notification lamp 22g lights up. On the other hand, in a situation in which right-hitting is not recommended, the light-emitting element that constitutes the right-hit notification lamp 22g does not light up and is turned off.
[0029] 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 notification 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.
[0030] The gaming machine 10 is provided with 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 is provided with an opening 23a. The gaming machine 10 is provided with a movable body 24. The movable body 24 is movable between an original position 24a and a performance position 24b. The movable body 24 operates by receiving power from a performance actuator EA (shown in FIG. 7). The movable body 24 has a gear mechanism for transmitting the power of the performance actuator EA. In the gaming machine 10, the power of the performance actuator EA passes through the gear mechanism to operate the movable body 24. The gaming machine 10 is provided with an original position sensor GS (shown in FIG. 7) capable of detecting the movable body 24 when the movable body 24 is located at the original position 24a.
[0031] 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. 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 23a 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.
[0032] 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 game area 21. The first start opening 26 is always open so that a game ball can be inserted. The gaming machine 10 is provided with a first start sensor SE1 (shown in FIG. 7) that detects a game 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 game ball into the first start opening 26 as a start opening. For example, a ball passage that leads the entered game ball to the back side of the game board 20 (discharges it from the game 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 game ball is detected by the first start sensor SE1, the start condition of the first special game can be established and the payout condition of the prize ball is established. When the first start sensor SE1 detects game balls and the conditions for paying out prize balls are met, three game balls are awarded as prize balls.
[0033] 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. 7) that detects a game 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 game ball into the second start hole 27 as a start hole. For example, a ball passage that leads the entered game ball to the back side of the game board 20 is connected to the second start hole 27, and the second start sensor SE2 is disposed in the ball passage. When the game 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. When the game ball is detected by the second start sensor SE2 and the payout condition of the prize ball is established, one game ball is awarded as a prize ball. The second starting hole 27 has a first variable member 28 as an opening / closing 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. 7). 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 a first starting hole, and a second special game as a second variable game that can be executed when a game ball enters a second starting hole.
[0034] The gaming machine 10 is equipped with a first large prize opening 29. The first large prize opening 29 is located to the right of the center frame 23 in the gaming area 21. The gaming machine 10 is equipped with a first count sensor SE3 (shown in FIG. 7) that detects a gaming ball that has entered the first large prize opening 29. For example, a ball passage that leads the entered gaming ball to the back side of the gaming board 20 is connected to the first large prize opening 29, and the first count sensor SE3 is disposed in the ball passage. When a gaming ball is detected by the first count sensor SE3, the conditions for paying out prize balls are met. When a gaming ball is detected by the first count sensor SE3 and the conditions for paying out prize balls are met, 10 gaming balls are awarded as prize balls. The first large prize opening 29 has a second variable member 30. The second variable member 30 can be moved between an open state where a game ball can enter the first large prize opening 29 and a closed state where a game ball cannot enter the first large prize opening 29. The second variable member 30 operates by receiving power from a second actuator A2 (shown in FIG. 7). When the second variable member 30 is in the open state, game balls are permitted to enter the first large prize opening 29. When the second variable member 30 is in the closed state, game balls are not permitted to enter the first large prize opening 29. Hereinafter, the open state of the second variable member 30 may be referred to as "the first large prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the first large prize opening 29 is closed."
[0035] The gaming machine 10 is provided with a second large prize opening 31. The second 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 second count sensor SE4 (shown in FIG. 7) that detects a gaming ball that has entered the second 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 second large prize opening 31, and the second count sensor SE4 is disposed in the ball passage. When the gaming ball is detected by the second count sensor SE4, the payout condition of the prize ball is established. When the gaming ball is detected by the second count sensor SE4 and the payout condition of the prize ball is established, 10 gaming balls are awarded as prize balls. The second large prize opening 31 has a third variable member 32. The third variable member 32 is operable between an open state in which the game ball can enter the second large prize opening 31 and a closed state in which the game ball cannot enter the second large prize opening 31. The third variable member 32 operates by receiving power from a third actuator A3 (shown in FIG. 7). When the third variable member 32 is in the open state, the game ball is permitted to enter the second large prize opening 31. When the third variable member 32 is in the closed state, the game ball is not permitted to enter the second large prize opening 31. Hereinafter, the open state of the third variable member 32 may be referred to as "the second large prize opening 31 is opened," and the closed state of the third variable member 32 may be referred to as "the second large prize opening 31 is closed."
[0036] 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 SE5 (shown in FIG. 7) that detects a gaming ball that enters and passes through the gate opening is disposed. When the gaming ball is detected by the gate sensor SE5, a start condition for a normal game can be established. In this embodiment, when the machine is in a waiting state for a jackpot game, which corresponds to a waiting state for a prize, the detection of a gaming ball by the gate sensor SE5 triggers the establishment of a start condition for a jackpot game, and a jackpot game is generated. In this embodiment, the gate 33 functions as a start ball entry opening through which a gaming ball can enter. It is not necessary to configure the gaming ball that enters the gate 33 to pass through the gate 33. For example, the game ball that enters the gate 33 may pass through a ball passage that leads to the back side of the game board 20 and be discharged from the game board 20 to the outside.
[0037] 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 SE6 (shown in FIG. 7) that detects a gaming ball that has entered the first general winning opening 34. The first general sensor SE6 realizes a function as a general winning ball detection means that can detect the entry of a gaming ball into the first general winning opening 34 as a general winning 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 general winning opening 34, and the first general sensor SE6 is disposed in the ball passage. When the gaming ball is detected by the first general sensor SE6, a payout condition for the prize ball is established. When game balls are detected by the first general sensor SE6 and the conditions for paying out prize balls are met, eight game balls are awarded as prize balls.
[0038] The gaming machine 10 is provided with a second general winning port 35 as a general winning port. 35 is located at the lower right of the center frame 23 in the game area 21. The second general winning opening 35 is always open so that the game balls can enter. The gaming machine 10 is equipped with a second general sensor SE7 (shown in FIG. 7) that detects the game balls that have entered the second general winning opening 35. The second general sensor SE7 realizes a function as a general ball entry detection means that can detect the entry of the game balls into the second general winning opening 35 as a general winning opening. For example, the second general winning opening 35 is connected to a ball passage that leads the entered game ball to the back side of the game board 20 (discharges it from the game board 20 to the outside), and the second general sensor SE7 is disposed in the ball passage. When the game ball is detected by the second general sensor SE7, the payout condition of the prize ball is established. When the game ball is detected by the second general sensor SE7 and the payout condition of the prize ball is established, eight game balls are awarded as prize balls.
[0039] 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 holes 29, 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.
[0040] The gaming machine 10 includes a magnetic sensor ES2 capable of detecting magnetism. The magnetic sensor ES2 is disposed on the rear side of the gaming board 20. The magnetic sensor ES2 realizes a function as a magnetic detection means capable of detecting magnetism.
[0041] The gaming machine 10 includes a passage member 37 and a passage member 38. The passage member 37 and the passage member 38 are located in the lower right of the center frame 23 in the gaming area 21. The second start opening 27 is located in the passage member 37. The first variable member 28 of the second start opening 27 is a member that constitutes the upper surface of the passage member 37. The second large winning opening 31 is located in the passage member 37. The third variable member 32 of the second large winning opening 31 is a member that constitutes the upper surface of the passage member 37. In the gaming area 21, the passage member 37 and the passage member 38 form a flow-down passage 39 through which the gaming balls can flow down. In the flow-down passage 39, the second start opening 27 is located upstream of the second large winning opening 31. In the flow-down passage 39, all gaming balls that do not enter the second start opening 27 are guided to the second large winning opening 31. If a game ball enters through the ball inlet 39a at the most upstream part of the flow passage 39 and does not enter either the second starting hole 27 or the second large winning hole 31, the game ball that entered through the ball inlet 39a is discharged from the discharge outlet 39b at the most downstream part of the flow passage 39.
[0042] The passage member 38 has a plurality of first protrusions 38a on the lower surface of the passage member 38 at a location where the first variable member 28 of the second starting port 27 and the flow-down passage 39 are formed. When a game ball flowing down (passing) the flow-down passage 39 collides with the first protrusions 38a, the flow-down speed of the game ball decreases. That is, the first protrusions 38a have a function of suppressing the flow-down speed of the game ball flowing down the upper surface of the first variable member 28 of the second starting port 27. The passage member 38 has a plurality of second protrusions 38b on the lower surface of the passage member 38 at a location where the third variable member 32 of the second large winning port 31 and the flow-down passage 39 are formed. When a game ball flowing down the flow-down passage 39 collides with the second protrusions 38b, the flow-down speed of the game ball decreases. In other words, the second protrusion 38b has the function of suppressing the flow speed of the game ball flowing down the upper surface of the third variable member 32 of the second large winning opening 31.
[0043] Next, the launching device 70 serving as the launching mechanism will be described. As shown in FIG. 3, the launching device 70 is configured to include a ball sending mechanism 71 and a launching mechanism 72. The game balls stored in the upper tray UZ are guided to a waiting position W1 by a ball guide path in the upper tray UZ. The game balls guided to the waiting position W1 are sent to a launching position W2 in the launching mechanism 72 by the operation of the ball sending mechanism 71. The ball sending mechanism 71 operates by receiving power from a ball sending actuator 71a (shown in FIG. 7). By the operation of the ball sending mechanism 71, one game ball is sent to the launching position W2.
[0044] The launch mechanism 72 includes a hammer portion 72a as a hammer. The hammer portion 72a can be operated in a pre-launch state in which the game ball is not in contact with the hammer portion 72a when the game ball is located at the launch position W2, and a post-launch state in which the game ball is in contact with the hammer portion 72a when the game ball is located at the launch position W2. In FIG. 3, the hammer portion 72a in the pre-launch state is shown by a solid line, and the hammer portion 72a in the post-launch state is shown by a two-dot chain line. The hammer portion 72a operates by receiving power from a hammer actuator 72b (shown in FIG. 7). The launch mechanism 72 includes a launch rail 72c. When the game ball at the launch position W2 is launched by being shot out by the operation of the hammer portion 72a, the game ball is guided to the guide passage 21a by the launch rail 72c.
[0045] Next, the path along which the gaming ball flows down in this embodiment will be described with reference to FIG. 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.
[0046] 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 29, 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 29, 31, the gate 33, and the second general prize hole 35. In other words, the first starting gate 26 and the first general winning gate 34 are located on the first route R1, and the second starting gate 27, the large winning gates 29, 31, the gate 33 and the second general winning gate 35 are located on the second route R2.
[0047] When flowing down the first route R1, the game ball is less likely to enter the second start port 27, the large prize port 29, 31, the gate 33, and the second general prize port 35 than when flowing down the second route R2. When flowing down the second route R2, the game ball is less likely to enter the first start port 26 or the first general prize port 34 than when flowing down the first route R1. In the right area RA2, the second start port 27, the large prize port 29, 31, the gate 33, and the second general prize port 35 are arranged in the following order from the upstream side: the gate 33, the first large prize port 29, the second general prize port 35, the second start port 27, and the second large prize port 31. Hereinafter, launching a game ball so that it flows down the first path R1 may be referred to as a "left hit," and launching a game ball so that it flows down the second path R2 may be referred to as a "right hit." In this embodiment, the left side area RA1 corresponds to the non-specific area, and the right side area RA2 corresponds to the specific area. In this embodiment, the right hit notification lamp 22g functions as a specific area light emitting means that can be turned on when the area in which it is recommended to launch the game ball is the specific area.
[0048] 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 conducted as an internal lottery. The high probability state is a gaming state in which the jackpot probability is higher than in the low probability state. The high probability state is a so-called "probability variable state (high probability state)". The low probability state is a so-called , "non-probability-varying state (non-probability-changing state)". In the probability-varying state, the probability of winning a jackpot in the jackpot lottery is higher than in the non-probability-varying state. Incidentally, in the gaming machine 10, the probability of winning the jackpot lottery differs depending on whether it is in a low-probability state or a high-probability state, but the probability of winning the jackpot lottery does not differ depending on the type of starting hole into which the ball enters. In the gaming machine 10, the probability of winning the small jackpot lottery does not differ depending on whether it is in a low-probability state or a high-probability state. In this way, the gaming machine 10 is configured to be controllable to either the non-probability-varying state or the probability-varying state.
[0049] The gaming machine 10 has a non-variation shortening state and a variation shortening state as game states in which the variation time of at least the second special game of the first special game and the second special game is different. The variation shortening state is a game state in which the variation time of at least the second special game of the first special game and the second special game is shorter (or tends to be shorter) than in the non-variation shortening state. Note that "the variation time of the second special game is shorter (or tends to be shorter)" does not necessarily mean that the variation time of the second special game is always shorter, but may be shorter or longer, and means that the average time of the variation time of the second special game is shorter. Incidentally, in the variation shortening state in the gaming machine 10, the variation time of both the first special game and the second special game is shorter (or tends to be shorter) than in the non-variation shortening state. In the gaming machine 10, the variation time of the second special game when controlled to the non-variation shortening state exceeds a predetermined variation time (for example, 4 minutes or 8 minutes). Specifically, the fluctuation time of the second special game when controlled to the non-variation shortening state is 10 minutes at least in the case of a small win and in the case of a miss. For example, the fluctuation time of the second special game when controlled to the non-variation shortening state may be set not to exceed a predetermined fluctuation time (e.g., 1 minute) only in the case of a big win. On the other hand, the fluctuation time of the second special game when controlled to the variation shortening state does not exceed the predetermined fluctuation time. In this way, the gaming machine 10 is configured to be controllable to either the non-variation shortening state or the variation shortening state.
[0050] The gaming machine 10 has a non-open extended state and an open extended state as game states in which the opening time of the first variable member 28 when a normal winning game is generated is different. The open extended state is a game state in which the opening time of the first variable member 28 when a normal winning game is generated is longer than the non-open extended state. In the open extended state, the advantage of the game ball entering the second starting hole 27 is higher than the non-open extended state. That is, the open extended state is higher in the advantage of opening and closing the first variable member 28 than the non-open extended state. Incidentally, as a method of varying the opening time of the first variable member 28 when a normal winning game is generated, there are a method of varying the number of times the first variable member 28 is in the open state in one normal winning game, a method of varying the opening time when the first variable member 28 is in the open state, and a method of varying the total opening time when the first variable member 28 is in the open state in one normal winning game.
[0051] In addition, the game state may be configured to be controllable to have different winning probabilities in the normal winning lottery. For example, a high normal winning probability state and a low normal winning probability state may be configured to be controllable as game states, and the high normal winning probability state may be configured to be a game state in which the probability of winning a normal winning lottery is higher than that of the low normal winning probability state. Also, it may be configured to be controlled to the high normal winning probability state when controlled to the open extension state, and to be controlled to the low normal winning probability state when controlled to the non-open extension state. Also, the game state may be configured to be controllable to have different fluctuation times of the normal game. For example, the normal shortened state and the non-normal shortened state may be configured to be controllable as game states, and the normal shortened state may be configured to be a game state in which the fluctuation time of the normal game is more likely to be shorter than that of the non-normal shortened state. Note that "the fluctuation time of the normal game is more likely to be shorter" does not necessarily mean that the fluctuation time of the normal game is always short, but may be shorter or longer, and it is intended to mean that the average fluctuation time of the normal game is shorter.
[0052] The game states controlled by the gaming machine 10 include a low probability state, a non-variable shortening state, a non- These are "open extended state", "low probability state, variable shortening state, open extended state", "high probability state, variable shortening state, open extended state", and "high probability state, variable shortening state, non-open extended state". Hereinafter, "game state controlled to low probability state, non-variable shortening state, non-open extended state" may be referred to as "normal low probability state", and "game state controlled to low probability state, variable shortening state, open extended state" may be referred to as "specific low probability state". In addition, "game state controlled to high probability state, variable shortening state, open extended state" may be referred to as "specific high probability state", and "game state controlled to high probability state, variable shortening state, non-open extended state" may be referred to as "special state". The special state is also called small hit rush (RUSH) or small hit rush state.
[0053] 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. Specifically, a first jackpot symbol is determined for a first jackpot symbol, and a second jackpot symbol is determined for a second jackpot symbol. Hereinafter, a jackpot game based on a first jackpot may be referred to as a "first jackpot game," and a jackpot game based on a second jackpot may be referred to as a "second jackpot game."
[0054] In the jackpot game, first, an opening performance is performed for a predetermined opening period to notify the start of the jackpot game. In the jackpot game, after the opening performance is finished, a round game is performed in which the first large prize winning hole 29 is opened. The round game is performed up to a predetermined upper limit number of times. In one round game, the first large prize winning hole 29 is opened until a first open game ending condition in which a predetermined upper limit number of game balls enters the hole, or a second open game ending condition in which a predetermined upper limit time has elapsed, is established. In the round game, a round performance is performed. Then, in the jackpot game, when the final round game is finished, an ending performance is performed for a predetermined ending period to notify the end of the jackpot game. The jackpot game is finished with the end of the ending performance. Incidentally, the jackpot game is awarded (occurs) when the special game is not being executed.
[0055] As shown in FIG. 4, the number of rounds (shown as the number of rounds in FIG. 4) is determined for each jackpot. Specifically, the number of rounds is determined as "7 times" for the first and second jackpots. In addition, the game state after the jackpot game is determined for each jackpot. Specifically, it is determined that the game state after the jackpot game is ended is a specific high probability state for the first and second jackpots. In this way, the first and second jackpot games correspond to specific jackpot games that can be controlled to a probability variable state after the jackpot game is ended. That is, in this embodiment, the jackpot game includes a specific jackpot game that can be controlled to a probability variable state after the jackpot game is ended.
[0056] For the first jackpot, it is determined that the open extension state is set to an upper limit from the end of the jackpot game until 50 special games are completed. For the second jackpot, it is determined that the open extension state is set to an upper limit from the end of the jackpot game until 100 special games are completed. Incidentally, in this embodiment, when the high probability state is controlled after the end of the jackpot game, the high probability state is controlled until the fall lottery performed as an internal lottery is won, or until the jackpot game occurs before the fall lottery is won. In the gaming machine 10, when the fall lottery is won, the high probability state ends and the state is controlled to a low probability state. The fall lottery is a lottery that is performed separately from the jackpot lottery and the small win lottery.
[0057] If 50 special games are completed without a jackpot game occurring after the first jackpot game ends, and the game has already won the drop lottery and is controlled to a low probability state, the game is controlled to a normal low probability state. On the other hand, if 50 special games are completed without a jackpot game occurring after the first jackpot game ends, the game continues to be controlled to a high probability state without winning the drop lottery. When the special game is completed, the special state is controlled. Similarly, when 100 special games are completed without a jackpot game being generated after the end of the second jackpot game, if the player has already won the fall lottery and is controlled to the low probability state, the game is controlled to the normal low probability state. On the other hand, when 100 special games are completed without a jackpot game being generated after the end of the second jackpot game, the game is controlled to the special state when the player continues to be controlled to the high probability state without winning the fall lottery. In this way, in the gaming machine 10, the game is controlled to the high probability state after the end of the jackpot game and then continues to be controlled to the high probability state, and is controlled to the open extension state until the number of special games executed without a jackpot game being generated reaches a predetermined number (50 or 100). On the other hand, in the gaming machine 10, after the end of a jackpot game, the gaming machine is controlled to a high probability state and then continues to be controlled to the high probability state, and after the number of special games executed without a jackpot game occurring reaches a predetermined number (50 or 100), the gaming machine is controlled to a non-open extended state.
[0058] As described above, in the gaming machine 10, when it is controlled to the high probability state, it may be controlled to the special state. Incidentally, in the gaming machine 10, after it is controlled to the special state, if the end condition of the special state is established, the special state ends. The end condition of the special state includes an end condition that is established when the jackpot lottery is won. The end condition of the special state includes an end condition that is established when the fall lottery is won.
[0059] Next, the small win in the gaming machine 10 will be described. In a small win game, the second large prize opening 31 is opened, and game balls are allowed to enter the second large prize opening 31. In a small win game, the second large prize opening 31 is opened in a predetermined opening mode. In a small win game, the second large prize opening 31 is opened in a predetermined opening mode until a first open game end condition in which a predetermined upper limit number of game balls enters the second large prize opening 31, or a second open game end condition in which a predetermined upper limit time has elapsed, is met. For example, in a small win game, the second large prize opening 31 is opened in an opening mode in which the second large prize opening 31 is opened for 0.6 seconds, closed for 0.5 seconds, and then opened for 1.2 seconds. In this way, in a small win game, the second large prize opening 31 is opened at least once for a time that makes it easy to allow game balls to enter the second large prize opening 31.
[0060] 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 patterns (hereinafter, referred to as effect patterns) are displayed in a variable manner in multiple rows, and a combination of effect patterns 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 patterns. The effect patterns are patterns decorated with characters, patterns, etc., and are also called decorative patterns or ornamental patterns. The effect game is executed by displaying (scrolling) the first, second, and third pattern rows in a variable manner in the vertical direction. The effect pattern in the first row is the first pattern, the effect pattern in the second row is the second pattern, and the effect pattern in the third row is the third pattern. 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.
[0061] 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 is 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 while the special game is being executed. 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 a 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 "777". When a small win symbol is fixedly displayed in the special game, the small win symbol combination is fixedly displayed in the effect game. For example, the small win 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
[0323] and
[0426] . It is a symbol combination. When a losing symbol is displayed as a fixed stop in a special game, a losing symbol combination is displayed as a fixed stop in a performance game. For example, a losing symbol combination is a symbol combination in which the performance symbols of at least some columns are different from the performance symbols of other columns, such as "323". Incidentally, a small winning symbol combination may be a symbol combination that is partially or entirely common to a losing symbol combination. For example, when a symbol combination common to a small winning symbol combination and a losing symbol combination is displayed as a fixed stop in a performance game, it is difficult to identify whether it is a small winning or a losing symbol from the performance pattern. On the other hand, a small winning symbol combination may be a symbol combination different from a losing symbol combination. In addition, in a performance game, a performance symbol is displayed as a fixed stop before being displayed as a fixed stop. In this specification, "temporary stop display" means a state that indicates a state different from a fixed stop display, such as a "shaking state".
[0062] In the effect game, the display mode of the effect symbols may become a reach mode (a reach is formed), and a reach effect may be performed. The reach mode is a state in which effect symbols imitating the same numbers are temporarily displayed in a specific column (for example, the left column and the right column) among multiple columns, and effect symbols in a column other than the specific column (for example, the middle column) are continuously displayed in a variable manner. The reach effect may include multiple types of reach effects in which the characters that appear and the actions of the effect symbols are different. The reach effect is performed during the execution of a special game. The reach effect includes a normal reach effect and a super reach effect that is performed after the start of a normal reach effect. In this embodiment, when a super reach effect is executed during the execution of a special game, the expectation of a big win is higher than when only a normal reach effect is executed.
[0063] In the gaming machine 10, the fact that the execution of a special game is on hold is notified on the effect display device 25. In the gaming machine 10, when the execution of a special game is on hold, the number of special games on hold is notified.
[0064] As shown in FIG. 5, the effect display device 25 displays 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 reserved, and corresponds to a reserved image corresponding to the first variable game whose execution is reserved. In this embodiment, the reserved image Ha is a circular image. The reserved image Ha includes reserved images H1a to H4a. In the gaming machine 10, when the first special reserved number is "1", the reserved image H1a among 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 among 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 among 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 "4", the reserved images H1a to H4a are displayed on the effect 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. Note that when the first special hold number is "0", the hold images H1a to H4a are not displayed on the performance display device 25.
[0065] 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. Thus, the reserved display area R1a displays the reserved images Ha corresponding to the first special game that is to be executed fourth among the reserved first special games. The reserved display area R2a can be said to be a display area that can specify that the first special game corresponding to the displayed reserved image H2a will be executed first. The reserved display area R2a can be said to be a display area that can specify that the first special game corresponding to the displayed reserved image H2a will be executed second. The reserved display area R3a can be said to be a display area that can specify that the first special game corresponding to the displayed reserved image H3a will be executed third. The reserved display area R4a can be said to be a display area that can specify that the first special game corresponding to the displayed reserved image H4a will be executed fourth. As described above, the reserved image Ha is displayed in the display area in the performance display device 25 that can specify the execution order in which the corresponding first special game will be executed.
[0066] The effect display device 25 displays 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 the second variable 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 reserved number is "4", reserved images H1b to H4b are displayed on the performance display device 25. The reserved image H1b is displayed in the reserved display area R1b on the performance display device 25. The reserved image H2b is displayed in the reserved display area R2b on the performance display device 25. The reserved image H3b is displayed in the reserved display area R3b on the performance display device 25. The reserved image H4b is displayed in the reserved display area R4b on the performance display device 25. Note that when the second special reserved number is "0", the reserved images H1b to H4b are not displayed on the performance display device 25. In this embodiment, the performance display device 25 capable of displaying at least one of the reserved image Ha and the reserved image Hb realizes a function as a reserved display means capable of displaying a reserved image corresponding to a variable game whose execution is on hold.
[0067] 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. Therefore, the reserved display area R1b can be said to be a display area that can specify that the second special game corresponding to the displayed reserved image H1b is executed first. The reserved display area R2b can be said to be a display area that can specify that the second special game corresponding to the displayed reserved image H2b is executed second. The reserved display area R3b can be said to be a display area that can specify that the second special game corresponding to the displayed reserved image H3b is executed third. The reserved display area R4b can be said to be a display area that can specify that the second special game corresponding to the displayed reserved image H4b is executed fourth. As described above, the reserved image Hb is displayed in the display area of the effect display device 25 in which the execution order in which the corresponding second special game is executed can be specified.
[0068] In the gaming machine 10, an executing image ZGa corresponding to the first special game being executed is displayed in the executing area ZRa in the effect display device 25. The executing image ZGa corresponds to an executing image corresponding to the variable game being executed. When the first special game is executed, an executing image ZGa based on the reserved image Ha that was displayed when the executing first special game was on hold is displayed in the executing area ZRa. Specifically, the reserved image H1a that was displayed in the reserved display area R1a immediately before the execution of the first special game is displayed in the executing area ZRa as the executing image. The reserved image H1a is displayed as an image ZGa. Therefore, when the first special game is being executed, a circular in-play image ZGa is displayed in the execution area ZRa when the first special game is being executed. The in-play image ZGa is larger than the reserved image Ha. Therefore, when the reserved image H1a is displayed as the in-play image ZGa, the reserved image H1a is enlarged and displayed as the in-play image ZGa. Incidentally, even in a situation where the number of first special reserved balls is 0, if a game ball enters the first starting hole 26, the execution of the first special game is temporarily suspended, and the reserved image Ha is displayed on the performance display device 25. In this case, the reserved image Ha is temporarily displayed on the performance display device 25, and the reserved image Ha is displayed in the execution area ZRa of the performance display device 25 as the in-play image ZGa.
[0069] In the gaming machine 10, an executing image ZGb corresponding to the second special game being executed is displayed in the executing area ZRb in the effect display device 25. The executing image ZGb corresponds to an executing image corresponding to the variable game being executed. When the second special game is executed, an executing image ZGb based on the reserved image Hb displayed when the executing second special game was reserved is displayed in the executing area ZRb. Specifically, the reserved image H1b displayed in the reserved display area R1b immediately before the execution of the second special game is displayed as the executing image ZGb in the executing area ZRb. Therefore, a diamond-shaped executing image ZGb is displayed in the executing area ZRb when the second special game is executed. The executing image ZGb is larger than the reserved image Hb. Therefore, when the reserved image H1b is displayed as the executing image ZGb, the reserved image H1b is enlarged and displayed as the executing image ZGb. Incidentally, even in a situation where the second special reserved number is 0, if a game ball enters the second starting hole 27, the execution of the second special game is temporarily suspended, and therefore 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 as an execution image ZGb in the execution area ZRb of the performance display device 25. In the embodiment, the performance display device 25 capable of displaying the execution images ZGa and ZGb realizes a function as an execution display means capable of displaying an execution image corresponding to the variable game being executed.
[0070] In the gaming machine 10, when the execution of the first special game is started, the reserved image H1a displayed in the reserved display area R1a is displayed in the reserved display area ZRa as the running image ZGa. In the gaming machine 10, when the execution of the first special game is started, the reserved image H2a displayed in the reserved display area R2a is displayed in the reserved display area R1a as the reserve image H1a. In the gaming machine 10, when the execution of the first special game is started, the reserved image H3a displayed in the reserved display area R3a is displayed in the reserved display area R2a as the reserve image H2a. In the gaming machine 10, when the execution of the first special game is started, the reserved image H4a displayed in the reserved display area R4a is displayed in the reserved display area R3a as the reserve image H3a.
[0071] Similarly, in the gaming machine 10, when the execution of the second special game is started, the reserved image H1b displayed in the reserved display area R1b is displayed in the reserved display area ZRb as the running image ZGb. In the gaming machine 10, when the execution of the second special game is started, the reserved image H2b displayed in the reserved display area R2b is displayed in the reserved display area R1b as the reserve image H1b. In the gaming machine 10, when the execution of the second special game is started, the reserved image H3b displayed in the reserved display area R3b is displayed in the reserved display area R2b as the reserve image H2b. In the gaming machine 10, when the execution of the second special game is started, the reserved image H4b displayed in the reserved display area R4b is displayed in the reserved display area R3b as the reserve image H3b.
[0072] In the gaming machine 10, the effects related to the launch strength of the gaming ball are executed by the effect display device 25. Specifically, in the gaming machine 10, the effects related to the launch strength of the gaming ball include a right-hit notification effect that encourages right-hitting and a left-hit notification effect that encourages left-hitting.
[0073] As shown in FIG. 6(a), for example, in the gaming machine 10, an image YG1 imitating a right-facing arrow and text information MJ1 of “Right Hit” are displayed on the effect display device 25, and a right hit notification effect is displayed. In this embodiment, the right hit notification effect corresponds to a specific area effect that prompts the launch of the game ball to a specific area. In this way, the effect that can be executed by the effect display device 25 as the effect execution means includes a specific area effect.
[0074] The right-hit notification effect is executed in a situation where a right hit is recommended. For example, the right-hit notification effect is executed when the fluctuation shortening state is in effect. For example, the right-hit notification effect is executed when a big win game has been awarded. For example, the right-hit notification effect is executed when a small win game has been awarded. For example, the right-hit notification effect is executed when the big win game is waiting to occur. The right-hit notification effect may be configured to continue to be executed until the end condition of the right-hit notification effect is met. The end condition of the right-hit notification effect may be met, for example, when a predetermined presentation time has elapsed.
[0075] As shown in FIG. 6(b), for example, in the gaming machine 10, an image YG2 that resembles a left-facing arrow and text information MJ2 that reads "Please return to left hit" are displayed on the effect display device 25, and a left-hit notification effect is executed. In this embodiment, the left-hit notification effect corresponds to a non-specific area effect that encourages the launch of a gaming ball into a non-specific area. In this way, the non-specific area effect is one of the effects that can be executed by the effect display device 25 as an effect execution means.
[0076] The left hit notification effect is executed in a situation where a left hit is recommended. For example, the left hit notification effect is executed when the state is in a non-variable shortening state. For example, the left hit notification effect may be configured to be executed when the variable shortening state ends and switches to a non-variable shortening state when a jackpot game is not awarded. For example, the left hit notification effect may be configured to be executed when it is determined that a right hit is being made in a situation where a left hit is recommended. At this time, for example, it may be determined that a right hit is being made when a game ball enters the gate 33. The left hit notification effect may be configured to continue to be executed until the end condition of the left hit notification effect is established. The end condition of the left hit notification effect may be established, for example, by the passage of a predetermined presentation time, or by the award of at least one of a jackpot game and a small win game.
[0077] Here, the change in the number of balls possessed with respect to the playing time in each playing state in the gaming machine 10 will be described. In the gaming machine 10, if a game ball is inserted into the second starting hole 27, even if it does not result in a big win, there is a high probability of a small win. Therefore, if a right hit is made, a game ball can be inserted into the gate 33 and into the second starting hole 27, so that a small win lottery is generated and a chance to win a prize ball is generated. However, since the fluctuation time of the second special game in the non-fluctuation shortening state is significantly longer than the fluctuation time of the second special game in the fluctuation shortening state, the time until a small win game is actually generated and a chance to win a prize ball arrives is also significantly longer. In this embodiment, it takes about 10 minutes from the start of the execution of the second special game by inserting a game ball into the second starting hole 27 until the second big winning hole 31 is finally opened. And, when hitting to the right in the non-variable shortening state, the number of game balls consumed per unit of time (the number of game balls shot) exceeds the number of game balls that can be acquired per unit of time. Furthermore, when hitting to the right, the game balls do not enter the first starting hole 26, so the number of special games executed per unit of time is significantly reduced. Therefore, when in the non-variable shortening state, it is preferable to hit to the left. On the other hand, when in the variable shortening state, the variable time of the second special game is shorter than when in the non-variable shortening state. As a result, when in the variable shortening state, the number of small wins per unit of time is more likely to be greater than when in the non-variable shortening state. Therefore, when in the variable shortening state, it is preferable to hit to the right.
[0078] In the gaming machine 10, the first large prize opening 31 is located upstream of the second large prize opening 31 in the flow passage 39. The second starting hole 27 is provided. In the gaming machine 10, when the game machine 10 is in the open extension state, most of the game balls entering from the ball entry hole 39a enter the second starting hole 27, and even if a small win game occurs, the game balls are unlikely to enter the second large winning hole 31. In particular, even if the second starting hole 27 is closed, the first protrusion 38a reduces the flow rate of the game balls flowing down the flow passage 39, so that even if the game balls entered the ball entry hole 39a when the second starting hole 27 is closed, they are more likely to enter the second starting hole 27. On the other hand, in the gaming machine 10, when the game machine 10 is in the non-open extension state, more of the game balls entering from the ball entry hole 39a tend to enter the second large winning hole 31 without entering the second starting hole 27, compared to when the game machine 10 is in the open extension state. In particular, even if the second large prize opening 31 is closed, the second protrusion 38b reduces the flow speed of the game ball flowing down the flow passage 39, increasing the possibility that a game ball that did not enter the second starting opening 27 will enter the second large prize opening 31.
[0079] According to the gaming machine 10, when it is controlled to a special state, the number of small wins per unit time increases, so that the number of game balls that can be acquired per unit time is greater than the number of game balls consumed per unit time. In this way, when the gaming machine 10 is controlled to a special state, if you hit the right side, even if a big win game does not occur, it is possible to increase the number of game balls (held balls) that you have by generating a small win game. Note that "held balls" are sometimes referred to as "held balls."
[0080] In the gaming machine 10, when it is controlled to the normal low probability state, it is preferable to hit from the left, so it is assumed that the balls will be hit from the left. However, when it is controlled to the normal low probability state, even if the balls are hit from the left, the number of balls held will not increase, and the number of balls held will decrease as the game continues. In addition, when the gaming machine 10 is controlled to the specific low probability state or the specific high probability state, it is preferable to hit from the right, so it is assumed that the balls will be hit from the right. However, when it is controlled to the specific low probability state or the specific high probability state, even if the balls are hit from the right, the number of balls held will not increase, and the number of balls held will decrease as the game continues. However, when it is controlled to the specific low probability state or the specific high probability state, it is easy to put the game ball into the second starting hole 27 by hitting from the right, so the decrease in the number of balls held when the game continues is suppressed compared to when it is controlled to the normal low probability state.
[0081] On the other hand, when the machine is controlled to the special state, it is preferable to hit the ball from the right, so it is assumed that the ball will be hit from the right. When the machine is controlled to the special state, hitting the ball from the right increases the chances of a small win occurring per unit of time and a game ball entering the second large winning hole 31, so that the number of balls held can be increased, and the more the game continues, the more balls held. In this way, in the special state, the number of times that a small win is won per unit of time increases, so that the number of balls held can be increased. In this way, the gaming machine 10 is configured to be controllable to a special state in which the number of times that a small win is won per unit of time increases, so that the number of balls held can be increased. When the gaming machine 10 is controlled to the special state, it is possible to expect a big win, while also expecting that the period controlled to the special state will be longer. In the gaming machine 10, if the player wins the fall lottery while the game is controlled to the special state, the special state ends, so that the player can expect that the period controlled to the special state will be longer without winning the fall lottery. Incidentally, in the gaming machine 10, the number of balls held can be increased by an average of 1500 from when the special state is entered until the special state ends. Also, in the gaming machine 10, the number of balls held can be increased by an average of 700 during each of the first and second jackpot games. Thus, in the gaming machine 10, the expected value of the increase in the number of balls held is higher from when the special state starts until the special state ends than during a single jackpot game.
[0082] In the gaming machine 10, a state controlled to any of the specific low probability state, the specific high probability state, and the special state corresponds to a state in which right hitting is recommended. A situation where right hitting is not recommended corresponds to a situation where right hitting is not recommended. However, in the gaming machine 10, a situation where a jackpot game is waiting to occur corresponds to a situation where right hitting is recommended. In the gaming machine 10, when a jackpot game is awarded, it corresponds to a situation where right hitting is recommended. In the gaming machine 10, when a small jackpot game is awarded, it corresponds to a situation where right hitting is recommended.
[0083] Next, the electrical configuration of the gaming machine 10 will be described. As shown in FIG. 7, the gaming machine 10 includes a main board 40 as a main control unit. The main board 40 performs various processes and outputs control information such as a control signal (control command) according to the results of the processes. The gaming machine 10 includes a sub-board 50 as a sub-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. The gaming machine 10 includes a power supply unit 60. The power supply unit 60 is a unit that supplies power to the main board 40, the sub-board 50, and the launching device 70 by switching a power switch 61 to an on state. By switching the power switch 61 to the ON state, the power is supplied to the gaming machine 10. The gaming machine 10 includes a launching device 70. The launching device 70 is connected to the main board 40.
[0084] First, the main board 40 will be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RAM 43. The main board 40 also includes a clear switch 45. The main CPU 41 executes a control program (main control program) of the main CPU 41 to perform various processes.
[0085] 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 probability is low, only the common jackpot judgment value is used among the common jackpot judgment value and the high probability jackpot judgment value, while in a jackpot lottery when the probability is high, both the common jackpot judgment value and the high probability jackpot judgment value are used. The main ROM 42 stores a fall judgment value used in a fall lottery. 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.
[0086] In addition, for example, the main ROM 42 stores a plurality of types of fluctuation patterns. The plurality of types of fluctuation patterns are associated with a fluctuation time (variation time of the special game) from the start of the special game to the end of the special game. The fluctuation patterns include a fluctuation pattern that can be determined in a fluctuation shortening state and a fluctuation pattern that can be determined in a non-fluctuation shortening state. The fluctuation patterns that can be determined in a fluctuation shortening state and the fluctuation patterns that can be determined in a non-fluctuation shortening state are partially or entirely different. The fluctuation time determined in the fluctuation shortening state is shorter (or is often shorter) than the fluctuation time determined in the fluctuation shortening state. In the gaming machine 10, the fluctuation shortening state is realized by determining a fluctuation pattern from a fluctuation pattern table in which one or more fluctuation patterns that can be determined in a fluctuation shortening state are defined. Similarly, in the gaming machine 10, the non-fluctuation shortening state is realized by determining a fluctuation pattern from a fluctuation pattern table in which one or more fluctuation patterns that can be determined in a non-fluctuation shortening state are defined.
[0087] In addition, the variation pattern includes a first special game that can be determined when the first special game is executed. There are a variation pattern for the first special game and a variation pattern for the second special game that can be determined when the second special game is executed. The variation pattern for the first special game and the variation pattern for the second special game are partially or entirely different. The variation pattern may be information that can identify part or all of the presentation content of the presentation game that is performed from the start of the special game to the end of the special game. The variation patterns include, for example, a big win variation pattern, a small win variation pattern, and a miss variation pattern. It is preferable that the big win variation pattern that can be determined when a big win is won is different from the small win variation pattern that can be determined when a small win is won and the miss variation pattern that can be determined in the case of a miss. On the other hand, the small win variation pattern and the miss variation pattern may be partially or entirely common.
[0088] As described above, the fluctuation patterns include a jackpot fluctuation pattern for the first special game when in a non-variable shortening state, a jackpot fluctuation pattern for the first special game when in a variable shortening state, a jackpot fluctuation pattern for the second special game when in a non-variable shortening state, and a jackpot fluctuation pattern for the second special game when in a variable shortening state. The fluctuation patterns include a small jackpot fluctuation pattern for the first special game when in a non-variable shortening state, a small jackpot fluctuation pattern for the first special game when in a variable shortening state, a small jackpot fluctuation pattern for the second special game when in a non-variable shortening state, and a small jackpot fluctuation pattern for the second special game when in a variable shortening state. The fluctuation patterns include a miss fluctuation pattern for the first special game when in a non-variable shortening state, a miss fluctuation pattern for the first special game when in a variable shortening state, a miss fluctuation pattern for the second special game when in a non-variable shortening state, and a miss fluctuation pattern for the second special game when in a variable shortening state.
[0089] The main RAM 43 is configured to be capable of storing various information that is appropriately rewritten during operation of the gaming machine 10. Information stored in the main RAM 43 includes, for example, flags, counters, and timers. The main board 40 is configured to be capable of generating random numbers. For example, the random numbers may be hardware random numbers or software random numbers. The main CPU 41 is configured to be capable of inputting an operation signal that is output when the clear switch 45 is operated to the on state.
[0090] Various sensors SE1 to SE7, ES1, and ES2 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, ES1, and ES2 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 of the information display panel 22 via a drive circuit. Various actuators A1 to A3 are connected to the main board 40. The main CPU 41 is able to control the operation of the first actuator A1, the operation of the second actuator A2, and the operation of the third actuator A3 via the drive circuit.
[0091] Next, the sub-substrate 50 will be described. The sub-substrate 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 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 the lottery, and a judgment value. The sub-ROM 52 stores display presentation data capable of identifying the mode (contents) of the display presentation. The sub-ROM 52 stores light-emitting presentation data capable of identifying the mode (contents) of the light-emitting presentation. The sub-ROM 52 stores sound presentation data capable of identifying the mode (contents) of the sound presentation. The sub-RAM 53 is configured to be capable of storing various information that is appropriately rewritten during the operation of the gaming machine 10. The information stored in the sub-RAM 53 includes, for example, a flag, a counter, and a timer. The sub-substrate 50 is configured to be capable of generating random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0092] The sub-substrate 50 is connected to the decorative lamps 17, the speaker 18, and the performance display device 25. The sub-CPU 51 is capable of controlling the decorative lamps 17, the speaker 18, and the performance display device 25 via a drive circuit. In this embodiment, the sub-CPU 51 controls the performance devices among the decorative lamps 17, the speaker 18, and the performance display device 25 as the performance execution means, thereby realizing a function as a performance control means capable of controlling the performance execution means. The sub-substrate 50 is connected to the performance actuator EA. The sub-CPU 51 is capable of controlling the operation of the performance actuator EA via a drive circuit. The sub-substrate 50 is connected to the original position sensor GS. The sub-CPU 51 is configured to be able to input the detection signal output by the original position sensor GS via a port.
[0093] Next, the power supply unit 60 will be described. The power supply unit 60 converts a power supply voltage supplied from an external power source such as an amusement center into a power supply voltage to be supplied to each of the boards 40, 50 and the launching device 70. The power supply unit 60 supplies power to each of the boards 40, 50 and the launching device 70 via a power supply line. The power supply unit 60 has a power switch 61. When the power switch 61 is switched from an off state to an on state, power supply to each of the boards 40, 50 and the launching device 70 begins. On the other hand, when the power switch 61 is switched from an on state to an off state, the power supply to each of the boards 40, 50 and the launching device 70 is cut off. Cutting off the power supply corresponds to stopping the power supply.
[0094] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the main RAM 43 even after the power supply is cut off. The main RAM 43 is supplied with power from the backup power supply 62, so that the contents stored in the main RAM 43 at the time the power supply is cut off can be retained even after the power supply is cut off. For example, the main RAM 43 may be a non-volatile memory capable of retaining the stored contents even when the power supply is cut off, and may be configured to retain the stored information even after the power supply is cut off.
[0095] The gaming machine 10 has a backup function. The backup function is a function that internally holds (backs up) various information related to game control even when the power supply from an external power source is cut off, and restores game control based on the various held information when the power supply is started. In this embodiment, the main board 40 has the backup function. For example, the sub-board 50 may have the backup function. The main RAM 43 is capable of storing various information, and is an example of a storage means configured to be able to hold at least a part of the stored information even after the power supply is cut off.
[0096] Next, the launch device 70 will be described. As described above, the launching device 70 includes a ball feeding mechanism 71. As described above, the launching device 70 includes a launching mechanism 72. The launching device 70 includes a launch drive circuit 73. A touch sensor TS is connected to the launching device 70. The launch drive circuit 73 is configured to be able to input a detection signal output by the touch sensor TS. A handle volume HB is connected to the launching device 70. The launch drive circuit 73 is configured to be able to input a signal capable of identifying the amount of operation of the launch handle 16 detected by the handle volume HB. The handle volume HB in this embodiment is a variable resistor. The signal capable of identifying the amount of operation of the launch handle 16 becomes a voltage value to the launch drive circuit 73.
[0097] Here, various processes performed in the gaming machine 10 will be described. First, a main power-on process and a sub power-on process that are performed when power supply starts will be described.
[0098] When the main CPU 41 is started by the start-up process (boot process) accompanying the start of power supply, First, the main power-on process is executed. In the main power-on process, whether or not the main RAM 43 is initialized (RAM cleared) is controlled according to the operation state of the clear switch 45 at the start of the power supply. When the clear switch 45 is operated to the on state, the main CPU 41 executes RAM clear of the main RAM 43. When the RAM clear is executed, the main CPU 41 initializes the game information by storing initial information in each area that stores game information among various information in the storage area of the main RAM 43. After that, the main CPU 41 ends the main power-on process. On the other hand, when the clear switch 45 is in the off state, the main CPU 41 does not execute RAM clear of the main RAM 43, and returns based on the backed-up memory contents of the main RAM 43, and ends the main power-on process. When the RAM clear is executed, the state is returned to one in which neither the special game nor the normal game is executed or reserved, and neither the big win game, the small win game, nor the normal win game is executed. On the other hand, when the RAM clear is not executed, the state is returned to one in which the power supply was interrupted based on the backed-up game information.
[0099] When the main CPU 41 ends the main power-on process, it stores a predetermined control command in the output buffer to the sub-board 50 based on the game information stored in the main RAM 43. Specifically, when the RAM clear is executed in the main power-on process, the main CPU 41 stores control information (hereinafter, referred to as a RAM clear command) capable of identifying that the RAM clear has been executed in the output buffer. On the other hand, when the RAM clear is not executed in the main power-on process, the main CPU 41 stores control information (hereinafter, referred to as a return command) capable of identifying that the state is restored to the state when the power supply is cut off in the output buffer. For example, when the main CPU 41 returns during a small win game with the start of the power supply, it stores a return command capable of identifying that the state is restored during a small win game in the output buffer. The control information (command) stored in the output buffer is output to the sub-board 50 in the next or subsequent timer interrupt process.
[0100] When the sub-CPU 51 is started by a start-up process (boot process) accompanying the start of power supply, it waits until a RAM clear command or a return command is input from the main CPU 41. Then, when the RAM clear command or the return command is input, the sub-CPU 51 executes a sub-power-on process. In the sub-power-on process, control is performed according to whether the RAM clear command or the return command is input. Specifically, when the RAM clear command is input, the sub-CPU 51 returns based on the initial information and ends the sub-power-on process. On the other hand, when the return command is input, the sub-CPU 51 returns based on the control information from the main CPU 41 and ends the sub-power-on process. When the RAM clear command is input, the sub-CPU 51 is returned to a state where no performance game is being executed and none of the performance during a big win game, the performance during a small win game, and the performance during a normal win game are being executed. On the other hand, when the return command is input, the sub-CPU 51 is returned to a state where the power supply was cut off based on the backed-up game information.
[0101] When a RAM clear command is input, the sub-CPU 51 controls at least one of the various performance devices 17, 18, 25 so as to notify that the RAM clear has been executed. For example, the sub-CPU 51 controls the speaker 18 so as to output a sound that can identify that the RAM clear has been executed. For example, the sub-CPU 51 controls the performance display device 25 so as to display an image that can identify that the RAM clear has been executed. When a return command is input, the sub-CPU 51 controls at least one of the various performance devices 17, 18, 25 so as to notify that a return will be made based on the backed-up game information. For example, the sub-CPU 51 controls the speaker 18 so as to output a sound that can identify that a return will be made based on the backed-up game information. For example, the sub-CPU 51 controls the performance display device 25 so as to display an image that can identify that a return will be made based on the backed-up game information.
[0102] The secondary CPU 51 performs an initial operation process to perform an initial operation of the movable body 24 when the power supply is started. The initial operation of the movable body 24 is also called the initial operation of the movable body 24. The secondary CPU 51 performs the initial operation process when a RAM clear command or a return command is input. In the initial operation process, the secondary CPU 51 controls the performance actuator EA so that the movable body 24 performs the initial operation. The secondary CPU 51 monitors the transition of the detection signal from the home position sensor GS. The secondary CPU 51 determines that an abnormality has occurred in at least one of the movable body 24 and the performance actuator EA when the detection signal continues to be input from the home position sensor GS until a predetermined operation period has elapsed since the initial operation of the movable body 24 has been started. The secondary CPU 51 determines that an abnormality has occurred in at least one of the movable body 24 and the performance actuator EA when the detection signal from the home position sensor GS is no longer input and the detection signal is no longer input again until a predetermined operation period has elapsed since the initial operation of the movable body 24 has been started. When it is determined that an abnormality has occurred in at least one of the movable body 24 and the performance actuator EA, the secondary CPU 51 stops the performance actuator EA and stores information capable of identifying that there is an abnormality in the operation of the movable body 24 (hereinafter referred to as movable body error information) in the secondary RAM 53. When movable body error information is stored in the secondary RAM 53, the secondary CPU 51 does not operate the movable body 24 when various performances are executed. The movable body error information stored in the secondary RAM 53 is erased from the secondary RAM 53 by cutting off the power supply. Incidentally, the time that constitutes the predetermined operation period is set to a time longer than the time required for the initial operation of the movable body 24 to be normally completed.
[0103] Next, a description will be given of various processes executed by the main CPU 41 based on the main control program. The main CPU 41 executes a special symbol input process, a special symbol start process, and the like as timer interrupt processes executed every predetermined control period (for example, 4 ms).
[0104] 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.
[0105] 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 RAM 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. In addition, the main CPU 41 controls the information display panel 22 to display the updated first special reserved number. 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. 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 RAM 43. 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 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 RAM 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 for a winning lottery (a big winning lottery, a small winning lottery), a falling lottery random number used for a falling lottery, a pattern random number used to determine a big winning pattern, a variation pattern random number used to determine a variation pattern, a performance lottery random number used for a performance lottery, etc. After that, the main CPU 41 ends the first special pattern input process.
[0106] In the second special symbol input process, the main CPU 41 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 CPU 41 ends the special symbol input process. On the other hand, if the judgment result of the second input judgment is positive, the main CPU 41 judges whether the second special reserved number stored in the main RAM 43 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 CPU 41 ends the special symbol input process. On the other hand, if the judgment result of the second reserved judgment is positive, the main CPU 41 adds 1 to the second special reserved number to update it. The main CPU 41 controls the information display panel 22 to display the updated second special reserved number. In addition, the main CPU 41 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, if the result of the second reservation judgment 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 RAM 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 RAM 43. After that, the main CPU 41 ends the second special symbol input process.
[0107] A series of controls from when the result of the first hold determination becomes positive until the random number information for the first special game is stored in the main RAM 43 corresponds to the control of holding the execution of the first special game, and corresponds to the hold control of holding the execution of the variable game. In this way, the main CPU 41 can execute the control of holding the execution of the first special game, triggered by the entry of a game ball into the first start hole 26. Similarly, a series of controls from when the result of the second hold determination becomes positive until the random number information for the second special game is stored in the main RAM 43 corresponds to the control of holding the execution of the second special game, and corresponds to the hold control of holding the execution of the variable game. In this way, the main CPU 41 can execute the control of holding the execution of the second special game, triggered by the entry of a game ball into the second start hole 27. In this embodiment, the main CPU 41 executes at least one of the control of holding the execution of the first special game and the control of holding the execution of the second special game, thereby realizing a function as a hold control means capable of executing the hold control of holding the execution of the variable game. In this embodiment, the hold control means is capable of executing hold control when the game ball enters the starting hole.
[0108] 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 (big win game, small win game) and is not waiting for the big win game to occur. When the game is a winning game or is waiting for the big win game to occur, the main CPU 41 ends the special symbol start process. On the other hand, when the game is not a winning game and is not waiting for the big win game to occur, the main CPU 41 performs a first execution judgment to judge whether the first special game is being executed. Then, when it is judged that the first special game is being executed in the first execution judgment, the main CPU 41 performs a second execution judgment to judge whether the second special game is being executed. On the other hand, when it is judged that the first special game is not being executed in the first execution judgment, the main CPU 41 performs a first reservation judgment to judge whether the first special reservation number is 1 or more. When it is judged that the first special reservation number is not 1 or more in the first reservation judgment, the main CPU 41 performs a second execution judgment. On the other hand, when it is determined in the first reservation determination that the first special reservation number is 1 or more, the main CPU 41 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 CPU 41 performs a second execution determination.
[0109] When it is determined in the second execution judgment that the second special game is being executed, the main CPU 41 ends the special symbol start process. On the other hand, when it is determined in the second execution judgment that the second special game is not being executed, the main CPU 41 determines whether the second special reserved number is 1 or more. A second reservation judgment is performed. If the second reservation judgment judges that the second special reservation number is not 1 or more, the main CPU 41 ends the special symbol start processing. On the other hand, 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 processing related to the execution of a second special game. After performing the second special symbol start processing, the main CPU 41 ends the special symbol start processing. Incidentally, if the first reservation judgment judges that the first special reservation number is not 1 or more and the second reservation judgment judges that the second special reservation number is not 1 or more, the main CPU 41 stores control information (hereinafter referred to as a standby command) capable of identifying a standby state in the output buffer.
[0110] Here, the first special symbol start process will be explained. In the first special symbol start process, the main CPU 41 updates the first special reserved number stored in the main RAM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated first special reserved number is displayed. The main CPU 41 also stores a first reserved number command capable of identifying the updated first special reserved number in the output buffer. Next, the main CPU 41 reads out the random number information for the first special game from the main RAM 43, which is the first stored random number information. Note that, when the main CPU 41 reads out the first random number information, it erases the first stored random number information from the main RAM 43. Then, the main CPU 41 refers to information capable of identifying whether the game state is a low probability state or a high probability state (hereinafter, referred to as a probability state flag) among the information capable of identifying the game state stored in the main RAM 43, and determines whether the game state is a high probability state. If the game state is not a high probability state, the main CPU 41 performs a jackpot lottery process. On the other hand, if the game state is a high probability state, the main CPU 41 performs a fall lottery process.
[0111] In the fall lottery process, the main CPU 41 performs a fall lottery based on the value of the fall lottery random number that can be specified from the read random number information and the fall judgment value stored in the main ROM 42. Specifically, the main CPU 41 performs a fall lottery by determining whether the value of the fall lottery random number matches the fall judgment value. In this embodiment, if the value of the fall lottery random number matches the fall judgment value, the fall lottery is considered to have been won, and if the value of the fall lottery random number does not match the fall judgment value, the fall lottery is considered to have been unsuccessful (not won). If the fall lottery is unsuccessful, the main CPU 41 ends the fall lottery process and performs a jackpot lottery process. On the other hand, if the fall lottery is won, the main CPU 41 sets a value that can be specified as a low probability state to the probability state flag and updates the probability state flag. After that, the main CPU 41 ends the fall lottery process and performs a jackpot lottery process. However, when information capable of identifying that a second special game in which a jackpot has been won is being executed (hereinafter referred to as a second special jackpot flag) is stored in the main RAM 43 during the first special pattern start processing, the main CPU 41 executes a miss game processing without performing the jackpot lottery processing and the small jackpot lottery processing.
[0112] 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 determination value stored in the main ROM 42. At this time, the main CPU 41 performs a jackpot lottery using a jackpot determination value corresponding to a set value that can be specified from the set value flag. In addition, the main CPU 41 performs a jackpot lottery using a common jackpot determination value and a high probability jackpot determination value in a high probability state, while performing a jackpot lottery using a common jackpot determination value in a low probability state. The main CPU 41 performs a jackpot lottery by determining whether the value of the winning lottery random number matches the jackpot determination value. In this embodiment, if the value of the winning lottery random number matches the jackpot determination value, it is determined that the jackpot lottery has been won, and if the value of the winning lottery random number does not match the jackpot determination value, it is determined that the jackpot lottery has not been won (was not won). If the player wins the big win lottery, the main CPU 41 ends the big win lottery process and executes the big win game process. On the other hand, if the player does not win the big win lottery, the main CPU 41 ends the big win lottery process and executes the small win lottery process.
[0113] In the small win lottery process, the main CPU 41 selects a win lottery that can be specified from the read random number information. A small win lottery is performed based on the value of the random number (the value of the winning lottery random number used in the big win lottery process) and the small win judgment value stored in the main ROM 42. The main CPU 41 judges whether the value of the winning lottery random number matches the small win judgment value, and performs a small win lottery. In this embodiment, if the value of the winning lottery random number matches the small win judgment value, it is considered that the small win lottery has been won, and if the value of the winning lottery random number does not match the small win judgment value, it is considered that the small win lottery has not been won (not won). Then, if the small win lottery is won, the main CPU 41 ends the small win lottery process and executes the small win game process. On the other hand, if the small win lottery is not won, the main CPU 41 ends the small win lottery process and executes the loss game process.
[0114] In the gaming machine 10, a jackpot lottery may be performed when a special game is executed. In this embodiment, the main CPU 41 executes a jackpot lottery process, thereby realizing a function as a jackpot lottery means for performing a jackpot lottery to determine whether a jackpot will be won. In the gaming machine 10, a small jackpot lottery may be performed when a special game is executed. In this embodiment, the main CPU 41 executes a small jackpot lottery process, thereby realizing a function as a small jackpot lottery means for performing a small jackpot lottery to determine whether a small jackpot will be won. In this embodiment, the main CPU 41 executes a jackpot lottery process and a small jackpot lottery process, thereby realizing a function as a win lottery means for performing a win lottery.
[0115] In the jackpot game processing in the first special symbol start processing, 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 processing, 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. At this time, the main CPU 41 refers to information that can specify whether the game state is a non-variation shortening state or a variation shortening state (hereinafter, referred to as a shortening state flag) among the information that can specify the game state stored in the main RAM 43. Then, in the jackpot game processing in the first special symbol start processing, if the state is a non-variation shortening state, the main CPU 41 determines the jackpot fluctuation pattern for the first special game when the state is a non-variation shortening state. On the other hand, in the jackpot game processing in the first special symbol start processing, if the state is a variation shortening state, the main CPU 41 determines the jackpot fluctuation pattern for the first special game when the state is a variation shortening state. As a result, in the variation shortening state, the main CPU 41 determines a variation pattern with a shorter variation time (or is more likely to determine a variation pattern with a shorter variation time) than in the non-variation shortening 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.
[0116] In the small win game processing in the first special symbol start processing, the main CPU 41 determines the small win symbol. In the small win game processing, 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 and the performance judgment value match, and determines that the performance lottery has not been won (not won) when the value of the performance lottery random number and the performance judgment value do not match. The main CPU 41 determines a small win variation pattern that is associated with the execution of a reach performance 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 small win variation pattern that is not associated with the execution of a reach performance when the performance lottery has not been won. At this time, the main CPU 41 refers to the shortened state flag. Then, in the small win game processing, if the main CPU 41 is in a non-variable shortened state, it determines a small win variation pattern for the second special game when the main CPU 41 is in a non-variable shortened state. On the other hand, in the small win game processing, if the variation shortening state is in effect, the main CPU 41 executes the small win variation pattern for the second special game in the variation shortening state. In this way, when the main CPU 41 is in the fluctuation shortening state, it determines a fluctuation pattern with a shorter fluctuation time (or it is easier to determine a fluctuation pattern with a shorter fluctuation time) compared to when the main CPU 41 is in the non-fluctuation shortening state. After determining the special symbol and the fluctuation pattern, the main CPU 41 ends the small win game processing, and stores the symbol command and the fluctuation pattern command in the output buffer. Then, the main CPU 41 ends the first special symbol start processing.
[0117] 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. At this time, the main CPU 41 refers to the shortened state flag. Then, in the loss game process in the first special symbol start process, if the main CPU 41 is in a non-variation shortened state, it determines a loss variation pattern for the first special game in the non-variation shortened state. On the other hand, in the loss game process in the first special symbol start process, if the main CPU 41 is in a variation shortened state, it determines a loss variation pattern for the first special game in the variation shortened state. As a result, in the variation shortened state, the main CPU 41 determines a variation pattern with a shorter variation time (or is easier to determine a variation pattern with a shorter variation time) compared to the non-variation shortened state. After determining the special symbol and the variation pattern, the main CPU 41 ends the loss game process and stores the symbol command and the variation pattern command in the output buffer. Then, the main CPU 41 ends the first special symbol start process.
[0118] Next, the second special symbol start process will be described. In the second special symbol start process, the main CPU 41 updates the second special reserved number stored in the main RAM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated second special reserved number is displayed. The main CPU 41 also stores in the output buffer a second reserved number command capable of identifying the updated second special reserved number. Next, the main CPU 41 reads out the random number information for the second special game that was stored first from the main RAM 43. Note that, when the main CPU 41 reads out the first random number information, it erases the first random number information stored from the main RAM 43. Then, the main CPU 41 refers to the probability state flag and determines whether it is in a high probability state. If it is not in a high probability state, the main CPU 41 performs a jackpot lottery process. On the other hand, if it is in a high probability state, the main CPU 41 performs a fall lottery process. In the fall lottery process in the second special symbol start process, the main CPU 41 performs the same control as the fall lottery process in the first special symbol start process. Then, when the falling lottery process is completed, the main CPU 41 performs the big win lottery process. However, if information that can identify that the first special game in which the big win has been won is being executed (hereinafter, referred to as the first special big win flag) is stored in the main RAM 43 in the second special symbol start process, the main CPU 41 does not perform the big win lottery process and the small win lottery process, but performs the loss game process.
[0119] In the big win lottery process in the second special symbol start process, the main CPU 41 performs the same control as the big win lottery process in the first special symbol start process. Also, if the big win lottery is won in the big win lottery process in the second special symbol start process, the main CPU 41 ends the big win lottery process and executes the big win game process. On the other hand, if the big win lottery is not won in the big win lottery process in the second special symbol start process, the main CPU 41 ends the big win lottery process and executes the small win lottery process. In the small win lottery process in the second special symbol start process, the main CPU 41 performs the same control as the small win lottery process in the first special symbol start process. Also, if the small win lottery is won in the small win lottery process in the second special symbol start process, the main CPU 41 ends the small win lottery process and executes the small win game process. On the other hand, if the small win lottery is not won in the small win lottery process in the second special symbol start process, the main CPU 41 ends the small win lottery process and executes the loss game process.
[0120] In the big win game process in the second special symbol start process, the main CPU 41 The main CPU 41 performs the same control as the jackpot game processing in the first special symbol start processing. However, in the jackpot game processing in the second special symbol start processing, if the main CPU 41 is in a non-variation shortening state, it determines the jackpot fluctuation pattern for the second special game in the non-variation shortening state. On the other hand, if the main CPU 41 is in a variation shortening state, it determines the jackpot fluctuation pattern for the second special game in the variation shortening state. As a result, the main CPU 41 determines a fluctuation pattern with a shorter fluctuation time in the variation shortening state (or is easy to determine a fluctuation pattern with a shorter fluctuation time) compared to the non-variation shortening state. After determining the special symbol and the fluctuation pattern, the main CPU 41 ends the jackpot game processing and stores the symbol command and the fluctuation pattern command in the output buffer. Then, the main CPU 41 ends the second special symbol start processing.
[0121] Similarly, in the small win game processing in the second special symbol start processing, the main CPU 41 performs the same control as the small win game processing in the first special symbol start processing described above. However, in the small win game processing in the second special symbol start processing, if the main CPU 41 is in a non-variation shortening state, it determines the small win variation pattern for the second special game when it is in a non-variation shortening state. On the other hand, if the main CPU 41 is in a variation shortening state, it determines the small win variation pattern for the second special game when it is in a variation shortening state. As a result, the main CPU 41 determines a variation pattern with a short variation time when it is in a variation shortening state compared to when it is in a non-variation shortening state (or it is easy to determine a variation pattern with a short variation time). After determining the special symbol and the variation pattern, the main CPU 41 ends the small win 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.
[0122] In the loss game process in the second special symbol start process, the main CPU 41 performs the same control as the loss game process in the first special symbol start process described above. However, in the loss game process in the second special symbol start process, if the main CPU 41 is in a non-variation shortening state, it determines the loss variation pattern for the second special game. On the other hand, in the loss game process in the second special symbol start process, if the main CPU 41 is in a variation shortening state, it determines the loss variation pattern for the second special game when the variation shortening state is in effect. As a result, when the main CPU 41 is in a variation shortening state, it determines a variation pattern with a shorter variation time (or it is easier to determine a variation pattern with a shorter variation time) compared to when the main CPU 41 is in a non-variation shortening state. After determining the special symbol and the variation pattern, the main CPU 41 ends the loss game process 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 process. In the following description, the fluctuation pattern command stored in the output buffer in the first special pattern start process will 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 will be referred to as the second fluctuation pattern command.
[0123] In the gaming machine 10, in the first special symbol start process, if the second special jackpot flag is stored in the main RAM 43, the jackpot lottery process and the small jackpot lottery process are not executed, and the loss game process is executed. Therefore, in the gaming machine 10, when the execution of the first special game triggered by the entry of a game ball into the first start hole 26 is started during the execution of the second special game that results in a jackpot, the loss symbol is displayed as a fixed stop in the first special game. Similarly, in the gaming machine 10, in the second special symbol start process, if the first special jackpot flag is stored in the main RAM 43, the jackpot lottery process and the small jackpot lottery process are not executed, and the loss game process is executed. Therefore, in the gaming machine 10, when the execution of the second special game triggered by the entry of a game ball into the second start hole 27 is started during the execution of the first special game that results in a jackpot, the loss symbol is displayed as a fixed stop in the second special game.
[0124] When the special symbol start process is completed, the main CPU 41 executes a process other than the special symbol start process and executes a special game. The main CPU 41 controls the information display panel 22 to light up the light-emitting elements constituting the first special symbol display section 22a in a lighting mode corresponding to the execution of the first special game when the first special game is being executed. Similarly, the main CPU 41 controls the light-emitting elements constituting the second special symbol display section 22b in a lighting mode corresponding to the execution of the second special game when the second special game is being executed. In addition, the main CPU 41 measures the variation time associated with the variation pattern determined in the special symbol start process.
[0125] Then, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed as a fixed stop when the variable time associated with the variable pattern has elapsed. For example, when a special symbol is displayed as a fixed stop on the first special symbol display section 22a, at least one of the multiple light emitters constituting the first special symbol display section 22a emits light. Similarly, for example, when a special symbol is displayed as a fixed stop on the second special symbol display section 22b, at least one of the multiple light emitters constituting the second special symbol display section 22b emits light. When the variable time associated with the variable pattern has elapsed, the main CPU 41 stores a game end command in the output buffer.
[0126] Incidentally, when the second special game is a jackpot and the second special symbol display unit 22b displays a jackpot symbol in a fixed stop during the execution of the first special game, the main CPU 41 displays a losing symbol in a fixed stop during the execution of the first special game, and forcibly ends the first special game being executed. Similarly, when the first special game is a jackpot and the first special symbol display unit 22a displays a jackpot symbol in a fixed stop during the execution of the second special game, the main CPU 41 displays a losing symbol in a fixed stop during the execution of the second special game, and forcibly ends the second special game being executed. When the main CPU 41 displays a jackpot symbol in a fixed stop during the special game, the main CPU 41 sets the game to a waiting state for the occurrence of a jackpot game, and stores control information (hereinafter, referred to as an occurrence waiting command) capable of identifying that the game is in a waiting state for the occurrence of a jackpot game in the output buffer. In this way, in the gaming machine 10, after the special game based on winning a jackpot is finished, the machine is controlled to a jackpot game occurrence waiting state in which the award of the jackpot game is waiting to start. That is, in this embodiment, after the variable game based on winning a jackpot is finished, the machine is controlled to an award waiting state in which the award of the jackpot game is waiting to start.
[0127] In this embodiment, when the first special game is not being played, the main CPU 41 executes the first special game if the execution of the first special game is suspended when the first special game is not being played, the main CPU 41 executes the second special game if the execution of the second special game is suspended when the first special game is not being played, the main CPU 41 executes the second special game if the execution of the second special game is suspended when the first special game is not being played, the main CPU 41 executes the second special game if the execution of the second special game is suspended when the first special game is not being played, the main CPU 41 executes the second special game if the execution of the second special game is suspended when the first special game is not being played, the main CPU 41 executes the special game if the execution of the special game is suspended and the execution of the special game is suspended. In this embodiment, the main CPU 41 executes the special game if the execution condition of the special game is satisfied when the execution of the special game is suspended. In this embodiment, the main CPU 41 executes the special game by controlling the execution of the special game to be executed, thereby realizing a function as a variable game control means for executing the variable game.
[0128] Next, the big win process performed by the main CPU 41 will be described. When the main CPU 41 receives a detection signal from the gate sensor SE5 in a state waiting for a jackpot game to occur, the main CPU 41 executes a jackpot process, causes a jackpot game to occur, and starts the jackpot game. In this way, the gaming machine 10 is configured to start the award of a jackpot game when a game ball enters the gate 33 in a state waiting for a jackpot game to occur. That is, in this embodiment, the award of a jackpot game is started when a game ball enters the start ball entry hole in a state waiting for an award.
[0129] In the jackpot process, the main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. Then, the main CPU 41 starts control to generate the specified type of jackpot game after the special game of the jackpot ends. The main CPU 41 generates the jackpot game by executing the jackpot process. 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 this embodiment, when the gaming machine 10 wins a jackpot in the jackpot lottery performed in executing the variable game, it is possible to award the jackpot game after the variable game based on the winning of the jackpot ends. In other words, in this embodiment, when the gaming machine 10 wins a jackpot in the jackpot lottery performed in executing the variable game, it is possible to award the jackpot game after the variable game ends.
[0130] 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. In addition, when the opening time has elapsed, the main CPU 41 performs a process for executing a round game. The main CPU 41 controls the second actuator A2 so that the first large prize winning opening 29 is opened, and starts the round game. After starting the round game, when the first open game ending condition or the second open game ending condition is established, the main CPU 41 controls the second actuator A2 so that the first large prize winning opening 29 is closed, and ends the round game. The main CPU 41 repeats the process for executing the round game until the upper limit number of round games set for the jackpot game is ended. The main CPU 41 stores a round command in the output buffer every time a round game is started. When the final round game is ended, the main CPU 41 stores an ending command in the output buffer. 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 big win process. When a big win game is awarded, the main CPU 41 controls the right hit notification lamp 22g to light up.
[0131] Next, the small win process performed by the main CPU 41 will be described. The main CPU 41 performs small win processing after the special game of the small win is finished. After the special game of the small win is finished, the main CPU 41 performs small win processing regardless of whether a detection signal is input from the gate sensor SE5. In the small win processing, the main CPU 41 starts control to generate a small win game after the special game of the small win is finished. The main CPU 41 executes the small win processing to generate a small win game. In this way, when a small win is won in the small win lottery, the gaming machine 10 can award a small win game after the special game in which the small win was won is finished. That is, in this embodiment, when a small win is won in the small win lottery performed in executing the variable game, the small win game can be awarded after the variable game based on the small win is won. That is, in this embodiment, when a small win is won in the small win lottery performed in executing the variable game, the small win game can be awarded after the variable game is finished.
[0132] When a small win game is generated, the main CPU 41 stores control information (hereinafter, referred to as a small win generation command) indicating that a small win game is generated in the output buffer. When a small win game is generated, the main CPU 41 controls the third actuator A3 so that the second large winning opening 31 is opened for 0.6 seconds at the upper limit, the second large winning opening 31 is closed for 0.5 seconds, and then the second large winning opening 31 is opened for 1.2 seconds at the upper limit. After the small win game is generated, the main CPU 41 controls the third actuator A3 so that the second large winning opening 31 is closed when the first open game end condition or the second open game end condition is established, and ends the small win process. The main CPU 41 controls the right hit notification lamp 22g to be turned on when a small win game is awarded.
[0133] In this embodiment, the main CPU 41 performs a big win process, thereby realizing a function as a big win game granting means that grants a big win game. In this embodiment, the main CPU 41 performs a small win process, thereby realizing a function as a small win game granting means that grants a small win game. In this embodiment, the main CPU 41 performs a big win process or a small win process, thereby realizing a function as a win game granting means that grants a win game.
[0134] Next, the game status processing performed by the main CPU 41 will be described. Information capable of identifying the game state is stored in the main RAM 43. The information capable of identifying the game state includes the probability state flag and the shortened state flag described above, as well as information capable of identifying whether the game state is in an open extended state or a non-open extended state (hereinafter, referred to as an extended state flag).
[0135] When controlling to a low probability state, the main CPU 41 sets the probability state flag to a value that can identify a low probability state. When a value that can identify a low probability state is set to the probability state flag, the main CPU 41 stores control information that can identify a low probability state in the output buffer. When controlling to a high probability state, the main CPU 41 sets the probability state flag to a value that can identify a high probability state. When a value that can identify a high probability state is set to the probability state flag, the main CPU 41 stores control information that can identify a high probability state in the output buffer. In this embodiment, the main CPU 41 sets a value to the probability state flag, thereby realizing a function as a probability state control means that can be controlled to either a non-probability changing state or a probability changing state.
[0136] When controlling to the not-open extended state, the main CPU 41 sets the extended state flag to a value that can identify the not-open extended state. When setting the extended state flag to a value that can identify the not-open extended state, the main CPU 41 stores control information that can identify the not-open extended state in the output buffer. When controlling to the open extended state, the main CPU 41 sets the extended state flag to a value that can identify the open extended state. When setting the extended state flag to a value that can identify the open extended state, the main CPU 41 stores control information that can identify the open extended state in the output buffer.
[0137] When controlling to the non-variable shortening state, the main CPU 41 sets the shortening state flag to a value that can identify the non-variable shortening state. When the shortening state flag is set to a value that can identify the non-variable shortening state, the main CPU 41 stores control information that can identify the non-variable shortening state in the output buffer. When controlling to the variable shortening state, the main CPU 41 sets the shortening state flag to a value that can identify the variable shortening state. When the shortening state flag is set to a value that can identify the variable shortening state, the main CPU 41 stores control information that can identify the variable shortening state in the output buffer. When in the variable shortening state, the main CPU 41 controls the right hit notification lamp 22g to be lit.
[0138] After the end of the jackpot game, the main CPU 41 sets the probability state flag to a value that can specify a high probability state, sets the extension state flag to a value that can specify an open extension state, and sets the shortened state flag to a value that can specify a variable shortened state. After the end of the first jackpot game, the main CPU 41 stores "50 times" in the main RAM 43 as the remaining extension number information that can specify the remaining number of times of the special game that controls the open extension state. Meanwhile, after the end of the second jackpot game, the main CPU 41 stores "100 times" in the main RAM 43 as the remaining extension number information.
[0139] When the remaining extension times information stored in the main RAM 43 is 1 or more, the main CPU 41 subtracts 1 from the remaining extension times information and updates the remaining extension times information each time the special game ends. When the updated remaining extension times information reaches 0, the main CPU 41 sets the extension state flag to a value that can identify a non-open extension state. Furthermore, when the updated remaining extension times information reaches 0 and a value that can identify a low probability state is set in the probability state flag, the main CPU 41 sets the shortened state flag to a value that can identify a non-variable shortened state. On the other hand, when the updated remaining extension times information reaches 0 and a value that can identify a high probability state is set in the probability state flag, the main CPU 41 sets the shortened state flag to a value that can identify a non-variable shortened state. If the probability state flag is set to a high probability state, the main CPU 41 does not update the value set in the shortened state flag. If the updated remaining extension count information reaches 0 and a value that can identify a high probability state is set in the probability state flag, a special state is entered. If a special state is entered, the main CPU 41 stores information that can identify the special state (hereinafter, referred to as special state information) in the main RAM 43. The special state information is stored in the main RAM 43 until the special state ends. If the special state information is stored in the main RAM 43 and a value that can identify a low probability state is set in the probability state flag after the special game ends, the main CPU 41 sets a value that can identify a non-variable shortened state in the shortened state flag.
[0140] Incidentally, when a jackpot game is generated, the main CPU 41 sets a value that can specify control to a low probability state to the probability state flag, a value that can specify a non-open extension state to the extension state flag, and a value that can specify a non-variable shortened state to the shortened state flag. For example, when a jackpot game is generated in a special state, the special state ends and the jackpot game is generated.
[0141] 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 SE5. 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 RAM 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 RAM 43 and updates it. In addition, the main CPU 41 controls the information display panel 22 to display the updated normal reserved number. In addition, 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 RAM 43. In this case, the main CPU 41 stores the random number information so that it is possible to identify that the random number information is 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.
[0142] Next, the normal symbol start process performed by the main CPU 41 will be described. In the normal symbol start process, the main CPU 41 judges whether the execution conditions of the normal game are satisfied. The main CPU 41 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 CPU 41 ends the normal symbol start process. On the other hand, if the execution conditions of the normal game are satisfied, the main CPU 41 judges whether the normal reserved number stored in the main RAM 43 is 1 or more. If the normal reserved number is not 1 or more, the main CPU 41 ends the normal symbol start process. If the normal reserved number is 1 or more, the main CPU 41 updates the normal reserved number stored in the main RAM 43 by subtracting 1. Furthermore, the main CPU 41 controls the information display panel 22 so that the updated normal reserved number is displayed. In addition, the main CPU 41 stores a normal reserved number command capable of identifying the updated normal reserved number in the output buffer.
[0143] Next, the main CPU 41 reads out from the main RAM 43 the random number information that was stored first among the random number information for the normal game. After reading out the first random number information, the main CPU 41 erases the first random number information stored from the main RAM 43. Next, the main CPU 41 judges whether or not a normal win has been won based on the read out random number information for the normal game and the normal win judgment value stored in the main ROM 42. This process corresponds to a normal win lottery (normal win judgment) to determine whether or not a normal win has been won. For example, when configured to be controllable into a high normal win probability state and a low normal win probability state, the main CPU 41 may perform a normal win lottery so that the probability of winning a normal win is higher in the high normal win probability state compared to the low normal win probability state. Normal If the winning combination is determined to be a winning combination, the main CPU41 determines the winning normal symbol to be derived in the normal game and the normal game variation time. If the winning combination is determined to be a non-winning combination, the main CPU41 determines the losing normal symbol to be derived in the normal game and the normal game variation time. After that, the main CPU41 ends the normal symbol start process. For example, if the normal shortened state and the non-normal shortened state are controllable, the main CPU41 may determine a shorter time as the normal game variation time in the normal shortened state (or may make it easier to determine a shorter time as the normal game variation time) compared to the non-normal shortened state.
[0144] Then, the main CPU 41 executes the normal game by performing a process different from the normal symbol start process. Specifically, the main CPU 41 starts the normal game and controls the information display panel 22 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. In addition, the main CPU 41 stores control information capable of identifying the start of the execution of the normal game in the output buffer in conjunction with starting the execution of the normal game.
[0145] 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 the open extension state or the non-open extension state. Therefore, the main CPU 41 generates (gives) a normal win by performing normal win processing. In the normal win processing, when the state is the open extension 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 open extension state. When the state is the non-open extension 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 non-open extension state. In this embodiment, the opening mode in the open extension 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 non-open extension state. For this reason, when the second starting hole 27 is opened in the open mode in the open extended state, it is easier to get a game ball into the second starting hole 27 than when the second starting hole 27 is opened in the open mode in the non-open extended state. That is, in this embodiment, when the state is the open extended state, there is a higher advantage in getting a game ball into the second starting hole 27 than when the state is the non-open extended state.
[0146] 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 paid out as prize balls. That is, when a game ball enters the first start port 26, the main CPU 41 controls so that a game ball is paid out as a prize ball triggered by the ball entering. When a detection signal from the second start sensor SE2 is input, the main CPU 41 controls so that one game ball is paid out as a prize ball. That is, when a game ball enters the second start port 27, the main CPU 41 controls so that a game ball is paid out as a prize ball triggered by the ball entering. When a game ball enters the start ports 26, 27, the main CPU 41 controls so that a game ball is paid out as a prize ball triggered by the ball entering.
[0147] When a detection signal from the first count sensor SE3 is input, the main CPU 41 controls so that 10 game balls are dispensed as prize balls. That is, the main CPU 41 controls so that when a game ball enters the first large prize opening 29, the game balls are dispensed as prize balls triggered by the ball entering. When a detection signal from the second count sensor SE4 is input, the main CPU 41 controls so that 10 game balls are dispensed as prize balls. That is, the main CPU 41 controls so that when a game ball enters the second large prize opening 31, the game balls are dispensed as prize balls triggered by the ball entering. The main CPU 41 controls so that when a game ball enters the large prize openings 29, 31, the game balls are dispensed as prize balls triggered by the ball entering.
[0148] When a detection signal from the first general sensor SE6 is input, the main CPU 41 controls so that eight game balls are dispensed as prize balls. That is, the main CPU 41 controls so that when a game ball enters the first general winning opening 34, the game balls are dispensed as prize balls triggered by the ball entering. When a detection signal from the second general sensor SE7 is input, the main CPU 41 controls so that eight game balls are dispensed as prize balls. That is, the main CPU 41 controls so that when a game ball enters the second general winning opening 35, the game balls are dispensed as prize balls triggered by the ball entering. The main CPU 41 controls so that when a game ball enters the general winning openings 34, 35, the game balls are dispensed as prize balls triggered by the ball entering.
[0149] As described above, the main CPU 41 controls the number of game balls associated with the winning hole into which the game ball has entered to be paid out as prize balls. In this embodiment, the main CPU 41 performs prize ball processing and controls the game balls as prize balls to be paid out, thereby awarding the prize balls. In this embodiment, the control for the game balls to be paid out as prize balls corresponds to the control for awarding the prize balls. In this embodiment, the function of the prize ball control means is realized by the main CPU 41 controlling the game balls as prize balls to be paid out. In this embodiment, the general winning holes 34 and 35 correspond to winning holes different from the starting hole. In other words, the main CPU 41 can execute control for awarding prize balls in response to the ball entering, regardless of whether the game ball has entered the starting hole or the winning hole. In this embodiment, the starting holes 26 and 27 and the general winning holes 34 and 35 correspond to ball entry means into which the game balls can enter. In other words, the main CPU 41 can execute control to award prize balls when a game ball enters the ball entry means.
[0150] Next, the door opening management process performed by the main CPU 41 will be described with reference to FIG. In the door open management process, the main CPU 41 judges whether the door element is open (step S101). In step S101, the main CPU 41 judges whether the door element is open based on whether a detection signal is input from the door open sensor ES1. If the door element is open (step S101; YES), the main CPU 41 judges whether the door open information is already stored in the main RAM 43 (step S102). The door open information corresponds to information that can specify that control information (hereinafter, referred to as a door open command) that can specify that the door element is open has been output. If the door open information is already stored in the main RAM 43 (step S102; YES), the main CPU 41 ends the door open management process. On the other hand, if the door open information is not stored in the main RAM 43 (step S102; NO), the main CPU 41 stores the door open information in the main RAM 43 (step S103) and ends the door open management process. When door open information is to be newly stored in step S103, the main CPU 41 stores a door open command in the output buffer.
[0151] If the door element is not open (step S101; NO), the main CPU 41 judges whether the door open information is stored in the main RAM 43 (step S104). If the door open information is not stored in the main RAM 43 (step S104; NO), the main CPU 41 ends the door open management process. On the other hand, if the door open information is stored in the main RAM 43 (step S104; YES), the main CPU 41 erases the door open information stored in the main RAM 43 (step S105) and ends the door open management process. When erasing the door open information in step S105, the main CPU 41 stores control information (hereinafter, referred to as a door close command) capable of identifying that the door element is closed in the output buffer. In this embodiment, the door open management process corresponds to door management control regarding the state of the door element by the door detection means. In this embodiment, the main CPU 41 executes the door open management process to realize a function as a door management control means capable of executing door management control. In addition, in the gaming machine 10, the door opening management process may be executed as a timer interrupt process.
[0152] Next, the magnetic management process performed by the main CPU 41 will be described with reference to FIG. In the magnetic management process, the main CPU 41 judges whether a magnetic field has been detected (step S201). In step S201, the main CPU 41 judges whether a magnetic field has been detected based on whether a detection signal from the magnetic sensor ES2 has been input. If a magnetic field has not been detected (step S201; NO), the main CPU 41 ends the magnetic management process. On the other hand, if a magnetic field has been detected (step S201; YES), the main CPU 41 judges whether magnetic field detection information has already been stored in the main RAM 43 (step S202). The magnetic field detection information corresponds to information that can specify that control information (hereinafter, referred to as a magnetic field detection command) that can specify that a magnetic field has been detected has been output. If the magnetic field detection information has already been stored in the main RAM 43 (step S202; YES), the main CPU 41 ends the magnetic management process. On the other hand, if the magnetic field detection information has not been stored in the main RAM 43 (step S202; NO), the main CPU 41 stores the magnetic field detection information in the main RAM 43 (step S203) and ends the magnetic management process. When new magnetic detection information is to be stored in step S203, the main CPU 41 stores a magnetic detection command in the output buffer. In this embodiment, the magnetic management process corresponds to magnetic management control related to the detection of magnetic fields by the magnetic detection means. In this embodiment, the magnetic management process is executed by the main CPU 41, thereby realizing a function as a magnetic management control means capable of executing magnetic management control. Note that in the gaming machine 10, the magnetic management process may be executed as a timer interrupt process.
[0153] Next, various processes executed by the secondary CPU 51 based on the secondary control program will be described. The sub-RAM 53 stores information that can identify the game state. The information that can identify the game state stored in the sub-RAM 53 includes information that can identify whether the game state is a low probability state or a high probability state (hereinafter referred to as a sub-probability state flag). The information that can identify the game state stored in the sub-RAM 53 includes information that can identify whether the game state is an open extension state or a non-open extension state (hereinafter referred to as a sub-extension state flag). The information that can identify the game state stored in the sub-RAM 53 includes information that can identify whether the game state is a variable shortening state or a non-variable shortening state (hereinafter referred to as a sub-shortening state flag).
[0154] When control information capable of identifying a low probability state is input, the secondary CPU 51 sets the secondary probability state flag to a value capable of identifying a low probability state. When control information capable of identifying a high probability state is input, the secondary CPU 51 sets the secondary probability state flag to a value capable of identifying a high probability state. When control information capable of identifying a non-open extension state is input, the secondary CPU 51 sets the secondary extension state flag to a value capable of identifying a non-open extension state. When control information capable of identifying an open extension state is input, the secondary CPU 51 sets the secondary extension state flag to a value capable of identifying an open extension state. When control information capable of identifying a non-variable shortening state is input, the secondary CPU 51 sets the secondary shortening state flag to a value capable of identifying a non-variable shortening state. When control information capable of identifying a variable shortening state is input, the secondary CPU 51 sets the secondary shortening state flag to a value capable of identifying a variable shortening state.
[0155] The sub-CPU51 controls at least one of the various performance devices 17, 18, 25 so that a performance game or a performance associated with the performance game is performed. Specifically, when the sub-CPU51 is in a normal low probability state, it controls to execute the performance game when it inputs a first variation pattern command. Note that, when the sub-CPU51 is in a normal low probability state, it does not control to execute the performance game even if it inputs a second variation pattern command. On the other hand, when the sub-CPU51 is in any of a special state, a specific low probability state, and a specific high probability state, it controls to execute the performance game when it inputs a second variation pattern command. Note that, when the sub-CPU51 is in any of a special state, a specific low probability state, and a specific high probability state, it does not control to execute the performance game even if it inputs a first variation pattern command. When executing a performance associated with the performance game, the sub-CPU51 may be capable of controlling not only the various performance devices 17, 18, 25 but also the performance actuator EA to operate the movable body 24.
[0156] In controlling the execution of the presentation game, the sub-CPU51 determines a symbol combination based on the presentation symbols to be finally derived in the presentation game based on the variation pattern command and the symbol command. When a big win symbol can be specified from the symbol command, the sub-CPU51 determines a big win presentation symbol combination. When a small win symbol can be specified from the symbol command, the sub-CPU51 determines a small win presentation symbol combination. When a miss symbol can be specified from the symbol command, the sub-CPU51 determines a miss presentation symbol combination. When a small win variation pattern or a miss variation pattern associated with the execution of a reach presentation is specified, the sub-CPU51 determines a presentation symbol combination including a reach.
[0157] In controlling the execution of the performance game, the sub-CPU51 controls the performance display device 25 so that the performance pattern is variably displayed and the performance game is started in response to the input of a variation pattern command. The sub-CPU51 controls at least one of the various performance devices 17, 18, 25 so that various performances are executed based on a variation pattern that can be specified from the variation pattern command. In addition, the sub-CPU51 temporarily stops and displays the pattern combination of the determined performance pattern at a predetermined timing. After that, the sub-CPU51 causes the performance pattern combination to be fixed and stopped in response to the input of a game end command. The sub-CPU51 may measure a variation time that can be specified from the variation pattern regardless of the game end command, and cause the performance pattern combination to be fixed and stopped in response to the passage of the variation time. In this case, the game end command may be omitted.
[0158] When the sub-CPU 51 inputs an occurrence waiting command, it controls at least one of the various performance devices 17, 18, 25 so that an occurrence waiting performance is executed. The occurrence waiting performance is executed with performance contents that encourage the ball to enter the gate 33. The occurrence waiting performance is executed with performance contents that encourage the right hit. The occurrence waiting performance is executed with performance contents that encourage the occurrence of a jackpot game.
[0159] The sub-CPU51 controls at least one of the various performance devices 17, 18, 25 during a big win game so that a big win performance is performed. Specifically, when an opening command is input, the sub-CPU51 controls at least one of the various performance devices 17, 18, 25 so that an opening 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 a round performance is performed. When an ending 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. Also, during a small win game, the sub-CPU51 controls at least one of the various performance devices 17, 18, 25 so that a small win performance is performed. The small win performance is a content that keeps displaying the small win pattern by the performance pattern on the performance display device 25, and the display content of the performance display device 25 at the end of the small win special game and the display content of the performance display device 25 during the small win game are the same. Therefore, even if the small win performance is executed, it is difficult to identify that a small win game has occurred from the display content of the performance display device 25.
[0160] When the sub-CPU 51 inputs a door open command, it controls at least one of the various performance devices 17, 18, 25 so as to notify that the door member is open. For example, the sub-CPU 51 controls the speaker 18 so as to output a sound that can identify that the door member is open. For example, the sub-CPU 51 controls the performance display device 25 so as to display an image that can identify that the door member is open. Furthermore, when the sub-CPU 51 inputs a door close command, it controls so as to end the notification that the door member is open. For example, when the sub-CPU 51 inputs a door close command, it controls so as to end the notification that the door member is open when a predetermined duration (for example, 5 seconds) has elapsed since the door close command was input.
[0161] When the sub-CPU 51 receives a magnetic detection command, it controls at least one of the various performance devices 17, 18, 25 to notify the user that a magnetic field has been detected. For example, the sub-CPU 51 controls the speaker 18 to output a sound that can identify that a magnetic field has been detected. For example, the sub-CPU 51 controls the performance display device 25 to display an image that can identify that a magnetic field has been detected.
[0162] In the gaming machine 10, there are cases where the gaming machine 10 is controlled to a progress-impossible state in which the game cannot proceed. In the gaming machine 10, as the control related to the progress-impossible state, a unit prize ball process and a progress-impossible process are executed.
[0163] First, the unit prize ball process will be described. The main CPU 41 performs the unit prize ball process as a timer interrupt process. As shown in FIG. 10, in the unit prize ball processing, the main CPU 41 judges whether a game ball has entered the first start hole 26 (step S301). In step S301, 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. If a game ball has not entered the first start hole 26 (step S301; NO), the main CPU 41 proceeds to the processing of step S303. On the other hand, if a game ball has entered the first start hole 26 (step S301; YES), the main CPU 41 updates the unit prize ball information stored in the main RAM 43 (step S302). In step S302, the main CPU 41 adds "3", which corresponds to the number of prize balls awarded in response to the game ball entering the first start hole 26, to the unit prize ball information, and updates the unit prize ball information. After completing the process of step S302, the main CPU 41 proceeds to the process of step S303.
[0164] In step S303, the main CPU 41 judges whether a game ball has entered the second start hole 27. In step S303, the main CPU 41 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. If a game ball has not entered the second start hole 27 (step S303; NO), the main CPU 41 proceeds to processing of step S305. On the other hand, if a game ball has entered the second start hole 27 (step S303; YES), the main CPU 41 updates the unit prize ball information stored in the main RAM 43 (step S304). In step S304, the main CPU 41 adds "1", which corresponds to the number of prize balls awarded in response to the game ball entering the second start hole 27, to the unit prize ball information, and updates the unit prize ball information. After completing the processing of step S304, the main CPU 41 proceeds to processing of step S305.
[0165] In step S305, the main CPU 41 judges whether a game ball has entered the first general winning opening 34. In step S305, the main CPU 41 judges whether a game ball has entered the first general winning opening 34 based on whether a detection signal from the first general sensor SE6 has been input. If a game ball has not entered the first general winning opening 34 (step S305; NO), the main CPU 41 proceeds to the process of step S307. On the other hand, if a game ball has entered the first general winning opening 34 (step S305; YES), the main CPU 41 updates the unit prize ball information stored in the main RAM 43 (step S306). In step S306, the main CPU 41 adds "8", which corresponds to the number of prize balls awarded in response to the game ball entering the first general winning opening 34, to the unit prize ball information, and updates the unit prize ball information. After completing the process of step S306, the main CPU 41 proceeds to the process of step S307.
[0166] In step S307, the main CPU 41 determines whether a gaming ball has entered the second general winning opening 35. In step S307, the main CPU 41 determines whether a gaming ball has entered the second general winning opening 35 based on whether a detection signal has been input from the second general sensor SE7. If a gaming ball has not entered the second general winning opening 35 (step S307; NO), the main CPU 41 proceeds to processing of step S309. On the other hand, if a gaming ball has entered the second general winning opening 35 If so (step S307; YES), the main CPU 41 updates the unit prize ball information stored in the main RAM 43 (step S308). In step S308, the main CPU 41 adds "8", which corresponds to the number of prize balls awarded when a gaming ball enters the second general winning port 35, to the unit prize ball information, and updates the unit prize ball information. After completing the process of step S308, the main CPU 41 proceeds to the process of step S309.
[0167] In step S309, the main CPU 41 judges whether the unit prize ball information stored in the main RAM 43 has reached a specified value. In step S309, the main CPU 41 judges whether the value identifiable from the unit prize ball information stored in the main RAM 43 has reached a specified value. In this embodiment, the specified value is set to "100". If the value identifiable from the unit prize ball information has not reached the specified value (step S309; NO), the main CPU 41 proceeds to the process of step S312. On the other hand, if the value identifiable from the unit prize ball information has reached the specified value (step S309; YES), the main CPU 41 stores the progress failure information in the main RAM 43 (step S310). Next, the main CPU 41 stores the progress failure preliminary command in the output buffer and outputs it to the sub-board 50 (step S311). After completing the process of step S311, the main CPU 41 proceeds to the process of step S312. Incidentally, the progress failure information is backed up. Therefore, even if the power supply is cut off after the progress impossible information is stored in the main RAM 43, the information is not erased from the main RAM 43. Therefore, if the power supply is subsequently resumed without RAM clearing being executed, the main RAM 43 will return to the state in which the progress impossible information was stored.
[0168] In step S312, the main CPU 41 judges whether a specified time has elapsed. In step S312, the main CPU 41 judges whether a specified time has elapsed since the timer was reset in the process of step S314 described later. In this embodiment, the specified time is set to "1 minute". Incidentally, if the timer is not counting, the main CPU 41 affirms the judgment result of step S312. If the specified time has not elapsed (step S312; NO), the main CPU 41 ends the unit prize ball process. If the specified time has elapsed (step S312; YES), the main CPU 41 initializes the unit prize ball information (step S313). In step S313, the main CPU 41 initializes the unit prize ball information by setting a value that can be identified from the unit prize ball information to "0". Next, the main CPU 41 resets the timer (step S314). By resetting the timer in step S314, the main CPU 41 starts measuring the specified time again. When the process of step S314 is completed, the main CPU 41 ends the unit prize ball process. Incidentally, the unit prize ball information is not backed up. Therefore, when the power supply is cut off, the unit prize ball information stored in the main RAM 43 is erased.
[0169] Next, the progress disable processing will be described. The main CPU 41 performs the progress disable processing as a timer interrupt processing. As shown in FIG. 11, in the unit prize ball processing, the main CPU 41 judges whether a big win game is awarded (step S401). If a big win game is awarded (step S401; YES), the main CPU 41 ends the progress disable processing. If a big win game is not awarded (step S401; NO), it judges whether a small win game is awarded (step S402). If a small win game is awarded (step S402; YES), the main CPU 41 ends the progress disable processing. If a small win game is not awarded (step S402; NO), the main CPU 41 judges whether progress disable information is stored in the main RAM 43 (step S403). If progress disable information is not stored (step S403; NO), the main CPU 41 ends the progress disable processing. On the other hand, if the progress impossibility information is stored (step S403; YES), the main CPU 41 turns off the information display panel 22 (step S404).
[0170] In step S404, the main CPU 41 turns off the first special pattern display unit 22a. In step S404, the main CPU 41 turns off the second special pattern display unit 22b. In step S404, the main CPU 41 turns off the first special hold display unit 22c. In step S404, the main CPU 41 turns off the second special hold display unit 22d. In step S404, the main CPU 41 turns off the normal pattern display unit 22e. In step S404, the main CPU 41 turns off the normal hold display unit 22f. In step S404, the main CPU 41 turns off the right hit notification lamp 22g.
[0171] Next, the main CPU 41 stores the advance disable preliminary command in the output buffer and outputs it to the sub-board 50 (step S405). The main CPU 41 also executes the door open management process (shown in FIG. 8) (step S406). Thereafter, the main CPU 41 outputs a stop signal to the launching device 70 (step S407). The control related to the launching of the game balls by the launching device 70 will be described later. After the process of step S407 is completed, the main CPU 41 performs step S406 again. That is, the main CPU 41 repeatedly performs the processes of steps S406 to S407. In this way, in the gaming machine 10, the advance disable process is not terminated after the determination result of step S403 becomes positive. The state after the determination result of step S403 becomes positive is a progress disable state in which the progress disable process is not terminated and the game cannot proceed. The gaming machine 10 can be controlled to a progress disable state in which the game cannot proceed. Incidentally, the non-progress state is continuously controlled at least until the power supply is cut off. Since the non-progress information is backed up in the gaming machine 10, even if the power supply is cut off, the non-progress state will be controlled again unless the RAM is cleared after the power supply is cut off.
[0172] In this way, in the gaming machine 10, when the progress-impossible information is stored in the main RAM 43, the gaming machine 10 is controlled to a progress-impossible state. In this embodiment, the special condition is established by storing the progress-impossible information. In this embodiment, the main CPU 41, which can be controlled to a progress-impossible state by storing the progress-impossible information, realizes a function as an impossible state control means that can control to a progress-impossible state when a special condition is established. In this way, in the gaming machine 10, the special condition may be established when a gaming ball enters the start hole. In the gaming machine 10, the special condition may be established when a gaming ball enters the general winning hole.
[0173] In the gaming machine 10, the non-progression information is stored in the main RAM 43 when a value identifiable from the unit prize ball information reaches a specified value. Therefore, it can be said that the special condition is established when a value identifiable from the unit prize ball information reaches a specified value. In particular, the unit prize ball information in the gaming machine 10 is initialized every minute. Therefore, it can be said that the special condition is established when a value identifiable from the unit prize ball information updated based on the prize balls awarded in one minute reaches a specified value. In this embodiment, one minute corresponds to a predetermined period. In this embodiment, a value identifiable from the unit prize ball information corresponds to a special value based on the awarded prize balls. In this embodiment, the specified value corresponds to a predetermined value. In this way, the special condition is established when a special value based on the award balls awarded within a predetermined period reaches a predetermined value.
[0174] In the gaming machine 10, even when the non-progression information is stored in the main RAM 43, when a jackpot game is awarded, the judgment result of step S401 becomes positive, and the machine is not controlled to the non-progression state, and the award of the jackpot game continues. However, when the award of the jackpot game ends, the judgment result of step S401 becomes negative, and the machine is controlled to the non-progression state. In other words, if the non-progression information is stored when a jackpot game is awarded, the machine is controlled to the non-progression state after the end of the jackpot game. In other words, if a special condition is established when a jackpot game is awarded, the machine is controlled to the non-progression state after the end of the jackpot game.
[0175] In this way, in the gaming machine 10, when a big win game is awarded, the progress impossible information is stored, the game is not controlled to a progress-disabled state until the awarded jackpot game ends, and the awarding of the jackpot game continues. In other words, if a special condition is established when a jackpot game is awarded, the game is not controlled to a progress-disabled state until at least the jackpot game ends. And, if a special condition is established when a jackpot game is awarded, the game is not controlled to a progress-disabled state until the awarded jackpot game ends, and the awarding of the jackpot game continues.
[0176] Similarly, in the gaming machine 10, even when the non-progression information is stored in the main RAM 43, when a small win game is awarded, the judgment result of step S402 becomes positive, and the small win game is not controlled to the non-progression state, and the awarding of the small win game is continued. However, when the awarding of the small win game ends, the judgment result of step S402 becomes negative, and the game is controlled to the non-progression state. In this way, in the gaming machine 10, when the non-progression information is stored when a small win game is awarded, the game is not controlled to the non-progression state until the awarded small win game ends, and the awarding of the small win game continues. In other words, when a special condition is established when a small win game is awarded, the game is not controlled to the non-progression state at least until the small win game ends. And, when a special condition is established when a small win game is awarded, the game is not controlled to the non-progression state until the awarded small win game ends, and the awarding of the small win game continues.
[0177] In the gaming machine 10, when the progress-impossible information is stored and the gaming machine 10 is controlled to the progress-impossible state, the processing from step S404 onwards is executed, and thereafter, the processing from step S404 onwards is executed repeatedly. That is, in the gaming machine 10, even after the progress-impossible information is stored and the gaming machine 10 is controlled to the progress-impossible state, the door open management processing is executed in step S406. In this way, the main CPU 41 can execute the door open management processing even during the period from when the progress-impossible information is stored and the gaming machine 10 is controlled to the progress-impossible state until the power supply is cut off. That is, the door management control means can execute the door management control even during the period from when the special condition is established and the gaming machine 10 is controlled to the progress-impossible state until the power supply is cut off.
[0178] On the other hand, in the gaming machine 10, the processing after step S404 does not include magnetic management processing. That is, in the gaming machine 10, after the progress impossible information is stored and the gaming machine 10 is controlled to the progress impossible state, the magnetic management processing is not executed. In this way, the main CPU 41 does not execute magnetic management processing at least during the period from when the progress impossible information is stored and the gaming machine 10 is controlled to the progress impossible state until the power supply is cut off. That is, the magnetic management control means does not execute magnetic management control at least during the period from when the special condition is established and the gaming machine 10 is controlled to the progress impossible state until the power supply is stopped.
[0179] In the gaming machine 10, when the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state, the processing from step S404 onwards is executed, and thereafter, the processing from step S406 to step S407 is repeatedly executed. For this reason, in the gaming machine 10, after the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state, the special symbol input processing is not executed. As a result, when the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state while the special game is being executed, in the non-progress state, even if a game ball enters the first start hole 26, the execution of the first special game is not suspended due to the ball entering. Similarly, when the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state while the special game is being executed, in the non-progress state, even if a game ball enters the second start hole 27, the execution of the second special game is not suspended due to the ball entering. As described above, when the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state while the special game is being executed, in the non-progress state, even if a game ball enters the start hole 26, 27, the execution of the special game is not suspended due to the ball entering. In other words, if a special condition occurs during the execution of a variable game and the game is controlled to an unprogressable state, In the progress-impossible state, even if a game ball enters the starting hole, the execution of the variable game is not suspended due to the ball entering the starting hole.
[0180] For the above reasons, even if a detection signal from the first start sensor SE1 is input after the game is controlled to the non-progress state, the main CPU 41 does not execute the special symbol input process, and the main CPU 41 does not execute the control to suspend the execution of the first special game. In other words, when the game is non-progress, the main CPU 41 does not execute the control to suspend the execution of the first special game, even if a detection signal from the first start sensor SE1 capable of identifying that a game ball has entered the first start hole 26 is input. Similarly, even if a detection signal from the second start sensor SE2 is input after the game is controlled to the non-progress state, the main CPU 41 does not execute the special symbol input process, and the main CPU 41 does not execute the control to suspend the execution of the second special game. In other words, when the game is non-progress, the main CPU 41 does not execute the control to suspend the execution of the second special game, even if a detection signal from the second start sensor SE2 capable of identifying that a game ball has entered the second start hole 27 is input. In this way, when the main CPU 41 is in a progress-impossible state, it does not execute control to suspend the execution of the special game even if it receives a detection signal from the start sensors SE1, SE2 capable of identifying that a gaming ball has entered the start holes 26, 27. That is, when the main CPU 41 is in a progress-impossible state, it does not execute suspension control even if it receives a signal from the start ball entry detection means capable of identifying that a gaming ball has entered the start hole.
[0181] In the gaming machine 10, when the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state, the processing from step S404 onwards is executed, and thereafter, the processing from step S406 to step S407 is repeatedly executed. For this reason, in the gaming machine 10, after the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state, the special symbol start processing is not executed. As a result, when the execution of the first special game is suspended and the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state, the first special game whose execution has been suspended is not executed. Similarly, when the execution of the second special game is suspended and the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state, the second special game whose execution has been suspended is not executed. In this way, when the execution of the special game is suspended and the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state, the special game whose execution has been suspended is not executed. That is, when the execution of the variable game is suspended and the special condition is established and the gaming machine 10 is controlled to the non-progress state, the variable game whose execution has been suspended is not executed. In other words, in the gaming machine 10, even if the execution of the special game is put on hold before the progress impossible information is stored, if the progress impossible information is stored and the game machine 10 is controlled to the progress impossible state, the special game that was put on hold before the progress impossible information was stored will not be executed.
[0182] As described above, after the non-progress information is stored while a special game is being executed, even if a game ball enters the start hole 26, 27, the execution of the special game is not suspended as a result of the ball entering, and the special game that was suspended before the non-progress information was stored is not executed. In other words, after the special condition is established while a variable game is being executed, even if a game ball enters the start hole, the execution of the variable game is not suspended as a result of the ball entering, and the variable game that was suspended before the special condition was established is not executed.
[0183] In the gaming machine 10, when the non-progression information is stored and the gaming machine 10 is controlled to the non-progression state, the processing from step S404 onwards is executed, and thereafter, the processing from step S404 onwards is executed repeatedly. Therefore, in the gaming machine 10, after the non-progression information is stored and the gaming machine 10 is controlled to the non-progression state, the jackpot processing is not executed. As a result, when the non-progression information is stored and the gaming machine 10 is controlled to the non-progression state while waiting for the occurrence of a jackpot game, even if a gaming ball enters the gate 33, the awarding of the jackpot game is not started. In other words, in the gaming machine 10, when the non-progression information is stored while waiting for the occurrence of a jackpot game, the awarding of the jackpot game is not started even if a gaming ball enters the gate 33. In other words, in the award waiting state, When a special condition is established in this state, the awarding of a big win game is not started even if a game ball enters the start ball entry hole.
[0184] In the gaming machine 10, when the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state, the processing from step S404 onwards is executed, and thereafter, the processing from step S406 to step S407 is repeatedly executed. For this reason, in the gaming machine 10, after the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state, the prize ball processing is not executed. As a result, when the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state while the special game is being executed, in the non-progress state, even if a game ball enters the first start hole 26, the prize ball is not awarded in response to the ball entering. Similarly, when the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state while the special game is being executed, in the non-progress state, even if a game ball enters the second start hole 27, the prize ball is not awarded in response to the ball entering. In this way, in the gaming machine 10, when the non-progress information is stored and the gaming machine 10 is controlled to the non-progress state while the special game is being executed, in the non-progress state, even if a game ball enters the start hole 26, 27, the prize ball is not awarded in response to the ball entering. In other words, when a variable game is being played, if a special condition is met and the game is controlled to a state in which progress cannot be made, in this state in which progress cannot be made, even if a game ball enters the starting hole, no prize balls will be awarded in response to the ball entering the starting hole.
[0185] In addition, when the special game is being executed and the game machine is controlled to the non-progression state by storing non-progression information, in the non-progression state, even if a game ball enters the first large prize winning port 29, the prize ball is not awarded in response to the ball entry. Similarly, when the special game is being executed and the game machine is controlled to the non-progression state, in the non-progression state, even if a game ball enters the second large prize winning port 31, the prize ball is not awarded in response to the ball entry. In this way, in the gaming machine 10, when the special game is being executed and the game machine is controlled to the non-progression state, even if a game ball enters the large prize winning port 29, 31, the prize ball is not awarded in response to the ball entry. In other words, when the special condition is established and the game machine is controlled to the non-progression state when the variable game is being executed, in the non-progression state, even if a game ball enters the large prize winning port, the prize ball is not awarded in response to the ball entry.
[0186] In addition, when the special game is being executed and the game machine is controlled to the non-progression state by storing non-progression information, in the non-progression state, even if a game ball enters the first general winning opening 34, the prize ball is not awarded in response to the ball entry. Similarly, when the special game is being executed and the game machine is controlled to the non-progression state, in the non-progression state, even if a game ball enters the second general winning opening 35, the prize ball is not awarded in response to the ball entry. In this way, in the gaming machine 10, when the special game is being executed and the game machine is controlled to the non-progression state, even if a game ball enters the general winning openings 34 and 35, the prize ball is not awarded in response to the ball entry. In other words, when the special condition is established and the game machine is controlled to the non-progression state when the variable game is being executed, in the non-progression state, even if a game ball enters the general winning opening, the prize ball is not awarded in response to the ball entry.
[0187] Incidentally, in the gaming machine 10, if the non-progression information is stored when a jackpot game is awarded, the gaming machine 10 is not controlled to the non-progression state at least until the jackpot game ends. For this reason, in the gaming machine 10, when a jackpot game is awarded, if a gaming ball enters the first start hole 26, control for suspending execution of the first special game can be executed in the special symbol input process, regardless of whether the non-progression information is stored before or after the non-progression information is stored. Similarly, in the gaming machine 10, when a jackpot game is awarded, if a gaming ball enters the second start hole 27, control for suspending execution of the second special game is executed in the special symbol input process, regardless of whether the non-progression information is stored before or after the non-progression information is stored. That is, in the gaming machine 10, after the non-progress information is stored when a jackpot game is awarded, if a game ball enters the start hole 26, 27 when the jackpot game is awarded, the execution of the special game can be suspended. However, even if the execution of the special game is suspended when a game ball enters the start hole 26, 27 when the jackpot game is awarded after the non-progress information is stored when the jackpot game is awarded, the game becomes non-progressable after the jackpot game ends, so the variable game whose execution was suspended when the jackpot game was awarded is not executed after the jackpot game ends. In this way, in the gaming machine 10, after the non-progress information is stored when a jackpot game is awarded, if a game ball enters the start hole 26, 27 when the jackpot game is awarded, the execution of the special game can be suspended, but the special game is not executed after the jackpot game ends. In other words, after a special condition is established when a jackpot game is awarded, if a game ball enters the starting hole while the jackpot game is awarded, the execution of the variable game may be put on hold, but the variable game is not executed after the jackpot game ends.
[0188] In addition, in the gaming machine 10, even if the non-progression information is stored when a jackpot game is awarded, the game machine is not controlled to a non-progression state until the jackpot game is finished. Therefore, when the jackpot game is awarded, if a game ball enters the ball entry port where a prize ball is awarded upon ball entry, a prize ball is awarded. For example, when the jackpot game is awarded, if a game ball enters the first start port 26 after the non-progression information is stored, a prize ball is awarded upon the ball entry. For example, when the jackpot game is awarded, if a game ball enters the second start port 27 after the non-progression information is stored, a prize ball is awarded upon the ball entry. In other words, when the jackpot game is awarded, if a game ball enters the start port 26, 27 after the non-progression information is stored, a prize ball is awarded upon the ball entry. That is, when a big win game is awarded, if a special condition is met and the big win game is awarded, and a game ball enters the starting hole, a prize ball is awarded in response to the ball entering the starting hole.
[0189] For example, after the non-progress information is stored when a jackpot game is awarded, if a game ball enters the first large prize winning port 29, prize balls are awarded when the jackpot game is awarded. For example, after the non-progress information is stored when a jackpot game is awarded, if a game ball enters the second large prize winning port 31, prize balls are awarded when the ball enters. In other words, after the non-progress information is stored when a jackpot game is awarded, if a game ball enters the large prize winning ports 29, 31, prize balls are awarded when the ball enters. In other words, after a special condition is established when a jackpot game is awarded, if a game ball enters the large prize winning port, prize balls are awarded when the ball enters the large prize winning port.
[0190] For example, after the non-progress information is stored when a jackpot game is awarded, if a game ball enters the first general winning port 34, a prize ball is awarded when the jackpot game is awarded. For example, after the non-progress information is stored when a jackpot game is awarded, if a game ball enters the second general winning port 35, a prize ball is awarded when the ball enters. In other words, after the non-progress information is stored when a jackpot game is awarded, if a game ball enters the general winning ports 34, 35, a prize ball is awarded when the ball enters. In other words, after a special condition is established when a jackpot game is awarded, if a game ball enters the general winning port, a prize ball is awarded when the jackpot game is awarded.
[0191] In addition, in the gaming machine 10, when the process of step S404 is executed by the main CPU 41 during execution of the first special game, the first special symbol display unit 22a is turned on from a state in which the light-emitting elements constituting the first special symbol display unit 22a are turned on in a lighting state corresponding to the execution of the first special game. For example, when the process of step S404 is executed by the main CPU 41 while a special symbol is displayed in a fixed stop state on the first special symbol display section 22a, the state is switched from a state in which at least one of the light-emitting elements constituting the first special symbol display section 22a is turned on to a state in which all the light-emitting elements constituting the first special symbol display section 22a are turned off.
[0192] Similarly, for example, when the process of step S404 is executed by the main CPU 41 during the execution of the second special game, the state where the light emitters constituting the second special symbol display section 22b are lit in a lighting mode corresponding to the execution of the second special game is switched to a state where all the light emitters constituting the second special symbol display section 22b are turned off. For example, when the process of step S404 is executed by the main CPU 41 while a special symbol is displayed in a fixed stop state on the second special symbol display section 22b, the state where at least one light emitter among the light emitters constituting the second special symbol display section 22b is lit is switched to a state where all the light emitters constituting the second special symbol display section 22b are turned off.
[0193] In step S404, the main CPU 41 turns off the first special symbol display unit 22a. At this time, if the first special game is being executed, the first special game being executed is forcibly ended by turning off the first special symbol display unit 22a. Similarly, in step S404, the main CPU 41 turns off the second special symbol display unit 22b. At this time, if the second special game is being executed, the second special game being executed is forcibly ended by turning off the second special symbol display unit 22b. In this way, in the gaming machine 10, when the process of step S404 is executed during the execution of the special game, the special symbol display units 22a and 22b are turned off, and the special game being executed is forcibly ended. In this embodiment, the forcible ending of the special game by turning off the light-emitting body constituting at least one of the display units of the special symbol display units 22a and 22b corresponds to the forcible ending in the second mode.
[0194] In the gaming machine 10, when the progress-impossible information is stored while the special game is being executed, the illuminants constituting the special symbol display units 22a and 22b are turned off, and the special game being executed is forcibly terminated. That is, in this embodiment, when the special condition is established during execution of the variable game, the variable game being executed is forcibly terminated in the second manner. As described above, in the gaming machine 10, when the progress-impossible information is stored while the special game is being executed, the game is controlled to a progress-impossible state due to the storage of the progress-impossible information, and the special game being executed is forcibly terminated. That is, in this embodiment, when the special condition is established during execution of the variable game, the game is controlled to a progress-impossible state triggered by the establishment of the special condition, and the variable game being executed is forcibly terminated.
[0195] As described above, in the gaming machine 10, when the special game is being executed and the progress-impossible information is stored and the special game is controlled to the progress-impossible state, the special game being executed is stopped. In particular, when the execution of the special game is stopped, the execution of the special game is stopped without the special symbol being displayed as a fixed stop. For example, in the gaming machine 10, even if the special game being executed is a special game executed based on winning a big win in the big win lottery, if the progress-impossible information is stored, the game is controlled to the progress-impossible state, the big win special game is stopped, and the big win game is not awarded. Similarly, for example, in the gaming machine 10, even if the special game being executed is a special game executed based on winning a small win in the small win lottery, if the progress-impossible information is stored, the game is controlled to the progress-impossible state, the small win special game is stopped, and the small win game is not awarded.
[0196] When the process of step S404 is executed by the main CPU 41 while the special symbol is displayed in the first special symbol display section 22a in a fixed stop state, The state switches from a state in which at least one of the light-emitting elements constituting the first special symbol display section 22a is turned on to a state in which all of the light-emitting elements constituting the first special symbol display section 22a are turned off. Similarly, when the process of step S404 is executed by the main CPU 41 while a special symbol is displayed in a fixed stop state in the second special symbol display section 22b, the state switches from a state in which at least one of the light-emitting elements constituting the second special symbol display section 22b is turned on to a state in which all of the light-emitting elements constituting the second special symbol display section 22b are turned off.
[0197] In this way, in the gaming machine 10, regardless of whether the progress-disabled information is stored and the gaming machine 10 is controlled to the progress-disabled state when the special game is being executed or when the special game is not being executed, all of the light-emitting elements constituting the special symbol display units 22a and 22b are turned off. For this reason, it is difficult to determine from the special symbol display units 22a and 22b after they are controlled to the progress-disabled state whether the special game was being executed before they were controlled to the progress-disabled state.
[0198] In the gaming machine 10, when the processing of step S404 is executed by the main CPU 41 while the execution of the first special game is on hold, the state is switched from a state in which the light-emitting elements constituting the first special hold display unit 22c are lit in a lighting manner that allows the first special hold number to be specified to a state in which all the light-emitting elements constituting the first special hold display unit 22c are turned off. For this reason, for example, when the execution of the first special game is on hold and the progress-impossible information is stored and the game is controlled to a progress-impossible state while the first special game is being executed, the light-emitting elements constituting the first special hold display unit 22c are turned off. Similarly, in the gaming machine 10, when the processing of step S404 is executed by the main CPU 41 while the execution of the second special game is on hold, the state is switched from a state in which the light-emitting elements constituting the second special hold display unit 22d are lit in a lighting manner that allows the second special hold number to be specified to a state in which all the light-emitting elements constituting the second special hold display unit 22d are turned off. Therefore, for example, when the execution of the second special game is on hold, if progress-impossible information is stored while the second special game is being executed and the game is controlled to an progress-impossible state, the light-emitting element constituting the second special hold display unit 22d will be turned off.
[0199] As described above, in the gaming machine 10, when the execution of the special game is on hold, if the progress impossible information is stored while the special game is being executed and the game is controlled to the progress impossible state, the light emitters constituting the special hold display units 22c, 22d are turned off. In other words, when the execution of the variable game is on hold, if the special condition is met while the variable game is being executed and the game is controlled to the progress impossible state, the light emitters constituting the hold light emitting means are turned off.
[0200] In the gaming machine 10, when the process of step S404 is executed by the main CPU 41 during the execution of the normal game, the state is switched from a state in which the light-emitting elements constituting the normal symbol display section 22e are lit in a lighting state corresponding to the execution of the normal game to a state in which all the light-emitting elements constituting the normal symbol display section 22e are turned off. For example, when the process of step S404 is executed by the main CPU 41 while a normal symbol is displayed in a fixed stop state on the normal symbol display section 22e, the state is switched from a state in which at least one light-emitting element constituting the normal symbol display section 22e is lit to a state in which all the light-emitting elements constituting the normal symbol display section 22e are turned off. In step S404, the main CPU 41 turns off the normal symbol display section 22e. At this time, when the normal game is being executed, the normal game being executed is forcibly ended by turning off the normal symbol display section 22e. In the gaming machine 10, regardless of whether the progress-impossible information is stored and the gaming machine 10 is controlled to the progress-impossible state when the normal game is being executed or when the normal game is not being executed, all of the light-emitting elements constituting the normal symbol display unit 22e are turned off. For this reason, it is difficult to determine from the normal symbol display unit 22e after it has been controlled to the progress-impossible state whether the normal game was being executed before it was controlled to the progress-impossible state.
[0201] In the gaming machine 10, when the processing of step S404 is executed by the main CPU 41 while the execution of the normal game is on hold, the state is switched from a state in which the light-emitting elements constituting the normal hold display unit 22f are lit in a lighting mode that allows the normal hold number to be specified, to a state in which all the light-emitting elements constituting the normal hold display unit 22f are turned off. For this reason, for example, when the execution of the normal game is on hold and the normal game is being executed, if the progress disable information is stored and the game is controlled to a progress disable state, the light-emitting elements constituting the normal hold display unit 22f are turned off.
[0202] In the gaming machine 10, when the process of step S404 is executed by the main CPU 41 in a situation where right hitting is recommended, the situation is switched from the right hit notification lamp 22g being lit to the right hit notification lamp 22g being turned off. For this reason, for example, when the right hit notification lamp 22g is lit and a special game is being executed, if the progress impossible information is stored and the game is controlled to the progress impossible state, the right hit notification lamp 22g is turned off. In other words, when the specific area light emitting means is lit and a variable game is being executed, if a special condition is established and the game is controlled to the progress impossible state, the specific area light emitting means is turned off.
[0203] Next, a control executed by the secondary CPU 51 in association with control to the progress-impossible state will be described. As shown in FIG. 12(a), when the sub-CPU 51 inputs a reserve command for preventing progress, it controls the performance display device 25 to display a control preview image SY corresponding to an image that can identify that the game will be controlled to a state where progress is impossible.
[0204] Specifically, when a reserve command for preventing progress is input while a jackpot game is awarded, the sub-CPU 51 controls the effect display device 25 so that a control notice image SY is displayed. In the gaming machine 10, displaying the control notice image SY on the effect display device 25 while a jackpot game is awarded corresponds to suggesting or notifying information that can specify that the game will be controlled to a state where progress is prevented after the jackpot game ends. In this embodiment, the effect display device 25 functions as an information presenting means that can suggest or notify information.
[0205] Incidentally, as shown in Fig. 10, the advance impossible preliminary command is control information output to the sub-CPU 51 when advance impossible information is stored, and corresponds to control information output to the sub-CPU 51 when a special condition is established. In this way, when a special condition is established when a jackpot game is awarded, the performance display device 25 suggests or notifies information that can specify that the game will be controlled to the advance impossible information after the end of the jackpot game when the jackpot game is awarded. In other words, when a special condition is established when a jackpot game is awarded, the information presenting means suggests or notifies information that can specify that the game will be controlled to the advance impossible state after the end of the jackpot game when the jackpot game is awarded.
[0206] In a situation where a non-progression preliminary command is input when a big win game is awarded, the sub-CPU51 executes the big win performance. In this case, the sub-CPU51 does not end the execution of the big win performance. Therefore, if a non-progression preliminary command is input when a big win game is awarded, the sub-CPU51 controls the performance display device 25 so that the control notice image SY is displayed while continuing to execute the big win performance.
[0207] Similarly, when the sub-CPU 51 inputs a progress-disabled preliminary command while a small win game is awarded, it controls the performance display device 25 so that a control notice image SY is displayed. In the gaming machine 10, displaying the control notice image SY on the performance display device 25 while a small win game is awarded corresponds to suggesting or notifying information that can specify that the game will be controlled to a progress-disabled state after the small win game ends. In this way, the performance display device 25 displays information that can specify that the game will be controlled to a progress-disabled state after the small win game ends. When a special condition is established when a small win game is awarded, the information presenting means suggests or notifies information capable of specifying that the game will be controlled to a progress-impossible state after the small win game is awarded when the small win game is awarded, in other words, when a special condition is established when a small win game is awarded, the information presenting means suggests or notifies information capable of specifying that the game will be controlled to a progress-impossible state after the small win game is awarded when the small win game is awarded.
[0208] In a situation where a non-progression preliminary command is input when a small win game is given, the sub-CPU51 executes the small win performance. In this case, the sub-CPU51 does not end the execution of the small win performance. Therefore, if a non-progression preliminary command is input when a small win game is given, the sub-CPU51 controls the performance display device 25 so that the control notice image SY is displayed while continuing to execute the small win performance.
[0209] The control notice image SY in this embodiment is an image including text information such as "You will soon be controlled to an unprogressable state." The control notice image SY is an image that suggests or notifies in advance that you will be controlled to an unprogressable state.
[0210] In addition, when the sub-CPU 51 inputs a non-progression preliminary command when neither a big win game nor a small win game has been awarded, the sub-CPU 51 does not display the control notice image SY. For example, even if the sub-CPU 51 inputs a non-progression preliminary command during the execution of a performance game, the sub-CPU 51 does not display the control notice image SY. For example, even if the sub-CPU 51 inputs a non-progression preliminary command when the game is waiting for a big win game to occur, the sub-CPU 51 does not display the control notice image SY. In this way, in the gaming machine 10, the control notice image SY is not displayed in a situation where the game is controlled to be in a non-progression state substantially at the same time as the non-progression information is stored. On the other hand, in the gaming machine 10, the control notice image SY may be displayed in a situation where the game is not controlled to be in a non-progression state substantially at the same time as the non-progression information is stored.
[0211] As shown in FIG. 12(b), when the sub-CPU 51 inputs a progress-impossible command, it controls the effect display device 25 so that a controlled image SF corresponding to an image that can identify that the game has been controlled to a progress-impossible state is displayed. The controlled image SF in this embodiment is an image including text information such as "Controlled to a progress-impossible state." The controlled image SF can be said to be an image with content that suggests or notifies that the game has been controlled to a progress-impossible state. In addition, the controlled image SF in this embodiment is an image including text information such as "You cannot proceed with the game." The controlled image SF can be said to be an image with content that suggests or notifies that the game cannot be progressed.
[0212] When the progress disable command is input while the performance symbols are being displayed, the sub-CPU 51 erases the displayed performance symbols. The sub-CPU 51 erases the displayed performance symbols and ends the display of the performance symbols. In this way, in the gaming machine 10, when the performance symbols are displayed on the performance display device 25, if progress disable information is stored and the gaming machine 10 is controlled to the progress disable state, the display of the performance symbols displayed on the performance display device 25 ends. For example, in the gaming machine 10, when the performance symbols are displayed on the performance display device 25 and progress disable information is stored and the gaming machine 10 is controlled to the progress disable state while a special game is being executed, the display of the performance symbols displayed on the performance display device 25 ends. In this way, the display of the performance symbols ends, and the performance game being executed is forcibly ended.
[0213] If a progress impossible command is input when at least one of the reserved images Ha, Hb is being displayed, the sub-CPU 51 erases the displayed reserved images Ha, Hb. At this time, the sub-CPU 51 erases all of the displayed reserved images Ha, Hb and ends the display of the reserved images Ha, Hb. In this way, in the gaming machine 10, when the reserved images Ha, Hb are being displayed on the performance display device 25, progress impossible information is stored and the game is controlled to a progress impossible state. When the reserved images Ha, Hb are displayed on the effect display device 25, the display of the reserved images Ha, Hb is terminated. That is, when a reserved image is displayed on the reserve display means, if a special condition is established and the state is controlled to a progress impossible state, the display of the reserved images displayed on the reserve display means is terminated. For example, in the gaming machine 10, when the reserved images Ha, Hb are displayed on the effect display device 25, if progress impossible information is stored and the state is controlled to a progress impossible state when a special game is being executed, the display of the reserved images Ha, Hb displayed on the effect display device 25 is terminated. That is, when a reserved image is displayed on the reserve display means, if a special condition is established and the state is controlled to a progress impossible state when a variable game is being executed, the display of the reserved images displayed on the reserve display means is terminated.
[0214] When the in-progress command is input while the running images ZGa, ZGb are displayed, the sub-CPU 51 erases the running images ZGa, ZGb being displayed. The sub-CPU 51 erases the running images ZGa, ZGb being displayed and ends the display of the running images ZGa, ZGb. In this way, when the running images ZGa, ZGb are displayed on the performance display device 25, if the in-progress information is stored and the device is controlled to the in-progress state, the display of the running images ZGa, ZGb displayed on the performance display device 25 ends. That is, when the running image is displayed on the in-progress display means, if the special condition is established and the device is controlled to the in-progress state, the display of the running image displayed on the in-progress display means ends. For example, in the gaming machine 10, when the running images ZGa, ZGb are displayed on the performance display device 25 and the in-progress information is stored and the device is controlled to the in-progress state while a special game is being executed, the display of the running images ZGa, ZGb displayed on the performance display device 25 ends. That is, when an in-progress image is displayed on the in-progress display means and a special condition is established during execution of a variable game, causing control to be performed to the state in which progress cannot be made, the display of the in-progress image displayed on the in-progress display means is terminated.
[0215] When the right-hit notification effect is being executed, if the progress-impossible command is input, the sub-CPU 51 erases the image YG1 and the text information MJ1, and ends the right-hit notification effect. In this way, in the gaming machine 10, when the right-hit notification effect is being executed, if the progress-impossible information is stored and the right-hit notification effect is controlled to the progress-impossible state, the right-hit notification effect ends. That is, when the specific area effect is being executed, if the special condition is met and the right-hit notification effect is controlled to the progress-impossible state, the specific area effect ends. For example, when the right-hit notification effect is being executed, if the progress-impossible information is stored and the right-hit notification effect is controlled to the progress-impossible state when the special game is being executed, the right-hit notification effect ends. That is, when the specific area effect is being executed, if the special condition is met and the right-hit notification effect is controlled to the progress-impossible state when the variable game is being executed, the specific area effect ends.
[0216] If a progress-impossible command is input when the left-hit notification effect is being executed, the sub-CPU 51 erases the image YG2 and the text information MJ2, and ends the left-hit notification effect. In this way, in the gaming machine 10, when the left-hit notification effect is being executed, if progress-impossible information is stored and the game is controlled to a progress-impossible state, the left-hit notification effect ends. That is, when the non-specific area effect is being executed and the special condition is met and the game is controlled to a progress-impossible state, the non-specific area effect ends. For example, when the left-hit notification effect is being executed and the special game is being executed and the progress-impossible information is stored and the game is controlled to a progress-impossible state, the left-hit notification effect ends. That is, when the non-specific area effect is being executed and the special condition is met and the game is controlled to a progress-impossible state when the variable game is being executed, the non-specific area effect ends.
[0217] Next, the control of the launch of game balls by the launching device 70 will be described. In the gaming machine 10, the launch drive circuit 73 executes launch control corresponding to the control related to the launch of the gaming ball based on the operation of the launch handle 16. In the launch control, the launch drive circuit 73 performs the following: The launch drive circuit 73 executes ball feed control for sending the game ball before being launched to the launch position W2, and hammer control for hitting the game ball at the launch position W2 with the hammer section 72a. In this way, the launch control is configured to include ball feed control for sending the game ball before being launched to a predetermined launch position, and hammer control for hitting the game ball at the launch position with a hammer. In the launch control, the launch drive circuit 73 executes the ball feed control and then executes the hammer control. In this embodiment, the launch drive circuit 73 executes the launch control, thereby realizing a function as a launch control means capable of executing launch control related to the launch of the game ball.
[0218] In the ball feed control, the launch drive circuit 73 operates the ball feed actuator 71a. At this time, if a game ball is located at the waiting position W1, the game ball is sent to the launch position W2. In the hammer control, the launch drive circuit 73 operates the hammer actuator 72b. Specifically, the launch drive circuit 73 operates the hammer actuator 72b so that the game ball is launched with a launch strength corresponding to a signal that can specify the amount of operation of the launch handle 16. At this time, if a game ball is located at the launch position W2, the game ball is launched with a launch strength corresponding to the amount of operation of the launch handle 16.
[0219] However, this does not apply when a stop signal is input to the launch device 70. Specifically, when a stop signal is input, the launch drive circuit 73 does not execute ball feed control and does not operate the ball feed actuator 71a even if it inputs a signal capable of identifying the amount of operation of the launch handle 16 and also inputs a detection signal from the touch sensor TS. Similarly, when a stop signal is input, the launch drive circuit 73 does not execute hammer control and does not operate the hammer actuator 72b even if it inputs a signal capable of identifying the amount of operation of the launch handle 16 and also inputs a detection signal from the touch sensor TS. As a result, when a stop signal is input to the launch device 70, the game ball is not launched even if the launch handle 16 is operated.
[0220] As described above, the stop signal is output to the launching device 70 when the gaming machine 10 is controlled to the non-progression state. For this reason, when the gaming machine 10 is controlled to the non-progression state, launching control is not executed. Specifically, when the gaming machine 10 is controlled to the non-progression state, ball forwarding control is not executed. In other words, when the special condition is met and the gaming machine 10 is controlled to the non-progression state, ball forwarding control is not executed. Furthermore, when the gaming machine 10 is controlled to the non-progression state, mallet control is not executed. In other words, when the special condition is met and the gaming machine 10 is controlled to the non-progression state, mallet control is not executed. As described above, that is, when the special condition is met and the gaming machine 10 is controlled to the non-progression state, launching control is not executed.
[0221] For example, when a special game is being executed and non-progression information is stored and the game is controlled to a non-progression state, the game ball is not launched in the non-progression state even if the launch handle 16 is operated. That is, when a variable game is being executed and a special condition is established and the game is controlled to a non-progression state, the game ball is not launched in the non-progression state even if the launch handle 16 is operated. In particular, when a special game is executed and non-progression information is stored and the game is controlled to a non-progression state, the ball feed control is not executed and the game ball is not launched in the non-progression state even if the launch handle 16 is operated. That is, when a variable game is executed and a special condition is established and the game is controlled to a non-progression state, the ball feed control is not executed and the game ball is not launched in the non-progression state even if the launch handle is operated.
[0222] In the gaming machine 10, a prize ball presentation related to the awarded prize balls can be executed. In the gaming machine 10, a prize ball image WG is displayed on the presentation display device 25 as prize ball award information related to the awarded prize balls, and the prize ball presentation is executed. In this embodiment, the presentation display device 25 functions as an information display means capable of displaying prize ball award information related to the awarded prize balls. In the gaming machine 10, the prize ball presentation suggests or notifies the number of prize balls awarded upon winning a jackpot in a normal low probability state and then entering the jackpot openings 29, 31.
[0223] As shown in Fig. 13, the prize ball image WG includes text information that can identify the number of game balls awarded as prize balls. For example, the prize ball image WG shown in Fig. 13 includes text information such as "1200 balls won." This corresponds to text information that can identify that the number of part or all of the prize balls awarded upon winning a jackpot in a normal low probability state and then entering the jackpot openings 29 and 31 is "1200 balls."
[0224] The prize ball presentation is executed when a big win game is awarded. The presentation display device 25 can execute the prize ball presentation at least when a big win game is awarded. That is, the information display means can display the prize ball award information at least when a big win game is awarded. The prize ball presentation is executed when a small win game is awarded. The presentation display device 25 can execute the prize ball presentation at least when a small win game is awarded. That is, the information display means can display the prize ball award information at least when a small win game is awarded. The prize ball presentation is executed when in a specific low probability state. The presentation display device 25 can execute the prize ball presentation at least when in a specific low probability state. The prize ball presentation is executed when in a specific high probability state. The presentation display device 25 can execute the prize ball presentation at least when in a specific high probability state. The prize ball presentation is executed when in a special state. The presentation display device 25 can execute the prize ball presentation at least when in a special state. The prize ball effect is executed when the game is waiting for a big win. The effect display device 25 can execute the prize ball effect at least when the game is waiting for a big win.
[0225] The following describes the control involved in executing the winning ball presentation. When a detection signal from the first count sensor SE3 is input, the main CPU 41 stores in the output buffer control information (hereinafter referred to as a first large prize opening command) capable of identifying that a gaming ball has entered the first large prize opening 29. When a detection signal from the second count sensor SE4 is input, the main CPU 41 stores in the output buffer control information (hereinafter referred to as a second large prize opening command) capable of identifying that a gaming ball has entered the second large prize opening 31.
[0226] The sub-RAM 53 stores information related to prize ball presentation (hereinafter referred to as prize ball presentation information). When the sub-CPU 51 inputs a first large prize winning port command, it adds 10 to a value that can be specified from the prize ball presentation information and updates the prize ball presentation information. Similarly, when the sub-CPU 51 inputs a second large prize winning port command while a small win game is awarded, it adds 10 to a value that can be specified from the prize ball presentation information and updates the prize ball presentation information.
[0227] The sub-CPU51 controls the performance display device 25 so that a prize ball performance is executed when a big win game has been awarded. The sub-CPU51 controls the performance display device 25 so that a prize ball performance is executed when a small win game has been awarded. The sub-CPU51 controls the performance display device 25 so that a prize ball performance is executed when in a specific low probability state. The sub-CPU51 controls the performance display device 25 so that a prize ball performance is executed when in a specific high probability state. The sub-CPU51 controls the performance display device 25 so that a prize ball performance is executed when in a special state. The sub-CPU51 controls the performance display device 25 so that a prize ball performance is executed when in a state waiting for a big win game to occur.
[0228] The sub-CPU51 specifies the number of prize balls to be announced in the prize ball presentation from a value identifiable from the prize ball presentation information, and controls the presentation display device 25 to display a prize ball image WG including text information that identifies the number of prize balls, thereby controlling the presentation display device 25 to execute the prize ball presentation. For example, when the value identifiable from the prize ball presentation information is "1200", the sub-CPU51 controls the presentation display device 25 to display a prize ball image WG including text information saying "1200 balls won", thereby executing the prize ball presentation.
[0229] Next, a control will be described when the progress impossibility information is stored in the main RAM 43 when the power supply is resumed. When the main CPU 41 stores a recovery command in the output buffer during main power-on processing, it determines whether or not progress impossibility information is stored in the main RAM 43. If progress impossibility information is stored, the main CPU 41 stores either the first impossible recovery command or the second impossible recovery command in the output buffer. On the other hand, if progress impossibility information is not stored, the main CPU 41 does not store either the first impossible recovery command or the second impossible recovery command in the output buffer, and does not output them.
[0230] When the progress impossibility information is stored and the process returns to either the process of step S406 or the process of step S407 in the progress impossibility process, the main CPU 41 stores the first failure return command in the output buffer. On the other hand, when the progress impossibility information is stored and the process does not return to either the process of step S406 or the process of step S407 in the progress impossibility process, the main CPU 41 stores the second failure return command in the output buffer. As described above, the first failure return command corresponds to control information that can specify that the game machine 10 was already controlled to the progress impossibility state before the power supply was cut off. On the other hand, the second failure return command corresponds to control information that cannot specify whether the game machine 10 was already controlled to the progress impossibility state before the power supply was cut off. In this way, in the gaming machine 10, at least a part of the control information output when the power supply is resumed differs depending on whether the game machine 10 was already controlled to the progress impossibility state when the power supply is stopped. For example, in the gaming machine 10, when the power supply is stopped after a special condition is established, at least a part of the control information output when the power supply is resumed differs depending on whether the game machine was already controlled to a progress-impossible state before the power supply was stopped. In this embodiment, the main CPU 41 outputs the control information, thereby realizing a function as a control information output means for outputting the control information.
[0231] Then, when the first failure return command is input, the sub-CPU51 controls the performance display device 25 so that the controlled image SF (shown in FIG. 12(b)) is displayed. On the other hand, when the second failure return command is input, the sub-CPU51 controls the performance display device 25 so that the control notice image SY (shown in FIG. 12(a)) is displayed.
[0232] Here, an example will be described in which the power supply is interrupted after the progress impossibility information is stored, and then the power supply is resumed. In Fig. 14, it is assumed that the progress impossible information is stored, and the power supply is cut off after the progress impossible information is stored and the progress impossible state is controlled. In this case, when the power supply is resumed (shown as power resumed in Fig. 14), the secondary CPU 51 performs the initial operation of the movable body 24. In this way, when the power supply is resumed, the initial operation of the movable body 24 is performed. Also, since the power supply was cut off after the progress impossible state was already controlled, when the power supply is resumed, a first impossible return command is output to the secondary CPU 51, and the controlled image SF is displayed on the performance display device 25.
[0233] In addition, in the gaming machine 10, the display of the controlled image SF starts at a timing Tw after the initial operation of the movable body 24 is started. In other words, in the gaming machine 10, when the progress impossible information is stored and the progress impossible information is used as a trigger to control the progress impossible state, the power supply is cut off, and then the power supply is resumed, the initial operation of the movable body 24 starts, and the display of the controlled image SF starts at a timing Tw when the time Td has elapsed since the start of the initial operation. In this way, there is a time difference of time Td between the timing when the initial operation of the movable body 24 starts and the timing when the display of the controlled image SF starts. After that, in the gaming machine 10, even if the initial operation of the movable body 24 ends, the controlled image SF continues to be displayed on the performance display device 25. Incidentally, the display of the controlled image SF continues at least until the power supply is cut off.
[0234] FIG. 14 illustrates an example in which the first unrecoverable return command is output, but in the case in which the second unrecoverable return command is output, the control preview image SY is displayed on the performance display device 25 instead of the controlled image SF. Even in the case in which the second unrecoverable return command is output, the display of the control preview image SY is started at a timing after the initial operation of the movable body 24 is started. In other words, there is a time difference between the timing when the initial operation of the movable body 24 is started and the timing when the display of the control preview image SY is started. This time difference may be the same as the time Td when the first unrecoverable return command is output, or may be different.
[0235] Next, various situations when progress-impossible information is stored in the gaming machine 10 will be described with reference to Figs. 15 to 17. First, an example of a case where no progress impossibility information is stored will be described.
[0236] As shown in FIG. 15, for example, in a special state, the first special game is not being executed, while the second special game is being executed. At this time, the first special reserved number is "0", and the second special reserved number is "2". Furthermore, the second special game being executed is a special game executed based on winning a jackpot, and the first jackpot has been determined as the type of jackpot. This second special game corresponds to the second special game that will be the first jackpot. During the execution of the second special game that will be the first jackpot, the right hit notification lamp 22g is turned on because it is in a special state. Similarly, during the execution of the second special game that will be the first jackpot, the right hit notification effect is executed in the performance display device 25 because it is in a special state. During the execution of the second special game that will be the first jackpot, the special state is executed, and the prize ball effect is executed in the performance display device 25. During the execution of the second special game that will be the first jackpot, the performance display device 25 displays the execution image ZGb. During the execution of the second special game which is the first jackpot, the effect display device 25 displays reserved images Ha and Hb corresponding to the reserved special games. In the example shown in Fig. 15, since the first special reserved number is "0" and the second special reserved number is "2", the effect display device 25 does not display reserved image Ha, but displays reserved images H1b and H2b. During the execution of the second special game which is the first jackpot, since it is in a special state, the effect display device 25 displays an effect pattern and executes an effect game.
[0237] In the gaming machine 10, when the first jackpot symbol is displayed as a fixed stop in the second special game at timing t11, the gaming machine 10 enters a state of waiting for the jackpot game to occur. At this time, neither the first special game nor the second special game is being executed. When the gaming machine 10 is in a state of waiting for the jackpot game to occur, the right-hit notification lamp 22g is lit. When the gaming machine 10 is in a state of waiting for the jackpot game to occur, the right-hit notification effect is executed in the effect display device 25. When the gaming machine 10 is in a state of waiting for the jackpot game to occur, the effect display device 25 executes a prize ball effect. When the gaming machine 10 is in a state of waiting for the jackpot game to occur, the effect display device 25 executes an effect of waiting for the jackpot game to occur. When the gaming machine 10 is in a state of waiting for the jackpot game to occur, the effect display device 25 does not display the images ZGa and ZGb in progress. When the gaming machine 10 is in a state of waiting for the jackpot game to occur, the effect display device 25 displays the reserved images Ha and Hb corresponding to the reserved special game. When the game is in a state of waiting for a big win to occur, the effect display device 25 displays an effect symbol.
[0238] Furthermore, when a game ball enters the gate 33 at timing t12 in the waiting state for the occurrence of a jackpot game, the entry of the game ball is used as a trigger to award a first jackpot game. When the first jackpot game is awarded, the right-hit notification lamp 22g is lit. When the first jackpot game is awarded, the performance display device 25 executes a right-hit notification performance. When the first jackpot game is awarded, the performance display device 25 executes a prize ball performance. When the first jackpot game is awarded, the performance display device 25 executes a jackpot performance. When the first jackpot game is awarded, the performance display device 25 does not display the in-play images ZGa and ZGb. When the first jackpot game is awarded, the performance display device 25 displays the pending image Ha. , Hb is not displayed. When the first big win game is awarded, the effect display device 25 does not display the effect symbols.
[0239] Then, when the first big win game ends at timing t13, it is controlled to a specific high probability state. When it is controlled to a specific high probability state, the second special game whose execution has been put on hold is executed. Incidentally, the first second special game executed after the end of the first big win game does not win either a big win or a small win, and is a loss. This second special game corresponds to the second special game that is a loss. During the execution of the second special game that is a loss, since it is in a specific high probability state, the right hit notification lamp 22g is lit. Similarly, during the execution of the second special game that is a loss, since it is in a specific high probability state, the right hit notification effect is executed in the performance display device 25. During the execution of the second special game that is a loss, since it is in a specific high probability state, the performance display device 25 executes a prize ball effect. During the execution of the second special game that is a loss, the performance display device 25 displays the execution image ZGb. During the execution of the second special game which is a loss, the effect display device 25 displays reserved images Ha, Hb corresponding to the reserved special game. In the example shown in Fig. 15, since the first special reserved number is "0" and the second special reserved number is "1", the effect display device 25 does not display the reserved image Ha, but displays the reserved image H1b. During the execution of the second special game which is a loss, since the specific high probability state is reached, the effect display device 25 displays the effect pattern and executes the effect game.
[0240] As described above, assuming that the game is played when no progress impossibility information is stored, the following describes cases where progress impossibility information is stored in various situations, as exemplified below. First, a case where the non-progression information is stored at timing Ta1 when the second special game which results in the first big win in the special state is being executed will be described.
[0241] If the non-progress information is stored at the timing Ta1 when the second special game which will be the first jackpot in the special state is being executed, the game is controlled to the non-progress state. If the non-progress information is stored at the timing Ta1 when the second special game which will be the first jackpot in the special state is being executed, the right-hit notification effect that was being executed ends. If the non-progress information is stored at the timing Ta1 when the second special game which will be the first jackpot in the special state is being executed, the prize ball effect that was being executed ends. If the non-progress information is stored at the timing Ta1 when the second special game which will be the first jackpot in the special state is being executed, the controlled image SF is displayed on the effect display device 25.
[0242] When the non-progress information is stored at the timing Ta1 when the second special game that is the first jackpot is being executed in the special state, all the light emitters constituting the first special symbol display section 22a where the special symbol was displayed as a fixed stop are turned off. Furthermore, when the non-progress information is stored at the timing Ta1 when the second special game that is the first jackpot is being executed in the special state, all the light emitters constituting the first special reserve display section 22c are turned off. Furthermore, when the non-progress information is stored at the timing Ta1 when the second special game that is the first jackpot is being executed in the special state, all the light emitters constituting the second special symbol display section 22b where the special symbol was displayed as a variable are turned off. Furthermore, when the non-progress information is stored at the timing Ta1 when the second special game that is the first jackpot is being executed in the special state, all the light emitters constituting the second special reserve display section 22d are turned off. When the non-progress information is stored at the timing Ta1 when the second special game that is the first jackpot is being executed in the special state, the right hit notification lamp 22g that was turned on is turned off.
[0243] When the non-progression information is stored at the timing Ta1 when the second special game which becomes the first big win in the special state is being executed, the execution image ZGb displayed on the performance display device 25 is erased (shown as not displayed in FIG. 15). Furthermore, when the non-progression information is stored at the timing Ta1 when the second special game which becomes the first big win in the special state is being executed, When the information is stored, the reserved images H1b and H2b displayed on the performance display device 25 are erased. When the information is stored at the timing Ta1 during which the second special game that is the first big win is being executed in the special state, the performance symbols displayed on the performance display device 25 are erased. As a result, the performance game being executed is stopped and forcibly ended.
[0244] If the non-progress information is stored at the timing Ta1 when the second special game, which is the first jackpot in the special state, is being executed, the execution of the special game is not suspended thereafter. Also, if the non-progress information is stored at the timing Ta1 when the second special game, which is the first jackpot in the special state, is being executed, the prize balls are not awarded thereafter.
[0245] For example, suppose that a game ball enters the second start hole 27 at timing t21 after the progress impossible information is stored at timing Ta1 when the second special game, which is the first big win in the special state, is being executed. In this case, the ball entering the second start hole 27 at timing t21 triggers the execution of the second special game to not be newly reserved (FIG. 15 shows that the second special game is not reserved). Furthermore, the ball entering the second start hole 27 at timing t21 triggers the award ball to not be awarded (FIG. 15 shows that the award ball is not awarded). Similarly, suppose that a game ball enters the second general winning hole 35 at timing t22 after the progress impossible information is stored at timing Ta1 when the second special game, which is the first big win in the special state, is being executed. In this case, the ball entering the second general winning hole 35 at timing t22 triggers the award ball to not be awarded.
[0246] If the non-progress information is stored at the timing Ta1 when the second special game that results in the first jackpot is being executed in the special state, the first jackpot game will not be awarded thereafter. In other words, even if the second special game that results in the first jackpot is being executed, if the non-progress information is stored when the second special game that results in the first jackpot is being executed, the first jackpot game will not be awarded. And, the game will not be controlled to the high probability state that should be controlled after the end of the first jackpot game, and the special game will not be executed in the high probability state. Here, the second special game that results in the first jackpot is exemplified, but the same applies to the second special game that results in the second jackpot.
[0247] Next, a case where the progress impossibility information is stored at timing Ta2 in the waiting state for the occurrence of the big win game will be described with reference to FIG. 16. Note that timing Ta2 is assumed to be a timing before timing t12. In other words, timing Ta2 is assumed to be a timing before the game ball enters the gate 33.
[0248] If progress-impossible information is stored at timing Ta2 in the jackpot game waiting state, the game is controlled to a progress-impossible state. If progress-impossible information is stored at timing Ta2 in the jackpot game waiting state, the right-hit notification presentation that was being executed ends. If progress-impossible information is stored at timing Ta2 in the jackpot game waiting state, the prize ball presentation that was being executed ends. If progress-impossible information is stored at timing Ta2 in the jackpot game waiting state, the presentation that was being executed ends. If progress-impossible information is stored at timing Ta2 in the jackpot game waiting state, the presentation that was being executed ends. If progress-impossible information is stored at timing Ta2 in the jackpot game waiting state, the controlled image SF is displayed on the presentation display device 25.
[0249] When progress-impossible information is stored at timing Ta2 in the state of waiting for a jackpot game to occur, all of the light-emitting elements constituting the first special symbol display section 22a where the special symbol was displayed as a fixed stop are turned off. Furthermore, when progress-impossible information is stored at timing Ta2 in the state of waiting for a jackpot game to occur, all of the light-emitting elements constituting the first special hold display section 22c are turned off. Also, when progress-impossible information is stored at timing Ta2 in the state of waiting for a jackpot game to occur, all of the light-emitting elements constituting the first special hold display section 22c are turned off. When the non-progression information is stored, all the light emitters constituting the second special symbol display section 22b where the special symbol was displayed as fixed and stopped are turned off. Furthermore, when the non-progression information is stored at the timing Ta2 in the waiting state for the occurrence of the jackpot game, all the light emitters constituting the second special hold display section 22d are turned off. When the non-progression information is stored at the timing Ta2 in the waiting state for the occurrence of the jackpot game, the right hit notification lamp 22g that was turned on is turned off.
[0250] If the progress impossible information is stored at the timing Ta2 in the waiting state for the occurrence of the jackpot game, the situation where the active images ZGa and ZGb are not displayed continues. Furthermore, if the progress impossible information is stored at the timing Ta2 in the waiting state for the occurrence of the jackpot game, the reserved images H1b and H2b displayed on the performance display device 25 are erased. Also, if the progress impossible information is stored at the timing Ta2 in the waiting state for the occurrence of the jackpot game, the performance pattern displayed on the performance display device 25 is erased.
[0251] If the non-progress information is stored at the timing Ta2 in the waiting state for the occurrence of the jackpot game, the prize balls are not awarded thereafter. For example, if the non-progress information is stored at the timing Ta2 in the waiting state for the occurrence of the jackpot game, the prize balls are not awarded thereafter even if the game balls enter the general winning openings 34, 35. Also, if the non-progress information is stored at the timing Ta2 in the waiting state for the occurrence of the jackpot game, the first jackpot game is not awarded thereafter. In other words, if the non-progress information is stored in the waiting state for the occurrence of the jackpot game from the end of the second special game that becomes the first jackpot to the actual awarding of the first jackpot game, the first jackpot game is not awarded. And, the game is not controlled to the high probability state that should be controlled after the end of the first jackpot game, and the special game is not executed in the high probability state.
[0252] As described above, in the gaming machine 10, during the period from when the special game based on winning a jackpot starts until the special game ends and the jackpot game is awarded, if the non-progress information is stored during the execution of the special game based on winning a jackpot and the jackpot game is waiting to occur, the gaming machine 10 is controlled to a non-progress state. And, in the gaming machine 10, during the period from when the special game based on winning a jackpot starts until the special game ends and the jackpot game is awarded, during the execution of the special game based on winning a jackpot and the jackpot game is waiting to occur, if the non-progress information is stored, the jackpot game is not awarded. That is, if a special condition is established during the period from when the variable game based on winning a jackpot starts until the variable game ends and the jackpot game is awarded, the gaming machine 10 is controlled to a non-progress state triggered by the establishment of the special condition, and the jackpot game is not awarded.
[0253] Next, a case where the progress impossible information is stored at the timing Ta3 when the first big win game is awarded will be described with reference to FIG. If the progress impossible information is stored at the timing Ta3 when the first jackpot game is awarded, the award of the jackpot game continues without being controlled to a progress impossible state at least until the jackpot game ends. If the progress impossible information is stored at the timing Ta3 when the first jackpot game is awarded, a control notice image SY is displayed on the performance display device 25. Even if the progress impossible information is stored at the timing Ta3 when the first jackpot game is awarded, the prize ball performance being executed continues to be executed. If the progress impossible information is stored at the timing Ta3 when the first jackpot game is awarded, the right hit notification performance being executed continues to be executed.
[0254] When the progress impossible information is stored at the timing Ta3 when the first big win game is awarded, the display content of the first special symbol display section 22a does not change, and the special symbol is fixed and stopped. The display content of the first special reserve display section 22c does not change when the progress impossible information is stored at the timing Ta3 when the first jackpot game is awarded. The display content of the second special symbol display section 22b does not change, and the special symbol continues to be displayed as a fixed stop. The display content of the second special reserve display section 22d does not change when the progress impossible information is stored at the timing Ta3 when the first jackpot game is awarded. The right hit notification lamp 22g, which is on, continues to be on when the progress impossible information is stored at the timing Ta3 when the first jackpot game is awarded.
[0255] If the progress impossible information is stored at the timing Ta3 when the first jackpot game is awarded, the situation where the active images ZGa and ZGb are not displayed continues. Furthermore, if the progress impossible information is stored at the timing Ta3 when the first jackpot game is awarded, the situation where the reserved images Ha and Hb are not displayed continues. If the progress impossible information is stored at the timing Ta3 when the first jackpot game is awarded, the situation where the performance symbols are not displayed continues.
[0256] In the case where the progress impossible information is stored at the timing Ta3 when the first jackpot game is awarded, and then, at the timing t31 before the jackpot game ends, a game ball enters the second start hole 27. In this case, the ball entering the second start hole 27 at the timing t31 is used as a trigger to hold the execution of the second special game, and the second special reserved number increases from "2" to "3". Furthermore, the ball entering the second start hole 27 at the timing t31 is used as a trigger to award prize balls. Note that, if the second special reserved number has reached the upper limit number of "4" at the timing t31, the ball entering the second start hole 27 at the timing t31 is used as a trigger to not hold the execution of the second special game. However, even if the second special reserved number has reached the upper limit number of "4" at the timing t31, the ball entering the second start hole 27 at the timing t31 is used as a trigger to award prize balls. Although not shown, suppose that the non-progress information is stored at the timing Ta3 when the first jackpot game is awarded, and then a game ball enters the first starting hole 26 before the jackpot game ends. In this case, if the number of first special reserved balls has not reached the upper limit, the execution of the first special game is reserved. Also, at this time, the prize balls are awarded regardless of whether the number of first special reserved balls has reached the upper limit.
[0257] In the case where the non-progress information is stored at the timing Ta3 when the first jackpot game is awarded, and then, at the timing t32 before the jackpot game ends, a game ball enters the second general winning opening 35. In this case, the prize ball is awarded in response to the ball entering the second general winning opening 35 at the timing t32. Although not shown, in the case where the non-progress information is stored at the timing Ta3 when the first jackpot game is awarded, and then, before the jackpot game ends, a game ball enters the first general winning opening 34, a prize ball is awarded.
[0258] After the progress impossibility information is stored at the timing Ta3 when the first jackpot game is awarded, if the first jackpot game ends at the timing t13, the right-hit notification effect that was being executed ends. After the progress impossibility information is stored at the timing Ta3 when the first jackpot game is awarded, if the first jackpot game ends at the timing t13, the prize ball effect that was being executed ends. After the progress impossibility information is stored at the timing Ta3 when the first jackpot game is awarded, if the first jackpot game ends at the timing t13, the controlled image SF is displayed on the effect display device 25. At this time, on the effect display device 25, the display of the control notice image SY ends, and the display of the controlled image SF begins.
[0259] In this way, in the gaming machine 10, if the non-progression information is stored when a jackpot game is awarded and the prize ball presentation is being executed, the execution of the prize ball presentation continues at least until the jackpot game ends. In other words, if a special condition is established when a jackpot game is awarded and the prize ball award information is displayed on the information display means, the display of the prize ball award information continues at least until the specified end timing.
[0260] After the progress impossibility information is stored at the timing Ta3 when the first jackpot game is awarded, when the first jackpot game ends at the timing t13, all the light emitters constituting the first special symbol display section 22a where the special symbol was displayed as a fixed stop are turned off. Furthermore, after the progress impossibility information is stored at the timing Ta3 when the first jackpot game is awarded, when the first jackpot game ends at the timing t13, all the light emitters constituting the first special reserve display section 22c are turned off. Furthermore, after the progress impossibility information is stored at the timing Ta3 when the first jackpot game is awarded, when the first jackpot game ends at the timing t13, all the light emitters constituting the second special reserve display section 22b where the special symbol was displayed as a fixed stop are turned off. Furthermore, after the progress impossibility information is stored at the timing Ta3 when the first jackpot game is awarded, when the first jackpot game ends at the timing t13, all the light emitters constituting the second special reserve display section 22d are turned off. Incidentally, in FIG. 17, the display content of the second special reserve display section 22d is shown as "2 → off". However, if the number of second special reserves increases to "3" due to the ball entering the second starting hole 27 at timing t31, the display content of the second special reserve display section 22d becomes "3 → off". After the progress impossibility information is stored at timing Ta3 when the first jackpot game is granted, when the first jackpot game ends at timing t13, the right hit notification lamp 22g that was on will be turned off.
[0261] After the progress impossibility information is stored at the timing Ta3 when the first jackpot game is awarded, if the first jackpot game ends at the timing t13, the situation where the running images ZGa and ZGb are not displayed continues. Furthermore, after the progress impossibility information is stored at the timing Ta3 when the first jackpot game is awarded, if the first jackpot game ends at the timing t13, the situation where the reserved images Ha and Hb are not displayed continues. After the progress impossibility information is stored at the timing Ta3 when the first jackpot game is awarded, if the first jackpot game ends at the timing t13, the situation where the performance symbols are not displayed continues.
[0262] If the non-progress information is stored at the timing Ta3 when the first jackpot game is awarded, the game is not controlled to the high probability state that should be controlled after the end of the first jackpot game, and the special game is not executed in the high probability state. In other words, in the gaming machine 10, if the non-progress information is stored when the jackpot game is awarded, the special game is not executed in the high probability state even if the jackpot game is a jackpot game that is controlled to the high probability state after the end of the jackpot game. In other words, if the special condition is established when the jackpot game is awarded, the variable game is not executed in the probability variable state even if the jackpot game is a specific jackpot game. Therefore, if the non-progress information is stored at the timing Ta3 when the first jackpot game is awarded, the second special game that was suspended before the first jackpot game was awarded is not executed after the end of the first jackpot game. Similarly, if the non-progression information is stored at timing Ta3 when the first jackpot game is awarded, even if the execution of the second special game is suspended at timing t31 upon the ball entering the second starting hole 27, the suspended second special game will not be executed after the first jackpot game ends.
[0263] Here, based on FIG. 18, after the progress impossible information is stored at the timing Ta3 when the first big win game is awarded, and before the first big win game ends, A case will be described where power supply is restarted at timing Tx2 after being cut off at the previous timing Tx1.
[0264] When the power supply is resumed at the timing Tx2, the initial operation of the movable body 24 is performed. When the power supply is resumed at the timing Tx2, the display of the control preview image SY is resumed. The timing at which the display of the control preview image SY is resumed is later than the timing at which the initial operation of the movable body 24 is started.
[0265] When the power supply is resumed at the timing Tx2, the display contents of the special symbol display sections 22a, 22b and the special hold display sections 22c, 22d are restored to the display contents before the power supply was cut off. When the power supply is resumed at the timing Tx2, the right hit notification lamp 22g is turned on as before the power supply was cut off.
[0266] When the power supply is resumed at the timing Tx2, the images ZGa and ZGb in progress are not displayed, just like before the power supply was cut off. When the power supply is resumed at the timing Tx2, the images Ha and Hb on hold are not displayed, just like before the power supply was cut off. When the power supply is resumed at the timing Tx2, the performance pattern is not displayed, just like before the power supply was cut off.
[0267] When the first jackpot game is awarded, the power supply is cut off after the progress impossible information is stored at timing Ta3, the power supply is resumed at timing Tx2, and the first jackpot game ends at timing t13, and the right-hit notification effect that was being executed ends. When the first jackpot game is awarded, the power supply is cut off after the progress impossible information is stored at timing Ta3, the power supply is resumed at timing Tx2, and the first jackpot game ends at timing t13, and the prize ball effect that was being executed ends. When the first jackpot game is awarded, the power supply is cut off after the progress impossible information is stored at timing Ta3, the power supply is resumed at timing Tx2, and the first jackpot game ends at timing t13, and the controlled image SF is displayed on the effect display device 25. At this time, in the effect display device 25, the display of the control notice image SY ends, and the display of the controlled image SF begins.
[0268] When the first jackpot game is awarded, the power supply is cut off after the progress impossible information is stored at the timing Ta3, the power supply is resumed at the timing Tx2, and the first jackpot game ends at the timing t13, and all the light emitters constituting the first special symbol display section 22a where the special symbol was displayed as a fixed stop are turned off. Furthermore, when the power supply is cut off after the progress impossible information is stored at the timing Ta3 when the first jackpot game is awarded, the power supply is resumed at the timing Tx2, and the first jackpot game ends at the timing t13, all the light emitters constituting the first special reserve display section 22c are turned off. Also, when the power supply is cut off after the progress impossible information is stored at the timing Ta3 when the first jackpot game is awarded, the power supply is resumed at the timing Tx2, and the first jackpot game ends at the timing t13, all the light emitters constituting the second special symbol display section 22b where the special symbol was displayed as a fixed stop are turned off. Furthermore, when the first jackpot game is awarded, the power supply is cut off after the progress impossible information is stored at timing Ta3, and the power supply is resumed at timing Tx2, and when the first jackpot game ends at timing t13, all the light emitters constituting the second special reserve display section 22d are turned off. When the first jackpot game is awarded, the power supply is cut off after the progress impossible information is stored at timing Ta3, and the power supply is resumed at timing Tx2, and when the first jackpot game ends at timing t13, the right hit notification lamp 22g that was on is turned off.
[0269] When the first jackpot game is awarded, the power supply is cut off after the progress impossible information is stored at timing Ta3, the power supply is resumed at timing Tx2, and the first jackpot game ends at timing t13, and the situation in which the images ZGa and ZGb are not displayed continues. Furthermore, when the first jackpot game is awarded, the power supply is cut off after the progress impossible information is stored at timing Ta3, the power supply is resumed at timing Tx2, and the first jackpot game ends at timing t13, and the situation in which the reserved images Ha and Hb are not displayed continues. When the first jackpot game is awarded, the power supply is cut off after the progress impossible information is stored at timing Ta3, the power supply is resumed at timing Tx2, and the first jackpot game ends at timing t13, and the situation in which the performance pattern is not displayed continues.
[0270] When the first jackpot game is awarded, if the power supply is cut off after the non-progress information is stored at timing Ta3, the power supply is resumed at timing Tx2, and the first jackpot game ends at timing t13, the game is not controlled to the high probability state that should be controlled after the end of the first jackpot game, and the special game is not executed in the high probability state. If the non-progress information is stored when the first jackpot game is awarded, the special game is not executed in the high probability state even if the power supply is cut off when the first jackpot game is awarded and then started and restored. In other words, if the special condition is established when the specific jackpot game is awarded, the variable game is not executed in the probability variable state even if the power supply is cut off when the specific jackpot game is awarded and then started and restored.
[0271] According to this embodiment, the following effects can be obtained. (1) When the non-progression information is stored and the game is controlled to the non-progression state while the special game is being executed, in the non-progression state, even if a game ball enters the starting hole 26, 27, the execution of the special game is not suspended in response to the ball entering the starting hole 26, 27. In this way, when the non-progression information is stored and the game is in the non-progression state, the execution of the special game is not suspended even if a game ball enters the starting hole 26, 27. For this reason, for example, even if the game is in the non-progression state, the execution of the special game is suspended, which creates expectations for the special game, and this can be prevented from causing discomfort, and appropriate control can be performed.
[0272] (2) For example, if the reserved images Ha, Hb are continuously displayed in a situation where the execution of the special game is not suspended even if a game ball enters the starting hole 26, 27, there is a risk that the execution of the special game will be suspended if the game ball enters the starting hole 26, 27. For this reason, when the reserved images Ha, Hb are displayed on the performance display device 25, if the progress-prohibited information is stored and the game is controlled to a progress-prohibited state while the special game is being executed, the display of the reserved images Ha, Hb displayed on the performance display device 25 is terminated. This makes it possible to suppress the misunderstanding that the execution of the special game will be suspended if a game ball enters the starting hole 26, 27 even in the progress-prohibited state by displaying the reserved images Ha, Hb, and to perform appropriate control.
[0273] (3) In the case where the progress impossible information is stored and the progress impossible state is reached, if the display of the pending images Ha, Hb is terminated but the running images ZGa, ZGb continue to be displayed, there is a risk of feeling unnatural about the running images ZGa, ZGb continuing to be displayed. For this reason, when the running images ZGa, ZGb are displayed on the performance display device 25 and the progress impossible information is stored while the special game is being executed and the device is controlled to the progress impossible state, the display of the running images ZGa, ZGb displayed on the performance display device 25 is terminated. This makes it possible to suppress the feeling of unnaturalness about the running images ZGa, ZGb continuing to be displayed while the display of the pending images Ha, Hb is terminated, and appropriate control can be performed.
[0274] (4) When the progress impossible information is stored and the game is controlled to the progress impossible state, even if the display of the reserved images Ha and Hb is finished, if it is possible to identify that the execution of the special game is reserved from the lighting state of the special reserved display units 22c and 22d, it may cause a sense of incongruity. For this reason, when the execution of the special game is reserved and the progress impossible information is stored while the special game is being executed and the game is controlled to the progress impossible state, the light emitters constituting the special reserved display units 22c and 22d are turned off. This makes it possible to suppress the sense of incongruity caused by being able to identify that the execution of the special game is reserved from the lighting state of the special reserved display units 22c and 22d even if the reserved images Ha and Hb are erased, and to perform appropriate control.
[0275] (5) The non-progression information is stored in the main RAM 43 when a value identifiable from the unit prize ball information updated based on the prize balls awarded in one minute reaches a specified value. In other words, when the special game is being executed, if a value identifiable from the unit prize ball information updated based on the prize balls awarded in one minute reaches a specified value, the game is controlled to a non-progression state. In this way, by controlling the game to a non-progression state when a value identifiable from the unit prize ball information updated based on the prize balls awarded in one minute reaches a specified value, the game is controlled to a non-progression state in a situation where, for example, more prize balls than expected are paid out due to fraudulent acts. As a result, for example, when a situation occurs where more prize balls than expected are paid out due to fraudulent acts, the game is made non-progression and the execution of the special game is not suspended, thereby suppressing the acquisition of prize balls and the execution of the special game through fraud, and appropriate control can be performed.
[0276] (6) In the progress impossible state, the main CPU 41 does not perform control to suspend the execution of the special game even if it receives a detection signal from the start sensors SE1, SE2 that can identify that a gaming ball has entered the start holes 26, 27. This makes it possible to prevent the execution of the special game from being suspended without improving the start sensors SE1, SE2, and to perform appropriate control.
[0277] (7) When the special game is being played, if the non-progression information is stored and the game is controlled to the non-progression state, in the non-progression state, the game ball will not be launched even if the launch handle 16 is operated. Therefore, for example, even if the game is controlled to the non-progression state, the game ball will be launched even if the launch handle 16 is operated, which can prevent a player from misunderstanding that the game can proceed, and appropriate control can be performed.
[0278] (8) For example, in a configuration in which the game ball is not launched by not executing hammer control for hitting the game ball at launch position W2 with the hammer portion 72a, if ball forwarding control is performed, the game ball may be sent to launch position W2, and the game ball at launch position W2 may not be retrieved. However, when the non-progression information is stored and the game ball is controlled to the non-progression state, the game ball is not launched by not executing ball forwarding control even if the launch handle 16 is operated, so that the game ball can be prevented from being sent to launch position W2 after the game ball is controlled to the non-progression state, and appropriate control can be performed.
[0279] (9) For example, even if the game ball cannot be shot due to the inability to proceed, if the right hit notification lamp 22g continues to light, the game ball cannot be shot even if the right hit notification lamp 22g is lit, which may cause discomfort. However, the right hit notification lamp 22g is turned off when the game ball is controlled to be in the inability to proceed state. This makes it possible to suppress discomfort and perform appropriate control.
[0280] (10) For example, if the game is controlled to an unprogressable state and the balls cannot be launched, However, if the right-hit notification effect continues to be executed, the game ball cannot be launched even though the right-hit notification effect is being executed, which may cause discomfort. For this reason, when the right-hit notification effect is being executed and the special game is being executed, if the progress-impossible information is stored and the game is controlled to a progress-impossible state, the right-hit notification effect is terminated. This makes it possible to suppress discomfort caused by the right-hit notification effect continuing to be executed even though the game ball cannot be launched due to the progress-impossible state, and to perform appropriate control.
[0281] (11) For example, even if the game ball is not launched due to the control to the non-progression state, if the left-hit notification effect continues to be executed, the game ball cannot be launched despite the left-hit notification effect being executed, which may cause discomfort. For this reason, when the left-hit notification effect is being executed and the special game is being executed, if non-progression information is stored and the game ball is controlled to the non-progression state, the left-hit notification effect is terminated. This makes it possible to suppress discomfort caused by the left...
Claims
[Claim 1] In a gaming machine that can be controlled to a non-progression state in which it is impossible to proceed with a game, A frame body, a game board unit including a game board; a first error detection means capable of detecting a first error relating to the frame; a first error control means capable of executing a first error control regarding the first error; A second error detection means capable of detecting a second error; second error control means capable of executing a second error control regarding the second error; a movable body movable from at least a first position to a second position; A movable body control means capable of controlling the operation of the movable body; an immobilization state control means for controlling the game to the immobilization state when a special condition is satisfied; A performance execution means; A performance control means capable of controlling the performance execution means, The special condition is established when a variable value that can be changed with the award of the game medium reaches a specified value, The game board unit is attached to the frame body, The second error detection means is attached to the game board unit, The first error control is executable even if the control is in the non-progression state, The second error control is made inoperable when the control is made in the non-progression state, The movable body is capable of performing an initial operation in response to the start of power supply, The effects that the effect execution means can execute include a special effect that can suggest or notify that the game is being controlled to the progress-impossible state, and a specific effect that can specify that the game is being controlled to the progress-impossible state, The specific performance is configured to be executable when the power supply is cut off after the game is controlled to the non-progression state, and when the game is controlled to the non-progression state after the power supply is started, When the game is controlled to the non-progression state as a result of the start of power supply, an initial operation of the movable body can be executed at a timing after the specific performance is executed, and a time difference is generated between the timing at which the specific performance is started and the timing at which the initial operation of the movable body is started; The special performance can be executed when the power supply is cut off before the jackpot game ends after the special condition is met when the jackpot game is awarded, and when the power supply is restored to the jackpot game when the jackpot game is awarded, This gaming machine is characterized in that when the power supply is cut off after the special condition is established while a jackpot game has been awarded, and then when the power supply is resumed and the jackpot game is awarded, a time difference occurs between the timing at which the special performance starts and the timing at which the initial operation of the movable body starts.
Citation Information
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