Gaming Machines

The gaming machine addresses the need for situational information on gaming media availability by using a notification unit to provide specific alerts based on the number of gaming media, improving user experience and management efficiency.

JP7688922B2Active Publication Date: 2025-06-05NEWGIN KK
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Patent Information

Application Number
JP2022203259
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-12-20
Publication Date
2025-06-05
Estimated Expiration
2042-12-20

AI Technical Summary

Technical Problem

There is a desire for gaming machines to provide situational information regarding the number of gaming media available for use, particularly in enclosed type pachinko machines where the management and notification of gaming media are electronically controlled.

Method used

A gaming machine equipped with a notification unit that provides specific notifications based on the number of gaming media, including different modes for when the number is less than, equal to, or greater than a predetermined amount, and for situations involving use or transfer of gaming media.

Benefits of technology

Enables dynamic and situational notifications about the availability of gaming media, enhancing user experience and management efficiency.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007688922000002
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Patent Text Reader

Abstract

To perform notification according to a situation.SOLUTION: In a game machine capable of managing the number of game balls which can be used in a game with data, a notification unit can execute notification regarding the number of game balls which can be used in the game. The notification unit can execute notification regarding the number of game balls which can be used in a first notification mode game capable of specifying the number of game balls which can be used in the game is less than a predetermined number, and notification regarding the number of game balls which can be used in a second notification mode game capable of specifying the number of game balls which can be used in the game is the predetermined number or greater. The first notification mode can be taken when the number of game balls which can be used in the game is changed from a predetermined number or greater to less than the predetermined number.SELECTED DRAWING: Figure 7
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Description

[Technical field]

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

[0002] Conventionally, as an example of a gaming machine, an enclosed type pachinko gaming machine in which gaming media (gaming balls) are enclosed inside the machine is known (for example, Patent Document 1). In the gaming machine disclosed in Patent Document 1, the number of gaming media owned by a player as gaming media that can be used for playing is electronically managed by a game control microcomputer. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-78753 Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, it has become desirable to provide information regarding gaming media that can be used in games according to the situation. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is a gaming machine that is capable of managing the number of gaming media by data, and is equipped with a notification unit that can execute a predetermined notification, and the notification unit can execute a specific notification regarding the number of the gaming media, and the specific notification includes a notification that the number of the gaming media is less than a predetermined number. , and a specific number or more a first specific notification that can be executed when the number of the game media is equal to or greater than the predetermined number; and a second specific notification that can be executed when the number of the game media is equal to or greater than the predetermined number. a third specific notification that can be executed when the number of the game media is less than the specific number; There are The specific notification has different notification modes in a first situation in which the gaming media are used for playing when the number of the gaming media is the specific number and a second situation in which the gaming media are transferred to the outside of the machine as transfer data, and in a third situation in which the gaming media are used for playing when the number of the gaming media is the predetermined number and a fourth situation in which the gaming media are transferred to the outside of the machine as transfer data. The gist is that the notification manner is different. Effect of the Invention

[0006] According to the present invention, it is possible to give a notification according to the situation. [Brief description of the drawings]

[0007] [Figure 1] 1 is a diagram showing a pachinko game machine and a management unit as viewed from the front. [Diagram 2] FIG. 2 is a diagram showing a game board provided in a pachinko game machine. [Diagram 3] 2 is an enlarged view of the counting operation unit, counting notification unit, and second ball number display unit equipped in a pachinko gaming machine. [Figure 4] 1 is a schematic diagram showing a distribution mechanism for game balls formed in a pachinko game machine. [Diagram 5] 2 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 6] 2 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 7] A timing chart showing an example of how to execute an alert regarding the second control ball count. [Figure 8] A timing chart showing an example of how to execute an alert regarding the second control ball count. [Figure 9] A timing chart showing an example of how to execute an alert regarding the second control ball count. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] An embodiment of a pachinko gaming machine will be described below. As shown in Fig. 1, in an island facility (gaming island), pachinko gaming machines 10 (hereinafter referred to as gaming machines 10), which are an example of gaming machines, and management units 100 are installed alternately. The management unit 100 is provided next to the gaming machines 10. The management unit 100 is connected to the gaming machines 10 so as to be able to communicate with each other.

[0009] The management unit 100 will now be described. The management unit 100 has a medium insertion section 101 into which a management medium can be inserted. The management medium is a data storage medium such as an IC card or an IC coin. The management medium can store the remaining amount of money deposited (hereinafter referred to as the remaining amount) and the number of game balls owned by the player (hereinafter referred to as the first number of managed balls). The first number of managed balls is data managed by the management unit 100. The management unit 100 has a cash insertion section 102 into which cash can be inserted.

[0010] The management unit 100 includes an operation panel 110. The operation panel 110 includes a ball lending operation section 111, a payout operation section 112, a return operation section 113, a first ball number display section 114, and a balance display section 115. The ball lending operation section 111 is operated when increasing the number of game balls held by the player (hereinafter, referred to as the second managed ball number) based on the balance stored in the management medium. The second managed ball number is data managed by the gaming machine 10. The payout operation section 112 is operated when increasing the second managed ball number based on the first managed ball number. The return operation section 113 is operated when receiving the return of the management medium inserted in the management unit 100. The first ball number display section 114 displays information that can identify the first managed ball number. The balance display section 115 displays information that can identify the balance.

[0011] The management unit 100 includes a management unit control board 120 (hereinafter, referred to as CU control board 120). The CU control board 120 is an example of an external device outside the machine. The CU control board 120 includes a CPU 120a, a ROM 120b, and a RAM 120c. The CPU 120a executes a management unit control program to perform a predetermined control. The ROM 120b stores the management unit control program. The RAM 120c stores various information that is rewritten during operation of the management unit 100. The management unit 100 includes a communication terminal 120d that is connected to the gaming machine 10 so as to be able to communicate in both directions.

[0012] The CU control board 120 is connected to the medium insertion unit 101. The CPU 120a is configured to be able to rewrite the memory contents of the management medium inserted in the medium insertion unit 101. The CU control board 120 is connected to the cash insertion unit 102. The CPU 120a is configured to be able to input a deposit signal that is output when cash is deposited in the cash deposit unit 102. The deposit signal is a signal that can specify the amount of money deposited in the cash deposit unit 102.

[0013] The CU control board 120 is connected to the operation panel 110. The CPU 120a is configured to be able to input a ball lending signal that is output when the ball lending operation unit 111 is operated. The CU control board 120 is configured to be able to input a payout signal that is output when the payout operation unit 112 is operated. The CPU 120a is configured to be able to input a return signal that is output when the return operation unit 113 is operated. The CPU 120a is configured to be able to control the display content of the first ball number display unit 114. The CPU 120a is configured to be able to control the display content of the remaining amount display unit 115.

[0014] The CU control board 120 is connected to the gaming machine 10 via the communication terminal 120d. The CPU 120a is configured to be able to input various control information (control signals) output by the gaming machine 10. The CPU 120a is configured to be able to output various control information to the gaming machine 10.

[0015] The process performed in the management unit 100 will now be described. When a management medium is inserted into the medium insertion unit 101, the CPU 120a reads out the remaining amount and the first management ball count stored in the management medium, and stores them in the RAM 120c. When a management medium is inserted, the CPU 120a performs the process described below.

[0016] When the CPU 120a receives a deposit signal from the cash deposit unit 102, it adds the deposit amount, which can be determined from the deposit signal, to the remaining balance. When the remaining balance is not 0, the CPU 120a receives a ball lending signal from the ball lending operation unit 111, it subtracts a specified amount (500 yen in this embodiment) from the remaining balance, and outputs lending information, which can determine the lending of a number of game balls corresponding to the specified amount (125 in this embodiment), to the gaming machine 10. Note that when the remaining balance is 0, the CPU 120a does not output lending information even if it receives a ball lending signal.

[0017] When the first management ball number is equal to or greater than a predetermined number of balls (125 in this embodiment), the CPU 120a subtracts the first management ball number by the predetermined number of balls upon inputting a payout signal from the payout operation unit 112, and outputs lending information capable of identifying the lending of the predetermined number of game balls to the gaming machine 10. When the first management ball number is less than the predetermined number of balls, the CPU 120a subtracts the first management ball number so that it becomes 0, and outputs lending information capable of identifying the lending of the subtracted number of game balls to the gaming machine 10. Note that when the first management ball number is 0, the CPU 120a does not output lending information even if it inputs a payout signal. In this way, the lending information is capable of identifying the number of balls to be lent.

[0018] When the CPU 120a receives the counting information from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting information to the first managed number of balls. As will be described in detail later, the counting information is information that can identify the number of balls held that will be transferred from the gaming machine 10 to the management unit 100. The number of balls held corresponds to the number of gaming balls that the player owns.

[0019] CPU 120a controls first ball number display unit 114 to display information that can identify the first managed ball number at any given time. CPU 120a controls remaining amount display unit 115 to display information that can identify the remaining amount at any given time. When CPU 120a inputs a return signal from return operation unit 113, it stores the remaining amount and first managed ball number stored in RAM 120c in the managed medium, and initializes the remaining amount and first managed ball number stored in RAM 120c. CPU 120a controls medium insertion unit 101 so that the managed medium is ejected from medium insertion unit 101.

[0020] The gaming machine 10 will be described. As shown in Figures 1 and 2, the gaming machine 10 is an enclosed type gaming machine in which a predetermined number of gaming balls are enclosed inside the machine. The gaming machine 10 is a gaming machine that is capable of circulating gaming balls inside the machine. The gaming balls are an example of a gaming medium that can be used for playing games. The gaming machine 10 is structured such that, in principle, players cannot touch the gaming balls.

[0021] The gaming machine 10 manages the second managed number of balls as data based on the number of lent balls, the number of acquired balls, the number of shot balls, and the number of returned balls. The number of lent balls is the number of gaming balls lent to a player. The number of acquired balls is the number of gaming balls acquired by a player. The number of shot balls is the number of gaming balls shot by a player. The number of returned balls is the number of gaming balls shot by a player that did not reach the gaming area 20a described below. Returned balls are so-called "foul balls."

[0022] The gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine body to an island facility, a mounting frame 11b for mounting various gaming components, and a protective frame 11c. The mounting frame 11b is supported by the outer frame 11a so as to be openable and closable. The protective frame 11c is supported by the mounting frame 11b so as to be openable and closable. The protective frame 11c has a protective glass (not shown) that protects the gaming components mounted on the mounting frame 11b. The gaming machine 10 includes a locking device (not shown) that locks the frames 11b and 11c. The gaming machine 10 is configured such that the frames 11b and 11c cannot be opened from the outer frame 11a unless they are unlocked using a key that fits the locking device.

[0023] The gaming machine 10 includes a sound effect unit 12. The sound effect unit 12 can execute a performance that outputs a predetermined sound (hereinafter referred to as sound effect) and a notification that outputs a predetermined sound (hereinafter referred to as voice notification). For example, the predetermined sound is a piece of music, a sound effect, a human voice reading a predetermined character string, etc. The gaming machine 10 includes a notification sound unit 13. The notification sound unit 13 can execute a voice notification. In this embodiment, the sound effect unit 12 and the notification sound unit 13 are speakers. The sound effect unit 12 and the notification sound unit 13 are disposed in the mounting frame 11b.

[0024] The gaming machine 10 is equipped with a performance light-emitting unit 14. The performance light-emitting unit 14 can perform performances (hereinafter referred to as light-emitting performances) by turning on, blinking, and extinguishing a light-emitting body (not shown). The performance light-emitting unit 14 can perform notifications (hereinafter referred to as light-emitting notifications) by turning on, blinking, and extinguishing a light-emitting body. In this embodiment, the performance light-emitting unit 14 is a decorative lamp. The performance light-emitting unit 14 is disposed in the mounting frame 11b.

[0025] The gaming machine 10 includes a launch operation unit 15 that can be operated to launch gaming balls. In this embodiment, the launch operation unit 15 is a handle. The launch operation unit 15 includes a touch sensor D01 that can detect that the launch operation unit 15 is being operated by a player (see FIG. 5). The touch sensor D01 outputs an operation signal when it detects that the launch operation unit 15 is being operated. The operation signal is in an ON state when the launch operation unit 15 is being operated, and is in an OFF state when the launch operation unit 15 is not being operated. The launch operation unit 15 is disposed on the front side of the mounting frame 11b. The gaming machine 10 is configured to launch gaming balls with a launch strength according to the operation of the launch operation unit 15.

[0026] The gaming machine 10 includes a vibration device 16. In this embodiment, the vibration device 16 is an eccentric motor (so-called vibration motor). The eccentric motor includes a weight with an offset center of gravity and a DC motor. The vibration frequency of the vibration device 16 varies depending on the frequency input to the vibration device 16. The vibration frequency of the vibration device 16 increases (increases) as the frequency input to the vibration device 16 increases. The gaming machine 10 is configured such that the launch operation unit 15 vibrates as the vibration device 16 is driven. The launch operation unit 15 can execute a notification in which the launch operation unit 15 vibrates (hereinafter, referred to as a vibration notification). The vibration notification by the launch operation unit 15 has a different notification mode depending on the vibration frequency of the vibration device 16. In this way, the launch operation unit 15 is an operation unit capable of performing an operation to launch a game ball, and also functions as a notification unit capable of executing a predetermined notification.

[0027] As shown in Figs. 1 and 3, the gaming machine 10 is equipped with a second ball number display unit 17. The second ball number display unit 17 displays information that can identify the second controlled number of balls at any given time. In this embodiment, the second ball number display unit 17 is configured with multiple (six in this embodiment) seven-segment displays arranged, and can display multiple numbers (six digits in this embodiment). The second ball number display unit 17 can execute a predetermined notification by displaying predetermined letters and numbers.

[0028] The gaming machine 10 is equipped with a counting operation unit 18. The counting operation unit 18 is an operation unit that can be operated by the player. The counting operation unit 18 is mainly operated when the player finishes playing the gaming machine 10. When the counting operation unit 18 is in a predetermined countable state, counting operation using the counting operation unit 18 is permitted. The counting operation unit 18 outputs a counting signal when a push operation is performed. The gaming machine 10 is equipped with a counting notification unit 18a. The counting notification unit 18a notifies whether or not it is in a countable state. The second ball number display unit 17, the counting operation unit 18, and the counting notification unit 18a are disposed on the front side of the mounting frame 11b.

[0029] Here, the operation modes of the counting operation unit 18 will be described. There are a first operation mode and a second operation mode for the counting operation unit 18. The first operation mode is an operation mode in which the operation time for the counting operation unit 18 is less than a predetermined time (500 ms in this embodiment). The operation time is the time from when the counting signal goes to an ON state to when it goes to an OFF state. The first operation mode is a so-called "single push operation." The second operation mode is an operation mode in which the operation time for the counting operation unit 18 is equal to or longer than a predetermined time. The second operation mode is a so-called "long push operation."

[0030] As shown in FIG. 2, the gaming machine 10 includes a gaming board 20. The gaming board 20 is mounted on a mounting frame 11b. The gaming board 20 has a gaming area 20a that is substantially circular in front view. A display window 20b is formed in the approximate center of the gaming area 20a. A launch passage 20c that guides gaming balls launched by operating the launch operation unit 15 to the gaming area 20a is formed on the left side of the gaming area 20a. The gaming area 20a and the launch passage 20c are covered by protective glass (not shown) of a protective frame 11c.

[0031] The game board 20 is equipped with an information display device 21 that displays various information. The information display device 21 includes a first special symbol display section 21a, a second special symbol display section 21b, a first reserved display section 21c, a second reserved display section 21d, a normal symbol display section 21e, and a normal reserved display section 21f.

[0032] The first special symbol display unit 21a can execute a first special symbol changing game (hereinafter referred to as the first special game) in which a predetermined symbol is displayed in a variable manner and a special symbol is finally displayed in a static manner. The second special symbol display unit 21b can execute a second special symbol changing game (hereinafter referred to as the second special game) in which a predetermined symbol is displayed in a variable manner and a special symbol is finally displayed in a static manner. The special symbol is a symbol for notifying the result of an internal lottery (a lottery for a special symbol winning). Hereinafter, the first special game and the second special game are collectively referred to as a "special game". The special symbol includes a big win symbol and a losing symbol. The special symbol may include a small win symbol. In the gaming machine 10, when a big win is won in a lottery for a special symbol, a big win symbol is displayed in a static manner in a special game, and a big win game is awarded after the special game for the big win is finished.

[0033] The first hold display unit 21c displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first hold number). The second hold display unit 21d displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second hold number).

[0034] The normal symbol display unit 21e can execute a normal game in which a predetermined symbol is variably displayed and finally a normal symbol is statically displayed. The normal symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning normal symbol). There are normal winning symbols and normal losing symbols. In the gaming machine 10, when a normal winning is won in the lottery for a winning normal symbol, the normal winning symbol is statically displayed in the normal game, and a normal winning game is awarded after the normal game ends. The normal hold display unit 21f displays information that can identify the number of normal games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met.

[0035] The gaming machine 10 includes a performance display unit 19. The performance display unit 19 has an image display area 19a capable of displaying an image. The performance display unit 19 is attached to the gaming board 20 so that the image display area 19a can be viewed through a display window 20b. In this embodiment, the performance display unit 19 is a liquid crystal device. The performance display unit 19 can execute a performance (hereinafter referred to as a display performance) that displays a predetermined image, and a notification (hereinafter referred to as a display notification) that displays a predetermined image. The predetermined image is an image such as a performance pattern, a character, a landscape, a letter (character string), a number, and a symbol.

[0036] For example, the display effects in the effect display unit 19 include an effect pattern change game (hereinafter referred to as an effect game) using multiple rows of effect patterns (decorative patterns). In the effect game, multiple rows of effect patterns are displayed in a variable manner, and finally a combination of effect patterns (hereinafter referred to as a pattern combination) is displayed in a stopped manner. The effect patterns (decorative patterns) are patterns decorated with characters, patterns, etc., and are patterns for diversifying the display effects. In this embodiment, the effect game is performed by displaying (scrolling) the effect patterns of the left pattern row, the center pattern row, and the right pattern row in a variable manner in a predetermined direction. The effect game may include a reach effect that is performed by forming a reach. The effect game is started together with the special game and is ended together with the special game. In the effect game, a pattern combination according to the special pattern displayed in a stopped manner in the special game is displayed in a stopped manner. When a jackpot pattern is displayed in a stopped manner in the special game, a jackpot pattern combination is displayed in a stopped manner in the effect game. When a losing symbol is stopped and displayed in the special game, a losing symbol combination is stopped and displayed in the performance game.

[0037] In this embodiment, the performance sound unit 12, the performance light-emitting unit 14, and the performance display unit 19 are all performance units capable of executing a predetermined performance, and constitute a performance device ES consisting of a plurality of performance units. The performance units included in the performance device ES are not limited to the performance sound unit 12, the performance light-emitting unit 14, and the performance display unit 19, and may be configured with some of these performance units omitted, or may include a performance unit different from these performance units. In this embodiment, the performance sound unit 12, the notification sound unit 13, the performance light-emitting unit 14, the firing operation unit 15, and the performance display unit 19 are all examples of notification units capable of executing a predetermined notification. The notification units are not limited to the performance sound unit 12, the notification sound unit 13, the performance light-emitting unit 14, the firing operation unit 15, and the performance display unit 19, and may be configured with some of these notification units omitted, or may include a notification unit different from these notification units. In this way, the performance sound unit 12, the performance light-emitting unit 14, and the performance display unit 19 are a performance unit capable of executing a predetermined performance, and also a notification unit capable of executing a predetermined notification. In this embodiment, the performance sound unit 12, the performance light-emitting unit 14, and the performance display unit 19 are an example of a performance notification unit. The performance notification unit is not limited to the performance sound unit 12, the performance light-emitting unit 14, and the performance display unit 19, and may be configured to omit some of these performance notification units, or may include a performance notification unit different from these performance notification units.

[0038] The game board 20 is formed with a plurality of winning holes into which game balls can enter. These winning holes open to the game area 20a. The winning holes include a first start hole 23A, a second start hole 23B, a big winning hole 23C, and a normal winning hole 23D. The winning holes may include a winning hole different from these winning holes.

[0039] The first start opening 23A is a winning opening through which a game ball is admitted to satisfy the conditions for awarding prize balls and the reservation conditions for the first special game. In this embodiment, the first start opening 23A is located below the performance display unit 19. The first start opening 23A is always open so that a game ball can be admitted. The game board 20 is equipped with a first start sensor D11 capable of detecting a game ball that has entered the first start opening 23A (see FIG. 6).

[0040] The second starting hole 23B is a winning hole through which the game ball enters to satisfy the conditions for awarding the prize ball and the reservation conditions for the second special game. In this embodiment, the second starting hole 23B is located to the right of the first starting hole 23A. The game board 20 is provided with a normal opening and closing piece 23Ba. The normal opening and closing piece 23Ba is a so-called "normal electric device." When a normal winning game is not awarded, the normal opening and closing piece 23Ba operates so that the game ball cannot enter the second starting hole 23B or makes it difficult to enter the ball. When a normal winning game is awarded, the normal opening and closing piece 23Ba operates so that the game ball can enter the second starting hole 23B or makes it easy to enter the ball. The game board 20 is provided with a normal solenoid SL1 as a means for operating the normal opening and closing piece 23Ba (see FIG. 6). The game board 20 is provided with a second start sensor D12 capable of detecting a game ball that has entered the second start hole 23B (see FIG. 6).

[0041] The big prize opening 23C is an opening through which the game ball enters in order to establish the conditions for awarding the prize ball. In this embodiment, the big prize opening 23C is located at the lower right of the performance display unit 19. The game board 20 is provided with a special opening / closing piece 23Ca. The special opening / closing piece 23Ca operates so that the game ball cannot enter the big prize opening 23C or it is difficult to enter the big prize opening 23C when the big prize game is not awarded. The special opening / closing piece 23Ca operates so that the game ball can enter the big prize opening 23C or it is easy to enter the big prize opening 23C when the big prize game is awarded. The game board 20 is provided with a special solenoid SL2 as a means for operating the special opening / closing piece 23Ca (see FIG. 6). The game board 20 is provided with a count sensor D13 for detecting the game ball that has entered the big prize opening 23C (see FIG. 6).

[0042] The normal winning opening 23D is a winning opening through which a game ball is entered in order to establish the conditions for awarding a prize ball. In this embodiment, the normal winning opening 23D is located at the lower left of the performance display unit 19 and at the lower right of the performance display unit 19. The normal winning opening 23D is always open so that a game ball can be entered. The game board 20 is equipped with a normal sensor D14 that detects a game ball that has entered the normal winning opening 23D (see FIG. 6).

[0043] The game board 20 includes a gate 24. In this embodiment, the gate 24 is in the right area of ​​the game area 20a, above the second starting hole 23B and the big prize hole 23C. The gate 24 is formed with a gate opening 24a. The gate opening 24a is always open so that game balls can enter the gate. The gate 24 includes a gate sensor D15 that detects game balls that have entered the gate opening 24a (see FIG. 6). The gate 24 is a ball entry opening through which game balls can enter in order to establish the reserve conditions for the normal game. Even if a game ball enters the gate 24, the conditions for awarding prize balls are not established.

[0044] The game board 20 is formed with an outlet 25. In this embodiment, the outlet 25 opens at the bottom of the game area 20a. When a game ball does not enter any of the first start opening 23A, the second start opening 23B, the big winning opening 23C, and the normal winning opening 23D, the game ball enters the outlet 25. The multiple winning openings and the outlet 25 can be understood as discharge openings for discharging game balls from the game area 20a, or as recovery openings for recovering game balls from the game area 20a. When a game ball enters the multiple winning openings or the outlet 25, it is discharged from the game board 20 (game area 20a). Hereinafter, a game ball discharged from the game board 20 (game area 20a) through the multiple winning openings or the outlet 25 may be referred to as an out ball.

[0045] The frame 11 (mounting frame 11b) is provided with a distribution mechanism 29 for game balls. As shown in FIG. 4, the distribution mechanism 29 includes a collection mechanism 30, a circulation mechanism 50, and a launch mechanism 60. The collection mechanism 30 is formed in the mounting frame 11b. The collection mechanism 30 guides game balls discharged from the game board 20 (game area 20a) to the circulation mechanism 50. The collection mechanism 30 is configured by combining passages that extend downward or passages that incline downward. When a game ball is received by the collection mechanism 30 from the game board 20, it can reach the circulation mechanism 50 by flowing down the passages that constitute the collection mechanism 30.

[0046] The circulation mechanism 50 is formed in the mounting frame 11b. The circulation mechanism 50 transports the game balls received from the collection mechanism 30 in a predetermined direction. In this embodiment, the circulation mechanism 50 transports the game balls upward. The launching mechanism 60 is formed in the mounting frame 11b. When the game balls are transported by the circulation mechanism 50, they are received by the launching mechanism 60. The launching mechanism 60 can launch the game balls transported by the circulation mechanism 50 toward the game area 20a.

[0047] The flow of game balls in the distribution mechanism 29 will be described. Assume that a game ball is launched by the launch mechanism 60. The game ball can reach the game area 20a. When the game ball reaches the game area 20a, it flows down the game area 20a and enters one of the multiple winning holes or the outlet 25. The game ball is discharged to the collection mechanism 30 from an outlet (not shown) formed in the game board 20. The game ball passes through the collection mechanism 30 and reaches the circulation mechanism 50. The game ball is transported by the circulation mechanism 50. The game ball returns to the launch mechanism 60.

[0048] The recovery mechanism 30 will now be described in detail. The mounting frame 11b is formed with a discharge receiving opening 30a and a foul receiving opening 30b. The discharge receiving opening 30a is formed below the discharge opening that discharges game balls that enter the multiple winning openings and the outlet opening 25. The discharge receiving opening 30a receives game balls that are discharged from the game board 20 through the multiple winning openings and the outlet opening 25. The foul receiving opening 30b is formed below the shot passage 20c. The foul receiving opening 30b receives game balls (hereinafter referred to as foul balls) that fall from the shot passage 20c.

[0049] The mounting frame 11b is formed with a discharge passage 31 connected to the discharge receiving port 30a and a waste passage 32 connected to the waste receiving port 30b. The discharge passage 31 and the waste passage 32 join at a joining portion 33. The mounting frame 11b is formed with a circulation passage 34 connecting the joining portion 33 and the circulation mechanism 50.

[0050] The mounting frame 11b is equipped with an out sensor D30 that detects game balls (valid balls) flowing through the discharge passage 31. A valid ball is a game ball that has reached the game area 20a among the game balls that have been launched from the launching section 65. The out sensor D30 is provided in the discharge passage 31 or a portion adjacent to the discharge passage 31. The out sensor D30 outputs an out signal when it detects a game ball. The out signal is in an on state when a game ball is detected, and is in an off state when a game ball is not detected. The out sensor D30 can also be said to detect out balls.

[0051] The mounting frame 11b is equipped with a foul sensor D21 that detects a game ball (foul ball) flowing through the foul passage 32. A foul ball is a game ball that has been launched from the launching section 65 and has not reached the game area 20a. The foul sensor D21 is provided in the foul passage 32 or a portion adjacent to the foul passage 32. When the foul sensor D21 detects a game ball, it outputs a foul signal. The foul signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.

[0052] The mounting frame 11b is equipped with a ball jamming monitoring sensor D27 that detects game balls circulating through the circulation passage 34. The ball jamming monitoring sensor D27 is provided in the circulation passage 34 or a portion adjacent to the circulation passage 34. When the ball jamming monitoring sensor D27 detects a game ball, it outputs a ball jamming detection signal. The ball jamming detection signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.

[0053] The circulation mechanism 50 will now be described in detail. The circulation mechanism 50 includes a transport unit 52 that transports the game balls received from the recovery mechanism 30. In this embodiment, the transport unit 52 includes a transport passage extending along a predetermined direction, a screw housed in the transport passage, and a transport motor 52a that rotates the screw. The game balls are transported in a predetermined direction in the transport passage by the screw being rotated by the transport motor 52a.

[0054] The circulation mechanism 50 is equipped with a transport entrance sensor D28 that detects game balls received from the distribution passage 34 at the entrance of the transport section 52. The transport entrance sensor D28 is provided at the entrance of the transport section 52 or a portion adjacent to the entrance. The transport entrance sensor D28 outputs a transport entrance signal when it detects a game ball. The transport entrance signal is turned on when a game ball is detected and is turned off when a game ball is not detected.

[0055] The circulation mechanism 50 is provided with a transport outlet sensor D29 at the outlet of the transport unit 52, which detects game balls transported by the transport unit 52. The transport outlet sensor D29 is provided at the outlet of the transport unit 52 or a portion adjacent to the outlet. The transport outlet sensor D29 outputs a transport outlet signal when it detects a game ball. The transport outlet signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.

[0056] The firing mechanism 60 will now be described in detail. The launch mechanism 60 includes a supply unit 61 and a launch unit 65. The supply unit 61 receives game balls transported by the transport unit 52. The cut-out mechanism 63 cuts out and releases the received game balls one by one by driving a supply solenoid 63a. The released game balls are supplied to the launch unit 65. The launch unit 65 fires the supplied game balls toward the game area 20a by driving a launch solenoid 65a.

[0057] The supply unit 61 is equipped with a supply inlet sensor D22 that detects the received gaming balls on the inlet side of the supply unit 61. The supply inlet sensor D22 is provided at the inlet of the dispensing mechanism 63 or a portion adjacent to the inlet. The supply inlet sensor D22 outputs a supply inlet signal when it detects a gaming ball. The supply inlet signal is turned on when a gaming ball is detected, and is turned off when no gaming ball is detected.

[0058] The supply unit 61 is provided with a supply outlet sensor D23 that detects game balls discharged by the dispensing mechanism 63 on the outlet side of the supply unit 61. The supply outlet sensor D23 is provided at the outlet of the dispensing mechanism 63 or a portion adjacent to the outlet. The supply outlet sensor D23 outputs a supply outlet signal when it detects a game ball. The supply outlet signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.

[0059] The electrical configuration of the gaming machine 10 will be described. 5, the gaming machine 10 includes a plurality of control boards. The plurality of control boards include a game control board (main control board) 80, a performance control board (sub-control board) 81, and a frame control board 82. The plurality of control boards are provided in positions that cannot be accessed or seen unless the locking device is unlocked to open the mounting frame 11b.

[0060] The game control board 80 and the performance control board 81 are connected so that one-way communication can be performed from the game control board 80 to the performance control board 81. The game control board 80 executes a predetermined control and outputs control information to the performance control board 81. For example, the control information is a signal, a command, or a message. The performance control board 81 can input the control information output from the game control board 80. The performance control board 81 executes a predetermined control based on the control information input from the game control board 80.

[0061] The game control board 80 and the frame control board 82 are connected so as to be able to communicate in both directions. The game control board 80 executes a predetermined control and outputs control information to the frame control board 82. The frame control board 82 executes a predetermined control and outputs control information to the game control board 80.

[0062] The frame control board 82 of the gaming machine 10 and the CU control board 120 of the management unit 100 are connected to each other so as to be able to communicate in both directions via a connection terminal board 98 provided in the gaming machine 10. The frame control board 82 executes a predetermined control and outputs control information to the CU control board 120. The CU control board 120 executes a predetermined control and outputs control information to the frame control board 82.

[0063] The gaming machine 10 is equipped with a power supply unit 99 on the back side of the machine. The power supply unit 99 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the performance control board 81 and the frame control board 82. The power supplied to the frame control board 82 is further supplied to the game control board 80. The power supply unit 99 supplies power to various sensors. The power supply unit 99 is equipped with a main switch 99a. The gaming machine 10 can be powered on by starting the power supply to the power supply unit 99 with the main switch 99a in the on state, or by turning on the main switch 99a while power is being supplied.

[0064] The game control board 80 will now be described in detail. 6, the game control board 80 includes a CPU 80a, a ROM 80b, a RAM 80c, and a random number generating circuit 80d. The CPU 80a executes a main control program to mainly perform processes related to the progress of the game.

[0065] The ROM 80b stores a main control program and judgment values ​​used for various judgments and lotteries. For example, the judgment values ​​used in the lottery include a jackpot judgment value used in the jackpot lottery described later. The ROM 80b stores a plurality of types of variation patterns. The variation pattern is information that can specify the variation time from the start to the end of the special game. The variation pattern is information that can specify the variation content (performance content) of the performance game performed during the execution of the special game. The variation patterns include a jackpot variation pattern and a miss variation pattern. The performance game based on the jackpot variation pattern has variation content in which a jackpot pattern combination is finally displayed as a fixed stop after a reach performance. The performance game based on the miss variation pattern has variation content in which a non-jackpot pattern combination is finally displayed as a fixed stop after a reach performance or without a reach performance.

[0066] The RAM 80c stores various information that is rewritten according to the processing results of the CPU 80a. The random number generating circuit 80d generates hardware random numbers. The game control board 80 may be configured to be able to generate software random numbers by the random number generating process by the CPU 80a.

[0067] The game control board 80 is connected to each of the sensors D11-D15. The CPU 80a can input each of the detection signals output by each of the sensors D11-D15 when they detect a game ball. The game control board 80 is connected to each of the display units 21a-21f. The CPU 80a can control the display contents of each of the display units 21a-21f. The game control board 80 is connected to each of the solenoids SL1, SL2. The CPU 80a can control the operation mode of the normal opening / closing piece 23Ba and the special opening / closing piece 23Ca by controlling the supply of electricity to each of the solenoids SL1, SL2.

[0068] The performance control board 81 will now be described in detail. The performance control board 81 includes a CPU 81a, a ROM 81b, and a RAM 81c. The CPU 81a executes a sub-control program to perform processing related to performance. The ROM 81b stores the sub-control program and judgment values ​​used for various judgments and lotteries. The ROM 81b stores voice performance data used for voice performance, light-emitting performance data used for light-emitting performance, and display performance data used for display performance. The ROM 81b stores voice notification data used for voice notification, light-emitting notification data used for light-emitting notification, vibration notification data used for vibration notification, and display notification data used for display notification. The RAM 81c stores various information that is rewritten during operation of the gaming machine 10.

[0069] The performance control board 81 is connected to the performance sound unit 12. The CPU 81a is capable of controlling the output contents of the performance sound unit 12. The performance control board 81 is connected to the performance light-emitting unit 14. The CPU 81a is capable of controlling the light-emitting mode of the performance light-emitting unit 14. The performance control board 81 is connected to the vibration device 16. The CPU 81a is capable of controlling the vibration mode of the vibration device 16. The performance control board 81 is connected to the performance display unit 19. The CPU 81a is capable of controlling the display contents of the performance display unit 19.

[0070] The frame control board 82 will now be described in detail. As shown in Fig. 5, the frame control board 82 includes a CPU 82a, a ROM 82b, a RAM 82c, an error release switch 82d, a game ball clear switch 82e, a RAM clear switch 82f, a backup power supply 82g, and a backup circuit 82h. The CPU 82a executes a frame control program to mainly perform processing related to the operation of the mounted components of the mounting frame 11b. The ROM 82b stores the frame control program. The ROM 82b stores voice notification data used for voice notification. The RAM 82c stores various information that is rewritten during the operation of the gaming machine 10.

[0071] The error release switch 82d is an operation unit that can be operated to release the error setting when a specific error is set. The error setting is performed when the error is detected. The error release switch 82d outputs an error release signal when pressed. The error release signal is turned on when the error release switch 82d is pressed, and is turned off when the switch is not pressed. The error release signal is output to the CPU 82a. The error release signal may be output to the CPU 81a via the CPU 80a.

[0072] The game ball clear switch 82e is an operating section that can be operated to initialize the second management ball count stored as data in the RAM 82c to 0. The game ball clear switch 82e outputs a game ball clear signal when pressed. The game ball clear signal is turned on when the game ball clear switch 82e is pressed, and is turned off when no pressing operation is performed. The game ball clear signal is output to the CPU 82a.

[0073] The RAM clear switch 82f is an operation unit that can be operated to initialize (hereinafter referred to as RAM clear) the information stored in the RAM 80c and the information stored in the RAM 82c. The RAM clear switch 82f outputs a RAM clear signal when pressed. The RAM clear signal is turned on when the RAM clear switch 82f is pressed, and is turned off when the switch is not pressed. The RAM clear signal is output to the CPU 82a and also to the game control board 80 (CPU 80a).

[0074] The backup power supply 82g supplies backup power to the RAM 82c as well as the game control board 80 (RAM 80c) and the performance control board 81 (RAM 81c) even when the power supply from the outside is cut off. The backup power supply 82g is a power storage device that stores power by the power supply from the outside. In the following description, the cutoff of the power supply from the outside may be referred to as a power outage. By receiving backup power from the backup power supply 82g, the RAMs 80c, 81c, and 82c can retain the contents stored in the RAMs 80c, 81c, and 82c at the time of power outage even after the power outage. In other words, the gaming machine 10 is equipped with a backup function.

[0075] All information stored in the RAM 80c is subject to backup. For example, information that can be stored in the RAM 80c and is subject to backup includes main information. The main information is information about the progress of the game. The main information includes information about the jackpot game, information about the game status, information about the winning balls, information about the number of reserved balls, information about normal symbols, information about special symbols, and information about errors. All information stored in the RAM 81c is subject to backup. For example, information that can be stored in the RAM 82c and is subject to backup includes information about performance. All information stored in the RAM 82c is subject to backup. For example, information that can be stored in the RAM 82c and is subject to backup includes the second managed ball count. When the power supply voltage supplied from the power supply unit 99 drops below a specified voltage, the backup circuit 82h outputs a power interruption detection signal to the CPU 82a and also outputs the signal to the CPU 80a of the game control board 80.

[0076] The frame control board 82 is connected to the counting operation unit 18. The CPU 82a is configured to be able to input a counting signal output by the counting operation unit 18. The CPU 82a can identify whether the operation mode of the counting operation unit 18 is a "single press operation" or a "long press operation" according to the input counting signal. The frame control board 82 is connected to the touch sensor D01, the foul sensor D21, the supply inlet sensor D22, the supply outlet sensor D23, the ball jamming monitoring sensor D27, the transport inlet sensor D28, the transport outlet sensor D29, and the out sensor D30. The CPU 82a is configured to be able to input the operation signal, the foul signal, the supply inlet signal, the supply outlet signal, the ball jamming detection signal, the transport inlet signal, the transport outlet signal, and the out signal output by these sensors.

[0077] The frame control board 82 is connected to the notification sound unit 13. The CPU 82a can control the output contents of the notification sound unit 13. The frame control board 82 is connected to the second ball number display unit 17. The CPU 82a can control the display contents of the second ball number display unit 17. The frame control board 82 is connected to the transport unit 52 (transport motor 52a). The CPU 82a is configured to be able to control the transport operation by the transport unit 52. The CPU 82a can transport the game balls by controlling the drive of the transport motor 52a. The frame control board 82 is connected to the supply solenoid 63a. The CPU 82a is configured to be able to control the supply operation of the game balls by the supply unit 61. The CPU 82a can cut out and release the game balls one by one by controlling the supply of electricity to the supply solenoid 63a. The frame control board 82 is connected to the launch solenoid 65a. The CPU 82a is configured to be able to control the launching operation of the game ball by the launching unit 65. The CPU 82a can launch the game ball toward the game area 20a by controlling the energization of the launch solenoid 65a.

[0078] The frame control board 82 is connected to the management unit 100 via a connection terminal board 98. The CPU 82a is configured to be able to input various types of control information output by the CU control board 120. The CPU 82a is configured to be able to output various types of control information to the CU control board 120.

[0079] The processing executed by the frame control board 82 (CPU 82a) will be described. The frame side power cut-off process will be described. When the CPU 82a receives the power-off detection signal output by the backup circuit 82h, the CPU 82a executes power-off processing. In the frame-side power-off processing, the CPU 82a calculates a checksum value of the RAM 82c and stores the calculated checksum value in the RAM 82c. The CPU 82a also stores information (hereinafter, referred to as a backup flag) capable of identifying that the power-off processing has been normally executed in the RAM 82c. The CPU 82a then waits until the power is completely cut off. Various pieces of information stored in the RAM 82c when the power is cut off are retained even after the power is cut off by the backup function described above.

[0080] The frame side power-on process will now be described. When the voltage supplied to the frame control board 82 reaches the voltage required for the operation of the CPU 82a upon power-on and the CPU 82a starts up, the CPU 82a judges whether the backed-up information is normal. The CPU 82a judges whether a backup flag is stored in the RAM 82c. The CPU 82a also calculates a checksum value in the RAM 82c and judges whether the calculated checksum value matches the checksum value calculated in the frame side power-off process. If the backup flag is stored and the checksum values ​​match, the CPU 82a judges the information to be normal, but if not, it judges the information to be abnormal. If the backed-up information is judged to be abnormal, the CPU 82a initializes all information including the second management ball count stored in the RAM 82c.

[0081] On the other hand, when the backed up information is determined to be normal, the CPU 82a determines whether the game ball clear switch 82e is operated based on whether the game ball clear signal is in the ON state. When the game ball clear switch 82e is operated, the CPU 82a initializes the second managed number of balls stored in the RAM 82c. At this time, the CPU 82a does not initialize information stored in the RAM 82c that is different from the second managed number of balls. When the game ball clear switch 82e is not operated, the CPU 82a does not initialize the second managed number of balls.

[0082] The CPU 82a judges whether the RAM clear switch 82f has been operated based on whether the RAM clear signal is on. When the RAM clear switch 82f is operated, the CPU 82a initializes the information stored in the RAM 82c that is different from the second managed ball number. The CPU 82a does not initialize the second managed ball number. When the RAM clear switch 82f is not operated, the CPU 82a does not initialize the information stored in the RAM 82c that is different from the second managed ball number. After that, the CPU 82a returns based on various information including the initialized or backed up second managed ball number, and executes the frame side normal processing described later.

[0083] The frame side normal processing of the frame control board 82 will be described. The transport process in the frame-side normal process will now be described. The conveying process is a process for controlling the conveying operation by the conveying unit 52. When the conveying inlet signal is in the on state and the conveying outlet signal is in the off state, the CPU 82a operates the conveying motor 52a if the states are maintained for a predetermined time. When the conveying inlet signal is in the on state and the conveying outlet signal is in the on state, the CPU 82a stops the conveying motor 52a if the states are maintained for a predetermined time. When the conveying inlet signal is in the off state and the conveying outlet signal is in the on state, the CPU 82a stops the conveying motor 52a if the states are maintained for a predetermined time.

[0084] The supply process and the firing process out of the normal frame-side processes will be described. The supply process is a process for controlling the supply operation by the supply unit 61. The launch process is a process for controlling the launch operation by the launch unit 65. When the second management ball number is 1 or more and the operation signal is in the ON state, the CPU 82a controls the supply solenoid 63a so that game balls are supplied to the launch unit 65. Then, the CPU 82a controls the launch solenoid 65a so that the supplied game balls are launched toward the game area 20a. When the second management ball number is 0 or the operation signal is in the OFF state, the CPU 82a controls the supply solenoid 63a so that game balls are not supplied to the launch unit 65.

[0085] The second management ball number information generation process, which is part of the normal frame-side processing, will be described below. The second managed ball number information generation process is a process for generating (managing) the second managed ball number. When the CPU 82a inputs the acquired prize ball number information from the game control board 80, it adds the acquired ball number that can be determined from the acquired prize ball number information to the second managed ball number. As will be described later, the acquired prize ball number information is control information that is output from the game control board 80 when the conditions for awarding prize balls are met following a win at a specified winning port. The acquired prize ball number information is control information that can determine the number of prize balls to be awarded.

[0086] In this embodiment, the number of prize balls awarded when a ball enters the first start opening 23A is "4". The number of prize balls awarded when a ball enters the second start opening 23B is "1". The number of prize balls awarded when a ball enters the large prize opening 23C is "15". The number of prize balls awarded when a ball enters the normal prize opening 23D is "2". This is not limited to the above, and the number of prize balls awarded when a ball enters each prize opening may be changed as appropriate. In this way, in the gaming machine 10, the second managed ball number increases when a gaming ball enters each prize opening.

[0087] When the CPU 82a inputs the loan information from the CU control board 120, it adds the number of loaned balls indicated in the loan information to the second managed number of balls. Note that the number of loaned balls indicated in the loan information may be "0." In this way, in the gaming machine 10, the second managed number of balls may increase when the ball loan operation unit 111 or the payout operation unit 112 of the management unit 100 is operated.

[0088] When the CPU 82a detects that one game ball has been collected as a foul ball based on the foul signal output by the foul sensor D21, the CPU 82a increments the second control ball number by 1. When the foul signal transitions from the OFF state to the ON state to the OFF state, the CPU 82a detects that one game ball has been collected as a foul ball. In this way, in the gaming machine 10, the second control ball number is increased when a launched game ball does not reach the game area 20a.

[0089] When the CPU 82a detects that one game ball has been supplied to the launching section 65 based on the supply outlet signal output by the supply outlet sensor D23, the CPU 82a subtracts one from the second managed ball number. That is, when the CPU 82a detects that a game ball has been launched toward the game area 20a in response to detection by the supply outlet sensor D23, the CPU 82a subtracts one from the second managed ball number. When the supply outlet signal transitions from an OFF state to an ON state to an OFF state, the CPU 82a detects that one game ball has been supplied. As a result, the game balls (the second managed ball number) managed as data are converted into actual balls. Therefore, the second managed ball number can be said to be the number of game balls that can be used for play. In this way, in the gaming machine 10, the second managed ball number decreases when a game ball is launched toward the game area 20a.

[0090] Without being limited thereto, the CPU 82a may be configured to subtract 1 from the second management ball number when it detects that one gaming ball has been supplied to the launching unit 65 based on the supply inlet signal output by the supply inlet sensor D22 instead of the supply outlet signal output by the supply outlet sensor D23. The CPU 82a may be configured to subtract 1 from the second management ball number when it detects that one gaming ball has been supplied to the launching unit 65 based on both the supply inlet signal output by the supply inlet sensor D22 and the supply outlet signal output by the supply outlet sensor D23.

[0091] Furthermore, the CPU 82a may subtract the second management number of balls by driving the launch solenoid 65a instead of detection by the supply outlet sensor D23, or a sensor may be provided in the shooting passage 20c and the second management number of balls may be subtracted when the sensor detects a game ball launched from the launch unit 65. In this manner, the second management number of balls is subtracted in relation to at least one of the launch operation by the launch unit 65 and the supply operation by the supply unit 61.

[0092] When the CPU 82a is in a countable state and receives a count signal from the counting operation unit 18, the CPU 82a adds the number of counted balls to the counting information stored in the RAM 82c. When the CPU 82a receives a counting signal that can identify a "single press operation" from the counting operation unit 18, the CPU 82a adds the first counted ball number (1 in this embodiment) to the counting information and stores it in the RAM 82c. When the second management ball number is equal to or greater than the second counted ball number (250 in this embodiment) and the CPU 82a receives a counting signal that can identify a "long press operation" from the counting operation unit 18, the CPU 82a adds the second counted ball number to the counting information and stores it in the RAM 82c. When the "long press operation" continues (when the counting signal is maintained in an on state), the CPU 82a adds the second counted ball number to the counting information every time a predetermined time elapses and stores it in the RAM 82c. When the second management number of balls is less than the second count number of balls and a counting signal that can identify a "long press operation" is input from the counting operation unit 18, the CPU 82a adds the second management number of balls to the counting information and stores it in the RAM 82c. The CPU 82a subtracts the number of balls added to the counting information from the second management number of balls. The CPU 82a may subtract the second management number of balls before adding the counting information, or may add the counting information before subtracting the second management number of balls. In this way, in the gaming machine 10, the second management number of balls may decrease when the counting operation unit 18 is operated.

[0093] The CPU 82a controls the second ball number display unit 17 to notify information that can identify the updated second managed ball number after the addition or subtraction. For example, as shown in FIG. 3, when the second managed ball number is "1", the number "1" is displayed in the first 7-segment display in the second ball number display unit 17. At this time, the second to sixth 7-segment displays in the second ball number display unit 17 do not display any numbers and are turned off. In this way, the CPU 82a updates the display content of the second ball number display unit 17 according to the increase or decrease in the second managed ball number. The second ball number display unit 17 may also be used as a notification unit that notifies information that can identify an error detected in the frame control board 82. The CPU 82a outputs control information (hereinafter referred to as a managed ball command) that can identify both the second managed ball number before the addition or subtraction and the second managed ball number after the addition or subtraction to the game control board 80. The management number command is control information that can specify the second management number of balls before and after the update, and is therefore control information that can specify the updated number of the second management number of balls. The game control board 80 (CPU 80a) outputs the second management number of balls command to the performance control board 81.

[0094] In this embodiment, the countable state is a state in which the second managed ball number is not 0. When the countable state is in the countable state, the CPU 82a controls the light emitter built into the counting notification unit 18a so that the counting notification unit 18a lights up. The management of the second managed ball number is transferred from the gaming machine 10 to the management unit 100 by outputting the counting information to the CU control board 120 in the external device communication process described later. Therefore, the counting operation unit 18 can be understood as an operation unit that can transfer the management of the game balls owned by the player to the CU control board 120. As described above, the gaming machine 10 is configured to be able to manage the number of game balls (game media) that can be used for a game with data. The frame control board 82 (CPU 82a) can execute control regarding the second managed ball number, which is an example of the balls held by the player. In addition, although details will be described later, in the gaming machine 10, when the second managed ball number decreases or increases, the notification sound unit 13 may execute a notification regarding the second managed ball number.

[0095] The external device communication process among the frame side normal processes will be described. In the external device communication process, the CPU 82a outputs the counting information stored in the RAM 82c to the CU control board 120 at regular intervals (300 ms in this embodiment). When the CPU 82a outputs the counting information to the CU control board 120, it initializes the counting information stored in the RAM 82c. The counting information is information that can specify the reduction in the second managed ball count according to the operation of the counting operation unit 18, and is information that can specify the number of balls owned by the player to be transferred from the gaming machine 10 to the management unit 100. The counting information is output at regular intervals, and is 0 if the counting operation unit 18 is not operated. Therefore, even if the CPU 82a outputs the counting information to the CU control board 120, there are cases where the CPU 82a does not subtract the second managed ball count. The CPU 82a outputs control information (hereinafter, referred to as a counting completion command) indicating that a predetermined number of balls has been transferred to the management unit 100 to the gaming control board 80. In addition, the game control board 80 (CPU 80a) outputs a counting completion command to the performance control board 81.

[0096] After outputting the counting information, the CPU 82a can input the loan information from the CU control board 120 via the connection terminal board 98 within a predetermined time (170 ms in this embodiment). When the CPU 82a inputs the loan information, it updates the second managed ball count based on the loan information. In this way, the CPU 82a outputs the counting information to the CU control board 120 at regular intervals, and inputs the loan information from the CU control board 120 to update the second managed ball count.

[0097] The error processing in the frame side normal processing will be described below. The CPU 82a is capable of detecting and setting various errors by executing error processing. Errors that the CPU 82a can detect and set include an over-number-of-game-balls error, an under-number-of-circulating-balls error, and an over-number-of-circulating-balls error. In the following description, when an error in the processing performed by the CPU 82a is described as being "set," this means that information capable of identifying the detection of the error is stored in the RAM 82c.

[0098] The CPU 82a sets a game ball number over error when the second management ball number exceeds the upper limit ball number (40000 in this embodiment). The CPU 82a outputs control information (hereinafter referred to as an over error command) capable of identifying that a game ball number over error has been detected to the game control board 80. The game control board 80 (CPU 80a) outputs the over error command to the performance control board 81. The CPU 82a is configured to be able to detect a circulation ball number under error in a situation where the number of game balls circulating inside the machine is likely to be less than a predetermined specified number and is insufficient. The CPU 82a sets a circulation ball number under error when a state in which neither the out signal nor the ball jam detection signal is input continues for a predetermined time. The CPU 82a outputs control information (hereinafter referred to as an under error command) capable of identifying that a circulation ball number under error has been detected to the game control board 80. The game control board 80 (CPU 80a) outputs the under error command to the performance control board 81. The CPU 82a is configured to be able to detect an excessive number of circulating balls error in a situation where there is a high possibility that the number of game balls circulating inside the machine is excessive, more than a predetermined number. The CPU 82a sets an excessive number of circulating balls error when the state in which all signals, the out signal, the ball jam detection signal, and the transport entrance signal, are input continues for a predetermined time. The CPU 82a outputs control information (hereinafter, referred to as an excess error command) that can identify the detection of an excessive number of circulating balls error to the game control board 80. The game control board 80 (CPU 80a) outputs the excess error command to the performance control board 81.

[0099] Next, various processes performed by the game control board 80 (CPU 80a) will be described. The power cut-off process on the panel side will now be described. When the CPU 80a receives a power-off detection signal from the frame control board 82 (backup circuit 82h), it executes power-off processing. The CPU 80a calculates a checksum value for the RAM 80c and stores the calculated checksum value in the RAM 80c. The CPU 80a also stores information (hereinafter referred to as a backup flag) capable of identifying that the power-off processing has been executed normally in the RAM 80c. The CPU 80a then waits until the power is completely cut off. The various pieces of information stored in the RAM 80c when the power is cut off are retained even after the power is cut off by the backup function described above.

[0100] The power-on process on the panel side will now be described. When the voltage supplied to the game control board 80 reaches the voltage required for the operation of the CPU 80a with power-on and the CPU 80a starts up, the CPU 80a prohibits timer interrupt processing and then judges whether the backed-up information is normal or not. The CPU 80a judges whether a backup flag is stored in the RAM 80c. The CPU 80a calculates a checksum value of the RAM 80c and judges whether the calculated checksum value matches the checksum value calculated in the board-side power-off processing. The CPU 80a judges the information as normal if the backup flag is stored and the checksum values ​​match, and judges the information as abnormal if they do not. If the backed-up information is judged as abnormal, the CPU 80a initializes all information including the main information stored in the RAM 80c. After that, the CPU 80a ends the board-side power-on processing.

[0101] If the backed up information is determined to be normal, the CPU 80a determines whether or not a RAM clear signal has been input from the frame control board 82 (RAM clear switch 82f). If a RAM clear signal has been input, the CPU 80a initializes the main information stored in the RAM 80c. On the other hand, if a RAM clear signal has not been input, the CPU 80a does not initialize the main information. Thereafter, the CPU 80a ends the board side power-on process.

[0102] When the CPU 80a finishes the board-side power-on process, it permits the timer interrupt process. This allows the CPU 80a to execute a process for progressing the game (hereinafter, referred to as the board-side normal process). If the main information has been initialized, the board-side normal process is executed based on the main information after initialization. If the main information has not been initialized, the board-side normal process is executed based on the backed-up main information.

[0103] The CPU 80a executes normal board-side processing such as special pattern input processing, special pattern start processing, normal pattern input processing, normal pattern start processing, and winning processing as timer interrupt processing performed at a predetermined cycle (4 ms as an example).

[0104] The special symbol input process among the normal processes on the board side will be described below. When the CPU 80a receives a detection signal from the first start sensor D11, if the first reserved number is less than the upper limit number, it updates the first reserved number by adding 1, acquires a random number, and stores random number information based on the acquired random number in the RAM 80c. When the CPU 80a receives a detection signal from the second start sensor D12, if the second reserved number is less than the upper limit number, it updates the second reserved number by adding 1, acquires a random number, and stores random number information based on the acquired random number in the RAM 80c.

[0105] The special symbol start process, which is one of the normal processes on the board, will now be described. When the conditions for starting the special game are met, the CPU 80a judges whether the second reserved number is greater than 0. When the second reserved number is greater than 0, the CPU 80a performs processing for executing the second special game. The CPU 80a updates the second reserved number by subtracting 1. The CPU 80a acquires the random number information stored first among the random number information for the second special game from the RAM 80c. The CPU 80a performs a jackpot lottery for determining whether or not a jackpot has been won as a winning lottery for the special symbol, using the winning random number and the jackpot determination value specified from the acquired random number information.

[0106] When a jackpot is won, the CPU 80a performs a jackpot variation process. In the jackpot variation process, the CPU 80a performs a lottery for a jackpot pattern using a winning pattern random number that can be specified from the random number information, and determines a jackpot pattern to be displayed in a fixed stop state in the second special game. The CPU 80a performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of jackpot variation patterns.

[0107] If the jackpot is not won, the CPU 80a performs a loss variation process. In the loss variation process, the CPU 80a determines a loss symbol to be displayed in the second special game. The CPU 80a performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of loss variation patterns.

[0108] When the second reserved number is 0, the CPU 80a judges whether the first reserved number is greater than 0. When the first reserved number is greater than 0, the CPU 80a performs processing for executing the first special game. The processing for executing the first special game is processing for executing the second special game by replacing the "second special game" with the "first special game" and the "second reserved number" with the "first reserved number", respectively, and therefore detailed explanations thereof will be omitted. In other words, the CPU 80a performs subtraction of the first reserved number, a jackpot lottery, and any of the fluctuation processing based on the result of the jackpot lottery. In the jackpot fluctuation processing and the loss fluctuation processing, the CPU 80a outputs a fluctuation start command and a special symbol command to the performance control board 81. The fluctuation start command is a control command that can specify the fluctuation pattern determined in each fluctuation processing and the start of the special game. The special symbol command is a control command that can specify the special symbol determined in each fluctuation processing.

[0109] When the special symbol start process is completed, the CPU 80a executes the first special game or the second special game by a process separate from the special symbol start process. When the change time determined for the change pattern determined in each change process has elapsed, the CPU 80a displays the special symbol determined in each change process in a fixed stop state and outputs a control command (hereinafter, referred to as a change end command) capable of specifying the end of the special game to the performance control board 81.

[0110] The jackpot game processing, which is one of the normal processing on the board side, will be explained below. The jackpot game process is a process for awarding a jackpot game. When the CPU 80a displays a jackpot symbol in a fixed stop in a special game, the CPU 80a executes the jackpot game process after the end of the jackpot special game. The CPU 80a specifies the type of jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start process. The CPU 80a awards the specified type of jackpot game.

[0111] The CPU 80a controls the special solenoid SL2 in a round game during a jackpot game to open the large prize opening 23C. When the number of game balls detected by the count sensor D13 reaches the upper limit number or the upper limit time has elapsed, the CPU 80a controls the special solenoid SL2 to close the large prize opening 23C, thereby ending the round game. The CPU 80a repeats the process for executing such a round game until the upper limit number of round games set for the jackpot game is completed. When the final round game is completed, the CPU 80a ends the jackpot game.

[0112] The normal symbol input process among the normal processes on the board side will be described below. When the CPU 80a receives a detection signal from the gate sensor D15, if the number of normal pending orders is less than the upper limit, it updates the number of normal pending orders by adding 1, acquires a random number, and stores random number information based on the acquired random number in the RAM 80c.

[0113] The normal pattern start process among the normal processes on the board side will be explained. When the start condition of the normal game is met, the CPU 80a judges whether the normal reserved number is greater than 0. When the normal reserved number is greater than 0, the CPU 80a performs processing to execute the normal game. The CPU 80a updates the normal reserved number by subtracting 1. The CPU 80a obtains the random number information stored first from the random number information for the normal game from the RAM 80c. The CPU 80a uses the obtained random number information to perform a normal winning lottery to determine whether or not a normal winning lottery is won as a winning lottery for a normal symbol.

[0114] When a normal win is won, the CPU 80a determines the normal winning symbol to be displayed as a fixed stop in the normal game and the fluctuation time of the normal game. When a normal win is not won, the CPU 80a determines the normal losing symbol to be displayed as a fixed stop in the normal game and the fluctuation time of the normal game. When the normal symbol start process is completed, the CPU 80a executes the normal game by a process separate from the normal symbol start process. When the fluctuation time determined in the normal symbol start process has elapsed, the CPU 80a causes the normal symbol determined in the normal symbol start process to be displayed as a fixed stop.

[0115] The normal winning game process among the normal processes on the board side will be explained. The normal winning game process is a process for awarding a normal winning game. When the CPU 80a displays the normal winning symbol in a fixed stop in the normal game, the CPU 80a executes the normal winning game process after the normal game of the normal winning is finished. In the normal winning game, the CPU 80a controls the normal solenoid SL1 to open the second start hole 23B. When the upper limit time has elapsed, the CPU 80a controls the normal solenoid SL1 to close the second start hole 23B, thereby ending the normal winning game.

[0116] The winning process, which is one of the normal processes on the board, will now be described. The CPU 80a judges whether or not a detection signal is input from the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14. If the CPU 80a does not input a detection signal from the first start sensor D11, the second start sensor D12, the count sensor D13, or the normal sensor D14, the CPU 80a ends the winning process.

[0117] When the CPU 80a receives a detection signal from the first start sensor D11, it outputs the number of winning balls information capable of identifying a predetermined number of winning balls (four in this embodiment) to the frame control board 82 and also to the performance control board 81. When the CPU 80a receives a detection signal from the second start sensor D12, it outputs the number of winning balls information capable of identifying a predetermined number of winning balls (one in this embodiment) to the frame control board 82 and also to the performance control board 81. When the CPU 80a receives a detection signal from the count sensor D13, it outputs the number of winning balls information capable of identifying a predetermined number of winning balls (15 in this embodiment) to the frame control board 82 and also to the performance control board 81. When the CPU 80a receives a detection signal from the normal sensor D14, it outputs the number of winning balls information capable of identifying a predetermined number of winning balls (two in this embodiment) to the frame control board 82 and also to the performance control board 81.

[0118] The various processes executed by the performance control board 81 (CPU 81a) will be described. The big win performance process is a process for executing a performance during a big win game (hereinafter referred to as a big win performance). When a big win game starts, the CPU 81a controls the performance device ES to execute an opening performance. When a round game is played, the CPU 81a controls the performance device ES to execute a round performance. When a big win game ends, the CPU 81a controls the performance device ES to execute an ending performance.

[0119] The presentation game process is a process for executing a presentation game as one of the display presentations related to a special game during the execution of the special game. When the CPU 81a inputs a variation start command and a special symbol command, the CPU 81a controls the presentation device ES including the presentation display unit 19 to execute a presentation game. Specifically, when the CPU 81a inputs a variation start command, the CPU 81a determines a presentation pattern (presentation content) of the presentation game based on a variation pattern that can be specified from the variation start command. When the CPU 81a inputs a special symbol command, the CPU 81a determines a symbol combination to be displayed as a definite stop in the presentation game based on a special symbol that can be specified from the special symbol command. When a jackpot symbol can be specified from the special symbol command, the CPU 81a determines a non-jackpot symbol combination when a miss symbol can be specified from the special symbol command. When the CPU 81a executes a reach presentation, the CPU 81a determines a non-jackpot symbol combination including a reach.

[0120] The CPU 81a controls the effect display unit 19 so as to start the variable display of the effect symbols in each symbol row in response to the input of the variation start command. That is, the CPU 81a starts the effect game. When the CPU 81a executes a predetermined effect in relation to the effect game, the CPU 81a controls the effect device ES including the effect display unit 19 so as to execute the effect. When a predetermined timing arrives after the effect game is started, the CPU 81a causes the symbol combination to be temporarily stopped and displayed, and when the variation end command is input, causes the symbol combination to be confirmed and stopped and displayed.

[0121] The error notification process is a process for notifying information that can identify an error detected in the frame control board 82. When the CPU 81a inputs an over error command from the frame control board 82, it controls the performance device ES to notify information that can identify that an over number of game balls error has been detected. When the CPU 81a inputs an under error command from the frame control board 82, it controls the performance device ES to notify information that can identify that an under number of circulating balls error has been detected. When the CPU 81a inputs an over error command from the frame control board 82, it controls the performance device ES to notify information that can identify that an over number of circulating balls error has been detected. In the gaming machine 10, the launch operation unit 15 does not vibrate even if an error is detected in the frame control board 82.

[0122] The vibration notification process is a process for driving the vibration device 16 to vibrate the launch operation unit 15 as a vibration notification performed by the launch operation unit 15. The vibration notifications performed by the launch operation unit 15 include notifications regarding the second managed number of balls. In the following description, notifications (vibration notifications) in which the launch operation unit 15 vibrates as notifications regarding the second managed number of balls are referred to as managed number vibration notifications. In this embodiment, the launch operation unit 15 vibrates only when the managed number vibration notification is executed. The CPU 81a controls the vibration device 16 to execute the managed number vibration notification in response to an increase or decrease in the second managed number of balls.

[0123] When the CPU 81a inputs the management number command, it specifies the second management number of balls before the update and the second management number of balls after the update. If the second management number of balls before the update is equal to or greater than the first number of balls (20 in this embodiment), the second management number of balls after the update is less than the first number of balls, and the second management number of balls after the update is equal to or greater than the second number of balls (10 in this embodiment), the CPU 81a controls the vibration device 16 to start a management number vibration notification. At this time, the CPU 81a controls the vibration device 16 so that the vibration frequency of the vibration device 16 becomes the first frequency (100 Hz in this embodiment). As a result, in the gaming machine 10, when the second management number of balls is less than the first number of balls and equal to or greater than the second number of balls, a management number vibration notification is executed in which the launch operation unit 15 vibrates at the first frequency. In the following description, the vibration at the first frequency is referred to as the first vibration. The CPU 81a controls the vibration device 16 to execute the management number vibration notification by the first vibration until the first vibration time (10 seconds in this embodiment) has elapsed since the start of the management number vibration notification by the first vibration. When the first vibration time has elapsed since the start of the management number vibration notification by the first vibration, the CPU 81a controls the vibration device 16 to end the management number vibration notification by the first vibration.

[0124] When starting the control number vibration notification by the first vibration, the CPU 81a stores in the RAM 81c first vibration information capable of identifying that the control number vibration notification by the first vibration is being executed. When ending the control number vibration notification by the first vibration, the CPU 81a initializes (clears) the first vibration information. The first vibration information is configured to be retained without being initialized even after the power supply is cut off. This allows the CPU 81a to identify, when the power supply is resumed, whether or not the control number vibration notification by the first vibration was being executed when the power supply was cut off.

[0125] When the power supply is resumed, the CPU 81a determines whether or not the first vibration information is stored. If the first vibration information is not stored, the CPU 81a does not start the management number vibration notification by the first vibration. If the first vibration information is stored, the CPU 81a controls the vibration device 16 to start the management number vibration notification by the first vibration. Then, when the first vibration time has elapsed since the start of the management number vibration notification by the first vibration, the CPU 81a controls the vibration device 16 to end the management number vibration notification by the first vibration.

[0126] When the second management number of balls before the update is equal to or greater than the second number of balls and the second management number of balls after the update is less than the second number of balls, the CPU 81a controls the vibration device 16 to start a management number vibration notification. At this time, the CPU 81a controls the vibration device 16 so that the vibration frequency of the vibration device 16 is a second frequency (200 Hz in this embodiment) that is greater than the first frequency. As a result, in the gaming machine 10, when the second management number of balls is less than the second number of balls, a management number vibration notification is executed in which the launch operation unit 15 vibrates at the second frequency. In the following description, the vibration at the second frequency is referred to as the second vibration. The CPU 81a controls the vibration device 16 to execute the management number vibration notification by the second vibration until the second vibration time (10 s in this embodiment) has elapsed since the management number vibration notification by the second vibration has been started. When the second vibration time has elapsed since the management number vibration notification by the second vibration has been started, the CPU 81a controls the vibration device 16 to end the management number vibration notification by the second vibration.

[0127] When starting the control number vibration notification by the second vibration, the CPU 81a stores in the RAM 81c second vibration information capable of identifying that the control number vibration notification by the second vibration is being executed. When ending the control number vibration notification by the second vibration, the CPU 81a initializes (clears) the second vibration information. The second vibration information is configured to be retained without being initialized even after the power supply is cut off. This allows the CPU 81a to identify, when the power supply is resumed, whether or not the control number vibration notification by the second vibration was being executed when the power supply was cut off.

[0128] When the power supply is resumed, the CPU 81a determines whether or not the second vibration information is stored. If the second vibration information is not stored, the CPU 81a does not start the management number vibration notification by the second vibration. If the second vibration information is stored, the CPU 81a controls the vibration device 16 to start the management number vibration notification by the second vibration. Then, when the second vibration time has elapsed since the start of the management number vibration notification by the second vibration, the CPU 81a controls the vibration device 16 to end the management number vibration notification by the second vibration.

[0129] In this way, the launch operation unit 15 can execute the management number vibration notification as a notification regarding the second management number of balls. The management number vibration notification is an example of a specific notification. The management number vibration notification by the first vibration can specify that the second management number of balls has changed from the first number of balls or more to less than the first number of balls and the second number of balls or more. The management number vibration notification by the second vibration can specify that the second management number of balls has changed from the second number of balls or more to less than the second number of balls. Therefore, the management number vibration notification by the first vibration and the management number vibration notification by the second vibration can both be understood as notifications regarding the second management number of balls in a notification mode that can specify that the second management number of balls is less than the first number of balls. The notification mode in the management number vibration notification that can specify that the second management number of balls is less than the first number of balls is an example of the first notification mode. The first number of balls is an example of a predetermined number. Therefore, the first notification mode is a notification mode that can be taken when the second management number of balls changes from the first number of balls or more to less than the first number of balls. In addition, the CPU 81a controls the effect device ES so that the second controlled ball number is not notified in the effect device ES. As described above, the notification of the second controlled ball number is not performed in the effect device ES capable of displaying the effect game, but is performed in the launch operation unit 15.

[0130] Next, the audio notification process executed by the frame control board 82 (CPU 82a) will be described. The audio notification process is a process for outputting audio from the notification audio unit 13 as an audio notification performed by the notification audio unit 13. The audio notifications performed by the notification audio unit 13 include notifications regarding the second management number of balls. In the following description, notifications (audio notifications) for which the notification audio unit 13 outputs audio as notifications regarding the second management number of balls are referred to as management number audio notification. The CPU 82a controls the notification audio unit 13 to execute the management number audio notification in response to an increase or decrease in the second management number of balls.

[0131] When the CPU 82a updates the second management number of balls by adding or subtracting it, it specifies the second management number of balls before the update and the second management number of balls after the update. When the second management number of balls before the update is equal to or greater than the first number of balls, the updated second management number of balls is less than the first number of balls, and the updated second management number of balls is equal to or greater than the second number of balls, the CPU 82a controls the notification sound unit 13 to start a management number voice notification. At this time, the CPU 82a controls the notification sound unit 13 to output a first remaining number voice. The first remaining number voice is a voice that can specify that the second management number of balls is less than the first number of balls and equal to or greater than the second number of balls. In this embodiment, the first remaining number voice is a voice that says "The number of balls remaining is less than 20 and is equal to or greater than 10". As a result, in the gaming machine 10, when the second management number of balls is less than the first number of balls and equal to or greater than the second number of balls, a management number voice notification is executed in which the notification sound unit 13 outputs the first remaining number voice. The CPU 82a controls the notification audio unit 13 to repeatedly output the first remaining number audio until the first audio time (15 seconds in this embodiment) has elapsed since the start of the management number audio notification that outputs the first remaining number audio. When the first audio time has elapsed since the start of the management number audio notification that outputs the first remaining number audio, the CPU 82a controls the notification audio unit 13 to end the management number audio notification that outputs the first remaining number audio.

[0132] When starting a management number voice notification that outputs a first remaining number voice, the CPU 82a stores in the RAM 82c first voice information that can specify that the management number voice notification that outputs the first remaining number voice is being executed. When terminating the management number voice notification that outputs the first remaining number voice, the CPU 82a initializes (clears) the first voice information. The first voice information is configured to be retained without being initialized even after the power supply is cut off. This allows the CPU 82a to specify, when the power supply is resumed, whether or not the management number voice notification that outputs the first remaining number voice was being executed when the power supply was cut off.

[0133] When the power supply is resumed, the CPU 82a determines whether or not the first voice information is stored. If the first voice information is not stored, the CPU 82a does not start the management number voice notification that outputs the first remaining number voice. If the first voice information is stored, the CPU 82a controls the notification voice unit 13 to start the management number voice notification that outputs the first remaining number voice. Then, when the first voice time has elapsed since the start of the management number voice notification that outputs the first remaining number voice, the CPU 82a controls the notification voice unit 13 to end the management number voice notification that outputs the first remaining number voice.

[0134] When the second management number of balls before the update is equal to or greater than the second number of balls and the second management number of balls after the update is less than the second number of balls, the CPU 82a controls the notification sound unit 13 to start a management number voice notification. At this time, the CPU 82a controls the notification sound unit 13 to output a second remaining number voice. The second remaining number voice is a voice that can specify that the second management number of balls is less than the second number of balls. In this embodiment, the second remaining number voice is a voice saying "the number of balls remaining is less than 10". As a result, in the gaming machine 10, when the second management number of balls is less than the second number of balls, a management number voice notification is executed in which the notification sound unit 13 outputs the second remaining number voice. The CPU 82a controls the notification sound unit 13 to repeatedly output the second remaining number voice until the second voice time (15 s in this embodiment) has elapsed since the management number voice notification that outputs the second remaining number voice was started. The CPU 82a controls the notification sound unit 13 to end the management number sound notification that outputs the second remaining number sound when the second sound time has elapsed since the start of the management number sound notification that outputs the second remaining number sound.

[0135] When starting the management number voice notification that outputs the second remaining number voice, the CPU 82a stores in the RAM 82c second voice information that can specify that the management number voice notification that outputs the second remaining number voice is being executed. When terminating the management number voice notification that outputs the second remaining number voice, the CPU 82a initializes (clears) the second voice information. The second voice information is configured to be retained without being initialized even after the power supply is cut off. This allows the CPU 82a to specify, when the power supply is resumed, whether or not the management number voice notification that outputs the second remaining number voice was being executed when the power supply was cut off.

[0136] When the power supply is resumed, the CPU 82a determines whether or not the second voice information is stored. If the second voice information is not stored, the CPU 82a does not start the management number voice notification that outputs the second remaining number voice. If the second voice information is stored, the CPU 82a controls the notification voice unit 13 to start the management number voice notification that outputs the second remaining number voice. Then, when the second voice time has elapsed since the start of the management number voice notification that outputs the second remaining number voice, the CPU 82a controls the notification voice unit 13 to end the management number voice notification that outputs the second remaining number voice.

[0137] When the second management number of balls before the update is less than the first number of balls and the second management number of balls after the update is equal to or greater than the first number of balls, the CPU 82a controls the notification sound unit 13 to start a management number voice notification. At this time, the CPU 82a controls the notification sound unit 13 to output a remaining number voice. The remaining number voice is a voice that can specify that the second management number of balls is equal to or greater than the first number of balls. In this embodiment, the remaining number voice is a voice saying "the number of balls remaining is 20 or more". As a result, in the gaming machine 10, when the second management number of balls is equal to or greater than the first number of balls, a management number voice notification that outputs a remaining number voice from the notification sound unit 13 is executed. The CPU 82a controls the notification sound unit 13 to repeatedly output the remaining number voice until a third voice time (10 s in this embodiment) has elapsed since the start of the management number voice notification that outputs the remaining number voice. In this embodiment, the third voice time is shorter than the first voice time and the second voice time. The CPU 82a controls the notification audio unit 13 to end the management number audio notification that outputs the remaining number audio when the third audio time has elapsed since the start of the management number audio notification that outputs the remaining number audio.

[0138] When starting the management number voice notification that outputs a remaining number voice, the CPU 82a stores third voice information in the RAM 82c, which can specify that the management number voice notification that outputs a remaining number voice is being executed. When terminating the management number voice notification that outputs a remaining number voice, the CPU 82a initializes (clears) the third voice information. The third voice information is configured to be retained without being initialized even after the power supply is cut off. This allows the CPU 82a to specify, when the power supply is resumed, whether or not the management number voice notification that outputs a remaining number voice was being executed when the power supply was cut off.

[0139] When the power supply is resumed, the CPU 82a determines whether or not the third voice information is stored. If the third voice information is not stored, the CPU 82a does not start the management number voice notification that outputs the remaining number voice. If the third voice information is stored, the CPU 82a controls the notification voice unit 13 to start the management number voice notification that outputs the remaining number voice. Then, when the third voice time has elapsed since the start of the management number voice notification that outputs the remaining number voice, the CPU 82a controls the notification voice unit 13 to end the management number voice notification that outputs the remaining number voice.

[0140] In this way, the notification sound unit 13 can execute the management number voice notification as a notification regarding the second management number of balls. The management number voice notification is an example of a specific notification. The management number voice notification that outputs the first remaining number voice can specify that the second management number of balls has changed from the first number of balls or more to less than the first number of balls and to the second number of balls or more. The management number voice notification that outputs the second remaining number voice can specify that the second management number of balls has changed from the second number of balls or more to less than the second number of balls. Therefore, the management number voice notification that outputs the first remaining number voice and the management number voice notification that outputs the second remaining number voice can both be understood as notifications regarding the second management number of balls in a notification mode that can specify that the second management number of balls is less than the first number of balls. The notification mode in the management number voice notification that can specify that the second management number of balls is less than the first number of balls is an example of the first notification mode. Therefore, the first notification mode is a notification mode that can be taken when the second management number of balls changes from the first number of balls or more to less than the first number of balls.

[0141] The management number voice notification that outputs the remaining number voice can specify that the second management number of balls has changed from less than the first number of balls to the first number of balls or more. Therefore, the management number voice notification that outputs the remaining number voice can be understood as a notification regarding the second management number of balls in a notification mode that can specify that the second management number of balls is the first number of balls or more. The notification mode that can specify that the second management number of balls is the first number of balls or more is an example of the second notification mode. Therefore, the second notification mode is a notification mode that can be taken when the second management number of balls changes from less than the first number of balls to the first number of balls or more. As described above, the presentation device ES does not perform a notification regarding the second management number of balls. As described above, the notification regarding the second management number of balls is not performed by the presentation device ES that can display the presentation game, but is performed by the notification voice unit 13.

[0142] Next, a specific example of the control number vibration notification and control number audio notification that are executed in response to an increase or decrease in the second control number of balls will be described. As shown in Fig. 7, at time t10, the second management number of balls is reduced from 20 or more to less than 20. At time t10, in the gaming machine 10, as gaming balls are launched from the launching unit 65, the second management number of balls is reduced from 20 to 19. At this time, in the gaming machine 10, a management number vibration notification that vibrates at a first frequency is started. In addition, in the gaming machine 10, a management number audio notification that outputs a first remaining number audio is started.

[0143] At time t11, when the first vibration time has elapsed since the start of the management number vibration notification that vibrates at the first frequency, the gaming machine 10 ends the management number vibration notification that vibrates at the first frequency. Note that at time t11, the gaming machine 10 ends the management number vibration notification, but continues to execute the management number voice notification. At this time, it is assumed that the second management number of balls is less than 20. At time t12, when the first voice time has elapsed since the start of the management number voice notification that outputs the first remaining number voice, the gaming machine 10 ends the management number voice notification that outputs the first remaining number voice.

[0144] Thereafter, at time t13, the second managed number of balls increases from less than 20 to 20 or more. At time t13, in the gaming machine 10, the second managed number of balls increases from 17 to 21 due to a winning entry into the first starting hole 23A. At this time, the gaming machine 10 starts a managed number voice announcement that outputs a remaining number sound. At time t14, when the third sound time has elapsed since the start of the managed number voice announcement that outputs a remaining number sound, the gaming machine 10 ends the managed number voice announcement that outputs a remaining number sound.

[0145] Then, at time t15, the second management number of balls is reduced from 20 or more to less than 20. At time t15, in the gaming machine 10, as gaming balls are launched from the launching unit 65, the second management number of balls is reduced from 20 to 19. At this time, in the gaming machine 10, a management number vibration notification that vibrates at the first frequency is started. In addition, in the gaming machine 10, a management number audio notification that outputs a first remaining number audio is started.

[0146] At time t16 before the first vibration time has elapsed since the start of the management number vibration notification that vibrates at the first frequency, the second management number of balls has increased from less than 20 to 20 or more. At time t16, in the gaming machine 10, the second management number of balls has increased from 19 to 23 due to a winning entry into the first starting hole 23A. At this time, in the gaming machine 10, the management number vibration notification that vibrates at the first frequency ends, and the management number voice notification that outputs the first remaining number sound ends. Then, in the gaming machine 10, when the management number voice notification that outputs the first remaining number sound ends, the management number voice notification that outputs the remaining number sound starts. At time t17 when the third sound time has elapsed since the start of the management number voice notification that outputs the remaining number sound, the gaming machine 10 ends the management number voice notification that outputs the remaining number sound.

[0147] In this way, the launch operation unit 15 can execute a management number vibration notification in a notification mode of vibrating at the first frequency as a notification mode that can specify that the second management number of balls is less than the first number of balls. The notification audio unit 13 can execute a management number audio notification in a notification mode of outputting a first remaining number audio as a notification mode that can specify that the second management number of balls is less than the first number of balls. And, the notification mode that can specify that the second management number of balls is less than the first number of balls in the launch operation unit 15 and the notification audio unit 13 is a notification mode that can be taken when the second management number of balls becomes less than the first number of balls from the first number of balls or more.

[0148] The notification sound unit 13 can execute the management number voice notification in a notification mode that outputs a remaining number voice as a notification mode that can specify that the second management number of balls is equal to or greater than the first number of balls. The notification mode that can specify that the second management number of balls is equal to or greater than the first number of balls in the notification sound unit 13 is a notification mode that can be taken when the second management number of balls changes from less than the first number of balls to equal to or greater than the first number of balls.

[0149] Here, in the notification audio unit 13, when the second management number of balls becomes equal to or greater than the first number of balls while the management number voice notification is being executed in the notification mode of outputting the first remaining number voice, the management number voice notification is executed in the notification mode of outputting the remaining number voice instead of the management number voice notification. In the notification audio unit 13, when the management number voice notification is executed in the notification mode of outputting the second remaining number voice, when the second management number of balls becomes equal to or greater than the first number of balls while the management number voice notification is being executed in the notification mode of outputting the remaining number voice, instead of the management number voice notification, the management number voice notification is executed in the notification mode of outputting the remaining number voice. Also, in the notification audio unit 13, when the management number voice notification is executed in the notification mode of outputting the remaining number voice, when the second management number of balls becomes less than the first number of balls and equal to or greater than the second number of balls while the management number voice notification is executed in the notification mode of outputting the remaining number voice, instead of the management number voice notification, the management number voice notification is executed in the notification mode of outputting the first remaining number voice. In the notification sound unit 13, when the second management number of balls falls below the second management number while the management number voice notification is being executed in a notification mode that outputs a remaining number voice, the management number voice notification is executed in a notification mode that outputs a second remaining number voice instead of the management number voice notification. In this way, after the management number voice notification is executed, the notification mode of the management number voice notification can change depending on the increase or decrease in the second management number of balls.

[0150] In addition, in the notification sound unit 13, when the second management number of balls falls below the second number of balls while the management number voice notification is being executed in the notification mode of outputting the first remaining number voice, the management number voice notification is executed in the notification mode of outputting the second remaining number voice instead of the management number voice notification. In addition, in the launch operation unit 15, when the management number vibration notification is executed in the notification mode of vibrating at the first frequency and the second management number of balls falls below the second number of balls, the management number vibration notification is executed in the notification mode of vibrating at the second frequency instead of the management number vibration notification. A specific example will be described below.

[0151] As shown in Fig. 8, at time t20, the second management number of balls is reduced from 20 or more to less than 20. At time t20, in the gaming machine 10, as gaming balls are launched from the launching unit 65, the second management number of balls is reduced from 20 to 19. At this time, in the gaming machine 10, a management number vibration notification that vibrates at a first frequency is started. In addition, in the gaming machine 10, a management number audio notification that outputs a first remaining number audio is started.

[0152] At time t21, before the first vibration time has elapsed since the start of the management number vibration notification that vibrates at the first frequency, the second management number of balls is reduced to less than 10. At time t21, in the gaming machine 10, as the gaming ball is launched from the launching unit 65, the second management number of balls is reduced from 10 to 9. At this time, in the gaming machine 10, the management number vibration notification that vibrates at the first frequency ends, and the management number voice notification that outputs the first remaining number sound ends. Then, in the gaming machine 10, when the management number vibration notification that vibrates at the first frequency ends, the management number vibration notification that vibrates at the second frequency starts. Also, in the gaming machine 10, when the management number voice notification that outputs the first remaining number sound ends, the management number voice notification that outputs the second remaining number sound starts.

[0153] Thereafter, at time t22 when the second vibration time has elapsed since the start of the management number vibration notification that vibrates at the second frequency, the gaming machine 10 ends the management number vibration notification that vibrates at the second frequency. Note that at time t22, the gaming machine 10 ends the management number vibration notification, but continues to execute the management number voice notification. At this time, it is assumed that the second management number of balls is less than 10. At time t23 when the second voice time has elapsed since the start of the management number voice notification that outputs the second remaining number voice, the gaming machine 10 ends the management number voice notification that outputs the second remaining number voice.

[0154] In addition, in the notification sound unit 13, when the management number voice notification is being executed in a notification mode that outputs the second remaining number voice, if the second management number of balls is equal to or greater than the second number of balls and is less than the first number of balls, the management number voice notification is executed in a notification mode that outputs the first remaining number voice instead of the management number voice notification. In this way, after the management number voice notification is executed, the notification mode of the management number voice notification can change depending on the increase or decrease in the second management number of balls. Also, in the launch operation unit 15, when the management number vibration notification is executed in a notification mode that vibrates at the second frequency, if the second management number of balls is equal to or greater than the second number of balls and is less than the first number of balls, instead of the management number vibration notification, the management number vibration notification is executed in a notification mode that vibrates at the first frequency. In this way, after the management number voice notification is executed, the notification mode of the management number vibration notification can change depending on the increase or decrease in the second management number of balls.

[0155] Next, a description will be given of the vibration notification of the management number and the voice notification of the management number in the case where the power supply is interrupted and then resumed during execution of the vibration notification of the management number and the voice notification of the management number. As shown in Fig. 9, at time t30, the second management number of balls is reduced from 20 or more to less than 20. At time t30, in the gaming machine 10, as gaming balls are launched from the launching unit 65, the second management number of balls is reduced from 20 to 19. At this time, in the gaming machine 10, a management number vibration notification that vibrates at a first frequency is started. In addition, in the gaming machine 10, a management number audio notification that outputs a first remaining number audio is started.

[0156] At time t31 before the first vibration time has elapsed since the start of the management number vibration notification that vibrates at the first frequency, the power supply to the gaming machine 10 is cut off (shown as OFF in FIG. 9). As a result, in the gaming machine 10, the management number vibration notification that vibrates at the first frequency ends before the first vibration time has elapsed since the start of the management number vibration notification that vibrates at the first frequency. Also, in the gaming machine 10, the management number voice notification that outputs the first remaining number voice ends before the first voice time has elapsed since the start of the management number voice notification that outputs the first remaining number voice.

[0157] After that, at time t32, the power supply is resumed (shown as ON in FIG. 9) in the gaming machine 10. At this time, the gaming machine 10 starts a management number vibration notification that vibrates at a first frequency and starts a management number audio notification that outputs a first remaining number sound.

[0158] At time t33, when the first vibration time has elapsed since the start of the management number vibration notification that vibrates at the first frequency, the gaming machine 10 ends the management number vibration notification that vibrates at the first frequency. Note that at time t33, the gaming machine 10 ends the management number vibration notification, but continues to execute the management number voice notification. At this time, it is assumed that the second management number of balls is less than 20. At time t34, when the first voice time has elapsed since the start of the management number voice notification that outputs the first remaining number voice, the gaming machine 10 ends the management number voice notification that outputs the first remaining number voice.

[0159] In the gaming machine 10, if the power supply is interrupted while the management number vibration notification that vibrates at the second frequency is being executed, the management number vibration notification that vibrates at the second frequency starts when the power supply is resumed thereafter. In the gaming machine 10, if the power supply is interrupted while the management number voice notification that outputs the second remaining number sound is being executed, the management number voice notification that outputs the second remaining number sound starts when the power supply is resumed thereafter. In the gaming machine 10, if the power supply is interrupted while the management number voice notification that outputs the remaining number sound is being executed, the management number voice notification that outputs the remaining number sound starts when the power supply is resumed thereafter. In this way, if the power supply is interrupted during the execution of the management number vibration notification and the management number voice notification, and the management number vibration notification and the management number voice notification have ended due to the power supply being interrupted, and then the power supply is resumed, it is possible to execute the management number vibration notification and the management number voice notification in the notification mode that was executed when the power supply was interrupted.

[0160] Therefore, according to this embodiment, the following effects can be obtained. (1) The gaming machine 10 can execute a first notification mode of vibration notification of the management number and voice notification of the management number, which can specify that the second management number is less than the first number of balls, and a second notification mode of vibration notification of the management number and voice notification of the management number, which can specify that the second management number is equal to or greater than the first number of balls. This allows the gaming machine 10 to easily allow the player to recognize the number of balls held by the player on the gaming machine 10 based on the first number of balls. In particular, since the gaming machine 10 can execute the vibration notification of the management number and voice notification of the management number in the first notification mode when the second management number of balls becomes less than the first number of balls from equal to or greater than the first number of balls, for example, the player can take measures to increase the number of balls held in the gaming machine 10 while playing a game so that the player can continue playing. In this way, according to this embodiment, notification can be performed according to the situation of the number of game media available for playing.

[0161] (2) In the gaming machine 10, after the management number vibration notification and management number voice notification are executed, the notification mode of the management number vibration notification and management number voice notification can change according to an increase or decrease in the second management number of balls, so that the number of balls held by the player in the gaming machine 10 can be recognized in stages. In this way, according to this embodiment, notification can be performed according to the status of the number of gaming media available for play.

[0162] (3) In the gaming machine 10, even when the power supply is resumed, the vibration notification of the management number and the voice notification of the management number can be executed. Therefore, even if the gaming machine 10 is unable to recognize the vibration notification of the management number and the voice notification of the management number due to, for example, a power supply interruption, the vibration notification of the management number and the voice notification of the management number can be recognized when the power supply is resumed thereafter. As a result, according to this embodiment, it is possible to make it easier for the player to recognize the number of balls the player has in the gaming machine 10 based on the first number of balls.

[0163] (4) In the gaming machine 10, it is possible to make the player easily aware of the number of balls he / she has in the gaming machine 10 without interfering with the presentation game that is particularly likely to attract the player's attention. In this way, according to the present embodiment, it is possible to notify the player of the number of gaming media available for play according to the situation while preventing the player's interest from decreasing.

[0164] (5) The round game during the jackpot game ends when the upper limit time has elapsed. In such a situation where the round game starts, if the second managed number of balls is small, there is a risk that the upper limit time will elapse before the game ball enters the big prize opening 23C, and the round game will end. As a result, the number of game media acquired in the jackpot game will be less than the number of game media that can be acquired, which is considered to reduce the interest of the player. Meanwhile, the gaming machine 10 can make the player easily recognize the number of balls held by the player in the gaming machine 10 based on the first number of balls. Thus, according to this embodiment, it is possible to notify the player of the number of game media available for the game according to the situation while suppressing the decrease in the interest of the player.

[0165] The above-described embodiment can be modified as follows: The above-described embodiment and the following modified examples can be combined with each other to the extent that there is no technical contradiction.

[0166] When the second management number of balls is updated, if the second management number of balls before the update is less than the first number of balls and the second management number of balls after the update is equal to or greater than the first number of balls, the CPU 81a may control the vibration device 16 to start a management number vibration notification. At this time, the CPU 81a may control the vibration device 16 to have a third vibration frequency (50 Hz in this modified example) that is smaller (less) than the first vibration frequency. In this case, in the gaming machine 10, when the second management number of balls is equal to or greater than the first number of balls, a management number vibration notification is executed in which the launch operation unit 15 vibrates at the third vibration frequency. In the following description, the vibration at the third vibration frequency is referred to as the third vibration. The CPU 81a may control the vibration device 16 to execute the management number vibration notification by the third vibration until the third vibration time (5 s in this modified example) has elapsed since the management number vibration notification by the third vibration was started. The third vibration time may be shorter than the first vibration time and the second vibration time. The CPU 81a may control the vibration device 16 to end the management number vibration notification by the third vibration when the third vibration time has elapsed since the start of the management number vibration notification by the third vibration. The management number vibration notification by the third vibration can specify that the second management number of balls has changed from less than the first number of balls to the first number of balls or more. Therefore, the management number vibration notification by the third vibration can be understood as a notification regarding the second management number of balls in a notification mode that can specify that the second management number of balls is the first number of balls or more. In the gaming machine 10, if the power supply is interrupted while the management number vibration notification that vibrates at the third frequency is being executed, the management number vibration notification that vibrates at the third frequency may be started when the power supply is resumed thereafter.

[0167] In the above modified example, when the second management number of balls becomes equal to or greater than the first number of balls while the management number vibration notification is being executed in the notification mode of vibrating at the first frequency, the launch operation unit 15 may execute the management number vibration notification in a notification mode of vibrating at the third frequency instead of the management number vibration notification. When the second management number of balls becomes equal to or greater than the first number of balls while the management number vibration notification is being executed in the notification mode of vibrating at the second frequency, the launch operation unit 15 may execute the management number vibration notification in a notification mode of vibrating at the third frequency instead of the management number vibration notification. Also, when the second management number of balls becomes less than the first number of balls and equal to or greater than the second number of balls while the management number vibration notification is being executed in the notification mode of vibrating at the third frequency, the launch operation unit 15 may execute the management number vibration notification in a notification mode of vibrating at the first frequency instead of the management number vibration notification. In the launch operation unit 15, when the second management number of balls becomes less than the second number of balls while the management number vibration notification is being executed in a notification mode of vibrating at the third frequency, the management number vibration notification may be executed in a notification mode of vibrating at the second frequency instead of the management number vibration notification. In this way, after the management number vibration notification is executed, the notification mode of the management number vibration notification may be changed according to the increase or decrease in the second management number of balls.

[0168] When the second management number of balls is updated, if the second management number of balls before the update is equal to or greater than the second number of balls and the second management number of balls after the update is less than the second number of balls, the CPU 81a and CPU 82a may not execute a management number vibration alert and a management number voice alert. In this case, when the second management number of balls is updated, if the second management number of balls before the update is equal to or greater than the first number of balls and the second management number of balls after the update is less than the first number of balls, the CPU 81a and CPU 82a may execute a management number vibration alert by a first vibration and a management number voice alert that outputs a first remaining number voice.

[0169] The gaming machine 10 may be configured to execute either a vibration notification of the management number or a voice notification of the management number as a notification regarding the second management number of balls. For example, the gaming machine 10 may be configured to execute a vibration notification of the management number as a notification regarding the second management number of balls, but not to execute a voice notification of the management number. For example, the gaming machine 10 may be configured to execute a voice notification of the management number as a notification regarding the second management number of balls, but not to execute a vibration notification of the management number.

[0170] The notification mode of the vibration notification of the management number may be different depending on the cause of the decrease and increase of the second management number of balls. For example, the vibration frequency may be different between the management number vibration notification executed when the game balls are shot from the shooting unit 65 by operating the shooting operation unit 15 and the management number vibration notification executed when the management of the number of balls held is transferred from the gaming machine 10 to the management unit 100 by operating the counting operation unit 18. In other words, the notification mode of the management number vibration notification may be different when the second management number of balls is decreased from the first number of balls or more to less than the first number of balls and the second number of balls or more by operating the counting operation unit 18 and the second management number of balls is decreased from the first number of balls or more to less than the first number of balls and the second number of balls or more by operating the counting operation unit 18. In addition, the management number vibration notification may be configured to have different notification modes when the second management number of balls is reduced from the second number of balls or more to less than the second number of balls due to operation of the launch operation unit 15, and when the second management number of balls is reduced from the second number of balls or more to less than the second number of balls due to operation of the counting operation unit 18.

[0171] The management number voice notification may be different in notification mode depending on the cause of the decrease and increase of the second management number of balls. For example, the type of sound output may be different between the management number voice notification executed when the game balls are shot from the shooting unit 65 by operating the shooting operation unit 15 and the management number voice notification executed when the management of the number of balls held is transferred from the gaming machine 10 to the management unit 100 by operating the counting operation unit 18. In other words, the management number voice notification may be different in notification mode when the second management number of balls is decreased from the first number of balls or more to less than the first number of balls and the second number of balls or more by operating the shooting operation unit 15 and when the second management number of balls is decreased from the first number of balls or more to less than the first number of balls and the second number of balls or more by operating the counting operation unit 18. In addition, the voice notification of the management number may be made in a different manner depending on whether the second management number of balls is reduced from the second number of balls or more to less than the second number of balls due to operation of the launch operation unit 15 or whether the second management number of balls is reduced from the second number of balls or more to less than the second number of balls due to operation of the counting operation unit 18 or whether the second management number of balls is reduced from the second number of balls or more to less than the second number of balls.

[0172] The gaming machine 10 may include a plurality of vibration devices 16. The CPU 81a may vary the number of vibration devices 16 to be driven depending on the type of the management number vibration notification. For example, the management number vibration notification executed when the second management number of balls is less than the first number of balls and equal to or greater than the second number of balls may be driven by one vibration device 16, while the management number vibration notification executed when the second management number of balls is less than the second number of balls may be driven by two or more vibration devices 16. In this case, the vibration frequency may be the same or different. The launch operation unit 15 vibrates with a larger number of vibration devices 16 to be driven, and the strength of vibration (vibration intensity) may be increased. The management number vibration notification may vary in notification mode by varying the vibration strength depending on its type.

[0173] The first vibration time, the second vibration time, and the third vibration time may be changed as appropriate. The first vibration time, the second vibration time, and the third vibration time may each be a different length of time. For example, the second vibration time may be longer than the first vibration time. The notification mode of the control number vibration notification may be changed by changing the length of time for vibration depending on the type.

[0174] The volumes of the first number of remaining sounds, the second number of remaining sounds, and the majority of remaining sounds may be different from each other. For example, the second number of remaining sounds may be louder than the first number of remaining sounds and the majority of remaining sounds. For example, the first number of remaining sounds may be louder than the majority of remaining sounds. The notification manner of the management number sound notification may be changed by changing the volume according to the type.

[0175] The first voice time, the second voice time, and the third voice time may be changed as appropriate. The second voice time may be longer than the first voice time. The first voice time, the second voice time, and the third voice time may each have a different length of time. For example, the second voice time may be longer than the first voice time. The notification mode of the management number voice notification may be changed by changing the length of time for which the voice is output depending on the type.

[0176] The gaming machine 10 may be configured to notify the player that the second managed ball number is less than the first ball number and that the second managed ball number is equal to or greater than the first ball number by a notification on the performance display unit 19, instead of or in addition to the managed ball number vibration notification and managed ball number audio notification. For example, the gaming machine 10 may execute notification regarding the second managed ball number by displaying a text image in the image display area 19a of the performance display unit 19 according to the second managed ball number. Specifically, when the second managed ball number is updated, if the second managed ball number before the update is equal to or greater than the first ball number, the second managed ball number after the update is less than the first ball number, and the second managed ball number after the update is equal to or greater than the second ball number, the CPU 81a may control the performance display unit 19 to display a first remaining number image. In this modified example, the first remaining number image is a text image that reads, "The number of balls remaining is less than 20 and is equal to or greater than 10." When the second managed ball count is updated, if the second managed ball count before the update is equal to or greater than the second ball count and the second managed ball count after the update is less than the second ball count, the CPU 81a may control the effect display unit 19 to display a second remaining number image. In this modified example, the second remaining number image is a text image stating "Less than 10 balls remaining." When the second managed ball count is updated, if the second managed ball count before the update is less than the first ball count and the second managed ball count after the update is equal to or greater than the first ball count, the CPU 81a may control the effect display unit 19 to display a remaining number image. In this modified example, the remaining number image is a text image stating "Less than 20 balls remaining." Not limited to this, the notification mode by the effect display unit 19 regarding the second managed ball count may be any mode as long as it is possible to specify that the second managed ball count is less than the first ball count and that the second managed ball count is equal to or greater than the first ball count.

[0177] The gaming machine 10 may be configured to notify the player that the second management number of balls is less than the first number of balls and that the second management number of balls is equal to or greater than the first number of balls by a notification on the second ball number display unit 17, instead of or in addition to the management number vibration notification and management number audio notification. For example, the gaming machine 10 may execute notification regarding the second management number of balls by changing the color of the 7-segment on the second ball number display unit 17 according to the second management number of balls. Specifically, when the second management number of balls is updated, if the second management number of balls before the update is equal to or greater than the first number of balls, the second management number of balls after the update is less than the first number of balls, and the second management number of balls after the update is equal to or greater than the second number of balls, the CPU 82a may control the second ball number display unit 17 so that the lit segment is lit in yellow. When the second management number of balls is updated, if the second management number of balls before the update is equal to or greater than the second number of balls and the second management number of balls after the update is less than the second number of balls, the CPU 82a may control the second number of balls display unit 17 so that the lit segment is lit in red. When the second management number of balls is updated, if the second management number of balls before the update is less than the first number of balls and the second management number of balls after the update is equal to or greater than the first number of balls, the CPU 82a may control the second number of balls display unit 17 so that the lit segment is lit in blue. For example, the gaming machine 10 may perform a notification regarding the second management number of balls by lighting or blinking the 7-segment in the second number of balls display unit 17 according to the second management number of balls. Specifically, when the second management ball number is updated, if the second management ball number before the update is equal to or greater than the first ball number, the second management ball number after the update is less than the first ball number, and the second management ball number after the update is equal to or greater than the second ball number, the CPU 82a may control the second ball number display unit 17 so that the lit segment is displayed by repeatedly turning on and off at a first interval (2 s in this modified example). When the second management ball number is updated, if the second management ball number before the update is equal to or greater than the second ball number, and the second management ball number after the update is less than the second ball number, the CPU 82a may control the second ball number display unit 17 so that the lit segment is displayed by repeatedly turning on and off at a second interval (1 s in this modified example). When the second management ball number is updated, if the second management ball number before the update is less than the first ball number, and the second management ball number after the update is equal to or greater than the first ball number, the CPU 82a may control the second ball number display unit 17 so that the lit segment is displayed without turning off.Regarding the notification of the second control ball number, the notification manner by the second ball number display unit 17 may be any manner as long as it is possible to identify that the second control ball number is less than the first ball number, and that the second control ball number is equal to or greater than the first ball number (including notification itself based on the number of balls).

[0178] The control number vibration notification and the control number voice notification may be executed differently when the second control number of balls becomes less than the first number of balls from the first number of balls or more and when the second control number of balls becomes more than the first number of balls from less than the first number of balls. For example, when the second control number of balls is updated, if the second control number of balls before the update is less than the first number of balls and the second control number of balls after the update is more than the first number of balls, the CPU 81a and the CPU 82a may not execute the control number vibration notification and the control number voice notification. In this case, when the second control number of balls is updated, if the second control number of balls before the update is more than the first number of balls, the second control number of balls after the update is less than the first number of balls, and the second control number of balls after the update is more than the second number of balls, the CPU 81a and the CPU 82a may execute the control number vibration notification by the first vibration and the control number voice notification that outputs the first remaining number voice. When the second management number of balls is updated, if the second management number of balls before the update is equal to or greater than the second number of balls, and the second management number of balls after the update is less than the second number of balls, the CPU 81a and the CPU 82a may execute a management number vibration notification by a second vibration and a management number voice notification that outputs a second remaining number sound. For example, when the second management number of balls is updated, if the second management number of balls before the update is equal to or greater than the first number of balls, the second management number of balls after the update is less than the first number of balls, and the second management number of balls after the update is equal to or greater than the second number of balls, the CPU 81a and the CPU 82a may not execute a management number vibration notification by a first vibration and a management number voice notification that outputs a first remaining number sound. When the second management number of balls is updated, if the second management number of balls before the update is equal to or greater than the second number of balls, and the second management number of balls after the update is less than the second number of balls, the CPU 81a and the CPU 82a may not execute a management number vibration notification by a second vibration and a management number voice notification that outputs a second remaining number sound. In this case, when the second management number of balls is updated, if the second management number of balls before the update is less than the first number of balls and the second management number of balls after the update is greater than or equal to the first number of balls, the CPU 81a and CPU 82a may execute a management number vibration notification and a management number audio notification.

[0179] When the second management ball number is 0, the CPU 82a may control the notification sound unit 13 to execute a management number voice notification that can identify that the second management ball number is 0 when an operation signal is input from the touch sensor D01. The CPU 82a may output control information (hereinafter referred to as an operation command) that can identify that an operation signal has been input from the touch sensor D01 to the game control board 80. The game control board 80 may output the operation command to the performance control board 81. The CPU 81a may control the vibration device 16 to execute a management number vibration notification that can identify that the second management ball number is 0 when an operation command is input.

[0180] The gaming machine 10 may adopt a specification that allows control to a time-saving state in which the rate of balls entering a specific starting hole is higher than in a normal state. The gaming machine 10 may adopt a specification that allows control to a high-probability state in which the probability of winning a jackpot lottery is higher than in a normal state. For example, the gaming machine 10 may adopt a specification that grants a high-probability state until the next jackpot game, a specification that grants a high-probability state until a tumble lottery is won (a so-called tumble machine), or a specification that grants a high-probability state until a specified number of special games are completed (a so-called ST machine). The gaming machine 10 may adopt a specification that grants a high-probability state on the condition that a gaming ball passes through a specific area (a so-called V-variable machine).

[0181] The CPU 80a, the ROM 80b, the RAM 80c, and the random number generation circuit 80d may be configured on a single chip. The CPU 82a, the ROM 82b, and the RAM 82c may be configured on a single chip.

[0182] The performance control board 81 may be a sub-general control board, and a display control board that specializes in controlling the performance display unit 19, a light emission control board that specializes in controlling the performance light emission unit 14, a sound control board that specializes in controlling the performance sound unit 12, and a vibration control board that specializes in controlling the vibration device 16 may be provided separately from the performance control board 81. Such a sub-general control board and boards that control other performances and notifications may be combined to form a sub-board. Also, in the above embodiment, the CPU 80a and CPU 81a may be mounted on a single board.

[0183] Although the gaming machine is configured to circulate all of a predetermined amount of gaming media (for example, gaming balls), the present invention is not limited to this, and the gaming machine may be configured so that some or all of the gaming media can be exchanged for gaming media outside the gaming machine. In other words, the gaming machine may be configured as a non-circulating gaming machine.

[0184] Although the gaming machine is configured to manage the gaming media used in the game as data, the present invention is not limited to this, and may be a gaming machine that does not manage the gaming media used in the game as data. In other words, it may be a gaming machine that does not manage the number of balls held by the player. In other words, the gaming machine may not be a so-called managed gaming machine, but may be a non-managed gaming machine, which is a conventional pachinko gaming machine.

[0185] In the above embodiment, the gaming machine was a pachinko gaming machine, but it is not limited to this and may be configured as a reel type gaming machine (slot machine). A reel type gaming machine uses medals as a gaming medium, and draws a winning combination by operating a start lever and spins the reels, and stops the reels by operating a stop button, and pays out medals as a prize when a winning combination is obtained according to the result of the winning combination. In a reel type gaming machine, the main control board (main CPU) controls these games.

[0186] The reel type gaming machine in the above modified example may be a gaming machine that uses gaming media other than medals. For example, it may be embodied as a gaming machine that uses gaming balls (pachinko balls) as gaming media. In addition, the gaming media may be managed by data (information). That is, the reel type gaming machine may be a so-called managed gaming machine. That is, the reel type gaming machine in the above modified example may be embodied as a reel type gaming machine (so-called medal-less slot machine) that plays without using physical gaming media. Such a reel type gaming machine is configured to be able to play by using gaming media (virtual media) managed by data.

[0187] Next, the technical ideas that can be understood from the above embodiment and modified examples will be described below. (Supplementary Note 1) A gaming machine capable of managing the number of gaming media available for game use using data, the gaming machine being equipped with an alarm unit capable of executing a predetermined alarm, the alarm unit being capable of executing a specific alarm regarding the number of gaming media, and being capable of executing the specific alarm of a first alarm mode capable of specifying that the number of gaming media is less than a predetermined number, and the specific alarm of a second alarm mode capable of specifying that the number of gaming media is equal to or greater than the predetermined number, the gaming machine being characterized in that the first alarm mode is an alarm mode that can be taken when the number of gaming media goes from equal to or greater than the predetermined number to less than the predetermined number.

[0188] (Appendix 2) A gaming machine capable of managing the number of gaming media available for game use using data, the gaming machine being equipped with an alarm unit capable of executing a predetermined alarm, the alarm unit being capable of executing a specific alarm regarding the number of gaming media, and the gaming machine being characterized in that whether or not the specific alarm is executed differs between when the number of gaming media falls from a predetermined number or more to less than the predetermined number and when the number of gaming media falls from less than the predetermined number to a predetermined number or more.

[0189] (Appendix 3) A gaming machine as described in (Appendix 1) or (Appendix 2), in which after the specific notification is executed, the notification mode of the specific notification may change depending on an increase or decrease in the number of gaming media. (Appendix 4) A gaming machine described in any one of (Appendix 1) to (Appendix 3), in which when the power supply is cut off during the execution of the specific notification and the specific notification ends, and then the power supply is resumed, the specific notification can be executed in the notification mode that was being executed when the power supply was cut off.

[0190] (Appendix 5) A gaming machine described in any one of (Appendix 1) to (Appendix 4), wherein the specific notification is not executed in a performance notification unit capable of displaying a performance game, but in a notification unit different from the performance notification unit.

[0191] (Appendix 6) A gaming machine as described in any one of (Appendix 1) to (Appendix 5), comprising a launch operation unit capable of being operated to launch gaming balls, and a counting operation unit capable of being operated to transfer management of the gaming media to an external device, wherein the specific notification has different notification manners when the launch operation unit is operated to reduce the number of the gaming media from more than the predetermined number to less than the predetermined number, and when the counting operation unit is operated to reduce the number of the gaming media from more than the predetermined number to less than the predetermined number. [Explanation of symbols]

[0192] 10... Pachinko game machine (game machine) 12... Performance sound section 13... Notification sound section 14... Performance light-emitting section 15... Launch operation section 16... Vibration device 17... Second ball number display section 18... Counting operation section 19... Performance display section 23A... First start port 23B... Second start port 23C... Large prize port 23D... Regular prize port 25... Out port 29... Distribution mechanism 30... Collection mechanism 60... Launch mechanism 61... Supply section 65... Launch section 80... Game control board 80a... CPU 80b... ROM 80c... RAM 81... Performance control board 81a... CPU 81b... ROM 81c... RAM 82... Frame control board 82a... CPU 82b... ROM 82c... RAM 82e... Game ball clear switch 82g... Backup power supply D11: First start sensor D12: Second start sensor D13: Count sensor D14: Normal sensor D21: Fault sensor D22: Supply inlet sensor D23: Supply outlet sensor D30: Out sensor

Claims

[Claim 1] In a gaming machine capable of managing the number of gaming media by data, A notification unit capable of executing a predetermined notification is provided, The notification unit is A specific notification regarding the number of the game media can be executed; The specific notification includes a first specific notification that can be executed when the number of the game media is less than a predetermined number and is equal to or greater than a specific number, a second specific notification that can be executed when the number of the game media is equal to or greater than the predetermined number, and a third specific notification that can be executed when the number of the game media is less than the specific number, The specific notification is When the number of the game media is the specific number, a notification manner is different between a first situation in which the game media are used for a game and a second situation in which the game media are transferred to the outside of the machine as transfer data; A gaming machine characterized in that, when the number of gaming media is the specified number, the notification manner is different between a third situation in which the gaming media have been used for playing and a fourth situation in which the gaming media have been transferred to the outside of the machine as transfer data.

Citation Information

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