gaming machines
The gaming machine addresses the lack of effective performance display and error detection by incorporating advanced counting and control mechanisms, enabling dynamic base value display and error handling.
Patent Information
- Application Number
- JP2024202506
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-11-20
- Publication Date
- 2026-02-20
- Estimated Expiration
- 2043-04-25
AI Technical Summary
Existing gaming machines lack effective performance display means for displaying base values, and there is a need for improved immobilization control and error detection mechanisms.
A gaming machine equipped with normal prize counting, normal consumption counting, base value counting, immobilization control, and specific error detection means, utilizing a performance display comprising light-emitting bodies that display base values and respond to special conditions or errors, with power management to reset display content.
Enables dynamic and informative display of base values, immobilization of games under specific conditions, and detection of errors, enhancing player interaction and machine control.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, among gaming machines, there are gaming machines that can display a base value as information related to the base on a predetermined performance display means, such as the gaming machine described in Patent Document 1. In the gaming machine described in Patent Document 1, useful information can be obtained by displaying the base value on a display device as the performance display means. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-042007 Summary of the Invention [Problem to be solved by the invention]
[0004] Currently, there is room for improvement in performance display means capable of displaying base values. [Means for solving the problem]
[0005] A gaming machine that solves the above problem comprises normal prize counting means for counting the number of gaming media awarded as a prize at least during normal play, normal consumption counting means for counting the number of gaming media consumed at least during said normal play, base value counting means for counting a base value indicating the ratio of the number of gaming media awarded as a prize at least during said normal play to the number of gaming media consumed at least during said normal play, performance display means capable of displaying said base value, immobilization control means for controlling the game to an immobilization state in which it is impossible to progress, and specific error detection means for detecting a specific error, wherein said immobilization control means is capable of controlling the game to an immobilization state in response to the establishment of a special condition when said special condition is established, and when said specific error is detected, the special condition is established when a special value based on the game medium awarded as a prize reaches a predetermined value, and when a winning game is awarded and the special condition is established before the ending period of the winning game, the game can be controlled to an unprogressable state when the establishment of the special condition is established after the ending period of the winning game has ended and the winning game has finished, and when a winning game is awarded and the specific error is detected before the ending period of the winning game, the game can be controlled to an unprogressable state when the detection of the specific error is established before the ending period of the winning game, and the performance display means is composed of a plurality of light-emitting bodies, When power supply is started, all the light emitters constituting the performance display means may light up. The performance display means is capable of displaying the base value corresponding to any one of a plurality of identifiers, and when a predetermined time has elapsed since the display content of the performance display means became a display content displaying the base value corresponding to a predetermined identifier and the display content of the performance display means is a display content displaying the base value corresponding to the predetermined identifier, power supply is interrupted while the display content of the performance display means is a display content displaying the base value corresponding to the predetermined identifier, and thereafter, when power supply is restarted, the display content of the performance display means returns to a display content displaying the base value corresponding to a specific identifier different from the predetermined identifier. The summary is as follows. [Effects of the Invention]
[0006] According to the present invention, it is possible to utilize a performance display means capable of displaying a base value. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view of a pachinko gaming machine. [Figure 2]FIG. 2 is a front view of the game board. [Figure 3] FIG. 3 is a diagram showing a display. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 5] FIG. 5 is a flowchart showing the progress disable process. [Figure 6] 6(a) and 6(b) are diagrams showing an example of the display content of the effect display device when the impossibility notification effect is executed. [Figure 7] 7(a) to 7(d) are diagrams showing an example of the display content of the display device that displays the base value. [Figure 8] FIG. 8 is a diagram showing the transition of the display content of the display from when power supply is started until the display content of the display returns to the display content showing the base value. [Figure 9] 9(a) and 9(b) are diagrams showing the light emission patterns of the light emitters that constitute the display when the display content of the display is a specific display content. [Figure 10] Figures 10(a) to 10(f) are diagrams showing an example of the display content of the display when power supply is cut off, and the display content of the display when power supply is subsequently started and the display content returns to showing the base value. [Figure 11] Figures 11(a) to 11(d) are figures showing an example of the display content of the display when the maximum difference number reaches a specified value and is controlled to a state where progress is disabled, an example of the display content of the display when a magnetic error is detected, and an example of the display content of the display when a door open error is detected. [Figure 12] 12(a) to 12(g) are diagrams showing examples of the display content of the display device. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, an embodiment of the gaming machine will be described. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 (hereinafter referred to as gaming machine 10) as a gaming machine includes a frame 11. The frame 11 includes an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to gaming machine installation equipment (so-called island equipment) such as an amusement parlor. The middle frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A gaming board unit including a gaming board 20 is fixed to the middle frame 13. The front frame 14 is supported on the front side of the middle frame 13 so as to be openable and closable so as to cover the front of the gaming board 20. A protective glass 15 that protects the gaming board 20 is supported on the front frame 14. Note that while only a portion of the protective glass 15 is shown in FIG. 1, in reality, it entirely covers the opening 14a of the front frame 14. The middle frame 13 and the front frame 14 are also referred to as door members. The gaming machine 10 is provided with a launch handle 16 on the front side of the front frame 14. In the gaming machine 10, a gaming ball as a gaming medium is launched with a strength corresponding to the amount of operation (amount of rotation) of the launch handle 16.
[0009] The gaming machine 10 is provided with a locking mechanism SS for restricting the opening of the middle frame 13 and the front frame 14 and for lifting the restriction. For example, the locking mechanism SS can be unlocked by operating the locking mechanism SS using a frame key managed by the gaming facility manager, thereby opening the middle frame 13 and the front frame 14. The gaming machine 10 is provided with a door opening sensor ES1 (shown in FIG. 4) that detects the opening of the middle frame 13 and the front frame 14 as door members. The door opening sensor ES1 can detect that at least one of the middle frame 13 and the front frame 14 is open. In the following description, a state in which the door member is open corresponds to a state in which at least one of the middle frame 13 and the front frame 14 is open, and a state in which the door member is closed corresponds to a state in which the middle frame 13 and the front frame 14 are closed. The door opening sensor ES1 should be able to detect at least one of the states in which at least one of the middle frame 13 and the front frame 14 is open and the middle frame 13 and the front frame 14 are closed. In this embodiment, when the door element is opened, a door open error occurs as a non-specific error. In this embodiment, the door open sensor ES1 functions as a non-specific error detection means capable of detecting the non-specific error. In this embodiment, the door open sensor ES1 also functions as a door detection means capable of detecting at least one of the open and closed states of the door element.
[0010] The gaming machine 10 is provided with a decorative lamp 17 as a light-emitting means capable of emitting light on the front side of the front frame 14. As one of its effects, the decorative lamp 17 executes an effect (hereinafter referred to as a light-emitting effect) in which a built-in light-emitting element (for example, a light-emitting body such as an LED) emits light, flashes, and turns off. The gaming machine 10 is provided with a speaker 18 as a sound output means capable of outputting sound on the front side of the front frame 14. As one of its effects, the speaker 18 executes an effect (hereinafter referred to as a sound effect) in which various sounds are output.
[0011] As shown in FIG. 2, a game area 21 that is substantially circular in front view is defined on the front side of the game board 20. The game board 20 is provided with a guide path 21a that guides launched game balls to the game area 21. The game board 20 is provided with a prevention valve 21b that prevents game balls launched into the game area 21 from returning back to the guide path 21a. The launched game balls are guided by the guide path 21a, and may reach the game area 21 by passing through the prevention valve 21b located at the most downstream side of the guide path 21a. The game balls that reach the game area 21 flow down the game area 21.
[0012] The gaming machine 10 is equipped with an information display panel 22. The information display panel 22 displays various information indicating the control status of the gaming machine 10. The information display panel 22 is equipped with a special symbol display section 22a. The special symbol display section 22a displays a special symbol variable game (hereinafter referred to as a special game). In the special game, predetermined symbols are displayed in a variable manner, and finally, the special symbol is displayed as a fixed, stopped symbol. The special symbol is a symbol for notifying the result of an internal lottery (for example, a jackpot lottery) described below. In this way, the gaming machine 10 is capable of executing a special game as a variable game. In other words, the gaming machine 10 is a gaming machine capable of executing a variable game.
[0013] In this specification, "variable display" means a state in which the type of displayed symbol changes over time. In this specification, "fixed stationary display" means a state in which the symbol is fixedly displayed and the type of displayed symbol does not change.
[0014] Special symbols include jackpot symbols that indicate a jackpot and loss symbols that indicate a non-jackpot. A player can recognize a jackpot when a jackpot symbol is displayed as a fixed stop in a special game, and can recognize a loss when a loss symbol is displayed as a fixed stop in a special game. In the gaming machine 10, when a jackpot is won, a jackpot symbol is displayed as a fixed stop in the special game. Then, in the gaming machine 10, when a jackpot is won, a jackpot game is awarded after the special game that is the subject of the win is completed. A jackpot game is advantageous to the player because it can result in the acquisition of a large number of prize balls and other benefits. In other words, in this embodiment, when a jackpot is won in the winning lottery, a winning result is derived in the variable game, and the winning game is awarded after the variable game is completed.
[0015] The information display panel 22 is equipped with a special hold display section 22b. The special hold display section 22b displays information that can identify the number of reserved special games (hereinafter referred to as the special hold number). In the gaming machine 10, the upper limit of the special hold number is set to "4." The reserved number of special games corresponds to the number of special games whose execution has been suspended. In this way, the gaming machine 10 is capable of suspending the execution of special games. In other words, the gaming machine 10 is a gaming machine that is capable of suspending the execution of variable games.
[0016] The information display panel 22 has a normal symbol display section 22c. The normal symbol display section 22c displays a normal symbol variable game (hereinafter referred to as the normal game). In the normal game, predetermined symbols are displayed variably, and finally, the normal symbol is displayed as a fixed, stopped symbol. The normal symbol is a symbol for notifying the result of an internal lottery (normal win lottery). The normal symbol includes a normal win symbol and a normal loss symbol. In the gaming machine 10, when a normal win is won, the normal win symbol is displayed as a fixed, stopped symbol in the normal game. Then, in the gaming machine 10, when a normal win is won, a normal win game is awarded after the normal game that is the subject of the win is completed. The information display panel 22 has a normal hold display section 22d. The normal hold display section 22d displays information that can identify the number of holds for the normal game (hereinafter referred to as the normal hold number). In the gaming machine 10, the upper limit for the number of normal holds is set to "4."
[0017] The gaming machine 10 also includes a center frame 23 with various decorations at approximately the center of the play area 21 of the game board 20. The center frame 23 includes an opening 23a. The center frame 23 is also called a center role or a center role object.
[0018] The gaming machine 10 is equipped with an effect display device 25 as a display means. For example, the effect display device 25 may be a display device such as a liquid crystal display or an organic EL display. The effect display device 25 has an image display area capable of displaying an image. The effect display device 25 is attached to the gaming board 20 so that the player can view the image display area through the opening 23a of the center frame 23. The effect display device 25 executes an effect (hereinafter referred to as a display effect) that displays a predetermined image as one of the effects.
[0019] The gaming machine 10 is provided with a first start opening 26. The first start opening 26, which serves as a start opening, is located below the center frame 23 in the gaming area 21. The first start opening 26 is always open so that a gaming ball can enter the opening. The gaming machine 10 is provided with a first start sensor SE1 (shown in FIG. 4) that detects a gaming ball that has entered the first start opening 26. In this embodiment, when a gaming ball is detected by the first start sensor SE1, the start conditions for a special game may be met, and the payout conditions for prize balls are also met.
[0020] The gaming machine 10 has a second start opening 27. The second start opening 27 is located in the gaming area 21, below and to the right of the center frame 23. The gaming machine 10 has a second start sensor SE2 (shown in FIG. 4) that detects a gaming ball that has entered the second start opening 27. In this embodiment, when the second start sensor SE2 detects a gaming ball, the start condition for the special game can be met, and the payout condition for prize balls is also met. The second start opening 27 also has a first variable member 28 that functions as a variable member. The first variable member 28 is operable between an open state and a closed state. When the first variable member 28 is in the open state, a ball can be placed in the second start opening 27, or it is easier to place a gaming ball in the second start opening 27 than when the first variable member 28 is in the closed state. When the first variable member 28 is in the closed state, it is not possible to cause a game ball to enter the second start hole 27, or it is more difficult to cause a game ball to enter the second start hole 27 than when the first variable member 28 is in the open state. The first variable member 28 operates by receiving power from a first actuator A1 (shown in FIG. 4). The first variable member 28 is operated to the open state when a normal win is won in the normal win lottery. Thus, in the gaming machine 10, the start holes include the first start hole 26 and the second start hole 27 having the first variable member 28.
[0021] The gaming machine 10 has a jackpot opening 29. The jackpot opening 29 is located in the gaming area 21, below and to the right of the center frame 23. The gaming machine 10 has a count sensor SE3 (shown in FIG. 4) that detects a gaming ball that has entered the jackpot opening 29. In this embodiment, when the count sensor SE3 detects a gaming ball, a condition for dispensing a prize ball is met. The jackpot opening 29 has a second variable member 30. The second variable member 30 is operable between an open state in which gaming balls can enter the jackpot opening 29 and a closed state in which gaming balls cannot enter the jackpot opening 29. The second variable member 30 is operated by receiving power from a second actuator A2 (shown in FIG. 4). The second variable member 30 is operated to the open state when a jackpot is won. When the second variable member 30 is in the open state, gaming balls are allowed to enter the jackpot opening 29. When the second variable member 30 is in the closed state, game balls are not allowed to enter the special prize opening 29. In the following description, the open state of the second variable member 30 may be referred to as "the special prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the special prize opening 29 is closed."
[0022] The gaming machine 10 is equipped with a gate 31. The gate 31 is located to the right of the center frame 23 in the gaming area 21. The gate 31 has a gate opening that is always open so that gaming balls can enter the gate. A gate sensor SE4 (shown in FIG. 4) is disposed at the gate opening to detect gaming balls that enter and pass through. When a gaming ball is detected by the gate sensor SE4, the conditions for starting a normal game may be met.
[0023] The gaming machine 10 is equipped with an outlet 34. In this embodiment, gaming balls that do not enter the first start opening 26, the second start opening 27, or the special prize opening 29 are discharged from the machine through the outlet 34 (discharged to the outside from the gaming board 20). The gaming machine 10 is equipped with game components such as nails (gaming nails) and windmills to change the behavior of gaming balls flowing down the gaming area 21. In addition, the gaming machine 10 may be equipped with a general prize opening in which the conditions for starting the special game and the conditions for starting the normal game are not met, but the conditions for paying out prize balls are met. The general prize opening is also called a normal prize opening.
[0024] In the gaming machine 10, the first start opening 26, the second start opening 27, and the large prize opening 29 are prize openings where the conditions for the payout of prize balls are met when a gaming ball enters the opening. In this embodiment, the number of prize balls paid out as prize balls when a gaming ball enters the first start opening 26 is set to "3 balls," the number of prize balls paid out as prize balls when a gaming ball enters the second start opening 27 is set to "1 ball," and the number of prize balls paid out as prize balls when a gaming ball enters the large prize opening 29 is set to "15 balls." In other words, the number of game media awarded as a prize when a gaming ball enters the first start opening 26 is "3." Furthermore, the number of game media awarded as a prize when a gaming ball enters the second start opening 27 is "1." The number of game media awarded as a prize when a gaming ball enters the large prize opening 29 is "15." The number of game balls defined as the number of prize balls is the number of game balls awarded for one ball that enters. The first start opening 26, the second start opening 27, and the special prize opening 29 are prize openings that are eligible for awarding prizes when game balls enter. In this way, the gaming machine 10 has multiple prize openings that are eligible for awarding prizes. Note that when the exemplary general prize opening is provided, the general prize opening corresponds to the prize opening where the conditions for awarding prize balls are met when a game ball enters the general prize opening. For example, the number of prize balls that are paid out as prize balls when a game ball enters the general prize opening may be "10 balls."
[0025] Next, the effective ball will be described. In this specification, a valid ball refers to a game ball used in a game on the gaming machine 10, and corresponds to a consumed game ball. Specifically, a valid ball is a game ball that is launched by operating the launch handle 16 and reaches the game area 21 of the game board 20. In the gaming machine 10, of the game balls launched by operating the launch handle 16, those that are guided by the guide path 21a and pass through the prevention valve 21b correspond to valid balls. On the other hand, in the gaming machine 10, of the game balls launched by operating the launch handle 16, those that return (or flow back) through the guide path 21a without passing through the prevention valve 21b are not valid balls but are so-called returned balls. Since returned balls are returned to the player, they are game balls that were not used in a game, are not valid balls, and correspond to invalid balls.
[0026] In addition, a game ball that reaches the game area 21 as a valid ball may enter one of the winning holes 26, 27, and 29 provided on the game board 20 and be discharged to the outside of the game board 20, or may enter none of them and enter the outlet 34 and be discharged to the outside of the game board 20. Then, both the game ball that enters one of the winning holes 26, 27, and 29 and the game ball that enters the outlet 34 are guided to a passage through which game balls that have been discharged to the outside of the game board 20 are collected and passed, and are discharged outside the machine.
[0027] The gaming machine 10 is equipped with an out sensor SE5 (shown in FIG. 4) that detects gaming balls (out balls) that have been discharged from the gaming board 20 to the outside. The out sensor SE5 is disposed on a path through which gaming balls that have been launched into the gaming area 21 of the gaming board 20 and gaming balls that have been discharged to the outside of the gaming board 20 are collected and passed. The gaming balls that have been discharged to the outside of the gaming board 20 include gaming balls that have entered the out port 34 and gaming balls that have entered any of the winning ports 26, 27, and 29. The gaming balls that have been discharged to the outside of the gaming board 20 are valid balls and are consumed gaming media. The out sensor SE5 functions as valid ball detection means that detects valid balls. It can also be said that the out sensor SE5 functions as consumed gaming media detection means that detects consumed gaming media.
[0028] The gaming machine 10 is equipped with a magnetic sensor ES2 (shown in FIG. 4) capable of detecting magnetism. The magnetic sensor ES2 is arranged on the back side of the gaming board 20. For example, the magnetic sensor ES2 is arranged on the back side of the gaming board 20 and in the vicinity of the special prize opening 29. The detection of magnetism by the magnetic sensor ES2 corresponds to the detection of a magnetic error as a specific error by the magnetic sensor ES2. In this embodiment, for example, a magnetic error occurs when magnetism is brought close to the special prize opening 29. In this embodiment, the magnetic sensor ES2 functions as a specific error detection means capable of detecting a specific error. Note that detecting a magnetic error corresponds to detecting the occurrence of a magnetic error.
[0029] The gaming machine 10 is equipped with a display 105. The display 105 is arranged on the back side of the gaming board 20. Specifically, the display 105 is provided on the main board 40 arranged on the back side of the gaming board 20. In the gaming machine 10, the display content of the display 105 can be confirmed by opening the inner frame 13.
[0030] As shown in FIG. 3, the display 105 is composed of a first display element D1, a second display element D2, a third display element D3, and a fourth display element D4. The display 105 has four display elements D1 to D4 arranged horizontally. Each of the display elements D1 to D4 is a 7-segment LED with a dot. A 7-segment LED with a dot is also called an 8-segment LED. Each of the display elements D1 to D4 is composed of seven LEDs capable of displaying numbers or the like using 7 segments, and one LED capable of displaying a dot. In other words, each of the display elements D1 to D4 is composed of eight LEDs (hereinafter referred to as light-emitting elements). In this way, the display 105 is composed of a plurality of light-emitting elements.
[0031] The display 105 has a built-in drive circuit that turns on and off the eight light-emitting elements provided in each of the display elements D1 to D4. The drive circuit for the display 105 may be mounted separately on the main board 40, or the display 105 may be mounted as a unit with the drive circuit as in the present embodiment. Although details will be described later, in this embodiment the display 105 functions as a performance display means that can display a base value.
[0032] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 has a low probability state and a high probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a jackpot lottery. The high probability state is a gaming state with a higher jackpot probability than the low probability state. The high probability state is a so-called "probability variable state (probability variable state)," and the low probability state is a "non-probability variable state (non-probability variable state)." In the following description, the high probability state will be referred to as the "probability variable state," and the low probability state will be referred to as the "non-probability variable state." The gaming machine 10 also has a low base state and a high base state as gaming states with different ratios of the number of prize balls to the number of launched gaming balls. The high base state is a gaming state in which the probability of a gaming ball entering the second starting hole 27 is higher than in the low base state. The high base state is a so-called "electric support state," and the low base state is a "non-electric support state."
[0033] The high base state can be realized, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low base state. The second control is normal symbol probability variation control, which increases the probability of winning the normal win lottery (normal win probability) compared to the low base state. The third control is opening time extension control, which lengthens the total opening time of the first variable member 28 in one normal win game compared to the low base state. Note that the opening time extension control may be at least one of control for increasing the number of times the first variable member 28 is opened in one normal win game compared to the low base state and control for lengthening the opening time of the first variable member 28 in one normal win game compared to the low base state. The high base state may also be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that makes the fluctuation time of the special game (for example, the average fluctuation time) easier to be shorter than in the low base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes a so-called "fluctuation time shortening state (variation shortening state)."
[0034] In this embodiment, since the first variable member 28 may be in the open state even in the low base state, a gaming ball may enter the second starting hole 27 even in the low base state. However, in the low base state, for example, a configuration may be made such that the first variable member 28 is not in the open state and a gaming ball does not enter the second starting hole 27, by configuring the game so that a normal winning lottery is not won. In addition, in the low base state, for example, a configuration may be made such that the first variable member 28 is not in the open state even if a normal winning lottery is won, so that a gaming ball does not enter the second starting hole 27. In such a configuration, the low base state can be said to be a state in which a gaming ball cannot enter the second starting hole 27, and the high base state can be said to be a state in which a gaming ball can enter the second starting hole 27. The gaming states that can be controlled in the gaming machine 10 include a gaming state that is a non-probability variable state and a low base state (hereinafter referred to as the normal gaming state), a gaming state that is a non-probability variable state and a high base state (hereinafter referred to as the low-probability high-base gaming state), and a gaming state that is a probability variable state and a high base state (hereinafter referred to as the high-probability high-base gaming state).The gaming machine 10 is controlled to any one of the gaming states of the normal gaming state, the low-probability high-base gaming state, and the high-probability high-base gaming state.In this way, the gaming machine 10 is configured to be controllable to any one of a plurality of gaming states including the normal gaming state.
[0035] Next, a big win in the gaming machine 10 will be described. The gaming machine 10 has multiple types of jackpot symbols as special jackpot symbols. The multiple types of jackpot symbols are classified into first jackpot symbols and second jackpot symbols. Each of the multiple types of jackpot symbols has a predetermined type of jackpot. The jackpot symbol may also have a predetermined game state after the end of the jackpot game. In the jackpot game, an opening effect is first performed over a predetermined opening period to notify the start of the jackpot game. In the jackpot game, after the opening effect ends, a round game is played in which the jackpot entry port 29 is opened. The round game is played up to a predetermined maximum number of times. In one round game, the jackpot entry port 29 remains open until a first round end condition is met, in which a predetermined maximum number of game balls enter the jackpot, or a second round end condition is met, in which a predetermined maximum time has elapsed. In the round game, a round effect is played. Then, in the jackpot game, when the final round of play is completed, an ending effect is performed for a predetermined ending period to notify the player that the jackpot game has ended. The jackpot game ends with the end of the ending effect.
[0036] For jackpot symbols classified as the first jackpot symbol, the type of jackpot is defined as "first jackpot." For jackpot symbols classified as the first jackpot symbol, the maximum number of rounds is defined as "10." For jackpot symbols classified as the first jackpot symbol, the game state after the jackpot game ends is defined as a probability variable state until the next jackpot game is awarded. For jackpot symbols classified as the first jackpot symbol, the game state after the jackpot game ends is defined as a high base state until 100 special games are completed, or until a jackpot game is awarded before the end of 100 special games. For jackpot symbols classified as the second jackpot symbol, the type of jackpot is defined as "second jackpot." For jackpot symbols classified as the second jackpot symbol, the maximum number of rounds is defined as "8." For a jackpot symbol classified as the second jackpot symbol, it is determined that the game state after the jackpot game ends is a non-probability variable state. Also, for a jackpot symbol classified as the second jackpot symbol, it is determined that the game state after the jackpot game ends is a high base state until 100 special games are completed, or until a jackpot game is awarded before the end of 100 special games. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as the first jackpot symbol will be referred to as a "first jackpot game," and a jackpot game awarded based on a jackpot symbol classified as the second jackpot symbol will be referred to as a "second jackpot game."
[0037] The display effects that the effect display device 25 can execute include an effect pattern game (hereinafter referred to as an effect game) in which effect symbols (hereinafter referred to as effect symbols) are displayed in a variable manner in multiple columns, and finally, a combination of effect symbols is displayed in a fixed, stopped manner. The effect game is executed by varying multiple columns of effect symbols. The effect symbols are symbols decorated with characters, patterns, etc., and diversify the display effects. The effect symbols are also called "decorative symbols" or "decorative symbols." The effect game is executed by varying (scrolling) the first, second, and third column of symbols in a vertical direction. In the following explanation, the "first column" will be referred to as the "left column," and the "first symbol" will be referred to as the "left symbol," the "second column" will be referred to as the "middle column," and the "second symbol" will be referred to as the "middle symbol," the "third column" will be referred to as the "right column," and the "third symbol" will be referred to as the "right symbol." In each column, as a general rule, the numbers [1] to [8] are displayed in a changing order.
[0038] The effect game is executed in conjunction with the special game. Specifically, the effect game starts when the special game starts and ends when the special game ends. The gaming machine 10 is configured to be able to execute the effect game during the execution of the special game. In the effect game, a combination of effect symbols corresponding to the special symbols displayed as fixed and stopped in the special game is displayed as fixed and stopped. When a jackpot symbol is displayed as fixed and stopped in the special game, a jackpot symbol combination based on the effect symbols is displayed as fixed and stopped in the effect game. In this embodiment, the jackpot symbol combination based on the effect symbols corresponds to a winning effect symbol combination. For example, a jackpot symbol combination is a symbol combination in which the effect symbols in all columns are the same, such as
[0777] . In this way, in the effect game executed during the execution of a winning variable game, a winning effect symbol combination is displayed as fixed and stopped. When a losing symbol is displayed as fixed and stopped in the special game, a losing symbol combination based on the effect symbols is displayed as fixed and stopped in the effect game. In this embodiment, a losing symbol combination based on the effect symbols corresponds to a losing effect symbol combination. For example, a losing symbol combination is a symbol combination in which the effect symbols in at least some columns are different from the effect symbols in other columns, such as
[0323] or
[0112] . In this way, in an effect game executed during execution of a losing variable game, the losing effect symbol combination is displayed as a static display. Note that in the effect game, the effect symbols are temporarily displayed as a static display before being displayed as a fixed static display. In this specification, the "temporary static display" refers to a state indicating that the symbols may be displayed as a variable display again, such as a "fluctuating state," or a state indicating a state different from the fixed static display. In this way, the gaming machine 10 can execute an effect game during execution of a special game.
[0039] In an effect game, a reach may be formed and a reach effect may be performed. In this embodiment, a state in which effect symbols resembling the same numbers are temporarily displayed in a specific column (in this embodiment, the left column and the right column) among a plurality of columns, and an effect symbol in a column different from the specific column (in this embodiment, the middle column) continues to be displayed in a variable manner corresponds to a reach formed state. The reach effect may include, for example, a plurality of types of reach effects in which the characters that appear and the actions of the effect symbols are different. For example, the reach effect may include a normal reach effect and a super reach effect that is performed after the start of the normal reach effect.
[0040] Next, the electrical configuration of the gaming machine 10 will be described. As shown in FIG. 4, the gaming machine 10 includes a main board 40. The main board 40 performs predetermined processing and outputs control signals such as control commands, which are an example of control information, depending on the results of the processing. The gaming machine 10 includes a sub-board 50. The main board 40 and the sub-board 50 are connected so that a control signal can be output in one direction from the main board 40 to the sub-board 50. The sub-board 50 executes predetermined processing based on the control signal input from the main board 40. The gaming machine 10 includes a power supply unit 60.
[0041] The main board 40 will now be described in detail. The main board 40 includes a main CPU 41, a main ROM 42, a main RWM 43, a clear switch 44, and a display 105. The main CPU 41 executes various processes by executing a main control program. The main ROM 42 stores the main control program. The main ROM 42 stores judgment values and tables used for various judgments and lotteries. For example, the main ROM 42 stores jackpot judgment values used in jackpot lotteries. The jackpot judgment values include jackpot judgment values used in jackpot lotteries when the game is in a high probability variable state and jackpot judgment values used in jackpot lotteries when the game is not in a high probability variable state. The jackpot judgment values used in jackpot lotteries when the game is in a high probability variable state and the jackpot judgment values used in jackpot lotteries when the game is not in a high probability variable state may have some of the same values or may all be different values. The main ROM 42 stores effect judgment values used in effect lotteries. The effect lottery is a lottery that determines whether or not to execute a reach effect when the jackpot lottery is not won, and corresponds to a reach lottery.
[0042] The main ROM 42 stores a plurality of types of fluctuation patterns. The plurality of types of fluctuation patterns are associated with a fluctuation time from the start of a special game to the end of the special game. In other words, the fluctuation time of the special game is associated with the fluctuation pattern. Therefore, the fluctuation pattern can be said to be information capable of identifying the fluctuation time of the special game. In the gaming machine 10, the fluctuation pattern is determined, thereby determining the fluctuation time of the special game. The fluctuation pattern may be information capable of identifying some or all of the effect content of the effect game that is performed from the start of the special game to the end of the special game. The fluctuation patterns include, for example, a jackpot fluctuation pattern and a loss fluctuation pattern. The jackpot fluctuation pattern is associated with an effect content of the effect game that goes through a reach effect and finally displays a fixed jackpot pattern combination based on the effect patterns. The loss fluctuation pattern includes a no-reach-reach fluctuation pattern and a loss-reach-reach fluctuation pattern. The non-miss reach variation pattern is associated with a performance content of a performance game in which a losing symbol combination is finally confirmed and stopped without going through a reach performance, while the miss reach variation pattern is associated with a performance content of a performance game in which a losing symbol combination is finally confirmed and stopped after going through a reach performance.
[0043] The main RWM 43 stores various information that is rewritten depending on the results of processing by the main CPU 41. For example, the information stored in the main RWM 43 includes flags, counters, and timers. The main board 40 also includes a random number generation circuit (not shown) that generates hardware random numbers. The main board 40 may also be capable of generating software random numbers through random number generation processing by the main CPU 41.
[0044] A first start sensor SE1, a second start sensor SE2, a count sensor SE3, a gate sensor SE4, and an out sensor SE5 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE4 via a port not shown. A door open sensor ES1 and a magnetic sensor ES2 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors ES1 and ES2 via a port not shown. An information display panel 22 is connected to the main board 40. The main CPU 41 is able to control the display content of the information display panel 22 via a drive circuit not shown. A first actuator A1 and a second actuator A2 are connected to the main board 40. The main CPU 41 is able to control the operation of the first actuator A1 and the operation of the second actuator A2 via a drive circuit not shown.
[0045] Next, the sub-substrate 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes a sub-control program to perform various processes (e.g., processes related to effects). The sub-ROM 52 stores the sub-control program, lottery tables used in the lottery, and judgment values. The sub-ROM 52 stores display effect data that can identify the mode (content) of the display effect in the effect display device 25. The sub-ROM 52 also stores light-emitting effect data that can identify the mode (content) of the light-emitting effect in the decorative lamp 17. The sub-ROM 52 stores sound effect data that can identify the mode (content) of the sound effect in the speaker 18.
[0046] The sub-RWM 53 is configured to be able to store various information that can be rewritten as appropriate during operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to be able to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0047] The sub-board 50 is connected to a decorative lamp 17, a speaker 18, and a performance display device 25. The sub-CPU 51 is capable of controlling the decorative lamp 17, the speaker 18, and the performance display device 25 via a drive circuit (not shown). In this embodiment, the sub-CPU 51 controls some or all of the performance devices among the decorative lamp 17, the speaker 18, and the performance display device 25, which serve as performance execution means, thereby realizing the function of performance control means that controls the performance execution means. Also, in this embodiment, the sub-CPU 51 controls the decorative lamp 17, which serves as light-emitting means, thereby realizing the function of light-emitting control means that controls the light-emitting means. In this embodiment, the sub-CPU 51 controls the speaker 18, which serves as sound output means, thereby realizing the function of sound output control means that controls the sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 25, which serves as display means, thereby realizing the function of display control means that controls the display means.
[0048] Next, the power supply unit 60 will be described. The power supply unit 60 converts the power supply voltage supplied from an external power source such as an amusement facility into a predetermined power supply voltage, and then converts the converted power supply voltage into a power supply voltage to be supplied to each of the boards 40 and 50. The power supply unit 60 includes a power switch 61. The power switch 61 can be switched between an on state and an off state, and maintains the switched state. To start the gaming machine 10, power supply from the external power source is started while the power switch 61 is kept on, or the power switch 61 is switched from the off state to the on state while power is being supplied from the external power source.
[0049] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 continues to supply power to the main RWM 43 even after the power supply is cut off. By receiving power from the backup power supply 62, the main RWM 43 can retain the contents stored in the main RWM 43 at the time the power supply is cut off, even after the power supply is cut off. For example, the main RWM 43 may be configured as a non-volatile memory that can retain the stored contents even when the power supply is cut off, so that the stored information can be retained even after the power supply is cut off.
[0050] The gaming machine 10 has a backup function. The backup function is a function that internally stores (backs up) various pieces of information related to game control even when the power supply from an external power source is cut off, and restores game control based on the various pieces of information that have been stored when the power supply is restarted. In this embodiment, the main board 40 has the backup function, but, for example, the sub-board 50 may also have a backup function similar to the main board 40. The main RWM 43 is an example of information storage means that is capable of storing various pieces of information and is configured to be able to retain at least some of the stored information even after the power supply is cut off.
[0051] Here, various processes performed in the gaming machine 10 will be described. First, a main power supply shutdown process that is performed in response to a power supply cutoff will be described. When the power supply to the gaming machine 10 is interrupted, the main CPU 41 performs backup processing of the main RWM 43. For example, the power supplied to the gaming machine 10 may be monitored within the power supply unit 60, and when a drop in the power supplied to the gaming machine 10 occurs, control information indicating that the power supply to the gaming machine 10 has been interrupted may be output to the main CPU 41. This allows the main CPU 41 to recognize that the power supply to the gaming machine 10 has been interrupted. In the backup processing, the main CPU 41 stores and retains in the main RWM 43 information such as registers and stack pointers in addition to various information stored in the main RWM 43. This backs up at least a portion of the information stored in the main RWM 43. For example, the information to be backed up includes a base state flag and a probability state flag. For example, the information to be backed up includes various random number values (random number information). The main CPU 41 then waits until the power supply is interrupted.
[0052] Next, a main power-on process and a sub power-on process that are performed when power supply starts will be described. When the main CPU 41 is started up by a startup process (boot process) accompanying the start of power supply, it first executes a main power-on process. In the main power-on process, whether or not to initialize the main RWM 43 (RWM clear) is controlled depending on the operating state of the clear switch 44 at the start of power supply. When the clear switch 44 is operated to the on state, the main CPU 41 executes an initialization process to initialize at least some of the information stored in the main RWM 43. In the initialization process, the main CPU 41 initializes the game information by storing initial information in each area of the memory area of the main RWM 43 that stores game information, among various types of information. Upon completing the initialization process, the main CPU 41 terminates the main power-on process. On the other hand, when the clear switch 44 is in the off state, the main CPU 41 does not execute the initialization process, but instead returns to its original state based on the backed-up memory contents of the main RWM 43, and terminates the main power-on process. In this embodiment, the initialization process executed upon the start of power supply corresponds to the initialization process to initialize some of the information stored in the main RWM 43, which serves as a storage means capable of storing information. In this embodiment, the main CPU 41 executes the initialization process, thereby realizing a function as an initialization means capable of executing the initialization process.
[0053] If the initialization process is performed, the state is restored to one in which neither the special game nor the normal game is being executed or suspended, and neither the jackpot game nor the normal game is being played. On the other hand, if the initialization process is not performed, the state is restored to the state when the power supply was cut off, based on the backed-up game information.
[0054] When the main CPU 41 completes the main power-on process, it stores a predetermined control command in the output buffer for the sub-board 50 based on the game information stored in the main RWM 43. Specifically, if an initialization process is performed during the main power-on process, the main CPU 41 stores control information (hereinafter referred to as an initialization command) that can identify that the initialization process has been performed in the output buffer. On the other hand, if the initialization process is not performed during the main power-on process, the main CPU 41 stores control information (hereinafter referred to as a return command) that can identify that the state will be restored to the state when the power supply was cut off in the output buffer. For example, if the main CPU 41 is to return during a jackpot game upon the start of power supply, it stores a return command that can identify that the state will be restored during a jackpot game in the output buffer. The control information (command) stored in the output buffer is output to the sub-board 50 during the next or subsequent timer interrupt process.
[0055] When the secondary CPU 51 is started up by a startup process (boot process) accompanying the start of power supply, it waits until it receives an initialization command or a restoration command from the main CPU 41. If the initialization command or restoration command is received, the secondary CPU 51 executes a sub-power-on process. In the sub-power-on process, whether or not the secondary RWM 53 is initialized (RWM cleared) is controlled depending on whether the initialization command or restoration command is received. Specifically, if an initialization command is received, the secondary CPU 51 initializes at least some of the information stored in the secondary RWM 53. For example, the secondary CPU 51 initializes the game information by storing initial information in the areas that store game information among various types of information in the storage area of the secondary RWM 53, thereby initializing at least some of the information stored in the secondary RWM 53. Then, the secondary CPU 51 terminates the sub-power-on process. On the other hand, if a restoration command is received, the secondary CPU 51 resumes operation based on the control information subsequently output from the main CPU 41, and terminates the sub-power-on process. When an initialization command is input, the machine can return to a state where no effect game is being executed and neither the effects during jackpot play nor the effects during normal play are being executed.On the other hand, when a restoration command is input, the machine can return to the state when the power supply was cut off.
[0056] Next, we will explain various processes that the main CPU 41 executes based on the main control program. The main CPU 41 executes a special symbol input process, a special symbol start process, and the like as timer interrupt processes that are executed every predetermined control period (for example, 4 ms).
[0057] First, the special symbol input process performed by the main CPU 41 will be described. In the special symbol input process, the main CPU 41 determines whether a game ball has entered the start hole 26, 27 based on whether a detection signal from the first start sensor SE1 or a detection signal from the second start sensor SE2 has been input (hereinafter referred to as input determination). If the determination result of the input determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the determination result of the input determination is positive, the main CPU 41 determines whether the special reserve number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as reserve determination). If the determination result of the reserve determination is negative, the main CPU 41 terminates the special symbol input process. If the determination result of the reserve determination is positive, the main CPU 41 adds 1 to the special reserve number to update it. In addition, the main CPU 41 controls the information display panel 22 to display the updated special reserve number. The main CPU 41 stores control information capable of identifying the updated special reserve number (hereinafter referred to as reserve number command) in the output buffer. If the determination result of the hold determination is affirmative, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RWM 43. At this time, the main CPU 41 stores the random number information so that the storage order of the random number information can be identified. In this embodiment, by storing the random number information in the main RWM 43, the execution of the special game is suspended until the execution conditions for the special game are met. That is, the gaming machine 10 is configured to be able to suspend the execution of the special game. The random number information may be the acquired random number itself, or information obtained by processing the random number using a predetermined method. For example, the random number may be a random number used in a jackpot lottery (hereinafter referred to as a jackpot determination random number), a random number used to determine a special symbol (hereinafter referred to as a special symbol random number), a random number used to determine a variation pattern (hereinafter referred to as a variation pattern random number), or a random number used in an effect lottery (hereinafter referred to as an effect determination random number). After storing the random number information, the main CPU 41 terminates the special symbol input process. In this way, the gaming machine 10 can suspend the execution of the variable game.
[0058] Next, the special symbol start process performed by the main CPU 41 will be described. The main CPU 41 determines whether the execution conditions for the special game are met (hereinafter referred to as execution determination). In the execution determination, the main CPU 41 makes a positive determination if the game is not during a jackpot game, a special game, or a variation interval. On the other hand, in the execution determination, the main CPU 41 makes a negative determination if the game is either during a jackpot game, a special game, or a variation interval. If the determination result of the execution determination is negative (if the execution conditions for the special game are not met), the main CPU 41 terminates the special symbol start process. On the other hand, if the determination result of the execution determination is positive (if the execution conditions for the special game are met), the main CPU 41 determines whether the number of special reserves stored in the main RWM 43 is 1 or more. Then, if the number of special reserves is not 1 or more, the main CPU 41 stores a standby command that can identify a standby state in the output buffer and terminates the special symbol start process. On the other hand, if the number of special reserves is 1 or more, the main CPU 41 updates the number of special reserves stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated special reservation number is displayed. The main CPU 41 also stores a reservation number command that can specify the updated special reservation number in the output buffer.
[0059] Next, the main CPU 41 reads out the random number information for the special game that was stored earliest from the main RWM 43. After reading out the earliest random number information, the main CPU 41 erases the earliest stored random number information from the main RWM 43. Then, the main CPU 41 performs a jackpot lottery based on the value of the jackpot determination random number that can be identified from the read random number information and the jackpot determination value stored in the main ROM 42. Note that in the jackpot lottery, a high probability value and a common value are used when the game is in a probability variable state, and the common value is used when the game is not in a probability variable state. If the jackpot lottery is not won (if the jackpot lottery is not won), the main CPU 41 performs an effect lottery based on the value of the effect determination random number.
[0060] Then, the main CPU 41 determines the special symbol to be displayed in a fixed stop state in the special game and the variation pattern. Specifically, if the jackpot lottery is won, the main CPU 41 determines the jackpot symbol based on the value of the special symbol random number, and determines the jackpot variation pattern based on the value of the variation pattern determination random number. On the other hand, if the jackpot lottery is not won, the main CPU 41 determines the loss symbol. Furthermore, if the jackpot lottery is not won, the main CPU 41 determines the loss variation pattern based on the lottery result of the effect lottery. Specifically, if the effect lottery is won, the main CPU 41 determines the loss-lead variation pattern based on the value of the variation pattern determination random number. On the other hand, if the effect lottery is not won, the main CPU 41 determines the loss-lead variation pattern based on the value of the variation pattern determination random number. After determining the special pattern and the variation pattern, the main CPU 41 stores the control information (hereinafter referred to as the pattern command) that can identify the determined special pattern and the control information (hereinafter referred to as the variation pattern designation command) that can identify the variation pattern in the output buffer, and ends the special pattern start processing.
[0061] When the special symbol start process is completed, the main CPU 41 executes a process separate from the special symbol start process and executes a special game. Specifically, the main CPU 41 controls the information display panel 22 to start the special game. The main CPU 41 measures the fluctuation time associated with the fluctuation pattern determined in the special symbol start process. Then, the main CPU 41 controls the information display panel 22 so that, after the fluctuation time associated with the fluctuation pattern has elapsed, the special symbol determined in the special symbol start process is displayed as a fixed stop. After the fluctuation time associated with the fluctuation pattern determined in the special symbol start process has elapsed, the main CPU 41 stores an end command in the output buffer to display the symbol combination of the effect symbols as a fixed stop. After displaying the special symbol as a fixed stop, that is, after the special game has ended, the main CPU 41 sets an inter-fluctuation interval (e.g., 1 second). During the inter-fluctuation interval, the special symbol that was displayed as a fixed stop following the end of the special game continues to be displayed as a fixed stop.
[0062] Next, the big win processing performed by the main CPU 41 will be described. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol determined in the special symbol start process. Then, after the jackpot special game ends, the main CPU 41 starts control to award the specified jackpot game. Specifically, the main CPU 41 starts control to award the jackpot game after the jackpot special game ends and the inter-variation interval has elapsed. The main CPU 41 awards the jackpot game by executing the jackpot process.
[0063] When the jackpot special game ends, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 counts the opening time. When the opening time has elapsed, the main CPU 41 performs processing to execute a round game. Specifically, the main CPU 41 controls the second actuator A2 to open the large prize opening 29 according to the opening mode (opening pattern) set for the jackpot game, thereby starting the round game. After starting the round game, if the first round end condition or the second round end condition is met, the main CPU 41 controls the second actuator A2 to close the large prize opening 29, thereby ending the round game. The main CPU 41 repeatedly performs processing to execute the round game until the maximum number of round games set for the jackpot game has been completed. The main CPU 41 stores a round command in the output buffer each time a round game starts. When the final round game ends, the main CPU 41 stores an ending command in the output buffer. When the main CPU 41 stores the ending command in the output buffer, it counts the ending time. Then, when the ending time has elapsed, the main CPU 41 ends the big win game.
[0064] Next, the game status processing performed by the main CPU 41 will be described. The main CPU 41 determines the game state after the end of the jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. When the main CPU 41 determines that control will be made to a non-probability variable state, it sets a value that can specify that control will be made to a non-probability variable state to the probability state flag stored in the main RWM 43 upon the end of the jackpot game. Furthermore, the main CPU 41 stores control information (hereinafter referred to as a low-probability state command) that can specify that the non-probability variable state will be made to a probability variable state in the output buffer. Furthermore, when the main CPU 41 determines that control will be made to a probability variable state, it sets a value that can specify that control will be made to a probability variable state to the output buffer. Furthermore, the main CPU 41 stores control information (hereinafter referred to as a high-probability state command) that can specify that the probability variable state will be made to a probability variable state in the output buffer.
[0065] When the main CPU 41 determines that control is to be made to the high base state, it sets the base state flag to a value that can identify control to the high base state upon the end of the jackpot game. The main CPU 41 also stores control information (hereinafter referred to as the high base state command) that can identify that the state is the high base state in the output buffer. The main CPU 41 stores "100 times," which corresponds to the upper limit number of special games to be controlled to the high base state, in the main RWM 43 as the remaining number of special games to be controlled to the high base state. Each time a special game is executed, the main CPU 41 subtracts 1 from the "remaining number of special games to be controlled to the high base state" stored in the main RWM 43. When the "remaining number of special games to be controlled to the high base state" becomes 0, the main CPU 41 sets the base state flag to a value that can identify control to the low base state upon the end of the special game in which the "remaining number of special games to be controlled to the high base state" becomes 0. That is, the main CPU 41 ends the high base state and transitions to the low base state. Furthermore, the main CPU 41 stores control information (hereinafter referred to as a low base state command) that can identify the low base state in the output buffer.
[0066] When a jackpot game is awarded, the main CPU 41 sets the probability state flag to a value that can specify control to a non-probability variable state, and sets the base state flag to a value that can specify control to a low base state. Furthermore, the main CPU 41 stores the low probability state command in the output buffer, and stores the low base state command in the output buffer. In this embodiment, the main CPU 41 performs game state processing, thereby realizing a function as game state control means that can control the game state.
[0067] Next, the normal symbol input process performed by the main CPU 41 will be described. The main CPU 41 determines whether the gaming ball has passed (entered) the gate 31 based on whether a detection signal has been input from the gate sensor SE4. If the gaming ball has not passed through the gate 31, the main CPU 41 terminates the normal symbol input process. On the other hand, if the gaming ball has passed through the gate 31, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit number. If the normal reserve number is not less than the upper limit number, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit number, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by adding 1. In this case, the main CPU 41 controls the information display panel 22 so that the updated normal reserve number is displayed. In addition, the main CPU 41 stores a normal reserve number command capable of identifying the updated normal reserve number in the output buffer. Next, the main CPU 41 acquires a random number generated within the main board 40 and stores random number information based on the acquired random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is possible to identify that the random number information is for a normal game and the storage order of the random number information. After that, the main CPU 41 ends the normal symbol input process.
[0068] Next, the normal symbol start process performed by the main CPU 41 will be described. The main CPU 41 determines whether the execution conditions for the normal game are met. The main CPU 41 makes a positive determination if the normal game is not being played and the normal game is not being played, and makes a negative determination if the normal game is being played or the normal game is being played. If the execution conditions for the normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the execution conditions for the normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start process. If the normal reserve number is 1 or more, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by subtracting 1, and controls the information display panel 22 so that the updated normal reserve number is displayed. The main CPU 41 stores a normal reserve number command capable of identifying the updated normal reserve number in the output buffer. Next, the main CPU 41 reads the earliest-stored random number information for the normal game from the main RWM 43. After reading out the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win determination value stored in the main ROM 42. Then, based on the result of the normal win lottery, the main CPU 41 determines the normal symbols to be fixed and displayed in the normal game and the fluctuation time of the normal game. After that, the main CPU 41 ends the normal symbol start process.
[0069] Then, the main CPU 41 executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game, and controls the information display panel 22 so that the normal symbol determined in the normal symbol start process is displayed as a fixed stopped symbol when the variable time determined in the normal symbol start process has elapsed. In addition, the main CPU 41 stores control information capable of identifying the start of the normal game in the output buffer when the normal game starts.
[0070] Next, the normal winning process performed by the main CPU 41 will be described. If the normal winning lottery is won, the main CPU 41, when the normal game ends, determines an opening pattern for the second start hole 27 and controls the first actuator A1 so that the second start hole 27 is opened according to the opening pattern. In the gaming machine 10, when the base state is high, it is easier to win the normal winning lottery than when the base state is low. The gaming machine 10 is configured so that the normal winning lottery can be won even when the base state is low, and when the normal winning lottery is won, the first variable member 28 is in the open state. In the gaming machine 10, when the base state is low, it is more difficult for a gaming ball to enter the second start hole 27 than when the base state is high, but a gaming ball can enter the second start hole 27.
[0071] Next, the prize ball processing performed by the main CPU 41 will be described. When a detection signal is input from the first start sensor SE1, the main CPU 41 controls so that three gaming balls are paid out as prize balls. When a detection signal is input from the second start sensor SE2, the main CPU 41 controls so that one gaming ball is paid out as prize balls. When a detection signal is input from the count sensor SE3, the main CPU 41 controls so that 15 gaming balls are paid out as prize balls. As described above, the main CPU 41 controls so that the number of gaming balls associated with the prize slot into which the gaming ball entered is awarded as a prize. In this embodiment, the main CPU 41 controls so that gaming balls are paid out as prize balls, thereby realizing the function of a prize awarding means that awards gaming media as a prize.
[0072] Next, various processes executed by the secondary CPU 51 based on the secondary control program will be described. When the secondary CPU 51 inputs a low probability state command, it sets the probability state flag stored in the secondary RWM 53 to a value that can identify a non-probability variable state. When the secondary CPU 51 inputs a high probability state command, it sets the probability state flag stored in the secondary RWM 53 to a value that can identify a probability variable state. The secondary CPU 51 can identify whether or not a probability variable state is in effect by referencing the probability state flag in the secondary RWM 53. Furthermore, when the secondary CPU 51 inputs a low base state command, it sets the base state flag stored in the secondary RWM 53 to a value that can identify a low base state. When the secondary CPU 51 inputs a high base state command, it sets the base state flag stored in the secondary RWM 53 to a value that can identify a high base state. The secondary CPU 51 can identify whether or not a high base state is in effect by referencing the base state flag in the secondary RWM 53.
[0073] During a jackpot game, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that a jackpot effect is performed. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that an opening effect is performed. Furthermore, when a round command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that a round effect is performed. Furthermore, when an ending command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that an ending effect is performed. The content of the jackpot effect may differ depending on the type of jackpot.
[0074] The sub-CPU 51 controls the effect display device 25 so that an effect game is performed. Specifically, when the sub-CPU 51 inputs a symbol command and a variation pattern designation command, it controls the execution of the effect game. The sub-CPU 51 determines a symbol combination of effect symbols to be finally displayed as a fixed stop in the effect game based on the variation pattern designation command and the symbol command. When specifying a jackpot symbol from the input symbol command, the sub-CPU 51 determines the jackpot symbol by the effect symbol. When specifying a losing symbol from the input symbol command, the sub-CPU 51 determines a losing symbol by the effect symbol. For example, when specifying a variation pattern with a losing reach from the input variation pattern designation command, the sub-CPU 51 determines a losing symbol combination including a reach. On the other hand, when specifying a variation pattern with no losing reach from the input variation pattern designation command, the sub-CPU 51 determines a losing symbol combination without a reach.
[0075] Furthermore, when the sub-CPU 51 inputs a variation pattern designation command, it controls the effect display device 25 to variably display the effect symbols. In other words, the sub-CPU 51 starts the effect game. Then, at a predetermined timing, the sub-CPU 51 temporarily stops and displays the pattern combination of the determined effect symbols. Thereafter, the sub-CPU 51, in response to the input of an end command, causes the pattern combination of the effect symbols to be displayed as a fixed, stopped state. Note that the sub-CPU 51 may measure a variation time that can be determined from the variation pattern, regardless of the end command, and cause the pattern combination to be displayed as a fixed, stopped state upon the passage of the variation time. In this case, the end command may be omitted. Additionally, when the variation pattern that can be determined from the variation pattern designation command is a variation pattern that includes a reach effect, the sub-CPU 51 controls the effect display device 25 to execute a reach effect.
[0076] When the sub-CPU 51 inputs a standby command, it performs control related to the standby state. In the control related to the standby state, for example, the sub-CPU 51 controls the performance display device 25 so that the symbol combination of the performance symbols is temporarily stopped and displayed. Thereafter, the sub-CPU 51 controls the performance display device 25 so that a standby performance is executed. The standby performance is also called a demonstration or a customer waiting performance. The standby performance may be configured to, for example, execute a warning about addiction.
[0077] In the gaming machine 10, when a door open error is detected, a door open error effect that can identify that a door open error has been detected is executed by the decorative lamp 17, the speaker 18, and the effect display device 25. For example, in the gaming machine 10, when a door open error is detected, the decorative lamp 17 emits light in the light emission mode that is used when a door open error is detected, and executes the door open error effect. For example, in the gaming machine 10, when a door open error is detected, the speaker 18 outputs a sound that can identify that a door open error has been detected, and executes the door open error effect. For example, in the gaming machine 10, when a door open error is detected, the effect display device 25 displays an image that can identify that a door open error has been detected, and executes the door open error effect.
[0078] Below, we will explain the control involved in executing the door opening error presentation. When the main CPU 41 receives a detection signal from the door open sensor ES1, it stores in the output buffer control information (hereinafter referred to as a door open start command) that can identify that a door open error has been detected. When the main CPU 41 finishes receiving the detection signal from the door open sensor ES1, it stores in the output buffer control information (hereinafter referred to as a door open end command) that can identify that the door open error has been resolved. For example, the main CPU 41 may be configured to determine that the input of the detection signal from the door open sensor ES1 has finished if it received a detection signal from the door open sensor ES1 in the previous control cycle but has not received a detection signal from the door open sensor ES1 in the current control cycle.
[0079] When the sub-CPU 51 inputs a door opening start command, it controls the decorative lamp 17, speaker 18, and effect display device 25 so that a door opening error effect is executed. The sub-CPU 51 controls the decorative lamp 17, speaker 18, and effect display device 25 so that a door opening error effect is executed until a door opening end command is input. Therefore, when the sub-CPU 51 inputs a door opening end command, it controls the decorative lamp 17, speaker 18, and effect display device 25 so that the execution of the door opening error effect is terminated.
[0080] The gaming machine 10 may be controlled to a progress-disabled state in which the game cannot proceed. That is, the gaming machine 10 can be controlled to a progress-disabled state. In this embodiment, the control related to the progress-disabled state includes maximum difference number information processing and progress-disabled processing.
[0081] Here, the maximum difference information processing will be described. The maximum difference number information processing corresponds to a process of counting the maximum difference number. Information that can identify the maximum difference number (hereinafter referred to as maximum difference number information) is stored in the main RWM 43. In the maximum difference number information processing, the main CPU 41 updates the maximum difference number information and counts the maximum difference number. In this embodiment, the value that can be identified from the maximum difference number information, i.e., the maximum difference number, corresponds to a special value based on the gaming media awarded as a prize.
[0082] In the maximum difference information processing, when the main CPU 41 controls the payout of game balls as prize balls, it adds the number of paid-out game balls to a value identifiable from the maximum difference information, thereby updating the maximum difference information. Furthermore, when the main CPU 41 receives a detection signal from the out sensor SE5, it subtracts 1 from the value identifiable from the maximum difference information, thereby updating the maximum difference information. However, if the value identifiable from the maximum difference information before the subtraction is 0, the main CPU 41 does not update the maximum difference information. Furthermore, when the main CPU 41 updates the maximum difference information, it stores control information (hereinafter referred to as the maximum difference command) that can identify the updated maximum difference number in the output buffer. As described above, the maximum difference number is calculated based on the number of prize balls awarded since the power supply was started and the number of active balls since the power supply was started. In this way, the maximum difference number is a value based on the game media awarded as a prize.
[0083] Next, the progress impossibility process will be described with reference to FIG. In the progress disable processing, the main CPU 41 determines whether a magnetic error has been detected (step S101). In step S101, the main CPU 41 determines whether a magnetic error has been detected based on whether a detection signal has been input from the magnetic sensor ES2. If a magnetic error is detected (step S101; YES), the main CPU 41 stores control information (hereinafter referred to as a magnetic disable command) capable of identifying that a magnetic error has been detected in the output buffer and outputs it to the sub-board 50 (step S102). Thereafter, the main CPU 41 performs loop processing. As a result, the main CPU 41 performs loop processing until the power supply is cut off. While the loop processing is being performed, the game is in a progress disable state in which it is impossible to proceed. For example, while the loop processing is being performed, the special symbol input processing is not performed, and therefore the execution of the special game is not suspended even if a game ball enters the start hole 26, 27. For example, while the loop processing is being performed, the special symbol start processing is not performed, and therefore the special game is not executed. For example, when the loop processing is being performed, prize ball processing is not performed, and therefore no prize balls are awarded even if a game ball enters either the start opening 26, 27 or the large prize opening 29. For example, when the loop processing is being performed, jackpot processing is not performed, and therefore the awarding of a jackpot game does not begin. For example, when the loop processing is being performed, processing related to the normal game is not performed. For example, when the loop processing is being performed, the execution of the normal game is not suspended. For example, when the loop processing is being performed, the normal game is not executed. For example, when the loop processing is being performed, a normal win game is not awarded.
[0084] If a magnetic error is not detected (step S101; NO), the main CPU 41 determines whether or not planned progress impossibility information is stored in the main RWM 43 (step S103). Although details will be described later, the planned progress impossibility information corresponds to information stored in the main RWM 43 under a situation where it has been determined that a progress impossibility state will occur, but the state is not controlled to be in the progress impossibility state because a jackpot game is being awarded.
[0085] If the progress-disabling scheduled information is stored (step S103; YES), the main CPU 41 determines whether a jackpot game has been awarded (step S104). If a jackpot game has been awarded (step S104; YES), the main CPU 41 ends the progress-disabling process. On the other hand, if a jackpot game has not been awarded (step S104; NO), the main CPU 41 controls the light-emitting modes of the various display units 22a to 22d to the light-emitting mode in the progress-disabling state (step S105). In this embodiment, the light-emitting mode in the progress-disabling state is a light-emitting mode in which all light-emitting elements constituting the display units 22a to 22d are turned off. Furthermore, following the process of step S105, the main CPU 41 stores an unidentifiable command in the output buffer and outputs it to the sub-board 50 (step S106). Thereafter, the main CPU 41 performs loop processing. As a result, the main CPU 41 performs the loop process until the power supply is cut off, just as it did after the process of step S102. The state in which the loop process is being performed is a state in which the game cannot proceed.
[0086] On the other hand, if no progress-disabling scheduled information is stored (step S103; NO), the main CPU 41 determines whether the maximum difference number has reached a specified value (step S107). In the gaming machine 10, the specified value is set to "99,000." Therefore, in step S107, the main CPU 41 determines whether the maximum difference number that can be identified from the maximum difference number information of the main RWM 43 has reached 99,000. Then, if the maximum difference number has not reached the specified value (step S107; NO), the main CPU 41 ends the progress-disabling process.
[0087] If the maximum difference number has reached the specified value (step S107; YES), the main CPU 41 determines whether a jackpot game has been awarded (step S108). If a jackpot game has been awarded (step S108; YES), the main CPU 41 stores the progress disablement scheduled information in the main RWM 43 (step S109). Subsequently, the main CPU 41 stores the specific scheduled command in the output buffer and outputs it to the sub-board 50 (step S110). Thereafter, the main CPU 41 ends the progress disablement process.
[0088] On the other hand, if a jackpot game has not been awarded (step S108; NO), the main CPU 41 controls the light emission mode of each of the display units 22a to 22d to the light emission mode in the progress disabled state (step S111). Subsequently, the main CPU 41 stores an unspecified command in the output buffer and outputs it to the sub-board 50 (step S112). Thereafter, the main CPU 41 performs loop processing. As a result, the main CPU 41 performs loop processing until the power supply is cut off, similar to after the processing of step S102 and the processing of step S106 are performed. The state in which the loop processing is being performed is a progress disabled state in which it is impossible to proceed with the game.
[0089] As described above, the gaming machine 10 is controlled to a non-progression state when the maximum difference number reaches a specified value. In this embodiment, a special condition is established when the maximum difference number reaches the specified value. That is, the special condition in this embodiment is established when the maximum difference number, which corresponds to a special value based on the gaming media awarded as a prize, reaches a specified value corresponding to a predetermined value. Then, the gaming machine 10 is controlled to a non-progression state when the special condition is established. Specifically, the main CPU 41 can control the non-progression state by performing loop processing when the special condition is established. Furthermore, the gaming machine 10 is controlled to a non-progression state not only when the special condition is established but also when a magnetic error is detected. Specifically, the main CPU 41 can control the non-progression state by performing loop processing when a magnetic error is detected. In this way, the main CPU 41 can control the non-progression state when a magnetic error is detected as a specific error, separately from when a special condition is established. In this embodiment, the main CPU 41 performs loop processing to realize a function as a non-progression control means that controls the game to a non-progression state in which it is impossible to proceed.
[0090] In the gaming machine 10, for example, if the maximum difference number reaches a specified value while a jackpot game is awarded, the planned non-progression information is stored in the main RWM 43, but the game is not controlled to a non-progression state until the jackpot game ends. In the gaming machine 10, for example, if the maximum difference number reaches a specified value while a jackpot game is awarded, the game is controlled to a non-progression state after the jackpot game ends. In other words, in the gaming machine 10, for example, if the maximum difference number reaches a specified value while a jackpot game is awarded, the game is controlled to a non-progression state after the jackpot game ends. As described above, the gaming machine 10 is configured to be controlled to a non-progression state after the jackpot game ends if a special condition is established during the jackpot game.
[0091] However, in the gaming machine 10, even if the maximum difference number reaches a specified value while a jackpot game is awarded, if a magnetic error is detected before the jackpot game ends, the machine is controlled to a non-progression state in response to the detection of the magnetic error, without waiting for the jackpot game to end. If a magnetic error is detected while a jackpot game is awarded and the machine is controlled to a non-progression state, the jackpot game is stopped and the machine is controlled to a non-progression state. Also, if a magnetic error is detected during a jackpot game after the maximum difference number reaches a specified value and before the jackpot game ends, the machine will not return to the non-progression state thereafter.
[0092] Furthermore, in the gaming machine 10, for example, if the maximum difference number reaches a specified value while a special game is being executed, the gaming machine 10 is controlled to a non-progress state even if the special game is still being executed. At this time, execution of the special game is stopped. In this way, in the gaming machine 10, if the maximum difference number reaches a specified value while a special game is being executed, the gaming machine 10 is controlled to a non-progress state without waiting for the special game to end. In other words, in the gaming machine 10, if the maximum difference number reaches a specified value while a special game is being executed, the gaming machine 10 is controlled to a non-progress state before the special game ends.
[0093] The gaming machine 10 can execute an impossibility notification effect that allows a player to identify that control has been made to an impossible state. The impossibility notification effect corresponds to an effect that notifies a player that control has been made to an impossible state. The impossibility notification effect is executed by the effect display device 25 when control has been made to an impossible state. When the impossibility notification effect is executed, the impossibility notification effect continues to be executed at least until the power supply is cut off. In the gaming machine 10, the impossibility notification effect includes a first impossibility notification effect that allows a player to identify that control has been made to an impossible state when a special condition is met, and a second impossibility notification effect that allows a player to identify that control has been made to an impossible state when a magnetic error is detected.
[0094] As shown in FIG. 6(a), in the gaming machine 10, the first impossibility notification effect is executed by displaying the first impossibility notification image Gf1 on the effect display device 25. The first impossibility notification image Gf1 is an image including text information such as "Today's game has ended." In this way, the effect display device 25 can execute the first impossibility notification effect. The first impossibility notification effect can also be said to be an effect that can identify that a special condition has been met.
[0095] As shown in FIG. 6(b), in the gaming machine 10, the second impossibility notification effect is executed by displaying the second impossibility notification image Gf2 on the effect display device 25. The second impossibility notification image Gf2 is an image including text information such as "Magnetic field detected." In this way, the effect display device 25 is capable of executing the second impossibility notification effect. The second impossibility notification effect can also be said to be an effect that identifies that magnetism has been detected, i.e., that a magnetic error has been detected.
[0096] Here, the control relating to the execution of the first impossibility notification effect and the second impossibility notification effect will be explained. When the sub-CPU 51 inputs a specific impossibility command, it controls the effect display device 25 to start executing the first impossibility notification effect. The sub-CPU 51 causes the effect display device 25 to display the first impossibility notification image Gf1 and execute the first impossibility notification effect. Furthermore, when the sub-CPU 51 inputs a magnetic impossibility command, it controls the effect display device 25 to start executing the second impossibility notification effect. The sub-CPU 51 causes the effect display device 25 to display the second impossibility notification image Gf2 and execute the second impossibility notification effect.
[0097] The gaming machine 10 has a base notification function that counts a base value and reports the counted base value. The base value is a value that indicates the ratio of the number of prize balls to the number of active balls. In other words, the base value is a value that indicates the ratio of the number of gaming media awarded as a prize to the number of gaming media consumed. The gaming machine 10 also has a base notification function that counts a base value that indicates the ratio of the number of prize balls during at least normal play to the number of active balls during at least normal play and reports the base value. In this embodiment, "normal play" includes the normal play state, but does not necessarily include all situations during the normal play state. "Normal play" corresponds to the situation (state) that is the target of counting the base value. In this embodiment, "normal play" refers to the state when a jackpot play is not being performed and the game is controlled to the normal play state. In this manner, the base value in the gaming machine 10 is a value that indicates the ratio of the number of prize balls during at least normal play to the number of active balls during at least normal play. In other words, the base value in this embodiment is a value that indicates the ratio of the number of game media awarded as a prize at least during normal play to the number of game media consumed at least during normal play.
[0098] The number of active balls during at least normal play does not include the active balls when a jackpot is awarded. Similarly, the number of prize balls during at least normal play does not include the prize balls when a jackpot is awarded. The base value is the ratio, or the proportion, of the number of prize balls during at least normal play to the number of active balls during at least normal play. The base value is calculated using the formula ("number of prize balls during normal play" ÷ "number of active balls during normal play") × 100, assuming that a jackpot is not being awarded.
[0099] In the gaming machine 10, the base value is notified by displaying the base value on the display 105. There are multiple types of display contents for displaying the base value among the display contents of the display 105. As described above, in this embodiment, there are multiple types of display contents for displaying the base value among the display contents of the performance display means.
[0100] Here, the display content of the display device 105 that displays the base value will be described with reference to FIGS. 7(a) to 7(d). The display 105 is configured so that two of the display elements D1 to D4 are grouped together to display predetermined information. Specifically, in the gaming machine 10, the first display element D1 and the second display element D2 are grouped together, and the combination of the displays of these two display elements D1 and D2 constitutes one piece of information. Furthermore, in the gaming machine 10, the third display element D3 and the fourth display element D4 are grouped together, and the combination of the displays of these two display elements D3 and D4 constitutes one piece of information.
[0101] The display elements D3 and D4 display the base value. The base value is displayed as a two-digit number ranging from
[00] to
[99] . If the base value is 100 or greater, the light-emitting element in the dot portion of the fourth display element D4 will light up in addition to the number
[99] , as in [99.].
[0102] On the other hand, the display elements D1 and D2 display identifiers that identify the base values displayed on the display elements D3 and D4. As shown in FIGS. 7(a) to 7(d), the identifiers that identify the base values in this embodiment include [bL.], [b1.], [b2.], and [b3.]. The identifier [bL.] is formed by displaying the letter [b] in the first display element D1 and the letter [L] and a dot in the second display element D2. The identifier [b1.] is formed by displaying the letter [b] in the first display element D1 and the letter [1] and a dot in the second display element D2. The identifier [b2.] is formed by displaying the letter [b] in the first display element D1 and the letter [2] and a dot in the second display element D2. The identifier [b3.] is formed by displaying the letter [b] in the first display element D1 and the letter [3] and a dot in the second display element D2.
[0103] The example [bL.36] in FIG. 7(a) is a display content indicating that the base value counted in a predetermined counting cycle is "36." In other words, the identifier [bL.] is an identifier that can identify that the base values displayed in the display elements D3 and D4 are base values counted in a predetermined counting cycle. The example [b1.32] in FIG. 7(b) is a display content indicating that the final base value of the base values counted in the previous (one before) predetermined period is "32." In other words, the identifier [b1.] is an identifier that can identify that the base values displayed in the display elements D3 and D4 are the final base value of the base values counted in the previous predetermined period. The example [b2.38] in FIG. 7(c) is a display content indicating that the final base value of the base values counted in the period two periods before last is "38." In other words, the identifier [b2.] is an identifier that identifies that the base value displayed in the display elements D3 and D4 is the final base value of the base values counted during the predetermined period two periods ago. The example [b3.34] shown in FIG. 7(d) indicates that the final base value of the base values counted during the predetermined period two periods ago (three periods ago) is "34." In other words, the identifier [b3.] is an identifier that identifies that the base value displayed in the display elements D3 and D4 is the final base value of the base values counted during the predetermined period two periods ago. In this embodiment, the "predetermined period" refers to the period until the number of valid balls in the all-state state reaches a predetermined number (e.g., 60,000), as described below. For example, the predetermined period includes the period from when the number of valid balls in the all-state state reaches a predetermined number to when the number of valid balls in the all-state state reaches a predetermined number again. As described above, the gaming machine 10 is configured to display three base values for a predetermined period. The identifiers for identifying the three base values are not limited to [b1.], [b2.], and [b3.], and may be changed arbitrarily. For example, the base values
[36] ,
[32] ,
[38] , and
[34] shown in Figures 7(a) to 7(d) are merely examples, and these values are variable values.
[0104] In this embodiment, the base value displayed with the identifier [bL.] corresponds to the ratio of the number of acquired game balls to the number of game balls fired in the current normal mode (the so-called current ratio). In this embodiment, the base value displayed with the identifier [b1.] corresponds to the ratio of the number of acquired game balls to the number of fired game balls in the previous normal mode (the so-called ratio one time ago). In this embodiment, the base value displayed with the identifier [b2.] corresponds to the ratio of the number of acquired game balls to the number of fired game balls in the second normal mode (the so-called ratio two times ago). In this embodiment, the base value displayed with the identifier [b3.] corresponds to the ratio of the number of acquired game balls to the number of fired game balls in the third normal mode (the so-called ratio three times ago). Thus, in the gaming machine 10, there are multiple types of base values that the display 105 can display. In other words, there are multiple types of base values that the performance display means can display.
[0105] In the gaming machine 10, the display content of the display 105 that displays the base value may change as a predetermined time elapses. Specifically, in the gaming machine 10, the display content of the display 105 that displays the base value may change as 4.8 seconds elapse. That is, in the gaming machine 10, the display content that displays the base value changes at 4.8-second intervals. In the present embodiment, the predetermined time is 4.8 seconds, but it may be shorter or longer than 4.8 seconds. Also, in the gaming machine 10, the display content that displays the base value changes in the following order: "···→[bL.XX(XX: base value)]→[b1.XX(XX: base value)]→[b2.XX(XX: base value)]→[b3.XX(XX: base value)]→[bL.XX(XX: base value)]→···." For example, in the gaming machine 10, after displaying [bL.XX(XX:base value)], which is a display content displaying the base value as the current ratio, the display switches to [b1.XX(XX:base value)], which is a display content displaying the base value as the ratio one game ago. For example, in the gaming machine 10, after displaying [b1.XX(XX:base value)], which is a display content displaying the base value as the ratio one game ago, the display switches to [b2.XX(XX:base value)], which is a display content displaying the base value as the ratio two games ago. For example, in the gaming machine 10, after displaying [b2.XX(XX:base value)], which is a display content displaying the base value as the ratio two games ago, the display switches to [b3.XX(XX:base value)], which is a display content displaying the base value as the ratio three games ago. For example, in the gaming machine 10, after displaying [b3.XX(XX:base value)], which is a display content displaying the base value as the ratio three games ago, the display switches to [bL.XX(XX:base value)], which is a display content displaying the base value as the current ratio. In this manner, in this embodiment, the display content showing the base value may change as a predetermined time elapses.
[0106] In this embodiment, any of the base value as the current ratio, the base value as the 1st-before ratio, the base value as the 2nd-before ratio, and the base value as the 3rd-before ratio may correspond to the first base value. For example, in this embodiment, when the base value as the current ratio is the first base value, the base value as the 1st-before ratio corresponds to the second base value, and the base value as the 2nd-before ratio corresponds to the third base value. In this case, the base value as the 3rd-before ratio can be regarded as the fourth base value. For example, in this embodiment, when the base value as the 1st-before ratio is the first base value, the base value as the 2nd-before ratio corresponds to the second base value, and the base value as the 3rd-before ratio corresponds to the third base value. In this case, the base value as the current ratio can be regarded as the fourth base value. For example, in this embodiment, when the base value as the 2nd-before ratio is the first base value, the base value as the 3rd-before ratio corresponds to the second base value, and the base value as the current ratio corresponds to the third base value. In this case, the base value as the 1st-before ratio can be regarded as the fourth base value. For example, in this embodiment, if the base value for the three-times-ago ratio is the first base value, the base value for the current ratio corresponds to the second base value, and the base value for the one-time-ago ratio corresponds to the third base value. In this case, the base value for the two-times-ago ratio can be regarded as the fourth base value. Thus, in this embodiment, the base values that can be displayed by the performance display means include at least the first base value, the second base value, and the third base value.
[0107] As described above, the display content of the display device 105 that displays the base value switches in the following order: "···→[bL.XX(XX: base value)]→[b1.XX(XX: base value)]→[b2.XX(XX: base value)]→[b3.XX(XX: base value)]→[bL.XX(XX: base value)]→···." Therefore, in this embodiment, the display content of the performance display means is configured to switch from display content displaying the first base value to display content displaying the second base value, and then switch from display content displaying the second base value to display content displaying the third base value.
[0108] Here, control relating to the display content of the display device 105, which displays the base value, will be described. When calculating the base value, the main CPU 41 counts a total of three numbers, namely, a first number to a third number, which will be described below. As will be described in detail later, in the gaming machine 10, the first number to the third number are stored in the main RWM 43.
[0109] Specifically, the main CPU 41 counts the number of game media awarded as a prize during normal play as a first number. Hereinafter, the first number will be referred to as the "number of prize balls during normal play." The number of prize balls during normal play is stored in a predetermined area of the main RWM 43, and the area that stores the number of prize balls during normal play functions as a counter for the number of game media awarded as a prize during normal play (hereinafter, referred to as the "prize ball counter during normal play"). By having the main CPU 41 count the number of game media awarded as a prize during normal play, a function as normal prize counting means that counts at least the number of game media awarded as a prize during normal play is realized.
[0110] The main CPU 41 counts the number of valid balls during normal play, that is, the number of game media consumed during normal play, as the second number. Hereinafter, the second number will be referred to as the "number of valid balls during normal play." The number of valid balls during normal play is stored in a predetermined area of the main RWM 43, and the area storing the number of valid balls during normal play functions as a counter for the number of game media consumed during normal play (hereinafter referred to as the "valid ball counter during normal play"). By having the main CPU 41 count the number of game media consumed during normal play, a function as normal consumption counting means for counting at least the number of game media consumed during normal play is realized.
[0111] The main CPU 41 counts the number of available balls in all game states, i.e., the number of game media consumed in all game states, as a third number. Hereinafter, the third number will be referred to as the "number of available balls in all states." The number of available balls in all states is stored in a predetermined area of the main RWM 43, and the area storing the number of available balls in all states functions as a counter for the number of game media consumed in all game states (hereinafter referred to as the "available ball counter in all states"). By having the main CPU 41 count the number of game media consumed in all game states, a function as a total consumption counting means for counting the number of game media consumed in all situations is realized.
[0112] Here, the process of counting the number of prize balls in normal mode, the number of effective balls in normal mode, and the number of effective balls in all modes will be specifically explained. Incidentally, the main CPU 41 can determine whether normal play is in progress based on the values set in the probability state flag and the base state flag, and information that can identify whether a jackpot game is being awarded. Specifically, the main CPU 41 determines that normal play is in progress when it can identify a non-probability variable state from the probability variable state flag, can identify a low base state from the base state flag, and can identify that a jackpot game is not being awarded.
[0113] When the main CPU 41 can identify that a normal game is being played, it counts the number of normal prize balls. Specifically, each time a game ball enters a prize slot that is the target for prize ball payout, excluding the special prize slot 29, the main CPU 41 adds the number of prize balls specified for the prize slot into which the ball entered to the normal prize ball counter. For example, when the main CPU 41 receives a detection signal from the first start sensor SE1, it adds the number of prize balls specified for the first start slot 26 (3 in this embodiment) to the normal prize ball counter. In addition, when the main CPU 41 receives a detection signal from the second start sensor SE2, it adds the number of prize balls specified for the second start slot 27 (1 in this embodiment) to the normal prize ball counter. When a normal prize slot is provided, the main CPU 41, upon identifying that a ball has entered a general prize slot, adds the number of prize balls specified for that general prize slot to the normal prize ball counter.
[0114] When the main CPU 41 can identify that normal play is in progress, it counts the number of valid balls during normal play. Specifically, when the main CPU 41 receives a detection signal from the out sensor SE5, it adds 1 to the valid ball counter during normal play. In this way, during normal play, the main CPU 41 adds 1 to the valid ball counter during normal play every time a valid ball is generated.
[0115] The main CPU 41 counts the number of valid balls in all states regardless of the situation. Specifically, when the main CPU 41 receives a detection signal from the out sensor SE5, it adds 1 to the valid ball counter in all states. At this time, even if normal play is not being performed, the main CPU 41 adds 1 to the valid ball counter in all states when it receives a detection signal from the out sensor SE5. In this way, whether normal play is being performed or not, the main CPU 41 adds 1 to the valid ball counter in all states every time a valid ball is generated. For example, when a detection signal from the out sensor SE5 is received during the awarding of a jackpot game, the main CPU 41 adds 1 to the valid ball counter in all states.
[0116] Then, when the number of effective balls in the entire state reaches a predetermined number of balls (for example, 60,000), the main CPU 41 stores the number of normal-time prize balls counted at that time in the main RWM 43 as the number of normal-time prize balls for counting the one-before ratio. At this time, if the number of normal-time prize balls for counting the first ratio has already been stored, the main CPU 41 stores that number of normal-time prize balls in the main RWM 43 as the number of normal-time prize balls for counting the two-before ratio. Furthermore, if the number of normal-time prize balls for counting the second ratio has already been stored, the main CPU 41 stores that number of normal-time prize balls in the main RWM 43 as the number of normal-time prize balls for counting the three-before ratio. Furthermore, if the number of normal-time prize balls for counting the third ratio has already been stored, the main CPU 41 erases that number of normal-time prize balls.
[0117] Similarly, when the number of effective balls in the entire state reaches a predetermined number (e.g., 60,000), the main CPU 41 stores the number of effective balls counted at that time in the main RWM 43 as the number of effective balls for counting the one-before ratio. At this time, if the number of effective balls for counting the first ratio has already been stored, the main CPU 41 stores this number of effective balls in the main RWM 43 as the number of effective balls for counting the two-before ratio. Furthermore, if the number of effective balls for counting the second ratio has already been stored, the main CPU 41 stores this number of effective balls in the main RWM 43 as the number of effective balls for counting the three-before ratio. Furthermore, if the number of effective balls for counting the third ratio has already been stored, the main CPU 41 erases this number of effective balls.
[0118] Furthermore, when the number of effective balls in all states reaches a predetermined number of balls, the main CPU 41 sets the number of prize balls in normal state to 0 and initializes the number of prize balls in normal state. Similarly, when the number of effective balls in all states reaches a predetermined number of balls, the main CPU 41 sets the number of effective balls in normal state to 0 and initializes the number of effective balls in normal state. Similarly, when the number of effective balls in all states reaches a predetermined number of balls, the main CPU 41 sets the number of effective balls in all states to 0 and initializes the number of effective balls in all states.
[0119] The main CPU 41 calculates a base value that becomes the current ratio using the number of normal-time prize balls that can be determined from the normal-time prize ball counter and the number of normal-time valid balls that can be determined from the normal-time valid ball counter. Specifically, the main CPU 41 determines the number of normal-time prize balls that can be determined from the normal-time prize ball counter and the number of normal-time valid balls that can be determined from the normal-time valid ball counter at each predetermined counting cycle, and calculates the base value that becomes the current ratio based on the calculation formula "(number of normal-time prize balls ÷ number of normal-time valid balls) × 100." Then, when the main CPU 41 calculates the base value that becomes the current ratio, it stores information (hereinafter referred to as current ratio information) that can identify the calculated base value that becomes the current ratio in the main RWM 43.
[0120] The main CPU 41 calculates a base value that becomes the one-before ratio using the number of prize balls in normal mode for counting the one-before ratio and the number of effective balls in normal mode for counting the one-before ratio. Specifically, the main CPU 41 identifies the number of prize balls in normal mode for counting the one-before ratio and the number of effective balls in normal mode for counting the one-before ratio from the main RWM 43 at each predetermined counting cycle, and calculates the base value that becomes the one-before ratio based on the calculation formula "(number of prize balls in normal mode ÷ number of effective balls in normal mode) × 100." Then, when the main CPU 41 calculates the base value that becomes the one-before ratio, it stores information (hereinafter referred to as "one-before ratio information") that can identify the calculated base value that becomes the one-before ratio in the main RWM 43.
[0121] Similarly, the main CPU 41 calculates a base value that becomes the two-before ratio using the number of normal-time prize balls for counting the two-before ratio and the number of normal-time effective balls for counting the two-before ratio. Specifically, the main CPU 41 identifies the number of normal-time prize balls for counting the two-before ratio and the number of normal-time effective balls for counting the two-before ratio from the main RWM 43 at each predetermined counting cycle, and calculates the base value that becomes the two-before ratio based on the calculation formula "(number of normal-time prize balls ÷ number of normal-time effective balls) × 100." Then, when the main CPU 41 calculates the base value that becomes the two-before ratio, it stores information (hereinafter referred to as "two-before ratio information") that can identify the calculated base value that becomes the two-before ratio in the main RWM 43.
[0122] Furthermore, the main CPU 41 calculates a base value that becomes the 3-before ratio using the number of normal-time prize balls for counting the 3-before ratio and the number of normal-time effective balls for counting the 3-before ratio. Specifically, the main CPU 41 identifies the number of normal-time prize balls for counting the 3-before ratio and the number of normal-time effective balls for counting the 3-before ratio from the main RWM 43 at each predetermined counting cycle, and calculates the base value that becomes the 3-before ratio based on the calculation formula "(number of normal-time prize balls ÷ number of normal-time effective balls) × 100." Then, when the base value that becomes the 3-before ratio is calculated, the main CPU 41 stores information (hereinafter referred to as 3-before ratio information) that can identify the calculated base value that becomes the 3-before ratio in the main RWM 43. As described above, in the gaming machine 10, various base values are counted (calculated) by the main CPU 41. In this embodiment, the main CPU 41 counts (calculates) the base value, thereby realizing a function as base value counting means (base value calculating means) that counts (calculates) the base value.
[0123] When the main CPU 41 causes the display 105 to display a base value that will be the current ratio, it causes the display 105 to display a base value that will be the one-before-ratio after a predetermined time has elapsed, and switches the base value displayed on the display 105 to the base value that will be the one-before-ratio. When the main CPU 41 causes the display 105 to display a base value that will be the one-before-ratio after a predetermined time has elapsed, it causes the display 105 to display a base value that will be the two-before-ratio after a predetermined time has elapsed, and switches the base value displayed on the display 105 to the base value that will be the two-before-ratio. When the main CPU 41 causes the display 105 to display a base value that will be the two-before-ratio after a predetermined time has elapsed, it causes the display 105 to display a base value that will be the three-before-ratio after a predetermined time has elapsed, and switches the base value displayed on the display 105 to the base value that will be the three-before-ratio. When the main CPU 41 causes the display 105 to display the base value that is the three previous ratios, it causes the display 105 to display the base value that is the current ratio as a predetermined time elapses, and switches the base value displayed on the display 105 to the base value that is the current ratio.
[0124] When the main CPU 41 causes the display 105 to display a base value that is the current ratio, the main CPU 41 controls the display 105 so that the identifier [bL.] is displayed on the display elements D1 and D2, and the display 105 identifies the base value that is the current ratio from the current ratio information and displays a numerical value indicating the identified base value on the display elements D3 and D4. When the main CPU 41 causes the display 105 to display a base value that is the one-previous ratio, the main CPU 41 controls the display 105 so that the display elements D1 and D2 display the identifier [b1.], and the display 105 identifies the base value that is the one-previous ratio from the one-previous ratio information and displays a numerical value indicating the identified base value on the display elements D3 and D4. Note that when the one-previous ratio information is not stored in the main RWM 43, the main CPU 41 controls the display 105 so that the display elements D3 and D4 display [--]. The [--] displayed on the display elements D3 and D4 does not notify the base value, but is a type of display content that indicates the base value among the display contents of the display 105.
[0125] When the main CPU 41 causes the display 105 to display the base value that is the two-times-ago ratio, the main CPU 41 controls the display 105 so that the display elements D1 and D2 display the identifier [b2.], and the display elements D3 and D4 identify the base value that is the two-times-ago ratio from the two-times-ago ratio information and display a numerical value indicating the identified base value. Note that, when the two-times-ago ratio information is not stored in the main RWM 43, the main CPU 41 controls the display 105 so that the display elements D3 and D4 display [--]. When the main CPU 41 causes the display 105 to display the base value that is the three-times-ago ratio, the main CPU 41 controls the display 105 so that the display elements D1 and D2 display the identifier [b3.], and the display elements D3 and D4 identify the base value that is the three-times-ago ratio from the three-times-ago ratio information and display a numerical value indicating the identified base value. If the three-times-before ratio information is not stored in the main RWM 43, the main CPU 41 controls the display 105 so that the display elements D3 and D4 display [--].
[0126] Incidentally, the information backed up in the backup process includes the number of normal prize balls counted by the normal prize ball counter. The number of normal prize balls counted by the normal prize ball counter is not initialized even when the initialization process is executed. The information backed up in the backup process includes the number of normal valid balls counted by the normal valid ball counter. The number of normal valid balls counted by the normal valid ball counter is not initialized even when the initialization process is executed. The information backed up in the backup process includes the number of valid balls in all states counted by the valid ball counter in all states. The number of valid balls in all states counted by the valid ball counter in all states is not initialized even when the initialization process is executed.
[0127] Furthermore, the information backed up in the backup process includes the number of normal-time prize balls used to count the 1-before ratio. The number of normal-time prize balls used to count the 1-before ratio is not initialized even when the initialization process is executed. The information backed up in the backup process includes the number of normal-time effective balls used to count the 1-before ratio. The number of normal-time effective balls used to count the 1-before ratio is not initialized even when the initialization process is executed. The information backed up in the backup process includes the number of normal-time prize balls used to count the 2-before ratio. The number of normal-time effective balls used to count the 2-before ratio is not initialized even when the initialization process is executed. The information backed up in the backup process includes the number of normal-time prize balls used to count the 2-before ratio. The number of normal-time effective balls used to count the 2-before ratio is not initialized even when the initialization process is executed. The information backed up in the backup process includes the number of normal-time prize balls used to count the 3-before ratio. The number of normal-time prize balls used to count the 3-before ratio is not initialized even when the initialization process is executed. The information backed up in the backup process includes the number of balls valid under normal conditions for counting the 3-ahead ratio. The number of balls valid under normal conditions for counting the 3-ahead ratio is not initialized even if the initialization process is executed. The information backed up in the backup process also includes current ratio information. The current ratio information is not initialized even if the initialization process is executed. The information backed up in the backup process includes 1-ahead ratio information. The 1-ahead ratio information is not initialized even if the initialization process is executed. The information backed up in the backup process includes 2-ahead ratio information. The 2-ahead ratio information is not initialized even if the initialization process is executed. The information backed up in the backup process includes 3-ahead ratio information. The 3-ahead ratio information is not initialized even if the initialization process is executed.
[0128] As shown in FIG. 8 , in the gaming machine 10, when power supply is started, the display content of the display 105 may change to a specific display content. Then, in the gaming machine 10, after power supply is started and the display content of the display 105 changes to the specific display content, the display content may return to the display content displaying the base value. Thus, in the gaming machine 10, when power supply is started, the display content of the display 105 can change to the specific display content and then return to the display content displaying the base value. That is, when power supply is started, the display content of the performance display means can change to the specific display content and then return to the display content displaying the base value. Details will be described later, but the time when the display content of the display 105 changes to the specific display content may be time TX1 or time TX2.
[0129] Here, specific display contents among the display contents of the display device 105 will be described. As shown in FIGS. 9(a) and 9(b), when the display content of the display 105 is a specific display content, the display 105 can alternate between a fully lit state in which all light-emitting elements constituting the display 105 are lit and a fully unlit state in which all light-emitting elements constituting the display 105 are unlit. In this way, in the gaming machine 10, when the display content of the display 105 is a specific display content, the display mode of the display 105 may be a display mode in which a fully lit state in which all light-emitting elements constituting the display 105 are lit and a fully unlit state in which all light-emitting elements constituting the display 105 are unlit are alternately repeated. In other words, the light-emitting pattern of the light-emitting elements constituting the display 105 may be a light-emitting pattern in which a fully lit state in which all light-emitting elements constituting the display 105 are lit and a fully unlit state in which all light-emitting elements constituting the display 105 are unlit are alternately repeated. In this embodiment, an illumination pattern in which a fully lit state in which all light-emitting elements constituting the display 105 are lit and a fully unlit state in which all light-emitting elements constituting the display 105 are unlit alternately corresponds to a state in which the light-emitting element pattern of the light-emitting elements constituting the performance display means is a specific illumination pattern.
[0130] In this way, when the display content of the display 105 becomes a specific display content, all of the light emitters constituting the display 105 may be lit up (as shown in FIG. 9(a)). In other words, when the display content of the display 105 becomes a specific display content, all of the light emitters constituting the display elements D1 to D4 may be lit up (as shown in FIG. 9(a)). As described above, in the gaming machine 10, when power supply is started, all of the light emitters constituting the display 105 may be lit up. In other words, in this embodiment, when power supply is started, all of the light emitters constituting the performance display means may be lit up.
[0131] Furthermore, when the display content of the display 105 becomes a specific display content, all light emitters constituting the display 105 may be turned off (shown in FIG. 9(b)). In other words, when the display content of the display 105 becomes a specific display content, all light emitters constituting the display elements D1 to D4 may be turned off (shown in FIG. 9(b)). As described above, in the gaming machine 10, when power supply is started, all light emitters constituting the display 105 may be turned off. In other words, in this embodiment, when power supply is started, all light emitters constituting the performance display means may be turned off.
[0132] In this manner, in the gaming machine 10, when a fully lit state in which all light-emitting elements constituting the display 105 are lit and a fully unlit state in which all light-emitting elements constituting the display 105 are unlit are alternately repeated, all light-emitting elements constituting the display 105 may be lit. That is, in this embodiment, when the light-emitting pattern of the light-emitting elements constituting the performance display means is a specific light-emitting pattern, all light-emitting elements constituting the performance display means may be lit. Similarly, in the gaming machine 10, when a fully lit state in which all light-emitting elements constituting the display 105 are lit and a fully unlit state in which all light-emitting elements constituting the display 105 are unlit are alternately repeated, all light-emitting elements constituting the display 105 may be unlit. That is, in this embodiment, when the light-emitting pattern of the light-emitting elements constituting the performance display means is a specific light-emitting pattern, all light-emitting elements constituting the performance display means may be unlit.
[0133] In the gaming machine 10, when the display content of the display 105 is a specific display content, all of the light-emitting elements that make up the display 105 may be lit. On the other hand, in the gaming machine 10, when the display content of the display 105 is display content that displays a base value, all of the light-emitting elements that make up the display 105 do not light up. Also, in the gaming machine 10, when the display content of the display 105 is a specific display content, all of the light-emitting elements that make up the display 105 may be turned off. On the other hand, in the gaming machine 10, when the display content of the display 105 is display content that displays a base value, all of the light-emitting elements that make up the display 105 do not turn off. In this way, the specific display content of the display content of the display 105 is different from the display content that displays the base value. In this embodiment, the specific display content is display content that is different from the display content that displays the base value.
[0134] In the gaming machine 10, when the display content of the display 105 is a display content that displays a base value, at least one of [bL.], [b1.], [b2.], and [b3.] is displayed on the display elements D1 and D2. In addition, in the gaming machine 10, when the display content of the display 105 is a display content that displays a base value, among the light-emitting elements that make up the display elements D3 and D4, the light-emitting elements that make up the dots are turned off. In other words, when the display content of the display 105 is a display content that displays a base value, at least some of the light-emitting elements that make up the display 105 are turned off. In other words, in this embodiment, when the display content of the performance display means is a display content that displays a base value, at least some of the light-emitting elements that make up the performance display means are turned off.
[0135] In the gaming machine 10, the time period during which the display content of the display 105 becomes a specific display content may vary. Specifically, in the gaming machine 10, the time period during which the display content of the display 105 becomes a specific display content may vary depending on whether the main CPU 41 executes initialization processing in response to the start of power supply. Note that when the time period during which the display content of the display 105 becomes a specific display content varies, the time period from the start of power supply until the display content of the display 105 returns to the display content showing the base value also varies.
[0136] If initialization processing is not performed upon the start of power supply, the display content of the display 105 remains the specific display content for the time TX1. Therefore, if initialization processing is not performed upon the start of power supply, the display content of the display 105 returns to the display content showing the base value after at least the time TX1 has elapsed since the start of power supply. On the other hand, if initialization processing is performed upon the start of power supply, the display content of the display 105 remains the specific display content for the time TX2. Therefore, if initialization processing is performed upon the start of power supply, the display content of the display 105 returns to the display content showing the base value after at least the time TX2 has elapsed since the start of power supply.
[0137] In the gaming machine 10, time TX2 is longer than time TX1 (time TX1<time TX2). Therefore, in the gaming machine 10, when the initialization process is executed upon the start of power supply, the time from the start of power supply until the display content of the display 105 becomes a specific display content is longer than when the initialization process is not executed upon the start of power supply. Therefore, in the gaming machine 10, when the initialization process is executed upon the start of power supply, the time from the start of power supply until the display content of the display 105 returns to the display content displaying the base value is longer than when the initialization process is not executed upon the start of power supply. That is, in the present embodiment, when the initialization process is executed upon the start of power supply, the time from the start of power supply until the display content of the performance display means returns to the display content displaying the base value is longer than when the initialization process is not executed upon the start of power supply.
[0138] In the gaming machine 10, the time TX1 is set to "4.8 seconds." Furthermore, in the gaming machine 10, the time TX2 is set to "5 seconds." Incidentally, as described above, in the gaming machine 10, the interval at which the display content displaying the base value among the display contents of the display 105 switches is 4.8 seconds. Thus, the times TX1 and TX2 are equal to or longer than the predetermined time of "4.8 seconds" at which the display content displaying the base value among the display contents of the display 105 switches. In the gaming machine 10, the time from when the power supply is started and the display content of the display 105 changes to a specific display content until it returns to the display content displaying the base value is equal to or longer than the time it takes for the display content displaying the base value to switch. That is, in this embodiment, the time from when the power supply is started and the display content of the performance display means changes to a specific display content until it returns to the display content displaying the base value is equal to or longer than the predetermined time. Therefore, in the gaming machine 10, the time from when the power supply is started and the display content of the display 105 changes to a specific display content until it switches to the display content displaying the base value is equal to or longer than the time it takes for the display content displaying the base value to switch. In other words, in this embodiment, the time from when the power supply is started and the display content of the performance display means changes to a specific display content until it switches to the display content displaying the base value is equal to or longer than the predetermined time.
[0139] In the gaming machine 10, the time TX1 corresponds to the time during which a fully lit state in which all light-emitting elements constituting the display 105 are lit and a fully unlit state in which all light-emitting elements constituting the display 105 are unlit are alternately repeated. Similarly, in the gaming machine 10, the time TX2 corresponds to the time during which a fully lit state in which all light-emitting elements constituting the display 105 are lit and a fully unlit state in which all light-emitting elements constituting the display 105 are unlit are alternately repeated. Therefore, in the gaming machine 10, the time during which a fully lit state in which all light-emitting elements constituting the display 105 are lit and a fully unlit state in which all light-emitting elements constituting the display 105 are unlit, upon the start of power supply, is equal to or longer than the time it takes for the display content indicating the base value to change. That is, in this embodiment, the time during which the light-emitting pattern of the light-emitting elements constituting the performance display means becomes a specific light-emitting pattern upon the start of power supply is equal to or longer than the predetermined time.
[0140] As described above, in the gaming machine 10, the time it takes for the display content of the display 105 to return to the display content showing the base value varies depending on whether the main CPU 41 executes initialization processing upon the start of power supply. However, in the gaming machine 10, the time it takes for the display content of the display 105 to return to the display content showing the base value after the start of power supply does not change depending on the display content of the display 105 when the power supply is interrupted. The time it takes for the display content of the display 105 to return to the display content showing the base value after the start of power supply does not change depending on whether the display content of the display 105 was displaying the current ratio, the one-before-a-time ratio, the two-before-a-time ratio, or the three-before-a-time ratio when the power supply was interrupted. In other words, the time it takes for the display content of the display 105 to return to the display content showing the base value after the start of power supply does not change depending on whether the display content of the display 105 was displaying the current ratio, the one-before-a-time ratio, the two-before-a-time ratio, or the three-before-a-time ratio when the power supply was interrupted. Therefore, the time from when power supply is started until the display content returns to displaying the base value does not change depending on whether the display content of display 105 at the time power supply is interrupted is the display content displaying the base value as the current ratio, the display content displaying the base value as the immediately preceding ratio, or the display content displaying the base value as the immediately preceding ratio. In other words, the time from when power supply is started until the display content of the performance display means returns to displaying the base value does not change depending on whether the display content of the performance display means at the time power supply is interrupted is the display content displaying the first base value, the display content displaying the second base value, or the display content displaying the third base value.
[0141] Next, a case where the power supply is cut off when the display content of the display device 105 is the base value will be described. In the gaming machine 10, if the power supply is interrupted when the display content of the display 105 is display content showing a base value, when the power supply is subsequently started, the display content of the display 105 can be restored to a display content that shows a base value different from the base value that was displayed when the power supply was interrupted, among the display content showing the base value. In other words, in this embodiment, if the power supply is interrupted when the performance display means is displaying a base value, when the power supply is subsequently started, the display content of the performance display means can be restored to a display content that shows a base value different from the base value that was displayed when the power supply was interrupted, among the display content showing the base value.
[0142] For example, if the power supply is interrupted when the display content is showing the first base value, when the power supply is subsequently started and the display content of the display device 105 returns to the display content showing the base value, the display content can be restored from the display content showing the second base value or later. As described above, in this embodiment, if the power supply is interrupted when the display content of the performance display means is showing the first base value, when the power supply is subsequently started and the display content of the performance display means returns to the display content showing the base value, the display content can be restored from the display content showing the second base value or later. Specifically, for example, if the power supply is interrupted when the display content is showing the first base value, when the power supply is subsequently started and the display content of the display device 105 returns to the display content showing the base value, the display content can be restored from the display content showing the second base value or the display content showing the third base value. In this way, if power supply is cut off when the display content of the performance display means is display content displaying the first base value, when power supply is subsequently started and the display content of the performance display means returns to display content displaying the base value, it can return from display content displaying the second base value or display content displaying the third base value.
[0143] In the gaming machine 10, the display content displaying the base value to be restored after the power supply is restarted may differ depending on the timing of the power supply interruption. In the gaming machine 10, when the display content of the display 105 is displaying the base value, the base value displayed when the display content of the display 105 returns to displaying the base value differs depending on whether the timing of the power supply interruption is before or after a predetermined reference time has elapsed since the display content changed to display the base value at the time the power supply was interrupted. Specifically, if the timing of the power supply interruption is before the predetermined reference time has elapsed since the display content of the display 105 changed to display the base value at the time the power supply was interrupted, when the power supply is restarted and the display content of the display 105 returns to displaying the base value, the display content will be restored from the base value displayed one time after (the next time after) the base value at the time the power supply was interrupted. On the other hand, if the timing at which the power supply is cut off when the display content of the display device 105 is display content displaying the base value occurs after a predetermined reference time has elapsed since the display content changed to displaying the base value at the time the power supply was cut off, then when the power supply is restarted and the display content of the display device 105 returns to displaying the base value, it will return from displaying the base value that is displayed two times (the value after the next) after the base value at the time the power supply was cut off.
[0144] For example, if the power supply is interrupted when the display content of the display device 105 is displaying the first base value, and the timing at which the power supply is interrupted is before a predetermined reference time has elapsed since the display content changed to display the first base value, then when the power supply is subsequently started and the display content of the display device 105 returns to displaying the base value, it can return to displaying the second base value. In other words, if the power supply is interrupted when the display content of the performance display means is displaying the first base value, and the timing at which the power supply is interrupted is before a predetermined reference time has elapsed since the display content changed to display the first base value, then when the power supply is subsequently started and the display content of the performance display means returns to displaying the base value, it can return to displaying the second base value. On the other hand, for example, if the power supply is interrupted when the display content of the display device 105 is displaying the first base value, and if the timing at which the power supply is interrupted is a predetermined reference time after the display content changed to display the first base value, when the power supply is subsequently started and the display content of the display device 105 returns to displaying the base value, it can return to displaying the third base value. In other words, if the power supply is interrupted when the display content of the performance display means is displaying the first base value, and if the timing at which the power supply is interrupted is a predetermined reference time after the display content changed to display the first base value, when the power supply is subsequently started and the display content of the performance display means returns to displaying the base value, it can return to displaying the third base value.
[0145] In this embodiment, the "time when the predetermined reference time has elapsed" is included in the time after the predetermined reference time has elapsed. Incidentally, in this embodiment, the "predetermined reference time" is "4.6 seconds." Therefore, for example, the time when 4.6 seconds have elapsed since the display content changed to display the first base value is included in the time after the predetermined reference time has elapsed.
[0146] 10(a) to 10(f), an example of the display content of the display 105 when the power supply is cut off and the display content of the display 105 when the power supply is restarted and the display content showing the base value is restored will be described. In Fig. 10(a) to 10(f), the time before the predetermined reference time has elapsed is indicated as "before the reference time has elapsed," and the time after the predetermined reference time has elapsed is indicated as "after the reference time has elapsed."
[0147] As shown in FIG. 10(a), assume that the power supply is interrupted when the base value as the one-before-ratio is displayed on display 105. As shown in FIG. 10(b), if the power supply is interrupted before a predetermined reference time has elapsed since the base value as the one-before-ratio was displayed on display 105, when power supply is subsequently started and the display returns to displaying the base value, the base value as the two-before-ratio, which is displayed one time after the one-before-ratio, will be displayed on display 105. On the other hand, as shown in FIG. 10(c), if the power supply is interrupted after a predetermined reference time has elapsed since the base value as the one-before-ratio was displayed on display 105, when power supply is subsequently started and the display returns to displaying the base value, the base value as the three-before-ratio, which is displayed two times after the one-before-ratio, will be displayed on display 105.
[0148] As shown in FIG. 10(d), assume that power supply is interrupted when the base value as the two-times-ago ratio is displayed on display 105. As shown in FIG. 10(e), if power supply is interrupted before a predetermined reference time has elapsed since the base value as the two-times-ago ratio was displayed on display 105, when power supply is subsequently started and the display returns to displaying the base value, the base value as the three-times-ago ratio, which is displayed one time after the two-times-ago ratio, will be displayed on display 105. On the other hand, as shown in FIG. 10(f), if power supply is interrupted after a predetermined reference time has elapsed since the base value as the two-times-ago ratio was displayed on display 105, when power supply is subsequently started and the display returns to displaying the base value, the base value as the current ratio, which is displayed two times after the two-times-ago ratio, will be displayed on display 105.
[0149] Next, we will explain the display content of the display 105 when the maximum difference number reaches a specified value and the car is controlled to an unprogressable state, the display content of the display 105 when a magnetic error is detected, and the display content of the display 105 when a door open error is detected.
[0150] In the gaming machine 10, when the maximum difference number reaches a specified value and the gaming machine 10 is controlled to a state where progress is disabled, all of the light-emitting elements that make up the display 105 are turned off. All of the light-emitting elements that make up the display 105 remain turned off at least until the power supply is cut off. In this way, in the gaming machine 10, when the maximum difference number reaches a specified value and the gaming machine 10 is controlled to a state where progress is disabled, the display mode of the display 105 is a display mode in which all of the light-emitting elements that make up the display 105 are turned off at least until the power supply is cut off.
[0151] Here, with reference to FIGS. 11(a) and 11(b), an example of the display content of the display 105 when the maximum difference number reaches a specified value and is controlled to the unprogressable state will be described. As shown in FIG. 11(a), when the maximum difference number reaches a specified value and is controlled to the unprogressable state, the display content of the display 105 displays the base value as the current ratio. Then, as shown in FIG. 11(b), when the maximum difference number reaches a specified value and is controlled to the unprogressable state at this time, all of the light-emitting elements constituting the display 105 are turned off, and the display mode of the display 105 changes to a display mode in which all of the light-emitting elements constituting the display 105 are turned off at least until the power supply is cut off. In FIG. 11(b), the time when the maximum difference number reaches a specified value and is controlled to the unprogressable state is shown as "maximum difference number reaches specified value + unprogressable state."
[0152] In the gaming machine 10, when a magnetic error is detected, all of the light-emitting elements that make up the display 105 are turned off. All of the light-emitting elements that make up the display 105 remain turned off at least until the power supply is cut off. In this way, when a magnetic error is detected in the gaming machine 10, the display mode of the display 105 is a display mode in which all of the light-emitting elements that make up the display 105 are turned off at least until the power supply is cut off. Note that in this embodiment, the case where a magnetic error is detected can also be considered as a case where a magnetic error is detected and the game is controlled to an unplayable state.
[0153] Here, an example of the display content of the display 105 when a magnetic error is detected will be described with reference to Figures 11(a) and 11(c). As shown in Figure 11(a), when the maximum difference number reaches a specified value and the game is controlled to an unprogressable state, the display content of the display 105 displays the base value as the current ratio. Then, as shown in Figure 11(c), if a magnetic error is detected at this time, all of the light-emitting elements constituting the display 105 are turned off, and the display mode of the display 105 remains in a state in which all of the light-emitting elements constituting the display 105 are turned off at least until the power supply is cut off.
[0154] Thus, whether the maximum difference number reaches a specified value and is controlled to a progress-disabled state, or a magnetic error is detected, the display mode of the display 105 is a display mode in which all of the light-emitting elements constituting the display 105 are turned off at least until the power supply is cut off. In other words, the display mode of the display 105 when the maximum difference number reaches a specified value is the same as the display mode of the display 105 when a magnetic error is detected. In other words, the display mode of the performance display means when a special condition is met and the display mode is controlled to a progress-disabled state is the same as the display mode of the performance display means when a specific error is detected. As described above, in the gaming machine 10, the display mode of the display 105 when the maximum difference number reaches a specified value and is controlled to a progress-disabled state, and the display mode of the display 105 when a magnetic error is detected, are a display mode in which all of the light-emitting elements constituting the display 105 are turned off at least until the power supply is cut off. That is, in this embodiment, the display mode of the performance display means when a special condition is met and the vehicle is controlled to an unprogressable state, and the display mode of the performance display means when a specific error is detected, are such that all light-emitting elements constituting the performance display means are turned off at least until the power supply is cut off.
[0155] In the gaming machine 10, when a door open error is detected, all of the light-emitting elements that make up the display 105 are not turned off, and the display mode of the display 105 continues. Specifically, if a door open error is detected when the display content of the display 105 is display content that displays the base value, the display mode of the display 105 remains the display mode that displays the base value. In this way, in the gaming machine 10, when a door open error is detected, the display mode of the display 105 becomes the display mode that displays the base value.
[0156] Here, an example of the display content of the display 105 when a door open error is detected will be described with reference to Figures 11(a) and 11(d). As shown in Figure 11(a), when a door open error is detected, the display content of the display 105 is the display content displaying the base value as the current ratio. Then, as shown in Figure 11(d), if a door open error is detected at this time, the display mode of the display 105 remains the display mode displaying the base value.
[0157] Thus, the display mode of the display 105 when a door open error is detected is a display mode in which the display content displays the base value. On the other hand, the display mode of the display 105 when the maximum difference number reaches a specified value and the game is controlled to an unprogressable state is a display mode in which all of the light-emitting elements constituting the display 105 are turned off at least until the power supply is cut off. Therefore, the display mode of the display 105 when a door open error is detected is different from the display mode of the display 105 when the maximum difference number reaches a specified value and the game is controlled to an unprogressable state. In other words, the display mode of the performance display means when a non-specific error is detected is different from the display mode of the performance display means when a special condition is met and the game is controlled to an unprogressable state. Furthermore, the display mode of the display 105 when a magnetic error is detected is a display mode in which all of the light-emitting elements constituting the display 105 are turned off at least until the power supply is cut off. Therefore, the display mode of the display 105 when a door open error is detected is different from the display mode of the display 105 when a magnetic error is detected. That is, the display mode of the performance display means when a non-specific error is detected is different from the display mode of the performance display means when a specific error is detected.
[0158] Here, we will explain the control of the display 105 when power supply is started, the control of the display 105 when the maximum difference number reaches a specified value and is controlled to an unprogressable state, and the control of the display 105 when a magnetic error is detected.
[0159] When power supply is started, the main CPU 41 controls the display device 105 so that the display content of the display device 105 becomes a specific display content. At this time, if initialization processing is not being executed in response to the start of power supply, the main CPU 41 controls the display device 105 so that the display content of the display device 105 becomes the specific display content for a time TX1 (4.8 seconds in this embodiment). On the other hand, if initialization processing is being executed in response to the start of power supply, the main CPU 41 controls the display device 105 so that the display content of the display device 105 becomes the specific display content for a time TX2 (5 seconds in this embodiment).
[0160] After the specific display content has ended, the main CPU 41 returns the display content of the display 105 to the display content that displays the base value. The control for returning the display content to the display content that displays the base value will be described below.
[0161] The information backed up in the backup process includes information that can identify the base value that was displayed when the power supply was interrupted (hereinafter referred to as power interruption display information). Furthermore, the information backed up in the backup process includes information that can identify the amount of time that has elapsed since the base value that was displayed when the power supply was interrupted (hereinafter referred to as elapsed time information). Therefore, the main CPU 41 can identify the base value that was displayed when the power supply was interrupted from the power interruption display information. Furthermore, the main CPU 41 can identify from the elapsed time information whether the power supply was interrupted before the reference time elapsed (or after the reference time elapsed) since the base value that was displayed when the power supply was interrupted was displayed.
[0162] If the timing at which the power supply was cut off is before the reference time has elapsed since the base value that was displayed when the power supply was cut off was displayed, the main CPU 41 controls the display device 105 to return to the display content that displays the base value that is displayed one time after the base value that was displayed when the power supply was cut off. On the other hand, if the timing at which the power supply was cut off is after the reference time has elapsed since the base value that was displayed when the power supply was cut off was displayed, the main CPU 41 controls the display device 105 to return to the display content that displays the base value that is displayed two times after the base value that was displayed when the power supply was cut off.
[0163] When the maximum difference number reaches a specified value and is controlled to a progress-disabled state, the main CPU 41 controls the display 105 to turn off all light-emitting elements that make up the display 105. Specifically, for example, when an unspecifiable command is stored in the output buffer in the progress-disabled processing, that is, when the processing of step S106 or step S112 is performed, the main CPU 41 controls the display 105 to turn off all light-emitting elements that make up the display 105. At this time, the main CPU 41 controls the display 105 so that the display mode of the display 105 is such that all light-emitting elements that make up the display 105 are turned off at least until the power supply is cut off.
[0164] When a magnetic error is detected, the main CPU 41 controls the display 105 so as to turn off all light-emitting elements that make up the display 105. Specifically, when a magnetic disable command is stored in the output buffer in the progress disable process, that is, when the process of step S102 is performed, the main CPU 41 controls the display 105 so as to turn off all light-emitting elements that make up the display 105. At this time, the main CPU 41 controls the display 105 so that the display mode of the display 105 is such that all light-emitting elements that make up the display 105 are turned off at least until the power supply is cut off.
[0165] Even if the main CPU 41 detects a door open error, the detection of the door open error does not change the display mode of the display 105. For example, even if the main CPU 41 detects a door open error when the display content of the display 105 is display content displaying a base value, the main CPU 41 does not change the display content of the display 105 to display content different from the display content displaying the base value.
[0166] Here, an example of the display content of the display 105 will be described with reference to FIGS. 12(a) to 12(g). As shown in Fig. 12(a), it is assumed that the display 105 displays a base value as the two-times-ago ratio. As shown in Fig. 12(b), when 4.8 seconds have passed since the base value as the two-times-ago ratio was displayed, the display 105 displays a base value as the three-times-ago ratio. In this way, when 4.8 seconds have passed since the display 105 displayed the base value as the two-times-ago ratio, the display 105 displays a base value as the three-times-ago ratio, which is displayed next to the two-times-ago ratio. It is assumed that the power supply is interrupted while the base value as the three-times-ago ratio is being displayed.
[0167] Thereafter, when power supply is started, the display content of the display 105 becomes the specific display content. As a result, as shown in FIGS. 12(c) and 12(d), the light-emitting pattern of the light-emitting elements constituting the display 105 becomes a light-emitting pattern in which a fully lit state in which all light-emitting elements constituting the display 105 are lit and a fully unlit state in which all light-emitting elements constituting the display 105 are unlit are alternately repeated. In other words, the display mode of the display 105 becomes a display mode in which a fully lit state in which all light-emitting elements constituting the display 105 are lit and a fully unlit state in which all light-emitting elements constituting the display 105 are unlit are alternately repeated. Note that the time during which the display content of the display 105 becomes the specific display content is 4.8 seconds if the main CPU 41 does not execute initialization processing upon the start of power supply. On the other hand, the time during which the display content of the display 105 becomes the specific display content is 5 seconds if the main CPU 41 executes initialization processing upon the start of power supply.
[0168] Then, after the display content of the display device 105 changes to a specific display content, the display content of the display device 105 returns to display content displaying the base value. In this way, if the power supply is cut off while the display device 105 is displaying the base value, when the power supply is subsequently started, the display content of the display device 105 can change to a specific display content different from the display content displaying the base value and then return to display content displaying the base value. In other words, if the power supply is cut off while the performance display means is displaying the base value, when the power supply is subsequently started, the display content of the performance display means can change to display content different from the display content displaying the base value and then return to display content displaying the base value.
[0169] As shown in FIG. 12(e), if the timing when the power supply is interrupted while a base value corresponding to the three-times-ago ratio is being displayed occurs before a predetermined reference time has elapsed since the base value corresponding to the three-times-ago ratio was displayed, the display content of the display 105 returns to the display content showing the base value as the current ratio displayed one time after the three-times-ago ratio. As shown in FIG. 12(f), if the timing when the power supply is interrupted while a base value corresponding to the three-times-ago ratio is being displayed occurs after a predetermined reference time has elapsed since the base value corresponding to the three-times-ago ratio was displayed, the display content of the display 105 returns to the display content showing the base value displayed two times after the three-times-ago ratio. Thus, in the gaming machine 10, when the display content of the display 105 returns to the display content showing the base value after the power supply is started, the base value displayed on the display 105 when the display content returns to the display content showing the base value differs depending on how long the three-times-ago ratio that was displayed when the power supply was interrupted was displayed.
[0170] As shown in FIG. 12(g), when the base value is displayed on the display 105 and the maximum difference number reaches a specified value and the display is controlled to an unprogressable state, all of the light-emitting elements constituting the display 105 are turned off, and the display mode of the display 105 remains in this state until at least the power supply is interrupted. Similarly, as shown in FIG. 12(g), when a magnetic error is detected when the base value is displayed on the display 105, all of the light-emitting elements constituting the display 105 are turned off, and the display mode of the display 105 remains in this state until at least the power supply is interrupted. Note that, although not shown, when a door open error is detected when the base value is displayed on the display 105, all of the light-emitting elements constituting the display 105 are not turned off, and the display mode of the display 105 remains in the state where the display content shows the base value.
[0171] The effects of this embodiment will be described below. (1) When power supply is started, all of the light emitters constituting the display 105 capable of displaying the base value may light up. Since all of the light emitters are configured to light up when power supply is started, for example, if some of the light emitters are not lit when power supply is started, it is possible to suspect that the light emitters are faulty, which contributes to early detection of malfunctions in the light emitters constituting the display 105. Furthermore, if a malfunction in a light emitter constituting the display 105 can be detected early, it is possible to prevent the base value recognized from the display 105 from differing from the actual base value, for example, due to a malfunction of a light emitter constituting the display 105. By configuring the display 105 as described above, the display 105 can be utilized to enable early detection of malfunctions in the light emitters constituting the display 105.
[0172] (2) The time during which the light-emitting elements constituting the display 105 alternate between a fully lit state in which all light-emitting elements constituting the display 105 are lit and a fully unlit state in which all light-emitting elements constituting the display 105 are unlit is equal to or longer than the time it takes for the display content displaying the base value to change. In other words, the time during which the light-emitting elements constituting the display 105 alternate between a fully lit state in which all light-emitting elements constituting the display 105 are lit and a fully unlit state in which all light-emitting elements constituting the display 105 are unlit is equal to or longer than the time it takes for the display content of the display 105 to change to a content displaying the base value and for the base value to be confirmed. This ensures time to confirm that all light-emitting elements constituting the display 105 are lit, making the display 105 easier to use.
[0173] (3) When the display content of the display 105 is the display content that displays the base value, at least some of the light-emitting elements that make up the display 105 are turned off. This makes it easy to recognize that when all of the light-emitting elements that make up the display 105 are turned on, the display content does not display the base value.
[0174] (4) When power supply is started, the display content of the display 105 changes to a specific display content different from the display content displaying the base value, and can then return to the display content displaying the base value. Therefore, for example, if the display content of the display 105 is not the specific display content when power supply is started, it can be suspected that the display 105 is malfunctioning or that there is some problem with the control of the display 105, which can contribute to early detection of a malfunction related to the display 105. Furthermore, if a malfunction related to the display 105 can be detected early, it can be prevented, for example, from causing an incorrect base value to continue to be displayed on the display 105 due to the malfunction related to the display 105. With the above configuration, the display 105 can be utilized to enable early detection of a malfunction of the display 105.
[0175] (5) The time from when the display content of the display device 105 changes to a specific display content after the power supply is started until it switches to a display content that displays the base value is equal to or longer than the time it takes for the display content to switch from displaying the base value. In other words, the time from when the display content of the display device 105 changes to a specific display content after the power supply is started until it switches to a display content that displays the base value is equal to or longer than the time it takes for the display content of the display device 105 to change to a display content that displays the base value and for the base value to be confirmed. This ensures time to confirm that the display content of the display device 105 is the specific display content, making the display device 105 easier to use.
[0176] (6) If the power supply is interrupted while the display 105 is displaying a base value, when the power supply is subsequently restarted, the display content of the display 105 can be restored to a display content that displays a base value different from the base value that was displayed when the power supply was interrupted. In this way, by changing the display content of the display 105 to a display content that displays a base value different from the base value that was already displayed when the power supply was interrupted, it is possible to, for example, confirm a different base value without having to reconfirm the same base value that was displayed when the power supply was interrupted, and the display 105 can be used effectively.
[0177] (7) If the power supply is interrupted while the display 105 is displaying the base value, when the power supply is subsequently restarted, the display content of the display 105 can change to a content different from that displaying the base value and then return to the content displaying the base value. In this way, by temporarily changing the display content to a content different from that displaying the base value, it is possible to prevent the base value from being overlooked, compared to, for example, when the display content suddenly returns to that displaying the base value immediately after the power supply is started.
[0178] (8) When initialization processing is performed upon the start of power supply, the time from the start of power supply until the display content of the display 105 returns to the display content showing the base value is longer than when initialization processing is not performed upon the start of power supply. As a result, it is possible to determine whether initialization processing has been performed from the time from the start of power supply until the display content of the display 105 returns to the display content showing the base value. In other words, it is possible to confirm not only the base value but also whether initialization processing has been performed from the display content of the display 105, allowing the display 105 to be utilized more effectively.
[0179] (9) If the power supply is interrupted when the display content of the display 105 is displaying the first base value, when the power supply is subsequently restarted and the display content of the display 105 returns to displaying the base value, it is possible to return to displaying the second base value and subsequent display contents. In this way, the display content of the display 105 is not the display content displaying the first base value when the power supply was interrupted, but the display content displaying the second base value and subsequent display contents. This makes it possible, for example, to allow the user to confirm base values different from the first base value, such as the second base value and subsequent base values, without having to reconfirm the first base value, thereby making it possible to effectively utilize the display 105.
[0180] (10) The time from when the power supply is started until the display content of the display 105 returns to the display content showing the base value does not change depending on whether the display content of the display 105 when the power supply is cut off is the display content showing the first base value, the display content showing the second base value, or the display content showing the third base value. This makes it possible to prevent the display content of the display 105 when the power supply is cut off from causing a sense of discomfort after the power supply is started.
[0181] (11) In the case where the power supply is interrupted when the display content of the display device 105 is displaying the first base value, if the timing of the power supply interruption occurs before a predetermined reference time has elapsed since the display content changed to display the first base value, when the power supply is subsequently started and the display content of the display device 105 returns to displaying the base value, the display content can be restored to displaying the second base value. On the other hand, in the case where the power supply is interrupted when the display content of the display device 105 is displaying the first base value, if the timing of the power supply interruption occurs after a predetermined reference time has elapsed since the display content changed to display the first base value, when the power supply is subsequently started and the display content of the performance display means returns to displaying the base value, the display content can be restored to displaying the third base value. In other words, if the power supply is interrupted when the display content of the display device 105 is displaying the first base value, the type of base value when the power supply is started and the display content of the display device 105 returns to the display content displaying the base value will differ depending on whether the timing at which the power supply is interrupted is before or after a predetermined reference time has elapsed since the display content of the display device 105 changed to the display content displaying the first base value. In this way, by changing the type of base value when the power supply is started and the display content of the display device 105 returns to the display content displaying the base value depending on the timing at which the power supply is interrupted after the display content of the display device 105 changed to the display content displaying the first base value, it is possible to reduce any sense of discomfort at the time of recovery.
[0182] (12) The display mode of the indicator 105 when the maximum difference number reaches a specified value and is controlled to an unprogressable state is the same as the display mode of the indicator 105 when a magnetic error is detected. This allows the indicator 105 to be utilized without causing discomfort due to the display mode of the indicator 105 being different depending on whether the maximum difference number reaches a specified value and is controlled to an unprogressable state or a magnetic error is detected.
[0183] Furthermore, even if a magnetic error is detected, the gaming machine 10 is controlled to the non-progress state. Therefore, the display mode of the display 105 when the maximum difference number reaches a specified value and the gaming machine 10 is controlled to the non-progress state is the same as the display mode of the display 105 when a magnetic error is detected, so it can be recognized from the display mode of the display 105 that the gaming machine 10 is controlled to the non-progress state.
[0184] (13) The display mode of the display 105 when a door open error is detected is different from the display mode of the display 105 when a magnetic error is detected. This allows the display 105 to be utilized so that when an error is detected, it is possible to confirm from the display mode of the display 105 whether a door open error or a magnetic error has been detected.
[0185] (14) The display mode of the display 105 when the maximum difference number reaches a specified value and is controlled to an unprogressable state, and the display mode of the display 105 when a magnetic error is detected, is a display mode in which all light-emitting elements constituting the display 105 are turned off at least until the power supply is cut off. In this way, by turning off all light-emitting elements constituting the display 105 at least until the power supply is cut off, the display 105 can be utilized to make it easier to notice that the maximum difference number has reached a specified value and is controlled to an unprogressable state, or that a magnetic error has been detected.
[0186] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. When power supply is started, the display content of the display 105 may be configured to return to the display content displaying the base value without changing to a specific display content. For example, when initialization processing is performed upon start of power supply, the display content of the display 105 may be configured to return to the display content displaying the base value without changing to a specific display content. On the other hand, when initialization processing is not performed upon start of power supply, the display content of the display 105 may be configured to return to the display content displaying the base value after changing to a specific display content. Conversely, for example, when initialization processing is performed upon start of power supply, the display content of the display 105 may be configured to return to the display content displaying the base value after changing to a specific display content. On the other hand, when initialization processing is not performed upon start of power supply, the display content of the display 105 may be configured to return to the display content displaying the base value without changing to a specific display content. If power supply is interrupted while the display 105 is displaying the base value, the display content of the display 105 may be configured to return to the display content displaying the base value when power supply is subsequently started. At this time, the display content of the display 105 may be able to return to the display content displaying the base value without changing to a display content different from the display content displaying the base value.
[0187] The time (predetermined time) at which the display content displaying the base value changes may be changed. For example, the time at which the display content displaying the base value changes may be equal to or longer than the time at which the display content of the display device 105 changes to a specific display content after the start of power supply. For example, the time at which the display content displaying the base value changes may be equal to or shorter than the time at which the display content of the display device 105 changes to a specific display content after the start of power supply. For example, the time at which the display content displaying the base value changes may be longer than the time at which the display content of the display device 105 changes to a specific display content after the start of power supply. For example, the time at which the display content displaying the base value changes may be shorter than the time at which the display content of the display device 105 changes to a specific display content after the start of power supply.
[0188] If the power supply is interrupted while the display 105 is displaying the base value, when the power supply is subsequently restarted, the display content of the display 105 may temporarily change to the base value and then change to a specific display content. The display content of the display 105 may then be configured to return to the display content displaying the base value. As described above, the display content of the display 105 may be configured to temporarily display the base value after the power supply is started, then change to a specific display content, and finally return to the display content displaying the base value. In such a case, the display content of the display 105 temporarily changing to the base value does not constitute a return to the display content displaying the base value. The temporarily displayed base value may be the same base value as the base value displayed when the power supply was interrupted, or it may be a base value different from the base value displayed when the power supply was interrupted.
[0189] The time period during which the display content of the display 105 changes to a specific display content after the start of power supply may be changed. In other words, the time period during which the light-emitting pattern of the light-emitting elements constituting the display 105 changes to a specific light-emitting pattern after the start of power supply may be changed. For example, the time period during which the display content of the display 105 changes to a specific display content after the start of power supply may be longer than the time (predetermined time) at which the display content displaying the base value changes. Alternatively, for example, the time period during which the display content of the display 105 changes to a specific display content after the start of power supply may be shorter than the time at which the display content displaying the base value changes. For example, the time period during which the display content of the display 105 changes to a specific display content after the start of power supply may be shorter than the time at which the display content displaying the base value changes.
[0190] The specific display content may be changed. When the specific display content is displayed, all of the light emitters constituting the display 105 do not have to be turned on. When the specific display content is displayed, all of the light emitters constituting the display 105 do not have to be turned off. For example, when the specific display content is displayed, the light emitters constituting the display 105 may be configured to be turned on one by one in sequence over time. Even in such a configuration, it is possible to check which light emitters are not turned on.
[0191] All light emitters constituting the display 105 capable of displaying the base value may be configured to light up when power supply is started. For example, all light emitters constituting the display 105 capable of displaying the base value may be configured to light up when power supply is started, without being turned off. Therefore, the specific display content of the display 105 may be a display content in which all light emitters constituting the display 105 are lit.
[0192] When power supply is started, all light emitters constituting the display 105 capable of displaying the base value may be turned off. For example, when power supply is started, all light emitters constituting the display 105 capable of displaying the base value may be turned off instead of being turned on. Therefore, the specific display content of the display 105 may be a display content that results in an all-off state in which all light emitters constituting the display 105 are turned off.
[0193] When the display content of the display 105 is the display content that displays the base value, all of the light-emitting elements that make up the display 105 may be lit. For example, when the display content of the display 105 is the display content that displays the base value, all of the light-emitting elements that make up the display 105 may be turned off. For example, at least some of the light-emitting elements that make up the display 105 may be turned off during at least a portion of the period when the display content of the display 105 is the display content that displays the base value.
[0194] If the power supply is interrupted while the display 105 is displaying the base value, when the power supply is subsequently started, the display content of the display 105 may be able to return to the display content displaying the same base value as the base value displayed when the power supply was interrupted, among the display content displaying the base value. If the power supply is interrupted when the display content of the display 105 is displaying the first base value, when the power supply is subsequently started and the display content of the display 105 returns to the display content displaying the base value, the display content may be able to return to the display content displaying the first base value. Furthermore, if the power supply is interrupted when the display content of the display 105 is displaying the first base value, when the power supply is subsequently started and the display content of the display 105 returns to the display content displaying the base value, the display content may be able to return to the display content displaying the third base value or later.
[0195] When initialization processing is executed upon the start of power supply, the time from the start of power supply until the display content of the display 105 returns to the display content showing the base value may be shorter than when initialization processing is not executed upon the start of power supply. When initialization processing is executed upon the start of power supply, the time from the start of power supply until the display content of the display 105 returns to the display content showing the base value may be the same as when initialization processing is not executed upon the start of power supply. In other words, the time from the start of power supply until the display content of the display 105 returns to the display content showing the base value may differ depending on whether initialization processing is executed upon the start of power supply, or may not change depending on whether initialization processing is executed upon the start of power supply.
[0196] The time from when the power supply is started until the display content of the display 105 returns to the display content showing the base value may be configured to differ depending on the display content of the display 105 when the power supply is interrupted. For example, the time may differ depending on whether the display content of the display 105 when the power supply is interrupted is the display content showing the first base value, the display content showing the second base value, or the display content showing the third base value.
[0197] The base value displayed when power supply is subsequently started and the display content of the display 105 returns to the display content displaying the base value may not be different depending on whether the timing when power supply is interrupted while the display content is displaying the base value has elapsed a predetermined reference time since the display content changed to display the base value at the time of power supply interruption. For example, if power supply is interrupted while the display content of the display 105 is displaying the first base value, when power supply is subsequently started and the display content of the display 105 returns to the display content displaying the base value, the display may be able to return to the display content displaying the second base value. In this case, regardless of whether the timing when power supply is interrupted is within a predetermined reference time since the display content changed to display the first base value, when power supply is started and the display content of the display 105 returns to the display content displaying the base value, the display may be able to return to the display content displaying the second base value. For example, if the power supply is cut off when the display content of the display device 105 is the display content displaying the first base value, when the power supply is subsequently started again and the display content of the display device 105 returns to the display content displaying the base value, the display content may be configured to return from the display content displaying the second base value.
[0198] The display mode of the display 105 when the maximum difference number reaches a specified value and is controlled to a progress-disabled state may be changed. That is, the display mode of the display 105 when the maximum difference number reaches a specified value and is controlled to a progress-disabled state does not have to be a display mode in which all of the light-emitting elements constituting the display 105 are turned off at least until the power supply is cut off. Also, the display mode of the display 105 when a magnetic error is detected may be changed. That is, the display mode of the display 105 when a magnetic error is detected does not have to be a display mode in which all of the light-emitting elements constituting the display 105 are turned off at least until the power supply is cut off.
[0199] The display mode of the display 105 when the maximum difference number reaches a specified value and is controlled to an unprogressable state may be different from the display mode of the display 105 when a magnetic error is detected. For example, either the display mode of the display 105 when the maximum difference number reaches a specified value and is controlled to an unprogressable state or the display mode of the display 105 when a magnetic error is detected may be a display mode that displays the base value. Both the display mode of the display 105 when the maximum difference number reaches a specified value and is controlled to an unprogressable state and the display mode of the display 105 when a magnetic error is detected may be a display mode that displays the base value. For example, if a magnetic error is detected when the display content of the display 105 is displaying the base value, the display mode of the display 105 may be configured to remain the display mode that displays the base value. For example, when the display content of the display 105 is a display content that displays a base value, if the maximum difference number reaches a specified value and the game is controlled to a state where progress cannot be made, the display mode of the display 105 may be configured to remain in the display mode in which the display content displays the base value.
[0200] The display mode of the display 105 when a door open error is detected may be the same as the display mode of the display 105 when a magnetic error is detected. The display mode of the display 105 when a door open error is detected may be the same as the display mode of the display 105 when the maximum difference number reaches a specified value and the car is controlled to be in an unprogressable state. The display mode of the display 105 when a door open error is detected may be the same as either the display mode of the display 105 when a magnetic error is detected or the display mode of the display 105 when the maximum difference number reaches a specified value and the car is controlled to be in an unprogressable state.
[0201] The game may be configured so that the game is not placed in a non-progression state even when the maximum difference number reaches a specified value. After the game is placed in a non-progression state when the maximum difference number reaches a specified value, the non-progression state may be terminated by cutting off the power supply. Furthermore, after the game is placed in a non-progression state when the maximum difference number reaches a specified value, the non-progression state may not be terminated simply by cutting off the power supply, but may be terminated by starting the power supply and executing an initialization process. Furthermore, if the maximum difference number reaches a specified value during a jackpot game, the game may be placed in a non-progression state without waiting for the jackpot game to end. Furthermore, if the maximum difference number reaches a specified value during a special game, the game may be placed in a non-progression state after the special game ends. In the above embodiment, the triggers for placing the game in a non-progression state are when the maximum difference number reaches a specified value and when a magnetic error is detected. However, these are not limiting. For example, the game may be placed in a non-progression state when the number of awarded game media reaches a predetermined value. In this case, the special condition can be considered to be established when the number of awarded game media reaches a predetermined value. In this manner, the special condition may be changed. Furthermore, if a radio wave error is detected, the system may be configured to be controlled to a state where progress is disabled.
[0202] The device may be configured not to enter a disabled state even if a magnetic error is detected. After a magnetic error is detected and the device is disabled, the disabled state may be terminated by cutting off the power supply. Furthermore, after a magnetic error is detected and the device is disabled, the disabled state may not be terminated by simply cutting off the power supply, but may be terminated by starting the power supply and executing an initialization process.
[0203] When an error is detected, the display content of the display 105 may be configured to indicate that an error has been detected. For example, when the display content indicates that an error has been detected, the display content of the display 105 may be configured to alternate between a display content displaying a base value and a display content indicating that an error has been detected. For example, the display content of the display 105 may be configured to alternate in the following order: "display content displaying the current ratio → display content indicating that an error has been detected → display content displaying the previous ratio → display content indicating that an error has been detected → display content displaying the previous ratio → ..." In this case, the time during which the display content of the display 105 indicates "display content displaying the base value" and the time during which the display content of the display 105 indicates "display content indicating that an error has been detected" may be the same, or one of these may be configured to be longer (or shorter) than the other. Note that the error indicating that an error has been detected may be one or both of a door open error and a magnetic error. Other error indications that indicate an error may include one or both of the following: the maximum difference number reaching a specified value, and the game being controlled to an unplayable state when the maximum difference number reaches a specified value. The indications that indicate an error may also indicate the type of error detected. Alternatively, an indication that an error has been detected may be displayed on a display device other than the display device 105 (hereinafter referred to as a special display device). The special display device may be mounted on the main board 40, as with the display device 105, or may be mounted on a board other than the main board 40 (e.g., a payout control board). The payout control board corresponds to, for example, a board that manages the awarding of prize balls. The special display device may be configured with multiple light emitters or a single light emitter. For example, a display device that indicates the detection of a magnetic error and a display device that indicates the detection of a door open error may be mounted on different boards.
[0204] When the maximum difference number reaches a specified value, the display content of the display 105 may be configured to indicate that the maximum difference number has reached the specified value. For example, when the maximum difference number reaches the specified value, even before the game is controlled to an unprogressable state, the display content of the display 105 may be configured to indicate that the maximum difference number has reached the specified value. For example, even when the maximum difference number has reached the specified value, the display content of the display 105 may not be configured to indicate that the maximum difference number has reached the specified value until the game is controlled to an unprogressable state. In other words, when the maximum difference number reaches the specified value and the game is controlled to an unprogressable state, the display content of the display 105 may be configured to indicate that the maximum difference number has reached the specified value. In this way, the display content that indicates that the maximum difference number has reached the specified value may be configured to indicate that the maximum difference number has reached the specified value and the game has been controlled to an unprogressable state. For example, when the display content indicates that the maximum difference number has reached a specified value, the display content of the display device 105 may be configured to alternate between display content displaying a base value and display content indicating that the maximum difference number has reached a specified value. For example, the display content of the display device 105 may be configured to alternate in the following order: "display content displaying the current ratio → display content indicating that the maximum difference number has reached a specified value → display content displaying the ratio one time ago → display content indicating that the maximum difference number has reached a specified value → display content displaying the ratio two times ago → ..." In this case, the time during which the display content of the display device 105 indicates "display content displaying the base value" and the time during which the display content of the display device 105 indicates "display content indicating that the maximum difference number has reached a specified value" may be the same, or one of these may be configured to be longer (or shorter) than the other. Alternatively, a special display device other than the display device 105 may be configured to notify that the maximum difference number has reached a specified value.
[0205] When the game is controlled to an unprogressable state, the display content of the display 105 may be configured to indicate that the game has been controlled to an unprogressable state. For example, when the display content indicates that the game has been controlled to an unprogressable state, the display content of the display 105 may be configured to alternate between display content displaying a base value and display content indicating that the game has been controlled to an unprogressable state. For example, the display content of the display 105 may be configured to alternate in the following order: "display content displaying the current ratio → display content indicating that the game has been controlled to an unprogressable state → display content displaying the ratio one time before → display content indicating that the game has been controlled to an unprogressable state → display content displaying the ratio two times before → ..." In this case, the time during which the display content of the display 105 indicates "display content displaying the base value" and the time during which the display content of the display 105 indicates "display content indicating that the game has been controlled to an unprogressable state" may be the same, or one of the two may be configured to be longer (or shorter) than the other. The display content that can identify that the game has been controlled to an unprogressable state may be one or both of the following: an unprogressable state triggered by the maximum difference number reaching a specified value and an unprogressable state triggered by the occurrence of a magnetic error. The display content that can identify that the game has been controlled to an unprogressable state may also be display content that can identify the cause of the game being controlled to an unprogressable state. Alternatively, the game may be configured so that a special display different from the display 105 notifies the gamer that the game has been controlled to an unprogressable state. For example, the display that notifies the gamer that the game has been controlled to an unprogressable state triggered by the maximum difference number reaching a specified value and the display that notifies the gamer that the game has been controlled to an unprogressable state triggered by the detection of a magnetic error may be provided on different boards.
[0206] In the above embodiment, the special game executed based on a ball entering the first starting hole 26 (hereinafter referred to as the first special game) and the special game executed based on a ball entering the second starting hole 27 (hereinafter referred to as the second special game) may be separated. For example, the second special game may be configured to be executed with priority over the first special game, or the special games may be executed in the order in which they were reserved regardless of the type of special game. The first special game may also be configured to be executed with priority over the second special game. Alternatively, the first special game and the second special game may be configured to be able to be executed simultaneously. For example, at least one of the type of jackpot and the probability of winning each type of jackpot determined when the first special game is a jackpot and when the second special game is a jackpot may be different.
[0207] Even if a jackpot is not won, the high base state may be triggered by the number of special games played during a specified special period reaching a predetermined number of times. The number of special games played during the special period may be, for example, the number of special games played without a jackpot being awarded after the non-variable state was entered, or the number of special games played after a jackpot has ended without a subsequent jackpot being awarded. For example, if the high base state is triggered by the number of special games played during the special period reaching the special number, the high base state may be configured to be maintained until a predetermined maximum number of special games are played, or until a jackpot is awarded before the maximum number of special games are played. However, if the high base state ends without a jackpot being awarded during the maximum number of special games played, the number of special games played may not be triggered by the number of special games played until a jackpot is awarded.
[0208] The special symbols that can be displayed as a fixed stop when a player does not win the jackpot lottery may include a loss symbol and a symbol different from the loss symbol (hereinafter referred to as a chance symbol). When a chance symbol is displayed as a fixed stop in a special game during a low base state, the display of the chance symbol may trigger control to a high base state. Alternatively, the high base state may be configured to be controlled when a chance symbol is displayed as a fixed stop in a special game, limited to the period from when power supply is started until a predetermined number of special games are played. In this case, during periods other than the period from when power supply is started until a predetermined number of special games are played, the high base state may not be controlled when a chance symbol is displayed as a fixed stop in a special game, or the chance symbol may not be displayed as a fixed stop in a special game. The special symbols that can be displayed as a fixed stop when a player does not win the jackpot lottery do not necessarily have to include a loss symbol; they may be only chance symbols. The number of chance symbols may be one or more.
[0209] The game state when a jackpot game is awarded can be considered as a game state different from the normal game state. Also, when a jackpot game is awarded, it is not necessarily necessary to control the game to the normal game state, and it may be controlled to continue in the game state when the jackpot game is awarded.
[0210] The gaming machine may be controllable to a high base state (hereinafter referred to as a special high base state) in which the actual shooting position does not change from the low base state and the winning rate for the second starting hole 27 as a normal electric device is substantially the same as in the low base state, even in the high base state. For example, the above embodiment may be embodied in a gaming machine that can be controlled to either or both of the high base state and the special high base state as the high base state. The special high base state may be a high base state in which the actual shooting position does not change from the low base state and the winning rate for the second starting hole 27 as a normal electric device is the same as in the low base state. The special high base state may be configured to be controllable after the end of a jackpot game. The special high base state may be configured to be controllable after a chance symbol is displayed as a fixed stop in a special game.
[0211] The situations (states) that are the targets of base value counting are not limited to normal play. For example, the situations that are the targets of base value counting may include a state controlled to a special high base state. For example, the base value that can be displayed on the display 105 may be the sum of the base value during normal play and the base value during a special high base state. In this way, the situations that are the targets of base value counting may include some or all of the situations that are controlled to a high base state. Also, for example, the situations that are the targets of base value counting may include a jackpot game.
[0212] The above-described embodiment may be applied to a gaming machine that performs a small win lottery in addition to a big win lottery. Generally, when a small win is won in a small win lottery, a small win symbol is displayed as a fixed symbol in a special game, and a small win game is awarded after the special game ends. The above-described embodiment may be applied to a gaming machine that can be controlled to a state (so-called small win rush) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal game state. In a gaming machine that can perform a small win lottery in addition to a big win lottery, both the big win lottery and the small win lottery can be considered as winning lotteries, and both the big win game and the small win game can be considered as winning games. In addition, in gaming machines that can hold a small win lottery in addition to a jackpot lottery, only the jackpot lottery out of the jackpot lottery and small win lottery can be considered the winning lottery, and only the jackpot game out of the jackpot game and small win game can be considered the winning game. In gaming machines that hold a small win lottery, there may be multiple types of small win symbols. The type of small win game may be different depending on the type of small win symbol that is fixed and displayed in the special game. For example, if the type of small win game is different, the opening mode of the large prize opening in the small win game may be different. Note that the large prize opening that opens in the jackpot game and the large prize opening that opens in the small win game may be the same or different.
[0213] A gaming machine that performs a small win lottery, i.e., a gaming machine capable of awarding a small win, may be configured to stop the small win game and enter a non-progression state when the maximum difference number reaches a specified value while the small win game is awarded. Also, a gaming machine that can award a small win may be configured to not enter a non-progression state until the small win game ends when the maximum difference number reaches a specified value while the small win game is awarded, but enter a non-progression state after the small win game ends. In this configuration, for example, in the processing of steps S104 and S108 in the non-progression processing, when determining whether a big win game has been awarded, it may also be configured to determine whether a small win game has been awarded. That is, in the processing of steps S104 and S108, the main CPU 41 may be configured to determine whether a winning game has been awarded.
[0214] The above embodiment may be embodied in a gaming machine that awards a jackpot game when a gaming ball passes through a specific area. For example, the above embodiment may be embodied in a gaming machine (a so-called type 1 / type 2 hybrid machine) that awards two jackpot games: one based on winning a jackpot in a jackpot lottery and the other based on the gaming ball passing through a specific area. This specific area is, for example, located within a large prize opening that opens when a small prize is won in a small prize lottery held after a ball enters the second starting opening 27 in the above embodiment. This large prize opening may be the same as the large prize opening 29 that opens in the jackpot game, or it may be a separate large prize opening from the large prize opening 29. Note that even if a gaming ball enters a large prize opening that opens when a small prize is won, the jackpot game is not awarded unless the gaming ball passes through the specific area. A Type 1 / Type 2 mixed machine is a type of gaming machine that can hold a small jackpot lottery in addition to the jackpot lottery mentioned above.
[0215] Gaming machines that can be controlled to a high probability state include those that maintain the high probability state until the next jackpot is awarded, those that maintain the high probability state until a jackpot lottery is won (a falling machine), and those that maintain the high probability state until a predetermined number of special games are completed (a ST machine). Pachinko gaming machines that can be controlled to a high probability state also include those that maintain the high probability state when a game ball passes through a specific area (a V high probability machine). The above embodiment may be embodied in a pachinko gaming machine with any of these specifications. The above embodiment may also be a gaming machine with a specification that combines the above-mentioned falling machine and a V high probability machine. A V high probability machine may have a specification that includes a single large prize slot to trigger a specific round of play. A V high probability machine may have a specification that includes multiple large prize slots, including a large prize slot (V prize slot) that opens in a specific round of play and large prize slots that open in rounds other than the specific round of play, to trigger a specific round of play. The above embodiment may be embodied in a V-type variable probability machine of any of these specifications. For example, the expectation of a game ball landing in a specific area may be varied depending on the type of jackpot game.
[0216] The above embodiment may be embodied in a pachinko gaming machine in which a virtual medium composed of electronic data is dispensed when a gaming ball is dispensed. That is, the above embodiment may be embodied in a pachinko gaming machine in which no physical gaming medium is dispensed (a so-called controlled gaming machine). Such a pachinko gaming machine is configured to convert a gaming ball into a launchable gaming ball by using the virtual medium and to be able to launch the gaming ball. A controlled gaming machine is also called a smart pachinko or a sumapachi.
[0217] The above-described embodiments may be applied to slot machines. In slot machines, a bet amount (also called a wager amount) can be set by operating a BET button or inserting medals. In slot machines, after setting a bet amount, operating a start lever causes multiple reels to spin. In slot machines, after multiple reels have spun, operating a stop button stops the corresponding reel. When all reels have stopped spinning, a prize (a medal or a replay) is awarded according to the stopped symbol combination. In slot machines, if a predetermined time has passed without a bet amount being set, the slot machine enters a standby state. In addition, in slot machines, if a credit settlement button is operated when there is one or more credits, the slot machine enters a standby state. When medals are awarded in slot machines, in addition to paying out medals, the credits may be increased by the number of medals awarded. Furthermore, the gaming medium used in slot machines may be medals or virtual media composed of electronic data. In other words, the present invention may be applied to slot machines that do not use physical gaming media.
[0218] When applied to a slot machine, the slot machine may be a gaming machine that uses a gaming medium other than medals. For example, it may be embodied as a gaming machine that uses gaming balls (pachinko balls) as the gaming medium. Alternatively, the gaming medium may be managed by data (information). In other words, the slot machine may be a so-called medal-less gaming machine. The medals in a medal-less gaming machine can also be called virtual media. The virtual media corresponds to gaming value. A medal-less gaming machine is also called a smart pachislot or smart slot.
[0219] In the above embodiment, the sub-substrate 50 may be a sub-general control substrate, and a light-emitting control substrate that specializes in controlling the decorative lamps 17, a sound control substrate that specializes in controlling the speakers 18, and a display control substrate that specializes in controlling the performance display device 25 may be provided separately from the sub-general control substrate. Such a sub-general control substrate and substrates that control other performances may be included in the sub-substrate (sub-controller). Also, the main CPU 41 of the main substrate 40 and the sub-CPU 51 of the sub-substrate 50 may be mounted on a single substrate. Also, in the above modified example, the display control substrate, light-emitting control substrate, and sound control substrate may be arbitrarily combined to form a single substrate or multiple substrates.
[0220] The information display panel 22 may be provided with a remaining number display section that displays the remaining number of game balls (prize balls) to be awarded to the player as a prize. The information display panel 22 may be provided with a round number display section that displays the number of rounds of play during a jackpot game. The various display sections of the information display panel 22 do not need to be provided on the same member (in the above embodiment, the information display panel 22); for example, some or all of the display sections may be provided on a member separate from the other display sections.
[0221] Next, the technical ideas that can be understood from the above-described embodiment and modified examples will be described. (A-1) A gaming machine comprising: a normal prize counting means for counting the number of gaming media awarded as a prize at least during normal play; a normal consumption counting means for counting the number of gaming media consumed at least during said normal play; a base value counting means for counting a base value indicating the ratio of the number of gaming media awarded as a prize at least during said normal play to the number of gaming media consumed at least during said normal play; and a performance display means capable of displaying said base value, wherein said performance display means is composed of a plurality of light-emitting elements, and when power supply is started, all of the light-emitting elements constituting said performance display means may light up.
[0222] (A-2) A gaming machine described in technical idea (A-1), in which the display contents of the performance display means include a plurality of types of display contents that display the base value, the display contents that display the base value may change as a predetermined time passes, when the light-emitting pattern of the light-emitting elements that make up the performance display means is a specific light-emitting pattern, all light-emitting elements that make up the performance display means may light up, and the time during which the light-emitting pattern of the light-emitting elements that make up the performance display means becomes the specific light-emitting pattern when power supply is started is longer than the predetermined time.
[0223] (A-3) A gaming machine described in technical idea (A-1) or technical idea (A-2) in which, when the display content of the performance display means is the display content that displays the base value, at least some of the light-emitting elements that constitute the performance display means are turned off.
[0224] (B-1) A gaming machine comprising: a normal prize counting means for counting the number of gaming media awarded as a prize at least during normal play; a normal consumption counting means for counting the number of gaming media consumed at least during said normal play; a base value counting means for counting a base value indicating the ratio of the number of gaming media awarded as a prize at least during said normal play to the number of gaming media consumed at least during said normal play; and a performance display means capable of displaying said base value, wherein when power supply is started, the display content of said performance display means becomes a specific display content and then can return to a display content displaying said base value, and said specific display content is a display content different from the display content displaying said base value.
[0225] (B-2) A gaming machine described in technical idea (B-1), in which there are multiple types of display contents among the display contents of the performance display means, which display the base value, and the display contents which display the base value may change as a predetermined time passes, and the time from when power supply is started and the display contents of the performance display means become the specific display contents to when they change to the display contents which display the base value is longer than the predetermined time.
[0226] (B-3) A gaming machine described in technical idea (B-1) or technical idea (B-2), in which the display content of the performance display means has multiple types of display content that displays the base value, and if power supply is cut off when the display content of the performance display means is display content that displays the base value, when power supply is subsequently started, the display content of the performance display means can return to display content that displays the base value that is different from the display content that displayed the base value when power supply was cut off.
[0227] (C-1) A gaming machine comprising: a normal prize counting means for counting the number of gaming media awarded as a prize at least during normal play; a normal consumption counting means for counting the number of gaming media consumed at least during said normal play; a base value counting means for counting a base value indicating the ratio of the number of gaming media awarded as a prize at least during said normal play to the number of gaming media consumed at least during said normal play; and a performance display means capable of displaying said base value, wherein there are multiple types of base values that can be displayed by said performance display means, and when power supply is subsequently cut off while said performance display means is displaying said base value, when power supply is subsequently started, the display content of said performance display means is capable of returning to a display content that displays said base value that is different from the base value that was displayed when power supply was cut off.
[0228] (C-2) A gaming machine described in the technical idea (C-1) in which, if the power supply is cut off while the performance display means is displaying the base value, when the power supply is subsequently started again, the display content of the performance display means becomes different from the display content displaying the base value, and then can return to the display content displaying the base value.
[0229] (C-3) A gaming machine described in technical idea (C-1) or technical idea (C-2), which is equipped with a storage means capable of storing information and an initialization means capable of executing an initialization process to initialize at least some of the information stored in the storage means, and in which, when the initialization process is executed upon the start of power supply, the time from the start of power supply until the display content of the performance display means returns to the display content showing the base value is longer than when the initialization process is not executed upon the start of power supply.
[0230] (D-1) A game device comprising: a normal prize counting means for counting the number of game media awarded as a prize at least during a normal game; a normal consumption counting means for counting the number of game media consumed at least during the normal game; a base value counting means for counting a base value indicating the ratio of the number of game media awarded as a prize at least during the normal game to the number of game media consumed at least during the normal game; and a performance display means capable of displaying the base value, wherein the base values that can be displayed by the performance display means include at least a first base value, a second base value, and a third base value, and the performance The display content of the performance display means is configured to switch from a display content displaying the first base value to a display content displaying the second base value, and then switch from a display content displaying the second base value to a display content displaying the third base value, and if power supply is cut off when the display content of the performance display means is a display content displaying the first base value, when power supply is subsequently started and the display content of the performance display means returns to a display content displaying the base value, the display content can be restored from a display content displaying the second base value or later.
[0231] (D-2) A gaming machine described in the technical idea (D-1) in which the time from when power supply is started until the display content of the performance display means returns to the display content displaying the base value does not change depending on whether the display content of the performance display means at the time power supply is cut off is the display content displaying the first base value, the display content displaying the second base value, or the display content displaying the third base value.
[0232] (D-3) A gaming machine described in technical idea (D-1) or technical idea (D-2) in which, if the power supply is cut off when the display content of the performance display means is a display content displaying the first base value, and if the timing of the power supply cut off is before the lapse of a predetermined reference time since the display content became the first base value, when the power supply is subsequently started and the display content of the performance display means returns to the display content displaying the base value, it is possible to restore from the display content displaying the second base value; and, if the power supply is cut off when the display content of the performance display means is a display content displaying the first base value, and if the timing of the power supply cut off is after the lapse of the predetermined reference time since the display content became the first base value, when the power supply is subsequently started and the display content of the performance display means returns to the display content displaying the base value, it is possible to restore from the display content displaying the third base value.
[0233] (E-1) A gaming machine comprising: a normal prize counting means for counting the number of gaming media awarded as a prize at least during normal play; a normal consumption counting means for counting the number of gaming media consumed at least during said normal play; a base value counting means for counting a base value indicating the ratio of the number of gaming media awarded as a prize at least during said normal play to the number of gaming media consumed at least during said normal play; a performance display means capable of displaying the base value; an inability control means for controlling the game to an inability to progress in a game; and a specific error detection means for detecting a specific error, wherein the inability control means can control the game to the inability to progress in a game when a special condition is met, and the special condition is met when a special value based on the gaming media awarded as a prize reaches a predetermined value, and the display mode of the performance display means when the special condition is met and the game is controlled to the inability to progress in a game is the same as the display mode of the performance display means when the specific error is detected.
[0234] (E-2) A gaming machine described in technical idea (E-1) that is equipped with a non-specific error detection means capable of detecting a non-specific error different from the specific error, and the display mode of the performance display means when the non-specific error is detected is different from the display mode of the performance display means when the specific error is detected.
[0235] (E-3) A gaming machine described in technical idea (E-1) or technical idea (E-2), wherein the performance display means is composed of a plurality of light-emitting elements, and the display mode of the performance display means when the special condition is met and the game is controlled to the unprogressable state, and the display mode of the performance display means when the specific error is detected, are display modes in which all light-emitting elements constituting the performance display means are turned off at least until the power supply is cut off.
[0236] (E-4) A gaming machine described in any one of technical ideas (E-1) to (E-3), wherein the inability control means can be controlled to the inability to proceed state when the specific error is detected, apart from when the special condition is met.
[0237] (F-1) A gaming machine comprising: normal prize counting means for counting the number of gaming media awarded as a prize at least during normal play; normal consumption counting means for counting the number of gaming media consumed at least during said normal play; base value counting means for counting a base value indicating the ratio of the number of gaming media awarded as a prize at least during said normal play to the number of gaming media consumed at least during said normal play; and performance display means capable of displaying said base value, wherein said performance display means is composed of a plurality of light-emitting elements and is capable of displaying said base value corresponding to any one of a plurality of identifiers, and when power supply is started, all of the light-emitting elements constituting said performance display means may be lit, and when a predetermined time has passed since the display content of said performance display means became a display content displaying the base value corresponding to a predetermined identifier, power supply is cut off when the display content of said performance display means is a display content displaying the base value corresponding to said predetermined identifier, and thereafter, when power supply is started, the display content of said performance display means is capable of returning to a display content displaying the base value corresponding to a specific identifier different from said predetermined identifier.
[0238] (G-1) A game machine comprising: a normal prize counting means for counting the number of game media awarded as a prize at least during a normal game; a normal consumption counting means for counting the number of game media consumed at least during the normal game; a base value counting means for counting a base value indicating the ratio of the number of game media awarded as a prize at least during the normal game to the number of game media consumed at least during the normal game; a performance display means capable of displaying the base value; an inability control means for controlling the game to an inability to progress in a game; and a specific error detection means for detecting a specific error, wherein the inability control means is capable of controlling the game to an inability to progress in a game when a special condition is established, triggered by the establishment of the special condition, and is capable of controlling the game to an inability to progress in a game when the specific error is detected, triggered by the detection of the specific error, and wherein the specific error detection means is capable of detecting a specific error. The other condition is configured to be established when a special value based on the gaming medium awarded as a prize reaches a predetermined value, and if the special condition is established when a winning game has been awarded and before the ending period of the winning game, the game can be controlled to an unprogressable state after the ending period of the winning game has ended and the winning game has finished, triggered by the establishment of the special condition; if the specific error is detected when a winning game has been awarded and before the ending period of the winning game, the game can be controlled to an unprogressable state triggered by the detection of the specific error before the ending period of the winning game; and the performance display means is composed of a plurality of light-emitting elements, and when power supply is started, all of the light-emitting elements constituting the performance display means may light up. [Explanation of symbols]
[0239] 10...Pachinko gaming machine (gaming machine) 17...Decorative lamp 18...Speaker 22...Information display panel 25...Performance display device 26...First start port 27...Second start port 29...Large prize port 34...Out port 40...Main board 41...Main CPU 42...Main ROM 43...Main RWM 44...Clear switch 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RWM 60...Power supply unit 61...Power switch 62...Backup power supply 105...Display D1...First display element D2...Second display element D3...Third display element D4...Fourth display element ES1...Door open sensor ES2...Magnetic sensor SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Gate sensor SE5...Out sensor
Claims
[Claim 1] a regular prize counting means for counting the number of game media awarded as prizes at least during a regular game; a normal consumption counting means for counting the number of game media consumed at least during the normal game; a base value counting means for counting a base value indicating a ratio of the number of game media awarded as a prize at least during the normal game to the number of game media consumed at least during the normal game; a performance display means capable of displaying the base value; an inability control means for controlling the game to a state where it is impossible to proceed; a specific error detection means capable of detecting a specific error, the incapacity control means is capable of controlling the game to a progress-disabled state when a special condition is established, triggered by the establishment of the special condition, and is capable of controlling the game to a progress-disabled state when the specific error is detected, triggered by the detection of the specific error; The special condition is established when a special value based on the gaming medium awarded as a prize reaches a predetermined value; When a winning game is awarded and the special condition is established before the ending period of the winning game, the game can be controlled to a progress-impossible state triggered by the establishment of the special condition after the ending period of the winning game has ended and the winning game has ended, When a winning game is awarded and the specific error is detected before the ending period of the winning game, the game is controlled to a progress-impossible state triggered by the detection of the specific error before the ending period of the winning game, the performance display means is composed of a plurality of light emitters, When power supply is started, all of the light emitters constituting the performance display means may light up. the performance display means is capable of displaying the base value corresponding to any one of a plurality of identifiers, A gaming machine characterized in that, when a predetermined time has elapsed since the display content of the performance display means changed to a display content displaying the base value corresponding to a predetermined identifier, power supply is cut off while the display content of the performance display means is the display content displaying the base value corresponding to the predetermined identifier, and then, when power supply is started again, the display content of the performance display means returns to the display content displaying the base value corresponding to a specific identifier different from the predetermined identifier.
Citation Information
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