gaming machines
The gaming machine addresses the time-consuming need for manual initialization by using a storage system with a backup function and control mechanisms to automatically initialize and notify, enhancing efficiency in gaming parlors.
Patent Information
- Application Number
- JP2023118165
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-20
- Publication Date
- 2026-03-06
- Estimated Expiration
- 2043-07-20
AI Technical Summary
Initializing at least a portion of the information stored in the memory means requires operating an operating means such as a setting key switch, which is particularly time-consuming in gaming parlors where many gaming machines are installed.
A gaming machine equipped with a storage means capable of storing predetermined numerical information and having a backup function that retains this information even after power cutoff, along with specific operation means for initialization and control mechanisms to manage an impossible state, allowing automatic initialization and notification of the process.
Reduces the effort required for initializing stored information, enabling faster startup and operation in gaming environments.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, some gaming machines, such as the gaming machine described in Patent Document 1, initialize at least a portion of the information stored in a memory means such as RAM by operating an operating means such as a setting key switch when power supply is started. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-307138 Summary of the Invention [Problem to be solved by the invention]
[0004] Initializing at least a portion of the information stored in the memory means requires operating an operating means such as a setting key switch, which is particularly time-consuming in gaming parlors where many gaming machines are installed. [Means for solving the problem]
[0005] A gaming machine that solves the above problem is provided with a storage means capable of storing predetermined numerical information used to calculate numerical values to be displayed on a predetermined monitor and information relating to an impossible state in which it is impossible to proceed with a game, and has a backup function that stores and retains at least the predetermined numerical information and information relating to the impossible state among the information stored in the storage means even after the power supply is cut off, and is provided with specific operation means that can be operated, initialization processing means that can execute initialization processing, impossible state control means that can control to the impossible state, display means that can execute an effect game using effect symbols, and display control means that can control the display means. a notification means; and a notification control means capable of controlling the notification means;the storage means includes a first storage unit and a second storage unit, the information relating to the non-progression state includes a specific value and non-progression information that can identify that the state has been controlled to the non-progression state, the specific value is stored in the second storage unit, and the non-progression information is stored in the first storage unit, the non-progression state control means is capable of controlling to the non-progression state when the specific value reaches a specified value, the display means is capable of displaying an initial symbol combination when power supply is started, and the initialization processing means performs the initialization processing based on the specific operation means being operated when power supply is started. When the initialization process is executed based on the operation of the specific operation means, the specific value and the impossible information among the predetermined numerical information, the specific value, and the impossible information are initialized in the stored contents of the storage means, and then an initial symbol combination is displayed on the display means, and even when the specific operation means is not operated, when a predetermined period has passed since the power supply was cut off and a situation has come to satisfy a specific condition, the initial symbol combination is displayed on the display means after all of the predetermined numerical information, the specific value, and the impossible information are initialized in the stored contents of the storage means. The notification means is capable of executing an initialization notification effect to notify that the initialization process has been executed in response to the execution of the initialization process based on the operation of the specific operation means, and the initialization notification effect can be terminated as time passes. The gist of this is as follows. [Effects of the Invention]
[0006] According to the present invention, it is possible to reduce the effort required for initializing stored information. [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 diagram showing the game board. [Figure 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a flowchart of the process for preventing progress. [Figure 5]FIG. 5 is a diagram showing an example of the contents stored in each RWM according to the elapsed time since the power supply was cut off. [Figure 6] FIG. 6 is a flowchart of the progress determination process. [Figure 7] FIG. 7 is a diagram showing the initial symbol combinations in each situation. [Figure 8] 8(a) and 8(b) are diagrams showing an example of various types of information before and after a predetermined period has elapsed since the power supply was cut off. 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 the gaming machine 10) as a gaming machine includes an outer frame Y1, a middle frame Y2, and a front frame Y3. The outer frame Y1 is fixed to a gaming machine installation facility (so-called island facility) such as an amusement parlor. The middle frame Y2 is supported on the front side of the opening of the outer frame Y1 so as to be openable and closable. A gaming board unit including a gaming board YB is fixed to the middle frame Y2. The front frame Y3 is supported on the front side of the middle frame Y2 so as to be openable and closable so as to cover the front of the gaming board YB. A protective glass that protects the gaming board YB is supported on the front frame Y3. The protective glass covers the entire opening of the front frame Y3. The gaming machine 10 is provided with a locking mechanism Y4 that restricts the middle frame Y2 and the front frame Y3 from being opened and that releases this restriction. For example, the locking mechanism Y4 can be unlocked by operating it using a key managed by the amusement facility manager, allowing the middle frame Y2 and front frame Y3 to be opened.
[0009] The gaming machine 10 is provided with a launch handle HD on the front side of the front frame Y3. In the gaming machine 10, gaming balls as gaming media are launched with a strength corresponding to the amount of operation (rotation amount) of the launch handle HD. The launch handle HD is configured to be able to instruct the launch of the gaming balls.
[0010] The front frame Y3 is provided with a decorative lamp La that performs an effect (hereinafter referred to as a light-emitting effect) by making the built-in light-emitting element light up, blink, and turn off. The front frame Y3 is provided with a speaker Sp that performs an effect (hereinafter referred to as a sound effect) by outputting various sounds. For example, the sounds output from the speaker Sp include background sounds and fluctuating sounds. In this embodiment, the decorative lamp La corresponds to a light-emitting means capable of emitting light. In this embodiment, the speaker Sp corresponds to a sound output means capable of outputting sound.
[0011] As shown in Figure 2, a game area YBa that is substantially circular in front view is defined on the surface of the game board YB. The game board YB is provided with a guide passage 19 that guides game balls launched by operating the launch handle HD to the game area YBa. The game board YB is provided with a backflow prevention valve 20 that prevents game balls launched into the game area YBa from returning back into the guide passage 19. A game ball launched by operating the launch handle HD is guided by the guide passage 19, passes through the backflow prevention valve 20 located at the most downstream of the guide passage 19, and reaches the game area YBa. Then, the game ball that has reached the game area YBa flows down through the game area YBa.
[0012] The gaming machine 10 is equipped with an information display panel 22. The information display panel 22 is equipped with a special symbol display section 22a. The special symbol display section 22a variably displays predetermined symbols, and also displays a special symbol variable game (hereinafter referred to as a special game) in which a special symbol is finally displayed as a fixed, stopped symbol. In this manner, the gaming machine 10 is configured to be able to execute a special game as a variable game. The special symbol in this embodiment is a symbol for notifying the result of a jackpot lottery.
[0013] In this specification, "variable display" refers to a state in which the type of displayed symbol changes over time. In this specification, "fixed stop display" refers to a state in which a symbol is fixedly displayed and the type of displayed symbol does not change. Special symbols that can be fixedly displayed in the special symbol display unit 22a include jackpot symbols and loss symbols. When a jackpot symbol is fixedly displayed in a special game, a jackpot can be recognized. When a loss symbol is fixedly displayed in a special game, a loss can be recognized. In this embodiment, when a jackpot is won, a jackpot game is awarded (occurs) after the special game that is the subject of the win is over. In other words, in this embodiment, when a jackpot is won in the jackpot lottery, a jackpot game is awarded after the variable game is over.
[0014] The information display panel 22 includes a special hold display section 22b. The special hold display section 22b recognizably displays the number of special games (hereinafter referred to as the special hold number) whose execution has been put on hold because the start condition has been met but the execution condition has not yet been met.
[0015] The information display panel 22 is equipped with a normal symbol display section 22c. The normal symbol display section 22c variably displays predetermined symbols, and also displays a normal symbol variable game (hereinafter referred to as a normal game) in which a normal symbol is finally displayed as a fixed stop. The normal symbols that can be displayed as fixed stops on the normal symbol display section 22c include a normal win symbol and a normal loss symbol. When a normal win symbol is displayed as a fixed stop in a normal game, a normal win can be recognized. When a normal loss symbol is displayed as a fixed stop in a normal game, a normal loss can be recognized. The information display panel 22 is also equipped with a normal hold display section 22d. The normal hold display section 22d recognizably displays the number of normal games whose execution has been put on hold because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold number).
[0016] In the gaming machine 10, an effect display device 11 having an image display unit is provided in approximately the center of the play area YBa. The effect display device 11 is, for example, a liquid crystal display. As one of the effects, the effect display device 11 executes an effect (hereinafter referred to as a display effect) in which an image imitating a predetermined character or letter is displayed. In this embodiment, the effect display device 11 corresponds to a display means.
[0017] The gaming board YB is provided with an internal movable body 90 as a movable body. The internal movable body 90 is displaceable between an original position Pa and a performance position Pb. In other words, the internal movable body 90 is configured to be movable between the original position Pa and the performance position Pb. The internal movable body 90 operates by receiving power from a performance actuator EA (shown in FIG. 3). The gaming machine 10 is provided with an original position sensor GS (shown in FIG. 3) that can detect the internal movable body 90 when the internal movable body 90 is located at the original position Pa. In the gaming machine 10, the internal movable body 90 is one of the movable bodies provided on the gaming board YB.
[0018] The gaming machine 10 is provided with a first start opening 12 as a start opening. The first start opening 12 is located below the effect display device 11 in the gaming area YBa. The first start opening 12 is always open so that gaming balls can enter the opening. The gaming machine 10 is provided with a first start sensor SE1 (shown in FIG. 3) that detects gaming balls that have entered the first start opening 12. For example, the first start sensor SE1 is disposed in a ball passage that leads gaming balls that have entered the first start opening 12 to the back side of the gaming board YB. When a gaming ball is detected by the first start sensor SE1, the conditions for starting a special game may be met, and the conditions for paying out prize balls are also met.
[0019] The gaming machine 10 is provided with a second start opening 13 as a start opening. The second start opening 13 is located in the gaming area YBa to the lower right of the effect display device 11. The start openings include a first start opening 12 and a second start opening 13. The gaming machine 10 is provided with a second start sensor SE2 (shown in FIG. 3) that detects a gaming ball that has entered the second start opening 13. For example, the second start sensor SE2 is disposed in a ball passage that guides the gaming ball that has entered the second start opening 13 to the back side of the gaming board YB. When the gaming ball is detected by the second start sensor SE2, the start conditions for the special game may be met, and the payout conditions for prize balls are also met. The second start opening 13 has a first variable member 16. The first variable member 16 is operable between an open state in which it is easy or possible to cause the gaming ball to enter the second starting hole 13, and a closed state in which it is difficult (or impossible) to cause the gaming ball to enter the second starting hole 13. The first variable member 16 operates by receiving power from a first actuator A1 (shown in FIG. 3). In the following description, the open state of the first variable member 16 may be referred to as "the second starting hole 13 is opened," and the closed state of the first variable member 16 may be referred to as "the second starting hole 13 is closed." In this way, the gaming machine 10 is configured to be able to execute a special game when a gaming ball enters the starting hole 12, 13. In this specification, for example, "when a game ball enters the starting holes 12, 13" does not mean when a game ball enters both the first starting hole 12 and the second starting hole 13, but rather when a game ball enters either the first starting hole 12 or the second starting hole 13.
[0020] The gaming machine 10 is equipped with a special prize opening 14. The special prize opening 14 is located to the right of the effect display device 11 in the gaming area YBa. The gaming machine 10 is equipped with a count sensor SE3 (shown in FIG. 3) that detects game balls that enter the special prize opening 14. For example, the count sensor SE3 is disposed in a ball passage that leads game balls that enter the special prize opening 14 to the back side of the gaming board YB. When the count sensor SE3 detects a game ball, a condition for paying out a prize ball is met. The special prize opening 14 has a second variable member 17. The second variable member 17 is operable between an open state that allows game balls to enter the special prize opening 14 and a closed state that prevents game balls from entering the special prize opening 14. The second variable member 17 operates by receiving power from a second actuator A2 (shown in FIG. 3). When the second variable member 17 is in the open state, game balls are allowed to enter the large prize opening 14. When the second variable member 17 is in the closed state, game balls are not allowed to enter the large prize opening 14. In the following description, the open state of the second variable member 17 may be referred to as "the large prize opening 14 is opened," and the closed state of the second variable member 17 may be referred to as "the large prize opening 14 is closed."
[0021] The gaming machine 10 is equipped with a gate 18. The gate 18 is located to the right of the effect display device 11 in the gaming area YBa. The gate 18 has a gate opening that is always open so that gaming balls can enter the gate. A gate sensor SE4 (shown in FIG. 3) is disposed at the gate opening to detect gaming balls that enter and pass through the gate. When a gaming ball is detected by the gate sensor SE4, the conditions for starting a normal game may be met.
[0022] The gaming machine 10 is equipped with an outlet 36. In this embodiment, gaming balls that do not enter the first start opening 12, the second start opening 13, or the special prize opening 14 are discharged from the outlet 36 to the outside of the gaming board YB. The gaming machine 10 is equipped with game components, such as nails (game nails) and windmills, that change the behavior of gaming balls flowing down the gaming area YBa. In addition, the gaming machine 10 may be equipped with a ball entrance (a prize entrance that is also called a general prize entrance or normal prize entrance) that is configured so that the conditions for starting a special game or a normal game are not met, but the conditions for paying out prize balls are met and that balls can always enter.
[0023] The gaming machine 10 is equipped with an out sensor SE5 (shown in FIG. 3) that detects gaming balls (out balls) that have been discharged from the gaming board YB to the outside. The out sensor SE5 is disposed on a path through which gaming balls that have been launched into the gaming area YBa of the gaming board YB and gaming balls that have been discharged to the outside of the gaming board YB are collected and passed. The gaming balls that have been discharged to the outside of the gaming board YB include gaming balls that have entered the out hole 36. The gaming balls that have been discharged to the outside of the gaming board YB include gaming balls that have entered the entry holes of the start holes 12, 13 and the big prize hole 14. The out sensor SE5 functions as a discharged ball detection means that detects gaming balls that have been discharged from the gaming board YB. The discharged ball detection means can also be said to be an out ball detection means that detects out balls.
[0024] 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 in which the jackpot probability is higher than in the low probability state. In the high probability state, the possibility of winning the jackpot lottery is higher than in the low probability state, making it an advantageous gaming state. The high probability state is what is known as a "probability variable state (probability variable state)."
[0025] The gaming machine 10 has a low base state and a high base state as gaming states in which the ratio of the number of winning balls to the number of launched gaming balls differs. The high base state is a gaming state in which the probability of a gaming ball entering the second starting hole 13 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 so-called "non-electric support state." In the high base state, the probability of a gaming ball entering the second starting hole 13 increases, making it an advantageous gaming state. In the high base state, the advantage of a gaming ball entering the second starting hole 13 is higher than in the low base state.
[0026] For example, the high base state can be realized by performing one of three controls, the first to third controls described below, selected arbitrarily, or by combining multiple controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to the low base state. The second control is a normal symbol probability variation control that varies the probability of winning the normal win lottery (normal win probability) to a higher probability than in the low base state. The third control is an opening time extension control that lengthens the total opening time of the first variable member 16 in one normal win game compared to the low base state. Note that the opening time extension control may be at least one of the following: a control that increases the number of times the first variable member 16 is opened in one normal win game compared to the low base state; and a control that lengthens the opening time of the first variable member 16 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."
[0027] Next, a big win in the gaming machine 10 will be described. The gaming machine 10 of this embodiment is provided with 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. A type of jackpot is determined for each of the multiple types of jackpot symbols, and there are multiple types of jackpots. The multiple types of jackpot symbols may also have a predetermined game state after the jackpot game ends. In the following description, a jackpot game based on the first jackpot symbol will be referred to as a "first jackpot game," and a jackpot game based on the second jackpot symbol will be referred to as a "second jackpot game."
[0028] In a jackpot game, an opening effect is first performed over a predetermined opening period to notify the start of the jackpot game. After the opening period ends, a round game is played in which the jackpot winning hole 14 is opened. The round game is played up to a predetermined upper limit. In one round game, the jackpot winning hole 14 remains open until a first round end condition is met, in which a predetermined upper limit number of game balls enters, or a second round end condition is met, in which a predetermined upper limit time has elapsed. In the round game, a round effect is performed. Then, when the final round game in a jackpot game ends, an ending effect is performed over a predetermined ending period to notify the end of the jackpot game. The jackpot game ends with the end of the ending period.
[0029] For the jackpot symbols classified as the first jackpot symbol and the jackpot symbols classified as the second jackpot symbol, a jackpot game with a maximum number of rounds of play of 10 is set. Furthermore, for the jackpot symbols classified as the first jackpot symbol, it is set to be controlled to a high-probability state after the jackpot game ends. For the jackpot symbols classified as the second jackpot symbol, it is set to be controlled to a low-probability state after the jackpot game ends. For the jackpot symbols classified as the first jackpot symbol, it is set to be controlled to a high-base state after the jackpot game ends until the next jackpot game is awarded. For the jackpot symbols classified as the second jackpot symbol, it is set to be controlled to a high-base state after the jackpot game ends until a predetermined maximum number of special games (100 in this embodiment) are completed, or until a jackpot game is awarded before the maximum number of special games is completed.
[0030] The display effects that the effect display device 11 in this embodiment can execute include an effect pattern change game (hereinafter referred to as an effect game) in which effect symbols (hereinafter referred to as effect symbols) are displayed in a variable manner in multiple rows, and a final combination of effect symbols is displayed as a fixed stop. Thus, the gaming machine 10 is configured to be able to execute an effect game using effect symbols. That is, the gaming machine 10 is equipped with an effect display device 11 capable of executing an effect game. That is, this embodiment is equipped with display means capable of executing an effect game. An effect symbol is a symbol decorated with characters, patterns, or the like, and is also called an "ornamental symbol" or "decorative symbol." The effect game is executed by vertically varying (scrolling) the first, second, and third symbol columns. In the following description, the "first column" will be referred to as the "left column," the "second column" as the "middle column," and the "third column" as the "right column." In the following explanation, the "left column performance symbol" will be referred to as "left symbol Z1," the "middle column performance symbol" as "middle symbol Z2," and the "right column performance symbol" as "right symbol Z3." In each symbol row, as a general rule, performance symbols imitating the numbers "1" to "8" are displayed in a predetermined order.
[0031] 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. Specifically, the effect game starts at the same timing as the start of the special game or after the start of the special game. In this way, the gaming machine 10 is configured to be able to execute the effect game while the special game is being executed. Then, in the effect game, a combination of effect symbols corresponding to the special symbols fixed and displayed in the special game is displayed as a fixed stop. When a jackpot symbol is fixed and displayed in the special game, the jackpot symbol combination is displayed as a fixed and stopped symbol in the effect game. For example, a jackpot symbol combination is a symbol combination in which the effect symbols in all columns are the same, such as "777." In other words, in this embodiment, the jackpot symbol combination (jackpot effect symbol combination) is a symbol combination in which the effect symbols in all column symbols are the same. When a losing symbol is fixed and displayed in the special game, the losing symbol combination is displayed as a fixed and stopped symbol in the effect game. For example, a losing symbol combination is a symbol combination in which the effect symbols in at least one column are different from the effect symbols in the other columns, such as "323" or "426." In this embodiment, a losing symbol combination is a symbol combination in which the effect symbols in at least some of the symbol columns are different from the effect symbols in the other symbol columns. In a performance game, the effect symbols are temporarily displayed in a stopped state before being displayed as a fixed stop. In this specification, "temporary stop display" means a state different from a fixed stop display, such as a "shaking stop state."
[0032] Incidentally, in the gaming machine 10, during at least a part of the period when a special game is not being executed, an effect symbol combination of effect symbols of a plurality of symbol rows may be displayed on the effect display device 11. For example, if the gaming machine 10 is restored when power supply to the gaming machine 10 is started and a special game is not being executed and a jackpot game has not been awarded, an initial symbol combination of effect symbols may be displayed on the effect display device 11. In other words, the effect display device 11 as display means can display the initial symbol combination when power supply is started.
[0033] In an effect game, the display mode of the effect symbols may become a reach mode (a reach is formed), and a reach effect may be performed. The reach mode is a state in which effect symbols imitating the same numbers are temporarily displayed in a specific symbol column (for example, the left column and the right column) among multiple columns, and effect symbols in a symbol column (for example, the middle column) different from the specific symbol column are continuously displayed in a variable manner. The reach effect may include multiple types of reach effects in which the characters that appear and the actions of the effect symbols are different. The reach effects include a normal reach effect and a super reach effect that is performed after the start of a normal reach effect. When a super reach effect is performed during the execution of a special game, the expectation of a jackpot may be higher than when only a normal reach effect is performed. The reach effect is performed during the execution of a special game.
[0034] The gaming machine 10 may be controlled to a non-progression state in which it is impossible to progress in a game. That is, the gaming machine 10 can be controlled to a non-progression state in which it is impossible to progress in a game. The gaming machine 10 counts the maximum difference number. Then, when the maximum difference number reaches a specified value, the gaming machine 10 is controlled to a non-progression state. Note that when the maximum difference number reaches a specified value while a jackpot game is awarded, the gaming machine 10 is controlled to a non-progression state after the jackpot game ends. However, for example, when the maximum difference number reaches a specified value during the execution of a special game, the gaming machine 10 is controlled to a non-progression state without waiting for the special game to end.
[0035] The gaming machine 10 can execute a warning effect that allows a player to identify that the game will be stopped after a jackpot game ends. The warning effect corresponds to an effect that suggests or notifies the player that the game will be stopped after a jackpot game ends. The warning effect can also be said to be an effect that allows a player to identify that the game will be stopped after a jackpot game ends. The warning effect is executed by the effect display device 11 when the maximum difference number reaches a specified value during a jackpot game. When the warning effect is executed, the warning effect continues to be executed at least until the power supply is cut off. In the gaming machine 10, for example, the warning effect is executed by displaying an image containing text information such as "Game will stop after a jackpot game ends" on the effect display device 11. The warning effect is not limited to being executed only by the effect display device 11, but may also be executed by some or all of the effect devices, such as the effect display device 11, the decorative lamp La, and the speaker Sp.
[0036] The gaming machine 10 can execute an arrival notice effect that allows a player to identify that the maximum difference number is approaching a specified value. The arrival notice effect corresponds to an effect that notifies the player that the maximum difference number is approaching a specified value. The arrival notice effect is executed by the effect display device 11 when the remaining value until the maximum difference number reaches the specified value falls below a predetermined notice start value. In other words, the arrival notice effect is executed by the effect display device 11 when the remaining value until the maximum difference number reaches the specified value falls below the notice start value. When the arrival notice effect is executed, the arrival notice effect continues to be executed until the maximum difference number reaches the specified value. The gaming machine 10 executes the arrival notice effect by, for example, displaying an image on the effect display device 11 containing text information such as "The maximum difference number will soon reach the specified value." The arrival notice effect is not limited to being executed only by the effect display device 11, but may be executed by some or all of the effect devices, including the effect display device 11, the decorative lamp La, and the speaker Sp. In the following description, the remaining value until the maximum difference number reaches the specified value is referred to as the "remaining arrival difference number."
[0037] In the gaming machine 10, when the arrival notice effect is not being executed, if the remaining arrival difference falls below the notice start value, the execution of the arrival notice effect is started. However, in the gaming machine 10, after the remaining arrival difference falls below the notice start value and the execution of the arrival notice effect is started, the execution of the arrival notice effect may not end even if the remaining arrival difference exceeds the notice start value. Specifically, in the gaming machine 10, after the remaining arrival difference falls below the notice start value and the arrival notice effect is executed, even if the remaining arrival difference becomes equal to or greater than the notice start value, the execution continues until the remaining arrival difference reaches the notice end value. In this embodiment, the notice start value is set to "500" and the notice end value is set to "1000".
[0038] The gaming machine 10 is capable of executing an impossibility notification effect that allows a player to identify that the game has been controlled to an impossible state. The impossibility notification effect corresponds to an effect that notifies the player that the game has been controlled to an impossible state. The impossibility notification effect is executed by the effect display device 11 when the game is controlled 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, for example, the impossibility notification effect is executed by displaying an image including text information such as "Today's game has ended" on the effect display device 11. The impossibility notification effect is not limited to being executed only by the effect display device 11, and may be configured to be executed by some or all of the effect devices, for example, the effect display device 11, the decorative lamp La, and the speaker Sp.
[0039] Next, the electrical configuration of the gaming machine 10 will be described with reference to FIG. The gaming machine 10 includes a main board 40 as a main control unit. The main board 40 performs various processes and outputs control information such as control signals (control commands) according to the results of the processes. The gaming machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs predetermined processes based on the control information output by the main board 40. For example, the sub-board 50 performs processes to execute light-emitting effects by the decorative lamps La, sound effects by the speakers Sp, and display effects by the effect display device 11. The main board 40 and the sub-board 50 are disposed on the back side of the gaming board YB. The main board 40 and the sub-board 50 form a gaming board unit. In the gaming machine 10, the main board 40 and the sub-board 50 can be said to be disposed inside the machine. The main board 40 is connected to the sub-board 50. The main board 40 and the sub-board 50 are connected so that control information can be output in one direction from the main board 40 to the sub-board 50. The gaming machine 10 also includes a power supply unit 60.
[0040] First, the main board 40 will be described. The main board 40 is equipped with a main CPU 41, a main ROM 42, and a main RWM 43 as a storage means. The main CPU 41 performs various processes by executing its control program (main control program). The main RWM 43 has a first main RWM 43a as a first storage unit and a second main RWM 43b as a second storage unit. In this way, two RWMs are mounted on the main board 40. That is, the storage means includes a first storage unit and a second storage unit. The main board 40 is also equipped with an RTC 45. The RTC is a real-time clock. The main board 40 is also equipped with a clear switch 49.
[0041] The main ROM 42 stores a main control program, lottery tables, and determination values used in predetermined lotteries. For example, the main ROM 42 stores jackpot determination values used in jackpot lotteries. The jackpot determination values include a high probability value and a common value. In jackpot lotteries under low probability conditions, only the common value is used, while in jackpot lotteries under high probability conditions, both the common value and the high probability value are used. For example, the main ROM 42 stores jackpot symbol determination values used to determine jackpot symbols. The jackpot symbol determination values include a first jackpot symbol determination value that determines a first jackpot symbol and a second jackpot symbol determination value that determines a second jackpot symbol. For example, the main ROM 42 stores multiple types of variation patterns. Each variation pattern is associated with a variation time (special game variation time) from the start of a special game to the end of the special game. The fluctuation pattern can be said to be information capable of specifying the fluctuation time of the special game. The fluctuation pattern may be information capable of specifying some or all of the presentation content of the presentation game that is performed from the start of the special game to the end of the special game. The fluctuation pattern includes, for example, a jackpot fluctuation pattern and a miss fluctuation pattern. The jackpot fluctuation pattern is associated with a presentation content of the presentation game in which a reach presentation is performed and finally a jackpot pattern based on the presentation pattern is displayed as a confirmed stop. The miss fluctuation pattern includes a no-miss-reach fluctuation pattern and a miss-reach fluctuation pattern. The no-miss-reach fluctuation pattern is associated with a presentation content of the presentation game in which a loss pattern based on the presentation pattern is displayed as a confirmed stop without going through a reach presentation. The miss-reach fluctuation pattern is associated with a presentation content of the presentation game in which a reach presentation is performed and finally a losing pattern combination is displayed as a confirmed stop.
[0042] The main RWM 43 is configured to be able to store various information that is rewritten as appropriate during operation of the gaming machine 10. The information stored in the main RWM 43 includes, for example, flags, counters, and timers. The main board 40 is configured to be able to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0043] 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 SE5 via a port. 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. 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 various actuators A1 and A2 via a drive circuit.
[0044] The RTC 45 continuously keeps track of the current time using power supplied from a backup power supply 62 (described later) regardless of whether the power supply to the gaming machine 10 is cut off. The RTC 45 also generates RTC information that can identify the current date (year, month, day) and time (hour, minute, second).
[0045] The main CPU 41 is configured to be able to input an operation signal that is output when the clear switch 49 is operated to the on state. The clear switch 49 is configured to be able to be operated to instruct the initialization of various types of backed-up information. In this embodiment, the clear switch 49 corresponds to an operable specific operation means.
[0046] Next, the sub-board 50 will be described. The sub-board 50 is equipped with a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes a control program (sub-control program) for the sub-CPU 51 to perform various processes (for example, processes related to performance). One RWM is mounted on the sub-board 50. Thus, the number of RWMs mounted on the sub-board 50 is less than the number of RWMs mounted on the main board 40.
[0047] The sub-ROM 52 stores a sub-control program, a lottery table used in the lottery, judgment values, etc. The sub-ROM 52 stores display performance data that can specify the mode (content) of the display performance in the performance display device 11. The sub-ROM 52 stores light-emitting performance data that can specify the mode (content) of the light-emitting performance in the decorative lamp La. The sub-ROM 52 stores sound performance data that can specify the mode (content) of the sound performance in the speaker Sp.
[0048] 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.
[0049] The sub-board 50 is connected to a decorative lamp La, a speaker Sp, and a performance display device 11. The sub-CPU 51 is able to control the decorative lamp La, the speaker Sp, and the performance display device 11 via a drive circuit. In this embodiment, the sub-CPU 51 controls the performance devices among the decorative lamp La, the speaker Sp, and the performance display device 11 that correspond to the performance execution means, thereby realizing the function of performance control means that controls the performance execution means. In this embodiment, the sub-CPU 51 controls the decorative lamp La, thereby realizing the function of light emission control means that can control the light emission means. In this embodiment, the sub-CPU 51 controls the speaker Sp, thereby realizing the function of sound control means that can control the sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 11, thereby realizing the function of display control means that can control the display means.
[0050] A performance actuator EA is connected to the sub-substrate 50. The sub-CPU 51 is capable of controlling the operation of the performance actuator EA via a drive circuit. In this embodiment, the sub-CPU 51 controls the operation of the internal movable body 90 by controlling the operation of the performance actuator EA, thereby realizing the function of a movable body control means capable of controlling the operation of the movable body. An original position sensor GS is connected to the sub-substrate 50. The sub-CPU 51 is configured to be able to input the detection signal output by the original position sensor GS via a port.
[0051] 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.
[0052] 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.
[0053] The gaming machine 10 has a backup function. The backup function internally stores (backs up) various pieces of information related to game control even when power supply from an external power source is interrupted, and when power supply is resumed, restores game control based on the stored information. In this embodiment, the main board 40 has the backup function. However, for example, the sub-board 50 may also have the backup function similar to the main board 40. The main RWM 43 is an example of a storage means capable of storing various pieces of information and configured to retain at least some of the stored information even after power supply is interrupted. As described above, the gaming machine 10 has a backup function that retains at least some of the information stored in the main RWM 43 even after power supply is interrupted. In other words, this embodiment has a backup function that retains at least some of the information stored in the storage means even after power supply is interrupted.
[0054] Incidentally, when the power stored in the backup power supply 62 runs out, power is no longer supplied to the main RWM 43. As a result, at least some of the various information stored in the main RWM 43 is erased. An indefinite value is then set in the main RWM 43. An indefinite value is set in the main RWM 43. For example, when the power stored in the backup power supply 62 runs out after a period of time has passed since the power supply was interrupted, at least the information stored in the first main RWM 43a is erased. Similarly, when the power stored in the backup power supply 62 runs out after a period of time has passed since the power supply was interrupted, at least the information stored in the second main RWM 43b is erased. Note that when the power stored in the backup power supply 62 runs out, an initial value may be set in the main RWM 43.
[0055] Here, we will explain various processes that the main CPU 41 executes based on the main control program. For example, the main CPU 41 executes processes such as special symbol input process and special symbol start process as timer interrupt processes that are executed every predetermined control period (for example, 4 ms).
[0056] First, the special symbol input process performed by the main CPU 41 will be described. The main CPU 41 determines whether a game ball has entered the start opening 12, 13 based on whether a detection signal has been input from the first start sensor SE1 or the second start sensor SE2 (hereinafter referred to as input determination). If the determination result of the input determination is positive, the main CPU 41 determines whether the special reserve number stored in the first main RWM 43a is less than the upper limit number (hereinafter referred to as reserve determination). If the determination result of the reserve determination is positive, the main CPU 41 adds 1 to the special reserve number to update it. The main CPU 41 controls the information display panel 22 to display the updated special reserve number. The main CPU 41 stores control information (hereinafter referred to as reserve number command) that can identify the updated special reserve number in the output buffer. The control information (control command) stored in the output buffer is output to the sub-board 50 in the next or subsequent timer interrupt processing.
[0057] If the result of the hold determination is positive, 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 first main RWM 43a. 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. This random number information corresponds to random number information related to the special game. In this embodiment, by storing the random number information in the first main RWM 43a, the execution of the special game is suspended until the execution conditions for the special game are met. In this manner, the gaming machine 10 is configured to be able to suspend the execution of the special game when a gaming ball enters the start hole 12, 13. 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 jackpot determination random number used in a jackpot lottery, a special symbol determination random number used to determine a jackpot symbol, a reach determination random number used in a reach lottery, or a variation pattern determination random number used to determine a variation pattern. After storing the random number information in the first main RWM 43a, the main CPU 41 ends the special symbol input process.
[0058] Next, the special symbol start process performed by the main CPU 41 will be described. The main CPU 41 determines whether the conditions for executing a special game are met (hereinafter referred to as execution determination). In the execution determination, the main CPU 41 makes a positive determination if neither a jackpot game nor a special game is being played, and makes a negative determination if a jackpot game or a special game is being played. If the execution determination result is negative, the main CPU 41 terminates the special symbol start process. On the other hand, if the execution determination result is positive, the main CPU 41 determines whether the number of special reserves stored in the first main RWM 43a is 1 or more. If the number of special reserves is 0, the main CPU 41 stores control information (hereinafter referred to as a demo command) that can identify a standby state in the output buffer. Incidentally, the main CPU 41 does not store the demo command in the output buffer until the special game is executed after storing the demo command in the output buffer. In other words, the demo command is stored in the output buffer only once between the time the number of special reserves becomes 0 and the time the special game is executed.
[0059] If the special reserve number is 1 or more, the main CPU 41 updates the special reserve number stored in the first main RWM 43a by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated special reserve number is displayed. The main CPU 41 also stores a reserve number command that can identify the updated special reserve number in the output buffer. Next, the main CPU 41 reads the random number information that was stored earliest from the first main RWM 43a. After reading the earliest random number information, the main CPU 41 erases the earliest stored random number information from the first main RWM 43a. Then, the main CPU 41 performs a jackpot lottery using 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. The jackpot determination value used in the jackpot lottery differs depending on whether the state is a low probability state or a high probability state. In this way, in the gaming machine 10, a jackpot lottery is held when a gaming ball enters the start hole 12, 13. In this embodiment, the main CPU 41 holds the jackpot lottery, thereby realizing a function as a winning lottery means for holding a winning lottery.
[0060] Then, if a jackpot is won in the jackpot lottery, the main CPU 41 determines a jackpot symbol to be displayed as a fixed stop in the special game using the value of the special symbol determination random number that can be specified from the read random number information and the jackpot symbol determination value. Determining the jackpot symbol corresponds to determining the type of jackpot. In this embodiment, the main CPU 41 determines the jackpot symbol, thereby realizing a function as a jackpot type determination means that determines the type of jackpot. If a jackpot is won in the jackpot lottery, the main CPU 41 determines a jackpot variation pattern using a variation pattern determination random number that can be specified from the read random number information. If a jackpot is not won in the jackpot lottery (in the case of a loss), the main CPU 41 determines a loss symbol and a loss variation pattern to be displayed as a fixed stop in the special game. For example, if a jackpot is not won in the jackpot lottery, the main CPU 41 may perform a reach lottery, and if the reach lottery is won, determine a variation pattern with a miss reach, and if the reach lottery is not won, determine a variation pattern without a miss reach.The main CPU 41 may determine the special symbol and variation pattern using various random number values that can be identified from the read random number information.After that, the main CPU 41 stores control information (hereinafter referred to as a pattern command) that can identify the determined special symbol and control information (hereinafter referred to as a variation pattern designation command) that can identify the variation pattern in the output buffer, and ends the special symbol start process.
[0061] Then, when the special symbol start process is completed, the main CPU 41 performs 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 so that a special game is started. The main CPU 41 measures the fluctuation time associated with the fluctuation pattern determined in the special symbol start process. Then, when the fluctuation time associated with the fluctuation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed as a fixed stop. Furthermore, when the fluctuation time associated with the fluctuation pattern determined in the special symbol start process has elapsed, the main CPU 41 stores a game end command in the output buffer for displaying the symbol combination of the effect symbols as a fixed stop.
[0062] Next, the big win processing performed by the main CPU 41 will be described. After the main CPU 41 displays a fixed jackpot symbol in the special game, it executes jackpot processing and awards a jackpot game. In the jackpot processing, the main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. Then, after the special game of the jackpot is over, the main CPU 41 starts control to award the specified jackpot game. The main CPU 41 awards a jackpot game by executing the jackpot processing. In this way, in the gaming machine 10, if a jackpot is won in the jackpot lottery, the jackpot game is awarded after the special game is over.
[0063] During jackpot processing, 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 times the opening period (opening time). After the opening period has elapsed, the main CPU 41 performs processing to execute a round game. That is, the main CPU 41 controls the second actuator A2 to open the large prize opening 14 according to the opening mode (opening pattern), 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 14, thereby ending the round game. The main CPU 41 repeatedly performs processing to execute a 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 is started. When the final round game has ended, the main CPU 41 stores an ending command in the output buffer. When the main CPU 41 stores the ending command in the output buffer, it times the ending period (ending time). Then, when the ending period has elapsed, the main CPU 41 ends the big win process.
[0064] Next, the game status processing performed by the main CPU 41 will be described. After the first jackpot game is completed, the main CPU 41 sets the probability state flag stored in the first main RWM 43a to a value that can specify control to a high probability state. When the main CPU 41 sets the probability state flag to a value that can specify control to a high probability state, the main CPU 41 stores control information that can specify a high probability state (hereinafter referred to as a high probability state command) in the output buffer. Furthermore, after the second jackpot game is completed, the main CPU 41 sets the probability state flag stored in the first main RWM 43a to a value that can specify control to a low probability state. Furthermore, when the main CPU 41 sets the probability state flag to a value that can specify control to a low probability state, the main CPU 41 stores control information that can specify a low probability state (hereinafter referred to as a low probability state command) in the output buffer.
[0065] After the jackpot game ends, the main CPU 41 sets the base state flag stored in the first main RWM 43a to a value that identifies control to the high base state. When the main CPU 41 sets the base state flag to a value that identifies control to the high base state, it stores control information that identifies the high base state (hereinafter referred to as a high base state command) in the output buffer. Furthermore, after the first jackpot game ends, the main CPU 41 stores in the first main RWM 43a information that identifies control to the high base state until the next jackpot game is awarded. Furthermore, after the second jackpot game ends, the main CPU 41 stores in the first main RWM 43a 100 times, which corresponds to the upper limit number of special games that control to the high base state, as the remaining number of special games that award the high base state. Then, after the second jackpot game ends, the main CPU 41 subtracts 1 from the remaining number of special games that award the high base state each time a special game is executed. When the remaining number of times of the special game that imparts the high base state becomes 0, the main CPU 41 sets the base state flag to a value that can specify control to the low base state upon completion of the special game whose remaining number of times becomes 0. When the main CPU 41 sets the base state flag to a value that can specify control to the low base state, it stores control information that can specify the low base state (hereinafter referred to as a low base state command) in the output buffer. Incidentally, during a jackpot game, the main CPU 41 sets the probability state flag to a value that can specify control to the low probability state and sets the base state flag to a value that can specify control to the low base state.
[0066] Next, the normal symbol input process performed by the main CPU 41 will be described. In the normal symbol input process, the main CPU 41 determines whether the gaming ball has passed (entered) the gate 18 based on whether a detection signal has been input from the gate sensor SE4. If the gaming ball has not passed through the gate 18, the main CPU 41 terminates the normal symbol input process. On the other hand, if the gaming ball has passed through the gate 18, the main CPU 41 determines whether the normal reserve number stored in the first main RWM 43a 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 first main RWM 43a by adding 1. In this case, the main CPU 41 controls the information display panel 22 to display the updated normal reserve number. In addition, the main CPU 41 stores control information (hereinafter referred to as a normal reserve number command) capable of identifying the updated normal reserve number in the output buffer. Next, 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 first main RWM 43a. This random number information corresponds to random number information related to the normal game. The main CPU 41 stores the random number information so that it is possible to identify that it is random number information for the normal game and the storage order of the random number information. Thereafter, the main CPU 41 ends the normal symbol input process.
[0067] Next, the normal symbol start process performed by the main CPU 41 will be described. In the normal symbol start processing, the main CPU 41 determines whether the execution conditions for the normal game are met. The main CPU 41 makes a positive determination when the normal win game is not being played and the normal game is not being played, and makes a negative determination when the normal win 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 processing. 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 first main RWM 43a is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start processing. If the normal reserve number is 1 or more, the main CPU 41 updates the normal reserve number stored in the first main RWM 43a by subtracting 1. In this processing, 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.
[0068] Next, the main CPU 41 reads out the random number information for the normal game that was stored first from the first main RWM 43a. After reading out the first random number information, the main CPU 41 erases the first stored random number information from the first main RWM 43a. Next, the main CPU 41 determines whether or not a normal win has been won based on the read random number information and the normal win determination value stored in the main ROM 42. This process corresponds to a normal win lottery (normal win determination) to determine whether or not a normal win has been won. For example, the main CPU 41 may perform a normal win lottery so that the probability of winning a normal win is higher in a high base state than in a low base state. If a normal win has been won, the main CPU 41 determines the normal win symbol to be derived in the normal game and the fluctuation time of the normal game. Thereafter, the main CPU 41 ends the normal symbol start process. For example, the main CPU 41 may determine a shorter time as the fluctuation time of the normal game in the high base state compared to the low base state (or may make it easier to determine a shorter time). Note that the main CPU 41 may be configured to determine the fluctuation time of the normal game by determining a normal fluctuation pattern in which the fluctuation time of the normal game is set. The normal fluctuation pattern may be stored in the main ROM 42.
[0069] Then, the main CPU 41 executes the normal game by performing processing separate from the normal symbol start processing. 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 processing is derived when the variable time determined in the normal symbol start processing has elapsed. In addition, the main CPU 41 stores control information capable of identifying the start of execution of the normal game in the output buffer in conjunction with starting execution of the normal game.
[0070] Next, the normal winning process performed by the main CPU 41 will be described. After the normal game with a normal win ends, the main CPU 41 performs normal win processing. In normal win processing, the main CPU 41 starts control to award a normal win game depending on whether the state is a high base state or a low base state. In normal win processing, when the state is a high base state, the main CPU 41 controls the first actuator A1 so that the second start port 13 is opened in the opening mode in the high base state. When the state is a low base state, the main CPU 41 controls the first actuator A1 so that the second start port 13 is opened in the opening mode in the low base state.
[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 a predetermined number of game balls (e.g., three balls) are paid out to the first start opening 12. When a detection signal is input from the second start sensor SE2, the main CPU 41 controls so that a predetermined number of game balls (e.g., one ball) are paid out to the second start opening 13. When a detection signal is input from the count sensor SE3, the main CPU 41 controls so that a predetermined number of game balls (e.g., ten balls) are paid out to the big prize opening 14. As described above, the main CPU 41 controls so that the number of game balls corresponding to the prize opening into which the game ball entered are paid out. In this embodiment, the main CPU 41 controls so that game balls as prize balls are paid out, thereby realizing a function as prize ball control means that controls the awarding of prize balls.
[0072] Next, the maximum difference information processing performed by the main CPU 41 will be described. The maximum difference number information processing corresponds to a process of counting the maximum difference number. Note that information that can identify the maximum difference number (hereinafter referred to as maximum difference number information) is stored in the second main RWM 43b. The maximum difference number information is a value that can identify the maximum difference number, and is the maximum difference number itself. In the maximum difference number information processing, the main CPU 41 updates the maximum difference number information and counts the maximum difference number. The maximum difference number corresponds to a specific value that is variable and stored in the storage means, and is a value that can be identified from the maximum difference number information. Thus, in this embodiment, the information related to the unprogressable state includes the maximum difference number information, that is, the specific value. The maximum difference number information is information stored in the second main RWM 43b out of the first main RWM 43a and the second main RWM 43b. That is, in this embodiment, the specific value is information stored in the second storage unit out of the first storage unit and the second storage unit.
[0073] In the maximum difference information processing, when the main CPU 41 controls the payout of 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. 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. 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 in the output buffer. As described above, the maximum difference is calculated based on the number of awarded prize balls and the number of out balls (effective balls). In this way, the maximum difference is a value that can change as the game progresses. In other words, the maximum difference is a value that can change as the game progresses.
[0074] Next, the progress-disabling process performed by the main CPU 41 will be described with reference to FIG. In the progress disable processing, the main CPU 41 determines whether progress disable completion information is stored in the first main RWM 43a (step S101). Although details will be described later, progress disable completion information corresponds to information stored in the first main RWM 43a under conditions in which progress is controlled to be disabled. In this embodiment, progress disable completion information corresponds to disable information that can identify that the progress is controlled to be disabled. In this embodiment, information related to the progress disable state includes disable information that can identify that the progress is controlled to be disabled. The progress disable completion information is information stored in the first main RWM 43a out of the first main RWM 43a and the second main RWM 43b. That is, in this embodiment, the disable information is information stored in the first storage unit out of the first storage unit and the second storage unit.
[0075] If the progress disable information is stored (step S101; YES), the main CPU 41 stores the unspecifiable command 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 the game cannot proceed. For example, while the loop processing is being performed, the special symbol input processing is not performed, so the execution of the special game is not suspended even if a game ball enters the start slots 12 and 13. For example, while the loop processing is being performed, the special symbol start processing is not performed, so the special game is not executed. For example, while the loop processing is being performed, the prize ball processing is not performed, so no prize balls are awarded even if a game ball enters either the start slots 12 and 13 or the big prize slot 14. For example, while the loop processing is being performed, the jackpot processing is not performed, so the awarding of the jackpot game is not initiated. For example, when the loop processing is being performed, processing related to the normal game is not performed. Therefore, for example, when the loop processing is being performed, the execution of the normal game is not put on hold. 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. Incidentally, in the gaming machine 10, if the power supply is cut off while the gaming machine 10 is controlled to the non-progression state and then the gaming machine 10 is restored without executing the initialization processing described below when the power supply is started again, the determination result of step S101 becomes positive, and the gaming machine 10 is again controlled to the non-progression state.
[0076] On the other hand, if no progress-disabling information is stored (step S101; NO), the main CPU 41 determines whether planned progress-disabling information is stored in the first main RWM 43a (step S103). Details will be described later. The planned progress-disabling information corresponds to information stored in the first main RWM 43a under circumstances in which a progress-disabling state has been determined but in which the game is not controlled to the progress-disabling state because a jackpot game has been awarded. In this embodiment, the planned progress-disabling information corresponds to determined information that can identify that the game is not controlled to the progress-disabling state but has been determined to be controlled to the progress-disabling state. In this embodiment, the information regarding the progress-disabling state includes determined information that can identify that the game is not controlled to the progress-disabling state but has been determined to be controlled to the progress-disabling state. The planned progress-disabling information is information stored in the first main RWM 43a out of the first main RWM 43a and the second main RWM 43b. That is, in this embodiment, the determined information is information stored in the first storage unit out of the first storage unit and the second storage unit.
[0077] If the progress disablement planned 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 disablement process. On the other hand, if a jackpot game has not been awarded (step S104; NO), the main CPU 41 stores progress disablement completion information in the first main RWM 43a (step S105). Next, the main CPU 41 stores an unspecified command in the output buffer and outputs it to the sub-board 50 (step S106). Thereafter, the main CPU 41 performs loop processing. As a result, similar to after the processing of step S102 has been performed, the main CPU 41 performs loop processing until the power supply is cut off. A state in which the loop processing is being performed is a progress disable state in which it is impossible to proceed with the game.
[0078] 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 "95,000." 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 second main RWM 43b has reached 95,000. Then, if the maximum difference number has not reached the specified value (step S107; NO), the main CPU 41 ends the progress-disabling process.
[0079] 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 first main RWM 43a (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.
[0080] On the other hand, if a jackpot game has not been awarded (step S108; NO), the main CPU 41 stores progress disable information in the first main RWM 43a (step S111). Subsequently, the main CPU 41 stores an unspecifiable 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, similar to after the processing of step S102 and the processing of step S106 are performed, the main CPU 41 performs loop processing until the power supply is cut off. The state in which the loop processing is being performed is a progress disable state in which it is impossible to proceed with the game.
[0081] As described above, in the gaming machine 10, the main CPU 41 performs loop processing to control the gaming machine 10 to a progress-disabled state. In this embodiment, the main CPU 41 performs loop processing to realize a function as a progress-disabled state control means capable of controlling the gaming machine 10 to a progress-disabled state in which the gaming machine 10 cannot proceed. The gaming machine 10 may be controlled to a progress-disabled state when the maximum difference number reaches a specified value. In other words, the main CPU 41 can control the gaming machine 10 to a progress-disabled state when the maximum difference number reaches a specified value. In other words, in this embodiment, the progress-disabled state control means can control the gaming machine 10 to a progress-disabled state when a specific value that is variable and stored in the storage means reaches a specified value.
[0082] Next, various processes executed by the secondary CPU 51 based on the secondary control program will be described. First, the status processing performed by the secondary CPU 51 will be described. The secondary RWM 53 stores information that can identify a game state. The information that can identify a game state stored in the secondary RWM 53 includes information that can identify whether the game state is a low probability state or a high probability state (hereinafter referred to as the secondary probability state flag). The information that can identify a game state stored in the secondary RWM 53 includes information that can identify whether the game state is a high base state or a low base state (hereinafter referred to as the secondary base state flag). When a low probability state command is input, the secondary CPU 51 sets the secondary probability state flag to a value that can identify the low probability state. When a high probability state command is input, the secondary CPU 51 sets the secondary probability state flag to a value that can identify the high probability state. When a low base state command is input, the secondary CPU 51 sets the secondary base state flag to a value that can identify the low base state. When a high base state command is input, the secondary CPU 51 sets the secondary base state flag to a value that can identify the high base state.
[0083] Next, the big win effect processing performed by the sub-CPU 51 will be described. During a jackpot game, the sub-CPU 51 controls at least one of the decorative lamps La, the speaker Sp, and the effect display device 11 so that a jackpot effect is executed. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamps La, the speaker Sp, and the effect display device 11 so that an opening effect is executed. When a round command is input, the sub-CPU 51 controls at least one of the decorative lamps La, the speaker Sp, and the effect display device 11 so that a round effect is executed. When an ending command is input, the sub-CPU 51 controls at least one of the decorative lamps La, the speaker Sp, and the effect display device 11 so that an ending effect is executed. Furthermore, during a jackpot game, the sub-CPU 51 operates the internal movable body 90. Specifically, when an opening command is input, the sub-CPU 51 operates the internal movable body 90 from the original position Pa to the effect position Pb. Then, when the sub-CPU 51 inputs the first round command in the big win game, it operates the internal movable body 90 from the performance position Pb to the original position Pa.
[0084] Next, the effect game processing performed by the secondary CPU 51 will be described. The sub-CPU 51 controls at least one of the decorative lamp La, the speaker Sp, and the effect display device 11 so that an effect game and an effect associated with the effect game are performed. Specifically, when the sub-CPU 51 inputs a symbol command and a variation pattern designation command, it controls the execution of an effect game. That is, the sub-CPU 51 determines a symbol combination of effect symbols to be finally displayed as fixed stop symbols in the effect game based on the variation pattern designation command and the symbol command. If the special symbol identifiable from the symbol command is a jackpot symbol, the sub-CPU 51 determines a jackpot symbol combination. If the special symbol identifiable from the symbol command is a losing symbol, the sub-CPU 51 determines a losing symbol combination. If a reach effect is performed because a reach condition is met, the sub-CPU 51 may determine a losing symbol combination including a reach.
[0085] When the sub-CPU 51 inputs a variation pattern designation command, it controls the effect display device 11 to display the effect symbols in a variable manner. In other words, the sub-CPU 51 starts the effect game. The variation pattern designation command can be considered control information that instructs the start of an effect game based on a variation pattern. The sub-CPU 51 then controls the effect display device 11 to temporarily stop and display the symbol combination based on the determined effect symbols at a predetermined timing. Thereafter, the sub-CPU 51 controls the effect display device 11 to temporarily stop and display the symbol combination based on the effect symbols in response to the input of a game end command. Incidentally, when executing a reach effect, the sub-CPU 51 controls the effect display device 11 to temporarily stop and display the effect symbols in the left and right columns so that a reach is formed at a predetermined timing during the special game. The sub-CPU 51 may also measure a variation time that can be determined from the variation pattern and control the effect display device 11 to temporarily stop and display the symbol combination in response to the passage of the variation time. In this case, the game end command may be omitted.
[0086] Next, the maximum difference number information update process performed by the secondary CPU 51 will be described. In the maximum difference number information update process, when the secondary CPU 51 inputs a maximum difference number command, it updates the secondary maximum difference number information. Specifically, when the secondary CPU 51 inputs a maximum difference number command, it identifies the maximum difference number from the maximum difference number command. Then, the secondary CPU 51 updates the identified maximum difference number to identifiable secondary maximum difference number information. The secondary maximum difference number information is stored in the secondary RWM 53. The secondary maximum difference number information corresponds to information that can identify the maximum difference number.
[0087] Next, the impossibility notice effect processing performed by the sub-CPU 51 will be described. In the impossibility notice performance processing, the sub-CPU 51 determines whether a specific notice command has been input. If a specific notice command has not been input, the sub-CPU 51 terminates the impossibility notice performance processing. On the other hand, if a specific notice command has been input, the sub-CPU 51 controls the performance display device 11 so that the impossibility notice performance is started.
[0088] Next, the arrival notice effect processing performed by the sub-CPU 51 will be described. During the arrival notice performance processing, the secondary CPU 51 determines whether the secondary maximum difference information has been updated. If the secondary maximum difference information has not been updated, the secondary CPU 51 terminates the arrival notice performance processing. If the secondary maximum difference information has been updated, the secondary CPU 51 controls the performance display device 11 so that the execution of the arrival notice performance begins when the maximum difference number identifiable from the updated secondary maximum difference information exceeds 94,500 while the arrival notice performance is not being executed. A case where the maximum difference number identifiable from the updated secondary maximum difference information exceeds 94,500 corresponds to a case where the remaining arrival difference number falls below the notice start value of 500. Note that the secondary CPU 51 does not terminate the execution of the arrival notice performance even if the maximum difference number identifiable from the updated secondary maximum difference information becomes 94,500 or less. The secondary CPU 51 terminates the execution of the arrival notice performance when the maximum difference number identifiable from the updated secondary maximum difference information becomes 94,000 or less while the arrival notice performance is being executed. Incidentally, when the sub-CPU 51 inputs an unspecified command, it terminates the execution of the arrival notice performance.
[0089] Next, the impossibility notification effect process performed by the sub-CPU 51 will be described. In the impossibility notification effect processing, the sub-CPU 51 determines whether an unspecified command has been input. If an unspecified command has not been input, the sub-CPU 51 terminates the impossibility notification effect processing. If an unspecified command has been input, the sub-CPU 51 controls the effect display device 11 to start the execution of the impossibility notification effect.
[0090] Here, the power-off process performed by the main CPU 41 when the power supply is cut off will be described. When the power supply to the gaming machine 10 is cut off, the main CPU 41 performs power-off processing. In the power-off processing, 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 the power supplied to the gaming machine 10 decreases, control information indicating that the power supply to the gaming machine 10 has been cut off may be output to the main CPU 41. This allows the main CPU 41 to know that the power supply to the gaming machine 10 has been cut off. In the backup processing, the main CPU 41 calculates a checksum of the first main RWM 43a. The main CPU 41 stores the calculated checksum of the first main RWM 43a in the first main RWM 43a. Incidentally, the main CPU 41 does not calculate a checksum of the second main RWM 43b. Therefore, in the gaming machine 10, of the first main RWM 43a and the second main RWM 43b, the checksum is stored in the first main RWM 43a, but the checksum is not stored in the second main RWM 43b.
[0091] In the backup process, the main CPU 41 stores and holds information such as registers and stack pointers in the main RWM 43 in addition to the various types of information stored in the main RWM 43. Specifically, in the backup process, the main CPU 41 stores and holds information such as registers and stack pointers in the first main RWM 43a in addition to the various types of information stored in the first main RWM 43a. Similarly, in the backup process, the main CPU 41 stores and holds information such as registers and stack pointers in the second main RWM 43b in addition to the various types of information stored in the second main RWM 43b. This backs up at least a portion of the information stored in the main RWM 43. Thereafter, the main CPU 41 waits until the power supply is cut off.
[0092] The information to be backed up among the information stored in the first main RWM 43a includes, for example, a base state flag and a probability state flag. The information to be backed up among the information stored in the first main RWM 43a includes, for example, various random number values (random number information). The information to be backed up among the information stored in the first main RWM 43a includes, for example, a checksum of the first main RWM 43a. The information to be backed up among the information stored in the first main RWM 43a includes, for example, planned impossibility of progress information. The information to be backed up among the information stored in the second main RWM 43b includes, for example, maximum difference number information.
[0093] Next, a main power-on process performed by the main CPU 41 when power supply is started, and a sub-power-on process performed by the sub-CPU 51 when power supply is started will be described.
[0094] 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 is controlled depending on the operating state of the clear switch 49 at the start of power supply. When the clear switch 49 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 this embodiment, the main CPU 41 executes the initialization process, thereby realizing a function as initialization processing means capable of executing the initialization process. The main CPU 41 can execute the initialization process based on the operation of the clear switch 49 accompanying the start of power supply. In other words, the initialization processing means can execute the initialization process based on the operation of a specific operation means accompanying the start of power supply. In the initialization process, the main CPU 41 initializes at least some of the information stored in the main RWM 43. In the initialization process, the main CPU 41 initializes the information by storing initial information in each area of the memory area of the main RWM 43 that stores game information. After completing the initialization process, the main CPU 41 ends the main power-on process.
[0095] For example, when executing the initialization process, the main CPU 41 erases the value stored in the probability state flag in the first main RWM 43a and sets a value that can identify a low probability state, thereby initializing the stored information as the probability state flag. When executing the initialization process, the main CPU 41 erases the value stored in the base state flag in the first main RWM 43a and sets a value that can identify a low base state, thereby initializing the stored information as the base state flag. When executing the initialization process, the main CPU 41 erases the remaining number of special games that will grant a high base state, which is stored in the first main RWM 43a, and sets the remaining number of special games that will grant a high base state to 0, thereby initializing the stored information that can identify the remaining number of special games that will grant a high base state. When executing the initialization process, the main CPU 41 erases the special reserve number stored in the first main RWM 43a and sets the special reserve number to 0, thereby initializing the stored information that can identify the special reserve number. When executing the initialization process, the main CPU 41 erases the random number information related to the special game stored in the first main RWM 43a and initializes the random number information related to the special game stored in the first main RWM 43a. When executing the initialization process, the main CPU 41 erases the normal reserve number stored in the first main RWM 43a and sets the special reserve number to 0, thereby initializing the stored information capable of identifying the normal reserve number. When executing the initialization process, the main CPU 41 erases the random number information related to the normal game stored in the first main RWM 43a and initializes the random number information related to the normal game stored in the first main RWM 43a. When executing the initialization process, the main CPU 41 erases the progress-disabled information stored in the first main RWM 43a and initializes the progress-disabled information stored in the first main RWM 43a. When executing the initialization process, the main CPU 41 erases the non-progression scheduled information stored in the first main RWM 43a and initializes the non-progression scheduled information stored in the first main RWM 43a.When executing the initialization process, the main CPU 41 erases the maximum difference number information stored in the second main RWM 43b and initializes the maximum difference number information by setting 0 as the maximum difference number.When executing the initialization process, the main CPU 41 erases the values of various timers and sets the values of various timers to 0, thereby initializing the timer values.
[0096] In this way, when the initialization process is executed, the contents stored in the main RWM 43 become contents in which at least some of the information stored in the main RWM 43 has been initialized. For example, when the initialization process is executed, the contents stored in the first main RWM 43a become contents in which at least some of the information stored in the first main RWM 43a has been initialized. For example, when the initialization process is executed, the contents stored in the second main RWM 43b become contents in which at least some of the information stored in the second main RWM 43b has been initialized. In other words, in the gaming machine 10, when the initialization process is executed based on the operation of the clear switch 49, the contents stored in the main RWM 43 become contents in which at least some of the information stored in the main RWM 43 has been initialized. In other words, when the initialization process is executed based on the operation of a specific operation means, the contents stored in the storage means become contents in which at least some of the information stored in the storage means has been initialized.
[0097] Furthermore, when the clear switch 49 is in the OFF state, the main CPU 41 does not execute the initialization process. When the clear switch 49 is in the OFF state, the main CPU 41 calculates the checksum of the first main RWM 43a. The main CPU 41 then determines whether the checksum is normal. Specifically, the main CPU 41 determines whether the checksum of the first main RWM 43a calculated during the power-off process is the same as the checksum of the first main RWM 43a calculated during the main power-on process, thereby determining whether the checksum is normal. If the checksum is normal, the main CPU 41 executes the backup recovery process. On the other hand, if the checksum is not normal, the main CPU 41 executes a loop process. As a result, for example, the main CPU 41 executes the loop process without completing the main power-on process until the power supply is stopped.
[0098] In the backup restoration process, the main CPU 41 restores based on the backed-up memory contents of the main RWM 43 and terminates the main power-on process. If the initialization process is executed, the system is restored to a state in which neither the special game nor the normal game is being executed or suspended, and neither a jackpot game nor a normal game is being played. On the other hand, if the initialization process is not executed, the system is restored to the state when the power supply was interrupted based on the backed-up game information.
[0099] When the main CPU 41 ends the main power-on process, it stores a predetermined control command in the output buffer for the sub-board 50 based on the game information stored in the main RWM 43. Specifically, if an initialization process is executed in 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 executed in the output buffer. On the other hand, if the initialization process is not executed in 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 to the state during a jackpot game upon the start of power supply, it stores a return command that can identify that the state will be restored to the state during a jackpot game in the output buffer.
[0100] As described above, when executing the initialization process, the main CPU 41 initializes the maximum difference number information by erasing the maximum difference number information stored in the second main RWM 43b and setting the maximum difference number to 0. In other words, when the initialization process is executed based on the operation of the clear switch 49, the maximum difference number becomes 0, which corresponds to the initial value. In other words, when the initialization process is executed based on the operation of a specific operation means, the specific value becomes the initial value.
[0101] The first main RWM 43a stores, for example, progress-disabled information. The first main RWM 43a also stores, for example, planned progress-disabled information. When the initialization process is executed, the progress-disabled information stored in the first main RWM 43a is erased. Similarly, when the initialization process is executed, the planned progress-disabled information stored in the first main RWM 43a is erased. In other words, in this embodiment, at least some of the information stored in the first storage unit is erased when the initialization process is executed. The second main RWM 43b stores maximum difference number information. When the initialization process is executed, the maximum difference number information stored in the second main RWM 43b is erased. In other words, in this embodiment, the information stored in the second storage unit is erased when the initialization process is executed. In this way, when the initialization process is executed by the main CPU 41 based on the operation of the clear switch 49, at least the information stored in the second main RWM 43b is erased. That is, when the initialization process is executed based on the operation of the specific operation means, at least the information stored in the second storage unit is erased.
[0102] 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 is controlled depending on whether the initialization command or restoration command is received. Specifically, if the 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 the initial information in the area for storing 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.
[0103] When the sub-CPU 51 performs the sub-power-on process, it controls the effect display device 11 so that an initial symbol combination based on a predetermined effect symbol is displayed. The initial symbol combination is a symbol combination in which at least one column of effect symbols is different from the other columns of effect symbols. For example, the initial symbol combination is a symbol combination such as "876" or "523." Incidentally, the initial symbol combination may be a part of the losing symbol combinations. In other words, in the effect game, the same effect symbol combination as the initial symbol combination may be displayed as a fixed stop symbol. Furthermore, the initial symbol combination may be a symbol combination that is not included in the losing symbol combinations. In other words, in the effect game, the same effect symbol combination as the initial symbol combination may not be displayed as a fixed stop symbol. In this embodiment, the sub-CPU 51 displays the symbol combination of "123" based on the effect symbol as the initial symbol combination based on the effect symbol. Incidentally, the sub-CPU 51 displays the symbol combination "123" as the initial symbol combination regardless of whether the initialization command or the return command is input. The initial symbol combination may be different depending on whether the initialization command is input or the return command is input.
[0104] When the initialization process is executed, the sub-CPU 51 executes control related to the execution of an initialization notification effect that notifies the user that the initialization process has been executed. In the gaming machine 10, the initialization notification effect is executed by the effect display device 11, the decorative lamp La, and the speaker Sp. Specifically, the initialization notification effect is executed by displaying text information saying "Initialization process has been executed" on the effect display device 11, the decorative lamp La flashing red, and outputting a voice message saying "Initialization process has been executed" from the speaker Sp. When the sub-CPU 51 inputs an initialization command, it controls the effect display device 11, the decorative lamp La, and the speaker Sp so that the initialization notification effect is executed. After starting the execution of the initialization notification effect, the sub-CPU 51 ends the initialization notification effect when the presentation time (e.g., 60 seconds) of the initialization notification effect has elapsed. In this embodiment, the effect display device 11, the decorative lamp La, and the speaker Sp correspond to the notification effect. The initialization notification effect may be configured to be executed by one or more of the effect display device 11, the decorative lamp La, and the speaker Sp. In this embodiment, the effect display device 11, the decorative lamp La, and the speaker Sp are controlled by the sub-CPU 41, thereby realizing a function as a notification control means capable of controlling the notification means.
[0105] As described above, in the gaming machine 10, the effect display device 11, the decorative lamp La, and the speaker Sp can execute an initialization notification effect in response to the execution of the initialization process. That is, in this embodiment, the notification means can execute an initialization notification effect that notifies the user that the initialization process has been executed in response to the execution of the initialization process based on the operation of the specific operation means. Then, in the gaming machine 10, the initialization notification effect ends when the performance time has elapsed. That is, the initialization notification effect can end over time.
[0106] Next, control relating to the initial operation of the internal movable body 90 will be described. The sub-CPU 51 performs an initial operation process to perform an initial operation of the internal movable body 90 upon the start of power supply. In this way, the gaming machine 10 is configured to be able to perform an initial operation of the internal movable body 90 upon the start of power supply. The initial operation of the internal movable body 90 is a confirmation operation of the internal movable body 90 upon the start of power supply. In the initial operation process, the sub-CPU 51 controls the initial operation of the internal movable body 90. In this way, the internal movable body 90 can perform an initial operation upon the start of power supply. In other words, the movable body can perform an initial operation upon the start of power supply.
[0107] In controlling the initial operation of the internal movable body 90, the secondary CPU 51 controls the performance actuator EA so that the internal movable body 90 performs the initial operation. The secondary CPU 51 monitors the transition of the detection signal from the home position sensor GS. The secondary CPU 51 determines that an abnormality has occurred in at least one of the internal movable body 90 and the performance actuator EA when the detection signal continues to be input from the home position sensor GS from the start of the initial operation of the internal movable body 90 until the time when the operation period has elapsed. Furthermore, the secondary CPU 51 determines that an abnormality has occurred in at least one of the internal movable body 90 and the performance actuator EA when the detection signal from the home position sensor GS is no longer input and then the detection signal is no longer input again from the start of the initial operation of the internal movable body 90 until the time when the operation period has elapsed. During the operation period, the secondary CPU 51 controls the performance actuator EA for half the operation period in a direction that moves the internal movable body 90 to the performance position Pb, and then controls the performance actuator EA for half the operation period in a direction that moves the internal movable body 90 to the home position Pa. That is, when the internal movable body 90 and the performance actuator EA are normal, the internal movable body 90 moves from the home position Pa to the performance position Pb, and then moves from the performance position Pb to the home position Pa. If it is determined that an abnormality has occurred in at least one of the internal movable body 90 and the performance actuator EA, the secondary CPU 51 stops the performance actuator EA and stores information (hereinafter referred to as "movable body error information") capable of identifying an abnormality in the operation of the internal movable body 90 in the secondary RWM 53. When the movable body error information is stored in the secondary RWM 53, the secondary CPU 51 does not operate the internal movable body 90 when various performances are executed. The situation in which the movable body error information is stored in the secondary RWM 53 corresponds to a situation in which a movable body error has occurred regarding the internal movable body 90. Incidentally, the movable body error information stored in the secondary RWM 53 is erased when the power supply is cut off. Furthermore, the operating period is set to a time longer than the time required for the initial operation of the internal movable body 90 to be completed normally. For example, the time period of operation is set to a time equal to or longer than the time required for internal movable body 90 to move from original position Pa to performance position Pb and then move from performance position Pb to original position Pa.
[0108] In the gaming machine 10, when the internal movable body 90 is performing an initial operation, the initial symbol combination is displayed on the effect display device 11. That is, in the gaming machine 10, the internal movable body 90 moves from the original position Pa to the effect position Pb, and then the initial symbol combination is displayed during the period during which the internal movable body 90 moves from the effect position Pb to the original position Pa. Therefore, in the gaming machine 10, the initial symbol combination is displayed on the effect display device 11 at a timing after the start of power supply and before the end of the initial operation of the internal movable body 90. That is, in this embodiment, the initial symbol combination is displayed on the display means at a timing after the start of power supply and before the end of the initial operation of the movable body.
[0109] However, even when the internal movable body 90 is being initially operated, if a gaming ball enters the starting holes 12, 13, an effect game will be executed on the effect display device 11. In this case, when the effect game ends, an effect pattern combination different from the initial pattern combination may be displayed on the effect display device 11. In other words, when the internal movable body 90 is being initially operated and the initial pattern combination is being displayed, if a gaming ball does not enter the starting holes 12, 13 during the initial operation, the same initial pattern will be displayed before and after the period from when the internal movable body 90 moves from the origin position Pa to the effect position Pb until when it moves from the effect position Pb to the origin position Pa.
[0110] As described above, in the gaming machine 10, when the clear switch 49 is operated in response to the start of power supply, the information stored in the first main RWM 43a is initialized, and the memory contents of the first main RWM 43a become the initialized memory contents. Similarly, in the gaming machine 10, when the clear switch 49 is operated in response to the start of power supply, the information stored in the second main RWM 43b is initialized, and the memory contents of the second main RWM 43b become the initialized memory contents.
[0111] In the gaming machine 10, even if the clear switch 49 is not operated, some of the information stored in the main RWM 43 may be initialized. As a result, even if the clear switch 49 is not operated, the stored contents of the main RWM 43 may become initialized stored contents.
[0112] As shown in FIG. 5, in the gaming machine 10, both the information stored in the first main RWM 43a and the information stored in the second main RWM 43b are retained until one hour has elapsed since the power supply was cut off. Furthermore, in the gaming machine 10, the information stored in the first main RWM 43a continues to be retained even after one hour has elapsed since the power supply was cut off. However, in the gaming machine 10, when it is determined that one hour has elapsed since the power supply was cut off, the information stored in the second main RWM 43b is initialized. In this embodiment, the determination that one hour has elapsed since the power supply was cut off corresponds to the time when a predetermined period has elapsed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied. Incidentally, although the predetermined period is set to one hour in this embodiment, the time corresponding to the predetermined period may be changed.
[0113] As described above, in the gaming machine 10, even if the clear switch 49 is not operated, when it is determined that one hour has passed since the power supply was shut off, at least some of the information stored in the main RWM 43 is initialized. That is, in this embodiment, even if the specific operation means is not operated, when a predetermined period of time has passed since the power supply was shut off and a situation in which a specific condition is satisfied occurs, at least some of the information stored in the storage means is initialized. In particular, in the gaming machine 10, even if the clear switch 49 is not operated, when it is determined that one hour has passed since the power supply was shut off, at least the information stored in the second main RWM 43b is erased and initialized. That is, in this embodiment, even if the specific operation means is not operated, when a predetermined period of time has passed since the power supply was shut off and a situation in which a specific condition is satisfied occurs, at least the information stored in the second storage unit is erased. However, in the gaming machine 10, even if it is determined that one hour has passed since the power supply was cut off, the information stored in the first main RWM 43a is not erased or initialized. That is, in this embodiment, even if a predetermined period has passed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied, the information stored in the first storage unit is not erased.
[0114] In the gaming machine 10, when it is determined that one hour has passed since the power supply was cut off, the information stored in the second main RWM 43b is initialized before the power supply is started. That is, in the gaming machine 10, even when the clear switch 49 is not operated, when it is determined that one hour has passed since the power supply was cut off, the contents stored in the main RWM 43 are initialized to at least a portion of the information stored in the main RWM 43 before the power supply is started. That is, in the present embodiment, even when the specific operation means is not operated, when a predetermined period has passed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied, the contents stored in the storage means are initialized to at least a portion of the information stored in the storage means before the power supply is started.
[0115] Hereinafter, a control for initializing at least a part of the information stored in the second main RWM 43b without operating the clear switch 49 will be described. In the power-off process, the main CPU 41 acquires RTC information from the RTC 45 and stores it in the first main RWM 43a. The acquired RTC information corresponds to RTC information that can identify the date and time when the power supply was interrupted. In the following description, the acquired RTC information is referred to as "RTC information at the time of power interruption." The information stored in the first main RWM 43a that is backed up includes the RTC information at the time of power interruption.
[0116] When the power supply is cut off, the main CPU 41 executes the progress determination process. For example, when the power supply is cut off, the main CPU 41 executes the progress determination process at a predetermined cycle (for example, every 4 ms).
[0117] 6, in the progress determination process, the main CPU 41 determines whether progress initialization information is stored in the first main RWM 43a (step S201). Details will be described later, but the progress initialization information corresponds to information stored in the first main RWM 43a when it is determined that a predetermined period of time has elapsed since the power supply was cut off and the information stored in the second main RWM 43b is initialized. If progress initialization information has already been stored in the first main RWM 43a (step S201; YES), the main CPU 41 ends the progress determination process. On the other hand, if progress initialization information is not stored in the first main RWM 43a (step S201; NO), the main CPU 41 acquires RTC information from the RTC 45 (step S202). Next, the main CPU 41 determines whether a predetermined period of time has elapsed since the power supply was interrupted, based on the date and time identifiable from the acquired RTC information and the date and time when the power supply was interrupted identifiable from the power interruption RTC information stored in the first main RWM 43a (step S203). In step S203, the main CPU 41 determines whether one hour has elapsed since the power supply was interrupted, thereby determining whether the predetermined period of time has elapsed since the power supply was interrupted. If the predetermined period of time has not elapsed since the power supply was interrupted (step S203; NO), the main CPU 41 ends the elapsed time determination process.
[0118] If a predetermined period of time has elapsed since the power supply was shut off (step S203; YES), the main CPU 41 stores elapsed initialization information in the first main RWM 43a (step S204). Subsequently, the main CPU 41 initializes at least a portion of the information stored in the second main RWM 43b (step S205). Thereafter, the main CPU 41 ends the elapsed determination process. The elapsed initialization information corresponds to information that can identify that at least a portion of the information stored in the second main RWM 43b has been initialized in response to the determination that a predetermined period of time has elapsed since the power supply was shut off.
[0119] In step S205, the main CPU 41 erases the maximum difference number information stored in the second main RWM 43b and sets the maximum difference number to 0, thereby initializing the maximum difference number information. That is, when it is determined that a predetermined period of time has elapsed since the power supply was interrupted, the maximum difference number becomes 0, which corresponds to the initial value. That is, when a situation in which the specific condition is met occurs after a predetermined period of time has elapsed since the power supply was interrupted, the specific value becomes the initial value. Therefore, the maximum difference number becomes 0, which corresponds to the initial value, both when the initialization process is executed based on the operation of the clear switch 49 and when it is determined that a predetermined period of time has elapsed since the power supply was interrupted. That is, the specific value becomes the initial value both when the initialization process is executed based on the operation of the specific operation means and when a situation in which the specific condition is met occurs after a predetermined period of time has elapsed since the power supply was interrupted.
[0120] In addition, in the gaming machine 10, the information stored in the second main RWM 43b is erased by the main CPU 41 performing the process of step S205. In the gaming machine 10, the progress determination process is performed when the power supply is cut off before the power supply is started, so that the information stored in the second main RWM 43b is erased even if the clear switch 49 is not operated.
[0121] When power supply is started and backup recovery processing is performed, if progress initialization information is stored in the first main RWM 43a, the main CPU 41 stores a progress clear command in the output buffer. The progress clear command corresponds to control information that can specify that at least some of the information stored in the main RWM 43 has been initialized without operating the clear switch 49. The progress clear command can also be said to be control information that can specify that at least some of the information stored in the main RWM 43 has been initialized when power supply is interrupted.
[0122] The sub-CPU 51 can execute control related to the execution of a clear notification effect that notifies that at least some of the information stored in the main RWM 43 has been rewritten when the power supply is interrupted. The clear notification effect can also be considered an effect that notifies that the information stored in the second main RWM 43b has been erased when the power supply is interrupted. The clear notification effect can also be considered an effect that notifies that the information stored in the second main RWM 43b has been initialized when the power supply is interrupted. The clear notification effect is executed by the effect display device 11, the decorative lamp La, and the speaker Sp. Specifically, the clear notification effect is executed by displaying text information on the effect display device 11 saying "Information has been rewritten during the power interruption," flashing the decorative lamp La in red, and outputting a voice message from the speaker Sp saying "Information has been rewritten during the power interruption." When the sub-CPU 51 inputs a progress clear command, it controls the effect display device 11, the decorative lamp La, and the speaker Sp to execute the clear notification effect. After starting the execution of the clear notification effect, when the performance time (for example, 60 seconds) of the clear notification effect has elapsed, the sub-CPU 51 ends the clear notification effect. The performance time of the clear notification effect is the same as the performance time of the initialization notification effect. The clear notification effect may be configured to be executed by one or more of the performance devices among the performance display device 11, decorative lamp La, and speaker Sp.
[0123] As described above, in the gaming machine 10, the effect display device 11, the decorative lamp La, and the speaker Sp can execute the clear notification effect when at least some of the information stored in the main RWM 43 is initialized, even without operating the clear switch 49. Then, in the gaming machine 10, the clear notification effect ends when the performance time has elapsed. In other words, the clear notification effect can end over time, just like the initialization notification effect.
[0124] When the sub-CPU 51 performs the sub-power-on process, it controls the effect display device 11 so that the initial symbol combination of the predetermined effect symbols is displayed. At this time, even if the progress clear command is input, the sub-CPU 51 displays the symbol combination "123" as the initial symbol combination, just as when the initialization command is input. Note that the initial symbol combination may be different depending on whether the progress clear command is input, even when the return command is input, for example.
[0125] Here, the initial symbol combinations in each situation will be explained based on FIG. When the clear switch 49 is operated as a result of the start of power supply and initialization processing is executed (shown as "initialization processing executed" in FIG. 7), the initial pattern combination of "123" is displayed on the performance display device 11. At this time, the initial pattern combination is displayed on the performance display device 11 at a timing before the initial operation of the internal movable body 90 is completed. Furthermore, when the clear switch 49 is operated as a result of the start of power supply and initialization processing is executed, an initialization notification effect is executed. The initialization notification effect can end when the performance time of the initialization notification effect has elapsed.
[0126] In this way, in the gaming machine 10, when the power supply is started and the clear switch 49 is operated, an initialization process is executed, and when at least some of the information stored in the main RWM 43 becomes the initialized memory content, the initial pattern combination displayed on the performance display device 11 is "123."
[0127] If the power supply is started again before a predetermined period of time has elapsed since the power supply was cut off and the system returns without executing the initialization process (in FIG. 7, this is shown as "Return before a predetermined period of time has elapsed since the power supply was cut off"), the initial symbol combination of "123" is displayed on the effect display device 11. At this time, the initial symbol combination is displayed on the effect display device 11 at a timing before the initial operation of the internal movable body 90 is completed. Note that, since the clear switch 49 has not been operated since the power supply was started and the initialization process has not been executed, the initialization notification effect is not executed in this case. Furthermore, if the power supply is started again before a predetermined period of time has elapsed since the power supply was cut off and the system returns without executing the initialization process, the information stored in the second main RWM 43b will not be initialized unless the clear switch 49 is operated.
[0128] In this way, in the gaming machine 10, when the predetermined period has not elapsed since the power supply was cut off and it has not been determined that the predetermined period has elapsed, and the memory contents of the main RWM 43 are such that at least some of the information stored in the main RWM 43 has not become initialized memory contents, the initial symbol combination displayed on the effect display device 11 is "123." In other words, the initial symbol combination displayed when the initialization process is executed based on the operation of the clear switch 49 following the start of power supply, and the memory contents of the main RWM 43 are such that at least some of the information stored in the main RWM 43 has become initialized memory contents, is the same as the initial symbol combination displayed when the predetermined period has not elapsed since the power supply was cut off and it has not been determined that the predetermined period has elapsed, and the memory contents of the main RWM 43 are such that at least some of the information stored in the main RWM 43 has not become initialized memory contents. In other words, when an initialization process is executed based on the operation of a specific operation means as a result of the start of power supply and at least some of the information stored in the storage means becomes the initialized storage content, the initial pattern combination displayed on the display means is the same as the initial pattern combination displayed on the display means when a specific condition is not met before a predetermined period of time has elapsed since the power supply was cut off and at least some of the information stored in the storage means does not become the initialized storage content.
[0129] When the power supply is restarted after a predetermined period has elapsed since the power supply was cut off and the system is restored without executing the initialization process (indicated as "Restored after a predetermined period has elapsed since the power supply was cut off" in FIG. 7), the initial symbol combination of "123" is displayed on the effect display device 11. At this time, the initial symbol combination is displayed on the effect display device 11 at a timing before the initialization operation of the internal movable body 90 is completed. Note that since the clear switch 49 has not been operated and the initialization process has not been executed since the power supply was started, the initialization notification effect is not executed in this case. On the other hand, when the power supply is started after a predetermined period has elapsed since the power supply was cut off and the system is restored without executing the initialization process, the information stored in the second main RWM 43b is initialized even if the clear switch 49 has not been operated. Then, when the power supply is started, the initialization notification effect is not executed, but the clear notification effect is executed. The clear notification effect can be ended when the performance time of the clear notification effect has elapsed.
[0130] In this way, in the gaming machine 10, when a predetermined period has passed since the power supply was cut off and it is determined that the predetermined period has passed, and the memory contents of the main RWM 43 have at least some of the information stored in the main RWM 43 become initialized memory contents, the initial symbol combination displayed on the effect display device 11 is "123." In other words, the initial symbol combination displayed when the initialization process is executed based on the operation of the clear switch 49 following the start of power supply and the memory contents of the main RWM 43 have at least some of the information stored in the main RWM 43 become initialized memory contents is the same as the initial symbol combination displayed when a predetermined period has passed since the power supply was cut off and it is determined that the predetermined period has passed, and the memory contents of the main RWM 43 have at least some of the information stored in the main RWM 43 become initialized memory contents. That is, the initial symbol combination displayed on the display means when an initialization process is executed based on an operation of a specific operation means following the start of power supply, and at least some of the information stored in the storage means becomes initialized is the same as the initial symbol combination displayed on the display means when a predetermined period has passed since power supply was interrupted, a situation has arisen in which a specific condition is satisfied, and at least some of the information stored in the storage means becomes initialized. Also, the initial symbol combination displayed when a predetermined period has passed since power supply was interrupted, and it has been determined that the predetermined period has passed, and at least some of the information stored in the main RWM 43 becomes initialized is the same as the initial symbol combination displayed when a predetermined period has not passed since power supply was interrupted, and it has not been determined that the predetermined period has passed, and at least some of the information stored in the main RWM 43 does not become initialized.In other words, the initial pattern combination displayed on the display means when a predetermined period of time has passed since the power supply was cut off, a situation has arisen in which specific conditions are met, and at least some of the information stored in the storage means has become initialized storage contents is the same as the initial pattern combination displayed on the display means when a predetermined period of time has not passed since the power supply was cut off, a situation has arisen in which specific conditions are not met, and at least some of the information stored in the storage means has not become initialized storage contents.
[0131] When the power supply is started when the planned non-progression information is stored in the first main RWM 43a and the initialization process is not executed and the system is restored (in FIG. 7, this is shown as "Return when planned non-progression information is stored"), the initial symbol combination is not displayed on the effect display device 11. When the power supply is started when the planned non-progression information is stored in the first main RWM 43a and the system is restored without the initialization process being executed, the system is restored to a state in which a jackpot game has been awarded. Incidentally, when this restored jackpot game ends, the system is controlled to a non-progression state.
[0132] Furthermore, if power supply is started when progress disabled information is stored in the first main RWM 43a and a return occurs without the initialization process being performed (shown as "return when progress disabled information is stored" in FIG. 7), the initial symbol combination is not displayed on the effect display device 11. If power supply is started when progress disabled information is stored in the first main RWM 43a and a return occurs without the initialization process being performed, a return occurs to the progress disabled state.
[0133] Here, an example of various types of information before and after a predetermined period has elapsed since the power supply was cut off will be described with reference to FIGS. 8(a) and 8(b). First, a first example will be described with reference to Fig. 8(a). In the first example, the power supply is cut off when the planned progress disable information and the completed progress disable information are not stored in the first main RWM 43a. Furthermore, in the first example, the power supply is cut off when the maximum difference number that can be identified from the maximum difference number information stored in the second main RWM 43b is 10120.
[0134] In the first example, if the clear switch 49 is not operated and power supply is started at timing t11 before one hour has elapsed since the power supply was cut off, the situation returns to the same state as when the power supply was cut off, where the planned progress disable information and progress disable completed information are not stored in the first main RWM 43a. Furthermore, if the clear switch 49 is not operated and power supply is started at timing t11 before one hour has elapsed since the power supply was cut off, the situation returns to the same state as when the power supply was cut off, where the maximum difference number information that can identify the maximum difference number as 10120 is stored in the second main RWM 43b. At timing t11, the initial pattern combination of "123" is displayed on the effect display device 11.
[0135] On the other hand, in the first example, if the clear switch 49 is not operated and power supply is started at timing t12, one hour after the power supply was shut off, the first main RWM 43a returns to a state in which the planned non-operation status information and the completed non-operation status information are not stored, as in the case of the power supply being shut off. However, if the clear switch 49 is not operated and power supply is started at timing t12, one hour after the power supply was shut off, the maximum difference number is erased, and the second main RWM 43b returns to a state in which the maximum difference number information that can identify a maximum difference number of 0, i.e., the initialized maximum difference number information, is stored. Timing t12, one hour after the power supply was shut off, corresponds to the timing after it is determined that a predetermined period has elapsed since the power supply was shut off. At timing t12, the effect display device 11 displays the initial symbol combination of "123."
[0136] Next, a second example will be described with reference to Fig. 8(b). In the second example, the power supply is cut off when the planned progress disablement information is stored in the first main RWM 43a, but the completed progress disablement information is not stored in the first main RWM 43a. Furthermore, in the second example, the power supply is cut off when the maximum difference number identifiable from the maximum difference number information stored in the second main RWM 43b is 95100.
[0137] In the second example, if the clear switch 49 is not operated and power supply is started at timing t21, less than one hour after the power supply is shut off, the situation returns to the same state as when the power supply was shut off: the planned non-progression information is stored in the first main RWM 43a, but the completed non-progression information is not stored in the first main RWM 43a. Furthermore, if the clear switch 49 is not operated and power supply is started at timing t21, less than one hour after the power supply is shut off, the situation returns to the same state as when the power supply was shut off: the maximum difference number information that can identify the maximum difference number as 95100 is stored in the second main RWM 43b. Since the planned non-progression information is stored in the first main RWM 43a at timing t21, the situation returns to when a jackpot game is awarded. Therefore, the initial symbol combination is not displayed on the effect display device 11 at timing t21.
[0138] On the other hand, in the second example, if the clear switch 49 is not operated and power supply is started at timing t22, one hour after the power supply was shut off, the situation returns to the same state as when the power supply was shut off: the planned progress disable information is stored in the first main RWM 43a, but the progress disable completed information is not stored in the first main RWM 43a. However, if the clear switch 49 is not operated and power supply is started at timing t22, one hour after the power supply was shut off, the maximum difference number is erased, and the situation returns to the state where the maximum difference number information that can identify the maximum difference number as 0, i.e., the initialized maximum difference number information, is stored in the second main RWM 43b. Timing t22, one hour after the power supply was shut off, corresponds to the timing after it is determined that a predetermined period has elapsed since the power supply was shut off. At timing t22, the planned progress disable information is stored in the first main RWM 43a, so the situation returns to when a jackpot game is awarded. Therefore, at timing t22, the performance display device 11 does not display the initial pattern combination.
[0139] The effects of this embodiment will be described below. (1) When the clear switch 49 is operated to execute the initialization process, at least a portion of the information stored in the main RWM 43 is initialized. Furthermore, even when the clear switch 49 is not operated, when it is determined that a predetermined period of time has elapsed since the power supply was cut off, at least a portion of the information stored in the main RWM 43 can be initialized. This eliminates the need to operate the clear switch 49 and reduces the effort required to initialize the stored information because at least a portion of the information stored in the main RWM 43 is initialized when it is determined that a predetermined period of time has elapsed since the power supply was cut off.
[0140] (2) When the initialization process is executed based on the operation of the clear switch 49, or when it is determined that a predetermined period of time has elapsed since the power supply was cut off, the maximum difference number that could be a trigger for the game to be put into a non-progression state is set to the initial value. Therefore, for example, in order to set the maximum difference number that could be a trigger for the game to be put into a non-progression state to the initial value, the effort of operating the clear switch 49 can be eliminated, and the effort involved in initializing the stored information can be reduced.
[0141] (3) Even when the clear switch 49 is not operated, when it is determined that a predetermined period of time has elapsed since the power supply was interrupted, at least some of the information stored in the main RWM 43 is initialized before the power supply is started. In other words, when it is determined that a predetermined period of time has elapsed since the power supply was interrupted, at least some of the information stored in the main RWM 43 is initialized even without starting the power supply. Therefore, when it is determined that a predetermined period of time has elapsed since the power supply was interrupted, at least some of the information stored in the main RWM 43 can be initialized, for example, even without turning on the power switch 61 to start the power supply.
[0142] (4) The initial symbol combination displayed on the effect display device 11 when the initialization process is executed based on the operation of the clear switch 49 following the start of power supply, and the memory contents of the main RWM 43 become initialized with at least some of the information stored in the main RWM 43 is the same as the initial symbol combination displayed on the effect display device 11 when it is determined that a predetermined period of time has passed since the power supply was cut off, and the memory contents of the main RWM 43 become initialized with at least some of the information stored in the main RWM 43. For this reason, the player cannot determine from the initial symbol combination whether the initialization process is executed based on the operation of the clear switch 49 following the start of power supply, and the memory contents of the main RWM 43 become initialized with at least some of the information stored in the main RWM 43, or whether it is determined that a predetermined period of time has passed since the power supply was cut off, and the memory contents of the main RWM 43 become initialized with at least some of the information stored in the main RWM 43. This makes it possible to prevent a player from feeling a sense of disgust when, for example, the clear switch 49 is intentionally operated, resulting in the memory contents of the main RWM 43 being initialized to at least some of the information stored in the main RWM 43.
[0143] (5) If the initial symbol combination displayed on the effect display device 11 is the same in two cases, namely, when the initialization process is executed upon operation of the clear switch 49 upon power supply being started and at least some of the information stored in the main RWM 43 is initialized, and when it is determined that a predetermined period of time has elapsed since power supply was cut off and at least some of the information stored in the main RWM 43 is initialized, it would be difficult for the gaming machine administrator to confirm whether the initialization process has actually been executed. Therefore, the effect display device 11, the decorative lamp La, and the speaker Sp are configured to execute an initialization notification effect that notifies the user that the initialization process has been executed upon operation of the clear switch 49. This makes it easy for the gaming machine administrator to confirm whether the initialization process has actually been executed. The initialization notification effect can be terminated over time. Since the initialization notification effect ends after the time has passed, it is possible to prevent the player from feeling annoyed by seeing the initialization notification effect.
[0144] (6) The initial symbol combination is displayed on the effect display device 11 at a timing before the initial operation of the internal movable body 90 is completed. Therefore, when the initial operation of the internal movable body 90 is completed and a game is about to start, the initial symbol combination can already be displayed.
[0145] (7) When the clear switch 49 is operated to execute the initialization process, the information stored in the second main RWM 43b is erased. Furthermore, even when the clear switch 49 is not operated, the information stored in the second main RWM 43b is erased if it is determined that a predetermined period of time has elapsed since the power supply was interrupted. In other words, even without operating the clear switch 49, the information stored in the second main RWM 43b can be erased if it is determined that a predetermined period of time has elapsed since the power supply was interrupted. This eliminates the need to operate the clear switch 49 to erase the information stored in the second main RWM 43b when it is determined that a predetermined period of time has elapsed since the power supply was interrupted, thereby reducing the effort required for initializing the stored information.
[0146] (8) Even when it is determined that a predetermined period of time has elapsed since the power supply was cut off, the information stored in the first main RWM 43a is not erased. Therefore, by storing information that should not be erased when it is determined that a predetermined period of time has elapsed since the power supply was cut off in the first main RWM 43a, it is possible to prevent the information from being erased when it is determined that a predetermined period of time has elapsed since the power supply was cut off.
[0147] (9) Among the information about the unprogressable state, the maximum difference number used before the unprogressable state is stored in the second main RWM 43b, which is erased when it is determined that a predetermined period of time has elapsed since the power supply was cut off. This eliminates the need to operate the clear switch 49 to initialize the maximum difference number.
[0148] On the other hand, among the information related to the unprogressable state, the unprogressable completion information that is utilized after the unprogressable state is controlled is stored in the first main RWM 43a, not the second main RWM 43b, which is erased when it is determined that a predetermined period of time has elapsed since the power supply was cut off. This makes it possible to prevent the unprogressable completion information from being initialized when it is determined that a predetermined period of time has elapsed since the power supply was cut off, for example, and makes it possible to return to the unprogressable state even if a predetermined period of time has elapsed since the power supply was cut off.
[0149] 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. The planned impossibility of progress information may be stored in the second main RWM 43b. For example, when it is determined that a predetermined period of time has elapsed since the power supply was cut off, the planned impossibility of progress information may be erased and initialized.
[0150] The progress-disabled completion information may be configured to be stored in the second main RWM 43b. For example, when it is determined that a predetermined period of time has elapsed since the power supply was cut off, the progress-disabled completion information may be erased and initialized.
[0151] The maximum difference number information may be configured to be stored in the first main RWM 43a. For example, even if it is determined that a predetermined period has elapsed since the power supply was cut off, the maximum difference number information may be configured not to be erased or initialized.
[0152] The situation in which a specific condition is satisfied after a predetermined period of time has elapsed since the power supply was interrupted is not limited to when it is determined that one hour has elapsed since the power supply was interrupted, as in the above embodiment. For example, the situation in which a specific condition is satisfied after a predetermined period of time has elapsed since the power supply was interrupted may be when RTC information is acquired that can identify that a predetermined period of time has elapsed since the power supply was interrupted. For example, the situation in which a specific condition is satisfied after a predetermined period of time has elapsed since the power supply was interrupted may be when specific information is stored in the main RWM 43 due to the predetermined period of time having elapsed since the power supply was interrupted.
[0153] The maximum difference number may be set to an initial value either when the initialization process is executed based on the operation of the clear switch 49 or when it is determined that a predetermined period of time has elapsed since the power supply was interrupted. For example, the maximum difference number may be set to an initial value when the initialization process is executed based on the operation of the clear switch 49. On the other hand, the maximum difference number may be set to a value different from the initial value when it is determined that a predetermined period of time has elapsed since the power supply was interrupted. The value set at this time may be a fixed value or, for example, an indefinite value determined by lottery. For example, when it is determined that a predetermined period of time has elapsed since the power supply was interrupted, the maximum difference number may be set to a value dedicated to when it is determined that a predetermined period of time has elapsed since the power supply was interrupted.
[0154] The main board 40 does not have to include the RTC 45. For example, the main board 40 may include a shutdown time measurement circuit. The shutdown time measurement circuit has a function of measuring the time since the power supply was shut off. Furthermore, the shutdown time measurement circuit may be configured to have a function of outputting control information (hereinafter referred to as a shutdown time elapsed signal) that can identify that a predetermined period has elapsed since the power supply was shut off, when the period since the power supply was shut off reaches a predetermined period. The shutdown time elapsed signal may be configured to be input to the main CPU 41. The main CPU 41 may then be configured to determine that a predetermined period has elapsed since the power supply was shut off, based on the input of the shutdown time elapsed signal.
[0155] The main RWM 43 may be configured to store information that will not be initialized even when the initialization process is executed. For example, the gaming machine 10 may be a gaming machine having a performance display monitor. Information used to calculate values to be displayed on the performance display monitor may not be initialized even when the initialization process is executed. For example, the information used to calculate values to be displayed on the performance display monitor may be configured to not be erased when a predetermined period of time has elapsed since the power supply was interrupted, or may be erased when a predetermined period of time has elapsed since the power supply was interrupted. As described above, the information stored in the main RWM 43 may include information that will not be initialized even when the initialization process is executed, but will be initialized when a certain condition is met after a predetermined period of time has elapsed since the power supply was interrupted.
[0156] When a predetermined period of time has elapsed since the power supply was shut off, information that can identify that the predetermined period of time has elapsed since the power supply was shut off (hereinafter referred to as "predetermined period elapsed information") may be stored in the main RWM 43. When the predetermined period elapsed information is stored in the main RWM 43 upon power supply being started, the main CPU 41 may be configured to initialize at least some of the information stored in the main RWM 43. As a result, the contents of the main RWM 43 become contents in which at least some of the information stored in the main RWM 43 has been initialized. For example, when the predetermined period elapsed information is stored in the main RWM 43 upon power supply being started, the main CPU 41 may be configured to erase and initialize at least the information stored in the second main RWM 43b. The predetermined period elapsed information may be stored in any of the first main RWM 43a, the second main RWM 43b, and other RWMs. In this way, after the power supply is started, the main RWM 43 may be configured to initialize at least part of the information stored in the main RWM 43. For example, the situation in which the specific condition is satisfied after a predetermined period of time has elapsed since the power supply was cut off may be when the power supply is started after a predetermined period of time has elapsed since the power supply was cut off.
[0157] A movable body different from the internal movable body 90 may be provided. The number of movable bodies may be one or more. For example, the movable body may include a movable body provided on the front frame Y3 (hereinafter referred to as the external movable body). For example, the initial operation of the external movable body and the initial operation of the internal movable body 90 may be configured to start at the same timing, or may be configured so that the initial operation of one of the movable bodies starts after the initial operation of the other. When multiple movable bodies are provided, the initial operations of each movable body may be performed in parallel, or the initial operations of each movable body may not be performed in parallel.
[0158] The initialization notification effect and the clear notification effect may be configured to start execution before the initial operation of the internal movable body 90 starts. Also, the initialization notification effect and the clear notification effect may be configured to start execution after the initial operation of the internal movable body 90 starts. Additionally, the timing when the initial operation of the internal movable body 90 starts and the timing when the initialization notification effect and the clear notification effect start execution may be the same.
[0159] Even if a game ball enters the starting hole 12, 13 during the period when the initial operation of the internal movable body 90 is being performed, the effect game may not be executed until at least the initial operation of the internal movable body 90 is completed. At this time, the special game may be executed. Then, for example, when the initial operation of the internal movable body 90 is completed, the effect game may be executed for the remaining variable time of the special game.
[0160] The initial pattern combination may be configured to be displayed on the performance display device 11 at a timing before the initial operation of the internal movable body 90 is started. The initial pattern combination may be configured to be displayed on the performance display device 11 at a timing after the initial operation of the internal movable body 90 is started but before the initial operation of the internal movable body 90 is completed. The initial pattern combination may be configured to be displayed on the performance display device 11 at a timing after the initial operation of the internal movable body 90 is completed.
[0161] The internal movable body 90 as a movable body may operate during the execution of a special game. The internal movable body 90 may also operate in a standby state when a special game is not being executed and a jackpot game is not being awarded. For example, when the internal movable body 90 is operating, that is, when the internal movable body 90 is located at the original position Pa, if the maximum difference number reaches a specified value and the internal movable body 90 is controlled to an unprogressable state, the internal movable body 90 may be configured to return to the original position Pa. For example, when the internal movable body 90 is operating and the maximum difference number reaches a specified value and the internal movable body 90 is controlled to an unprogressable state, the secondary CPU 51 may control the effect actuator EA in a direction that moves the internal movable body 90 to the original position Pa. Furthermore, after the internal movable body 90 returns to the original position Pa in response to the maximum difference number reaching a specified value and the internal movable body 90 being controlled to an unprogressable state, the internal movable body 90 may be configured to be restricted from operating at least until the power supply is cut off. In addition, the internal movable body 90 may continue to operate even after the internal movable body 90 is returned to the original position Pa in response to the trigger that the maximum difference number reaches a specified value and the internal movable body 90 is controlled to an unprogressable state while the internal movable body 90 is operating. For example, if the internal movable body 90 is operating and the maximum difference number reaches a specified value and the internal movable body 90 is controlled to an unprogressable state, the internal movable body 90 may be configured to stop operating without being returned to the original position Pa.
[0162] The initial symbol combination that is displayed when the initialization process is executed based on the operation of the clear switch 49 as a result of the start of power supply, and at least some of the information stored in the main RWM 43 becomes the initialized memory contents, may be different from the initial symbol combination that is displayed when the predetermined period has not elapsed since the power supply was cut off and it has not been determined that the predetermined period has elapsed, and at least some of the information stored in the main RWM 43 does not become the initialized memory contents.
[0163] The initial symbol combination that is displayed when the initialization process is executed based on the operation of the clear switch 49 as the power supply is started and at least some of the information stored in the main RWM 43 becomes the initialized memory contents may be different from the initial symbol combination that is displayed when a predetermined period of time has passed since the power supply was cut off and it is determined that the predetermined period has passed and at least some of the information stored in the main RWM 43 becomes the initialized memory contents.
[0164] The initial symbol combination that is displayed when a predetermined period of time has passed since the power supply was cut off and it is determined that the predetermined period has passed, and at least some of the information stored in the main RWM43 has become initialized memory contents, may be different from the initial symbol combination that is displayed when a predetermined period of time has not passed since the power supply was cut off and it has not been determined that the predetermined period has passed, and at least some of the information stored in the main RWM43 has not become initialized memory contents.
[0165] When it is determined that a predetermined period of time has elapsed since the power supply was cut off, at least some of the information stored in the first main RWM 43a may be erased. For example, when it is determined that a predetermined period of time has elapsed since the power supply was cut off, at least some of the information stored in the first main RWM 43a may be erased and initialized by setting initial values.
[0166] The duration of the clear notification effect may be different from the duration of the initialization notification effect. For example, the duration of the clear notification effect may be longer than the duration of the initialization notification effect, or may be shorter than the duration of the initialization notification effect.
[0167] The initialization notification effect may end due to conditions other than the passage of time. For example, the initialization notification effect may be configured to end when an operable notification cancel switch is operated. Alternatively, the initialization notification effect may be configured not to end due to the passage of time.
[0168] The clear notification effect may end due to a condition other than the passage of time. For example, the clear notification effect may be configured to end by operating an operable notification cancel switch. Alternatively, the clear notification effect may be configured not to end due to the passage of time.
[0169] When backup recovery processing is performed, a recovery notification effect may be executed to notify the user that the backup recovery processing has been performed. For example, the sub-CPU 51 may be configured to execute control related to the execution of the recovery notification effect when backup recovery processing is performed. For example, the recovery notification effect may be executed by some or all of the effect devices, including the effect display device 11, the decorative lamp La, and the speaker Sp. The recovery notification effect may be executed in parallel with the clear notification effect. The recovery notification effect may be configured to start execution after the clear notification effect has ended. Conversely, the clear notification effect may be configured to start execution after the recovery notification effect has ended. The recovery notification effect may be configured to end over time, or may not end over time. For example, the recovery notification effect may be configured to end by operating an operable notification cancel switch.
[0170] When controlled to the non-progression state, the system may be configured to be able to detect some or all of the multiple types of errors that can be detected when not controlled to the non-progression state. Furthermore, when controlled to the non-progression state, if an error is detected, the system may be configured to notify the user that an error has been detected. In other words, when controlled to the non-progression state, the system may be configured to be able to notify the user of the occurrence of some or all of the multiple types of errors that can be detected when not controlled to the non-progression state.
[0171] Even after the game machine is controlled to the non-progression state, the main CPU 41 may be configured to perform control to award game balls that were determined to be awarded before the game machine was controlled to the non-progression state (control to pay out game balls). For example, the main CPU 41 may be configured to be able to detect an error related to the awarding of game balls in a situation where control to award game balls is performed after the game machine is controlled to the non-progression state, i.e., a situation where awarding of game balls continues even after the game machine is controlled to the non-progression state. Furthermore, the main CPU 41 may be configured to be able to notify the detection of an error related to the awarding of game balls in a situation where awarding of game balls continues even after the game machine is controlled to the non-progression state. An error related to the awarding of game balls may be, for example, an error caused by the inability to award game balls because game balls to be awarded have not been supplied to the gaming machine (e.g., a ball shortage error). An error related to the awarding of game balls may be, for example, an error caused by the existence of game balls that have been determined to be awarded but have not yet actually been awarded (e.g., an unpaid error). The error regarding the provision of game balls may be, for example, an error caused by the upper tray capable of storing game balls being full (for example, a full error).
[0172] The number of RWMs serving as storage means provided on the main board 40 may be one or more than two. Similarly, the number of RWMs provided on the sub-board 50 may be multiple. For example, if the number of RWMs serving as storage means provided on the main board 40 is one, the information stored in the first main RWM 43a in the above embodiment and the information stored in the second main RWM 43b in the above embodiment may be stored in different storage areas of the single RWM. In this case, the storage area storing the information stored in the first main RWM 43a in the above embodiment may be regarded as a first storage unit, and the storage area storing the information stored in the second main RWM 43b in the above embodiment may be regarded as a second storage unit. Furthermore, even if the clear switch 49 is not operated, when a predetermined period of time has elapsed since the power supply was cut off and the predetermined period is determined, the information stored in the storage area storing the information stored in the second main RWM 43b in the above embodiment may be erased and initialized.
[0173] In the above embodiment, a special game (hereinafter referred to as the first special game) executed based on a ball entering the first starting hole 12 and a special game (hereinafter referred to as the second special game) executed based on a ball entering the second starting hole 13 may be separated. For example, the second special game may be configured to be executed with priority over the first special game, or the first and second special games may be executed in the order in which they were suspended regardless of their types. The first special game may also be configured to be executed with priority over the second special game. Alternatively, the first and second special games may be configured to be executable simultaneously. For example, a presentation game corresponding to the first special game may be executed in a low base state, while a presentation game corresponding to the second special game may be executed in a high base state. Furthermore, 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 jackpot and when the second special game is jackpot may be different.
[0174] The above-described embodiments may be applied to gaming machines that perform a lottery for small wins in addition to a lottery for big wins. Generally, if a small win is won in the small win lottery, a small win game is awarded after the special game ends. The gaming machine of the embodiments may be embodied as 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 gaming state (e.g., a gaming state in which the probability is low and the base state is low).
[0175] Gaming machines that can be controlled to a high probability state include those that maintain the high probability state until the next jackpot game is awarded, those that maintain the high probability state until a jackpot lottery is won (so-called "falling machine"), and those that maintain the high probability state until a predetermined number of special games are completed (so-called "ST machine"). Gaming machines that can be controlled to a high probability state also include those that maintain the high probability state when a gaming ball passes through a specific area (so-called "V probability variable machine"). The above embodiment may be embodied in a gaming machine with any of these specifications. The gaming machine may also be a gaming machine with a specification that combines the above-mentioned falling machine and V probability variable machine. A V probability variable machine may also have a single jackpot opening and generate a specific round of play in which the gaming ball is allowed to pass through a specific area. In addition, the V probability variable machine has a specification that a specific round game is generated by providing a plurality of large prize winning ports, including a large prize winning port (V prize winning port) that is opened in a specific round game and a large prize winning port that is opened in a round game other than the specific round game. The gaming machine of the above embodiment may be embodied as a V probability variable machine of any of these specifications.
[0176] Even if a jackpot is not won, the high base state may be triggered by the number of special games executed within a predetermined period reaching a predetermined number. The number of special games executed within a predetermined period may be, for example, the number of special games executed without a jackpot being awarded since the low-probability state was entered, or the number of special games executed 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 executed within a predetermined period reaching a predetermined number, the high base state may be configured to be maintained until a predetermined maximum number of special games are executed, or until a jackpot is awarded before the maximum number of special games are executed. However, if the high base state ends without a jackpot being awarded before the maximum number of special games are executed, the high base state may not be triggered by the number of special games executed until a jackpot is awarded. Information identifying the number of special games executed within a predetermined period is erased and initialized by executing an initialization process. The information that can identify the number of times the special game has been executed within a predetermined period may be configured to be stored in the first main RWM 43 a or the second main RWM 43 b. For example, the information that can identify the number of times the special game has been executed within a predetermined period may be configured to be erased and initialized when it is determined that a predetermined period has elapsed since the power supply was cut off, even if the clear switch 49 is not operated.
[0177] The special symbol that can be displayed as a fixed stop when the jackpot lottery is not won may have a symbol (hereinafter referred to as a chance symbol) different from the losing symbol in the above embodiment. If 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 be used as a trigger to control the state to a high base state.
[0178] When the power stored in the backup power supply 62 runs out, setting an indefinite value in the main RWM 43 can be understood as the main RWM 43 storing at least a portion of the information stored therein being initialized. In other words, when the power supply is interrupted and time has passed since the backup power supply 62 runs out of power, the main RWM 43 may store at least a portion of the information stored therein being initialized. When the power supply is interrupted and time has passed since the backup power supply 62 runs out of power, the first main RWM 43a may store at least a portion of the information stored therein being initialized. Similarly, when the power supply is interrupted and time has passed since the backup power supply 62 runs out of power, the second main RWM 43b may store at least a portion of the information stored therein being initialized. A situation in which the power stored in the backup power supply 62 runs out after time has passed since the power supply was cut off can be regarded as a situation in which a specific condition is satisfied after a predetermined period of time has passed since the power supply was cut off. Note that when the power stored in the backup power supply 62 runs out, initial information such as initial values may be set in the main RWM 43, so that at least a portion of the information stored in the main RWM 43 becomes initialized.
[0179] The above embodiment may be applied to a gaming machine in which a setting value can be set from one or more setting values. In such a gaming machine, a jackpot lottery is held, with the winning probability corresponding to the set setting value. That is, the above embodiment may be applied to a gaming machine in which a setting value can be set from setting values that determine the winning probabilities of multiple types of jackpot lotteries. A gaming machine in which a setting value can be set may be configured to be controlled to a setting change state in which the setting value can be changed upon the start of power supply. Furthermore, a gaming machine in which a setting value can be set may be configured to be controlled to a setting confirmation state in which the setting value can be confirmed upon the start of power supply. For example, a gaming machine may be provided with an operation means for setting a setting value (hereinafter referred to as a setting operation means), and if both the setting operation means and the clear switch 49 are operated when power supply is started, the gaming machine may be controlled to the setting change state. Then, after the setting change state ends, the main RWM clear processing in the above embodiment may be performed. On the other hand, for example, if the setting operation means is operated but the clear switch 49 is not operated when power supply is started, the gaming machine may be controlled to a setting confirmation state. Then, after the setting confirmation state ends, the backup recovery processing in the above embodiment may be performed. When the setting change state is reached, a display that can identify that the setting change state has been reached (hereinafter referred to as a setting change notification display) may be executed. Also, the volume may be made unadjustable during part or all of the period during which the setting change notification display is being output.
[0180] The above-described embodiment may be embodied in a gaming machine that dispenses virtual media comprised of electronic data when dispensing gaming balls. That is, the above-described embodiment may be embodied in a gaming machine that does not dispense physical gaming media (so-called managed gaming machines). Such a gaming machine is configured to convert gaming balls into launchable gaming balls by using the virtual media, and to launch the gaming balls.
[0181] One or more light-emitting elements (hereinafter referred to as game light-emitting elements) controllable by the sub-CPU 51 may be configured to be capable of executing a variable game that is executed in conjunction with a special game. The variable game executed by the game light-emitting elements is a variable game different from the presentation game, and may be a so-called fourth symbol variable game and fifth symbol variable game. The light-emitting elements corresponding to the game light-emitting elements may be configured to turn off when the maximum difference number reaches a specified value and is controlled to an unprogressable state. Furthermore, one or more light-emitting elements (hereinafter referred to as reserve light-emitting elements) controllable by the sub-CPU 51 may be configured to notify the number of special reserved balls. The light-emitting elements corresponding to reserve light-emitting elements may be configured to turn off when the maximum difference number reaches a specified value and is controlled to an unprogressable state. Furthermore, one or more light-emitting elements (hereinafter referred to as launch notification light-emitting elements) controllable by the sub-CPU 51 may be configured to notify the launch strength of the game balls (for example, a right-hit notification). The light emitter corresponding to the launch notification light emitter may be configured to be turned off when the maximum difference number reaches a specified value and the game is controlled to a state where progress is impossible.
[0182] In the above embodiment, the sub-substrate 50 may be a sub-general control substrate, and a display control substrate that specializes in controlling the performance display device 11, a light emission control substrate that specializes in controlling the decorative lamp La, and a sound control substrate that specializes in controlling the speaker Sp may be provided separately from the sub-substrate 50. Such a sub-general control substrate and other substrates that control performances may be combined to form a sub-substrate.
[0183] In the above embodiment, the main CPU 41 of the main board 40 and the sub-CPU 51 of the sub-board 50 may be mounted on a single board. Also, in the above modified example, the display control board, the light emission control board, and the sound control board may be arbitrarily combined to form a single board or multiple boards.
[0184] The information display panel 22 may be equipped with a right-hit display unit that notifies the player of the strength of the launch of game balls. The information display panel 22 may be equipped with a remaining number display unit that displays the number of prize balls remaining to be paid out to the player. The information display panel 22 may be equipped with a round number display unit that displays the number of rounds of play during a jackpot game. Furthermore, the various display units 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 units may be provided on a member separate from the other display units.
[0185] Next, the technical ideas that can be understood from the above-described embodiment and other examples will be additionally described below. (A-1) A gaming machine having a backup function for storing and retaining at least some of the information stored in a storage means even after the power supply is cut off, the gaming machine comprising: an operable specific operation means; and an initialization processing means capable of executing an initialization processing; the initialization processing means being capable of executing the initialization processing based on the specific operation means being operated as a result of the start of the power supply; when the initialization processing is executed based on the specific operation means being operated, the contents of the storage means become initialized with at least some of the information stored in the storage means; and even when the specific operation means is not being operated, when a predetermined period of time has passed since the power supply was cut off and a situation has arisen in which a specific condition is met, the contents of the storage means become initialized with at least some of the information stored in the storage means.
[0186] (A-2) A gaming machine described in technical idea (A-1) that is equipped with an inability control means that can control the game to an inability to progress state in which it is impossible to progress, and the inability control means is changeable and can be controlled to the inability to progress state when a specific value stored in the memory means reaches a specified value, and the specific value becomes the initial value both when the initialization process is executed based on the operation of the specific operation means and when the specified period has passed since the power supply was cut off and the situation has become one in which the specific condition is met.
[0187] (A-3) A gaming machine described in technical idea (A-1) or technical idea (A-2) in which, even when the specific operating means is not operated, when the specified period has elapsed since the power supply was cut off and the specific condition is met, at least some of the information stored in the storage means becomes initialized memory contents before the power supply is started.
[0188] (B-1) A gaming machine having a backup function for storing and holding at least a portion of information stored in a storage means even after power supply is cut off, the gaming machine comprising: an operable specific operation means; an initialization processing means capable of executing an initialization process; a display means capable of executing an effect game using effect symbols; and a display control means capable of controlling the display means, wherein the display means is capable of displaying an initial symbol combination when power supply is started; the initialization processing means is capable of executing the initialization process based on the specific operation means being operated when power supply is started; and when the initialization process is executed based on the specific operation means being operated, the memory contents of the memory means contain at least a portion of the information stored in the memory means as initialized memory contents; and when the specific operation means is not operated, when a predetermined period of time has elapsed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied, the memory contents of the memory means are initialized to at least a portion of the information stored in the memory means, and when the initialization process is executed based on the operation of the specific operation means as a result of the power supply being started and the memory contents of the memory means are initialized to at least a portion of the information stored in the memory means, the initial pattern combination displayed on the display means is the same as the initial pattern combination displayed on the display means when the predetermined period of time has elapsed since the power supply was cut off and a situation has arisen in which a specific condition is satisfied and the memory contents of the memory means are initialized to at least a portion of the information stored in the memory means.
[0189] (B-2) A gaming machine according to the technical idea (B-1) that is provided with an alarm means and an alarm control means capable of controlling the alarm means, wherein the alarm means is capable of executing an initialization alarm effect to notify that the initialization process has been executed in response to the execution of the initialization process based on the operation of the specific operation means, and the initialization alarm effect can be terminated over time.
[0190] (B-3) A gaming machine described in technical idea (B-1) or technical idea (B-2) that includes a movable body and a movable body control means capable of controlling the operation of the movable body, wherein the movable body is capable of performing an initial operation when power supply is started, and an initial pattern combination is displayed on the display means at a timing after power supply is started and before the initial operation of the movable body is completed.
[0191] (C-1) A gaming machine having a backup function that retains at least some of the information stored in a storage means even after the power supply is cut off, the gaming machine comprising: an operable specific operation means; and an initialization processing means that can execute an initialization processing, the storage means having a first storage unit and a second storage unit, the initialization processing means being capable of executing the initialization processing based on the specific operation means being operated as a result of the start of power supply, and when the initialization processing is executed based on the specific operation means being operated, at least the information stored in the second storage unit is erased, and even when the specific operation means is not operated, when a predetermined period of time has passed since the power supply was cut off and a situation has arisen in which specific conditions are met, at least the information stored in the second storage unit is erased.
[0192] (C-2) A gaming machine described in the technical idea (C-1) in which the information stored in the first memory unit is not erased even when the predetermined period has elapsed since the power supply was cut off and the situation has come to satisfy the specific conditions.
[0193] (C-3) A gaming machine described in technical idea (C-1) or technical idea (C-2) that is equipped with an inability state control means that can control the machine to an inability state in which it is impossible to progress with the game, and the inability state control means is variable and can control the machine to the inability state when a specific value stored in the memory means reaches a specified value, and the information about the inability state includes the specific value and inability information that can identify that the machine has been controlled to the inability state, and the inability information is information stored in the first memory unit of the first memory unit and the second memory unit, and the specific value is information stored in the second memory unit of the first memory unit and the second memory unit. [Explanation of symbols]
[0194] 10... Pachinko gaming machine (gaming machine) 11... Performance display device 12... First start port 13... Second start port 14... Big prize port 22... Information display panel 40... Main board 41... Main CPU 42... Main ROM 43... Main RWM 43a... First main RWM 43b... Second main RWM 45... RTC (real-time clock) 49... 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 90... Internal moving body EA... Performance actuator GS... Home position sensor La... Decorative lamp Sp... Speaker
Claims
[Claim 1] A gaming machine having a storage means capable of storing predetermined numerical information used to calculate numerical values to be displayed on a predetermined monitor and information relating to a state where a game cannot be played, and having a backup function for storing and retaining at least the predetermined numerical information and the information relating to the state where a game cannot be played even after the power supply is cut off, A specific operating means that can be operated; an initialization processing means capable of executing an initialization process; an impossibility state control means capable of controlling the impossibility state; A display means capable of executing an effect game using effect symbols; a display control means capable of controlling the display means; A notification means; notification control means capable of controlling the notification means, The storage means includes a first storage unit and a second storage unit, The information about the progress-impossible state includes a specific value and impossibility information that can identify that the game is controlled to the progress-impossible state, the specific value is stored in the second storage unit, The inability information is stored in the first storage unit, the disabled state control means is capable of controlling the game to the disabled state when the specific value reaches a specified value, The display means is capable of displaying an initial symbol combination when power supply is started, the initialization processing means is capable of executing the initialization processing when the specific operation means is operated in response to the start of power supply; When the initialization process is executed based on the operation of the specific operation means, the storage contents of the storage means are the predetermined numerical information, the specific value, and the impossible information, and the specific value and the impossible information are initialized, and then an initial symbol combination is displayed on the display means, Even when the specific operation means is not operated, when a specific condition is met after a predetermined period of time has elapsed since the power supply was cut off, the memory contents of the memory means are initialized so that all of the predetermined numerical information, the specific value, and the disable information are initialized, and then the initial symbol combination is displayed on the display means. The notification means is capable of executing an initialization notification effect to notify that the initialization process has been executed, in association with the initialization process being executed based on the operation of the specific operation means, The initialization notification effect can be terminated over time.
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