Gaming machine

The gaming machine addresses inefficient two-step processes by allowing a one-step ball removal state setup through simultaneous operation of the ball removal and game value clear switches, enhancing operational efficiency.

JP7871240B2Active Publication Date: 2026-06-08HEIWA CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
HEIWA CORP
Filing Date
2023-12-08
Publication Date
2026-06-08

AI Technical Summary

Technical Problem

Existing gaming machines require inefficient two-step processes to set a ball removal state when the game value counter is non-zero, burdening operators with poor work efficiency.

Method used

A gaming machine with a control mechanism that allows setting the ball removal state in one step by pressing both the ball removal switch and the game value clear switch simultaneously, regardless of the game value counter's value.

Benefits of technology

Improves work efficiency by enabling a single-step process to set the ball removal state, reducing the operational burden on operators.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007871240000001
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    Figure 0007871240000002
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    Figure 0007871240000003
Patent Text Reader

Abstract

To provide a game machine with improved workability.SOLUTION: If power supply is switched ON while pressing down a ball discharging switch, in a state where the value of a game value number counter is zero and the power supply is OFF, a ball discharging state is to be set. If power supply is switched ON while pressing down a game value number clear switch, in a state where the value of a game value number counter is a value except zero and the power supply is OFF, the value of the game value number counter becomes zero. If power supply is switched ON while pressing down the ball discharging switch, in a state where the value of the game value number counter is a value except zero and the power supply is OFF, a ball discharging state is not to be set. If power supply is switched ON while pressing down both of the ball discharging switch and the game value number clear switch, in a state where the value of the game value number counter is a value except zero and the power supply is OFF, the ball discharging state is to be set.SELECTED DRAWING: Figure 17
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Description

Technical Field

[0007] ,

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

Background Art

[0002] As a gaming machine, a pachinko gaming machine equipped with a gaming area where gaming balls (gaming values) move, a launching device that launches gaming balls into the gaming area, etc. is known. The pachinko gaming machine has a starting port provided in the gaming area, and when the entry of a gaming ball into the starting port is detected, a special symbol lottery is performed. If the result of the special symbol lottery is a big win, the gaming state shifts to a special gaming state, and a plurality of special games are executed in the special gaming state. In each special game, a large winning port provided in the gaming area operates in an open state, and gaming balls are paid out based on the entry of gaming balls into the large winning port.

[0003] In addition, there is a gaming machine in which a player can progress the game without touching the gaming balls, and in such a gaming machine, there is one in which a state (ball discharge state) in which the internal gaming balls can be discharged outside the machine can be set (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] By the way, in gaming machines, it is required to improve workability.

[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine with improved workability. <00​​​​​To achieve the above objective, the gaming machine of the present invention is A gaming machine capable of circulating game balls internally, A control means (frame control board 201) that can set the ball removal state for removing the enclosed game balls, The bulb removal switch (bulb removal switch 214) is operated when setting the aforementioned bulb removal state, A game value counter whose value is updated based on the assignment of game value, The game value count clear switch (game ball count clear switch 213) is operated when the value of the aforementioned game value count counter is set to 0, It includes a performance control means (performance control means 300) for controlling the execution of the notification, When the value of the game value counter is 0 and the power is OFF, and the power is turned ON while the ball removal switch is pressed, the ball removal state is set. If the value of the game value counter is not 0 and the power is OFF, and the power is turned ON while the game value clear switch is pressed, the value of the game value counter becomes 0. If the value of the game value counter is a value other than 0 and the power is OFF, and the power is turned ON while the ball removal switch is pressed, the ball removal state will not be set. If the value of the game value counter is a value other than 0 and the power is OFF, and the power is turned ON while both the ball removal switch and the game value clear switch are pressed, the ball removal state is set.

[0008] When the value of the game value counter is 0, the ball removal state can be set by pressing the ball removal switch while turning on the power. However, when the value of the game value counter is not 0, the ball removal state cannot be set by pressing the ball removal switch while turning on the power. When the value of the game value counter is not 0, the ball removal state can be set by pressing the game value clear switch while turning on the power to set the value of the game value counter to 0, then turning off the power, and then pressing the ball removal switch while turning on the power. However, this requires two steps, resulting in poor work efficiency (and a heavy burden on the operator). In this invention, even when the value of the game value counter is not 0, the ball removal state can be set by pressing both the ball removal switch and the game value clear switch while turning on the power. In other words, the ball removal state can be set in one step. Therefore, work efficiency can be improved and the burden on the operator can be reduced. [Effects of the Invention]

[0009] According to the present invention, work efficiency can be improved. [Brief explanation of the drawing]

[0010] [Figure 1] This is a perspective view showing an example of a gaming machine according to the first embodiment of the present invention, illustrating its external configuration. [Figure 2] This is a front view showing the external configuration of the gaming machine. [Figure 3] This is a front view showing the external configuration of the game board. [Figure 4] This is a front view showing the external configuration of the status display unit. [Figure 5] This is a block diagram showing the general configuration of a gaming machine. [Figure 6] The same diagram shows the jackpot lottery table. [Figure 7] This is a diagram showing the pattern selection table. [Figure 8] This is a state transition diagram of the game state. [Figure 9] It is a perspective view of the lower side of the inner frame unit as seen from the back side. [Figure 10] It is a view showing a state in which some components are removed in FIG. 9. [Figure 11] It is a view for explaining an error, where (a) shows a normal state, (b) shows a state with an excessive number of circulating balls, and (c) shows a state with a shortage of circulating balls. [Figure 12] It is a view for explaining error notification, where (a) shows notification related to an excessive number of circulating balls error, (b) shows notification related to a shortage of circulating balls error, and (c) shows notification related to a door opening error. [Figure 13] It is a view for explaining the case when a proper number of game balls are inserted, where (a) shows a specific state and (b) shows a state after corresponding to the firing cycle. <图 [Figure 14] It is a view for explaining error notification, where (a) shows notification related to clearing the number of game balls and (b) shows notification related to the state during ball extraction. [Figure 15] It is a view for explaining the error priority. [Figure 16] It is a flowchart (Part 1) showing the process related to the transition to the ball extraction state in the gaming machine according to the second embodiment of the present invention. [Figure 17] It is a flowchart (Part 2) showing the process related to the transition to the ball extraction state in the gaming machine according to the second embodiment of the present invention. [Figure 18] It is a flowchart showing the process related to the transition to the ball extraction state in the gaming machine according to the second embodiment of the present invention.

Mode for Carrying Out the Invention

[0011] (First Embodiment) Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. In the following description, "front and back" basically means that when a player is in front of the gaming machine, the player's side is "front" and the gaming machine side is "back". "Up and down" means that the top surface of the gaming machine is "up" and the bottom surface is "down". "Left and right" means that the left hand side of the player playing the gaming machine is "left" and the right hand side is "right".

[0012] Unlike conventional pachinko machines, the gaming machine 1 of this embodiment allows players to play without touching the game balls. The gaming machine 1 is a sealed circulation type in which a certain number of game balls (game mediums) circulate within the machine. Furthermore, the gaming machine 1 uses game value as electronic information, and the game value is consumed or dispensed through gameplay. In the gaming machine 1, the dispensing of game value means electronically dispensing (granting) game value.

[0013] Figure 1 is a perspective view showing the external configuration of a gaming machine according to this embodiment. The gaming machine of this embodiment comprises an outer frame 2 that forms the outer surface of the gaming machine, a game board 6 provided inside the gaming machine that forms a game area 4 on which game balls move, an inner frame 7 that holds the game board 6, a glass unit 8 that makes the game board 6 visible to the player but inaccessible to the player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 (inner frame unit) is attached to the outer frame 2 via a hinge mechanism so as to be able to be opened and closed. The front frame 10 is also attached to the inner frame 7 via a hinge mechanism so as to be able to be opened and closed. The inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that blocks the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.

[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a light-transmitting translucent material, and multiple front frame lamps 12 that emit special effects lights to enhance the game are provided inside the translucent portion. In addition, speakers 14 (sound output means) that emit special effects sounds to enhance the game are provided on the left and right sides of the lower part of the front frame 10.

[0015] A grip unit 20 (handle, launching mechanism) is provided on the lower right side of the front frame 10. When a player rotates the grip unit 20 clockwise toward the game machine, a launching device (not shown) located inside the game machine is activated, and game balls are launched into the game area 4. The launching device in this embodiment can launch 99 game balls per minute (1.65 per second).

[0016] The front frame 10 is equipped with a performance button 26 (performance control means), and when the player operates the performance button 26, the performance displayed on the game machine changes.

[0017] As shown in Figure 2, a dedicated unit 400 (game value lending device, predetermined device) is provided on the side (left side) of the gaming machine 1 as a device for lending game value, and is connected to the gaming machine 1. The front of the dedicated unit 400 is provided with a banknote slot 406 into which banknotes can be inserted, a card insertion / discharge slot 402 into which cards (game value management media) can be inserted / discharged, a lending button (lending operation means) 403, a replay button (lending operation means) 404, and a card return button 405, etc. The card is used to manage the number of game value owned by the player. In other words, the number of game value owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. Furthermore, the management of the number of game values ​​using cards may be carried out by storing the number of game values ​​on the card itself, or by storing the number of game values ​​in a designated management device installed in the gaming hall, etc., and linking the number of game values ​​stored in the management device, etc. with the identification information stored on the card (such as the player's ID or the unique identification number for each card).

[0018] In the dedicated unit 400, an operation (press operation) on the lending button 403 is accepted as a lending operation (game value transfer operation) that transfers game value to the game machine 1. When the lending button 403 is pressed, the stored value, etc., that is stored as a prepaid balance in the banknotes or cards inserted into the banknote slot 406 is consumed, and a predetermined number (for example, 125 units) of game value is credited to the game machine 1. In addition, in the dedicated unit 400, an operation (press operation) on the replay button 404 is accepted as a lending operation (game value transfer operation) that transfers game value to the game machine 1. When the replay button 404 is pressed, the game value owned by the player, which is managed by the card (game value linked to the card), is consumed, and a predetermined number (for example, 125 units) of game value is credited to the game machine 1. In other words, in this embodiment, an operation on the loan button 403 or the replay button 404, which are loan operation means, is received as a loan operation (game value transfer operation), and based on the loan operation, a predetermined number of game values ​​are transferred (loaned) from the dedicated unit 400 to the game machine 1.

[0019] As shown in Figure 1, the left side (dedicated unit 400 side) of the front frame 10 is provided with a game value display device (game ball count display device) 211 and a counting button (counting operation means) 212. Based on the lending operation on the dedicated unit 400, the gaming machine 1 stores a value corresponding to a predetermined number of game values ​​in the game value storage area (game ball count counter) of the frame control board 201, which will be described later. Hereinafter, the value shown in the game value storage area (stored value) will be called the "number of balls held" (number of balls held). The number of balls held can be said to be the number of game values ​​that can be used for playing. The number of balls held is displayed on the game value display device 211. The game value display device 211 has a 6-digit 7-segment display, and the number of balls held is displayed on the 7-segment display.

[0020] The gaming machine 1 is equipped with a frame control board 201 (see Figure 5), which controls the value (number of balls held) stored in the game value memory area. The frame control board 201 decreases the number of balls held based on the detection of a game ball being launched. The frame control board 201 also increases the number of balls held based on the payout of prize balls. The frame control board 201 also increases the number of balls held based on the detection of a foul ball. Furthermore, when game value is transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 increases the number of balls held by the amount of game value being transferred. Furthermore, when game value is transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 decreases the number of balls held by the amount of game value being transferred. The frame control board 201 also controls the display of the number of balls held on the game value display device 211, and changes the display content of the game value display device 211 according to the increase or decrease in the number of balls held.

[0021] The counting button 212 is operated when sending (returning, transferring) all or part of the number of balls held (game value stored in the game value memory area) to the dedicated unit 400. The counting button 212 is equipped with a press part (operation part), and the press part is formed to be pressable. When a player finishes playing, they operate (press) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game values ​​are transferred from the game machine 1 to the dedicated unit 400. After the game values ​​have been transferred to the dedicated unit 400, when the card return button 405 of the dedicated unit 400 is operated (pressed), a card that allows the player to know the number of game values ​​they possess is ejected from the dedicated unit 400 (card insertion / discharge port 402).

[0022] Figure 3 is a front view showing the external configuration of the game board 6. The game board 6 is provided with a circular outer rail 28, and the area enclosed by the outer rail 28 is the game area 4 on which the game balls move. In addition, an inner rail 30 is provided in an arc shape along the outer rail 28 at the left end of the game area 4, and the outer rail 28 and inner rail 30 guide the game balls launched from a launching device (not shown) located below the game board 6 into the game area 4.

[0023] In the center of the game board 6, there is a performance unit 36 ​​which includes a liquid crystal display 32 (performance display device, display means) that displays performance images and the like to enhance the game, and a display frame 34 formed to surround the liquid crystal display 32. Above the center of the liquid crystal display 32, there is a lighting device 38 (lighting means) which constitutes the performance unit 36 ​​and outputs performance lights and the like to enhance the game.

[0024] In this embodiment, the game balls are prevented from passing in front of the liquid crystal display 32, and the game balls launched from the launcher fall into either the game area 4a on the left side of the liquid crystal display 32 or the game area 4b on the right side. In addition, numerous game pins (not shown) are driven into the game area 4 so as to intersect with the surface of the game board 6, causing the direction of movement of the game balls as they move through the game area 4 to change randomly.

[0025] Furthermore, an opening 40 is formed on the left side of the display frame 34, through which game balls falling from the game area 4a to the left of the liquid crystal display 32 can pass. Game balls that pass through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 located below the liquid crystal display 32. The upper surface of this stage 44 is a smooth curved surface, and a gap is formed between the stage 44 and the glass unit 8, allowing game balls to fall downwards from the stage 44. Game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downwards from near the center of the stage 44.

[0026] Below the center of the stage 44, there is a first start opening 46 (first area) into which game balls (including game balls that have fallen downward from near the center of the stage 44) can enter. Inside the first start opening 46, there is a first start opening switch 100 (see Figure 5) that detects game balls that have entered the first start opening 46. When the first start opening switch 100 detects a game ball (a game ball entering the first start opening 46), it outputs a detection signal to the main control board 200. Based on the detection signal input from the first start opening switch 100, the main control board 200 executes a first special symbol lottery (first lottery) as a special symbol lottery. The main control board 200 also executes a payout of prize balls (for example, 1 ball) based on the detection signal input from the first start opening switch 100. Game balls that have entered the first start opening 46 are collected inside the game machine.

[0027] To the left of the first start opening 46 in the game area 4, there are multiple (3) general prize openings 47 (upper left general prize opening 47a, left-center general prize opening 47b, and lower left general prize opening 47c). The game board 6 is also equipped with a general prize opening switch 101 (see Figure 5) that detects game balls that enter the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c. When the general prize opening switch 101 detects a game ball (entry of a game ball into the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c), it outputs a detection signal to the main control board 200. The main control board 200 then dispenses prize balls (for example, 3 balls) based on the detection signal input from the general prize opening switch 101. Furthermore, one general prize slot switch 101 may be provided for each of the upper left general prize slot 47a, the left middle general prize slot 47b, and the lower left general prize slot 47c, or one may be provided for multiple (for example, three) general prize slots 47. In addition, general prize slots 47 and general prize slot switches corresponding to these general prize slots may also be provided.

[0028] A passage gate 48 is provided in the game area 4b to the right of the liquid crystal display 32, through which game balls pass without being collected inside the game machine. A gate switch 102 (see Figure 5) is also installed inside the passage gate 48 to detect when a game ball has passed through. When the gate switch 102 detects a game ball (passing through the passage gate 48), it outputs a detection signal to the main control board 200. The main control board 200 then performs a regular symbol lottery to determine whether a regular win has occurred, based on the input of the detection signal from the gate switch 102.

[0029] In the game area 4b to the right of the liquid crystal display 32, a second start port 49 (second area) is provided below the passage gate 48. A second start port switch 103 (see Figure 5) is also installed inside the second start port 49 to detect game balls that have entered the second start port 49. When the second start port switch 103 detects a game ball (a game ball entering the second start port 49), it outputs a detection signal to the main control board 200. The main control board 200 then executes a second special symbol lottery (second lottery) as a special symbol lottery based on the input of the detection signal from the second start port switch 103. The main control board 200 also executes the payout of prize balls (for example, 1 ball) based on the input of the detection signal from the second start port switch 103. Game balls that have entered the second start port 49 are collected inside the game machine.

[0030] The second starting opening 49 is provided with a standard mechanism 54 (first movable part) that can operate between a reduced state (closed state) (a state in which it is difficult for game balls to enter the second starting opening 49) and an enlarged state (open state) (a state in which it is easy for game balls to enter the second starting opening 49). The standard mechanism 54 has a built-in drive device such as a solenoid and is controlled to enter the enlarged state under predetermined conditions when a regular win is achieved in the regular symbol lottery.

[0031] Furthermore, a large prize slot 50 (third area, predetermined area) is provided in the game area 4b to the right of the liquid crystal display 32. A count switch 104 (see Figure 5) for detecting game balls that have entered the large prize slot 50 is also installed inside the large prize slot 50. When the count switch 104 detects a game ball (a game ball entering the large prize slot 50), it outputs a detection signal to the main control board 200. The main control board 200 then dispenses prize balls (for example, 15 balls) based on the detection signal input from the count switch 104. The main control board 200 also counts the number of game balls that have entered the large prize slot 50 based on the detection signal input from the count switch 104. The game balls that have entered the large prize slot 50 are then collected inside the game machine.

[0032] The large prize opening 50 is equipped with a special mechanism 56 (second movable part, specific movable part) that can operate between a closed state (impossible entry state) in which game balls cannot enter the large prize opening 50 and an open state (impossible entry state) in which game balls can enter. The special mechanism 56 has a built-in drive device such as a solenoid and is controlled to be in the open state under predetermined conditions in the special game state which is started when a big win is achieved in the special symbol lottery (first special symbol lottery or second special symbol lottery). The special mechanism 56 is also controlled to be in the open state under predetermined conditions in the minor win game state which is started when a minor win is achieved in the special symbol lottery (second special symbol lottery).

[0033] The large prize opening 50 is provided with a specific area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes game balls that enter the large prize opening 50 to either the specific area or the discharge area. A specific area switch 107 (see Figure 5) is provided in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on the detection of game balls passing through the specific area (passage of the specific area by game balls). The distribution means can be switched between a specific area passage state, in which game balls that enter the large prize opening 50 are distributed to the specific area, and a non-specific area passage state, in which game balls that enter the large prize opening 50 are distributed to the discharge area. That is, when the distribution means is switched to the specific area passage state, game balls that enter the large prize opening 50 are distributed to the specific area. As a result, it becomes impossible for game balls that enter the large prize opening 50 to pass through the discharge area. On the other hand, when the sorting means is displaced to a non-specific area passage state, game balls that enter the large prize opening 50 are sorted to the discharge area. This makes it impossible for game balls that enter the large prize opening 50 to pass through the specific area. The sorting means is displaced by the specific area solenoid. Game balls that enter the large prize opening 50 are first detected by the count switch 104, and then sorted by the sorting means to either the specific area or the discharge area, and after passing through that area, are discharged to the discharge path. At this time, game balls sorted to the specific area are detected by the specific area switch 107.

[0034] At the bottom of the game area 4, there is an outlet 62 for collecting game balls that fall out of the game area 4 without entering any of the prize winning holes 46, 47, 49, or 50 into the game machine. Inside the game machine, there is an outlet passage (not shown) through which the game balls collected (discharged) from the game area 4 pass. In this game machine, all game balls launched into the game area 4 (all game balls collected from the game area 4) pass through the outlet passage. That is, game balls launched into the game area 4 are collected from the game area 4 and flow into the outlet passage by entering any of the prize winning holes 46, 47, 49, or 50 or by passing through the outlet 62. Specifically, game balls that enter each prize winning hole 46, 47, 49, or 50 are detected by switches 100, 101, 103, or 104 located inside the prize winning hole, and then guided into the outlet passage. Furthermore, the game balls collected from the outlet 62 are guided to the discharge path. An out switch 106 (see Figure 5) is also installed in the discharge path. When the out switch 106 detects game balls passing through the discharge path (discharge of game balls from the game area 4), it outputs a detection signal to the main control board 200. The main control board 200 then counts the number of game balls discharged from the game area 4 based on the detection signal input from the out switch 106.

[0035] The game ball launching device is configured such that the launch output of the game balls changes by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1. When the amount of rotation of the grip unit 20 is small, the game balls are launched so that they fall into the game area 4a (first game area 4a, left-handed area) on the left side of the liquid crystal display 32, and when the amount of rotation of the grip unit 20 is large, the game balls are launched so that they fall into the game area 4b (second game area 4b, right-handed area) on the right side of the liquid crystal display 32.

[0036] The player adjusts the amount of rotation of the grip unit 20 according to the game situation to launch the game ball so that it falls through the left game area 4a, or passes through the opening 40, passage 42, and stage 44 and enters the first starting opening 46 (left-handed shot), or launches the game ball so that it falls through the right game area 4b, passes through the passage gate 48, or enters the second starting opening 49, or enters the large prize opening 50 (right-handed shot). In this embodiment, left-handed shot may be called the first game method, and right-handed shot may be called the second game method.

[0037] In the gaming machine of this embodiment, when a game ball falls through the left-side game area 4a, the game ball does not pass through the passage gate 48, and therefore does not enter (win) the second starting opening 49 or the large prize opening 50. Also, when a game ball falls through the right-side game area 4b, the game ball does not enter the first starting opening 46 or the general prize opening 47.

[0038] As shown in Figure 3, a status indicator unit 70 is provided in the lower right part of the game board 6, outside the game area 4, which indicates the various states of the game machine by turning on and off lamps or the like.

[0039] Figure 4 is a front view showing the external configuration of the status display unit 70. The status display unit 70 is equipped with a normal symbol display unit 72, a normal hold display unit 74, a first special symbol display unit 76, a first special hold display unit 78, a second special symbol display unit 81, a second special hold display unit 82, and a game status display unit 84.

[0040] The regular symbol display unit 72 is composed of two lamps. When a regular symbol lottery is held, the two lamps flash to display a changing regular symbol, and the two lamps light up or turn off to display a stopped regular symbol, thereby displaying the result of the regular symbol lottery.

[0041] The normal hold display unit 74 consists of two lamps and displays the normal hold number corresponding to the number of normal hold numbers that are held, when a normal symbol is already being displayed in a variable or stopped state when a game ball passes through the passage gate 48, or when a normal symbol lottery cannot be performed even if a random value for normal symbol lottery is acquired. The normal hold number is displayed by a combination of lighting, extinguishing, or flashing the two lamps.

[0042] The first special symbol display unit 76 is composed of a 7-segment display. When a game ball enters the first start opening 46 and a lottery for the first special symbol is held, the 7-segment display flashes to display the first special symbol in a variable manner, and the 7-segment display lights up in one of several different modes to display the first special symbol in a stationary state, thereby displaying the result of the lottery for the first special symbol.

[0043] The first special reserve display unit 78 consists of two lamps and displays the number of first special reserves corresponding to the number of first special random values ​​that are being held in reserve when, for example, the first special symbol or the second special symbol is already being displayed in a variable or stopped state when a game ball enters the first start opening 46, and even if a random value for special symbol lottery (lottery information) is acquired, a special symbol lottery cannot be performed. The first special reserve display unit 78 displays 0 to 4 first special reserves by combining the lighting, extinguishing, or flashing of the two lamps.

[0044] The second special symbol display unit 81 is composed of a 7-segment display. When a game ball enters the second start opening 49 and a second special symbol lottery is held, the 7-segment display flashes to display the second special symbol in a variable manner, and the 7-segment display lights up in one of several different modes to display the second special symbol in a stationary state, thereby displaying the result of the second special symbol lottery.

[0045] The second special reserve display unit 82 consists of two lamps and displays the number of second special reserves corresponding to the number of second special reserves that are being held in reserve when, for example, the first special symbol or the second special symbol is already being displayed in a variable or stopped state when a game ball enters the second start opening 49, and even if a random value for special symbol lottery is acquired, a special symbol lottery cannot be performed. The second special reserve display unit 82 displays 0 to 4 second special reserves by combining the lighting, extinguishing, or flashing of the two lamps.

[0046] The game state display unit 84 is composed of six lamps, and the type of game state currently set is displayed by the combination of lighting, extinguishing, or flashing the six lamps. As will be described in detail later, in this embodiment, as shown in Figure 8, multiple game states can be set, including the normal state, the slightly shortened time state, the shortened time state, and the special game state. The shortened time state is a game state in which the variation time of the first special symbol or the second special symbol is shortened compared to the normal state and the slightly shortened time state, and the trigger for executing the special symbol lottery occurs more frequently.

[0047] Figure 5 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board that includes a main control board 200 (main control means), a sub-control board 202 (sub-control means), and a frame control board 201. The functions of the main control board 200, sub-control board 202, and frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), ROM (an example of an information storage medium), or RAM, and software consisting of a given program pre-stored in ROM, etc.

[0048] The main control board 200 receives input signals from input means such as the gate switch 102, the first start gate switch 100, the second start gate switch 103, the general prize gate switch 101, the count switch 104, the out switch 106, and the specific area switch 107, performs various calculations to execute the game, and controls the operation of output means such as the regular prize 54 and the special prize 56 based on the calculation results.

[0049] The sub-control board 202 receives signals from the main control board 200 and input signals from the performance button switch 150, performs various calculations to execute performances in accordance with the progress of the game, and controls the operation of performance devices such as the front frame lamp 12, speaker 14, liquid crystal display 32, and lighting device 38 based on the calculation results.

[0050] The frame control board 201 receives signals from the main control board 200 and input signals from the counting buttons 212, and performs control related to the number of balls held (game balls), as well as control of the game value display device 211, etc. The frame control board 201 is capable of bidirectional communication with the main control board 200.

[0051] The main control board 200 is composed of a random number generation means 210, a normal symbol lottery means 220, a normal display control means 222, a normal bonus item control means 224, a special symbol lottery means 230 (lottery means), a special display control means 240, a game state transition control means 250 (state control means), a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290, among others.

[0052] The random number generation means 210 is a means for generating random numbers for the lottery, and is implemented by a random number generator that generates hardware random numbers or a program that generates software random numbers. Software random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to cycle within a predetermined count range). In this embodiment, "random numbers" include not only values ​​that are generated randomly in a mathematical sense, but also values ​​that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.

[0053] The normal symbol lottery means 220, based on the input of a detection signal from the gate switch 102 which detects each game ball passing through the passage gate 48, obtains a random value for normal symbol lottery from the random number generation means 210 and stores it in the normal random number storage means 2912 of the main memory 290. The normal symbol lottery is then performed to determine whether a normal win occurs based on the random value for normal symbol lottery read from the normal random number storage means 2912.

[0054] In detail, the ordinary random number storage means 2912 is provided with four ordinary hold storage areas, ordinary hold storage area 1 to ordinary hold storage area 4, as storage areas for storing the acquired ordinary symbol lottery random values, and one ordinary hold storage area is provided as a storage area for storing the ordinary symbol lottery random values ​​read from ordinary hold storage area 1 and used for the ordinary symbol lottery until the display of the changing and stopping of the ordinary symbols is finished. Then, when the normal symbol lottery means 220 obtains a random value for normal symbol lottery from the random number generation means 210, if the random value for normal symbol lottery is not stored in any of the normal hold memory areas 1 to 4, it first stores the obtained random value for normal symbol lottery in normal hold memory area 1. Then, when the random value for normal symbol lottery is stored in normal hold memory area 1, if the normal symbol is not in a fluctuating display or stopped display, that is, if the random value for normal symbol lottery is not stored in the normal hold memory area and control to open the normal mechanism 54 is not being executed, it immediately reads the random value for normal symbol lottery from normal hold memory area 1 and performs a normal symbol lottery, and stores the random value for normal symbol lottery obtained from the normal symbol lottery in the normal hold memory area. On the other hand, if the regular symbols are in a variable display state or stopped display state, that is, if a random value for the regular symbol lottery is stored in the regular symbol hold memory area, or if control is being executed to open the regular mechanism 54, the random value for the regular symbol lottery is held in the regular symbol hold memory area 1.

[0055] Then, if a random value for normal symbol lottery is already held in the normal hold memory area 1, and a detection signal is input from the gate switch 102 to acquire a random value for normal symbol lottery, the normal symbol lottery means 220, on the condition that the number of random values ​​for normal symbol lottery held in normal hold memory areas 1 to 4 is less than 4, that is, on the condition that the number of normal hold values ​​is less than 4, stores the random value for normal symbol lottery in the normal hold memory area with the smallest ordinal number among normal hold memory areas 1 to 4 that does not currently hold a random value for normal symbol lottery.

[0056] Then, when the display of the variation and stop of the normal symbols is finished, the normal symbol lottery means 220 erases the random values ​​for normal symbol lottery stored in the normal reserve memory area. If there are random values ​​for normal symbol lottery stored in normal reserve memory area 1, and provided that control to open the normal mechanism 54 is not currently being executed, it reads the random values ​​for normal symbol lottery from normal reserve memory area 1 to perform a normal symbol lottery, and stores the random values ​​for normal symbol lottery that were used in the normal symbol lottery in the normal reserve memory area. If there are any remaining random values ​​for normal symbol lottery in normal reserve memory area 2 or later, the remaining random values ​​for normal symbol lottery are moved from the original normal reserve memory area to a normal reserve memory area with an ordinal number one smaller. For example, if there are any remaining random values ​​for normal symbol lottery in normal reserve memory area 2 to normal reserve memory area 3, they are moved to normal reserve memory area 1 to normal reserve memory area 2.

[0057] Thus, in the ordinary random number storage means 2912, random numbers for ordinary symbol lottery in which an ordinary symbol lottery has been conducted are stored in the ordinary reserve storage area up to a maximum of 1, and random numbers for ordinary symbol lottery in which an ordinary symbol lottery has not been conducted are stored in ordinary reserve storage areas 1 to 4 up to a maximum of 4.

[0058] The regular symbol lottery means 220 performs a regular win determination process as part of the regular symbol lottery.

[0059] The normal win determination process is the process of determining whether a "normal win" has occurred. In the normal win determination process, the normal symbol lottery means 220 selects, according to the game state, which of the multiple normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for random number determination processing. Here, each normal symbol lottery table has either a "normal win" or a "miss" associated with each of the 100 normal symbol lottery random values ​​from 0 to 99. The normal symbol lottery means 220 then refers to the selected normal symbol lottery table and determines whether a normal win has been achieved by determining whether one of the normal symbol lottery random values ​​read from the normal random number storage means 2912 is associated with a normal win.

[0060] The regular symbol lottery table selected when the game state is a time-saving state (excluding a slight time-saving state, the same applies hereinafter) has a higher probability of winning a "regular win" compared to the regular symbol lottery table selected when the game state is not a time-saving state. In other words, the regular symbol lottery conducted when the game state is a time-saving state has a higher probability of winning a "regular win" compared to the regular symbol lottery conducted when the game state is not a time-saving state.

[0061] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the lottery result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.

[0062] In the normal symbol display control process, the normal display control means 222 causes the normal symbols to change and display by flashing the two lamps of the normal symbol display unit 72 until a predetermined variation time has elapsed. In the normal win determination process, depending on whether or not a "normal win" has been won, the normal symbol display unit 72 displays the result of the normal symbol lottery by turning on or off the two lamps of the normal symbol display unit 72 to stop the normal symbols, thereby displaying the result of the normal symbol lottery on the normal symbol display unit 72.

[0063] In this embodiment, the time it takes for the regular symbols to change is determined according to the game state at the time the regular symbols are drawn. Specifically, if the game state is a time-saving state, the time it takes for the regular symbols to change is set to be shorter than if the game state is not a time-saving state. For example, if the game state is not a time-saving state at the time the regular symbols are drawn, the time it takes for the regular symbols to change is set to the first hour (e.g., 20 seconds), and if the game state is a time-saving state at the time the regular symbols are drawn, the time it takes for the regular symbols to change is set to the second hour (e.g., 1 second), which is shorter than the first hour. Therefore, the opportunity to draw regular symbols occurs more frequently when the game state is a time-saving state.

[0064] In the normal hold display control process, the normal display control means 222 displays 0 to 4 normal hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the normal hold display unit 74, according to the number of random values ​​for normal symbol lottery stored in the normal random number storage means 2912.

[0065] The ordinary prize control means 224 is a means for controlling the ordinary prize 54 based on the result of the ordinary symbol lottery. When the game state is not the time-saving state, the ordinary prize control means 224 controls the ordinary prize 54 to expand until a time A (for example, 0.1 seconds) has elapsed, and then return to the reduced state, triggered by the ordinary symbol stopping and displaying in a manner indicating a "regular win". Furthermore, when the game state is the time-saving state, the ordinary prize control means 224 controls the ordinary prize 54 to expand until a time B (for example, 6 seconds) that is longer than time A has elapsed, and then return to the reduced state, triggered by the ordinary symbol stopping and displaying in a manner indicating a "regular win".

[0066] Therefore, in the case of a regular symbol draw, if the game state is not a time-saving state, the regular mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 does not increase significantly. However, if the game state is a time-saving state, the regular mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 increases. In this embodiment, the regular mechanism 54 is controlled to operate in a time-saving state so that it is easier for the game ball to enter the second start opening 49 than in the normal state and the slightly time-saving state. Thus, the time-saving state is a game state that is more advantageous to the player than the normal state and the slightly time-saving state.

[0067] In this embodiment, the control of the operation of the regular feature 54 differs between the normal state and the slightly shortened state. In the slightly shortened state, the opening time (the time it is in the expanded state) of the regular feature 54 is set to be slightly longer than in the normal state. In the slightly shortened state, it is sufficient that one or more of the following differ from the normal state: the probability of winning the regular symbol lottery, the variation time of the regular symbols, or the opening time of the regular feature 54. For example, the probability of winning the regular symbol lottery and the opening time of the regular feature 54 may be the same in the slightly shortened state and the normal state, but the variation time of the regular symbols may differ. In that case, the variation time of the regular symbols may be slightly shorter in the slightly shortened state than in the normal state.

[0068] The special symbol lottery means 230 (lottery means) obtains a random number value for special symbol lottery from the random number generation means 210 based on a detection signal input from the first start-up switch 100, which detects each game ball entering the first start-up 46, and stores it as the first special random number value in the special random number storage means 2914 of the main memory 290. The special symbol lottery means 230 also obtains a random number value for special symbol lottery from the random number generation means 210 based on a detection signal input from the second start-up switch 103, which detects each game ball entering the second start-up 49, and stores it as the second special random number value in the special random number storage means 2914. The special symbol lottery means 230 uses the first or second special random number value read from the special random number storage means 2914 to perform a special symbol lottery to determine whether or not a jackpot has been won.

[0069] The special random number storage means 2914 is provided with four first special reserve storage areas, from the first special reserve storage area 1 to the first special reserve storage area 4, as storage areas for storing the acquired first special random number value. One first special reserve storage area is provided as a storage area for storing the first special random number value read from the first special reserve storage area 1 and used for the special symbol lottery, until the variation display and stop display of the first special symbol are completed.

[0070] When the special symbol lottery means 230 receives a detection signal from the first start switch 100 and acquires a random value for special symbol lottery, if the first special random value is not stored in any of the first special reserve memory areas 1 to 4, it first stores the acquired random value for special symbol lottery in the first special reserve memory area 1 as the first special random value. Then, when the first special random value is stored in the first special reserve memory area 1, if the first special symbol is not being displayed in a fluctuating or stopped state, that is, if the first special random value is not stored in the first special reserve memory area, the game state is not a special game state, and a minor win game is not being executed, it immediately reads the first special random value from the first special reserve memory area 1 to perform a special symbol lottery, and stores the first special random value obtained from the special symbol lottery in the first special reserve memory area. On the other hand, if the first special symbol is in a fluctuating or stopped state, that is, if the first special random value is stored in the first special reserve memory area, or if the game state is a special game state, or if a minor win game is being played, the first special random value is reserved in the first special reserve memory area 1.

[0071] Then, if a detection signal is input from the first start switch 100 while a first special random value is being held in the first special hold memory area 1, and a random value for special symbol lottery is obtained, the special symbol lottery means 230 stores the first special random value in the first special hold memory area with the smallest ordinal number among the first special hold memory areas 1 to 4, which is a hold memory area where no first special random value is being held and which has the smallest ordinal number, provided that the number of first special random values ​​being held in the first special hold memory areas 1 to 4 is less than 4, that is, provided that the number of first special holds is less than 4.

[0072] The special random number storage means 2914 is provided with four second special reserve storage areas, second special reserve storage area 1 to second special reserve storage area 4, as storage areas for storing the acquired second special random number values. One second special reserve storage area is provided as a storage area for storing the second special random number values ​​read from second special reserve storage area 1 and used for the special symbol lottery, until the variation display and stop display of the second special symbol are completed.

[0073] When the special symbol lottery means 230 receives a detection signal from the second start switch 103 and acquires a random value for special symbol lottery, if the second special random value is not stored in any of the second special reserve memory areas 1 to 4, it first stores the acquired random value for special symbol lottery in the second special reserve memory area 1 as the second special random value. Then, when the second special random value is stored in the second special reserve memory area 1, if the second special symbol is not being displayed in a fluctuating or stopped state, that is, if the second special random value is not stored in the second special reserve memory area, the game state is not a special game state, and a minor win game is not being executed, it immediately reads the second special random value from the second special reserve memory area 1 to perform a special symbol lottery, and stores the second special random value obtained from the special symbol lottery in the second special reserve memory area. On the other hand, if the second special symbol is in a fluctuating or stopped state, that is, if the second special random value is stored in the second special reserve memory area, or if the game state is a special game state, or if a minor win game is being played, the second special random value is reserved in the second special reserve memory area 1.

[0074] Then, if a detection signal is input from the second start switch 103 while a second special random value is being held in the second special hold memory area 1, and a random value for special symbol lottery is obtained, the special symbol lottery means 230, on the condition that the number of second special random values ​​being held in the second special hold memory areas 1 to 4 is less than 4, that is, on the condition that the number of second special holds is less than 4, stores the second special random value in the second special hold memory area with the smallest ordinal number among the second special hold memory areas 1 to 4 where no second special random values ​​are being held.

[0075] When the variation and stop display of the first special symbol is finished, the special symbol lottery means 230 erases the first special random value stored in the first special reserve memory area. If the first special random value is stored in the first special reserve memory area 1, and provided that the game state is not a special game state and a minor win game is not in progress, the special symbol lottery means 230 reads the first special random value from the first special reserve memory area 1, performs a special symbol lottery, and stores the first special random value obtained from the special symbol lottery in the first special reserve memory area. Furthermore, when the variation and stop display of the second special symbol is finished, the special symbol lottery means 230 erases the second special random value stored in the second special reserve memory area. Then, if a second special random value is stored in the second special reserve memory area 1, and provided that the game state is not a special game state and a minor win game is not in progress, the second special random value is read from the second special reserve memory area 1 to perform a special symbol lottery, and the second special random value obtained from the special symbol lottery is stored in the second special reserve memory area. In this embodiment, since the first special random value and the second special random value are processed in parallel, the display of the second special symbol may start while the first special symbol is being displayed, or the display of the first special symbol may start while the second special symbol is being displayed.

[0076] Furthermore, if the first special random value is stored in the first special reserve memory area 1, the first special random value may be read from the first special reserve memory area 1 and a special symbol lottery may be performed, provided that the second special random value is not stored in any of the second special reserve memory areas 1 to 4. If the second special random value is stored in any of the second special reserve memory areas 1 to 4, even if the first special random value is stored in any of the first special reserve memory areas 1 to 4, the second special random value may be read from the second special reserve memory area 1 and a special symbol lottery may be performed. In other words, the second special random value may be processed with priority over the first special random value. In addition, regardless of whether it is the first or second special random value, the first or second special random value may be read in the order in which it was stored in the special random number storage means 2914 and a special symbol lottery may be performed. In other words, the first special random value or the second special random value may be processed in the order in which the game balls enter the first starting opening 46 or the second starting opening 49.

[0077] When the first special random value is read from the first special reserved memory area 1, if the first special random value remains in the first special reserved memory area 2 or later, or when the second special random value is read from the second special reserved memory area 1, if the second special random value remains in the second special reserved memory area 2 or later, the remaining first or second special random value is moved from its original special reserved memory area to a special reserved memory area with an ordinal number one less. For example, when the first special random value is read from the first special reserved memory area 1, if there are still first special random values ​​remaining in each of the first special reserved memory areas 2 to 4, the first special random values ​​stored in each of the first special reserved memory areas 2 to 4 are moved to each of the first special reserved memory areas 1 to 3. Similarly, when the second special random value is read from the second special reserved memory area 1, if there are still second special random values ​​remaining in each of the second special reserved memory areas 2 to 3, the second special random values ​​stored in each of the second special reserved memory areas 2 to 3 are moved to each of the second special reserved memory areas 1 to 2.

[0078] In the special random number storage means 2914, up to four first special random numbers for which no special symbol draw has been performed are stored in the first special reserve storage area 1 to the first special reserve storage area 4. In addition, up to four second special random numbers for which no special symbol draw has been performed are stored in the second special reserve storage area 1 to the second special reserve storage area 4.

[0079] Next, the details of the special symbol lottery will be explained. Based on the detection signal input from the first start switch 100 or the second start switch 103, the special symbol lottery means 230 acquires multiple types of random numbers as random numbers for special symbol lottery, such as a jackpot determination random number and a symbol determination random number, and stores these multiple types of random numbers in the special random number storage means 2914 as the first special random number or the second special random number. Then, the special symbol lottery means 230 performs jackpot determination processing, symbol determination processing, etc., as part of the special symbol lottery.

[0080] The jackpot determination process involves reading one jackpot determination random number from the first special random number or second special random number stored in the first special reserve storage area 1 or second special reserve storage area 1 of the special random number storage means 2914, and determining whether a jackpot has been won or not. Here, one jackpot determination random number is obtained from 65,536 jackpot determination random numbers ranging from 0 to 65,535 based on a detection signal input from the first start switch 100 or the second start switch 103, and is stored in the special random number storage means 2914 as the first special random number or second special random number.

[0081] In the jackpot determination process, the special symbol lottery means 230 selects which of the multiple types of jackpot lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for random number determination processing, depending on whether the read jackpot determination random number was stored as the first special random number or the second special random number.

[0082] In this embodiment, the lottery table storage means 2910 stores the jackpot lottery table A shown in Figure 6(a) and the jackpot lottery table B shown in Figure 6(b). In each jackpot lottery table, a jackpot is associated with each of the 65,536 random jackpot determination values ​​ranging from 0 to 65,535.

[0083] The jackpot lottery table A is selected when performing the jackpot determination process for the first special random value, and the correspondence between each judgment result and the jackpot determination random value is set so that a "jackpot" is won with a probability of 1 / 350 (187 / 65536) and a "C time reduction" is won with a probability of 349 / 350 (65349 / 65536). The special symbol lottery means 230 refers to the jackpot lottery table A and determines whether a "jackpot" or "C time reduction" has been won by determining whether the jackpot determination random value read from the first special reserve memory area 1 is associated with "jackpot" or "C time reduction". In this embodiment, the first special symbol lottery is designed so that either a "jackpot" or a "C time reduction" is always won. In this embodiment, the probability of winning a "jackpot" or a "C time reduction" in the first special symbol lottery does not change depending on the game state. In the first special symbol lottery, there are cases where you win a prize (big win) and cases where you do not win a prize. In the latter case (which may also be called a loss), you may win a C-time bonus (C-time bonus 1 or C-time bonus 2, described later). Note that "not winning a prize" may also include cases where you do not win a time bonus either (in other words, a complete loss).

[0084] The jackpot lottery table B is selected when performing the jackpot determination process for the second special random value, and the correspondence between each judgment result and the jackpot determination random value is set so that a "jackpot" is won with a probability of 1 / 350 (187 / 65536) and a "minor win" is won with a probability of 1 / 139.8 (469 / 65536). The special symbol lottery means 230 refers to the jackpot lottery table B and determines whether a "jackpot" or "minor win" has been won by determining whether the jackpot determination random value read from the second special reserve memory area 1 is associated with a "jackpot" or a "minor win". In this embodiment, the probability of winning a "jackpot" or a "minor win" in the second special symbol lottery does not change depending on the game state. In the second special symbol lottery, there are cases where a win (jackpot or minor win) is achieved and cases where no win is achieved. Note that the latter case, "when you do not win a prize," does not include cases where you win a C-time bonus without winning a prize.

[0085] The symbol determination process is performed in the jackpot determination process when a "jackpot," "C time reduction," or "minor win" is selected. The symbol determination process reads one symbol determination random number contained in the first special random number or the second special random number stored in the first special reserve storage area 1 or the second special reserve storage area 1 of the special random number storage means 2914, and determines which of the multiple jackpot symbols will be the jackpot symbol (type of jackpot) if a "jackpot" is selected, which of the multiple time reduction symbols will be the time reduction symbol (type of C time reduction) if a "C time reduction" is selected, and which of the multiple minor win symbols will be the minor win symbol (type of minor win) if a "minor win" is selected. Here, one random number for determining a pattern is obtained from 200 random numbers for determining a pattern, ranging from 0 to 199, based on the input of detection signals from the first start switch 100 and the second start switch 103, and is stored in the special random number storage means 2914 as either the first special random number or the second special random number.

[0086] In the pattern determination process, the special pattern lottery means 230 selects which of the multiple pattern lottery tables stored in the lottery table storage means 2910 to refer to for random number determination processing, depending on whether the random number value read out was stored as the first special random number value or the second special random number value.

[0087] In this embodiment, the lottery table storage means 2910 stores the following patterns: pattern lottery table A shown in Figure 7(a), pattern lottery table B shown in Figure 7(b), pattern lottery table C shown in Figure 7(c), and pattern lottery table D shown in Figure 7(d). In each pattern lottery table, a predetermined pattern is associated with each random number value used to determine the pattern.

[0088] The symbol lottery table A shown in Figure 7(a) is selected when a "jackpot" is won and the read symbol determination random number is stored as the first special random number. The correspondence between each symbol and the symbol determination random number is set so that "jackpot 1" (10R time reduction 10000) is won with a probability of 0.005 / 100, "jackpot 2" (7R time reduction 110) is won with a probability of 59.997 / 100, and "jackpot 3" (7R time reduction 0) is won with a probability of 39.998 / 100. The special symbol lottery means 230 refers to the symbol lottery table A and determines which of the multiple types of jackpot symbols is associated with the read symbol determination random number, thereby determining which of the multiple types of jackpot symbols has been won.

[0089] The symbol lottery table B shown in Figure 7(b) is selected when "C Short Time" is won and the read symbol determination random number is stored as the first special random number. The correspondence between each symbol and the symbol determination random number is set so that "C Short Time 1" (slight shorten time 1329) is won with a probability of 80.5 / 100 (approximately 80%) and "C Short Time 2" (shorter time 1329) is won with a probability of 19.5 / 100 (approximately 20%). The special symbol lottery means 230 refers to the symbol lottery table B and determines which of the multiple types of shorten time symbols is associated with the read symbol determination random number, thereby determining which of the multiple types of shorten time symbols has been won.

[0090] The symbol lottery table C shown in Figure 7(c) is selected when a "jackpot" is won and one of the read symbol determination random values ​​is stored as the second special random value. The correspondence between each symbol and the symbol determination random value is set so that "jackpot 4" (10R time reduction 10000) is won with a probability of 12.8 / 100 and "jackpot 5" (10R time reduction 110) is won with a probability of 87.2 / 100. The special symbol lottery means 230 refers to the symbol lottery table C and determines which of the multiple types of jackpot symbols is associated with one of the read symbol determination random values, thereby determining which of the multiple types of jackpot symbols has been won.

[0091] The symbol lottery table D shown in Figure 7(d) is selected when a "minor win" is achieved and the read symbol determination random number is stored as the second special random number. The correspondence between each symbol and the symbol determination random number is set so that "minor win 1" (10R time reduction 10000) is won with a probability of 50 / 100 and "minor win 2" (10R time reduction 110) is won with a probability of 50 / 100. The special symbol lottery means 230 refers to the symbol lottery table D and determines which of the multiple types of minor win symbols is associated with the read symbol determination random number, thereby determining which of the multiple types of minor win symbols has been won.

[0092] The special game execution means 260 is a means for executing a special game based on the results of the special symbol lottery, and performs the execution process of the special game. Furthermore, the special game execution means 260 is a means for executing a minor win game based on the winning of a "minor win" in the special symbol lottery, and performs the execution process of the minor win game. Note that the term "special game" may include minor win games.

[0093] The special game state is initiated based on winning a "jackpot" in the special symbol lottery (either the first special symbol lottery or the second special symbol lottery), and ends when a predetermined number of rounds (executions) of special game (jackpot game) are performed according to the type (category) of the jackpot symbol. If the special game state is initiated based on winning "jackpot 1," "jackpot 4," or "jackpot 5" in the special symbol lottery, the special game state ends after 10 rounds of special game (rounds 1 to 10) have been performed. If the special game state is initiated based on winning "jackpot 2" or "jackpot 3" in the special symbol lottery, the special game state ends after 7 rounds of special game (rounds 1 to 7) have been performed. As will be explained in more detail later, if you win a "jackpot" in the special symbol lottery, at the end of the special game state, a predetermined number of time-saving rounds corresponding to the jackpot symbol will be set and a time-saving state will begin, or a predetermined number of minor time-saving rounds corresponding to the jackpot symbol will be set and a minor time-saving state will begin.

[0094] The minor win game state is initiated based on winning a "minor win" in the special symbol lottery (second special symbol lottery), and ends when the minor win game is played a predetermined number of times (1 time in this embodiment). During the minor win game, the special mechanism 56 opens to allow game balls to enter the large prize opening 50, and the distribution means is changed from a non-specific area passing state to a specific area passing state. Specifically, during the minor win game, the distribution means is changed from a non-specific area passing state to a specific area passing state so that game balls that enter the large prize opening 50 during the execution of the minor win game can easily (make possible) pass through the specific area. As a result, if either "minor win 1" or "minor win 2" is won in the second special symbol lottery, it becomes easy (possible) for game balls to pass through the specific area during the minor win game state. Furthermore, if it is detected that a game ball has passed through a specific area during a minor win game (for example, if a game ball that has entered the big prize slot 50 during the execution of a minor win game has passed through a specific area), a special game state will be started based on the end of the minor win game state.

[0095] If you win "Minor Win 1" in the second special symbol lottery and the passing of a game ball through a specific area is detected during the minor win game state, the number of special games (round games) will be set to 9. This will result in 10 rounds being executed, with the minor win game being the first round game. The special game state will then end after 10 rounds of special games have been executed. Also, if you win "Minor Win 2" in the second special symbol lottery and the passing of a game ball through a specific area is detected during the minor win game state, the number of special games (round games) will be set to 9. This will result in 10 rounds being executed, with the minor win game being the first round game. The special game state will then end after 10 rounds of special games have been executed. As will be explained in more detail later, when the special game state ends, a predetermined number of time-saving rounds corresponding to the minor win symbol will be set, and the time-saving round state will begin. Furthermore, if the passage of a game ball through a specific area is not detected during a minor win game (i.e., if the passage of a game ball that entered the large prize slot 50 during the execution of a minor win game is not detected), the special game state will not start, and the normal state will begin.

[0096] In this embodiment, during the special game (including the minor win game) of each round, when the special mechanism 56 is in the open state, the open timer in the main memory 290 counts a predetermined time (29 seconds), or when the count switch 104 detects the entry of one game ball, the value of the big win counter (not shown) in the main memory 290, which adds a value equivalent to one game ball (e.g., 1), reaches its upper limit (e.g., 10), the condition for ending the special game is met, and the drive control of the special mechanism drive device is performed so that the special mechanism 56 is in the closed state.

[0097] The special display control means 240 performs a first special symbol display control process, a second special symbol display control process, a first special hold display control process, and a second special hold display control process based on the results of the special symbol lottery.

[0098] The first special symbol display control process is performed when a first special random value is read from the first special reserve memory area 1 and a special symbol lottery is held. The special display control means 240 displays the first special symbol in a variable state by blinking the 7-segment display of the first special symbol display unit 76 until the variable time has elapsed, and then displays the first special symbol in a fixed state by lighting the 7-segment display of the first special symbol display unit 76 in a predetermined manner. The special symbol lottery means 230 performs a variation pattern determination process for the special symbol lottery, and the special display control means 240 displays the first special symbol in a variation by flashing the 7-segment display of the first special symbol display unit 76 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then displays the first special symbol in a stopped state by lighting the 7-segment display of the first special symbol display unit 76 in a predetermined manner.

[0099] In this embodiment, the display mode of the 7-segment display is predetermined to correspond to each of the big win symbols, time-saving symbols, and small win symbols. The special display control means 240, in the jackpot determination process, lights up the 7-segment display of the first special symbol display unit 76 in a manner that corresponds to whether or not a "jackpot" or "C time reduction" has been won, and if a "jackpot" has been won in the jackpot determination process, in a manner that corresponds to the jackpot symbol determined in the symbol determination process, and if a "C time reduction" has been won in the jackpot determination process, in a manner that corresponds to the time reduction symbol determined in the symbol determination process, thereby stopping the display of the first special symbol and displaying the result of the special symbol lottery on the first special symbol display unit 76.

[0100] The second special symbol display control process is performed when a second special random value is read from the second special reserve memory area 1 and a special symbol lottery is conducted. The special display control means 240 displays the second special symbol in a variable state by blinking the 7-segment display of the second special symbol display unit 81 until the variable time has elapsed, and then displays the second special symbol in a fixed state by lighting the 7-segment display of the second special symbol display unit 81 in a predetermined manner. The special symbol lottery means 230 performs a variation pattern determination process for the special symbol lottery, and the special display control means 240 displays the second special symbol in a variation by flashing the 7-segment display of the second special symbol display unit 81 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then displays the second special symbol in a stopped state by lighting the 7-segment display of the second special symbol display unit 81 in a predetermined manner.

[0101] The special display control means 240, in the jackpot determination process, lights up the 7-segment display of the second special symbol display unit 81 in a manner that corresponds to whether or not a "jackpot" or "minor win" has been won, and if a "jackpot" has been won in the jackpot determination process, in a manner that corresponds to the jackpot symbol determined in the symbol determination process, and if a "minor win" has been won in the jackpot determination process, in a manner that corresponds to the minor win symbol determined in the symbol determination process, thereby stopping the display of the second special symbol and displaying the result of the special symbol lottery on the second special symbol display unit 81.

[0102] In the first special hold display control process, the special display control means 240 displays 0 to 4 first special hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the first special hold display unit 78, according to the number of first special random values ​​stored in the special random number storage means 2914.

[0103] In the second special hold display control process, the special display control means 240 displays 0 to 4 second special hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the second special hold display unit 82, according to the number of second special random values ​​stored in the special random number storage means 2914.

[0104] In this embodiment, if a "big win" is achieved in the special symbol lottery (first special symbol lottery or second special symbol lottery), a special game state is initiated in which it becomes possible (easy) to enter the game ball into the big prize slot 50. Also, if a "minor win" is achieved in the second special symbol lottery, a minor win game state is initiated in which it becomes possible (easy) to enter the game ball into the big prize slot 50. When it is detected that a game ball that has entered the big prize slot 50 has passed through a specific area in the minor win game state, a special game state is initiated in which it becomes possible (easy) to enter the game ball into the big prize slot 50. By getting game balls into the big prize slot 50, the player can win many prize balls. In this embodiment, the probability of transitioning to the special game state based on the second special symbol lottery is higher than the probability of transitioning to the special game state based on the first special symbol lottery. Specifically, in the first special symbol lottery, there is no "minor win" option in the lottery results, and the game transitions to the special game state only if a "big win" is achieved. On the other hand, in the second special symbol lottery, both "big win" and "minor win" options are available in the lottery results. The game transitions to the special game state if a "big win" is achieved, and also if a "minor win" is achieved and the passage of a specific area by the game ball is detected during the minor win game state.

[0105] In this embodiment, obtaining the opportunity to draw the second special symbol results in a higher probability of transitioning to a special game state than obtaining the opportunity to draw the first special symbol. As mentioned above, in order to obtain the opportunity to draw the second special symbol, it is necessary to win a "regular win" in the regular symbol draw and to insert the game ball into the second start opening 49 when the regular mechanism 54 (regular electric mechanism) is in the open state. Furthermore, the ease with which the game ball enters the second start opening 49 (ease of inserting the ball) varies depending on the game state.

[0106] As shown in Figure 8, the game state transition control means 250 performs a game state transition control process that transitions the game state between each game state based on the fulfillment of predetermined conditions (transition conditions).

[0107] (Normal state) The normal state (normal game state) is the initial state among the various game states. As mentioned above, in the normal state, the probability of winning a "normal win" in the normal symbol lottery is lower than in the time-saving state. Furthermore, even if a "normal win" is won in the normal symbol lottery, the normal mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 hardly increases. For this reason, in the normal state, it is difficult (impossible) to get the game ball into the second start opening 49. In other words, it is difficult (impossible) to obtain an opportunity for the second special symbol lottery. In the normal state, it is more advantageous for the player to shoot left to get the game ball into the first start opening 46 in order to obtain an opportunity for the first special symbol lottery, rather than shooting right. In other words, the normal state is a game state in which left-handed shooting is recommended.

[0108] As shown in Figure 8, the game transitions to a special game state based on winning a "jackpot" in the special symbol lottery (first special symbol lottery) in the normal state. As shown in Figure 7(a), if "jackpot 1" is won in the special symbol lottery, 10,000 rounds of time-saving spins are set at the end of the special game state, and the game transitions to a time-saving state based on the end of the special game state. If "jackpot 2" is won in the special symbol lottery, 110 rounds of time-saving spins are set at the end of the special game state, and the game transitions to a time-saving state based on the end of the special game state. If "jackpot 3" is won in the special symbol lottery, 1,329 rounds of time-saving spins (minor time-saving spins) are set at the end of the special game state, and the game transitions to a minor time-saving state based on the end of the special game state.

[0109] Furthermore, as shown in Figure 7(b), in the normal state, if "C Time Reduction 1" is won in the special symbol lottery (first special symbol lottery) and the first special symbol is displayed in a manner corresponding to "C Time Reduction 1" (when the first special symbol is confirmed), the number of time reduction rounds corresponding to the time reduction symbol (1329 rounds of minor time reduction) is set, triggering a transition to the minor time reduction state. Also, in the normal state, if "C Time Reduction 2" is won in the special symbol lottery (first special symbol lottery) and the first special symbol is displayed in a manner corresponding to "C Time Reduction 2" (when the first special symbol is confirmed), the number of time reduction rounds corresponding to the time reduction symbol (1329 rounds of minor time reduction) is set, triggering a transition to the time reduction state.

[0110] In this embodiment, the first special symbol lottery in the normal state is guaranteed to result in either a "jackpot" or "C time reduction," and based on the fact that the first special symbol lottery was performed in the normal state, the game transitions to either a slight time reduction state, a time reduction state, or a special game state.

[0111] The time-saving symbol "C Time-Saving 2" does not grant a transition to a game state (special game state or minor win game state) that makes it easier for game balls to enter the large prize opening 50. Instead, it is a time-saving symbol that allows a transition to the time-saving state without going through the special game state or minor win game state. Furthermore, in a game state other than the normal state, if "C Time-Saving 1" or "C Time-Saving 2" is won in the first special symbol lottery and the first special symbol is displayed as a stop, the game will not transition to the time-saving state or slight time-saving state as a result of that display. This "not transitioning" includes the fact that if the game is already in that game state, the predetermined number of time-saving rounds (slight time-saving rounds) will not be reset.

[0112] (Slightly reduced time) As described above, in the slightly shortened time state, the probability of winning a "regular win" in the regular symbol lottery is lower than in the shortened time state (however, it may be the same as the shortened time state). Also, even if a "regular win" is won in the regular symbol lottery, the regular mechanism 54 operates in such a way that the ease of the game ball entering the second start opening 49 hardly increases. For this reason, in the slightly shortened time state, at least some of the functions that make up the shortened time state are operating, and it is slightly easier for the ball to enter the second start opening 49 compared to the normal state, but it is difficult (impossible) to get the game ball into the second start opening 49 even if the player shoots to the right. In other words, it is difficult (impossible) to obtain an opportunity to win the second special symbol lottery. In the slightly shortened time state, it is more advantageous for the player to shoot to the left so that the game ball enters the first start opening 46 in order to obtain an opportunity to win the first special symbol lottery, than to shoot to the right. In other words, the slightly shortened time state is a game state where you should be hitting the ball to the left.

[0113] As shown in Figure 8, the game transitions to a special game state based on winning a "jackpot" in the special symbol lottery (first special symbol lottery) during the slightly shortened time state. As shown in Figure 7(a), if "jackpot 1" is won in the special symbol lottery, 10,000 time-saving spins are set at the end of the special game state, and the game transitions to a shortened time state based on the end of the special game state. If "jackpot 2" is won in the special symbol lottery, 110 time-saving spins are set at the end of the special game state, and the game transitions to a shortened time state based on the end of the special game state. If "jackpot 3" is won in the special symbol lottery, 1,329 time-saving spins (slight shortened time spins) are set at the end of the special game state, and the game transitions to a slight shortened time state based on the end of the special game state.

[0114] The game state transition control means 250 determines that the termination condition for the mini-time reduction state has been met when the number of times the first special symbol has been displayed in the mini-time reduction state reaches 1329, and terminates the mini-time reduction state, transitioning to the normal state. In this embodiment, when the special game state ends based on winning "Big Win 3" in the special symbol lottery (first special symbol lottery), the number of mini-time reductions is set in the memory value of the mini-time reduction counter 2916 in the main memory 290. Also, in the normal state, if "C-time reduction 1" is won in the special symbol lottery (first special symbol lottery) and the first special symbol is displayed in a manner corresponding to "C-time reduction 1", the number of mini-time reductions is set in the memory value of the mini-time reduction counter 2916 triggered by the display of the display. In the mini-time reduction state, "1" is deducted from the memory value of the mini-time reduction counter 2916 each time the first special symbol is displayed in a variation. Then, based on the memory value of the mini-time reduction counter 2916 reaching "0", the mini-time reduction termination condition is met, the mini-time reduction state ends, and the normal state begins. In this embodiment, the mini-time reduction termination condition is met when the memory value of the mini-time reduction counter 2916 is subtracted and reaches a predetermined value "0", but it is not limited to this, and the system may be configured so that the mini-time reduction termination condition is met when the memory value of the mini-time reduction counter 2916 is added and reaches a predetermined value (for example, "1329").

[0115] In the slightly shortened time state, if the special symbol lottery (first special symbol lottery) results in a "C shortened time" ("C shortened time 1" or "C shortened time 2"), and the first special symbol stops and displays in a manner corresponding to "C shortened time 1" or "C shortened time 2", the slightly shortened time state or the shortened time state will not be started (set) as a result of that display (no new shortened time rounds will be set). In other words, the game state at the time of the win will continue. However, in the slightly shortened time state, if the first special symbol lottery results in a "C shortened time 1" or "C shortened time 2", and the first special symbol stops and displays in a manner corresponding to "C shortened time 1" or "C shortened time 2", the system may be configured so that a new shortened time round can be set as a result of that display.

[0116] (Time-saving state) As mentioned above, in the time-saving state (specific game state), the probability of winning a "regular win" in the regular symbol lottery is higher than in the normal state or the slightly time-saving state. Also, when a "regular win" is won in the regular symbol lottery, the regular mechanism 54 operates in a way that increases the ease with which the game ball enters the second start opening 49. For this reason, in the time-saving state, it is easier to get the game ball into the second start opening 49 compared to the normal state or the slightly time-saving state. In other words, it is easier to obtain an opportunity to win the second special symbol lottery. In the time-saving state, it is more advantageous for the player to shoot to the right so that the game ball passes through the passage gate 48 in order to obtain an opportunity to win the second special symbol lottery, rather than shooting to the left. In other words, the time-saving state is a game state in which shooting to the right is recommended.

[0117] As shown in Figure 8, if a "Big Win" or "Small Win" is achieved in the special symbol lottery (second special symbol lottery) during the time-saving state, the game transitions to a special game state (including via the small win game state). As shown in Figure 7(c), if "Big Win 4" is achieved in the special symbol lottery, 10,000 time-saving spins are set at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Also, if "Big Win 5" is achieved in the special symbol lottery, 110 time-saving spins are set at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, if "Small Win 1" is achieved in the special symbol lottery, and the passage of a game ball through a specific area is detected during the small win game state, 10,000 time-saving spins are set at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, if the player wins "Minor Win 2" in the special symbol lottery and the game ball is detected passing through a specific area during the minor win game state, 110 rounds of time-saving features will be set at the end of the special game state, and the game will transition to the time-saving feature state based on the end of the special game state.

[0118] The game state transition control means 250 determines that the termination condition (a predetermined condition) for the time-saving state has been met when the number of times the second special symbol has been displayed in the time-saving state reaches 110 (or 10,000) times, terminates the time-saving state, and transitions to the normal state. In this embodiment, when the special game state ends, the time-saving counter 2915 in the main memory 290 is stored with a value corresponding to the type of winning symbol, and each time the second special symbol is displayed in the time-saving state, "1" is deducted from the value stored in the time-saving counter 2915. Then, when the value of the time-saving counter 2915 reaches "0", the time-saving termination condition is met, the time-saving state ends, and the normal state begins. In this embodiment, the time-saving termination condition is met when the stored value of the time-saving counter 2915 is subtracted and reaches a predetermined value "0". However, the system is not limited to this, and the time-saving termination condition may be met when the stored value of the time-saving counter 2915 is added and reaches a predetermined value "110" (or "10000"). Furthermore, in this embodiment, a time-saving counter 2915 and a slight time-saving counter 2916 are provided, but the system is not limited to this configuration, and may be configured to be managed (controlled) by just one of the counters.

[0119] In the time-saving state, if you win "C Time Saving" ("C Time Saving 1" or "C Time Saving 2") in the special symbol lottery (first special symbol lottery), and the first special symbol stops and is displayed in a manner corresponding to "C Time Saving 1" or "C Time Saving 2", the stop display will not trigger the start (setting) of a slight time-saving state or a time-saving state (no new time-saving rounds will be set). In other words, the game state at the time of the win will continue. However, in the time-saving state, if you win "C Time Saving 1" or "C Time Saving 2" as a result of the first special symbol lottery, and the first special symbol stops and is displayed in a manner corresponding to "C Time Saving 1" or "C Time Saving 2", the system may be configured so that the stop display can trigger the setting of a new time-saving round.

[0120] Let's return to Figure 5 for explanation. The payout control means 270 controls the payout (electronically) of a number of game balls corresponding to a predetermined number of prize balls for each detection signal, based on the detection signals received from the first start switch 100, the second start switch 103, the general prize slot switch 101, and the count switch 104.

[0121] The communication control means 280 controls the transmission of various commands generated according to the various calculation results of the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, only unidirectional communication from the main control board 200 to the sub-control board 202 is possible between the main control board 200 and the sub-control board 202, and the communication connection is configured such that the sub-control board 202 cannot transmit information to the main control board 200.

[0122] Next, the sub-control board 202 will be described. The sub-control board 202 is composed of a performance control means 300 and a sub-memory 302.

[0123] The performance control means 300 controls the performance device based on various commands transmitted from the main control board 200, input signals from the performance button switch 150, and performance data stored in the performance data storage means 303 (ROM) of the sub-memory 302. By controlling the performance device, it makes the performance device execute performances to enhance or assist the game, such as turning on or flashing the front frame lamp 12 and lighting device 38, displaying performance images on the liquid crystal display 32, controlling the sound device to output performance sounds from the speaker 14, and driving the performance item drive device to operate the performance items (mechanical items).

[0124] In this embodiment, in the normal state, the player transitions to the time-saving state when he wins "Big Win 1" in the special symbol lottery (first special symbol lottery), when he wins "Big Win 2" in the special symbol lottery (first special symbol lottery), or when he wins "C Time-Saving 2" in the special symbol lottery (first special symbol lottery). In contrast, in the slight time-saving state, the player transitions to the time-saving state when he wins "Big Win 1" in the special symbol lottery (first special symbol lottery) or when he wins "Big Win 2" in the special symbol lottery (first special symbol lottery). Therefore, the normal state has a higher probability of transitioning to the time-saving state (a game state advantageous to the player) than the slight time-saving state, making it more advantageous to the player. In other words, the normal state has a higher probability of transitioning to the time-saving state compared to the slight time-saving state because it is possible to transition to the time-saving state when "C Time-Saving 2" is won, making it more advantageous to the player. In this embodiment of the gaming machine, when a RAM clear (a process that initializes at least a portion of the RAM in the main memory 290) is performed, the game state is set to the normal state. The normal state is what is known as the "morning state".

[0125] Furthermore, as mentioned above, in the normal state and the slightly shortened time state (left-handed shortened time state), left-handed play is more advantageous than right-handed play, while in the shortened time state (right-handed shortened time state), right-handed play is more advantageous than left-handed play. In the shortened time state, it is easier to get the game balls into the second start port 49 than in the normal state and the slightly shortened time state, and the second special symbol lottery based on the entry of game balls into the second start port 49 has a higher probability of determining a transition to the special game state than the first special symbol lottery. In other words, in the shortened time state, the probability of determining a transition to the special game state is higher than in the normal state and the slightly shortened time state.

[0126] Figure 9 is a perspective view of the lower part of the inner frame unit, seen from the rear. Figure 10 shows the same perspective view with some parts removed. The lower part of the gaming machine in this embodiment is provided with an inner frame lower unit 810. An out passage 811, which communicates with the out opening 62 shown in Figure 3, is provided at the top of the inner frame lower unit 810. In Figure 9, the out passage 811 is a passage that slopes downward to the left. An out switch 106 (see Figure 10) is located downstream of the out passage 811.

[0127] The game balls launched into the game area 4 (Figure 3) flow down through the game area 4 and enter either the prize entry point or the out entry point 62. In either case, they are guided to the out passage 811 and detected by the out switch 106. As shown in Figure 10, the game balls detected by the out switch 106 are released from the discharge opening 813 into the first passage 814.

[0128] The first passage 814 (ball tank) is configured to include a passage that slopes downward to the left in Figure 10. The game balls stored in the first passage 814 are guided to a lifting means 815 located downstream of the first passage 814. As will be described later using Figure 11, the first passage 814 is equipped with a sensor for an excess of circulating balls 828 and a sensor for an insufficient number of circulating balls 829. These sensors manage the number of circulating balls inside the game machine. By operating the ball removal lever L1, the game balls in the first passage 814 can be removed.

[0129] The lifting mechanism 815 is comprised of a lifting motor 816, a screw conveyor 817, and a cleaning unit 818, among other components. When the lifting motor 816 is activated, the screw conveyor 817 and the cleaning unit 818 rotate, polishing the game balls and lifting them from the bottom to the top. A polishing cloth for cleaning is placed around the outer circumference of the cleaning unit 818.

[0130] As shown in Figure 9, the game balls, which have been lifted to the upper level by the lifting means 815, enter the second passage 819. The second passage 819 is a passage that slopes downward to the right in Figure 9. A rectifier 820 is located downstream of the second passage 819. A launching means 821 is located downstream (rear) of the rectifier 820, and the game balls are launched by the launching means 821. When the rectifier solenoid 820a, which is part of the rectifier 820, is turned ON, the game balls are sent from the rectifier 820 to the launcher 821. Also, when the launching solenoid (not shown), which is part of the launching means 821, is turned ON, the game balls are launched. The launching means 821 may be a device that launches game balls using a solenoid, or it may be a device that launches game balls using a motor.

[0131] Furthermore, a rectifier inlet sensor 826 is located downstream of the second passage 819 (at the inlet of the rectifier 820). Additionally, a rectifier outlet sensor 827 is located in the passage connecting the rectifier 820 and the firing means 821.

[0132] Furthermore, a ball retention detection sensor 823 is located upstream of the second passage 819 (on the side of the lifting means 815). The ball retention detection sensor 823 is capable of detecting game balls (game balls at predetermined positions in the second passage 819). When a game ball is detected, it enters a "detection state" (ON state), and when no game ball is detected, it enters a "non-detection state" (OFF state).

[0133] In this embodiment, the gaming machine has a set number of circulating balls (sealed balls) of "45 balls" as the prescribed number (appropriate number of balls). Circulating balls are balls that are stored and circulated inside the machine. The main control board 200 is equipped with an error control means 298 (see Figure 5). The error control means 298 is capable of detecting errors, including errors due to an excessive number of circulating balls and errors due to an insufficient number of circulating balls. Furthermore, the performance control means 300 is capable of notifying the performance device of a predetermined error detected by the error control means 298.

[0134] (Lifting control means 299) The main control board 200 includes a lifting control means 299 that controls the operation of the lifting means 815 (see Figure 5). The lifting control means 299 activates the lifting means 815 (lifting motor 816) when no game balls are detected by the stagnant ball detection sensor 823 (when the stagnant ball detection sensor 823 is in a non-detection state). The lifting control means 299 also stops the operation of the lifting means 815 (lifting motor 816) when the stagnant ball detection sensor 823 detects game balls for a predetermined time (e.g., 300 ms), that is, when the detection state (ON state) of the stagnant ball detection sensor 823 is maintained for a predetermined time. When a game is being played and game balls are circulating inside the game machine (when game balls are passing through the second passage 819), the stagnant ball detection sensor 823 will not remain ON (detection state) for a predetermined time (e.g., 300 ms).

[0135] (Inclusion of game balls) Here, we assume that no game balls are sealed inside the game machine. With the game machine's power OFF, the worker inserts the appropriate number of game balls (45 balls) into the designated input slot (out slot 62 in this embodiment). Next, the power of the game machine is turned ON. After the power is turned ON, the lifting control means 299 activates the lifting means 815 because the ball retention detection sensor 823 is in a non-detection state.

[0136] Game balls that have passed through the out passage 811 and the first passage 814 and reached the lifting means 815 are lifted (conveyed) by the lifting means 815 and supplied to the entrance of the second passage 819. The game balls supplied to the second passage 819 then descend through the second passage 819, with the leading game ball reaching the rectifier 820 and stopping. Subsequent game balls stop sequentially in the second passage 819. The lifting control means 299 stops the lifting means 815 when the stagnant ball detection sensor 823 remains in a detection state (ON state) for a predetermined time (for example, 300 ms).

[0137] Using Figure 11, the detection of excessive and insufficient circulating ball count errors will be explained. Hereinafter, the excessive circulating ball count sensor 828 will be referred to as the "excess sensor 828," and the insufficient circulating ball count sensor 829 will be referred to as the "insufficient sensor 829." In this embodiment, the lifting means 815 is located downstream (outlet side) of the first passage 814. In the first passage 814, the insufficient sensor 829 is located closer to the lifting means 815 than the excess sensor 828. In the flow path of the first passage 814, the insufficient sensor 829 is located closer to the lifting means 815 than the excess sensor 828.

[0138] The under-sensor 829 and over-sensor 828 are, for example, proximity sensors that can detect the target object (game ball) without contacting it. When the under-sensor 829 and over-sensor 828 detect a game ball, they enter a "detection state" (ON state), and when they do not detect a game ball, they enter a "non-detection state" (OFF state). The under-sensor 829 can detect the presence or absence of a game ball at a first position in the first passage 814. It can be said that the under-sensor 829 is installed at a first position in the first passage 814. The over-sensor 828 can detect the presence or absence of a game ball at a second position in the first passage 814. It can be said that the over-sensor 828 is installed at a second position in the first passage 814.

[0139] As shown in Figure 11(a), when the number of circulating balls is appropriate (within the appropriate range) and the last game ball is located between the first position (position of the under-sensor 829) and the second position (position of the over-sensor 828), neither an over-circulating ball error nor an under-circulating ball error will be detected (details will be described later). This state may also be referred to as the normal state.

[0140] (Excessive circulating ball count error) An excess number of circulating balls error is an error that can be detected when a gaming machine has more than a first number (e.g., 49 balls) of gaming balls sealed inside, resulting in an excess of circulating balls. In this case, as shown in Figure 11(b), the excess number of gaming balls is detected by the excess sensor 828. The error control means 298 detects an excess number of circulating balls error when the excess sensor 828 detects gaming balls for a predetermined period of time (e.g., 1 second), i.e., when the detection state of the excess sensor 828 is maintained for a predetermined period of time, the conditions for occurrence are met.

[0141] Based on the detection of the error, the performance control means 300 displays the text "The number of enclosed items exceeds the specified number H25" (H25 being the error code) on the liquid crystal display 32, as shown in Figure 12(a), and outputs an audio message (warning sound) saying "The number of enclosed items exceeds the specified number" from the speaker 14. In addition to this audio message, a warning sound may also be output. Furthermore, the error control means 298 determines that the release condition has been met and releases the circulating ball count excess error if the excess sensor 828 does not detect any game balls for a predetermined period of time (for example, 1 second), that is, if the non-detection state of the excess sensor 828 is maintained for a predetermined period of time.

[0142] (Insufficient number of circulating balls error) A circulating ball count shortage error is an error that can be detected when fewer than a second number (e.g., 43 balls) of game balls are sealed inside the gaming machine, resulting in a shortage of circulating balls. In this case, as shown in Figure 11(c), the shortage sensor 829 does not detect any game balls. The error control means 298 detects a circulating ball count shortage error if the shortage sensor 829 does not detect any game balls for a predetermined period of time (e.g., 1 second), i.e., if the non-detection state of the shortage sensor 829 is maintained for a predetermined period of time, the conditions for occurrence are met.

[0143] Based on the detection of the error, the performance control means 300 displays the text "Insufficient number of items enclosed H24" (H24 being the error code) on the liquid crystal display 32, as shown in Figure 12(b), and outputs the voice message "Insufficient number of items enclosed" (warning voice) from the speaker 14. In addition to this voice message, a warning sound may also be output. Furthermore, the error control means 298 determines that the release condition has been met and releases the insufficient number of circulating balls error when the under-sensor 829 detects game balls for a predetermined period of time (for example, 1 second), that is, when the detection state of the under-sensor 829 is maintained for a predetermined period of time.

[0144] The state shown in Figure 11(a) (normal state) does not satisfy either the conditions for an excessive number of circulating balls error or an insufficient number of circulating balls error, therefore, neither error is detected.

[0145] (Door opening error) The gaming machine of this embodiment is equipped with a front frame opening sensor and an inner frame opening sensor. The front frame opening sensor can detect the opening of the front frame 10 relative to the inner frame 7. The inner frame opening sensor can detect the opening of the inner frame 7 relative to the outer frame 2. When the front frame opening sensor and the inner frame opening sensor detect an opening, they enter a detection state (opening detection state). The error control means 298 detects a door opening error when it detects that the front frame 10 or the inner frame 7, which acts as a door, has been opened (when the front frame opening sensor or the inner frame opening sensor enters a detection state). Based on the detection of this error, the performance control means 300 displays the words "The door is open" on the liquid crystal display 32, as shown in Figure 12(c), and outputs the voice "The door is open" from the speaker 14 along with a warning sound. The door opening error is an error that can be detected when a player has committed fraudulent acts in a gaming hall. For this reason, the volume of the sound that notifies the occurrence of a door opening error is set to be relatively high. This makes it easier for staff at the amusement arcade to notice when a door opening error occurs.

[0146] (Specific condition) With the gaming machine's power OFF, the appropriate number of game balls (45 balls) are inserted into the output port 62 (simultaneous insertion). When the gaming machine's power is turned ON, the lifting mechanism 815 activates, and a predetermined number of game balls are supplied to the second passage 819. Then, the ball retention detection sensor 823 shown in Figure 9 remains in a detection state for a predetermined time (for example, 300 ms), and when the stop condition is met, the operation of the lifting mechanism 815 stops. Figure 13(a) shows the relationship between the game balls and each component after the power is turned on and the operation of the lifting means 815 has stopped. The leading game ball is stopped at the rectifier 820 (rectifier unit) and is not supplied to the launching means 821 (launching unit). In other words, the launching means 821 is not holding any game balls (1 ball). With the rectifier 820 at the front, 45 game balls are lined up. Hereafter, this state will be referred to as the "specific state". The rectifier 820 side (launching means 821 side) may be referred to as the front side (leading side), and the excess sensor 828 side may be referred to as the rear side.

[0147] As will be described later, when the handle is rotated in a specific state, game balls are supplied from the rectifier 820 to the launching means 821 (game balls enter the launching means 821).

[0148] In a specific state, the 10th game ball from the front is detected by the stagnant ball sensor 823. Also, there are 3 game balls (the 11th, 12th, and 13th game balls from the front) between the stagnant ball sensor 823 and the lifting means 815. Including the game ball detected by the stagnant ball sensor 823, there are 4 game balls between the stagnant ball sensor 823 and the lifting means 815. In addition, there are 4 game balls (the 14th, 15th, 16th, and 17th game balls from the front) in the lifting means 815 (screw conveyor 817) (they are held).

[0149] Here, the position of the game ball that can be detected by the under-sensor 829 (the position in the first passage 814 where the under-sensor 829 is installed) is referred to as the "first position." The position of the game ball that can be detected by the over-sensor 828 (the position in the first passage 814 where the over-sensor 828 is installed) is referred to as the "second position."

[0150] In a specific state, the 43rd game ball from the front is detected by the under-situation sensor 829. Also in a specific state, the last game ball (the 45th game ball from the front) is located between the first and second positions. Furthermore, in a specific state, there are no game balls detected by the over-situation sensor 828 (at the second position).

[0151] In a specific state, the distance from the last game ball to the under-sensor 829 (first position) is the length of two game balls (first distance). Also, the distance from the last game ball to the over-sensor 828 (second position) is the length of three game balls (second distance). In a specific state, it can be said that the distance from the last game ball to the second position (second distance) is greater than the distance from the last game ball to the first position (first distance).

[0152] In a specific state, for the last game ball to be undetected by the under-saturation sensor 829 (for an under-saturation error in the number of circulating balls to be detected), a decrease of 3 game balls is required. In a specific state, even if the number of game balls decreases by 2, an under-saturation error in the number of circulating balls will not be detected. In a specific state, for the last game ball to be detected by the over-saturation sensor 828 (for an over-saturation error in the number of circulating balls to be detected), an increase of 3 game balls is required. In a specific state, even if the number of game balls increases by 2, an over-saturation error in the number of circulating balls will not be detected.

[0153] (State after implementing launch cycle response) When the handle is rotated in a specific state to launch a predetermined number of game balls (to game area 4a or game area 4b), and the handle is returned to its initial position, the post-launch cycle state shown in Figure 13(b) is achieved. In the post-launch cycle state, one game ball is held in the launching means 821, and compared to the specific state, the last game ball is shifted by one ball towards the under-sensor 829. In the post-launch cycle state, 45 game balls are lined up with the launching means 821 at the front.

[0154] In the state after the launch cycle has been implemented, a decrease of 2 game balls is required for the last game ball to not be detected by the under-saturation sensor 829 (for an under-saturation error in the number of circulating game balls to be detected). In the state after the launch cycle has been implemented, an under-saturation error in the number of circulating game balls will not be detected even if 1 game ball is lost. In the state after the launch cycle has been implemented, an increase of 4 game balls is required for the last game ball to be detected by the over-saturation sensor 828 (for an over-saturation error in the number of circulating game balls to be detected). In the state after the launch cycle has been implemented, an over-saturation error in the number of circulating game balls will not be detected even if 3 game balls are added.

[0155] (Number of game balls) As previously described, based on the lending operation in the dedicated unit 400, a value equivalent to a predetermined number of game values ​​is stored in the game value memory area (game ball counter) of the frame control board 201. The value shown by the game ball counter (stored value) can be called the number of balls held (number of balls held) or the number of game balls. The number of game balls is displayed on the game value display device 211 (Figure 1). The frame control board 201 controls the value (number of game balls) stored in the game ball counter. The frame control board 201 also controls the display of the number of game balls on the game value display device 211 and changes the display content of the game value display device 211 according to the increase or decrease in the number of game balls.

[0156] The counting button 212 (Figure 1) is operated when sending (returning, transferring) game balls (game value) to the dedicated unit 400. When a player finishes playing, they operate (press) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game balls are transferred from the game machine to the dedicated unit 400. When game balls are transferred from the game machine to the dedicated unit 400, the frame control board 201 reduces the number of game values ​​by the amount of game value being transferred.

[0157] (Game ball cleared) As shown in Figure 5, the frame control board 201 is equipped with a game ball count clear switch 213. The game ball count clear switch 213 is designed to be pressable. After the power to the gaming machine is turned OFF (power cut off), the operator can press the game ball count clear switch 213 and then turn the power to the gaming machine ON (power on), which will execute a game ball count clear and set the game ball count to 0 (clear). When the power to the gaming machine is turned on, if the frame control board 201 detects that the game ball count clear switch 213 is pressed (ON), it executes a process to set the value of the game ball counter to 0 (game ball count clear process). Specifically, the stored value of the game ball counter stored in the RAM of the frame control memory provided by the frame control board 201 is set to "0".

[0158] The number of game balls (the value on the game ball counter) is not reset (initialized) by a power outage. In other words, if the power is cut off while a predetermined value (for example, 1000) is set as the number of game balls, and then the power is turned back on, the number of game balls will be set to that predetermined value (for example, 1000) again.

[0159] The error control means 298 transmits a signal to the sub-control board 202 indicating that the game ball count reset has been performed. The performance control means 300, upon receiving this signal (that the game ball count reset process has been performed), can perform the notification related to the game ball count reset shown in Figure 14(a). Specifically, it displays the text "Game balls have been cleared H67" (H67 is the error code) on the liquid crystal display 32 and outputs the voice (warning voice) "Game balls have been cleared" from the speaker 14. In addition to this voice, a warning sound may also be output.

[0160] The error control means 298 determines that the release condition has been met based on the elapsed time (e.g., 30 seconds) since the game ball count reset was performed, and transmits a signal indicating the release of the game ball count reset to the sub-control board 202. The performance control means 300 terminates the notification related to the game ball count reset based on the receipt of this signal.

[0161] (Transition to ball removal state) The gaming machine of this embodiment can be set to a "ball removal state" (ball removal mode). As shown in Figure 5, the frame control board 201 is equipped with a ball removal switch 214. The ball removal switch 214 is formed to be pressable. When an operator presses the ball removal switch 214 and turns on the power to the gaming machine, the gaming machine can be switched to the ball removal state. When performing maintenance on the gaming machine, the operator can switch the gaming machine to the ball removal state and remove the game balls (circulating balls) inside the gaming machine. When the power to the gaming machine is turned on, the frame control board 201 detects that the number of game balls is 0 and that the ball removal switch 214 is pressed (turned on) and sets the ball removal state.

[0162] The error control means 298 transmits a signal to the sub-control board 202 indicating that the ball-removal state has been set. The performance control means 300, upon receiving this signal (that the ball-removal state has been set), can perform notification related to the ball-removal state as shown in Figure 14(b). Specifically, it displays the words "Ball-removal state in progress" on the liquid crystal display 32 and outputs a warning sound (mechanical sound) from the speaker 14. In addition to or instead of this warning sound, the voice message "Ball-removal state in progress" may be output. In this embodiment, the ball-removal state is released upon execution of an electric power cut, and the performance control means 300 continues to provide notification related to the ball-removal state until the electric power cut is executed.

[0163] (Priority of Hochi) In this embodiment, the execution of clearing the number of game balls and setting the ball removal state are treated the same as (equivalent to) the occurrence of an error. Comparing the ball removal state (setting the ball removal state), the excessive number of circulating balls error, the insufficient number of circulating balls error, and the clearing of the number of game balls, as shown in Figure 15, the notification priority for the ball removal state is the highest, followed by the notification priority for the excessive number of circulating balls error, then the notification priority for the insufficient number of circulating balls error, and finally the notification priority for clearing the number of game balls. In this embodiment, if multiple errors occur simultaneously, the error with the higher notification priority is given priority for notification.

[0164] Notifications regarding the ball removal state (priority level 2) will continue until the power is cut off. The notification regarding the excessive number of circulating balls error (priority 24) will continue until the error is cleared (until the conditions for clearing it are met). The notification regarding the insufficient number of circulating balls error (priority 25) will continue until the error is resolved (until the conditions for resolution are met). The notification regarding the reset of the game ball count (priority 26) will continue until the error is resolved (until the resolution conditions are met).

[0165] Comparing the volume (noise level) of notifications for ball removal, excessive ball count errors, insufficient ball count errors, and ball count reset, the volume for notifications of excessive ball count errors and insufficient ball count errors is the loudest (loud warning sound). Since excessive ball count errors and insufficient ball count errors can occur when players are cheating, the volume is set relatively high to ensure that staff at the amusement facility can easily notice them. On the other hand, the volume for notifications during ball removal is the lowest (cautionary sound). The volume for notifications during ball removal is set relatively low because it is sufficient for workers to be aware that ball removal is in progress. Furthermore, the volume for notifications for ball count reset (weak warning sound) is louder than the volume for notifications during ball removal, but lower than the volume for notifications of excessive ball count errors and insufficient ball count errors.

[0166] (Maintenance work) As previously mentioned, gaming machines contain circulating balls, but the ball removal state is set when all circulating balls in the gaming machine are removed. The ball removal state is mainly set when performing maintenance work in a gaming hall. For example, the worker adjusts the pins, sets a predetermined number of gaming balls and performs a test launch of the gaming balls (launches the gaming balls), and after the work is completed (after inspection), sets the number of gaming balls to 0, switches to the ball removal state, removes the gaming balls, and then re-seals the predetermined number of gaming balls (45 balls). Although it is possible to remove gaming balls even in states other than the ball removal state, if the power is not ON (no power is supplied), it is not possible to launch the gaming balls and therefore some gaming balls cannot be removed (as described later). In this embodiment, in order to remove all circulating balls without causing other errors, it is necessary to switch to the ball removal state.

[0167] Incidentally, if the power is cut off when the number of game balls is 0 (when the power is OFF with the number of game balls at 0), the game machine can be switched to the ball-removal state by pressing the ball-removal switch 214 while turning on the power. On the other hand, if the power is cut off when the number of game balls is a value other than 0 (when the power is OFF while a value other than 0 is held as the number of game balls), the game machine cannot be switched to the ball-removal state even if the power is turned on while pressing the ball-removal switch 214. For this reason, an operator who wants to switch to the ball-removal state must either press the counting button 212 to set the number of game balls to 0 while the power is ON, or execute a game ball count clear to set the number of game balls to 0. It can be said that if the number of game balls is not "0", the transition to the ball-removal state will not be effective. Note that if the number of game balls is set to 0 by pressing the counting button 212, an operation to return the card is required in the dedicated unit 400, and if this operation is forgotten, the player may use that card to play the game. Therefore, when the operator wants to set the number of game balls to 0, they execute a game ball count clear.

[0168] Next, using the flowchart shown in Figure 16, we will explain the case where, first, an operation to clear the number of game balls is performed, and then an operation to transition to the ball removal state is performed (a two-step process). At the start of the flowchart shown in Figure 16, it is assumed that the adjustment of the pins and other components and the test play of the game balls have been completed, and a value other than 0 has been set as the number of game balls. In order to clear the number of game balls, the operator first turns off the power to the gaming machine.

[0169] (Step S1) The system detects when the power is OFF. After the gaming machine's power is turned OFF, the operator turns the gaming machine's power ON while pressing the gaming ball count reset switch 213 in order to reset the number of gaming balls.

[0170] (Step S2) Detects when the power is turned ON.

[0171] (Step S3) The frame control board 201 determines whether the game ball count clear switch 213 is pressed or not. The frame control board 201 determines that the game ball count clear switch 213 is pressed (step S3: YES) and proceeds to step S4. If the frame control board 201 determines that the game ball count clear switch 213 is not pressed (step S3: NO), it does not perform the game ball count clear (terminates).

[0172] (Step S4) The frame control board 201 performs a game ball count clear, setting the game ball counter value to 0 (reducing the number of game balls to 0). The number of game balls that was set during the test play (maintenance) is cleared in this step.

[0173] (Step S5) The performance control means 300 executes a notification regarding the clearing of the game ball count (Figure 14(a)). When this notification is executed, the operator can understand that the game ball count has been cleared. Next, the operator turns off the power to the game machine in order to transition to the ball removal state.

[0174] Furthermore, even if the game machine is turned ON while the game ball count counter is at 0, the game ball count reset will be performed (step S4), and notification related to the game ball count reset will be performed (step S5).

[0175] (Step S6) The system detects when the power is OFF. After the gaming machine's power is turned OFF, the operator presses the ball removal switch 214 while turning the gaming machine's power ON in order to switch it to the ball removal state.

[0176] In this embodiment, when the game ball count is cleared based on the detection of the game ball count clear switch 213 being pressed, timing begins. After a predetermined time (30 seconds) has elapsed since the start of timing, the condition for releasing the game ball count clear is met (if notification is being performed, the notification related to the game ball count clear ends). If the power cut-off related to step S6 occurs before the predetermined time (30 seconds) has elapsed since the start of timing, timing will start again from the beginning (0) when the power is turned on again (provided that the game machine is connected to the dedicated unit 400). If no higher priority error is detected between the power being turned on and the predetermined time (30 seconds) has elapsed, the notification related to the game ball count clear may be performed. In other words, if the power is cut off before a predetermined time (30 seconds) has elapsed since the game ball count reset was performed, information indicating that the game ball count reset was in progress will be retained. When this information is detected the next time the power is turned on, the game ball count reset will be set and the timer will start again from 0. Based on the fact that a predetermined time (30 seconds) has elapsed since the start of the timer, the conditions for canceling the game ball count reset will be met. On the other hand, if the power cut-off related to step S6 occurs after a predetermined time (30 seconds) has elapsed since the game ball count reset was performed (from the start of timing), the information indicating that the game ball count reset was in progress will not be retained. Therefore, this information will not be detected when the power is turned on again, and the game ball count reset will not be set again (no notification related to the game ball count reset will be performed).

[0177] (Step S7) Detects when the power is turned ON.

[0178] (Step S8) The frame control board 201 determines whether the ball removal switch 214 is pressed or not. The frame control board 201 determines that the ball removal switch 214 is pressed (step S8: YES) and proceeds to step S9. If the frame control board 201 determines that the ball removal switch 214 is not pressed (step S8: NO), it does not proceed to the ball removal state (terminates).

[0179] (Step S9) The frame control board 201 determines whether the number of game balls (value of the game ball counter) is 0 or not. Since the game ball count has been cleared (step S4), the frame control board 201 determines that the number of game balls is 0 (step S9: YES) and proceeds to step S10. If the frame control board 201 determines that the number of game balls is not 0 (step S9: NO), it does not proceed to the ball removal state (it terminates).

[0180] (Step S10) The frame control board 201 determines that the conditions for transitioning to the ball-removal state have been met and transitions to the ball-removal state (sets the ball-removal state).

[0181] (Step S11) The performance control means 300 executes a notification regarding the ball removal state (Figure 14(b)). Upon execution of this notification, the operator can understand that the ball removal state has been set and can execute the ball removal process. When the ball removal is complete (all circulating balls have been removed), the operator turns off the power to the gaming machine in order to end the ball removal state. As shown in Figure 15, the condition for releasing the ball removal state (while in the ball removal state) is the execution of an electrical cutoff. Note that in order to remove some of the game balls (for example, the game balls held by the launching means 821 and the rectifier 820 (see Figure 13)), it is necessary to rotate the handle while the power is ON (to launch the game balls). However, after removing some of the game balls, it is also acceptable to turn the power OFF first and then remove the remaining game balls while the power is OFF. In the ball removal state, winning entries into the starter opening etc. are invalid, so even if a game ball is launched and enters the starter opening, the special symbol variation will not start.

[0182] In step S11, notification related to the ball removal state is performed. At this time, errors that may occur in conjunction with the ball removal state include an insufficient number of circulating balls error (due to ball removal) and a reset of the number of game balls. However, as shown in Figure 15, even if an insufficient number of circulating balls error or a reset of the number of game balls is detected, notification of the ball removal state has a higher priority, so in step S11, notification of the ball removal state is given. The notification sound is relatively quiet during the ball removal state, and it can be said that the quieter the notification sound, the higher the output priority.

[0183] (Step S12, Step S13) The frame control board 201 determines whether or not a power cut (turning off the power) has occurred (step S12). If the frame control board 201 determines that a power cut has occurred (step S12: YES), it executes a process related to the power cut (power cut process) (step S13). Based on the power cut, the ball removal state ends. On the other hand, if the frame control board 201 determines that a power cut has not occurred (step S12: NO), it returns to step S11.

[0184] After the power cut in step S13, the operator seals in the specified number of game balls. The game balls used during maintenance are removed by the ball removal process described above, and after the power cut, the game balls to be used for gameplay (new game balls) are set. After sealing is complete, the operator turns on the power to the game machine to make it ready for gameplay.

[0185] (Step S14) Detects when the power is turned ON.

[0186] (Step S15, Step S16) The error control means 298 determines whether the conditions for an excessive number of circulating balls error or an insufficient number of circulating balls error are met (step S15). If the error control means 298 determines that the conditions for an excessive number of circulating balls error or an insufficient number of circulating balls error are met (step S15: YES), it causes the performance control means 300 to issue a notification related to the detected error (step S16). On the other hand, if the error control means 298 determines that neither the conditions for an excessive number of circulating balls error nor the conditions for an insufficient number of circulating balls error are met (step S15: NO), it does not issue a notification for either error (terminates). Furthermore, in step S15, it may be determined whether or not information indicating that the game ball count reset is in progress is held, and if it is determined that such information is held, notification related to the game ball count reset may be executed in step S16.

[0187] If transitioning to the ball-removal state requires two steps—clearing the ball count and setting the ball-removal state (a two-step process)—the burden on the worker increases. In other words, the efficiency of maintenance work decreases. For example, if multiple gaming machines (e.g., 20) are set up on a designated island in a gaming arcade, and the two-step process must be performed on each machine individually, the burden on the worker becomes significant (the time required for the work increases).

[0188] In this embodiment, even when the power is cut off while the number of game balls is a value other than 0 (when the power is OFF while a value other than 0 is held as the number of game balls), the game machine can be switched to the ball-removal state (successfully switched) by pressing both the game ball count clear switch 213 and the ball-removal switch 214 simultaneously while turning on the power of the game machine. In other words, the transition to the ball-removal state can be performed in one step instead of two. The transition to the ball-removal state based on the simultaneous pressing of the game ball count clear switch 213 and the ball-removal switch 214 is referred to as a forced transition.

[0189] By enabling forced transitions, workers no longer need to perform two steps (two processes), and can complete the task in one step, thus improving the efficiency of maintenance work.

[0190] Next, we will explain the case when a forced transition (simultaneous button press) is performed using the flowchart shown in Figure 17. At the start of the flowchart shown in Figure 17, it is assumed that the adjustment of the pins and other components and the test play of the game balls have been completed, and a value other than 0 has been set as the number of game balls. In order to perform a forced transition, the operator first turns off the power to the game machine.

[0191] (Step S101) The system detects when the power is OFF. After the gaming machine's power is turned OFF, the operator turns the power ON of the gaming machine while simultaneously pressing the game ball count clear switch 213 and the ball removal switch 214 in order to perform a forced transition.

[0192] (Step S102) Detects when the power is turned ON.

[0193] (Step S103) The frame control board 201 determines whether the game ball count clear switch 213 is pressed and whether the ball removal switch 214 is pressed. In other words, it determines whether the game ball count clear switch 213 and the ball removal switch 214 are pressed simultaneously. The frame control board 201 determines that the game ball count clear switch 213 is pressed and the ball removal switch 214 is pressed (step S103: YES), and proceeds to step S104. If the frame control board 201 determines that neither the game ball count clear switch 213 nor the ball removal switch 214 is pressed (not pressed simultaneously) (step S103: NO), it does not perform a forced transition (terminates).

[0194] (Step S104) The frame control board 201 performs a game ball count reset, setting the game ball counter value to 0 (first process), and transitions to the ball removal state (second process). After the frame control board 201 performs a game ball count reset and sets the game ball counter value to 0, it sets the ball removal state.

[0195] (Step S105) The performance control means 300 executes notification related to the ball removal state (Figure 14(b)). In the ball removal state to which the game transitions, notification related to the ball removal state is executed preferentially, and notification related to the clearing of the number of game balls is not executed. In other words, although both clearing the number of game balls and transitioning to the ball removal state are executed in step S104, only one of them (transition to the ball removal state) is notified in step S105.

[0196] In addition to the error of clearing the number of game balls, another error that may occur in step S105 while the balls are being removed is an error of insufficient circulating balls (due to ball removal). Since the notification priority for the ball removal state is set higher than that for clearing the number of game balls or insufficient circulating balls, the ball removal state is notified in step S105.

[0197] When a notification regarding the ball removal state is issued, the operator can understand that the ball removal state has been set and can execute (start) the ball removal process. Once the ball removal is complete (all circulating balls have been removed), the operator turns off the power to the gaming machine to end the ball removal state. As shown in Figure 15, the condition for ending the ball removal state is to cut off the power.

[0198] (Steps S106, S107) The frame control board 201 determines whether or not a power cut (turning off the power) has occurred (step S106). If the frame control board 201 determines that a power cut has occurred (step S106: YES), it executes a process related to the power cut (power cut process) (step S107). Based on the power cut, the ball removal state ends. If the frame control board 201 determines that a power cut has not occurred (step S106: NO), it returns to step S105. As a result, notification related to the ball removal state continues until a power cut is performed.

[0199] After the power cut in step S107, the operator inserts the specified number of game balls. The game balls used during maintenance are removed by the ball removal process described above, and after the power cut, the game balls to be used for gameplay (new game balls) are set. After the insertion is complete, the operator turns on the power to the game machine to make it ready for gameplay.

[0200] (Step S108) Detects when the power is turned ON.

[0201] Furthermore, if the power cut-off related to step S107 occurs before a predetermined time (30 seconds) has elapsed since the game ball count clear switch 213 was pressed (simultaneously pressed with the ball removal switch 214) (after the game ball count clear was executed), information indicating that the game ball count clear was in progress will be retained. On the other hand, if the power cut-off related to step S107 occurs after a predetermined time (30 seconds) has elapsed since the game ball count clear switch 213 was pressed (simultaneously pressed with the ball removal switch 214) (after the game ball count clear was executed), information indicating that the game ball count clear was in progress will not be retained.

[0202] (Step S109) The error control means 298 determines whether or not information indicating that the game ball count reset is in progress is being held (step S109). If the error control means 298 determines that such information is held (step S109: YES), it proceeds to the process in step S110. On the other hand, if the error control means 298 determines that such information is not held (step S109: NO), it proceeds to the process in step S116.

[0203] (Step S110) The error control means 298 sets the game ball count to clear and starts timing.

[0204] (Steps S111, S112, S113) The performance control means 300 determines whether an error with a higher priority than clearing the game ball count has occurred (step S111). Errors with a higher priority than clearing the game ball count that can be detected in step S111 include an excess number of circulating balls error and an insufficient number of circulating balls error. If the performance control means 300 determines that an error with a higher priority than clearing the game ball count has occurred (step S111: YES), it notifies the error (step S112). If multiple errors occur, it notifies the one with the highest priority. On the other hand, if the performance control means 300 determines that no error with a higher priority than clearing the game ball count has occurred (step S111: NO), it notifies the game ball count has been cleared (step S113).

[0205] (Steps S114, S115) The error control means 298 determines whether a predetermined time (30 seconds) has elapsed since the start of timing (step S114). If the error control means 298 determines that a predetermined time (30 seconds) has elapsed since the start of timing (step S114: YES), it cancels the game ball count reset (step S115). If the game ball count reset had been announced, the announcement of the game ball count reset ends based on this cancellation. On the other hand, if the error control means 298 determines that a predetermined time (30 seconds) has not elapsed since the start of timing (step S114: NO), it returns to step S111.

[0206] (Steps S116, S117) The error control means 298 determines whether the conditions for an excessive number of circulating balls error or an insufficient number of circulating balls error are met (step S116). If the error control means 298 determines that the conditions for an excessive number of circulating balls error or an insufficient number of circulating balls error are met (step S116: YES), it causes the performance control means 300 to issue a notification related to the detected error (step S117). On the other hand, if the error control means 298 determines that neither the conditions for an excessive number of circulating balls error nor the conditions for an insufficient number of circulating balls error are met (step S116: NO), it does not issue a notification for either error (terminates).

[0207] During the ball loading process, if a player loads more game balls than the specified number, an over-count error may be detected in step S111 (step S116). Conversely, if fewer game balls than the specified number are loaded, an under-count error may be detected in step S111 (step S116). As shown in Figure 15, the under-count and over-count errors have a higher notification priority than the game ball count reset error.

[0208] If information indicating that the game ball count reset is in progress is held in step S109 (step S109: YES), and after power-on the system does not proceed to step S112 but proceeds to step S113 and the game ball count reset is announced, the operator can understand that there are no errors of insufficient or excessive circulating balls, which have a higher notification priority than the game ball count reset. In other words, through the announcement related to the game ball count reset, the player can confirm that there is no excess or deficiency of game balls (circulating balls) after the ball insertion operation (that the specified number of balls has been set correctly).

[0209] In step S104, both the process of clearing the number of game balls and the process of transitioning to the ball removal state are executed, but in step S105, only the notification related to one of the processes (the notification with higher priority) is executed. In other words, the notification related to the lower priority of clearing the number of game balls is avoided. Therefore, in the ball removal state, notifications related to both processes are executed, which can prevent the operator from feeling annoyed (discomforted). Also, as mentioned above, the volume of the notifications in the ball removal state is set lower than the volume of the notification for clearing the number of game balls. Therefore, in the ball removal state, the notification with the lower volume is executed. This further reduces the operator from feeling annoyed.

[0210] Although not shown in the diagram, if the power is turned ON in step S108 while the game ball count clear switch 213 and the ball removal switch 214 are pressed simultaneously, the process in step S104 will be executed again. In other words, even if the value of the game ball counter is 0, the game ball count clear is executed, the value of the game ball counter is set to 0, and the ball removal state is set.

[0211] The gaming machine of this embodiment is A gaming machine capable of circulating game balls internally, A control means (frame control board 201) that can set the ball removal state for removing the enclosed game balls, The bulb removal switch (bulb removal switch 214) is operated when setting the aforementioned bulb removal state, A game value counter whose value is updated based on the assignment of game value, The game value count clear switch (game ball count clear switch 213) is operated when the value of the aforementioned game value count counter is set to 0, It includes a performance control means (performance control means 300) for controlling the execution of the notification, When the value of the game value counter is 0 and the power is OFF, and the power is turned ON while the ball removal switch is pressed, the ball removal state is set. If the value of the game value counter is not 0 and the power is OFF, and the power is turned ON while the game value clear switch is pressed, the value of the game value counter becomes 0. If the value of the game value counter is a value other than 0 and the power is OFF, and the power is turned ON while the ball removal switch is pressed, the ball removal state will not be set. If the value of the game value counter is a value other than 0 and the power is OFF, and the power is turned ON while both the ball removal switch and the game value clear switch are pressed, the ball removal state is set.

[0212] If the value of the game value counter is 0, the ball removal state can be set by pressing the ball removal switch while turning on the power. However, if the value of the game value counter is anything other than 0, the ball removal state cannot be set by pressing the ball removal switch while turning on the power. If the value of the game value counter is anything other than 0, the ball removal state can be set by pressing the game value clear switch while turning on the power to set the game value counter to 0, then turning off the power, and then pressing the ball removal switch while turning on the power. However, this requires two steps, making it inefficient (and burdensome for the operator). In this embodiment, even if the value of the game value counter is not zero, the ball removal state can be set by turning on the power while pressing both the ball removal switch and the game value clear switch. In other words, the ball removal state can be set in a single step. This improves work efficiency and reduces the burden on the operator.

[0213] Furthermore, the gaming machine of this embodiment is If the value of the game value counter is a value other than 0 and the power is OFF, and the power is turned ON while both the ball removal switch and the game value clear switch are pressed, then a first process to set the value of the game value counter to 0 and a second process to set the ball removal state are executed, and the ball removal state is set. In the ball removal state, notification based on the execution of the second process is performed, but notification based on the execution of the first process is not performed.

[0214] In this ball-removal state, only notifications based on the execution of the second process are executed. Therefore, compared to the case where both notifications based on the execution of the first process and notifications based on the execution of the second process are executed in this ball-removal state, it is possible to suppress the operator from feeling annoyed (discomforted).

[0215] Furthermore, the gaming machine of this embodiment is The volume of the notification based on the execution of the second process is set to be lower than the volume of the notification based on the execution of the first process.

[0216] In the state where the ball is removed, the notification with the lower volume (notification based on the execution of the second process) is executed, thus suppressing the operator from feeling that it is noisy (experiencing discomfort).

[0217] Furthermore, the gaming machine of this embodiment is If a power outage occurs after a predetermined time has elapsed since the execution of the first process, the notification based on the execution of the first process will not be executed when the power is turned on again.

[0218] If the power is cut off after a predetermined time has elapsed since the first process was executed, the notification based on the execution of the first process will not be executed when the power is turned on again. Therefore, the notification will not be executed when the power is restored, thus preventing startling the worker.

[0219] Furthermore, the gaming machine of this embodiment is If the power is cut off before a predetermined time has elapsed since the execution of the first process, a notification based on the execution of the first process may be executed when the power is turned on again. The notification based on the execution of the first process described above has a lower notification priority than the notification of an excessive number of circulating balls error and the notification of an insufficient number of circulating balls error.

[0220] If the power is cut off before a predetermined time has elapsed since the first process was executed, a notification based on the execution of the first process may be issued when the power is turned on again. If this notification is issued when the power is restored, the operator can understand that no errors with a higher priority than this notification, such as an excessive number of circulating balls error or an insufficient number of circulating balls error, have occurred.

[0221] (Second Embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of this embodiment has the same configuration as the gaming machine of the first embodiment. Therefore, the description of the configuration which is the same as that of the first embodiment will be omitted or simplified.

[0222] The frame control board 201 has a MY counter in its frame control memory RAM. The frame control board 201 controls the stored value of the MY counter. After power is turned on, the frame control board 201 updates the stored value of the MY counter based on the maximum difference in the number of balls in the game value (MY: the increase in game value from the point when the game value was lowest after power is turned on). The stored value of the MY counter is updated based on the value related to the acquisition of game value (prize balls) and the value related to the use of game value. The stored value of the MY counter is reset to "0" upon the occurrence of a power outage (or recovery from a power outage).

[0223] The main control board 200 manages whether or not to activate the complete function based on the stored value of the MY counter. The main control board 200 can activate the complete function when the stored value of the MY counter reaches a specific value of "95000" or more (when the specific value is reached). When the main control board 200 decides to activate the complete function, it transitions the gaming machine to a state where the game cannot proceed (game restriction state, game stop state) and transmits a command indicating the activation of the complete function to the sub-control board 202. Based on the receipt of this command, the performance control means 300 can execute a performance that notifies that the complete function is active. The main control board 200 cancels the activation of the complete function based on the execution of a RAM clear (power-off recovery accompanied by RAM clear) as a recovery operation (cancellation operation).

[0224] The gaming machine of this embodiment can transition to the ball-removal state during normal gameplay (during business hours) without turning off the power to the gaming machine. The case in which the gaming machine transitions to the ball-removal state while the power to the gaming machine is ON will be explained using the flowchart shown in Figure 18.

[0225] (Step S201) The frame control board 201 determines whether the ball release switch 214 has been pressed (long-pressed) for a predetermined time (for example, 5 seconds). If the frame control board 201 determines that the ball release switch 214 has been pressed for a predetermined time (step S201: YES), it proceeds to step S202. On the other hand, if the frame control board 201 does not determine that the ball release switch 214 has been pressed for a predetermined time (step S201: NO), it terminates.

[0226] Here, the period from when the power is turned ON until a predetermined time (for example, 60 seconds) has elapsed is defined as the initial period. The initial period can be said to be the period immediately after the power is turned ON. Furthermore, the period during which the gaming machine's power is ON, excluding the initial period (the period other than immediately after the power is turned ON), is defined as the specific period (during normal gameplay).

[0227] (Step S202) The frame control board 201 determines whether or not it is within a specific period. If the frame control board 201 determines that it is within a specific period (step S202: YES), it proceeds to the process in step S203. On the other hand, if the frame control board 201 determines that it is not within a specific period (step S202: NO), it terminates.

[0228] (Step S203) The frame control board 201 sets the ball removal state (the state in which balls are removed during gameplay) (transitions to the ball removal state). In this embodiment, it is possible to transition to the ball removal state without setting the number of game balls (number of balls held) to 0 (even if the number of game balls is a value other than 0).

[0229] (Step S204) The performance control means 300 executes a notification regarding the ball removal state (Figure 14(b)). When the notification regarding the ball removal state is executed, the operator can understand that the ball removal state has been set and execute (start) the ball removal process. When the ball removal is complete (all circulating balls have been removed), the operator turns off the power to the gaming machine in order to end the ball removal state. The condition for releasing the ball removal state (while in the ball removal state) is the execution of an electrical cutoff. During gameplay, a jam may occur where game balls get stuck on the game board 6 (the game surface) (the game balls get stuck between the game board and the glass), resulting in a "grape" condition that prevents normal gameplay. If the inner frame 7 (glass door) is opened in this state, game balls may spill out towards the player (towards the front) (falling onto the floor of the arcade, etc.). Even if the game balls are picked up and collected, it is difficult to accurately determine whether all of them have been recovered. Therefore, if many game balls have spilled out, it is more efficient to remove all the game balls at once (ball removal) and then replace them with a specified number (45 balls) rather than collecting the spilled balls and then refilling them. This method shortens the work time and ensures an accurate count of game balls in the machine. By enabling the transition to the ball removal state without turning off the power of the game machine during gameplay, work efficiency is improved, and the number of game balls can be easily managed.

[0230] (Steps S205, S206) The frame control board 201 determines whether or not a power cut (power off) has been performed (step S205). If the frame control board 201 determines that a power cut has been performed (step S205: YES), it performs a power cut-related process (power cut-off process) (step S206). Based on the power cut, the ball removal state ends. On the other hand, if the frame control board 201 determines that a power cut has not been performed (step S205: NO), it returns to step S204.

[0231] After the power cut in step S206, the operator seals in the specified number of game balls. The game balls that were in use are removed in the ball removal process described above, and after the power cut, new game balls to be used in the game are set. After the sealing is complete, the operator turns on the power to the game machine to make it ready for gameplay.

[0232] (Step S207) Detects when the power is turned ON.

[0233] In this embodiment, even after the power interruption in step S206 and the power recovery in step S207, the value of the game ball counter (ball management data) is not reset.

[0234] Furthermore, in this embodiment, the value of the MY counter (ball difference management data) is not reset even after the power outage in step S206 and the power recovery in step S207. The value of the MY counter is reset based on the power outage, but if the power outage occurs while in the ball removal state that was entered during normal gameplay, the value of the MY counter is not reset. If the value of the MY counter is reset based on the power outage when transitioning to the ball removal state during normal gameplay, there is a risk that the payout performance of the game machine may become excessive when the power is restored and gameplay resumes and continues. In this embodiment, since the value of the MY counter is not reset when the power outage occurs while in the ball removal state that was entered during normal gameplay, such a problem can be prevented.

[0235] Furthermore, even if a game ball is launched while the balls are removed (during gameplay), the number of game balls (number of balls held) will not decrease as a result. In other words, if a game ball is launched while the balls are removed (during gameplay), the value of the game ball counter (number of balls held) will not decrease as a result. Therefore, the number of game balls (number of balls held) for the player will not decrease as a result of the ball removal operation being performed. Also, if a game ball is launched while the balls are removed (during gameplay), the value of the MY counter will not change as a result.

[0236] (Steps S208, S209) The error control means 298 determines whether the conditions for an excessive number of circulating balls error or an insufficient number of circulating balls error are met (step S208). If the error control means 298 determines that the conditions for an excessive number of circulating balls error or an insufficient number of circulating balls error are met (step S208: YES), it causes the performance control means 300 to issue a notification related to the detected error (step S209). On the other hand, if the error control means 298 determines that neither the conditions for an excessive number of circulating balls error nor the conditions for an insufficient number of circulating balls error are met (step S208: NO), it does not issue a notification for either error (terminates).

[0237] The present invention is not limited to the embodiments described above, and can be implemented in various modified forms without departing from its essence. Furthermore, within the scope of the invention, the present invention allows for free combination of each embodiment, modification of any component of each embodiment, or omission of any component in each embodiment. [Explanation of Symbols]

[0238] 201 Frame control board (control means) 213 Game Ball Count Clear Switch (Game Value Clear Switch) 214 Bulb removal switch 300 Performance control means

Claims

1. A gaming machine capable of circulating game balls internally, A control means that can set the ball removal state for removing the enclosed game balls, A ball removal switch that is operated when setting the aforementioned ball removal state, A game value counter whose value is updated based on the assignment of game value, A game value count clear switch is operated when the value of the aforementioned game value count counter is set to 0, It comprises a performance control means for controlling the execution of the notification, If the value of the game value counter is 0 and the power is OFF, and the power is turned ON while the ball removal switch is pressed, the ball removal state is set. If the value of the game value counter is a value other than 0, and the power is OFF, and the power is turned ON while the game value clear switch is pressed, the value of the game value counter becomes 0. If the value of the game value counter is a value other than 0, and the power is OFF, and the power is turned ON while the ball removal switch is pressed, the ball removal state is not set. If the value of the game value counter is a value other than 0 and the power is OFF, and the power is turned ON while both the ball removal switch and the game value clear switch are pressed, the ball removal state is set. A gaming machine in which, when the value of the game value counter is a value other than 0 and the power is OFF, a specific operation is performed in which the power is turned ON while pressing both the ball removal switch and the game value clear switch, a first process of setting the value of the game value counter to 0 and a second process of setting the ball removal state are executed, thereby setting the ball removal state, and in the ball removal state, a notification based on the execution of the second process related to the specific operation is executed, but a notification based on the execution of the first process related to the specific operation is not executed, and if the power is cut off after a predetermined time has elapsed since the execution of the first process related to the specific operation was performed, when the power is turned ON again, the notification based on the execution of the first process related to the specific operation before the power was cut off will not be executed.

2. A gaming machine capable of circulating game balls internally, A control means that can set the ball removal state for removing the enclosed game balls, A ball removal switch that is operated when setting the aforementioned ball removal state, A game value counter whose value is updated based on the assignment of game value, A game value count clear switch is operated when the value of the aforementioned game value count counter is set to 0, It comprises a performance control means for controlling the execution of the notification, If the value of the game value counter is 0 and the power is OFF, and the power is turned ON while the ball removal switch is pressed, the ball removal state is set. If the value of the game value counter is a value other than 0, and the power is OFF, and the power is turned ON while the game value clear switch is pressed, the value of the game value counter becomes 0. If the value of the game value counter is a value other than 0, and the power is OFF, and the power is turned ON while the ball removal switch is pressed, the ball removal state is not set. If the value of the game value counter is a value other than 0 and the power is OFF, and the power is turned ON while both the ball removal switch and the game value clear switch are pressed, the ball removal state is set. If the value of the game value counter is not zero and the power is OFF, and a specific operation is performed in which the power is turned ON while pressing both the ball removal switch and the game value clear switch, then a first process of setting the value of the game value counter to zero and a second process of setting the ball removal state are executed, and the ball removal state is set. In this ball removal state, a notification based on the execution of the second process related to the specific operation is executed, but a notification based on the execution of the first process related to the specific operation is not executed. If the power is cut off before a predetermined time has elapsed since the execution of the first process related to the specific operation, then when the power is turned ON again, a notification based on the execution of the first process related to the specific operation before the power was cut off may be executed. A gaming machine in which the notification based on the execution of the first process described above has a lower notification priority than the notification of an excessive number of circulating balls error and the notification of an insufficient number of circulating balls error.