Gaming machine

The gaming machine manages gameplay through a game stop state and display controls to prevent excessive gaming by ensuring gameplay value is tied to player engagement and value, addressing continuous play issues in conventional machines.

JP7875624B2Active Publication Date: 2026-06-18KYORAKU IND CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KYORAKU IND CO LTD
Filing Date
2025-02-04
Publication Date
2026-06-18

AI Technical Summary

Technical Problem

Conventional gaming machines do not effectively prevent excessive gaming, leading to continuous gameplay without considering the player's value.

Method used

The gaming machine incorporates an operation means, control means, and display units to manage gameplay through a game stop state, displaying game stop information and hiding numerical information when power is interrupted, allowing game value acquisition only when specific conditions are met, and resuming display after power restoration.

🎯Benefits of technology

This prevents excessive gaming by ensuring gameplay value is tied to player engagement and value, preventing continuous play without proper gaming value accumulation.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine which can prevent an excessive game.SOLUTION: In a game machine 1, an actuation notice display, an attainment display, and a shooting stop display are displayed. The actuation notice display can be presented at the same time as an error display. The shooting stop display is more preferentially displayed than the error display. When the electric power supply to the game machine 1 is stopped in displaying the shooting stop display and a ball stuck error display, and the electric power supply to the game machine 1 is then restarted with an RWM clear, the ball stuck error display can be restarted, while the shooting stop display is not displayed. When the ball stuck error display is not displayed with the RWM clear, the shooting stop display is continuously displayed. When the electric power supply to the game machine 1 is stopped in displaying the attainment display (or shooting stop display) and the electric power supply to the game machine 1 is then restarted without the RWM clear, displaying the attainment display (or shooting stop display) is restarted.SELECTED DRAWING: Figure 33
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Description

【Technical Field】 【0001】 The present invention relates to a gaming machine that determines whether to execute a special game and executes an effect based on the determination result. 【Background Art】 【0002】 In a conventional gaming machine, when it is determined whether to execute a special game by winning a game ball in a start port, in a special symbol display device, after the special symbol is variably displayed, the special symbol in a mode indicating the determination result is stopped and displayed. In the gaming machine described in Patent Document 1, in a predetermined image display device, a decorative symbol is variably displayed along with the start of the variable display of the special symbol, and along with the stop display of the special symbol, the decorative symbol is stopped and displayed in a mode indicating the determination result. 【Prior Art Documents】 【Patent Documents】 【0003】 【Patent Document 1】 Japanese Patent Application Laid-Open No. 2014-183903 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0004】 By the way, in a conventional gaming machine, the game can be continued without reproduction regardless of the gaming value given to the player. For this reason, there has been room for improvement in the conventional gaming machine in terms of preventing excessive gaming. 【0005】 Therefore, an object of the present invention is to provide a gaming machine capable of preventing excessive gaming. 【Means for Solving the Problems】 【0006】 The present invention has adopted the following configuration to solve the above problems. The gaming machine according to the present invention includes an operation means operable by a player, a control means for controlling the game, and along with a predetermined operation to playWhen power is supplied to the machine, an initialization means for initializing the control means, a performance display unit capable of displaying performances, a normal symbol display means for displaying a variation of normal symbols, a normal symbol hold display means for displaying the number of hold variations of the normal symbols, a variable member control means for varying a variable member based on the display results of the normal symbols, a grant control means for granting game value based on the fulfillment of granting conditions, and a control means that controls the machine to a game stop state where the game function is stopped when a calculated information value calculated using the number of game values ​​used in the game and the number of game values ​​acquired through the game reaches a threshold. The system comprises a game stop state control means and a specific processing means that performs a specific process in response to the operation of the operation means, regardless of whether the game is in a stop state or not, wherein before the game is controlled to be in a stop state, the normal symbols and the number of normal symbols held are displayable, and after the game is controlled to be in a stop state, the normal symbols and the number of normal symbols held are not displayed, while game stop information indicating that the game is in a stop state is displayed on the performance display unit, and the visibility of the game stop information does not change due to the execution control of the specific process in response to the operation of the operation means. If the calculated information value reaches a pre-value before reaching the threshold, the display unit displays numerical information that is quantitatively updated based on the calculated information value. If the power supply to the gaming machine is stopped while the numerical information is being displayed, and the power supply to the gaming machine is resumed without the control means being initialized, the numerical information is hidden. If the calculated information value reaches the threshold during the execution of a special game that is advantageous to the player, it becomes possible to acquire game value exceeding the threshold during the execution of the special game, and the game stops in accordance with the end of the special game. The system is controlled to such an extent that, when the calculated information value reaches the threshold during the execution of the special game, the display unit displays game stop suggestion information, and when the power supply to the game machine is stopped while the game stop suggestion information and the number of reserved regular symbols are being displayed, and the power supply to the game machine is resumed without the control means being initialized, the display of the game stop suggestion information and the number of reserved regular symbols is resumed, the system is controlled to the game stop state in accordance with the end of the special game, and when the calculated information value reaches the threshold during the execution of the special game after the display of the numerical information,During the special game, until the calculated information value reaches the threshold, the numerical information can be updated based on the number of game values ​​obtained through the game, The The predetermined display can be updated based on the number of game values ​​obtained through the game, and after the calculated information value reaches the threshold during the special game, the update of the numerical information based on the number of game values ​​obtained through the game is terminated. The The predetermined display can be updated based on the number of game values ​​obtained through gameplay. [Effects of the Invention] 【0007】 This invention makes it possible to prevent excessive gaming. [Brief explanation of the drawing] 【0008】 [Figure 1] Schematic front view of gaming machine 1 [Figure 2] An explanatory diagram illustrating an example of the 26 effect button. [Figure 3] Enlarged view of display unit 4 in Figure 1 [Figure 4] Block diagram showing an example of the configuration of the control device installed in the gaming machine 1. [Figure 5] An example configuration of main RAM 100c and a block diagram showing the various information stored in main RAM 100c. [Figure 6] An explanatory diagram illustrating an example of the results of special symbol determination. [Figure 7] Diagram illustrating the information displayed on the performance indicator 113. [Figure 8] Diagram illustrating the settings change mode, settings confirmation mode, and RAM clear mode. [Figure 9] This diagram illustrates the outline of the stop-play control in the gaming machine 1 of this embodiment. [Figure 10] An explanatory diagram illustrating the behavior when stop control is performed while the electric tulip 17 is in operation. [Figure 11]Explanatory drawing for explaining the relationship between stop control and the presence or absence of payout operation in response to a game ball winning a predetermined winning port [Figure 12] Explanatory drawing for explaining the calculation and display of the base value when the value of the difference counter reaches 95000 [Figure 13] Explanatory drawing for explaining the operation notice display SY1 [Figure 14] Explanatory drawing for explaining a modified example of the display mode of the operation notice display [Figure 15] Explanatory drawing for explaining the arrival display TH [Figure 16] Explanatory drawing for explaining the stop display [Figure 17] Explanatory drawing for explaining the handling of various holds when stop control is performed during the variable display of special symbols [Figure 18] Explanatory drawing for explaining the handling of various holds when stop control is performed during a big win game [Figure 19] Explanatory drawing for explaining various errors in this embodiment [Figure 20] Explanatory drawing for explaining the case when the operation notice display or the arrival display overlaps with the radio wave error display [Figure 21] Explanatory drawing for explaining the case when the operation notice display or the arrival display overlaps with the illegal winning error A display [Figure 22] Explanatory drawing for explaining the case when the operation notice display, the arrival display, or the stop display overlaps with the illegal winning error C display [Figure 23] Explanatory drawing for explaining the case when the operation notice display or the arrival display overlaps with the magnet error display [Figure 24] Explanatory drawing for explaining the case when the operation notice display, the arrival display, or the stop display overlaps with the payout error A display [Figure 25] Explanatory drawing for explaining the case when the operation notice display, the arrival display, or the stop display overlaps with the ball jam error display [Figure 26]An explanatory diagram illustrating the case where the operation notification, arrival notification, or stop notification overlaps with the abnormal operation error notification of the movable part. [Figure 27] An explanatory diagram for cases where the operation notification, arrival notification, or termination notification overlaps with the connection error notification. [Figure 28] An explanatory diagram for cases where the operation notification, arrival notification, or stop notification overlaps with the door open error notification. [Figure 29] An explanatory diagram for cases where the operation notification, arrival notification, or stop notification overlaps with the lower tray full error notification. [Figure 30] This diagram explains the timing of the display of the operation notification, arrival, and stop indicators, as well as the timing of various errors. [Figure 31] This is an explanatory diagram illustrating what happens when the gaming machine 1 is switched from the power "OFF" state to the power "ON" state while the operation notification display and various error displays are being shown. [Figure 32] This is an explanatory diagram illustrating what happens when the gaming machine 1 is switched from the power "OFF" state to the power "ON" state while the arrival indicator and various error indicators are being displayed. [Figure 33] This is an explanatory diagram illustrating what happens when the gaming machine 1 is switched from the "OFF" state to the "ON" state while the stop-out indicator and various error indicators are displayed. [Figure 34] This diagram explains the timing of the display of the operation notification, arrival, and stop indicators, as well as the timing of the occurrence of two types of errors. [Figure 35] This is an explanatory diagram illustrating what happens when the gaming machine 1 is switched from the power "OFF" state to the power "ON" state while the operation notification display and various error displays are being shown. [Figure 36] This is an explanatory diagram illustrating what happens when the gaming machine 1 is switched from the power "OFF" state to the power "ON" state while the arrival indicator and various error indicators are being displayed. [Figure 37]This is an explanatory diagram illustrating what happens when the gaming machine 1 is switched from the "OFF" state to the "ON" state while the stop-out indicator and various error indicators are displayed. [Figure 38] A flowchart showing an example of the main processing performed on the game control board 100. [Figure 39] A flowchart showing an example of timer interrupt processing performed on the game control board 100. [Figure 40] Detailed flowchart of the switch process in step S2A in Figure 39 [Figure 41] Detailed flowchart of the first start port switch process in step S21 of Figure 40 [Figure 42] Detailed flowchart of the second start port switch process in step S22 of Figure 40 [Figure 43] Detailed flowchart of the gate switch process in step S23 of Figure 40 [Figure 44] Detailed flowchart of special pattern processing in step S3A in Figure 39 [Figure 45] Detailed flowchart of normal pattern processing in step S4A in Figure 39 [Figure 46] Detailed flowchart of the jackpot determination process in step S309, as shown in Figure 44. [Figure 47] Detailed flowchart of the variation pattern determination process in step S310, Figure 44 [Figure 48] Detailed flowchart of the small prize slot opening control process in step S5A of Figure 39 [Figure 49] Detailed flowchart of the grand prize opening control process in step S6A of Figure 39 [Figure 50] A flowchart showing an example of timer interrupt processing performed on the performance control board 130. [Figure 51] Detailed flowchart of the command reception process in step S10, Figure 50 [Figure 52]This is an explanatory diagram illustrating an example of the presentation that occurs when one of the jackpot symbols A to C stops and is displayed as the first win while the operation notification display is active. [Figure 53] This is an explanatory diagram illustrating an example of the sequence of events that follows Figure 52 when the Big Win A is displayed as the first win while the operation notification display is active. [Figure 54] This is an explanatory diagram illustrating an example of the presentation that occurs when, during the display of the operation notification, one of the jackpot symbols A to C stops and is displayed as the first win, and the arrival notification is displayed during the jackpot game. [Figure 55] This diagram illustrates an example of the animation that occurs when a non-time-saving small win is displayed as the 5th consecutive win while the operation notification display is active. [Figure 56] This is an explanatory diagram illustrating a variation of the presentation when a non-time-saving small win is displayed as the 5th consecutive win while the operation notification display is active. [Modes for carrying out the invention] 【0009】 The following describes a gaming machine 1 according to one embodiment of the present invention, with reference to the drawings as appropriate. 【0010】 [Example of a typical configuration of gaming machine 1] First, the general configuration of the gaming machine 1 will be described with reference to Figures 1 to 5. Figure 1 is a schematic front view of the gaming machine 1. As illustrated in Figure 1, the gaming machine 1 comprises a game board 2 equipped with prize-winning (i.e., ball entry) and judgment-related features, and a frame member 3 that supports and fixes the game board 2. The frame member 3 supports a transparent glass plate arranged parallel to the game board 2 at a predetermined distance, and the glass plate and the game board 2 form a game area 10 through which game balls can flow. The gaming machine 1 has an inner frame (not shown) attached to an outer frame (not shown) which is attached to the island structure of the gaming parlor, and the frame member 3 is attached to this inner frame in an openable and closable manner. The frame member 3 is connected to the outer frame at one end in the left-right direction (for example, the left side) via a hinge mechanism (not shown), and is rotatable in a direction that opens the other end in the left-right direction (for example, the right side) from the outer frame, using the hinge mechanism as a pivot point. The frame member 3 can be rotated like a door using a hinge mechanism (not shown) as a pivot point to open the inner portion of the outer frame, including the game board 2. The other end of the frame member 3 is provided with a locking mechanism (not shown) that secures the other end of the frame member 3 to the outer frame. The locking mechanism can be released with a special key. The frame member 3 is equipped with a door open detection sensor 59a that detects whether or not the frame member 3 is open from the outer frame (Figure 4). The game machine 1 determines that the frame member 3 is open from the outer frame when the door open detection sensor 59a is turned ON and outputs a door open error. 【0011】 When a player grips the handle 20 and rotates the lever 21 clockwise, the game balls stored in the upper tray 28 are guided to the launching device 96 and launched into the game area 10 with a force corresponding to the rotation angle of the handle 20. An inner rail and an outer rail opposite the inner rail are arranged at the left end of the game area 10, and a passage for the game balls is formed between the inner rail and the outer rail. The passage guides the game balls launched by the launching device to the top of the game area 10, allowing the game balls to flow down from the top of the game area 10. The game area 10 is equipped with game pins and windmills (not shown), and the launched game balls change their direction of movement by coming into contact with the game pins and windmills as they fall along the game board 2. The launch of the game balls can be temporarily stopped by the player operating the stop button 22. 【0012】 The upper tray 28 stores the game balls and prize balls supplied to the launching device. Below the upper tray 28, a lower tray 29 is provided for storing prize balls. When a player operates the dispensing button 23, which is located close to the lower tray 29, a part of the bottom surface of the lower tray 29 opens, and the game balls accumulated in the lower tray 29 fall to the bottom of the lower tray 29. Near the discharge port from which the game balls are discharged into the lower tray 29, a lower tray full detection sensor 60a is provided, which is capable of detecting the game balls (Figure 4). The lower tray full detection sensor 60a is a sensor that can detect when the lower tray 29 is full of game balls. The game machine 1 determines that the lower tray 29 is full when the lower tray full detection sensor 60a is turned ON and outputs a lower tray full error. 【0013】 When a player performs what is known as "left-handed play," maintaining a small rotation angle on the handle 20, the game ball is launched with relatively weak force. In this case, the game ball flows down the left side of the game area 10, as illustrated by arrow 31. On the other hand, when a player performs what is known as "right-handed play," maintaining a large rotation angle on the handle 20, the game ball is launched with relatively strong force. In this case, the game ball flows down the right side of the game area 10, as illustrated by arrow 32. 【0014】 The path of a game ball shot to the left includes a first start opening 11 and three general prize openings 14, which are mechanisms related to winning and determining the outcome. The path of a game ball shot to the right includes a second start opening 12, a large prize opening 13, a general prize opening 14, a gate 16, an electric tulip 17, and a small prize opening 19, which are mechanisms related to winning and determining the outcome. When a player shoots to the left, the game ball will generally not enter the second start opening 12, and when a player shoots to the right, the game ball will generally not enter the first start opening 11. In the following explanation, the first start opening 11 and the second start opening 12 will be collectively referred to as "start openings". 【0015】 If a game ball enters (wins a prize) one of the first starting opening 11, second starting opening 12, major prize opening 13, general prize opening 14, or minor prize opening 19 while flowing down the game board 2, the player is awarded game value corresponding to the location where the ball entered. In the game machine 1 of this embodiment, the awarding of game value is done by dispensing game balls (hereinafter referred to as "prize balls") into the upper tray 28 or lower tray 29, but the awarding of game value is not limited to dispensing game balls as long as it adds game value that can be used for playing the game. For example, as an awarding of game value, game value may be added to a prepaid card inserted into a card unit (not shown) installed in a one-to-one correspondence with the game machine 1. Game balls that do not enter any of the above prize openings are discharged from the game area 10 via the discharge opening 18. 【0016】 In the game machine 1, when a game ball passes through the first starting opening 11 and enters a prize, or when a game ball passes through the second starting opening 12 and enters a prize, it is determined whether or not to execute a jackpot game (special game) that is advantageous to the player. In a jackpot game, game balls can be easily entered into the large prize opening 13, so the player can obtain a large number of game balls depending on how many game balls enter the large prize opening 13. 【0017】 In the following explanation, the judgment performed when a game ball enters the first starting opening 11 will be called the "first special symbol judgment," and the judgment performed when a game ball enters the second starting opening 12 will be called the "second special symbol judgment." These judgments will also be collectively referred to as the "special symbol judgment." When the first special symbol judgment is performed, the first special symbol will be displayed in the first special symbol display 41 (see Figure 3) in a variable state, and then the first special symbol indicating the judgment result will be displayed in a fixed state. When the second special symbol judgment is performed, the second special symbol will be displayed in the second special symbol display 42 (see Figure 3) in a variable state, and then the second special symbol indicating the judgment result will be displayed in a fixed state. A jackpot game performed when the second special symbol judgment is performed will result in more prize balls being awarded to the player than a jackpot game performed when the first special symbol judgment is performed. Also, the probability of a jackpot game being performed as a result of the second special symbol judgment is higher than that of the first special symbol judgment. This makes it possible to increase the player's desire to get the game ball into the second starting opening 12 more than into the first starting opening 11. 【0018】 The first start opening 11 is a start opening that is always open. The second start opening 12 is a start opening that is only open when the electric tulip 17, which is a normal electric mechanism, is in operation. The electric tulip 17 is positioned close to the second start opening 12 and has a pair of vane members. The electric tulip 17 is configured to change its position between a closed position (see solid line in Figure 1) in which the pair of vane members close the second start opening 12 and an open position (see dashed line in Figure 1) in which the second start opening 12 is open. When the electric tulip 17 is in the open position, it gathers the game balls that have been shot to the right towards the second start opening 12. 【0019】 The second starting opening 12 is normally blocked by an electric tulip 17 in a closed position. When a game ball passes through gate 16, although no prize balls are paid out, a determination is made as to whether or not to open the second starting opening 12. In the following explanation, the determination of whether or not to open the second starting opening 12 will be called the "normal symbol determination". When the normal symbol determination is made, the normal symbols are displayed in the normal symbol display 45 (see Figure 3) in a variable manner, and then the normal symbol indicating the determination result of the normal symbol determination is displayed in a fixed position. The normal symbols indicating the determination result of the normal symbol determination include winning symbols that indicate that the second starting opening 12 will be opened, and losing symbols that indicate that the second starting opening 12 will not be opened. Winning symbols include short-opening symbols and long-opening symbols. Short-opening symbols are symbols in which the total opening time of the electric tulip 17 is short and it is basically not possible to get a game ball into the second starting opening 12 (for example, total opening time of 0.2 seconds). The long-opening pattern is a pattern in which the total opening time of the electric tulip is long, making it easy for the player to get the game ball into the second start opening 12 as long as they are shooting to the right (for example, a total opening time of 5 seconds). When any winning pattern is displayed, the pair of wing members of the electric tulip 17 maintain the open position for a predetermined time and then return to the closed position a predetermined number of times in a manner predetermined according to the type of normal pattern. When a losing pattern is displayed, the electric tulip 17 does not return to the open position but remains in the closed position, so the game ball cannot be entered into the second start opening 12. 【0020】 In the normal symbol judgment, there are two probabilities for determining that the second start opening 12 will open: a time-saving state (e.g., 1 / 1) and a non-time-saving state (e.g., 1 / 65536), which has a lower probability than the time-saving state. The opening time of the second start opening 12 (i.e., the time during which the electric tulip 17 is controlled to the open position) is relatively longer in the time-saving state than in the non-time-saving state. Specifically, in the time-saving state, the long opening symbol is displayed while the short opening symbol is not. Also, in the non-time-saving state, the short opening symbol is displayed while the long opening symbol is not. In the non-time-saving state, the game is basically pre-configured so that it is impossible to enter the second start opening 12, in order to provide a gameplay experience that encourages the player to aim for the first start opening 11 in order to transition to the time-saving state, in which it is easier for the game ball to enter the second start opening 12. However, if the opportunities for game balls to enter the second starting port 12 are fewer when the machine is controlled to a non-time-saving state than when it is controlled to a time-saving state, then game balls may enter the second starting port 12 when the machine is controlled to a non-time-saving state. In other words, the non-time-saving state may include a state in which it is impossible or difficult for game balls to enter the second starting port 12. 【0021】 The reel spin time for regular symbols is relatively longer in non-time-saving mode than in time-saving mode. For example, the reel spin time for regular symbols in time-saving mode is 0.5 seconds, while the reel spin time for regular symbols in non-time-saving mode is 60 seconds. However, the reel spin time for regular symbols can be the same regardless of whether it is in time-saving mode or not (for example, 1 second). 【0022】 [Example of the configuration of the presentation means for gaming machine 1] As illustrated in Figure 1, the gaming machine 1 is equipped with a liquid crystal display device 5, a performance device 7, a speaker 24, a lighting device for the game board 74, performance buttons 26, and a lighting device for the frame 10, which are used to perform various effects. 【0023】 The display screen of the liquid crystal display device 5 (which may also be an EL display device, etc.) (hereinafter referred to as "liquid crystal screen 5") is an image display device that displays various visual effects. The liquid crystal display device 5 is located on the rear side (i.e., the back side) of the game machine 1, relative to the game board 2, and can be viewed through an opening formed in the game board 2. As shown in Figure 1, the liquid crystal screen 5 is positioned in a location that is easily visible to the player. The liquid crystal screen 5 displays decorative symbols 55, small symbols 56, fourth symbols 57 and 59, CG or animated characters, etc. 【0024】 The decorative symbols 55, sub-symbols 56, and fourth symbols 57 and 59 are images that change and are displayed in sync with the changing display of the special symbol. The decorative symbol 55 is a symbol that represents one of the numbers from 1 to 9. As the changing display of the special symbol begins, the three decorative symbols 55 (and the three sub-symbols 56) begin to change and display side by side, and as the stopping display of the special symbol begins, the three decorative symbols 55 (and the three sub-symbols 56) stop and display side by side (this is called "final stop"). The result of the special symbol judgment is announced by the combination of the three numbers. The combination of decorative symbols 55 that stop and display is the same as the combination of sub-symbols 56. 【0025】 The fourth symbols 57 and 59 are represented by color and are displayed in a variable manner in sync with the decorative symbol 55 (and special symbol), and then stopped simultaneously with the decorative symbol 55 (and special symbol). The fourth symbol 57 is synchronized with the first special symbol, and the fourth symbol 59 is synchronized with the second special symbol. The fourth symbols 57 and 59 are displayed in a variable manner by repeatedly displaying the fourth symbols in the colors "red," "blue," "green," "yellow," and "white" in the same position for a certain amount of time (e.g., 0.2 seconds) in that order. Alternatively, the variable display of the fourth symbols 57 and 59 may be achieved by flashing the fourth symbol of a predetermined color (e.g., blue) by switching between displaying and not displaying it at regular intervals (e.g., every 0.2 seconds). 【0026】 The combination of the decorative symbol 55 (and sub-symbol 56) that is displayed when stopped and the color of the fourth symbol 57 that is displayed when stopped is predetermined to be different for each special symbol (see Figure 13). The combination of the decorative symbol 55 (and sub-symbol 56) and the fourth symbol 57 allows the same content as that indicated by the special symbol that is displayed when stopped to be communicated. 【0027】 The fourth symbols 57 and 59 are small images displayed at the edge of the LCD screen 5 and are less conspicuous than the decorative symbols 55 (and the small symbols 56). Therefore, even if the type of special symbol is indicated by the combination of the decorative symbols 55 and the fourth symbols 57 and 59, it is unlikely to be noticed by the player. The fourth symbols 57 and 59 may be implemented using light-emitting elements (e.g., full-color LEDs) located near the right side of the LCD screen 5. These light-emitting elements may be used as the fourth symbols 57 and 59 by lighting them in a predetermined color simultaneously with the stop indication of the decorative symbols 55, thereby unambiguously indicating the result of the special symbol determination. 【0028】 Small symbols 56 and fourth symbols 57 and 59 are always displayed in front of other images in a position that is not hidden by the special effect 7, except during jackpot play, during the playable period. Therefore, small symbols 56 and fourth symbols 57 and 59 are neither hidden nor have reduced visibility when the special symbols are being displayed in a rotating manner. In contrast, decorative symbols 55 are often superimposed behind other images and become invisible, or are hidden by the special effect 7. Furthermore, decorative symbols 55 may be partially or completely hidden regardless of whether the special symbols are being displayed in a rotating manner or not. 【0029】 The performance component 7 is installed between the front of the game board 2 and the glass plate, and is positioned in the upper center of the LCD screen 5. When not in operation, the performance component 7 is positioned in its initial position above the LCD screen 5. When it is time to operate the performance component 7, it moves downward from its initial position towards the center of the LCD screen 5 while rotating due to the driving force of the performance component motor 71, and is positioned in front of the LCD screen 5. The performance component 7 is used for various effects by operating between its initial position and its extended position. The performance component 7 is also equipped with a performance component initial position sensor 7a for detecting when the performance component 7 is in its initial position, and a performance component extended position sensor 7b for detecting when the performance component 7 is in its extended position. The game machine 1 outputs a movable body abnormal operation error when it determines, based on the information from the performance component initial position sensor 7a and the performance component extended position sensor 7b, that the performance component 7 is not in the correct position. 【0030】 The performance component 7 is made of a translucent synthetic resin material. The performance component 7 is used for various effects by emitting light in multiple colors or a single color from multiple built-in light-emitting elements (a type of panel lighting device 74). For example, by simultaneously emitting light in seven colors (specifically, red, orange, yellow, green, light blue, blue, and purple) from each built-in light-emitting element in the performance component 7, the whole thing emits rainbow-colored light. The performance component 7 is visible to the player regardless of its position. Therefore, the decoration applied to the performance component 7 and the light emitted from the performance component 7 can enhance the effect of the performance, whether or not it is in operation. 【0031】 Furthermore, the performance device 7 may be placed, for example, between the game board 2 and the LCD screen 5, and may be difficult for the player to see in its initial position. Also, the performance device 7 may be movable up, down, left, and right, and may also be vibrating. 【0032】 Speaker 24 outputs music, voices, sound effects, etc., to create sound effects, either in sync with or asynchronously with the image display on LCD screen 5. 【0033】 The board lighting device 74 is a collective term for multiple light-emitting elements (e.g., full-color LEDs) provided on the game board 2. The frame lighting device 10 is a collective term for multiple light-emitting elements (e.g., full-color LEDs) provided on the frame member 3. The frame lighting device 10 consists of, for example, a left side lamp provided on the left side of the frame member 3, a right side lamp provided on the right side of the frame member 3, a center lamp provided between the two speakers 24, and a button lamp built into the performance button 26 (see Figure 2) that can be operated by the player. 【0034】 Figure 2 is an explanatory diagram illustrating an example of a performance button 26. The performance button 26 is provided on the frame member 3, and the player can input operation information by operating it (for example, pressing it). In the gaming machine 1, performances may be displayed in response to the operation of the performance button 26. The performance button 26 is configured to allow control of its height between a normal state in which its upper surface is at approximately the same height as the upper surface of the frame member 3, and a protruding state in which its upper surface protrudes upward by a predetermined height (for example, 10 centimeters) relative to the upper surface of the frame member 3. The performance button 26 can be operated regardless of the height it is controlled to between the normal state and the protruding state. 【0035】 Furthermore, the frame member 3 is provided with a performance key 27 for the player to perform selection operations or cursor movement (see Figure 2). The performance key 27 is a so-called directional key, consisting of an up key, a down key, a left key, and a right key. The performance key 27 is used to adjust the light intensity of the liquid crystal screen 5, the panel lighting device 74, and the frame lighting device 10, and is also used to adjust the volume of the speaker 24. 【0036】 Furthermore, the frame member 3 is provided with a ball dispensing button 33 and a return button 34 (Figure 2). The ball dispensing button 33 is a button for exchanging the player's deposit, which has been deposited into a card unit (not shown) installed in a one-to-one correspondence with the gaming machine 1, for gaming balls. By depositing funds into the card unit, the player can receive gaming balls simply by operating the ball dispensing button 33 (i.e., the gaming machine 1 provides the player with gaming value). The return button 34 is a button for returning the prepaid card to the player. The gaming control board 100 (described later) of the gaming machine 1 outputs a return signal that causes the prepaid card to be returned from the card unit based on the player's operation of the return button 34. The prepaid card is a storage medium for storing the player's deposit and the gaming value provided to the player (for example, the number of gaming balls the player possesses). When a prepaid card is inserted into the card slot of the card unit, it becomes possible to borrow game balls equivalent to the game value stored on the prepaid card. In addition, in the game machine 1, instead of exchanging the player's deposit for game balls when the ball dispensing button 33 is operated, the player's deposit may be exchanged for game value when the ball dispensing button 33 is operated, and this game value may be added to the game value stored on the prepaid card. 【0037】 [Example configuration of display unit 4] Figure 3 is an enlarged view of the display unit 4 in Figure 1. The display unit 4 mainly displays information related to special symbol judgment and normal symbol judgment, and as illustrated in Figure 3, it has a first special symbol display unit 41, a second special symbol display unit 42, a first special symbol hold display unit 43, a second special symbol hold display unit 44, a normal symbol display unit 45, a normal symbol hold display unit 46, a game status display unit 47, a round display unit 48, and a right-hand shooting lamp 49 that lights up to encourage the player to shoot to the right. The right-hand shooting lamp 49 remains off in low probability non-time-saving states (i.e., it is in a non-notification mode), and remains lit during jackpot games, during small win games that open the small prize slot 19, and in low probability time-saving states (i.e., it is in a notification mode). Alternatively, instead of (or in addition to) the right-hand shooting lamp 49, an image may be continuously displayed at the edge of the LCD screen 5 such that it is a white circle (i.e., non-notification mode) in the low probability non-time-saving state and the low probability slight time-saving state, and remains a black circle (i.e., notification mode) during jackpot play, during minor jackpot play that opens the minor prize slot 19, and during the low probability time-saving state. Furthermore, instead of (or in addition to) the right-hand shooting lamp 49, a movable mechanism (for example, a movable mechanism resembling a flag) may be provided that is tilted so as to be difficult for the player to see in the low probability non-time-saving state (i.e., non-notification mode), and remains standing so as to be visible to the player during jackpot play, during minor jackpot play that opens the minor prize slot 19, and during the low probability time-saving state (i.e., notification mode). 【0038】 The first special symbol indicator 41, upon determining the first special symbol, displays a special symbol in a variable position and then stops displaying the special symbol indicating the determination result of the first special symbol determination, thereby notifying the determination result of the first special symbol determination. The second special symbol indicator 42, upon determining the second special symbol determination, displays a special symbol in a variable position and then stops displaying the special symbol indicating the determination result of the second special symbol determination, thereby notifying the determination result of the second special symbol determination. 【0039】 The first special symbol hold indicator 43 displays the number of holds for the first special symbol judgment (hereinafter referred to as "Special 1 hold number"). The second special symbol hold indicator 44 displays the number of holds for the second special symbol judgment (hereinafter referred to as "Special 2 hold number"). The LCD screen 5 displays hold icons 51 and hold numbers 52 that inform the player of the same information as displayed by the first special symbol hold indicator 43 and the second special symbol hold indicator 44, making it easy for the player to understand the number of holds. The hold icons 51 are displayed in order of the number of holds (for example, up to 4). 【0040】 Here, blue, green, red, and rainbow colors are used to indicate the likelihood of a big win or a small win (hereinafter referred to as "reliability"). Each color is more likely to be used in the case of a big win and less likely to be used in the case of a loss, in the order described above. The rainbow color is used only when the reliability is 100% and it is a big win, and is not used when it is a loss. In the case of a big win or when it is a loss but the special symbol variation time is relatively long, the hold icon 51 is more likely to be displayed in one of the colors that indicate the reliability. In the following explanation, the white hold icon 51 will be called the normal hold icon 51, and the hold icon 51 of the above colors other than white will be called the special hold icon 51. 【0041】 The reserved number 52 is a number from 0 to 4 that is displayed in the same manner on the left edge of the LCD screen 5, regardless of whether it is a jackpot or not, in synchronization with the number of reserved symbols for the first special symbol judgment and the second special symbol judgment. The reserved number 52 has a first reserved number that indicates the number of reserved symbols from 0 to 4 in synchronization with the display of the first special symbol reserved indicator 43, and a second reserved number that indicates the number of reserved symbols from 0 to 4 in synchronization with the display of the second special symbol reserved indicator 44. For example, if the number of reserved symbols for the first special symbol judgment increases by one, the first reserved number is displayed with a number that is incremented by 1, and if the number of reserved symbols for the second special symbol judgment increases by one, the second reserved number is displayed with a number that is incremented by 1. Here, the reserved icon 51 is hidden, hidden by other images, or not displayed at all, similar to the decorative symbol 55. In contrast, during the playable period, the reserved number 52 is displayed in front of other images, similar to the small symbol 56, so it is not hidden by other images or its visibility is reduced. 【0042】 The regular symbol display 45, when a regular symbol judgment is performed, displays the regular symbol in a variable manner and then stops displaying the regular symbol indicating the judgment result to notify the player of the regular symbol judgment. The regular symbol hold display 46 displays the number of regular symbol judgments that have been held. The game status display 47 displays the game status at the time the game machine 1 is powered on. The round display 48 is basically off and displays the number of rounds of the jackpot game from the start of the jackpot game until the end of the jackpot game. 【0043】 [Configuration of the control device for gaming machine 1, and an overview of the various judgments performed by gaming machine 1] Referring to Figure 4, we will now explain an example of the configuration of the control device provided by the gaming machine 1, and an overview of the various judgments performed by the gaming machine 1. Figure 4 is a block diagram showing an example of the configuration of the control device provided by the gaming machine 1. 【0044】 The power supply board 160 generates the main power supply (operating power supply) necessary for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies this main power supply to the gaming machine 1 (gaming control board 100, payout control board 120, performance control device 130A, and various electronic components). 【0045】 Furthermore, the power supply board 160 is equipped with a power switch that can be operated by a game parlor employee to switch between an ON state, which supplies main power to the game machine 1 (game control board 100, payout control board 120, performance control device 130A, and various electronic components), and an OFF state, which stops the supply. When the power switch is turned ON, the supply of main power begins and the game machine 1 starts operating. In the event of a power outage, backup power is supplied to the game control board 100. As a result, the contents of the main RAM 100c are retained even in the event of a power outage, and the game control state can be restored to the state before the power outage after power is restored. 【0046】 On the underside of the game board 2, in addition to a ball tank for storing game balls that are sent to the upper tray 28 or lower tray 29, a control device for controlling the operation of the game machine 1 is provided. As illustrated in Figure 4, the control device of the game machine 1 consists of a game control board 100 that controls the progress of the game, such as various judgments and command transmissions; an effect control board 130 that comprehensively controls the effects based on commands received from the game control board 100; an image and sound control board 140 that controls the effects using images and sounds; and a lamp control board 150 that controls the effects using various lamps and effect mechanisms 7. Note that the configuration of the control device is not limited to this, and for example, the effect control board 130, the image and sound control board 140, and the lamp control board 150 may be made up of a single board. 【0047】 Furthermore, communication between the game control board 100 and the payout control board 120 is configured to allow bidirectional transmission and reception of commands, while communication between the game control board 100 and the performance control device 130A (performance control board 130) is configured to allow unidirectional transmission of commands from the game control board 100 to the performance control device 130A (performance control board 130). 【0048】 The game control board 100 includes a main CPU 100a for performing calculations, a main ROM 100b for storing game control programs and the like, a main RAM 100c which serves as a work area during calculations, and input / output ports. 【0049】 The input / output ports of the game control board 100 are connected to a general prize entry detection switch 43a, a gate detection switch 44a, a first start entry detection switch 45a, a second start entry detection switch 47a, a second start entry opening / closing solenoid 48b, a large prize entry detection switch 50a, a large prize entry opening / closing solenoid 51b, a small prize entry detection switch 50c, a small prize entry opening / closing solenoid 51c, a specific area detection switch 52a, a magnetic detection sensor 57a for detecting magnetic anomalies, a radio wave detection sensor 58a for detecting electromagnetic waves, a door open detection sensor 59a, an out ball detection switch 39a, a display unit 4, a performance display unit 113, an RWM clear button 111a, and a setting key switch 112a. The specific area detection switch 52a inputs a signal when a game ball passes through a specific area inside the small prize entry 19 (hereinafter referred to as "V entry"). The RWM clear button 111a inputs a signal to initialize the game control state other than the setting value stored in the main RAM 100c (i.e., initialize the game machine 1 to a low probability non-time-saving state). The initialization that occurs when the RWM clear button 111a is operated is called "RWM clear". 【0050】 The setting key switch 112a receives a signal to switch to a state where the setting value can be changed or checked by using the setting key. The performance indicator 113 displays performance information and setting values ​​that indicate the performance of the gaming machine 1. In addition, the input / output ports of the gaming control board 100 are connected to the gaming information output terminal board 90, the payout control board 120, and the performance control board 130. 【0051】 The main CPU 100a reads the game control program stored in the main ROM 100b and performs calculations related to the game while utilizing the main RAM 100c as a work area. This allows it to perform control processing in response to detection signals from various input devices (detection switches, detection sensors, etc.), control processing for controlling various output devices (solenoids, displays, etc.), control processing for sending and receiving various control commands, and control processing for transmitting game information to an external device (hall computer, etc.) of the game machine via the game information output terminal board 90. 【0052】 "Game information" includes a start-up entry signal output each time a game ball enters the first start-up opening 11 or the second start-up opening 12, a symbol confirmation signal output each time the variation display of the first special symbol or the second special symbol ends, a jackpot signal output throughout a jackpot game, a minor win signal output throughout a minor win game, an open signal output throughout a round game (opening of the jackpot entry opening), a signal output throughout the time-saving state, and a security signal output when a situation occurs that poses a security problem (threaten) to the game machine 1 (such as RWM clear or an error). 【0053】 The memory area of ​​the main ROM 100b contains, in order, a game ROM area where programs and data related to the progress of the game are stored, and an information ROM area where programs and data related to the display of the game machine's performance are stored. 【0054】 The game ROM area contains a game program area where programs related to the progress of the game are stored, and a game data area where data related to the progress of the game is stored. The information ROM area contains an information program area where programs related to the display of the game machine's performance are stored, and an information data area where data related to the display of the game machine's performance is stored. 【0055】 The main RAM 100c memory area contains a game RWM area used as a work area when executing game programs, and an information RWM area used as a work area when executing information programs. The game RWM area contains a game work area used by game programs as work, and a game stack area for temporarily saving data that game programs are processing. 【0056】 The game work area contains a setting value area for storing setting values, a judgment information area for storing judgment information (checksum) for determining abnormalities in the RWM area, and a game data area for storing game data that changes as the game progresses. Of the memory areas of the main RAM 100c, at least the game RWM area is an area that is initialized by RWM clearing, and at least the setting value area is an area that is not initialized by RWM clearing. 【0057】 The RWM area for information contains an information work area used by information programs as work, and an information stack area for temporarily saving data that information programs are processing. 【0058】 The information work area includes a performance information area for storing information related to the performance of the gaming machine 1, and an error information area for storing information related to various error judgments. 【0059】 Figure 5 is an explanatory diagram illustrating an example of the configuration of the main RAM 100c in the game control board 100 and the various types of information stored in the main RAM 100c. As illustrated in Figure 5, the main RAM 100c is provided with a determination memory area 1030, a first reserve memory area 1031, a second reserve memory area 1032, a third reserve memory area 1033, a fourth reserve memory area 1034, a first reserve memory area 1035, a second reserve memory area 1036, a third reserve memory area 1037, and a fourth reserve memory area 1038. 【0060】 The judgment memory area 1030 is a memory area that stores various information used for special symbol judgment when the special symbol judgment is actually performed. The various information used for special symbol judgment includes a jackpot random number, a symbol random number, a variation pattern random number, and a reach random number. The jackpot random number is a random number used to determine whether it is a jackpot, a miss, or a minor win. The symbol random number is a random number used to determine the type of jackpot symbol if it is determined to be a jackpot, the type of minor win symbol if it is determined to be a minor win, and the type of losing symbol if it is determined to be a miss. 【0061】 Gaming machine 1 has a "low probability state" as the probability of winning a jackpot based on special symbols, and a "non-time-saving state" and a "time-saving state" as the probability of winning a jackpot based on normal symbols. Gaming machine 1 is controlled in either a "low probability non-time-saving state" which is both a "low probability state" and a "non-time-saving state," or a "low probability time-saving state" which is both a "low probability state" and a "time-saving state." Gaming machine 1 is initially controlled in a low probability non-time-saving state. 【0062】 Gaming machine 1 is initially controlled to a low probability, non-time-saving state. There are six setting values, from "1" to "6". The probability of winning a jackpot based on special symbol judgment is approximately 1 / 319 when the setting value is "1", approximately 1 / 280 when the setting value is "2", approximately 1 / 260 when the setting value is "3", approximately 1 / 240 when the setting value is "4", approximately 1 / 220 when the setting value is "5", and approximately 1 / 200 when the setting value is "6". The probability of winning a jackpot is the same whether the state is non-time-saving or time-saving. The probability of winning a minor prize is the same regardless of the setting value. 【0063】 In Gaming Machine 1, a higher setting value results in a higher probability of winning a jackpot through special symbol matching (i.e., it is more advantageous for the player). However, in Gaming Machine 1, a lower setting value may also result in a higher probability of winning a jackpot through special symbol matching (i.e., a lower setting value may also be more advantageous for the player). 【0064】 In this embodiment, the first special symbols that indicate the result of the first special symbol judgment are pre-prepared as jackpot symbols A to C indicating a jackpot, and a losing symbol indicating a loss (Figures 6(A) and (B)). In addition, the second special symbols that indicate the result of the second special symbol judgment are pre-prepared as jackpot symbol D, a minor win symbol with a time-saving feature, a minor win symbol without a time-saving feature, and a losing symbol. Unlike the second special symbols, the first special symbols do not have minor win symbols (i.e., the probability of a minor win is 0%). In the gaming machine 1 of this embodiment, the player hits the first jackpot through the first special symbol judgment. The first jackpot refers to the first jackpot game that occurs after the start of the game. 【0065】 If any of the jackpot symbols A to D, which indicate a jackpot, are displayed, a jackpot game will be played following this display. During a jackpot game, a plate that closes the large prize slot 13 is activated. This opens the large prize slot 13, which is normally closed. By getting game balls into the large prize slot 13 during a jackpot game, the player can win more prize balls than when a jackpot game is not being played. 【0066】 Multiple opening patterns for the large prize slot 13 are pre-prepared, and which opening pattern the large prize slot 13 will open is uniquely determined by the type of jackpot symbol displayed. In this embodiment, when jackpot symbols A to D are displayed, multiple rounds of gameplay are played in which the large prize slot 13 is opened until predetermined conditions (in this embodiment, the number of game balls entering the large prize slot 13 reaches 10, or 29.5 seconds have elapsed since the large prize slot 13 was opened) are met. When jackpot symbols A to D are displayed, the opening time of the large prize slot 13 during one round of gameplay (hereinafter referred to as "1R") is sufficient time for the player to enter 10 game balls into the large prize slot 13. Note that the opening time of the large prize slot 13 during 1R when jackpot symbols A to D are displayed is not limited to the above-mentioned time, but may be any predetermined time (specifically, 29.5 seconds or less and more than 1.8 seconds). 【0067】 Winning symbols A and D result in a 10R jackpot, and after the jackpot game ends, the game is controlled in a low-probability time-saving mode until the 10,000 spins of the second special symbol judgment display are completed. Winning symbol B results in a 3R jackpot, and after the jackpot game ends, the game is controlled in a low-probability time-saving mode until the 10,000 spins of the second special symbol judgment display are completed. Winning symbol C results in a 3R jackpot, and after the jackpot game ends, the game is controlled in a low-probability non-time-saving mode. 【0068】 If a losing symbol is displayed, the next special symbol judgment is performed after this display. If a small win symbol with a time-saving feature or a small win symbol without a time-saving feature is displayed on display 4, the small win game is executed after this display. During the small win game, a plate that closes the small prize slot 19 is activated. This opens the small prize slot 19, which is normally closed. 【0069】 In a minor win game, the time the small prize slot 19 is open is shorter than the single opening period of the large prize slot 13 in a major win game (hereinafter referred to as "1R"), and is a predetermined arbitrary time of 1.8 seconds or less (for example, 1.8 seconds). However, the small prize slot 19 may be opened multiple times during a minor win game, as long as the total opening time of the small prize slot 19 during the minor win game is 1.8 seconds or less. The number of game balls that can be entered into the small prize slot 19 during a minor win game is less than the number of game balls that can be entered into the large prize slot 13 during a major win game (for example, an average of 10 balls). During a minor win game, a player can enter an average of 3 game balls into the small prize slot 19, and can obtain, for example, about 45 prize balls. This number of prize balls is less than the number of prize balls obtained in a 1R major win game. In other words, the number of prize balls obtained in a minor win game is less than the number of prize balls obtained in a 1R major win game. 【0070】 The plate that closes the small prize opening 19 is marked with the letter "V" (see Figure 1). This letter indicates the location of the specific area detection switch 52a located inside the small prize opening 19. The area around the small prize opening 19 is made of a transparent synthetic resin material. Therefore, regardless of whether the small prize opening 19 is open or closed, the player can see inside the small prize opening 19. Specifically, the small prize opening 19 is equipped with a small prize opening detection switch 50c, a specific area detection switch 52a, a losing prize opening detection switch (not shown), and a plate (not shown) that opens and closes these switches, all of which are visible. In this embodiment, when a small prize game is not being played, the specific area detection switch 52a is closed by the plate so that no game ball can pass through, and the losing prize opening detection switch is open so that a game ball can pass through. During a small prize game, a game ball that enters the small prize opening 19 first passes through the small prize opening detection switch 50c. This game ball is ejected from the game area 10 after passing through either the specific area detection switch 52a or the losing prize entry slot detection switch. 【0071】 During a minor win game involving a minor win symbol with a time-saving feature, the plate described above opens the specific area detection switch 52a so that the game ball can pass through, while blocking the losing prize slot switch so that the game ball cannot pass through. Therefore, if the player is shooting to the right during a minor win game involving a minor win symbol with a time-saving feature, the game ball will easily pass through the specific area detection switch 52a (hereinafter referred to as "V-entry"). If a V-entry occurs, a 10R major win game begins, opening the major prize slot 13, following the end of the minor win game. After this major win game ends, the game is controlled in low probability time-saving mode until the 10,000-spin fluctuation display related to the second special symbol judgment ends. On the other hand, if a V-entry does not occur (specifically, if the game ball only passes through the losing prize slot detection switch), the major win game does not start following the end of the minor win game, and after the minor win game ends, the next special symbol judgment is performed in low probability non-time-saving mode. 【0072】 During a minor win game involving a minor win symbol without time reduction, the plate described above blocks the specific area detection switch 52a so that the game ball cannot pass through, while the losing prize entry switch is opened so that the game ball can pass through. If a minor win game is played but the ball does not enter the V prize, the major win game will not start immediately after the minor win game ends, and after the minor win game ends, the next special symbol judgment will be performed in a low probability, non-time reduction state. 【0073】 In addition, during minor win games, the large prize slot 13 may be opened instead of the small prize slot 19. Inside the large prize slot 13, a specific area detection switch, a losing prize slot detection switch, and a plate for opening and closing these switches are provided. 【0074】 Jackpot A is a jackpot that sets the maximum number of minor wins without time reduction to 255, jackpots B and D are jackpots that set the maximum number of minor wins without time reduction to 1, and jackpot C is a jackpot that does not set a maximum number of minor wins without time reduction. Also, minor wins with time reduction are minor wins that set the maximum number of minor wins without time reduction to 1, and minor wins without time reduction are minor wins that do not set a maximum number of minor wins without time reduction. When a maximum number of minor wins without time reduction is set, if minor wins without time reduction are drawn until the maximum number is reached in low probability time reduction mode, the game will transition to low probability non-time reduction mode. Note that the maximum number of minor wins without time reduction can be any value as long as it is a predetermined number, for example, it can be 2 or 5. 【0075】 The random number for the variation pattern is a random number used to determine the variation time (variation pattern) from when the special symbol starts to change display until it stops and displays in a manner that indicates the result of the special symbol judgment. The random number for reaching is a random number used to determine the variation pattern when it is determined to be a miss, by selecting whether to use a group of variation patterns for misses that exceed a specific number of seconds (for example, 13.5 seconds) or a group of variation patterns other than that group (i.e., a group of variation patterns for misses that are less than or equal to the specific number of seconds). 【0076】 In this embodiment, in low probability non-time-saving mode, the higher the number of reserved symbols when the special symbol judgment is executed, the smaller the proportion of the group of losing patterns that exceed a certain number of seconds (hereinafter referred to as the "reach ratio") becomes (see Figure 6(C)). For example, if "0 to 99" is set as the judgment value for comparison with the reach random number, when the number of reserved symbols for the special symbol judgment is executed is 0 to 1 (hereinafter also referred to as "reserved 0 to 1"), "0 to 14" is assigned to the judgment result that the pattern will be determined from the group of losing patterns that exceed a certain number of seconds. Also, "15 to 99" is assigned to the judgment result that the pattern will be determined from a group other than the above group of losing patterns (i.e., reach ratio of 15%, see Figure 6(D)). Furthermore, when the number of reserved symbols for the special symbol judgment is executed is 2 or more, the reach ratio is 5%. 【0077】 In this embodiment, during the low probability time-saving mode, a variation pattern is selected from a group of variation patterns for misses that do not exceed a specific number of seconds, regardless of the number of reserved symbols when the special symbol is executed (i.e., a reach rate of 0%, see Figure 6(E)). It is also possible to pre-set the reach rate to be higher when the number of reserved symbols is small during the low probability time-saving mode (for example, a reach rate of 2% when there are 0-1 reserved symbols, and 0% when there are 2 or more reserved symbols). Furthermore, the reach rate may be the same regardless of the game state. 【0078】 In this embodiment, when the second special symbol is determined, there is a relatively high probability (for example, about 1 / 41) that a small win game with a time-saving feature will be played. Therefore, in this embodiment, when the probability of a time-saving feature is low, a big win game can be executed relatively easily via a small win game with a time-saving feature. When the probability of a time-saving feature is low, the display time of the special symbol's variation when it is a miss is relatively short (for example, 1 second), so the next big win game may be executed while the prize balls from the previous big win game are actually being paid out to the player. 【0079】 If the game is set to low probability time-saving mode at the end of a jackpot game, and no minor jackpot game is executed even after the aforementioned number of special symbol judgments have been performed, the game is set to low probability non-time-saving mode when the special symbol stops for the aforementioned number of times. However, in this embodiment, the number of special symbol judgments that can be performed in low probability time-saving mode is relatively large, and in low probability time-saving mode, game balls are more likely to enter the second start port 12, and when the second special symbol judgment is performed, there is a relatively high probability that a minor jackpot game with time-saving mode will be performed. For this reason, the possibility that no jackpot game will be executed even after the game is set to low probability time-saving mode at the end of a jackpot game, even after the aforementioned number of special symbol judgments have been performed, is very low. 【0080】 The first reserve memory area 1031 to the fourth reserve memory area 1034 are memory areas where various information related to the determination of the first special symbol is stored in order from the first reserve memory area 1031 each time a game ball enters the first start opening 11. The first reserve memory area 1035 to the fourth reserve memory area 1038 are memory areas where various information related to the determination of the second special symbol is stored in order from the first reserve memory area 1035 each time a game ball enters the second start opening 12. 【0081】 For example, even if a game ball enters the first start slot 11 or the second start slot 12 while a special symbol is being displayed in a variable state or during a big win game (or a small win game), it is not possible to immediately perform a special symbol judgment or display the variable state of the special symbol. In such situations, the main CPU 100a stores various information related to the special symbol judgment in the hold storage areas 1031 to 1038 as information indicating that the special symbol judgment is pending. On the other hand, if the special symbol is not being displayed in a variable state, the special symbol judgment is not pending, and it is not during a big win game (or a small win game), the main CPU 100a stores the acquired random numbers, etc., in the first hold storage area (1031 or 1035) corresponding to the start slot into which the game ball entered, and immediately shifts them to the judgment storage area 1030. 【0082】 For example, if a game ball enters the first start slot 11 while no information is stored in any of the first to fourth reserve memory areas 1031 to 1034, the various information related to the determination of the first special symbol obtained by this entry is stored in the first reserve memory area 1031, which is the highest level of available entries. Also, for example, if a game ball enters the first start slot 11 while information is stored in both the first reserve memory area 1031 and the second reserve memory area 1032, the various information related to the determination of the first special symbol obtained by this entry is stored in the third reserve memory area 1033, which is the highest level of available entries. 【0083】 Furthermore, for example, "pre-determination information" is also stored in the reserved memory areas 1031-1038. When a game ball enters the starting gate, a pre-determination is performed to determine whether or not it is a jackpot, etc., prior to the special symbol determination, based on the jackpot random number, symbol random number, reach random number, and variation pattern random number. The pre-determination information is information obtained through the pre-determination and includes "entry starting gate information," information indicating whether or not it is a jackpot, information indicating the type of jackpot symbol if it is a jackpot, information indicating the type of minor win symbol if it is a minor win, information indicating the type of losing symbol if it is a miss, information indicating the variation pattern of the special symbol, information indicating the game state, etc. "Entry starting gate information" is information indicating which of the first starting gate 11 and the second starting gate 12 triggered the acquisition of each random number stored in the same reserved memory area. The pre-determination information, including this information, is stored in the same reserved memory area as the jackpot random number, etc., used in the pre-determination. 【0084】 When the first special symbol determination is performed, the information stored in the first reserved memory area 1031 is shifted to the determination memory area 1030, and the information stored in lower entries than the second reserved memory area 1031 is shifted one entry higher. For example, if information is stored in each of the first reserved memory areas 1031 to the third reserved memory area 1033, and the information stored in the first reserved memory area 1031 is shifted to the determination memory area 1030, the information stored in the second reserved memory area 1032 is shifted to the first reserved memory area 1031, and the information stored in the third reserved memory area 1033 is shifted to the second reserved memory area 1032. 【0085】 This type of information shifting process is also performed in the first to fourth reserved memory areas 1035 to 1038, where information related to the second special symbol determination is stored. In the gaming machine 1, when both the first and second special symbol determinations are reserved, that is, when information is stored in both the first reserved memory area 1031 and the first reserved memory area 1035, the shifting process in the first reserved memory areas 1035 to 1038 takes precedence over the shifting process in the first to fourth reserved memory areas 1034. Therefore, when the second special symbol determination is reserved, various information stored in the first reserved memory area 1035 is shifted to the determination memory area 1030. Also, when the second special symbol determination is not reserved, that is, when only the first special symbol determination is reserved, various information stored in the first reserved memory area 1031 is shifted. Note that a configuration that allows the first and second special symbols to be displayed simultaneously may also be adopted. In this configuration, two determination memory areas 1030 may be provided, one for determining the first special symbol and the other for determining the second special symbol. In this case, the shift processing in the first reserved memory area 1031 to the fourth reserved memory area 1034 may be performed independently of the shift processing in the first reserved memory area 1035 to the fourth reserved memory area 1038. 【0086】 The payout control board 120 drives the payout device 95 to control the provision of game value (in this embodiment, the payout of game balls). The payout control board 120 also drives the launching device 96 to control the launching of game balls. 【0087】 The dispensing control board 120 includes a dispensing CPU 121a that performs calculation processing, a dispensing ROM 121b that stores dispensing programs and the like, a dispensing RAM 121c that serves as a work area during calculation processing, and input / output ports, etc. 【0088】 The input / output ports of the payout control board 120 are connected to an open detection switch, a payout ball detection switch for detecting game balls being dispensed from the payout device 95, and a payout motor for dispensing game balls from the payout device 95. 【0089】 The payout CPU 121a reads the payout control program stored in the payout ROM 121b and performs calculation processing related to the payout of game balls while utilizing the payout RAM 121c as a work area. This allows it to perform control processing to dispense game balls from the payout device 95 in response to payout control commands from the game control board 100, and control processing to send commands based on the results of the calculation processing to the game control board 100. 【0090】 In this embodiment, the payout control board 120 is described as performing the processing related to assigning game value based on commands received from the game control board 100. However, some or all of these processes may be performed by the game control board 100, and the game machine 1 does not need to be equipped with a payout control board 120. 【0091】 The performance control device 130A includes a performance control board 130 that comprehensively controls the progress of the performance based on the reception of performance control commands from the game control board 100, an image and sound control board 140 that performs control processing for image display and sound output based on the reception of performance control commands from the performance control board 130, and a lamp control board 150 that performs control processing for various light-emitting elements (LEDs, etc.) and various drive sources (motors, etc.) based on the reception of performance control commands from the performance control board 130. 【0092】 The performance control board 130 includes a sub-CPU 130a for calculation processing, a sub-ROM 130b for storing the performance control program, a sub-RAM 130c which serves as a work area during calculation processing, an RTC 130d for timing the date and time, and input / output ports. The performance button detection switch 17a and the directional key detection switch 19a are connected to the input / output ports of the performance control board 130. 【0093】 The sub-CPU 130a reads the performance control program stored in the sub-ROM 130b and performs calculations related to the performance while utilizing the sub-RAM 130c as a work area. This allows it to perform control processing to determine the type of performance associated with the display of special symbols, control processing to transmit performance control commands based on the determination result to the image and sound control board 140, control processing in response to detection signals from various input devices (detection switches, etc.), and control processing to control various output devices (lighting devices, motors, etc.). 【0094】 The image and sound control board 140 receives commands from the performance control board 130 and controls the display of a predetermined image on the liquid crystal screen 5, or controls the output of sound from the speaker 24. 【0095】 The image and sound control board 140 includes a central CPU 141a that comprehensively controls image display and sound output based on the reception of performance control commands from the performance control board 130, a central ROM 141b that stores the central control program, a central RAM 141c that serves as a work area during calculation processing, a VDP 145 that generates images to be output to the liquid crystal screen 5 based on the reception of display control commands (display list) from the central CPU 141a, a CGROM 146 that stores image data, etc., and an audio control unit 148 (audio LSI) that controls the speaker 24 based on the reception of audio control commands from the central CPU 141a, and an audio ROM that stores audio data, etc. Note that a configuration in which the VDP 145 handles both drawing management and sound management may be adopted. In this case, it is not necessary to provide a separate audio control unit 148. 【0096】 The central CPU 141a reads the central control program stored in the central ROM 141b and performs calculations related to the performance while utilizing the central RAM 141c as a work area. This allows it to perform control processing to generate display control commands (display list) that instruct the performance images to be displayed on the LCD screen 5 and send them to the VDP 145, and control processing to generate audio control commands that instruct the performance sounds to be output from the speaker 24 and send them to the audio control unit 148 (audio LSI), etc. 【0097】 Furthermore, the image and sound control board 140 is connected to the liquid crystal screen 5 and the speaker 24. The image and sound control board 140 (specifically the VDP 145) generates images at predetermined frame time intervals (for example, 1 / 30 second) and outputs the generated images to the liquid crystal screen 5. As a result, an image including, for example, a decorative pattern 55 is displayed on the liquid crystal screen 5. In addition, sound is output when an audio signal generated by the image and sound control board 140 (specifically the audio control unit 148) is output to the speaker 24. 【0098】 Furthermore, the performance control device 130A is connected to a performance button detection switch 17a and a directional key detection switch 19a. The performance button detection switch 17a detects when the performance button 26 is operated. The performance key detection switch 19a detects when a performance key is operated. 【0099】 The lamp control board 150 includes a lamp CPU 150a for performing calculations, a lamp ROM 150b for storing the lamp control program, a lamp RAM 150c which serves as a work area during calculations, and input / output ports. 【0100】 The input / output ports of the lamp control board 150 are connected to the frame lighting device 10 (effect button light-emitting LED, etc.), the effect mechanism 7, the panel lighting device 74, and the effect button drive device 17b (effect button drive motor, effect button vibration motor). 【0101】 The lamp CPU 150a reads the lamp control program stored in the lamp ROM 150b and performs calculations related to the effects while utilizing the lamp RAM 150c as a work area. This enables the control processing of the frame lighting device 10, the effect button drive device 17b, the effect mechanism 7, and the panel lighting device 74. 【0102】 In this embodiment, the payout control board 120 and the performance control board 130 are not supplied with backup power. However, backup power may be supplied to the payout control board 120 and the performance control board 130 so that the contents of the payout RAM 121c and sub-RAM 130c are retained even in the event of a power outage. Alternatively, backup power may be supplied to only one of the payout control board 120 or the performance control board 130. Furthermore, the game machine 1 may inform the player of the number of prize balls calculated internally, but may not dispense game balls without having a payout control board 120. 【0103】 Furthermore, in addition to a "low probability state," there may also be a "high probability state" for determining the probability of winning a jackpot based on special symbols. The "high probability state" is a predetermined arbitrary probability where the probability of winning a jackpot based on special symbols is 10 times or less than that of the low probability state. The transition from the low probability state to the high probability state occurs after the jackpot game ends. 【0104】 Next, the information displayed on the performance indicator 113 will be explained with reference to Figure 7. Figure 7 is an explanatory diagram for explaining the information displayed on the performance indicator 113. The performance indicator 113 consists of four segment displays 113a to 113d (see Figure 7(A)). The performance indicator 113 displays the "base value" in the low probability, non-time-saving state. The "base value" is the value obtained by dividing the total number of payouts in a specific section of the low probability, non-time-saving state by the total number of game balls shot by the player (specifically, (value of the prize ball counter for base calculation / value of the out counter for base calculation) × 100). 【0105】 The performance indicator 113 is controlled using a base calculation prize ball counter, a base calculation output counter, and a total output counter. Each counter is provided, for example, in the main RAM 113. The base calculation prize ball counter counts (for example, adds or subtracts) the total number of payouts issued in response to game balls entering a specific section in a low probability, non-time-saving state. For example, when a game ball enters the first start opening 11, "4" is added to the base calculation prize ball counter. When a game ball enters the second start opening 12, "1" is added to the base calculation prize ball counter. When a game ball enters the large prize opening 13, "15" is added to the base calculation prize ball counter. 【0106】 The base calculation out counter counts (for example, by adding or subtracting) the total number of game balls shot by the player during a specific interval in a low probability, non-time-saving state. In the game machine 1, when a game ball is detected by the out ball detection switch 39a, "1" is added to the base calculation out counter. 【0107】 The base calculation out counter and base calculation prize ball counter are counted in the low probability, non-time-saving state, but not in any other state. During a jackpot game, the game state is the low probability, non-time-saving state, and although the total out counter continues to count, the base calculation out counter and base calculation prize ball counter are stopped (however, they may continue to count). The base value is calculated periodically (for example, every time the process in step S9A of Figure 39 is performed (for example, every 4 milliseconds)) whenever the game is playable on the game machine 1, regardless of whether the base calculation out counter and base calculation prize ball counter are stopped or not (for example, even during a jackpot game). 【0108】 The total out counter counts (for example, by adding or subtracting) the total number of game balls shot by the player (referred to as "total outs"), regardless of the game state. In game machine 1, when a game ball is detected by the out ball detection switch 39a, "1" is added to the total out counter. The total out counter is counted regardless of whether the game is in a low probability, non-time-saving state or not. Therefore, for example, even when counting at the base calculation out counter and the base calculation prize ball counter stops due to a transition from a low probability, non-time-saving state to a low probability, time-saving state, counting at the total out counter continues. 【0109】 Furthermore, the out counter for base calculation and the total out counter are not incremented based on the detection result of the out ball detection switch 39a. Instead, "1" may be incremented when a game ball is detected by a ball detection sensor (not shown) located at the exit of the game ball passage formed between the inner and outer rails at the left end of the game area 10. Since the ball detection sensor is located at the exit of the passage, it detects game balls that cross in front of it, but does not detect game balls that do not have enough momentum to return to the passage. As a result, the out counter for base calculation and the total out counter can count only the game balls launched into the game area 10. 【0110】 The main CPU 100a calculates a real-time base value bL until the total number of outs reaches 60,000. Then, every time the total number of outs reaches 60,000, the main CPU 100a calculates and saves the base value from the current values ​​of the base calculation prize ball counter and the base calculation out counter, and initializes the total out counter, the base calculation prize ball counter, and the base calculation out counter. 【0111】 When a section ends because the total number of outs reaches 60,000, the final base value of this section is saved as the final base value of the previous section. The performance indicator 113 can switch and display up to four base values ​​at regular intervals (for example, every 5 seconds) (see Figure 7(B)). Specifically, the performance indicator 113 displays the real-time base value bL (current section D) before the total number of outs reached 60,000, the final base value b1 from section A three sections ago, the final base value b2 from section B two sections ago, and the final base value b3 from section C one section ago, in that order. 【0112】 Until the total number of outs reaches a predetermined total (for example, 300), "--" will be displayed as the real-time base value bL and base values ​​b1-3. This prevents the real-time base value immediately after the power of the gaming machine 1 is turned on from differing significantly from the actual base value. 【0113】 If the total number of outs is greater than the predetermined total but less than 60,000, only the real-time base value bL is displayed, and "--" is displayed as base values ​​b1-3. Also, if the number of saved final base values ​​is less than three, "--" is displayed as base values ​​b1-3 for the section in which no final base value has been stored. The cyclical display of real-time base value bL and base values ​​b1-3 on the performance display 113 continues even when counting has stopped at the base calculation out counter and base calculation prize ball counter due to a transition from low probability non-time-saving mode to low probability time-saving mode. In other words, the cyclical display of real-time base value bL and base values ​​b1-3 on the performance display 113 continues regardless of the game state. 【0114】 Next, the RAM clear mode, setting change mode, and setting confirmation mode will be explained with reference to Figure 8. The gaming machine 1 transitions to RAM clear mode, setting change mode, and setting confirmation mode depending on the state of the setting key switch 112a and RWM clear button 111a when the power is turned on. The RAM clear mode is the mode entered when the control state of the game other than the setting value stored in the main RAM 100c is initialized (i.e., the gaming machine 1 is initialized to a low probability non-time-saving state). The setting change mode is a mode in which the setting value can be changed. The setting confirmation mode is a mode in which the current setting value is illuminated and displayed on the performance indicator 113. 【0115】 In Figure 8, "ON" for the power supply means that the power switch is in the ON position. Also, "ON" for the setting key switch in Figure 8 means that the rotating member of the setting key switch 112a is in the ON position due to an operation by a store employee using the setting key. Also, "OFF" for the setting key switch in Figure 8 means that the rotating member of the setting key switch 112a is in the OFF position. Also, "ON" for the RWM clear button in Figure 8 means that the RWM clear button 111a is being operated. Also, "OFF" for the RWM clear button in Figure 8 means that the RWM clear button 111a is not being operated. 【0116】 When the gaming machine 1 is in the "OFF" state, and is turned "ON" with the setting key SW "OFF" and the RWM clear button "ON", the gaming machine 1 immediately enters RAM clear mode upon startup (see Figure 8(B)). When entering RAM clear mode, the gaming machine 1 has its game control state initialized, except for the setting values ​​stored in the main RAM 100c, and is initialized to a low probability non-time-saving state. 【0117】 When the system enters RAM clear mode, the main CPU 100a turns off the performance indicator 113 and outputs a voice message "RAM cleared" from the speaker 24. After a predetermined time (for example, 3 seconds) has elapsed, the gaming machine 1 enters a state where the staff of the gaming parlor can check the operation of various drive sources (motors, etc.) (see Figure 8(C)). In this state, the various drive sources (motors, etc.) operate, a voice message "Please check the operation of the solenoid" is output from the speaker 24, and the performance indicator 113 turns off. Subsequently, the display of an image (for example, a decorative pattern 55) on the LCD screen 5 begins, and after the performance indicator 113 blinks, the display of the base value begins (see Figures 8(D) and (E)). 【0118】 When the gaming machine 1 is in the "OFF" state, and the setting key SW is in the "ON" state and the RWM clear button is in the "ON" state, the gaming machine 1 will immediately enter setting change mode after starting up (see Figure 8(F)). Therefore, the above series of operations are operations related to changing settings. Alternatively, if the gaming machine 1 is equipped with a setting change switch for changing settings, and the gaming machine 1 is in the "OFF" state, and the setting change switch is in the "ON" state, the gaming machine 1 may immediately enter setting change mode after starting up. In a gaming machine 1 equipped with a setting change switch, the RWM clear button may be eliminated by also incorporating the function of an RWM clear button into the setting change switch. 【0119】 When the system enters setting change mode, the main CPU 100a illuminates the performance indicator 113 to display the currently stored setting value and outputs a voice message "Settings being changed" from the speaker 24. When the RWM clear button 111a is operated during setting change mode, the setting value is changed each time the button is operated (as shown in Figures 8(F) to (G)). Accordingly, the changed setting value is illuminated on the performance indicator 113, and a voice message announcing the setting value (for example, "3") is output from the speaker 24. Note that to prevent information leakage, it is not necessary to output the voice message announcing the setting value from the speaker 24. 【0120】 The changed setting is temporarily stored in the main RAM 100a. If the setting key SW is turned "OFF" while in setting change mode, the changed setting is stored again in the main RAM 100a as the current setting (flow from Figure 8(G) to (B)). Alternatively, the current setting itself may be updated each time the RWM clear button 111a is operated while in setting change mode. 【0121】 If the setting key SW is turned "OFF" while in setting change mode, the machine will switch to RAM clear mode. This resets the game control state of the gaming machine 1 to the setting values ​​stored in the main RAM 100c, and also resets it to a low probability non-time-saving state (i.e., RWM is cleared). The subsequent process is the same as when the gaming machine 1 switches to RAM clear mode immediately after starting up. 【0122】 If the gaming machine 1 is turned ON while the power is OFF, with the setting key SW ON and the RWM clear button OFF, the gaming machine 1 will immediately enter setting confirmation mode upon startup (see Figure 8(H)). When entering setting confirmation mode, the gaming machine 1's game control state is not initialized, and the gaming machine 1 is controlled in the state it was in during the previous game. 【0123】 When the system enters setting confirmation mode, the main CPU 100a lights up the performance indicator 113 to display the currently stored setting value, and outputs the voice message "Checking settings" from the speaker 24. If the setting key SW is turned "OFF" during setting confirmation mode, the gaming machine 1 enters a state where the staff of the gaming parlor can check the operation of various drive sources (motors, etc.) (see Figure 8(C)). In this state, the various drive sources (motors, etc.) operate, and the voice message "Please check the operation of the solenoid" is output from the speaker 24, and the performance indicator 113 turns off. Subsequently, the display of an image (for example, a decorative pattern 55) on the LCD screen 5 begins, and after the performance indicator 113 blinks, the display of the base value begins (see Figures 8(D) and (E)). 【0124】 Figure 8 describes the case where the machine returns from the setting confirmation mode to a playable state (the state illustrated in Figure 8(E)). Here, the gaming machine 1 of this embodiment employs a stop control to prevent excessive play. When stop control is performed, the gaming machine 1 becomes unable to continue playing, and for example, the detection of game balls by various switches is stopped. If the gaming machine 1 is turned "OFF" after stop control is performed and then returns to the setting confirmation mode after power is restored, the machine transitions from the state illustrated in Figure 8(C) to a state where the stop indicator (see Figure 1) continues to be displayed on the LCD screen 5, and the real-time base value bL and base values ​​b1-3 are not displayed on the performance indicator 113 (in this embodiment, it remains off). 【0125】 [End of session control] This section describes the stop-play control in the gaming machine 1. The stop-play is released by a power interruption recovery accompanied by a predetermined release operation of turning on the RWM clear button 111a, and once released, the game becomes playable. The predetermined release operation of turning on the RWM clear button 111a includes an operation to turn on the RWM clear button 111a with a setting change (specifically, an operation to transition to the setting change mode) and an operation to turn on the RWM clear button 111a without a setting change (specifically, an operation to transition to the RAM clear mode). Therefore, when the stop-play is released, the game control state other than the setting value stored in the main RAM 100c is cleared to the initial state. For example, if stop-play control is performed during low probability time reduction and the stop-play is released, the low probability time reduction cannot be continued and the game can be played in low probability non-time reduction mode. Thus, in this embodiment, when the stop-play is released, not only the current game state but all information related to the game is cleared to the initial state. Therefore, in this embodiment, there is no need to clear all information related to the game to the initial state when performing stop-play control. Therefore, in this embodiment, the stop-play control is performed while maintaining the current game state. Note that when performing the stop-play control, all game-related information may be cleared to its initial state. 【0126】 To enable the execution of the stop-play control, the main CPU 100a of the gaming machine 1 has a difference counter that counts the difference from the time the power is turned on. The difference counter is a counter dedicated to stop-play control and continues counting regardless of the game state. In this embodiment, the difference counter starts counting when the power is turned on and clears to 0 if the value is negative. That is, the difference counter in this embodiment counts the increase in the number of game media from the point in time when the player has lost the most money. The value of the difference counter in this embodiment is a difference MY that does not count negative values ​​and can be counted from the number of game media played by the player since the power was turned on to the gaming machine 1 and the number of game media paid out to the player since the power was turned on to the gaming machine 1. The difference counter is cleared to 0 not only when the stop-play is released and when the value is negative, but also when the power is turned on from the power OFF, regardless of whether the stop-play is released or not. 【0127】 Furthermore, if certain conditions are met, the value of the difference counter may be maintained before and after power restoration when the gaming machine 1 is turned "OFF" and then "ON". This allows the same operation notification display to be shown before and after power restoration, as the value of the difference counter can be maintained before and after power restoration when the gaming machine 1 is turned "OFF" and then "ON" while the operation notification display indicating the value of the difference counter is being shown, provided that certain conditions are met. For example, the following conditions 1 to 5 can be considered as predetermined conditions. In a gaming machine 1 that maintains the value of the difference counter before and after power restoration, at least one of the following conditions 1 to 5 is provided as a predetermined condition for maintaining the value of the difference counter. The first condition is that the game machine 1 was turned "OFF" during a minor win game. The second condition is that the game machine 1 was turned "OFF" during a jackpot game. The third condition is that the game machine 1 was turned "OFF" during a low-probability time-saving mode. The fourth condition is that the gaming machine 1 is powered off when the maintenance switch is in the "ON" state, and the maintenance switch is in the "ON" state. The fifth condition is that the gaming machine 1 is turned ON while the maintenance switch is in the "ON" state. In a gaming machine 1 that maintains the value of the difference counter before and after power restoration, the value of the difference counter may be saved as backup data in the RWM area for gaming in the main processing (specifically step MS13) by the gaming control board 100 described later, regardless of whether the above predetermined conditions are met, or the value of the difference counter may be saved as backup data in the RWM area for gaming only when the above predetermined conditions are met. 【0128】 Furthermore, the value of the difference counter may be reset to 0 when the gaming machine 1 is powered on while a predetermined clear switch (for example, the RWM clear button 111a, or a dedicated switch for clearing the difference counter to 0) is in the "ON" state. This allows the same operation notification display to be shown before and after power restoration if the gaming machine 1 is powered off while the operation notification display is being shown, and then powered on without an RWM clear and with the predetermined clear switch in the "OFF" state. 【0129】 In stop control, the main CPU 100a performs stop control when the value of the difference counter reaches a threshold (95000 in this embodiment), indicating that the stop condition has been met. Note that the threshold is not limited to 95000; it may also be 90000 or 100000. 【0130】 Figure 9 is an explanatory diagram illustrating the overview of the stop-play control in the gaming machine 1 of this embodiment. As illustrated in Figure 9, the main CPU 100a clears the difference counter to 0 at the start of the game (step G1). Subsequently, when the game is played and the game medium is dispensed, the main CPU 100a updates the value of the difference counter by adding the value of the difference counter by the number of game mediums dispensed (step G2). 【0131】 Next, the main CPU 100a determines whether the value of the difference counter has reached 95,000 (i.e., whether the difference counter ≥ 95,000 condition is met), and if it has, it performs a stop control (Step G3: YES). As illustrated in Steps G4 to G7, the timing at which the stop control is actually performed differs depending on when the value of the difference counter reached 95,000. Specifically, if the value of the difference counter reaches 95,000 during a minor win game (Step G4: YES), the stop control is performed when the big win game immediately following that minor win game ends (Step G5). If the value of the difference counter reaches 95,000 during a big win game (Step G6: YES) but not during a minor win game (Step G4: NO), the stop control is performed when the big win game ends (Step G5). Thus, when either the small prize slot 19 or the large prize slot 13 is operating, the main CPU 100a does not immediately stop the game even if the difference counter value exceeds 95,000. Instead, it stops the game when both the small prize slot 19 and the large prize slot 13 are no longer operating. 【0132】 On the other hand, if neither a minor win nor a major win is occurring (step G6: NO), the main CPU 100a immediately performs a stop control at that point (step G7). For example, if no stop control is performed while the electric tulip 17 is operating, the electric tulip 17 will open in a predetermined opening pattern (see Figure 10(A)). In contrast, if neither a minor win nor a major win is occurring, and the value of the difference counter reaches 95000 while the electric tulip 17 is operating, the main CPU 100a immediately terminates the operation of the electric tulip 17 and performs a stop control at the moment the value of the difference counter reaches 95000 (see Figure 10(B)). Therefore, the opening time of the second start port 12 is relatively longer when stop control is performed while the electric tulip 17 is operating than when no stop control is performed while the electric tulip 17 is operating. 【0133】 In Figure 9, if the value of the difference counter has not reached 95000 (Step G3: NO), the main CPU 100a determines whether the value of the difference counter is less than 0 (Step G8). If the main CPU 100a determines that the value of the difference counter is less than 0 (Step G8: YES), it clears the value of the difference counter to 0 and terminates the process (Step G9). Through this control, the main CPU 100a can perform a stop-play control when the value of the difference counter reaches 95000, based on the point in time when the player has incurred the greatest loss since the power was turned on. If NO is determined in Step G8, the main CPU 100a terminates the process. 【0134】 In Figure 9, if the value of the difference counter has not reached 95000 (Step G3: NO), the main CPU 100a determines whether the value of the difference counter is less than 0 (Step G8). If the main CPU 100a determines that the value of the difference counter is less than 0 (Step G8: YES), it clears the value of the difference counter to 0 and terminates the process (Step G9). Through this control, the main CPU 100a can perform a stop-play control when the value of the difference counter reaches 95000, based on the point in time when the player has incurred the greatest loss since the power was turned on. If NO is determined in Step G8, the main CPU 100a terminates the process. 【0135】 While the main CPU 100a is configured to reset the difference counter to 0 if its value is negative, it is not limited to this. The difference counter may also count negative values, and the main CPU 100a may perform a stop-down control when the difference counter reaches 95000. In other words, the difference used for stop-down control may be a simple difference counter that also counts negative values. 【0136】 [Regarding the relationship between stop-down control and various operating means] In this embodiment, the return button 34 is enabled after the stop-play control is performed. Therefore, when the return button 34 is operated after the stop-play control is performed, the prepaid card containing the player's deposits and other information is returned to the player. 【0137】 As will be explained later with reference to Figure 11, in the gaming machine 1, if a game ball enters a predetermined prize slot before the stop-play control is performed, and the game value related to the prize (payout of prize balls in this embodiment) has not been given when the stop-play control is performed, the control for giving the game value related to the prize is performed after the stop-play control is performed. In contrast to this, in this embodiment, the ball dispensing button 33 is disabled after the stop-play control is performed. Therefore, after the stop-play control is performed, the game value related to the prize can be given, but the game value cannot be given by operating the ball dispensing button 33. This ensures that the game value related to the prize is given, while preventing the player from attempting to start playing by operating the ball dispensing button 33 in the gaming machine 1 after the stop-play control has been performed. 【0138】 Furthermore, the ball dispensing button 33 may be enabled after the stop-play control has been performed. If the ball dispensing button 33 is enabled after the stop-play control has been performed, it is possible to award game balls for the above-mentioned winnings after the stop-play control has been performed, and at the same time, it is possible to award game value due to the operation of the ball dispensing button 33. This allows the player to exchange their deposit for game balls whenever they wish. 【0139】 In this embodiment, the performance key 27 is enabled after the stop-play control is performed. Therefore, if the up or down key of the performance key 27 is operated after the stop-play control is performed, the light intensity of the LCD screen 5, the panel lighting device 74, and the frame lighting device 10 can be adjusted. Also, if the left or right key of the performance key 27 is operated after the stop-play control is performed, the volume of the speaker 24 can be adjusted. In the gaming machine 1 of this embodiment, if the performance key 27 is operated to adjust the light intensity or volume when the stop-play control is not performed, a setting image for setting the volume value and light intensity value will be displayed on the LCD screen 5 for a predetermined time (for example, the setting image will be displayed from the start of the operation until 1 second after the end of the operation). After the stop-play control is performed, if the performance key 27 is operated to adjust the light intensity or volume, the adjustment itself is enabled, but the setting image will not be displayed. 【0140】 Furthermore, after the stop-down control has been performed, the above setting image may be displayed for a predetermined time when the effect key 27 is operated to adjust the light intensity or volume (the above setting image may be displayed from the start of the operation until 1 second after the end of the operation). 【0141】 Furthermore, the performance key 27 may be disabled after the stop-play control is performed. In other words, the light intensity adjustment of the LCD screen 5, the panel lighting device 74, and the frame lighting device 10, as well as the volume adjustment of the speaker 24, may be disabled after the stop-play control is performed. 【0142】 In this embodiment, the performance button 26 is enabled after the stop control is performed. For example, depending on whether the performance button 26 is operated after the stop control is performed, the voice "Congratulations" may be output from the speaker 24, or the appearance rate of the performance may be adjusted. Alternatively, the performance button 26 may be disabled after the stop control is performed. 【0143】 The gaming machine 1 may be equipped with a game information provision service. The game information provision service is a service that provides the player with information about the game content (game history) from the time the player starts playing until a certain point in time. The sub-CPU 130a stores the game content from the time the player starts playing in the sub-RAM 130b, etc., and provides the game information via a predetermined server when the player tries to obtain game information indicating the game content during or at the end of the game. When providing game information, the sub-CPU 130a displays a 2D code on the LCD screen 5 so that the player can access the above server. The player reads the 2D code with the camera of a camera-equipped mobile terminal and accesses the above server according to the domain etc. contained in the 2D code to obtain the above game information. In the gaming machine 1 equipped with a game information provision service, the 2D code may be displayed in response to the operation of the performance button 26 after the stop control has been performed. 【0144】 [Regarding the relationship between the timing of winning a prize and whether or not a payout operation is performed] Figure 11 is an explanatory diagram illustrating the relationship between the stop-play control and whether or not a payout operation is performed in response to a game ball entering a designated prize slot. In game machine 1, prize balls for entries made before the stop-play control is performed may be paid out after the stop-play control is performed. However, since game machine 1 does not detect game ball entries after the stop-play control is performed, prize balls for entries made after the stop-play control is performed are not paid out. 【0145】 Referring to Figure 11(A), the case in which stop-play control is performed outside of the minor prize period and outside of the major prize period will be explained. Outside of the minor prize period and outside of the major prize period, before stop-play control is performed, the game ball may enter the start gate or the general prize gate 14, but it is not possible for it to enter the minor prize gate 19 or the major prize gate 13. If the game ball enters at the timing of (a) in Figure 11(A), the payout device 95 is immediately driven in accordance with (a) and the game ball is actually paid out. In the following explanation, the act of the payout device 95 being driven and the game ball being actually paid out to the player will be referred to as the "payout operation". 【0146】 In Figure 11(A), if a game ball enters the winning area at timing (b), the payout operation will be performed immediately in accordance with (b). If a game ball enters the winning area at timing (c) during the payout operation in accordance with (b), the payout operation in accordance with (c) will begin from the time the payout operation in accordance with (b) is completed. For example, if the difference counter value reaches 95000 during the payout operation in accordance with (b) and a stop control is immediately performed, the payout operations in accordance with (b) and (c) will continue after the stop control is performed. 【0147】 Here, in this embodiment, a configuration in which the launching device 96 is activated after the stop-play control is performed will be described. After the stop-play control is performed, when the player grips the handle 20 and rotates the lever 21 clockwise, the game balls accumulated in the upper tray 28 are guided to the launching device 96 and launched into the game area 10. As a result, at timing (d) in Figure 11(A), the game balls enter the starting opening (limited to the first starting opening 11) or the general prize winning opening. 【0148】 However, after the stop-play control is performed, the mechanisms related to winning and determining the outcome no longer detect the game balls (i.e., detection is disabled), so even if a game ball enters the starting gate, the prize balls awarded based on that entry are also disabled. Therefore, in Figure 11(A), the payout operation does not occur in response to the game ball entering at timing (d). In this case, from the player's perspective, even though a prize ball has entered the starting gate, no prize balls are paid out, which may lead them to suspect a malfunction of the game machine 1 or to feel distrust towards the game parlor. Therefore, a configuration may be adopted in which the launching device 96 is disabled from the time the stop-play control is performed, making it impossible to launch game balls from the time the stop-play control is performed. By configuring it in this way, it is possible to prevent winning from occurring during the stop-play period when prize balls are disabled, and the risk of players feeling distrust can be prevented. 【0149】 Next, referring to Figure 11(B), we will explain the case where the difference counter value reaches 95000 during a minor win game. In this case, the main CPU 100a performs a stop-play control at the end of the major win game immediately after the minor win game ends. During a minor win game, the game balls may enter the start gate, the general prize gate 14, or the minor prize gate 19, but they cannot enter the major prize gate 13. Similarly, during a major win game, the game balls may enter the start gate, the general prize gate 14, or the major prize gate 13, but they cannot enter the minor prize gate 19. 【0150】 In Figure 11(B), if a game ball enters the game at timing (a), the payout operation will be performed immediately according to (a) above. In Figure 11(B), if a game ball enters the game at timing (b), the payout operation will be performed immediately according to (b) above. If a game ball enters the game at timing (c) during the payout operation according to (b) above, the payout operation according to (c) above will start from the time the payout operation according to (b) above is completed. For example, if the value of the difference counter reaches 95000 during the payout operation according to (b) above, the payout operations according to (b) and (c) above will continue thereafter. During a small win, if a game ball enters the game at timing (d) after the value of the difference counter has reached 95000, the payout operation according to (d) above will start from the time the payout operation according to (c) above is completed. In the example of Figure 11(B), the minor win game ends during the payout operation corresponding to (c) above, so the payout operation corresponding to (d) above is performed during the big win game that follows the minor win game. If a game ball enters a prize at timing (e) in Figure 11(B), the payout operation corresponding to (e) above is performed immediately. For example, if the big win game ends and stop control is performed during the payout operation corresponding to (e) above, the payout operation corresponding to (e) above continues after the stop control has been performed. For example, if a game ball enters the start gate (limited to the first start gate 11) or the general prize gate at timing (f), which is during the payout operation corresponding to (e) above and after the stop control has been performed, the payout operation corresponding to (f) above is not performed. 【0151】 Next, referring to Figure 11(C), we will explain the case where the difference counter value reaches 95000 during a jackpot game. In this case, the main CPU 100a performs a stop-play control at the end of the jackpot game. During a jackpot game, the game balls may enter the start gate, the general prize gate 14, or the large prize gate 13, but they cannot enter the small prize gate 19. After the jackpot ends (i.e., after the stop-play control is performed), the game balls may enter the start gate (limited to the first start gate 11) or the general prize gate 14, but they cannot enter the small prize gate 19 or the large prize gate 13. 【0152】 In Figure 11(C), if a game ball enters the game at timing (a), the payout operation will be performed immediately according to (a). In Figure 11(C), if a game ball enters the game at timing (b), the payout operation will be performed immediately according to (b). If a game ball enters the game at timing (c) while the payout operation according to (b) is in progress, the payout operation according to (c) will begin from the time the payout operation according to (b) is completed. For example, if the difference counter reaches 95,000 during the payout operation according to (b), the payout operations according to (b) and (c) will continue thereafter. During a jackpot game, if a game ball enters the game at timing (d) after the difference counter has reached 95,000, the payout operation according to (d) will begin from the time the payout operation according to (c) is completed. In the example in Figure 11(C), the jackpot game ends during the payout operation according to (d). Since a stop-play control is performed when a jackpot game ends, the payout operation according to (d) above continues after the stop-play control is performed. In Figure 11(C), if a game ball enters the start opening (limited to the first start opening 11) or the general prize opening at timing (e), which is during the payout operation according to (d) above, the payout operation according to (e) above will not be performed. Also, in Figure 11(C), if a game ball enters the start opening (limited to the first start opening 11) or the general prize opening at timing (f), which is after the payout operation according to (d) above has been completed, the payout operation according to (f) above will not be performed. 【0153】 [Regarding the relationship between stop-down control and various indicators] In this embodiment, when the stop control is performed, the indicator 4 and the performance indicator 113 turn off simultaneously (i.e., they enter a non-notification state). Therefore, if the stop control is performed while the first special symbol indicator 41 or the second special symbol indicator 42 is displaying a variable, the indicator 4 will stop (i.e. terminate) the variable display in the first special symbol indicator 41 and the second special symbol indicator 42 and turn off. Also, if the stop control is performed while the first special symbol indicator 41 or the second special symbol indicator 42 is displaying a stopped display (i.e., notifying the type of symbol), the indicator 4 will terminate the stopped display in the first special symbol indicator 41 and the second special symbol indicator 42 and turn off. Hereinafter, the concept of the indicator 4 turning off will be explained as including the cessation of the variable display. 【0154】 If there is a pending special symbol judgment, at least one of the first special symbol pending indicator 43 and the second special symbol pending indicator 44 will be lit (i.e., indicating the number of pending symbols), but when the stop control is performed, all of them will turn off (all pending symbols will be invalidated). Also, if the stop control is performed while the normal symbol indicator 45 is showing a variable display, indicator 4 will stop (i.e., terminate) the variable display on the normal symbol indicator 45 and turn off. Also, if the stop control is performed while the normal symbol indicator 45 is showing a stopped display (i.e., indicating the type of symbol), indicator 4 will terminate the stopped display on the normal symbol indicator 45 and turn off. Also, if there is a pending normal symbol judgment, even if the normal symbol pending indicator 46 is lit (i.e., indicating the number of pending symbols), all of them will turn off (all pending symbols will be invalidated) when the stop control is performed. Furthermore, even if the game state indicator 47 is lit (i.e., indicating that the game is in a time-saving state), the round indicator 48 is lit (i.e., indicating the number of rounds), or the right-hand play lamp 49 is lit (i.e., indicating that right-hand play is currently recommended), all of these lights will turn off when the play stop control is activated. 【0155】 In this embodiment, the stop control is performed, and the cyclical display of the real-time base value bL and base values ​​b1-3 on the performance indicator 113 stops (i.e., ends) and turns off. Alternatively, when the stop control is performed, the cyclical display of the real-time base value bL and base values ​​b1-3 on the performance indicator 113 may stop (i.e., end) and the performance indicator 113 may start displaying "----" continuously. In such a case, the stop control is performed, and the indicator 4 turns off, while the performance indicator 113 starts lighting up indicators other than the cyclical display mentioned above. 【0156】 Furthermore, when stop control is performed, either one of the indicator 4 or the performance indicator 113 may be turned off and the other may remain lit. For example, in a configuration where the display of indicator 4 is continued regardless of whether stop control has been performed, the following configuration may be used. For example, if stop control is performed when a fluctuation display is being performed on the first special symbol indicator 41 or the second special symbol indicator 42, the fluctuation display and stop display on the first special symbol indicator 41 or the second special symbol indicator 42 may be continued even after the stop control has been performed until a predetermined time for the fluctuation has elapsed. Also, for example, if stop control is performed when a fluctuation display is being performed on the normal symbol indicator 45, the fluctuation display and stop display on the normal symbol indicator 45 may be continued even after the stop control has been performed until a predetermined time for the fluctuation has elapsed. Also, for example, if stop control is performed when the real-time base value bL and base values ​​b1~3 are being cycled on the performance indicator 113, the cycled display may be continued regardless of whether stop control has been performed. 【0157】 Figure 12 is an explanatory diagram illustrating the calculation and display of the base value when the difference counter reaches 95,000. In this embodiment, as illustrated in Figure 12(A), if the difference counter does not reach 95,000 (step B11: NO), the base value is calculated in low probability non-time-saving mode, and the real-time base value bL and base values ​​b1-3 are displayed on the performance display 113 in a cyclical manner (step B12). If the difference counter reaches 95,000 while a small win or big win game is in progress (step B13: YES), counting continues on the total out counter until the stop control is performed, and the real-time base value bL and base values ​​b1-3 are displayed on the performance display 113 in a cyclical manner (step B14). Note that counting on the base calculation prize ball counter and counting on the base calculation out counter are stopped during small win and big win games. As a result, the real-time base value bL and base values ​​b1-3 are continuously displayed in a cyclical manner from the time the difference counter reaches 95,000 until the stop control is performed. When the minor win game and the major win game are finished (step B13: NO), counting stops on the base calculation prize ball counter, base calculation out counter, and total out counter, and the performance indicator 113 turns off, causing the real-time base value bL and base values ​​b1-3 to stop being displayed in a cyclical manner (step B15). 【0158】 Note that other configurations 2 as illustrated in Figure 12(B) may also be adopted. In such cases, when the value of the difference counter reaches 95,000 (step B21: YES), regardless of whether or not stop control is performed when the value of the difference counter reaches 95,000, counting stops at the base calculation prize ball counter, base calculation out counter, and total out counter, and the performance indicator 113 turns off, so that the real-time base value bL and base values ​​b1~3 are no longer displayed (step B23). Even if a small win game or a big win game is in progress when the value of the difference counter reaches 95,000, counting stops at the base calculation prize ball counter, base calculation out counter, and total out counter, and the performance indicator 113 turns off. 【0159】 Furthermore, the calculation of the base value may continue after the stop-down control has been performed. 【0160】 [Regarding the warning display for operation] In gaming machine 1, after the stop-play control is activated, the mechanisms related to winning and determining the outcome will no longer detect the game balls. From the player's perspective, for example, even if a ball enters the starting slot, the display will not change or the prize balls will not be paid out, which may lead the player to suspect a malfunction in gaming machine 1 or to develop distrust towards the gaming parlor. 【0161】 Therefore, in this embodiment, a configuration is adopted to prevent players from being put in a disadvantageous situation by displaying an operation warning in advance when there is a risk of stop-play control being performed. By seeing the operation warning, players can know in advance that there is a risk of stop-play control being performed and can decide whether or not to play on the gaming machine 1. This makes it possible to prevent excessive play on the gaming machine 1. 【0162】 Figure 13 is an explanatory diagram illustrating the operation notification display SY1. The operation notification display SY1 is a display that suggests to the player the quantitative changes until the predetermined conditions for stop-play control are reached. The operation notification display SY1 suggests the value of the difference counter until the predetermined conditions for stop-play control are reached, either numerically or quantitatively. In this embodiment, the display of the operation notification display SY1 starts when the value of the difference counter reaches 90000. The operation notification display is displayed relatively small so as not to interfere as much as possible with the effects that occur during the display of special symbols. 【0163】 As illustrated in Figure 13(A), the operation notification display SY1 displays the text "The complete function will activate in 5000 shots" in the upper left corner of the LCD screen 5. Simultaneously with the start of the SY1 display, the voice message "The complete function will activate in 5000 shots" is output once from the speaker 24 (this message may be output multiple times (e.g., 3 times) or not at all). The difference counter value at which the SY1 display starts is not limited to 90000; it could be 75000, 89000, or 91000. Furthermore, the frame lighting device 10 may illuminate in a manner that suggests the SY1 display has been shown (e.g., flashing yellow) for a predetermined time (e.g., 3 seconds) from the start of the SY1 display. Also, the frame lighting device 10 does not need to illuminate in a manner that suggests the SY1 display has been shown, regardless of whether the SY1 display has been shown or not. 【0164】 Figure 13(A) illustrates how the operation notification display SY1 is displayed when the second special symbol is being displayed in a variable state during a low probability time-saving mode. In this embodiment, when the time-saving mode is low probability, the performance is controlled in RUSH mode. In RUSH mode, a right-hand shooting prompt display (small) encouraging the player to shoot to the right and the BGM name are always displayed in the upper right of the LCD screen 5. The right-hand shooting prompt display (small) is, for example, the word "Right Shoot" in relatively small letters. In addition, in RUSH mode, a background image for RUSH mode and the words "RUSH mode" representing the performance mode name are basically always displayed in the lower left of the LCD screen 5. In RUSH mode, the reserve icon 51 and the icon 53 are displayed in a display manner (e.g., shape and display position) for RUSH mode. In contrast, the reserve icon 51 indicating the number of reserves for the first special symbol judgment and the icon 53 indicating that the first special symbol is being displayed in a variable state are hidden when in RUSH mode. In addition, in RUSH mode, "Remaining Time-Saving Count" indicating the remaining number of time-saving rounds may be displayed on the LCD screen 5. 【0165】 In this embodiment, the operation notification display SY1 subtracts a value indicating the value of the difference counter in the operation notification display SY1 in synchronization with the change in the value of the difference counter. In this embodiment, the display content of the operation notification display SY1 is updated every time the value of the difference counter changes by 500 (specifically, a value indicating the value of the difference counter is subtracted). For example, when the value of the difference counter reaches 90500, the operation notification display SY1 is updated to "The complete function will be activated in 4500 shots", and when the value of the difference counter reaches 91000, the operation notification display SY1 is updated to "The complete function will be activated in 4000 shots" (see Figure 13(B)). In this embodiment, when the display of the operation notification display SY1 starts, an audio message announcing the display content of the operation notification display SY1 is output from the speaker 24, but when the display of the operation notification display SY1 is updated, an audio message announcing the updated display content of the operation notification display SY1 is not output from the speaker 24. In addition, along with the update of the operation notification display SY1, an audio message announcing the updated display content of the operation notification display SY1 may be output from speaker 24 only once. The display content of the operation notification display SY1 only needs to be synchronized with the change in the value of the difference counter, and the value indicating the value of the difference counter in the operation notification display SY1 may increase or decrease with the update. 【0166】 Furthermore, the unit of change in the difference counter value that triggers the updating of the display content of the operation notification display SY1 is not limited to 500; it may be 1 or 1000. However, if the unit of change is too large, it will not be possible to indicate to the player the quantitative change until the condition for stop control is reached, so a unit of change of 2500 or a configuration where there is no change at all is undesirable. 【0167】 The operation notification display SY1 is displayed in front of the other images. In this embodiment, the operation notification display SY1 is not hidden by the performance mechanism 7 when the performance mechanism 7 is not operating, but is partially (or entirely) hidden when the performance mechanism 7 is operating. However, since the time for which the operation notification display SY1 is hidden by the performance mechanism 7 is short (for example, 2 to 3 seconds), the player is not put at a disadvantage due to the operation notification display SY1 being hidden by the performance mechanism 7. In addition, the operation notification display SY1 may be displayed in a position where it is not hidden by the performance mechanism 7 regardless of whether the performance mechanism 7 is operating or not. This prevents the operation notification display SY1 from becoming invisible or having reduced visibility while it is displayed. 【0168】 The operation warning display will generally remain displayed until the stop-play control is performed. This allows the player to be notified in advance that there is a possibility of stop-play control being performed when the player playing on gaming machine 1 changes, and to decide whether or not to play on gaming machine 1. 【0169】 Here, depending on the progress of the game, the value of the difference counter may decrease, and the risk of stop-play control being performed may disappear. Therefore, in this embodiment, as illustrated in Figure 13(C), when the value of the difference counter falls below a threshold (89000 in this embodiment), it is considered that the risk of stop-play control being performed has disappeared, and the operation notification display SY1 is hidden. The operation notification display SY1 is redisplayed when the value of the difference counter reaches 90000 again. Figure 13(C) illustrates the situation when the operation notification display SY1 is hidden because the value of the difference counter falls below 89000 while the first special symbol is being displayed in a variable state during a low probability non-time-saving mode. Note that the threshold for hiding the operation notification display SY1 is not limited to 89000, but may also be 80000, or the same value as the threshold for displaying the operation notification display SY1 (90000 in this embodiment) (i.e., 90000). 【0170】 In this embodiment, when the probability is low and the special symbols can be displayed in a variable manner, the performance is controlled in normal mode. In normal mode, the background image for normal mode and the words "Normal Mode" which represent the name of the performance mode are basically always displayed in the lower left of the LCD screen 5. In normal mode, the hold icon 51 and the icon 53 are displayed in a display manner (e.g., shape and display position) for normal mode. In contrast, in normal mode, the right-hand shooting prompt display that encourages the player to shoot to the right and the BGM name are not displayed. Also, the hold icon 51 which indicates the number of holds for the second special symbol judgment and the icon 53 which indicates that the second special symbol is being displayed in a variable manner are hidden when in normal mode. 【0171】 The operation notification display SY1 is displayed in front of other images (for example, the decorative symbols 55, small symbols 56, fourth symbols 57 and 59, background image, performance mode name, hold icon 51 and the same icon 53, right-hand play promotion display, BGM name) and is basically not hidden by the performance mechanism 7. In this embodiment, the operation notification display SY1 is not hidden by the performance mechanism 7 when the performance mechanism 7 is not operating, but is partially (or entirely) hidden when the performance mechanism 7 is operating. However, since the time for which the operation notification display SY1 is hidden by the performance mechanism 7 is short (for example, 2 to 3 seconds), the player is not put at a disadvantage due to the operation notification display SY1 being hidden by the performance mechanism 7. Note that the operation notification display SY1 may be displayed in a position that is not hidden by the performance mechanism 7 regardless of whether the performance mechanism 7 is operating or not. This prevents the operation notification display SY1 from becoming invisible or having reduced visibility while displayed. 【0172】 As illustrated in Figure 13(D), the display of the operation notification display SY1 may be continued by updating the content of the operation notification display SY1 every time the value of the difference counter changes by 500 after the value of the difference counter has decreased to a smaller value than when the operation notification display SY1 was first displayed. For example, when the value of the difference counter reaches 89000, the operation notification display SY1 is updated to "The complete function will be activated in 6000 more shots." 【0173】 The method of indicating the value of the difference counter by the operation notification display is not limited to numerical values ​​or quantities, but may also be a meter display. Figure 14 is an explanatory diagram for explaining a modified display method of the operation notification display. Figure 14(A) illustrates how the operation notification display SY2 is displayed when the value of the difference counter reaches 90000 while the second special symbol is being displayed in low probability time reduction mode. As illustrated in Figure 14(A), the operation notification display SY2 displays the words "The complete function will be activated soon" and a scale (meter display SYM1~SYM5) indicating the value of the difference counter in the upper left of the LCD screen 5. In the illustrated example, one scale corresponds to a difference counter value of 1000, and the display of five white scales indicates that there are 5000 remaining until the stop control is performed. The word "5000" is placed near the leftmost scale (SYM1), and the word "0" is placed near the rightmost scale (SYM5). As soon as the activation warning indicator SY2 is displayed, the speaker 24 will emit a voice message once saying, "The complete function will activate in 5000 shots" (however, this message may be emitted multiple times (e.g., 3 times) or not at all). Additionally, for a predetermined time (e.g., 3 seconds) from the start of the activation warning indicator SY2 display, the frame lighting device 10 may be illuminated in a manner that suggests the activation warning indicator SY2 has been displayed (e.g., flashing yellow). Furthermore, regardless of whether the activation warning indicator SY2 is displayed or not, the frame lighting device 10 does not have to illuminate in a manner that suggests the activation warning indicator SY2 has been displayed. 【0174】 In the operation warning indicator SY2, as illustrated in Figure 14(B), each time the value of the difference counter changes (increases) by 1000, the meter displays SYM1 to SYM5 change color from white to black one by one from left to right. In this modified example, when the operation warning indicator SY2 starts displaying, an audio message announcing the display content of the operation warning indicator SY2 is output from speaker 24, but when the operation warning indicator SY2 is updated, an audio message announcing the updated display content of the operation warning indicator SY2 is not output from speaker 24. Alternatively, when the operation warning indicator SY2 is updated, an audio message announcing the updated display content of the operation warning indicator SY1 may be output from speaker 24 only once. Instead of the meter displays SYM1 to SYM5 of the operation warning indicator SY2, a meter display may be performed using multiple light-emitting elements (e.g., full-color LEDs) provided near the liquid crystal screen 5. 【0175】 Furthermore, the SY2 operation notification display may also include the text, "Please note that when the meter reaches 0, the game will end for today." 【0176】 In this embodiment, the operation notification display continues to be displayed even when the gaming machine 1 is in a customer waiting state. The customer waiting state is the state when both the pending judgment of the first special symbol and the pending judgment of the second special symbol are 0, and the special symbol stop display time (e.g., 1 second) has elapsed. By displaying the operation notification display in the customer waiting state, it is possible to inform the player in advance that there is a risk of stop control being performed when the player playing the gaming machine 1 changes, and to allow the player to decide whether or not to play the gaming machine 1. In the customer waiting state, a setting image for setting the volume value and brightness value is displayed when a predetermined time (e.g., 10 seconds) has elapsed since entering the customer waiting state without any special symbol variation display. Furthermore, in the customer waiting state, a customer waiting performance is started when another predetermined time (e.g., 20 seconds) has elapsed since entering the customer waiting state without any special symbol variation display. The customer waiting performance consists of repeatedly displaying a demo video to advertise the gaming machine 1, the name of the company that manufactures the gaming machine 1, etc., switching between them. In this embodiment, after the stop-play control is performed, the gaming machine 1 does not enter a customer waiting state. 【0177】 Furthermore, the display area of ​​the activation warning display may change while it is being displayed. For example, the activation warning display may be displayed in the first display area (e.g., the center of the screen) until a predetermined time (e.g., 30 seconds) has elapsed from the start of the display, and then continue to be displayed in the second display area (e.g., the upper left corner of the screen) after the predetermined time has elapsed. The second display area is smaller than the first display area and is less likely to interfere with the game's effects. This allows the game to be clearly shown to the player that the game may soon be shut down by displaying the activation warning display in the first display area, and then moved to the second display area so that the activation warning display does not interfere with the game's effects. 【0178】 Another example of a change in the display area during the display of an activation warning is that the activation warning may be displayed by switching between a first display area and a second display area (e.g., the upper left corner of the screen) according to the performance situation. For example, during a waiting state, the activation warning may be displayed in the first display area to clearly show the player that there is a risk of the machine stopping soon, and during the display of special symbols, the activation warning may be displayed in the second display area to avoid interfering with the performance. 【0179】 The operation notification display may be hidden after a predetermined time (for example, 10 minutes) has elapsed since the display started. This hidden operation notification display may be redisplayed when the gaming machine 1 enters a customer waiting state. 【0180】 As an operation warning display, the words "90000 / 95000 The complete function will activate when it reaches 95000" may be displayed in the upper left corner of the LCD screen 5. The "90000" part of the above words in the operation warning display indicates the current value of the difference counter, and increases or decreases in sync with the change in the value of the difference counter, with 95000 as the upper limit. 【0181】 [Regarding arrival status] In this embodiment, a configuration is adopted in which the arrival indicator TH is displayed when the value of the difference counter reaches a threshold (95000 in this embodiment) during a minor win game or a major win game. By seeing the arrival indicator TH, the player can know in advance that the stop control will be performed, thus reducing the player's surprise when the stop control is actually performed. 【0182】 Figure 15 is an explanatory diagram for explaining the arrival indicator TH. The arrival indicator TH is displayed when the difference counter value reaches 95,000 and a small win or big win game is in progress. In this embodiment, the arrival indicator TH is displayed continuously from when the difference counter value reaches 95,000 until the small win or big win game ends. As illustrated in Figure 15, the arrival indicator TH displays the words "The complete function will be activated after the big win ends. The maximum payout limit for the day has been reached. Gameplay is over for today" in the center of the LCD screen 5. In this embodiment, the words "Congratulations" are displayed to congratulate the player when the arrival indicator TH is displayed. In this embodiment, the voice message "The complete function will be activated after the big win ends" is output only once from speaker 24 when the arrival indicator TH is displayed (however, it may be output multiple times (for example, 3 times) or not output at all). Furthermore, the frame lighting device 10 may be illuminated for a predetermined time (for example, 3 seconds) from the start of the display of the arrival indicator TH in a light emission pattern (for example, flashing red) that suggests that the arrival indicator TH has been displayed. Also, the frame lighting device 10 does not have to illuminate in a light emission pattern that suggests that the arrival indicator TH has been displayed, regardless of whether or not the arrival indicator TH has been displayed. 【0183】 Figure 15 illustrates how the "TH" indicator is displayed during a jackpot game immediately after the end of a minor win with a time-saving feature. During a jackpot game in this embodiment, as illustrated in Figure 15, the words "Round ○○" indicating which round of the game is being played are displayed from the start of the current round until just before the start of the next round (or at the end of the jackpot game). In addition, in this embodiment, regardless of whether it is a minor win or a jackpot game, during both minor wins and jackpot games, the "Right-Hand Shooting Promotion (Small)" indicator and the words "TOTAL ○○○○○" indicating the total number of prize balls obtained so far during a winning streak are displayed. The total number of prize balls is displayed from the start of the first round of the game until the end of the jackpot game (or until the end of the minor win game in the case of a minor win without a time-saving feature). In Figure 15, it is shown that it is the 5th round of the game, and the total number of prize balls is indicated to be 5220. In this embodiment, the arrival indicator is displayed in a position that does not reduce the visibility of the right-hand shooting promotion indicator (small) and the text "Round ○○" and "TOTAL ○○○○○". When the total number of prize balls exceeds a predetermined upper limit (for example, the threshold at which play-stop control is performed), the total number of prize balls may be displayed as either the number exceeding the upper limit or the number not exceeding the upper limit (for example, the text "TOTAL 95000", which suggests the threshold at which play-stop control is performed, may be continuously displayed as the total number of prize balls). 【0184】 In this embodiment, the arrival indicator TH does not update its display content regardless of whether the value of the difference counter has changed or not, however, the arrival indicator TH may include a value that suggests the value of the difference counter. The value that suggests the value of the difference counter in the arrival indicator TH may increase in synchronization with the change in the value of the difference counter. For example, in the arrival indicator TH, an initial value of 95000 may be displayed as the value that suggests the value of the difference counter, and this value may increase and be displayed each time the value of the difference counter increases (for example, by 1). Alternatively, the value that suggests the value of the difference counter in the arrival indicator TH may remain a fixed value (for example, 95000) without synchronizing with the change in the value of the difference counter. 【0185】 The arrival indicator TH is displayed in front of other images and in a position that is basically not hidden by the performance mechanism 7. In this embodiment, the arrival indicator TH is not hidden by the performance mechanism 7 when it is not operating, but is partially (or entirely) hidden when the performance mechanism 7 is operating. However, since the time that the arrival indicator TH is hidden by the performance mechanism 7 is short (for example, 2 to 3 seconds), the player is not put at a disadvantage due to the arrival indicator TH being hidden by the performance mechanism 7. In addition, the arrival indicator TH may be displayed in a position that is not hidden by the performance mechanism 7 regardless of whether the performance mechanism 7 is operating or not. This ensures that the arrival indicator TH does not become invisible or have reduced visibility while displayed. 【0186】 The arrival indicator TH will generally remain displayed until the stop control is performed. However, the arrival indicator TH may be removed from display immediately before the stop control is performed (for example, 2 seconds before). For example, from the time the arrival indicator TH is displayed, a character image congratulating the player may be displayed on the LCD screen 5 behind the arrival indicator TH, and when the arrival indicator TH is removed, the character image may become visible to the player. 【0187】 Alternatively, the system may be configured to have an activation notification display but no arrival notification TH, and when the value of the difference counter reaches a threshold (95000 in this embodiment) during a minor win game or a major win game, the activation notification display may continue to be shown until the minor win game or major win game ends (i.e., until the stop control is performed). In this case, the activation notification display may be the text information "The complete function will be activated in 500 more shots" which is displayed from when the value of the difference counter reaches the threshold (95000 in this embodiment) until the stop control is performed. 【0188】 As the arrival indicator TH, the words "Complete function activation imminent" may be displayed in the center of the LCD screen 5. 【0189】 [Regarding the "End of Sales" indication] In this embodiment, a configuration is adopted in which a stop-play control is performed and a stop-play indicator is displayed. By seeing the stop-play indicator, the player can know that the stop-play control has been performed and may not want to play on the gaming machine 1. 【0190】 Figure 16 is an explanatory diagram for explaining the stop-loss indicator. The stop-loss indicator is displayed continuously until the stop-loss is released. As illustrated in Figure 16(A), the stop-loss indicator displays a black image that covers the entire surface of the LCD screen 5, along with the text, "Complete function activated. The maximum payout limit for the day has been reached. Gameplay is over for today." The display area is larger in the order of activation notification indicator < reach indicator < stop-loss indicator. When the stop-loss indicator is displayed, the reserved numbers 52, decorative symbols 55, small symbols 56, and the fourth symbols 57 and 59 are completely hidden because the stop-loss indicator is displayed in front of them. Note that the reserved numbers 52, decorative symbols 55, small symbols 56, and the fourth symbols 57 and 59 may also be hidden by being erased from the moment the stop-loss control is performed. In this embodiment, at the start of the display of the stop-loss indicator, the voice message "The complete function will be activated after the jackpot ends" is output from speaker 24 only once (however, it may be output multiple times (for example, three times), or not output at all). Furthermore, the frame lighting device 10 may continue to illuminate in a light-emitting mode (for example, white flashing) that suggests the stop-loss indicator has been displayed from the start of the display of the stop-loss indicator. In addition, the frame lighting device 10 does not have to illuminate in a light-emitting mode that suggests the stop-loss indicator has been displayed, regardless of whether the stop-loss indicator has been displayed or not. 【0191】 As illustrated in Figures 13 to 16, the activation notification, arrival notification, and stop notification all use some common text information (specifically, the text "Complete function activated"). This allows for a sense of unity between the activation notification, arrival notification, and stop notification, making a strong impression on the player. 【0192】 In this embodiment, the display content of the stop-out indicator is not updated even if the payout operation continues after the stop-out control has been performed. The stop-out indicator is displayed in front of other images and in a position that is not hidden by the performance mechanism 7. As a result, the stop-out indicator is neither obscured nor has reduced visibility while on display. The stop-out indicator is not hidden by the performance mechanism 7 when it is not operating, but may be displayed in a position where it is partially hidden when the performance mechanism 7 is operating. In this case, it is preferable that the visibility of the characters included in the stop-out indicator is not reduced. 【0193】 In this embodiment, while the activation notification display is shown, other images related to the variation display (for example, decorative patterns 55) are shown to the player, and during the arrival display, other images during the minor win game and major win game (for example, the total number of prize balls) are shown to the player. In contrast, while the stop display is shown, other images are not shown to the player. For this reason, in this embodiment, the image size increases in the order of activation notification display < arrival display < stop display. 【0194】 In this embodiment, the operation warning indicator is hidden depending on the value of the difference counter. In contrast, the shutdown indicator remains displayed until the shutdown control is released. Therefore, the shutdown indicator is displayed for a longer period than the operation warning indicator. 【0195】 In this embodiment, the "reached" indicator is hidden when the minor win game ends (or immediately after the major win game ends). Therefore, the "stopped" indicator, which remains displayed until the stop control is released, has a longer display time than the "reached" indicator. 【0196】 Figure 16(B) is an explanatory diagram illustrating a modified version of the display content in the stop-play indicator. As illustrated in Figure 16(B), in a gaming machine 1 equipped with a game information provision service, the stop-play indicator includes a two-dimensional code used to obtain game information. This prevents the player from being unable to obtain game information due to the stop-play indicator being displayed. A configuration may also be adopted in which other players cannot obtain the above game information. For example, after a predetermined time (e.g., 30 minutes) has elapsed since the stop-play indicator illustrated in Figure 16(B) was displayed, it may be displayed instead of the stop-play indicator illustrated in Figure 16(A). 【0197】 Figure 16(C) is an explanatory diagram illustrating a modified display method for the stop-loss indicator. As illustrated in Figure 16(C), the stop-loss indicator displays the words "Complete function activated. The maximum payout limit for the day has been reached. Gameplay is over for today." on the LCD screen 5, while the black image covering the entire LCD screen 5, as illustrated in Figure 16(A), does not have to be displayed. This allows other images to be seen when the stop-loss indicator is displayed. For example, when stop-loss control is performed, a configuration may be adopted in which the decorative symbols 55, small symbols 56, and fourth symbols 57 and 59 are immediately set to a stopped display state (or a slightly moving state) in a predetermined manner, so that the various images in the predetermined manner are visible when the stop-loss indicator is displayed. In this case, the words displayed as the stop-loss indicator are displayed in priority (for example, in front) over the various images in the predetermined manner. Specifically, for example, if stop control is performed while a special symbol is being displayed, the decorative symbol 55, the small symbol 56, and the fourth symbols 57 and 59 may be immediately stopped (or slightly moving) in the same manner as the stop indication when the stop control is performed, and each of the symbols in the miss indication may be visible when the stop indicator is displayed. Also, for example, if the difference counter value reaches 95000 during a minor win game, and stop control is performed after the minor win game ends (or after the big win following the minor win game ends), the decorative symbol 55, the small symbol 56, and the fourth symbols 57 and 59 may be immediately stopped (or slightly moving) in the same manner as the stop indication immediately before the start of the minor win game when the stop control is performed, and each of the symbols in the minor win indication may be visible when the stop indicator is displayed. Furthermore, for example, if the difference counter reaches 95,000 during a jackpot game involving a time-saving mini-jackpot (see Figure 6), and a stop control is performed after the jackpot ends, when the stop control is performed, the decorative symbol 55, the small symbol 56, and the fourth symbols 57 and 59 may immediately be stopped (or slightly moving) in the time-saving mini-jackpot notification mode, and each symbol of the time-saving mini-jackpot mode may be visible when the stop control is displayed.Furthermore, for example, if the difference counter value reaches 95,000 during a jackpot game related to jackpots A to D (see Figure 6), and a stop control is performed after the jackpot game ends, when the stop control is performed, the decorative symbol 55, the small symbol 56, and the fourth symbols 57 and 59 are immediately stopped (or slightly moving) in the same jackpot notification mode as the stop mode immediately before the start of the jackpot game (i.e., any of jackpots A to D), and each symbol of the jackpot notification mode may be visible when the stop display is shown. 【0198】 Furthermore, the reserved numbers 52, decorative symbols 55, small symbols 56, and the fourth symbols 57 and 59 may be hidden by being erased when the stop control is performed. 【0199】 Furthermore, the background image for normal mode (or RUSH mode) may continue to be displayed even after the stop-loss control has been performed. In this case, the above text displayed as the stop-loss indicator will take precedence over the background image (for example, displayed in front of it). 【0200】 Furthermore, the "stopped" indicator may also include the text "Please call an attendant." The "operation warning" indicator and the "arrival" indicator do not include the text "Please call an attendant." 【0201】 [Regarding the relationship between stop-play control and various types of hold-ups] Figure 17 is an explanatory diagram for explaining how various types of reserved balls are handled when a stop-play control is performed while a special symbol is being displayed. Figures 17(A-1) and (A-2) illustrate what happens when a stop-play control is performed in normal mode. In Figure 17(A-1), the operation notification display SY1 shows the words "The complete function will be activated in 500 more balls." This suggests that there is a possibility that a stop-play control will be performed soon. For example, as illustrated in Figure 17(A-1), if a stop-play control is performed when there are 0 reserved balls for normal symbol judgment, 3 reserved balls for the first special symbol judgment, and 0 reserved balls for the second special symbol judgment, all of the above reserved balls will become invalid (see Figure 17(A-2)). 【0202】 Figures 17(B-1) and (B-2) illustrate what happens when a payout limit is imposed in RUSH mode. In Figure 17(B-1), the activation notification display SY1 shows the text "The complete function will be activated in 500 shots." This suggests that a payout limit may be imminent. For example, as illustrated in Figure 17(B-1), if a payout limit is imposed when there are 2 reserved normal symbol judgments, 0 reserved first special symbol judgments, and 3 reserved second special symbol judgments, all of the above reserved symbols will become invalid (see Figure 17(B-2)). 【0203】 As illustrated in Figures 17(B-1) and (B-2), during low probability time reduction, a small right-hand play encouragement indicator is displayed at the upper right corner of the LCD screen 5. However, this small right-hand play encouragement indicator disappears when play stop control is performed, and a play stop indicator is displayed. In addition, the right-hand play lamp turns off when the play stop indicator is displayed. 【0204】 Figure 18 is an explanatory diagram for explaining how various types of reserved symbols are handled when a stop-play control is performed during a jackpot game. Figure 18(A) illustrates the flow when a stop-play control is not performed at the end of a jackpot game. For example, as illustrated in Figure 18(A), when a jackpot game ends with 4 reserved symbols for normal symbol judgment, 0 reserved symbols for first special symbol judgment, and 4 reserved symbols for second special symbol judgment, the second special symbol and normal symbols begin to change display in response to the end of the jackpot game (see Figure 18(A)). 【0205】 As illustrated in Figure 18(A), if the gaming machine 1 is turned "OFF" during a jackpot game, and then turned "ON" with the setting key SW "OFF" or "ON" and the RWM clear button "OFF", the value of the difference counter after power restoration will be 0. Since the hold information is maintained before and after power restoration, when the jackpot game ends, the second special symbol and the regular symbol will start to change display in accordance with the end of the jackpot game (see Figure 18(A)). 【0206】 Figure 18(B) illustrates the flow of events when stop-play control is performed at the end of a jackpot game. In the example in Figure 18(B), a jackpot game is executed when there are 4 reserved symbols for normal symbol judgment, 0 reserved symbols for the first special symbol judgment, and 4 reserved symbols for the second special symbol judgment. Each of the above reserved symbols is maintained until the jackpot game ends, even after the difference counter reaches 95,000 during the jackpot game. Therefore, even after the difference counter reaches 95,000, the number of reserved symbols is announced (lit up) by the display unit 4 until the jackpot game ends. In this embodiment, when stop-play control is performed, the display unit 4 turns off, and the number of reserved symbols becomes unannounced. Since all of the above reserved symbols become invalid when stop-play control is performed at the end of a jackpot game, no symbol variation display is performed after stop-play control is performed. 【0207】 As illustrated in Figure 18(B), if the difference counter value reaches 95,000 during a jackpot game, confirming that the game will be stopped, and then the game machine 1 is turned "OFF", and then turned "ON" with the setting key SW "OFF" or "ON" and the RWM clear button "OFF", the difference counter value after power restoration will be 0. However, it is already confirmed that the game will be stopped. As the hold information is maintained before and after power restoration, the second special symbol hold indicator 44 and the normal symbol hold indicator 46 are lit on the display unit 4 during a jackpot game, but when the game is stopped at the end of the jackpot game, all of the above holds become invalid. For this reason, the symbol changes are not displayed after the game is stopped. 【0208】 Furthermore, if the difference counter value reaches 95,000 during a jackpot game and it is confirmed that the game will be stopped, and then the game machine 1 is turned "OFF", and then turned "ON" with the setting key SW "OFF" or "ON" and the RWM clear button "OFF", the value of the difference counter at the time the power was turned "OFF" may be retained as the value of the difference counter after the power is restored. 【0209】 [Regarding various errors] Gaming machine 1 has multiple errors (abnormalities) set. Each error has a predetermined priority, and as a general rule, errors with higher priority are notified first. Error displays that notify various errors may be displayed at the same time as the operation notification display, arrival display, and stop display. Notifications related to the operation notification display, arrival display, and stop display are notified with higher priority than notifications related to errors. Specifically, for example, the operation notification display, arrival display, and stop display are displayed with higher priority than the various error displays. More specifically, the operation notification display, arrival display, and stop display are displayed larger than the various error displays. Also, the various error displays are displayed after the operation notification display, arrival display, and stop display. This makes it possible to clearly suggest information about stop control to the player even when an error display is being shown. The various error displays are basically displayed in predetermined display positions that do not overlap with the operation notification display, arrival display, and stop display. 【0210】 Furthermore, when various error displays begin, error sounds corresponding to each error may be output from speaker 24. In such cases, if multiple errors occur simultaneously, the error sound for the error with the higher priority will be output, while the error sound for the error with the lower priority will not be output. During the output period of the audio output accompanying the operation notification display, arrival display, or stop display, the above audio will be output from speaker 24, while the error sound will not be output, thereby prioritizing notifications related to the operation notification display, arrival display, and stop display over notifications related to errors. Outside of the output period of the audio output accompanying the operation notification display, arrival display, or stop display, the error sound can be output. 【0211】 Errors include, for example, errors that are highly likely to be fraudulent, such as the detection of radio waves by the radio wave detection sensor 50c or the detection of magnets by the magnetic detection sensor 57a; errors that may be due to equipment malfunction or fraud, such as abnormal switch detection; and errors that are not likely to be fraudulent but hinder the progress of the game, such as a full tray error. 【0212】 Each type of error has a set condition for clearing it. Errors with relatively high priority are primarily cleared by turning the power "OFF," while errors with relatively low priority are cleared by the error state being resolved. 【0213】 Furthermore, various errors include those that stop the game, similar to when a stop-play control is performed, and those that do not stop the game. Errors with a relatively higher priority are those that stop the game, and errors with a relatively lower priority are those that do not stop the game. When the gaming machine 1 enters a game-stopped state, the detection of game balls by various switches stops, and the display unit 4 and the performance display unit 113 turn off simultaneously. However, when an error that stops the game occurs, one of the display unit 4 and the performance display unit 113, as predetermined, may be turned off while the other remains lit. 【0214】 The following examples of various errors are shown with reference to Figure 19. The errors and conditions exemplified below are merely examples and can be modified without deviating from the intended purpose. 【0215】 A "radio wave error" occurs when the main CPU 100a of the game control board 100 determines that the radio wave detection sensor 50c has detected an abnormal radio wave for a predetermined period of time or longer (for example, for 0.1 seconds or more). In this case, the main CPU 100a stops the game and displays a radio wave error on the LCD screen 5. The condition for clearing the error is that the game machine 1 is turned on when the RWM clear button is turned ON while the power is OFF (the setting key SW can be OFF or ON). If other errors occur simultaneously, the notification of the radio wave error takes priority. 【0216】 In this embodiment, the series of operations that bring the gaming machine 1 to the "ON" state when it is in the "OFF" state, with the setting key SW "ON" and the RWM clear button "ON", are operations related to changing settings. In other words, for various errors whose error release condition is "when the gaming machine 1 is in the "OFF" state, the RWM clear button is "ON" and the power is brought to the "ON" state", the operation related to changing settings is used as the error release condition. Furthermore, in gaming machines 1 equipped with a setting change switch for changing settings, for various errors whose error release condition is "when the gaming machine 1 is in the "OFF" state, the RWM clear button is "ON" and the power is brought to the "ON" state", the operation related to changing settings (specifically, "when the gaming machine 1 is in the "OFF" state, the setting change switch is "ON" and the power is brought to the "ON" state") is used as the error release condition. 【0217】 As illustrated in Figure 20, if the operation notification display or arrival display and the radio wave error display overlap, the operation notification display and arrival display take precedence. Specifically, the operation notification display and arrival display are displayed larger than the radio wave error display. Because the game stops when a radio wave error occurs, and the radio wave detection sensor 50c is disabled and no radio wave errors are detected after the stop control is performed, the radio wave error display is not displayed while the stop display is shown. However, it is acceptable for radio wave errors to be detectable after the stop control has been performed. 【0218】 In this embodiment, "fraudulent prize entry error" includes three types of errors, such as "fraudulent prize entry error A," "fraudulent prize entry error B," and "fraudulent prize entry error C." 【0219】 "Fraudulent Prize Entry Error A" occurs when the main CPU 100a determines that the first start port detection switch 45a or the second start port detection switch 47a has been in the "ON" state for a certain period of time. In this case, the main CPU 100a stops the game and displays "Fraudulent Prize Entry Error A" on the LCD screen 5. The error clearing condition is that when the game machine 1 is in the power "OFF" state, the RWM clear button is "ON" and the power is turned "ON" (the setting key SW at this time can be in either the "OFF" or "ON" state). If "Fraudulent Prize Entry Error A" coincides with a radio wave error, the notification of the radio wave error takes priority, and if it coincides with any other error, the notification of "Fraudulent Prize Entry Error A" takes priority. 【0220】 As illustrated in Figure 21, if the operation notification display or arrival display and the fraudulent entry error A display overlap, the operation notification display and arrival display take precedence. Since the game stops when fraudulent entry error A occurs, and the first start port detection switch 45a and the second start port detection switch 47a are disabled after the stop control is performed, and fraudulent entry error A is not detected, the fraudulent entry error A display is not shown while the stop display is displayed. It is also possible that fraudulent entry error A can be detected after the stop control has been performed. 【0221】 "Illegal Prize Entry Error B" occurs when the main CPU 100a determines that the large prize entry detection switch 50a has detected an excessive number of game balls entering the large prize entry area during the large prize entry area's valid period. In this case, the main CPU 100a stops the game and displays "Illegal Prize Entry Error B" on the LCD screen 5. The error is cleared when the game machine 1 is in the "OFF" state and the RWM clear button is turned "ON" to the "ON" state (the setting key SW can be in either the "OFF" or "ON" state). If Illegal Prize Entry Error B overlaps with a radio wave error or Illegal Prize Entry Error A, the notification for the radio wave error or Illegal Prize Entry Error A takes priority. If it overlaps with other errors, the notification for Illegal Prize Entry Error B takes priority. 【0222】 If the operation notification display or arrival display and the fraudulent entry error B display overlap, the operation notification display and arrival display take precedence. Since the game stops when fraudulent entry error B occurs, and the large prize slot detection switch 50a is disabled after the stop control is performed and fraudulent entry error B is not detected, the fraudulent entry error B display will not be displayed while the stop display is displayed. However, it is acceptable for fraudulent entry error B to be detectable after the stop control has been performed. 【0223】 "Illegal Prize Entry Error C" occurs when the main CPU 100a determines that the large prize entry detection switch 50a has detected a game ball outside the valid period of the large prize entry. In this case, the main CPU 100a stops the payout operation and displays "Illegal Prize Entry Error C" on the LCD screen 5. The condition for clearing the error is that when the game machine 1 is in the power "OFF" state, the RWM clear button is in the "OFF" state and the power is turned "ON" (the setting key SW at this time can be in either the "OFF" or "ON" state). If "Illegal Prize Entry Error C" overlaps with the error exemplified in Figure 19(A), the notification of the error exemplified in Figure 19(A) takes priority. If it overlaps with other errors, the notification of "Illegal Prize Entry Error C" takes priority. 【0224】 In the following explanation, errors whose clearing condition is "when the gaming machine 1 is in the power 'OFF' state and the RWM clear button is in the 'OFF' state and the power is turned 'ON' state will also be cleared by "when the gaming machine 1 is in the power 'OFF' state and the RWM clear button is in the 'ON' state and the power is turned 'ON' state," and the explanation will be omitted. 【0225】 As illustrated in Figure 22, if the operation notification display, arrival display, or stop display overlaps with the fraudulent prize entry error C display, the operation notification display, arrival display, or stop display takes precedence. After stop control is performed, the large prize entry detection switch 50a is disabled and fraudulent prize entry error C is not detected. Therefore, if fraudulent prize entry error C occurs before stop control is performed, the stop display and fraudulent prize entry error C display will be displayed simultaneously. It is also possible that fraudulent prize entry error C can be detected after stop control has been performed. 【0226】 A "magnet error" occurs when the main CPU 100a determines that the magnetic detection sensor 57a has detected a magnet. In this case, the main CPU 100a stops the game and displays a magnet error on the LCD screen 5. The condition for clearing the error is that the game machine 1 is turned on when the RWM clear button is turned ON while the machine is in the "OFF" state (the setting key SW can be in either the "OFF" or "ON" state). If the magnet error coincides with a radio wave error or an illegal winning error A or B, the notification for the radio wave error or illegal winning error A or B will take priority. If it coincides with any other error, the notification for the magnet error will take priority. 【0227】 As illustrated in Figure 23, if the operation notification display or arrival display and the magnet error display overlap, the operation notification display and arrival display take precedence. Since the game stops when a magnet error occurs, and the magnetic detection sensor 57a is disabled and no magnet errors are detected after the stop control is performed, the magnet error display is not displayed while the stop display is shown. However, it is also possible for magnet errors to be detectable after the stop control has been performed. 【0228】 "Payout Error A" occurs when the count value accumulated by the main CPU 100a, which counts the number of excessive prize balls paid out, reaches a predetermined number. In this case, the main CPU 100a stops the payout operation and displays a payout error on the LCD screen 5. The condition for clearing the error is that when the gaming machine 1 is in the power "OFF" state, the RWM clear button is "ON" and the power is turned "ON" (the setting key SW at this time can be in the "OFF" or "ON" state). If payout error A overlaps with other errors exemplified in Figure 19(A), the notification of the error exemplified in Figure 19(A) takes priority, and if it overlaps with errors exemplified in Figures 19(B) and (C), the notification of payout error A takes priority. 【0229】 As illustrated in Figure 24, if the operation notification, arrival notification, or stop notification overlaps with the payout error A notification, the operation notification, arrival notification, or stop notification takes precedence. Payout error A is detected even after stop control has been performed. Therefore, if payout error A occurs before or after stop control is performed, the stop notification and payout error A notification will be displayed simultaneously. 【0230】 A "ball jam error" occurs when the main CPU 100a determines that the ball depletion sensor (not shown) has detected a ball depletion (an error related to a ball jam). Ball depletion can occur due to a jam of game balls inside the gaming machine 1, or due to insufficient supply of game balls to the gaming machine 1. In this case, the main CPU 100a stops the payout operation and displays a ball jam error on the LCD screen 5. The error is cleared when, after the ball depletion is resolved, the gaming machine 1 is turned on with the RWM clear button in the "OFF" state while it is powered off (the setting key SW can be in either the "OFF" or "ON" state). If the ball depletion has not been resolved, and the gaming machine 1 is turned on with the RWM clear button in the "OFF" state while it is powered off (the setting key SW can be in either the "OFF" or "ON" state), the ball jam error will not be resolved, and the ball jam error notification will continue after the power is restored. Thus, in this embodiment, the ball jam error is not cleared simply by the resolution of the ball depletion; rather, the ball jam error is cleared by performing the above operations on the premise that the ball depletion has been resolved. Note that the conditions for clearing the ball jam error are not limited to those described above; the ball jam error may be cleared simply by the resolution of the ball depletion (i.e., immediately upon resolution of the ball depletion without requiring the above operations). Furthermore, if the ball jam error coincides with an error illustrated in Figure 19(A) or an illegal winning error C, the notification for the error illustrated in Figure 19(A) and the illegal winning error C will take precedence. If the ball jam error coincides with other errors, the notification for the ball jam error will take precedence. 【0231】 As illustrated in Figure 25, if the operation notification, arrival notification, or stop notification overlaps with the ball jam error notification, the operation notification, arrival notification, or stop notification takes precedence. Ball jam errors are detected even after stop control has been performed. Therefore, if a ball jam error occurs before or after stop control is performed, the stop notification and the payout error notification will be displayed simultaneously. For example, if the arrival notification and the ball jam error notification are announced, and the ball jam error is cleared and the ball jam error notification is hidden, the arrival notification will continue to be displayed. Also, for example, if the stop notification and the ball jam error notification are announced, and the ball jam error is cleared and the ball jam error notification is hidden, the stop notification will continue to be displayed. 【0232】 "Payout Error B" occurs when the main CPU 100a determines that the payout control board 120 has paid out more than the predetermined number of prize balls before completing the payout operation for the predetermined number of prize balls. In this case, the main CPU 100a stops the payout operation and displays "Payout Error B" on the LCD screen 5. The error clearing condition is that when the gaming machine 1 is in the power "OFF" state, the RWM clear button is in the "OFF" state and the power is turned "ON" (the setting key SW at this time can be in either the "OFF" or "ON" state). If Payout Error B overlaps with the error exemplified in Figure 19(A), the fraudulent entry error C, or the ball jam error, notification of the error exemplified in Figure 19(A), the fraudulent entry error C, and the ball jam error will take priority. If it overlaps with other errors, notification of Payout Error B will take priority. 【0233】 If the operation notification, arrival notification, or stop notification overlaps with the payout error B notification, the operation notification, arrival notification, or stop notification will take precedence. Payout error B will also be detected after stop control has been performed. Therefore, if payout error B occurs before or after stop control is performed, the stop notification and payout error B notification will be displayed simultaneously. For example, if the arrival notification and payout error B notification are announced, and payout error B is cleared and the payout error B notification is hidden, the arrival notification will continue to be displayed. Also, for example, if the stop notification and payout error B notification are announced, and payout error B is cleared and the payout error B notification is hidden, the stop notification will continue to be displayed. 【0234】 "Payout Error C" occurs when the main CPU 100a determines that the payout motor for one game ball was not driven when one game ball was dispensed by the payout control board 120. In this case, the main CPU 100a retries the payout operation and displays "Payout Error C" on the LCD screen 5. The error clearing condition is that when the game machine 1 is in the power "OFF" state, the RWM clear button is "OFF" and the power is turned "ON" (the setting key SW at this time can be in either the "OFF" or "ON" state). If payout error C overlaps with a high-priority error or payout error B as exemplified in Figure 19, the notification for the high-priority error or payout error B as exemplified in Figure 19 takes precedence. If it overlaps with other errors, the notification for payout error C takes precedence. The conditions for clearing payout error C are not limited to the above, and payout error C may be cleared simply by the fact that the payout motor drive was performed normally (i.e., immediately without requiring the above operation). 【0235】 If the operation notification, arrival notification, or stop notification overlaps with the payout error C notification, the operation notification, arrival notification, or stop notification will take precedence. Payout error C will also be detected after stop control has been performed. Therefore, if a payout error C occurs before or after stop control is performed, the stop notification and the payout error C notification will be displayed simultaneously. For example, if the arrival notification and the payout error C notification are announced, and the payout error C notification is removed and the payout error C notification is hidden, the arrival notification will continue to be displayed. Also, for example, if the stop notification and the payout error C notification are announced, and the payout error C notification is removed and the payout error C notification is hidden, the stop notification will continue to be displayed. 【0236】 "Payout Error D" occurs when the main CPU 100a determines that it has not detected a payout of less than the predetermined number of prize balls, even though the payout control board 120 has completed the payout operation for the predetermined number of prize balls. In this case, the main CPU 100a performs the payout operation at a low speed and displays "Payout Error D" on the LCD screen 5. The condition for clearing the error is that when the gaming machine 1 is in the power "OFF" state, the RWM clear button is "OFF" and the power is turned "ON" (the setting key SW at this time can be in either the "OFF" or "ON" state). If payout error D overlaps with other errors with a priority of "high" or "medium" as exemplified in Figure 19, the notification of the "high" and "medium" priority errors exemplified in Figure 19 takes precedence, and if it overlaps with other errors, the notification of payout error D takes precedence. The condition for clearing payout error D is not limited to the above, and payout error D may be cleared simply by detecting the payout of the predetermined number of prize balls (i.e., immediately without requiring the above operation). 【0237】 If an operation notification, arrival notification, or stop notification overlaps with a payout error D notification, the operation notification, arrival notification, or stop notification will take precedence. Payout error D is detected even after stop control has been performed. Therefore, if a payout error D occurs before or after stop control is performed, the stop notification and the payout error D notification will be displayed simultaneously. For example, if an arrival notification and a payout error D notification are announced, and the payout error D notification is removed and the payout error D notification is hidden, the arrival notification will continue to be displayed. Also, for example, if a stop notification and a payout error D notification are announced, and the payout error D notification is removed and the payout error D notification is hidden, the stop notification will continue to be displayed. 【0238】 The "movable body abnormal operation error" occurs when the sub-CPU 130a of the performance control board 130 determines, based on information from the performance mechanism initial position sensor 7a and the performance mechanism advance position sensor 7b, that the performance mechanism 7 is not in the correct position. In this case, the sub-CPU 130a displays a movable body abnormal operation error on the LCD screen 5. The error clearing condition is that when the gaming machine 1 is in the power "OFF" state, the RWM clear button is "OFF" and the power is turned "ON" (the setting key SW at this time can be in either the "OFF" or "ON" state). If the movable body abnormal operation error overlaps with an error with a priority of "high" or "medium" as exemplified in Figure 19, the notification of the error with a priority of "high" or "medium" as exemplified in Figure 19 will take priority. If it overlaps with other errors, the notification of the movable body abnormal operation error will take priority. 【0239】 As illustrated in Figure 26, if the operation notification, arrival notification, or stop notification overlaps with the movable body abnormal operation error notification, the operation notification, arrival notification, or stop notification takes precedence. Abnormal operation errors of the movable body are also detected after stop control has been performed. Therefore, if an abnormal operation error of the movable body occurs before or after stop control is performed, the stop notification and the movable body abnormal operation error notification will be displayed simultaneously. Note that it is acceptable if an abnormal operation error of the movable body cannot be detected after stop control has been performed. 【0240】 A "sound source error" occurs when the sub-CPU 130a determines that it could not read data correctly from the sound source data. In this case, the sub-CPU 130a displays a sound source error on the LCD screen 5. The condition for clearing the error is that when the gaming machine 1 is in the power "OFF" state, the RWM clear button is in the "OFF" state and the power is turned "ON" (the setting key SW at this time can be in either the "OFF" or "ON" state). Alternatively, the condition for clearing the sound source error may be that a predetermined time (for example, 30 seconds) has elapsed since the error occurred. If the sound source error overlaps with an error of "high" or "medium" priority as exemplified in Figure 19, or with a movable body malfunction error, the notification of the error of "high" or "medium" priority as exemplified in Figure 19, or the movable body malfunction error, takes priority. If it overlaps with other errors, the notification of the movable body malfunction error takes priority. 【0241】 If the operation notification, arrival notification, or shutdown notification overlaps with the sound source error notification, the operation notification, arrival notification, or shutdown notification will take precedence. Sound source errors will also be detected after shutdown control has been performed. Therefore, if a sound source error occurs before or after shutdown control is performed, the shutdown notification and the sound source error notification will be displayed simultaneously. It is acceptable if the sound source error cannot be detected after shutdown control has been performed. 【0242】 A "connection error" occurs when the main CPU 100a determines that it has detected a disconnection or short circuit in a connection line within the game control board 100. The main CPU 100a determines whether a disconnection error has occurred based on a signal from a detection means capable of detecting disconnections or short circuits in at least one of the multiple output connection lines and multiple input connection lines in the game control board 100. If a connection error occurs, the main CPU 100a displays a connection error on the LCD screen 5. Note that a disconnection error may also occur when the main CPU 100a determines that it has detected a disconnection or short circuit in a connection line within a control board other than the game control board 100 (specifically, the performance control board 130, the image and sound control board 140, the lamp control board 150, and the payout control board 120). In such cases, the main CPU 100a may display the connection error by receiving a connection error signal from the control board that detected the disconnection or short circuit, or the CPU of the control board that detected the disconnection or short circuit may display the connection error. The condition for clearing a connection error is that the disconnection or short circuit in gaming machine 1 is resolved. If the connection error overlaps with an error illustrated in Figure 19(A) or (B), the notification for the error illustrated in Figure 19(A) or (B) will take priority. If it overlaps with any other error, the notification for the connection error will take priority. 【0243】 As illustrated in Figure 27, if the operation notification, arrival notification, or shutdown notification overlaps with the connection error notification, the operation notification, arrival notification, or shutdown notification takes precedence. Connection errors are also detected after shutdown control has been performed. Therefore, if a connection error occurs before or after shutdown control is performed, the shutdown notification and connection error notification will be displayed simultaneously. 【0244】 A "door open error" occurs when the main CPU 100a determines, based on the door open detection sensor 59a, that the frame member 3 is open from the outer frame. In this case, the main CPU 100a displays a door open error on the LCD screen 5. The condition for clearing the error is that the door open detection sensor 59a is turned OFF. The condition for clearing the error may be that the gaming machine 1 is turned ON with the RWM clear button OFF while it is in the power OFF state (the setting key SW at this time may be in either the OFF or ON state), followed by the frame member 3 being opened from the outer frame and then fixed by the locking mechanism, or a predetermined time may have elapsed since the locking mechanism fixed the frame member 3. If the door open error overlaps with an error illustrated in Figure 19(A) or (B), or a connection error, the notification of the error illustrated in Figure 19(A) or (B), or the connection error will take priority. If the door open error overlaps with a lower tray full error, the notification of the door open error will take priority. 【0245】 As illustrated in Figure 28, if the operation notification, arrival notification, or stop notification overlaps with the door open error notification, the operation notification, arrival notification, or stop notification takes precedence. Door open errors are also detected after stop control has been performed. Therefore, if a door open error occurs before or after stop control is performed, the stop notification and the door open error notification will be displayed simultaneously. 【0246】 The "lower tray full error" occurs when the main CPU 100a determines that the lower tray 29 is full of game balls, as detected by the lower tray full detection sensor 60a. In this case, the main CPU 100a displays a lower tray full error message on the LCD screen 5. The condition for clearing the error is that the lower tray 29 is no longer full of game balls. If the lower tray full error occurs in conjunction with another error, the notification of the other error takes priority. 【0247】 As illustrated in FIG. 29, when the operation notice display, arrival display, or stop display overlaps with the lower tray full error display, the operation notice display, arrival display, or stop display takes precedence. The lower tray full error is detected even after the stop control is performed. Therefore, when the lower tray full error occurs before or after the stop control is performed, the stop display and the lower tray full error display are displayed overlappingly. 【0248】 In the present embodiment, for the errors detected by the game control board 100, although some errors can be detected after the stop control is performed, the other errors become undetectable. On the other hand, for the errors detected by the effect control board 130, all errors can be detected even after the stop control is performed. 【0249】 FIG. 30 is an explanatory diagram for explaining the display timings of the operation notice display, arrival display, and stop display and the occurrence timings of various errors. As illustrated in FIG. 30(A), all the errors illustrated in FIG. 19 can occur during the display of the operation notice display. The errors that can continuously occur from the display of the operation notice display to the display of the stop display as illustrated in FIG. 30(A) are the errors that do not stop the game among the errors illustrated in FIG. 19 (specifically, payout errors A to D, illegal winning error C, ball jamming error, abnormal movement error of the movable body, sound source error, connection error, door opening error, and lower tray full error). 【0250】 As illustrated in FIG. 30(B), all the errors illustrated in FIG. 19 can occur during the display of the arrival display. The errors that can continuously occur from the display of the arrival display to the display of the stop display as illustrated in FIG. 30(B) are the errors that do not stop the game among the errors illustrated in FIG. 19 (specifically, payout errors A to D, illegal winning error C, ball jamming error, abnormal movement error of the movable body, sound source error, connection error, door opening error, and lower tray full error). 【0251】 As illustrated in Figure 30(C), while the stop-payout indicator is displayed, the following errors may occur, as illustrated in Figure 19: payout errors A to D, ball jam error, abnormal movement error of a movable part, sound source error, connection error, door open error, and lower tray full error. 【0252】 Figure 31 is an explanatory diagram illustrating what happens when the gaming machine 1 is turned "OFF" and then "ON" while the operation notification display and various error displays are being shown. As illustrated in Figure 31(A-1), when the gaming machine 1 is turned "ON" with the RWM clear button "OFF" while the operation notification display and error displays (specifically, fraudulent entry error C, payout errors B~D, ball jam error, abnormal movement error of a movable part, or sound source error) are being shown, the operation notification display and the above error displays are not displayed after the power is restored. 【0253】 As illustrated in Figure 31(A-2), in a situation where an operation notification display and an error display (specifically, a ball jam error when the ball shortage has not been resolved, a radio wave error, an illegal entry error A and B, a magnet error, a payout error A, a connection error, a door open error, or a lower tray full error) are displayed, if the gaming machine 1 is turned on while the RWM clear button is turned off when the power is turned on, the operation notification display will not be displayed after the power is restored, while the above error displays will be displayed. 【0254】 In the following explanation, a ball jam error that occurs when the ball shortage itself has been resolved but the ball jam error has not been resolved will simply be referred to as a "ball jam error," while a ball jam error that occurs when the ball shortage itself has not been resolved will be referred to as a "ball jam error when the ball shortage has not been resolved." 【0255】 As illustrated in Figure 31(B-1), in a situation where an operation notification display and an error display (specifically, radio wave error, fraudulent prize entry error A-C, magnet error, payout error A-D, ball jam error, abnormal movement error of a movable part, or sound source error) were displayed, if the gaming machine 1 was turned on with the RWM clear button "ON" while the power was "OFF", the operation notification display and the above error displays would not be displayed after the power was restored. 【0256】 As illustrated in Figure 31(B-2), in a situation where both an operation notification display and an error display (specifically, a ball jam error when the ball shortage has not been resolved, a connection error, a door open error, or a lower tray full error) were displayed, if the gaming machine 1 was turned on with the RWM clear button pressed while it was in the "OFF" state, the operation notification display would not be displayed after the power was restored, while the above error displays would be shown. 【0257】 Furthermore, if the gaming machine 1 is turned "OFF" when certain conditions are met, and then turned "ON" without RWM clearing, the value of the difference counter will be maintained before and after the power is restored, and an operation notification display may be shown after the power is restored. The certain conditions include at least one of the following: the condition that a small win game is in progress, the condition that a big win game is in progress, the condition that a low probability time reduction is in progress, and the condition that the gaming machine 1 is turned "ON" when the maintenance switch for maintaining the value of the difference counter is in the "ON" state. 【0258】 Figure 32 is an explanatory diagram illustrating what happens when the gaming machine 1 is turned "OFF" and then "ON" while the arrival indicator and various error indicators are being displayed. As illustrated in Figure 32(A-1), when the gaming machine 1 is turned "ON" while the RWM clear button is "OFF" while the arrival indicator and error indicators (specifically, fraudulent entry error C, payout errors B~D, ball jam error, abnormal movement error of a movable part, or sound source error) are being displayed, the above errors are cleared by this power restoration. Therefore, after the power is restored, the arrival indicator is displayed while the above error indicators are not displayed. In this way, when an error is cleared after simultaneously notifying the error indicator and the arrival indicator, which are triggered by the power restoration, only the arrival indicator is notified after the power is restored. 【0259】 As illustrated in Figure 32(A-2), in a situation where the arrival indicator and error indicators (specifically, ball jam error when the ball shortage has not been resolved, radio wave error, fraudulent entry error A and B, magnet error, payout error A, connection error, door open error, or lower tray full error) were displayed, if the gaming machine 1 was turned on while the RWM clear button was in the "OFF" state, the arrival indicator and the above error indicators will be displayed after the power is restored. 【0260】 As illustrated in Figure 32(B-1), in a situation where the arrival indicator and error indicators (specifically, radio wave error, fraudulent winning error A-C, magnet error, payout error A-D, ball jam error, abnormal movement error of a movable part, or sound source error) were displayed, if the gaming machine 1 was turned on with the RWM clear button "ON" while the power was "OFF", the arrival indicator and the above error indicators would not be displayed after the power was restored. 【0261】 As illustrated in Figure 32(B-2), when the arrival indicator and error indicator (specifically, a ball jam error when the ball shortage has not been resolved, a connection error, a door open error, or a lower tray full error) are displayed, if the gaming machine 1 is turned on with the RWM clear button "ON" while the power is "OFF", the stop-play control is released by this power restoration, but the above errors are not released. Therefore, after the power is restored, the arrival indicator is not displayed, while the above error indicator is displayed. For example, when the ball shortage has not been resolved and the arrival indicator and ball jam error indicator are displayed, if the gaming machine 1 is turned on with the RWM clear button "ON" while the power is "OFF", the ball jam error indicator is displayed again, while the arrival indicator remains hidden. Thus, when the stop-play control is released after various error indicators and the arrival indicator are simultaneously announced, and the power restoration is not the only condition for release, only the error indicator is announced after the power is restored. 【0262】 Figure 33 is an explanatory diagram illustrating what happens when the gaming machine 1 is turned "OFF" and then "ON" while displaying a stop-out indicator and various error indicators. As illustrated in Figure 33(A-1), when the gaming machine 1 is turned "ON" with the RWM clear button "OFF" while the stop-out indicator and error indicators (specifically, payout errors B-D, ball jam error, abnormal movement error, or sound source error) are displayed, the above errors are cleared by this power restoration. Therefore, after the power is restored, the stop-out indicator is displayed while the above error indicators are hidden. In this way, when the error is cleared after simultaneously displaying various error indicators and the stop-out indicator, which are triggered by the power restoration, only the stop-out indicator is displayed after the power is restored. 【0263】 As illustrated in Figure 33(A-2), in a situation where the stop-play indicator and error indicator (specifically, a ball jam error when the balls have not been cleared, payout error A, connection error, door open error, or lower tray full error) were displayed, if the gaming machine 1 was turned on while the RWM clear button was in the "OFF" state, the stop-play indicator and the above error indicators will be displayed after the power is restored. 【0264】 As illustrated in Figure 33(B-1), when a stop-play indicator and an error indicator (specifically, payout errors A-D, ball jam error, abnormal movement error of a movable part, or sound source error) are displayed, if the gaming machine 1 is turned on with the RWM clear button "ON" while the power is "OFF", the stop-play indicator and the above error indicators will not be displayed after the power is restored. 【0265】 As illustrated in Figure 33(B-2), when the game machine 1 is powered on while the RWM clear button is pressed, and both the stop-play indicator and the error indicator (specifically, a ball jam error when the balls have not run out, a connection error, a door open error, or a full lower tray error) are displayed, the stop-play control is released upon power restoration, but the above errors are not released. Therefore, after power restoration, the stop-play indicator is not displayed, while the above error indicators are displayed. For example, when the balls have not run out and both the stop-play indicator and the ball jam error indicator are displayed, and the game machine 1 is powered on while the RWM clear button is pressed, the ball jam error indicator is re-displayed, while the stop-play indicator remains hidden. Thus, when the stop-play control is released after various error indicators and the stop-play indicator are simultaneously displayed, and the power restoration is not the only condition for release, only the error indicator is displayed after power restoration. 【0266】 Figure 34 is an explanatory diagram illustrating the timing of the display of the operation notification indicator, the arrival indicator, and the stop indicator, as well as the timing of the occurrence of two types of errors. As illustrated in Figure 34(A), while the operation notification indicator is displayed, all errors illustrated in Figure 19 can occur as Error Indicator 1, and all errors illustrated in Figure 19 other than Error Indicator 1 can occur as Error Indicator 2. As illustrated in Figure 34(A), the errors that can continue to occur until the stop indicator is displayed are those illustrated in Figure 19 that do not stop the game (specifically, payout errors A to D, fraudulent entry error C, ball jam error, abnormal movement error of movable parts, sound source error, connection error, door open error, and lower tray full error). 【0267】 As illustrated in Figure 34(B), while the operation notification display is shown, all errors illustrated in Figure 19 can occur as Error Display 1. Then, while the arrival display is shown, all errors illustrated in Figure 19 other than Error Display 1 can occur as Error Display 2. As illustrated in Figure 34(B), the errors that can continue to occur until the stop display is shown are the errors illustrated in Figure 19 that do not stop the game (specifically, payout errors A to D, fraudulent entry error C, ball jam error, abnormal movement error of movable parts, sound source error, connection error, door open error, and lower tray full error). 【0268】 As illustrated in Figure 34(C), while the operation warning indicator is displayed, all errors illustrated in Figure 19 can occur as Error Indicator 1. Then, while the stop indicator is displayed, all errors other than Error Indicator 1 from the following can occur as Error Indicator 2: payout errors A-D, ball jam error, abnormal movement error of movable part, sound source error, connection error, door open error, and lower tray full error. 【0269】 As illustrated in FIG. 34(D), while the arrival display is being shown, all the errors illustrated in FIG. 19 can occur as error display 1, and among all the errors illustrated in FIG. 19, errors other than error display 1 can occur as error display 2. As illustrated in FIG. 34(B), the errors that can continuously occur until the pause display is being shown are the errors that do not stop the game among the errors illustrated in FIG. 19 (specifically, payout errors A to D, illegal winning error C, ball jamming error, abnormal movement error of a movable body, sound source error, connection error, door opening error, and lower tray full error). 【0270】 As illustrated in FIG. 34(E), while the arrival display is being shown, all the errors illustrated in FIG. 19 can occur as error display 1. And while the pause display is being shown, among payout errors A to D, ball jamming error, abnormal movement error of a movable body, sound source error, connection error, door opening error, and lower tray full error, errors other than error display 1 can occur. 【0271】 As illustrated in FIG. 34(F), while the pause display is being shown, any two of payout errors A to D, ball jamming error, abnormal movement error of a movable body, sound source error, connection error, door opening error, and lower tray full error can occur as error display 1 and error display 2. 【0272】 Figure 35 is an explanatory diagram illustrating what happens when the gaming machine 1 is turned "OFF" and then "ON" while the operation notification display and various error displays are being shown. As illustrated in Figure 35(A-1), when the gaming machine 1 is turned "ON" with the RWM clear button "OFF" while the operation notification display, error display a1 and error display a2 are being shown, the operation notification display and the above error displays a1 and a2 are hidden after the power is restored. Error display a1 can display illegal entry error C, payout errors B-D, ball jam error, abnormal movement error of a movable part, or sound source error. Error display a2 can display any error other than error display a1 from among illegal entry error C, payout errors B-D, ball jam error, abnormal movement error of a movable part, and sound source error. 【0273】 As illustrated in Figure 35(A-2), in a situation where the operation notification display, error display a1, and error display b1 were displayed, if the gaming machine 1 was turned on while the RWM clear button was in the "OFF" state, the operation notification display and error display a1 would not be displayed after the power was restored, while error display b1 would be displayed. Possible error displays for a1 include fraudulent entry error C, payout errors B~D, ball jam error, abnormal movement error of a movable part, or sound source error. Possible error displays for b1 include ball jam error when the ball shortage has not been resolved, radio wave error, fraudulent entry errors A and B, magnet error, payout error A, connection error, door open error, or lower tray full error. 【0274】 As illustrated in Figure 35(A-3), in a situation where the operation notification display, error display b1 and error display b2 were displayed, if the gaming machine 1 was turned on while the RWM clear button was in the "OFF" state, the operation notification display would not be displayed after the power was restored, while error displays b1 and b2 would be displayed. Error display b1 can display ball jam error when the balls have not been depleted, radio wave error, fraudulent entry error A and B, magnet error, payout error A, connection error, door open error, or lower tray full error. Error display b2 can display any error other than error display b1 from among ball jam error when the balls have not been depleted, radio wave error, fraudulent entry error A and B, magnet error, payout error A, connection error, door open error, and lower tray full error. 【0275】 As illustrated in Figure 35(B-1), in a situation where the operation notification display, error display c1 and error display c2 were displayed, if the gaming machine 1 is turned on with the RWM clear button "ON" while the power is "OFF", the operation notification display, error display c1 and error display c2 will not be displayed after the power is restored. Error display c1 can display radio wave error, fraudulent entry error A-C, magnet error, payout error A-D, ball jam error, abnormal movement error of a movable part, or sound source error. Error display c2 can display any error other than error display c1 from among radio wave error, fraudulent entry error A-C, magnet error, payout error A-D, ball jam error, abnormal movement error of a movable part, and sound source error. 【0276】 As illustrated in Figure 35(B-2), in a situation where the operation notification display, error display c1, and error display d1 were displayed, if the gaming machine 1 was turned on with the RWM clear button "ON" while the power was "OFF", the operation notification display and error display c1 would not be displayed after the power was restored, while error display d1 would be displayed. Possible error displays for c1 include radio wave error, fraudulent winning error A-C, magnet error, payout error A-D, ball jam error, abnormal movement error of a movable part, or sound source error. Possible error displays for d1 include ball jam error when the ball shortage has not been resolved, connection error, door open error, or lower tray full error. 【0277】 As illustrated in Figure 35(B-3), in a situation where the operation notification display, error display d1, and error display d2 were displayed, if the gaming machine 1 was turned on with the RWM clear button "ON" while the power was "OFF", the operation notification display would not be displayed after the power was restored, while error displays d1 and d2 would be displayed. Error display d1 can display a ball jam error, connection error, door open error, or lower tray full error when the balls have not been depleted. Error display d2 can display a ball jam error, connection error, door open error, or lower tray full error other than error display d1 when the balls have not been depleted. 【0278】 Figure 36 is an explanatory diagram illustrating what happens when the gaming machine 1 is turned "OFF" and then "ON" while the arrival indicator and various error indicators are being displayed. As illustrated in Figure 36(A-1), when the gaming machine 1 is turned "ON" with the RWM clear button "OFF" while the arrival indicator, error indicator a1 and error indicator a2 are being displayed, the arrival indicator is displayed after the power is restored, while error indicators a1 and a2 are not displayed. Error indicator a1 can display fraudulent entry error C, payout errors B-D, ball jam error, abnormal movement error, or sound source error. Error indicator a2 can display any error other than error indicator a1 from among fraudulent entry error C, payout errors B-D, ball jam error, abnormal movement error, and sound source error. 【0279】 As illustrated in Figure 36(A-2), in a situation where the arrival indicator, error indicator a1, and error indicator b1 were displayed, if the gaming machine 1 was turned on while the RWM clear button was in the "OFF" state, the error related to error indicator a1 was cleared upon power restoration, but the error related to error indicator a2 was not cleared. Therefore, after power restoration, the arrival indicator and error indicator b1 are displayed, while error indicator a1 is not. Possible error indicators for a1 include fraudulent entry error C, payout errors B~D, ball jam error, abnormal movement error of a movable part, or sound source error. Possible error indicators for b1 include ball jam error when the ball shortage has not been resolved, radio wave error, fraudulent entry error A and B, magnet error, payout error A, connection error, door open error, or lower tray full error. Thus, when an error that requires the power to be restored is cleared after the various error displays that are reset as a condition for the power to be restored, the various error displays that are not reset as a condition for the power to be restored, and the arrival display have all been simultaneously announced, the arrival display and the various error displays that are not reset as a condition for the power to be restored will be announced after the power is restored. For example, when the ball shortage has not been resolved and the arrival display, payout error displays B to D, and ball jam error display are being shown, if the gaming machine 1 is turned on while the RWM clear button is in the "OFF" state, the arrival display and ball jam error display will continue to be shown, while the payout error displays B to D will not be shown. 【0280】 Furthermore, in gaming machine 1 where the ball jam error is cleared simply by the resolution of the ball shortage (i.e., immediately upon resolution of the ball shortage without requiring the above-mentioned operation as a condition for clearing the ball jam error), the following applies. For example, if the ball shortage has not been resolved and the arrival indicator, payout error B~D indicators, and ball jam error indicator are displayed, and gaming machine 1 is turned on while the RWM clear button is in the "OFF" state, the arrival indicator and ball jam error indicator will continue to be displayed, while the payout error B~D indicators will not be displayed. Also, for example, if the ball shortage is resolved while the arrival indicator, payout error B~D indicators, and ball jam error indicators are displayed, the arrival indicator and payout error B~D indicators will continue to be displayed, while the ball jam error indicator will not be displayed. 【0281】 As illustrated in Figure 36(A-3), in a situation where the arrival indicator, error indicator b1, and error indicator b2 were displayed, if the gaming machine 1 was turned on while the RWM clear button was in the "OFF" state, the arrival indicator, error indicator b1, and error indicator b2 will be displayed after the power is restored. Error indicator b1 can display ball jam error when the balls have not run out, radio wave error, fraudulent entry error A and B, magnet error, payout error A, connection error, door open error, or lower tray full error. Error indicator b2 can display ball jam error when the balls have not run out, radio wave error, fraudulent entry error A and B, magnet error, payout error A, connection error, door open error, and lower tray full error, excluding errors shown in error indicator b1. 【0282】 As illustrated in Figure 36(B-1), in a situation where the arrival indicator, error indicator c1, and error indicator c2 were displayed, if the gaming machine 1 was turned on with the RWM clear button "ON" while the power was "OFF", the arrival indicator, error indicator c1, and error indicator c2 would be hidden after the power was restored. Error indicator c1 can display radio wave error, fraudulent entry error A-C, magnet error, payout error A-D, ball jam error, abnormal movement error of a movable part, or sound source error. Error indicator c2 can display any error other than error indicator c1 from among radio wave error, fraudulent entry error A-C, magnet error, payout error A-D, ball jam error, abnormal movement error of a movable part, and sound source error. 【0283】 As illustrated in Figure 36(B-2), in a situation where the arrival indicator, error indicator c1, and error indicator d1 were displayed, if the gaming machine 1 was turned on with the RWM clear button "ON" while the power was "OFF", the error related to error indicator c1 was cleared upon power restoration, but the error related to error indicator d1 was not. Therefore, after power restoration, error indicator d1 is displayed, while the arrival indicator and error indicator c1 are not displayed. Possible error indicators for c1 include radio wave error, fraudulent winning error A-C, magnet error, payout error A-D, ball jam error, abnormal movement error of movable part, or sound source error. Possible error indicators for d1 include ball jam error when the ball shortage has not been resolved, connection error, door open error, or lower tray full error. Thus, when an error that requires the power to be restored is cleared after the various error displays that are reset as a condition for the power to be restored, the various error displays that are not reset as a condition for the power to be restored, and the arrival display have all been simultaneously announced, only the various error displays that are not reset as a condition for the power to be restored will be announced after the power is restored. For example, when the ball shortage has been resolved and the arrival display, payout error displays A to D, and ball jam error display are being shown, if the gaming machine 1 is turned on while the RWM clear button is turned on, the payout error displays A to D will be re-shown, while the arrival display and ball jam error display will remain hidden. 【0284】 As illustrated in Figure 36(B-3), in a situation where the arrival indicator, error indicator d1, and error indicator d2 were displayed, if the gaming machine 1 is turned on with the RWM clear button "ON" while the power is "OFF", the arrival indicator will not be displayed after the power is restored, while error indicators d1 and d2 will be displayed. Error indicator d1 can display a ball jam error, connection error, door open error, or lower tray full error when the balls have not been depleted. Error indicator d2 can display a ball jam error, connection error, door open error, or lower tray full error other than error indicator d1 when the balls have not been depleted. 【0285】 Figure 37 is an explanatory diagram illustrating what happens when the gaming machine 1 is turned "OFF" and then "ON" while the stop-out indicator and various error indicators are displayed. As illustrated in Figure 37(A-1), when the gaming machine 1 is turned "ON" with the RWM clear button "OFF" while the stop-out indicator, error indicator a1, and error indicator a2 are displayed, the stop-out indicator is displayed after the power is restored, while error indicators a1 and a2 are not displayed. Error indicator a1 can display payout errors B-D, ball jam errors, abnormal movement errors, or sound source errors. Error indicator a2 can display payout errors B-D, ball jam errors, abnormal movement errors, and sound source errors other than those displayed in error indicator a1. 【0286】 As illustrated in Figure 37(A-2), in a situation where the stop-play indicator, error indicator a1, and error indicator b1 are displayed, if the gaming machine 1 is turned on while the RWM clear button is in the "OFF" state, the error related to error indicator a1 is cleared upon power restoration, but the error related to error indicator b1 is not. Therefore, after power restoration, the stop-play indicator and error indicator b1 are displayed, while error indicator a1 is not. Possible error indicators for a1 include payout errors B-D, ball jam errors, abnormal movement errors, or sound source errors. Possible error indicators for b1 include ball jam errors when the ball shortage has not been resolved, payout error A, connection errors, door open errors, or lower tray full errors. Thus, when an error that requires the power to be restored is cleared after the various error displays that are reset as a condition for the power to be restored, the various error displays that are not reset as a condition for the power to be restored, and the stop-play display are all simultaneously announced, the stop-play display and the various error displays that are not reset as a condition for the power to be restored are announced after the power is restored. For example, when the ball shortage has not been resolved and the stop-play display, payout error displays B to D, and ball jam error display are all displayed, if the gaming machine 1 is turned on while the RWM clear button is in the "OFF" state, the stop-play display and ball jam error display will continue to be displayed, while the payout error displays B to D will not be displayed. 【0287】 Furthermore, in gaming machine 1 where the ball jam error is cleared simply by the resolution of the ball shortage (i.e., without requiring the above-mentioned operation as a condition for clearing the ball jam error, the ball jam error is cleared immediately upon resolution), the following applies. For example, if the ball shortage has not been resolved and the stop-play indicator, payout error B-D indicators, and ball jam error indicator are displayed, and the gaming machine 1 is turned on while the RWM clear button is in the "OFF" state, the stop-play indicator and ball jam error indicator will continue to be displayed, while the payout error B-D indicators will not be displayed. Also, for example, if the ball shortage is resolved while the stop-play indicator, payout error B-D indicators, and ball jam error indicators are displayed, the stop-play indicator and payout error B-D indicators will continue to be displayed, while the ball jam error indicators will not be displayed. 【0288】 As illustrated in Figure 37(A-3), in a situation where the stop-play indicator, error indicator b1, and error indicator b2 were displayed, if the gaming machine 1 was turned on while the RWM clear button was in the "OFF" state, the stop-play indicator, error indicator b1, and error indicator b2 will be displayed after the power is restored. Error indicator b1 can display a ball jam error when the balls have not been depleted, payout error A, connection error, door open error, or lower tray full error. Error indicator b2 can display a ball jam error when the balls have not been depleted, payout error A, connection error, door open error, or lower tray full error, excluding error indicator b1. 【0289】 As illustrated in Figure 37(B-1), in a situation where the stop-play indicator, error indicator c1, and error indicator c2 were displayed, if the gaming machine 1 was turned on with the RWM clear button "ON" while the power was "OFF", the stop-play indicator, error indicator c1, and error indicator c2 would be hidden after the power was restored. Error indicator c1 can display payout errors A to D, ball jam errors, abnormal movement errors, or sound source errors. Error indicator c2 can display payout errors A to D, ball jam errors, abnormal movement errors, and sound source errors other than those shown in error indicator c1. 【0290】 As illustrated in Figure 37(B-2), in a situation where the stop-out indicator, error indicator c1, and error indicator d1 were displayed, if the gaming machine 1 was turned on with the RWM clear button "ON" while the power was "OFF", the error related to error indicator c1 was cleared by this power restoration, but the error related to error indicator d1 was not cleared. Therefore, after the power is restored, error indicator d1 is displayed, while the stop-out indicator and error indicator c1 are not displayed. Error indicator c1 can display payout errors A to D, ball jam errors, abnormal movement errors of movable parts, or sound source errors. Error indicator d1 can display ball jam errors when the ball shortage has not been resolved, connection errors, door open errors, or lower tray full errors. In this way, when the error related to the power restoration is cleared after the various error indicators that are reset by the power restoration, various error indicators that are not reset by the power restoration, and the stop-out indicator have been simultaneously announced, only the various error indicators that are not reset by the power restoration will be announced after the power is restored. For example, if the ball shortage has been resolved and the stop-play indicator, payout error A-D indicators, and ball jam error indicator are displayed, and the gaming machine 1 is turned on while the RWM clear button is pressed, the payout error A-D indicators will reappear, while the stop-play indicator and ball jam error indicators will remain hidden. 【0291】 As illustrated in Figure 37(B-3), in a situation where the stop-play indicator, error indicator d1, and error indicator d2 were displayed, if the gaming machine 1 was turned on with the RWM clear button "ON" while the power was "OFF", the stop-play indicator would not be displayed after the power was restored, while error indicators d1 and d2 would be displayed. Error indicator d1 can display a ball jam error, connection error, door open error, or lower tray full error when the balls have not been depleted. Error indicator d2 can display a ball jam error, connection error, door open error, or lower tray full error other than error indicator d1 when the balls have not been depleted. 【0292】 The display configuration of various error indicators (for example, the content, size, and position) can be any configuration as long as it does not overlap with the text information of the operation warning indicator, arrival indicator, and stop indicator. When multiple errors occur simultaneously, the various error indicators may be displayed in positions where they partially overlap with each other, or they may be displayed in positions where they do not overlap with each other. 【0293】 [Main processing by the game control board 100] Figure 38 is a flowchart showing an example of the main processing performed on the game control board 100. As illustrated in Figure 38, the main processing first performs initial settings (step MS1). Initial settings include, for example, setting the interrupt time, setting the main CPU 100a, and resetting various flags and counters. The initial values ​​of the various flags are "OFF", and the initial values ​​of the various counters are "0". For example, in initial settings, the value of the difference counter is cleared to 0. In addition, initial settings execute processing in response to setting changes, processing in response to setting confirmation, and processing in response to RWM clearing. Initial settings are executed only once after power-on and are not executed thereafter. Note that the initial values ​​of the various counters are not limited to "0" and can be any value. For example, the initial value of the difference counter may be "-95000", in which case stop control may be performed in response to the difference counter value becoming "0". 【0294】 Following the initial setup (step MS1), interrupts are enabled (step MS2). While interrupts are enabled, the game control board 100 can execute timer interrupt processing. The timer interrupt processing will be described in detail later with reference to Figure 39. Random number update processing (step MS3) is executed to update the various random numbers used for normal symbol judgment and special symbol judgment. In this random number update processing, each random number is updated by adding 1. When each random number reaches its upper limit, it resets to "1" and is added again. Note that the initial period value of each random number may be other than "1" or may be changed randomly. 【0295】 Following the random number update process (step MS3), interrupts are disabled (step MS4), and a difference counter monitoring process (step MS5) is executed to monitor the value of the difference counter and determine whether or not to perform stop-down control. In the difference counter monitoring process, the process described with reference to Figure 9 is executed. 【0296】 Following the difference counter monitoring process (step MS5), commands related to stop control or error control are set (step MS6). Commands related to stop control include commands indicating the start timing for displaying the operation warning indicator, commands indicating the start timing for hiding the operation warning indicator, commands indicating the start timing for displaying the arrival indicator, and commands indicating the start timing for displaying the stop indicator. Commands related to error control include commands indicating that various errors have occurred, and commands indicating that various errors have been cleared. 【0297】 Following step MS6, it is determined whether or not a voltage drop has been continuously detected for a predetermined period (step MS7). If a voltage drop has not been continuously detected for a predetermined period (step MS7: NO), the process moves to step MS2. If a voltage drop has been continuously detected for a predetermined period (step MS7: YES), a power cut command is sent to the dispensing control board 120 to notify it that the power cut process has started (step MS8). 【0298】 Following step MS8, it is determined whether or not a remaining payout command indicating the remaining number of game balls to be dispensed has been received from the payout control board 120 (step MS9). If the remaining payout command has not been received (step MS9: NO), it is determined whether or not the waiting time for waiting for the remaining payout command has elapsed (step MS10). If the waiting time has not elapsed (step MS10: NO), the process moves to step MS9. On the other hand, if the waiting time has elapsed (step MS10: YES), the process moves to step MS11, assuming that normal communication with the payout control board 120 is not possible. 【0299】 If a command for remaining payouts is received (step MS9: YES), or if it is determined to be NO in step MS10, the remaining payouts are saved to the payout counter set in the main RAM 100c (step MS11). Specifically, if a command for remaining payouts is received, the remaining payouts specified by the command are saved, and if no command for remaining payouts is received, 0 is saved. After power is restored, a command instructing a payout according to the remaining payouts is sent from the game control board 100 to the payout control board 120. 【0300】 Following step MS11, the operation of the display unit 4 and solenoids related to various prize winning slots is stopped (step MS12). Then, the checksum (abnormality detection data) of the main RAM 100c is calculated and saved to the game RWM area (step MS13), and a backup flag indicating that backup data is saved in the game RWM area of ​​the main RAM 100c is saved (step MS14). After that, RWM access is prohibited in step MS15, and the system waits until the power supply is completely cut off. In this embodiment, the value of the difference counter is not saved to the game RWM area as backup data in step MS13. Therefore, after power is restored, the value of the difference counter is cleared to its initial value (0 in this embodiment). Alternatively, the value of the difference counter may be saved to the game RWM area as backup data in step MS13, and the value of the difference counter may be maintained before and after power is restored. 【0301】 [Timer interrupt processing by the game control board 100] Next, the timer interrupt processing performed in the game control board 100 will be explained with reference to Figure 39. Here, Figure 39 is a flowchart showing an example of timer interrupt processing performed in the game control board 100. The game control board 100 is set to periodically generate timer interrupts at regular intervals (for example, 4 milliseconds) during normal operation, except in special cases such as when the power is turned on or turned off. When a timer interrupt occurs, the game control board 100 executes the series of processes exemplified in Figure 39. The processes shown in Figures 39 to 49 are performed according to instructions issued by the main CPU 100a based on the program stored in the main ROM 100b. 【0302】 First, the main CPU 100a of the game control board 100 performs a random number update process to update the symbol random numbers, reach random numbers, variation pattern random numbers, and normal symbol random numbers by software (step S1A). 【0303】 For example, each random number is incremented by "1" each time the process in step S1A is performed. A loop counter is used as the counter for the process in step S1A, and each random number is reset to "1" and updated after reaching a preset maximum value. It may also be pre-configured to update the jackpot random number by software, or to generate each random number by performing calculations between a value generated using the random number circuit 104 and a value generated by software. 【0304】 Following the processing in step S1A, the main CPU 100a performs switch processing to determine the state of detection signals input from various switches, such as the first start-out detection switch 45a for detecting when a game ball has entered the first start-out 11, and the second start-out detection switch 47a for detecting when a game ball has entered the second start-out 12 (step S2A). This switch processing will be described in detail later with reference to Figure 40. 【0305】 Following the processing in step S2A, the main CPU 100a performs a special symbol determination, displays the special symbol in a variable manner on the first special symbol display 41 or the second special symbol display 42, and then performs special symbol processing (step S3A), including the process of stopping the special symbol that indicates the determination result of the special symbol determination. In the special symbol processing, it is determined whether or not it is a jackpot, the type of jackpot, the type of minor win, the type of loss, the variation pattern of the special symbol, etc. This special symbol processing will be described in detail later based on Figure 44. 【0306】 Following the processing in step S3A, the main CPU 100a performs normal symbol determination, displays the normal symbols in a variable manner on the normal symbol display unit 45, and then performs normal symbol processing, including the process of displaying the normal symbols indicating the result of the normal symbol determination in a static position (step S4A). This normal symbol processing will be described in detail later based on Figure 45. 【0307】 Following the processing in step S4A, the main CPU 100a, if it determined in step S3A that it was a minor win, executes a minor prize opening control process (step S5A) to open the minor prize opening 19 by controlling the minor prize opening solenoid 51c. The minor prize opening control process is a process that controls the minor win game and is performed when a special symbol (minor win symbol) indicating that it has been determined that a minor win game will be played is displayed. This minor prize opening control process will be described in detail later based on Figure 48. 【0308】 Following the processing in step S5A, if the main CPU 100a determines in step S3A that it has hit the jackpot, it executes a jackpot opening control process (step S6A) in which it controls the jackpot opening / closing solenoid 51b to open the jackpot opening 13. This jackpot opening control process will be described in detail later based on Figure 49. 【0309】 Following the processing in step S6A, the main CPU 100a performs prize ball processing to control the payout of prize balls according to the entry of game balls (step S7A). Following step S7A, the main CPU 100a performs game ball counting processing (step S8A). Specifically, it measures the number of prize balls paid out based on the entry of game balls into various prize slots (specifically, general prize slots, large prize slots, small prize slots, and start slots) during low probability non-time-saving states using a prize ball counter for base calculation, the number of game balls detected by the out ball detection switch 39a during low probability non-time-saving states using an out counter for base calculation, and the number of game balls detected by the out ball detection switch 39a regardless of the game state using a total out counter. 【0310】 Note that the total out counter value, the base calculation out counter value, and the base calculation prize ball counter value are game information unrelated to the set values ​​and are not affected by changing the set values. This makes it possible to display performance (base value display) without the influence of the set values. 【0311】 Following the processing in step S8A, the main CPU 100a performs performance information calculation and setting processing (step S9A). Specifically, it calculates and stores the base value bL for the current interval delimited by the total output. The main CPU 110a also displays the base value bL and base values ​​b1 to b3 on the performance display unit 113. 【0312】 Following the processing in step S9A, the main CPU 100a performs a transmission process to send information necessary to determine the content of the performance associated with the display of various commands and special symbols that were set (stored) in the main RAM 100c in the processing steps prior to step S7A to the performance control board 130 (step S10A). 【0313】 [Switch processing by the game control board 100] Figure 40 is a detailed flowchart of the switch processing in step S2A of Figure 39. Following the processing in step S1A, the main CPU 100a monitors for the presence or absence of a detection signal input from the first start gate detection switch 45a and executes the first start gate switch processing (step S21), which includes processing to obtain random numbers for special symbol determination (jackpot random number, symbol random number, reach random number, and variation pattern random number) at the time the detection signal from the first start gate detection switch 45a is input. This first start gate switch processing will be described in detail later based on Figure 41. 【0314】 Next, the main CPU 100a monitors for the presence or absence of a detection signal input from the second start port detection switch 47a and executes a second start port switch process, which includes the process of obtaining a random number for special symbol determination at the time a detection signal is input from the second start port detection switch 47a (step S22). This second start port switch process will be described in detail later with reference to Figure 42. Next, the main CPU 100a monitors for the presence or absence of a detection signal input from the gate detection switch 44a and executes gate switch processing, which includes the process of obtaining a random number for normal pattern determination at the time a detection signal is input from the gate detection switch 44a (step S23). This gate switch processing will be described in detail later with reference to Figure 43. 【0315】 [First start port switch processing by the game control board 100] Figure 41 is a detailed flowchart of the first start port switch processing in step S2A6 of Figure 40. As illustrated in Figure 41, the main CPU 100a determines whether the first start port detection switch 45a has turned "ON" based on whether or not a detection signal has been input from the first start port detection switch 45a (step S2101). For example, if an ON signal indicating that the first start port detection switch 45a has turned "ON" is input, it is determined that the first start port detection switch 45a has turned "ON" (i.e., the conditions for acquiring game value have been met). 【0316】 If the main CPU 100a determines that the first start port detection switch 45a is "ON" (step S2101: YES), it acquires the following information to be used for determining the first special symbol: a jackpot random number, a symbol random number, a reach random number, and a variation pattern random number (steps S2102-2105). 【0317】 Next, the main CPU 100a determines whether the number of reserved first special symbol judgments U1 stored in the main RAM 100c is less than the maximum number of reserved first special symbol judgments Umax1 (for example, "4") stored in the main ROM 100b (step S2106). 【0318】 If the main CPU 100a determines that the number of pending items U1 is less than the maximum number of pending items Umax1 (step S2106: YES), it updates the value of the number of pending items U1 by adding "1" to it (step S2107). 【0319】 Following the processing in step S2107, the main CPU 100a determines whether the time-saving game flag is ON or OFF (step S2108). If the main CPU 100a determines that the time-saving game flag is NOT ON (step S2108: NO), it executes a pre-determination process (step S2109). Specifically, prior to the jackpot determination process (see Figure 46) and the variation pattern determination process (see Figure 47) described later, the main CPU 100a makes a pre-determination based on the information obtained through the processing in steps S2102 to S2105 to determine whether or not it will be determined to be a jackpot and what type of variation pattern will be determined. 【0320】 Following the processing in step S2109, the main CPU 100a stores the pre-determination information obtained by the pre-determination processing in step S2109 and the various random numbers obtained in the processing of steps S2102 to S2105 into the reserved storage area in the main RAM 100c (step S2110). 【0321】 If the main CPU 100a determines that the time-saving game flag is ON (step S2108: YES), it stores the various random numbers obtained in steps S2102 to S2105 in the reserved memory area of ​​the main RAM 100c (step S2111). 【0322】 When the main CPU 100a has executed the processing in step S2110 or step S2111, it sets a hold command related to the first special symbol determination in the main RAM 100c (step S2112). This hold command is a command that notifies that the first special symbol determination has been held, and includes the pre-determination information obtained in the processing of step S2109. The hold command is transmitted to the performance control board 130 by the transmission processing in step S10A. 【0323】 If, after executing the process in step S2112, it is determined that the first start port detection switch 45a is not "ON" (i.e., the conditions for acquiring game value are not met) (step S2101: NO), or if it is determined that the number of reserved balls U1 is not less than the maximum number of reserved balls Umax1 (step S2106: NO), the main CPU 100a terminates the process shown in Figure 41. 【0324】 [Second start port switch processing by game control board 100] Figure 42 is a detailed flowchart of the second start port switch processing in step S2A7 of Figure 40. As illustrated in Figure 42, following the first start port switch processing in step S21, the main CPU 100a determines whether the second start port detection switch 47a has turned "ON" based on whether or not a detection signal has been input from the second start port detection switch 47a (step S2201). For example, if an ON signal indicating that the second start port detection switch 47a has turned "ON" is input, it is determined that the second start port detection switch 47a has turned "ON" (i.e., the conditions for acquiring game value have been met). 【0325】 If the main CPU 100a determines that the second start port detection switch 47a is "ON" (step S2201: YES), it acquires the following information to be used for determining the second special symbol: a jackpot random number, a symbol random number, a reach random number, and a variation pattern random number (steps S2202-2205). 【0326】 Next, the main CPU 100a determines whether the number of reserved second special symbol judgments U2 stored in the main RAM 100c is less than the maximum number of reserved second special symbol judgments Umax2 (for example, "4") stored in the main ROM 100b (step S2206). 【0327】 If the main CPU 100a determines that the number of pending items U2 is less than the maximum number of pending items Umax2 (step S2206: YES), it updates the value of the number of pending items U2 by adding "1" to it (step S2207). 【0328】 Following the processing in step S2207, the main CPU 100a determines whether the time-saving game flag is ON or not (step S2208). If the main CPU 100a determines that the time-saving game flag is ON (step S2208: YES), it executes a pre-determination process (step S2209). Specifically, prior to the jackpot determination process (see Figure 46) and the variation pattern determination process (see Figure 47), the main CPU 100a makes a pre-determination based on the information obtained through the processing in steps S2202 to S2205, determining whether or not it will be determined to be a jackpot and what type of variation pattern will be determined. 【0329】 Following the processing in step S2209, the main CPU 100a stores the pre-determination information obtained by the pre-determination processing in step S2209 and the various random numbers obtained in the processing of steps S2202 to S2205 into the reserved storage area in the main RAM 100c (step S2210). 【0330】 If the main CPU 100a determines that the time-saving game flag is not ON (step S2208: NO), it stores the various random numbers obtained in steps S2202 to S2205 in the reserved memory area of ​​the main RAM 100c (step S2211). 【0331】 When the main CPU 100a has executed the processing in step S2210 or step S2211, it sets a hold command related to the second special symbol determination in the main RAM 100c (step S2212). This hold command is a command that notifies that the second special symbol determination has been put on hold, and includes the pre-determination information obtained in the processing of step S2209. The hold command is transmitted to the performance control board 130 by the transmission processing in step S10A. 【0332】 If, after executing the process in step S2212, it is determined that the second start port detection switch 45a is not "ON" (i.e., the conditions for acquiring game value are not met) (step S2201: NO), or if it is determined that the number of reserved balls U2 is not less than the maximum number of reserved balls Umax2 (step S2206: NO), the main CPU 100a terminates the process shown in Figure 42. 【0333】 [Gate switch processing by the game control board 100] Figure 43 is a detailed flowchart of the gate switch processing in step S23 of Figure 40. As illustrated in Figure 43, following the second start port switch processing in step S22, the main CPU 100a determines whether the gate detection switch 44a has turned "ON" based on whether or not a detection signal has been input from the gate detection switch 44a (step S2301). 【0334】 If the main CPU 100a determines that the gate detection switch 44a is "ON" (step S2301: YES), it obtains a random number to be used for normal pattern determination (step S2302). 【0335】 Next, the main CPU 100a determines whether the number of reserved normal symbol judgments G stored in the main RAM 100c is less than the maximum number of reserved normal symbol judgments Gmax (for example, "4") stored in the main ROM 100b (step S2303). 【0336】 If the main CPU 100a determines that the number of pending games G is less than the maximum number of pending games Gmax (step S2303: YES), it updates the value of the number of pending games G by adding "1" to it (step S2304). 【0337】 Following the processing in step S2304, the main CPU 100a stores the random number obtained in the processing of step S2302 in the reserve memory area for normal symbol determination in the main RAM 100c (step S2305). 【0338】 If, after executing the process in step S2305, it is determined that the gate detection switch 44a is not "ON" (step S2301: NO), or if it is determined that the number of pending items G is not less than the maximum number of pending items Gmax (step S2303: NO), the main CPU 100a terminates the process shown in Figure 43. 【0339】 [Special symbol processing by the game control board 100] Next, with reference to Figure 44, the details of the special symbol processing performed by the game control board 100 will be described. Here, Figure 44 is a detailed flowchart of the special symbol processing in step S3A of Figure 39. 【0340】 As illustrated in Figure 44, the main CPU 100a determines whether or not a jackpot game is in progress or a minor jackpot game (step S301). The main CPU 100a determines whether or not a jackpot game is in progress based, for example, on whether or not the jackpot game flag stored in the main RAM 100c is set to "ON". This jackpot game flag indicates whether or not a jackpot game is in progress, and is set to "ON" at the start of a jackpot game and to "OFF" at the end of a jackpot game. The main CPU 100a also determines whether or not a minor jackpot game is in progress based, for example, on whether or not the minor jackpot game flag is set to "ON". This minor jackpot game flag is a flag stored in the main RAM 100c that indicates whether or not a minor jackpot game is in progress, and is set to "ON" at the start of a minor jackpot game and to "OFF" at the end of a minor jackpot game. If it is determined at this point that a big win or a small win is occurring (Step S301: YES), the process proceeds to the normal symbol processing in Step S4A. 【0341】 If the main CPU 100a determines that it is not currently playing a jackpot game (step S301: NO), it determines whether or not the special symbols are currently being displayed in a variation (step S302). If it determines that the special symbols are not currently being displayed in a variation (step S302: NO), it determines whether or not the number of reserved values ​​U2 for the second special symbol judgment stored in the main RAM 100c is "1" or greater (step S303). If it determines that the number of reserved values ​​U2 is "1" or greater (step S303: YES), it updates the number of reserved values ​​U2 to a value obtained by subtracting "1" (step S304). 【0342】 If the main CPU 100a determines that the number of reserved symbols U2 is not "1" or greater (step S303: NO), it determines whether the number of reserved symbols U1 for the first special symbol judgment stored in the main RAM 100c is "1" or greater (step S305). If it determines that the number of reserved symbols U1 is not "1" or greater (step S305: NO), the process proceeds to the normal symbol processing in step S4. 【0343】 If the main CPU 100a determines that the number of pending items U1 is "1" or greater (step S305: YES), it updates the number of pending items U1 to a value obtained by subtracting "1" (step S306). 【0344】 Following the processing in step S304 or step S306, the main CPU 100a performs a shift operation on the reserved storage area of ​​the main RAM 100c (step S308). Specifically, if the main CPU 100a performs the shift operation following the processing in step S304, it shifts the most recently acquired information stored in the reserved storage area for the second special symbol determination to the determination storage area, and shifts the remaining acquired information one entry higher. The determination storage area is a storage area where various information used for the special symbol determination is stored when the special symbol determination is actually executed. If the shift operation is performed following the processing in step S306, it shifts the most recently acquired information stored in the reserved storage area for the first special symbol determination to the determination storage area, and shifts the remaining acquired information one entry higher. 【0345】 Following the processing in step S308, the main CPU 100a performs a jackpot determination process based on the random numbers stored in the determination memory area (step S309). This jackpot determination process will be described in detail later with reference to Figure 46. 【0346】 Following the processing in step S309, the main CPU 100a executes a variation pattern determination process to select a variation pattern for the special symbols (step S310). This variation pattern determination process will be described in detail later based on Figure 47. 【0347】 Following the processing in step S310, the main CPU 100a sets a variation start command in the main RAM 100c, which includes the special symbol setting information determined in the processing of step S309, information indicating whether this special symbol setting information relates to the first special symbol determination or the second special symbol determination, the variation pattern setting information determined in the processing of step S310, and information regarding the game state of the game machine 1 (step S311). 【0348】 This variation start command is a command that instructs the start of the performance associated with the variation display of the special symbols, and is transmitted to the performance control board 130 by the transmission process in step S10A. As a result, the variation display of the decorative symbols 55 on the LCD screen 5 begins. 【0349】 Following the processing in step S311, the main CPU 100a starts displaying the special symbols based on the setting information of the variation pattern included in the variation start command set in the processing of step S311 (step S312). At that time, if the processing in steps S309 to S311 is performed with the acquired information (random number) related to the first special symbol determination stored in the determination memory area, the first special symbol display 41 starts displaying the special symbols. On the other hand, if the processing in steps S309 to S311 is performed with the acquired information (random number) related to the second special symbol determination stored, the second special symbol display 42 starts displaying the special symbols. 【0350】 Next, the main CPU 100a starts measuring the fluctuation time, which is the elapsed time since the start of the fluctuation display in step S312 (step S313). Then, the main CPU 100a clears the customer waiting status flag (step S314). 【0351】 If the main CPU 100a has executed the process in step S314, or has determined that a special symbol is being displayed in a variation state (step S302: YES), it determines whether the variation time corresponding to the variation pattern selected in step S310 has elapsed since the start of measurement of the variation time in step S313 (step S315). If it is determined that the variation time has not elapsed (step S315: NO), the process proceeds to the normal symbol processing in step S4. 【0352】 If the main CPU 100a determines that the variation time has elapsed (step S315: YES), it sets a symbol confirmation command in the main RAM 100c to notify the first special symbol display 41 or the second special symbol display 42 that a special symbol indicating the result of the special symbol determination will be displayed in a stopped state (step S316). This symbol confirmation command is transmitted to the performance control board 130 by the transmission process in step S9. As a result, processing is performed to stop the decorative symbol 55 that was being displayed on the liquid crystal screen 5 in a manner that indicates the result of the special symbol determination. 【0353】 Following the processing in step S316, the main CPU 100a terminates the display of the special symbol that was started in step S312 (step S317). Specifically, the special symbol (winning symbol or losing symbol) determined in step S309 is stopped on the special symbol display that was previously showing the symbol in motion. This stopped display of the special symbol continues until at least a predetermined symbol confirmation time (e.g., 1 second) has elapsed. 【0354】 In this way, the main CPU 100a displays special symbols in a variable manner on the first special symbol display 41 or the second special symbol display 42, and then displays a special symbol indicating the result of the jackpot determination process in a fixed position on the first special symbol display 41 or the second special symbol display 42. 【0355】 Following the processing in step S317, the main CPU 100a resets the variable time that was measured in the processing in step S313 (step S318), and executes a pause processing that includes setting an opening command to start a jackpot game if it is a jackpot, or a minor win game if it is a minor win (step S319). When this opening command is transmitted to the performance control board 130 by the transmission processing in step S9A (see Figure 39), the sub-CPU 130a of the performance control board 130 starts an opening performance corresponding to the type of jackpot (or minor win), for example. 【0356】 If NO is determined in step S305, it is determined whether or not there is a customer waiting status flag indicating that the machine is in a customer waiting state (step S320). If there is no customer waiting status flag, the customer waiting status flag is set (step S321). When the customer waiting status flag is set, the transmission process in step S10A sends a customer waiting status specification command from the game control board 100 to the performance control board 130. In response to receiving the customer waiting status specification command, the performance control board 130 starts an effect indicating that the machine is in a customer waiting state (for example, displaying an image indicating that the volume can be controlled). 【0357】 [Normal symbol determination processing by the game control board 100] Figure 45 is a detailed flowchart of the normal symbol processing in step S4A of Figure 39. The main CPU 100a determines whether the electric tulip 17 is operating or not (step S4A1). If the electric tulip 17 is not operating (step S4A1: NO), it determines whether the normal symbol is stopped (from the start to the end of the normal symbol's stop time) or not (step S4A2). If the normal symbol is not stopped (step S4A2: NO), it determines whether the normal symbol is changing (step S4A3). If the normal symbol is not changing (step S4A3: NO), it determines whether there is a memory of the normal symbol random number (step S4A4). If there is no memory of the normal symbol random number (step S4A4: NO), it terminates the normal symbol determination process. 【0358】 If the answer in step S4A4 is YES, the win / loss, the regular symbols, and the variation time are determined according to the game state (step S4A5), and the variation display of the regular symbols is started (step S4A6). In addition, a regular symbol variation start command is set to notify the performance control board 130 that the variation of the regular symbols has started. 【0359】 If the display of a normal symbol is in progress (step S4A3: YES), it is determined whether the normal symbol variation time has elapsed (step S4A7), and if not, the process is terminated. On the other hand, if the answer in step S4A7 is NO, the normal symbol is stopped with a display result corresponding to the result of the normal symbol determination (step S4A8). Accordingly, a normal symbol variation stop command is set to notify the performance control board 130 that the normal symbol variation has stopped. Then, the main CPU 100a sets the normal symbol stop time (for example, 0.5 seconds) (step S4A9). 【0360】 If the normal symbols are displayed stopped (Step S4A2: YES), it is determined whether the time for the normal symbols to stop has elapsed (Step S4A11). If it has not elapsed, the process ends. On the other hand, if it has elapsed (Step S4A11: YES), it is determined whether it is a win or not (Step S4A12). If it is not a win, the process ends (Step S4A12: NO). 【0361】 If it is a hit (Step S4A12: YES), the opening pattern for the electric tulip 17 is set (Step S4A13), and the electric tulip 17 is operated according to the set opening pattern (Step S4A14). 【0362】 If the electric tulip 17 is operating (step S4A1: YES), determine whether the operating time for the electric tulip 17 has elapsed (step S4A15). If it has not elapsed, end the process (step S4A15: NO). If it has elapsed (step S4A15: YES), terminate the operation of the electric tulip 17 (step S4A16). 【0363】 [Jackpot determination processing by the game control board 100] Figure 46 is a detailed flowchart of the jackpot determination process in step S309 of Figure 44. The main CPU 100a performs a jackpot determination based on the jackpot random number stored in the determination memory area (step S3091). For example, the jackpot determination table has determination values ​​that are compared with the jackpot random number pre-assigned to jackpot, minor win, or loss. The main CPU 100a determines whether it is a jackpot or not based on whether the value of the jackpot random number obtained in step S2102 of Figure 41 (or step S2202 of Figure 42) matches one of the determination values ​​defined in the jackpot determination table set in the main RAM 100c. 【0364】 Following the processing in step S3091, the main CPU 100a determines whether the result of the jackpot determination is a jackpot (step S3092). If it is determined to be a jackpot (step S3092: YES), the main CPU 100a refers to the symbol determination table pre-stored in the main ROM 100b and determines the type of jackpot symbol based on the symbol random numbers stored in the determination memory area along with the jackpot random numbers used in the jackpot determination in step S3091, and sets the setting information in the main RAM 100c (step S3093). The type of jackpot is determined by determining the type of jackpot symbol. Specifically, for example, if the symbol random number relates to the first special symbol determination, the main CPU 100a determines the jackpot symbol based on which determination value specified in the first start-up symbol determination table (not shown) the symbol random number matches. Furthermore, if the random number for the symbols is related to the determination of the second special symbol, the main CPU 100a determines the winning symbol based on which determination value specified in the symbol determination table (not shown) for the second starting gate matches that random number for the symbols. 【0365】 On the other hand, if the main CPU 100a determines that it is not a big win (step S3092: NO), the main CPU 100a determines whether it is a minor win or not (step S3094). If it is determined to be a minor win (step S3094: YES), the main CPU 100a refers to the symbol determination table pre-stored in the main ROM 100b to determine the type of minor win symbol based on the symbol random number and sets the setting information in the main RAM 100c (step S3095). 【0366】 On the other hand, if the main CPU 100a determines that it is not a minor win (step S3094: NO), it determines the type of losing symbol and sets that setting information in the main RAM 100c (step S3097). 【0367】 [Processing to determine the variation pattern by the game control board 100] Figure 47 is a detailed flowchart of the variation pattern determination process in step S310 of Figure 44. The main CPU 100a determines whether the time-saving game flag is "ON" or not (step S3101). 【0368】 If the time-saving game flag is ON (step S3101: YES), the main CPU 100a reads the variation pattern table for when the time-saving game flag is ON from the main ROM 100b and sets it in the main RAM 100c (step S3102). Then, the main CPU 100a determines the variation pattern by referring to the table set in step S3102 (step S3103). The variation pattern table is a table that associates the type of special symbol, the variation pattern of the special symbol, a judgment value for comparison with the variation pattern random number, and (if it is a miss, the number of reserved special symbol judgments) and is a table that is pre-stored in the main ROM 100b for each game state. 【0369】 If the main CPU 100a determines that the time-saving game flag is not ON (step S3101: NO), it reads the variation pattern table for when the time-saving game flag is OFF from the main ROM 100b and sets it in the main RAM 100c (step S3104). Then, the main CPU 100a determines the variation pattern by referring to the table set in step S3104 (step S3103). The variation pattern setting information, along with the special symbol setting information set in the main RAM 100c by the jackpot determination process in step S3091 described above, is included in the variation start command and sent to the performance control board 130 by the transmission process in step S10A. With this, the main CPU 100a completes the process shown in Figure 47. 【0370】 [Game control board 100 controls the opening of the small prize slot] The small prize slot opening control process executed by the game control board 100 will be explained below with reference to Figure 48. This small prize slot control process is the process of executing a small prize game selected based on the symbol determination table for small wins stored in the main ROM 100b. Here, Figure 48 is a detailed flowchart of the small prize slot opening control process in step S5A of Figure 39. The main CPU 100a determines whether the small prize game flag is set to "ON" or not (step S641). If it is determined that the small prize game flag is not set to "ON" (step S641: NO), the process proceeds to the large prize slot control process in step S7. 【0371】 If the main CPU 100a determines that the jackpot game flag is set to "ON" (step S641: YES), it determines whether the opening period for the minor jackpot game is currently underway based on whether the elapsed time since the opening command for the minor jackpot game was set during the stop processing has reached a predetermined opening time (step S642). If it determines that the opening period is currently underway (step S642: YES), it determines whether the opening time has elapsed based on whether the elapsed time has reached a predetermined opening time (step S643). If it determines that the opening time has not elapsed (step S643: NO), the process proceeds to the jackpot control processing in step S7. 【0372】 If the main CPU 100a determines that the opening time has elapsed (step S643: YES), it sets the operation pattern of the small prize slot opening / closing solenoid 51c and stores the setting information in the main RAM 100c (step S644). When the process in step S644 is executed, various times related to the small prize game, such as the ending time after the round ends, are also set. 【0373】 Following the processing in step S644, the main CPU 100a resets the number of game balls X that have entered the small prize slot 19, which is stored in the main RAM 100c (step S645). 【0374】 Following the processing in step S645, the main CPU 100a starts controlling the opening of the small prize slot (step S646). Next, the main CPU 100a starts measuring the opening time, which is the elapsed time since the start of this opening control (step S647). 【0375】 If the main CPU 100a determines that it is not the opening of a minor win game (step S642: NO), it determines whether it is in the ending period based on information stored in the main RAM 100c, for example, that indicates which point in the minor win game the current state is at (step S648). If it determines that it is in the ending period (step S648: YES), the process proceeds to step S659, which will be described later. 【0376】 If the main CPU 100a determines that it is not the ending of a minor win game (step S648: NO), it determines whether the minor prize slot switch is "ON" or not (step S649). Specifically, it determines whether the minor prize slot switch 116a is "ON" or not based on the presence or absence of a detection signal from the minor prize slot switch 116a. 【0377】 Here, if the main CPU 100a determines that the small prize slot switch 116a has been turned "ON" (step S649: YES), it determines that one game ball has entered the small prize slot 19 and updates the number of game balls entered X to a value that is "1" (step S650). 【0378】 Following the processing in step S650, the main CPU 100a determines whether the V-prize slot switch 116b has been turned "ON". If it is determined that the V-prize slot switch 116b has been turned "ON" (step S651: YES), the V-prize command is set (step S652), and the jackpot game flag is turned "ON" (step S653). 【0379】 If the main CPU 100a has executed the process in step S653, the process in step S647, or determined that the small prize slot switch 116a is not "ON" (step S649: NO), it determines whether the specified opening time has elapsed since the opening of the small prize slot 19 (step S654). Specifically, it determines whether the opening time measured by the process in step S647 has reached the specified opening time stored in the main ROM 100b. 【0380】 If the main CPU 100a determines that the prescribed opening time has not elapsed (step S654: NO), it determines whether the number of winning balls X in the current round of play, stored in the main RAM 100c, matches the number of winning balls Xmax (for example, "9") stored in the main ROM 100b, which defines the timing of closing the large winning opening 13 (step S655). If it determines that the number of winning balls X does not match the number of winning balls Xmax (step S655: NO), the process proceeds to the large winning opening control process in step S7. 【0381】 On the other hand, if the main CPU 100a determines that the number of winning entries X matches the number of game balls Xmax (step S655: YES), it instructs the small winning entry opening solenoid 51c to terminate the opening control of the small winning entry 19 that was started in step S646 (step S656). 【0382】 Following the processing in step S656, the main CPU 100a starts measuring the ending time (step S657) and sets the ending command in the main RAM 100c (step S658). This ending command is a command that notifies that the round of the minor win game has ended, and is transmitted to the performance control board 130 by the transmission process in step S9. 【0383】 If the main CPU 100a has executed the process in step S658, it determines whether the ending time has elapsed (step S659). If it is determined that the ending time has not elapsed (step S659: NO), the process proceeds to the big prize gate control process in step S7. 【0384】 If the main CPU 100a determines that the ending time has elapsed (step S659: YES), it sets the mini-bonus game flag to "OFF" in order to terminate the mini-bonus game (step S660). 【0385】 [Game control board 100 controls the opening of the big prize slot] The following describes the big prize opening control process performed by the game control board 100, with reference to Figure 49. This big prize opening control process is the process of executing a jackpot game selected based on the jackpot symbol determination table stored in the main ROM 100b. Here, Figure 49 is a detailed flowchart of the big prize opening control process in step S6A of Figure 39. Following the small prize opening control process in step S5A, the main CPU 100a determines whether the jackpot game flag is set to "ON" (step S601). If it is determined that the jackpot game flag is not set to "ON" (step S601: NO), the process proceeds to the prize ball processing in step S8. 【0386】 If the main CPU 100a determines that the jackpot game flag is set to "ON" (step S601: YES), it determines whether the jackpot game is in the opening phase based on whether the elapsed time since the opening command for the jackpot game was set during the stop processing has reached a predetermined opening time (step S602). If it determines that the game is in the opening phase (step S602: YES), it determines whether the opening time has elapsed based on whether the elapsed time has reached a predetermined opening time (step S603). If it determines that the opening time has not elapsed (step S603: NO), the process proceeds to the prize ball processing in step S8. 【0387】 If the main CPU 100a determines that the opening time has elapsed (step S603: YES), it sets the number of rounds Rmax for the jackpot game, the operation pattern of the jackpot opening / closing solenoid 51b, etc., and stores this setting information in the main RAM 100c (step S604). When the process in step S604 is executed, various times related to the jackpot game, such as the interval time between rounds and the ending time after the final round, are also set. 【0388】 Following the processing in step S604, the main CPU 100a resets the number of game balls Y that have entered the large prize slot 13, which is stored in the main RAM 100c (step S605), and updates the number of rounds R during the jackpot, which is also stored in the main RAM 100c, to a value that has been increased by "1" (step S606). This number of rounds R is set to "0" before the start of the jackpot and is increased by "1" each time the processing in step S606 is performed. 【0389】 Following the processing in step S606, the main CPU 100a starts controlling the opening of the big prize slot (step S607). Next, the main CPU 100a starts measuring the opening time, which is the elapsed time since the start of this opening control (step S608). Then, it sets a round start command in the main RAM 100c to notify that a round of game in which the big prize slot 13 is opened has started (step S609). 【0390】 If the main CPU 100a determines that it is not in the opening of a jackpot game (step S602: NO), it determines whether it is in the ending immediately after the end of the final round, based on information stored in the main RAM 100c indicating which point in the jackpot game the current state is (step S611). If it determines that it is in the ending (step S611: YES), the process proceeds to step S625, which will be described later. 【0391】 If the main CPU 100a determines that it is not the ending of a jackpot game (step S611: NO), it determines whether it is in an interval (between one round and the next) based on information stored in the main RAM 100c indicating the current state in the jackpot game (step S612). If it determines that it is in an interval (step S612: YES), it determines whether the interval time set by the process in step S604 has elapsed since the jackpot opening 13 closed at the end of the previous round of game (step S613). If it determines that the interval time has elapsed (step S613: YES), it is time to start the next round of game, and the process proceeds to step S605. Conversely, if it determines that the interval time has not elapsed (step S613: NO), the process proceeds to the prize ball processing in step S8. 【0392】 On the other hand, if the main CPU 100a determines that it is not during an interval (step S612: NO), it determines that a round of play is in progress and determines whether the big prize slot switch is "ON" or not (step S614). Specifically, it determines whether the big prize slot detection switch 50a is "ON" or not based on the presence or absence of a detection signal from the big prize slot detection switch 50a. 【0393】 Here, if the main CPU 100a determines that the large prize slot detection switch 50a has been turned "ON" (step S614: YES), it determines that one game ball has entered the large prize slot 13 and updates the number of game balls that have entered Y by adding "1" (step S615). 【0394】 If the main CPU 100a has executed the process in step S615, the process in step S609, or determined that the big prize slot detection switch 50a is not "ON" (step S614: NO), it determines whether the specified opening time has elapsed since the opening of the big prize slot 13 (step S616). Specifically, it determines whether the opening time measured by the process in step S608 has reached the specified opening time stored in the main ROM 100b. 【0395】 If the main CPU 100a determines that the prescribed opening time has not elapsed (step S616: NO), it determines whether the number of winning balls Y in the current round of play, stored in the main RAM 100c, matches the number of winning balls Ymax (for example, "9") stored in the main ROM 100b, which defines the timing of closing the large winning opening 13 (step S617). If it determines that the number of winning balls Y does not match the number of winning balls Ymax (step S617: NO), the process proceeds to the prize ball processing in step S8. 【0396】 On the other hand, if the main CPU 100a determines that the number of winning entries Y matches the number of game balls Ymax (step S617: YES), or if it determines that the prescribed opening time has elapsed (step S616: YES), it instructs the large winning entry opening solenoid 51b to terminate the opening control of the large winning entry opening 13 that was started in step S607 (step S618). 【0397】 Following the processing in step S618, the main CPU 100a determines whether the current number of rounds R of the jackpot game stored in the main RAM 100c matches the number of rounds Rmax set by the processing in step S604 (step S619). If it is determined that the number of rounds R does not match the number of rounds Rmax (step S619: NO), it starts measuring the interval time, which is the elapsed time since the jackpot opening 13 was closed, in order to control the start timing of the next round of the game (step S620). The interval time measured by the processing in step S620 is used in the processing in step S613. 【0398】 Meanwhile, if the main CPU 100a determines that the number of rounds R matches the number of rounds Rmax (step S619: YES), it starts measuring the ending time (step S622), resets the number of rounds R stored in the main RAM 100c (step S623), and sets the ending command in the main RAM 100c (step S624). This ending command is a command that notifies that the last round of gameplay has ended, and is transmitted to the performance control board 130 by the transmission process in step S8. This ending command also includes information about the game state after the jackpot game has ended (game information). 【0399】 If the main CPU 100a has executed the process in step S624, or has determined that the game is in the middle of ending (step S611: YES), it determines whether the set ending time has elapsed (step S625). Specifically, it determines whether the ending time, which was started by the process in step S622, has reached the set ending time set by the process in step S604. If it is determined that the ending time has not elapsed (step S625: NO), the process proceeds to the prize ball processing in step S8. 【0400】 If the main CPU 100a determines that the set ending time has elapsed (step S625: YES), it sets the number of time-saving rounds and the game state specification command according to the type of special symbol (step S626). 【0401】 After processing in step S626, the main CPU 100a sets the jackpot game flag to "OFF" in order to terminate the jackpot game (step S627). 【0402】 [Timer interrupt processing by the performance control board 130] The timer interrupt processing performed on the performance control board 130 will be described below with reference to Figure 50. Here, Figure 50 is a flowchart showing an example of timer interrupt processing performed on the performance control board 130. In the following description, the processing shown in Figures 50 to 41 will be described assuming that the performance control board 130 performs these processes, but some or all of these processes may be performed on any of the performance control board 130, the image and sound control board 140, or the lamp control board 150. 【0403】 The sub-CPU 130a in the performance control board 130 repeatedly executes a series of processes exemplified in Figure 50 at regular intervals (for example, 4 milliseconds), similar to the timer interrupt processing performed in the game control board 100. The processes shown in Figures 50 to 41 are performed according to instructions issued by the sub-CPU 130a based on the program stored in the sub-ROM 130b. 【0404】 The sub-CPU 130a first performs a command reception process (step S10) to perform processing in accordance with commands from the game control board 100, and then performs a transmission process (step S30). In the command reception process, processing is performed in accordance with the various commands received from the game control board 100 and the lamp control board 150. Specifically, the sub-CPU 130a receives commands as game information from the game control board 100, for example, and sets the content of the performance according to the received commands. For example, the sub-CPU 130a determines a variation performance pattern corresponding to the variation pattern of the special symbols, and determines whether or not to execute and the content of the announcement performance that can be executed in the determined variation performance pattern. Then, the sub-CPU 130a generates a command to instruct the execution of the determined performance, for example, and transmits it to the image and sound control board 140 and the lamp control board 150. As a result, the performance determined in the performance control board 130 is executed in the image and sound control board 140 and the lamp control board 150. The command reception process will be described in detail later based on Figure 51. 【0405】 Following the processing in step S30, the sub-CPU 130a performs data transfer processing (step S50). The sub-CPU 130a transfers data transmitted from the image and sound control board 140 to the lamp control board 150 in order to control the illumination of the frame lighting device 10, etc., or to control (for example, operate) the performance components 7, etc., in conjunction with the start of each performance. This data transfer processing enables, for example, illumination control to be performed to illuminate the panel lighting device 74 and the frame lighting device 10 in conjunction with the performance image displayed on the liquid crystal screen 5 or the performance sound output by the speaker 24, or the performance components 7 to operate. With this, the sub-CPU 130a completes the processing shown in Figure 50. 【0406】 [Command reception processing by the performance control board 130] Figure 51 is a detailed flowchart of the command reception process in step S10 of Figure 50. As illustrated in Figure 51, the sub-CPU 130a first determines whether or not it has received a command transmitted from the game control board 100 or the lamp control board (step S11). If it is determined that no command has been received (step S11: NO), the process proceeds to step S30. 【0407】 If the sub-CPU 130a determines that it has received a command (step S11: YES), it determines whether the command is a command related to stop-play control or an error control command sent from the game control board 100 in accordance with the processing in step MS6 (Figure 38) (step S12). If it is determined that the received command is not a command related to stop-play control or an error control command (step S12: NO), the process proceeds to step S14, which will be described later. 【0408】 If the sub-CPU 130a determines that the received command is a command related to stop control or an error control (step S12: YES), it executes a predetermined notification (step S13). Specifically, if the command indicates that it is time to start displaying the operation notification display, the operation notification display is displayed on the LCD screen 5 and audio related to the operation notification display is output from the speaker 24. If the command indicates that it is time to start displaying the arrival notification display, the arrival notification display is displayed on the LCD screen 5 and audio related to the arrival notification is output from the speaker 24. If the command indicates that it is time to start displaying the stop notification display, the stop notification display is displayed on the LCD screen 5 and audio related to the stop notification is output from the speaker 24. If the command indicates that various errors have occurred, various error notifications are displayed on the LCD screen 5. If the command indicates that it is time to start hiding the operation notification display, the operation notification display is hidden. If the command indicates that various errors have been cleared, various error notifications are hidden. 【0409】 If the sub-CPU 130a determines that the received command is not a command related to stop-play control or an error control command (step S12: NO), it determines whether the command is a variation start command sent from the game control board 100 in accordance with the processing in step S311 (see Figure 44) (step S14). If it is determined that the received command is not a variation start command (step S14: NO), the process proceeds to step S16, which will be described later. 【0410】 If the sub-CPU 130a determines that the received command is a variation start command (step S14: YES), it starts the animation associated with the variation display (step S15). For example, the sub-CPU 130a executes an animation corresponding to the variation pattern of the special symbol included in the variation start command. 【0411】 If the sub-CPU 130a determines that the received command is not a variation start command (step S14: NO), it determines whether the command is a symbol confirmation command sent from the game control board 100 in accordance with the processing in step S316 (see Figure 44) (step S16). If the sub-CPU 130a determines that it is a symbol confirmation command (step S16: YES), it terminates the performance associated with the variation display (step S17). As a result, the decorative symbol 55, the small symbol 56, and the fourth symbols 57 and 59 are displayed stopped on the LCD screen 5 in conjunction with the stop display of the special symbol. 【0412】 If the sub-CPU 130a determines that the received command is not a symbol confirmation command (step S16: NO), it determines whether the command is an ending command transmitted from the game control board 100 in accordance with the processing in step S658 (see Figure 48) (step S18). If the sub-CPU 130a determines that it is an ending command (step S18: YES), it executes an ending sequence according to the value of the difference counter (step S19). In this embodiment, the ending sequence of the jackpot game is executed in different sequences depending on whether or not the arrival indicator is displayed during the jackpot game. Alternatively, the ending sequence of the jackpot game may be executed in the same sequence regardless of whether or not the arrival indicator is displayed during the jackpot game. 【0413】 On the other hand, if it is determined that the received command is not an ending command (step S18: NO), processing corresponding to that command is executed (step S20). For example, if the sub-CPU 130a determines that it has received an opening command transmitted from the game control board 100, it sets an opening command that instructs the start of the jackpot game (or minor win game) performance corresponding to the type of jackpot (or minor win). Also, if the lamp CPU 151 of the lamp control board 150 detects the operation of the performance button 26 or performance key 27, and determines that it has received an operation command transmitted from the lamp control board 150 to notify the user of that information, it executes a performance corresponding to the operation. This allows, for example, the execution of visual and auditory performances using the LCD screen 5 and speaker 24 in response to operations during the valid period of the performance button 26. The operation command includes information indicating which of the performance button 26 and performance key 27 was operated, and if the performance key 27 was operated, information indicating which key was operated, etc. 【0414】 Figure 52 is an explanatory diagram illustrating an example of the presentation that occurs when one of the jackpot symbols A to C stops and is displayed as the first win while the activation notification display is being shown. In the example of Figure 52, the difference counter does not reach 95,000 during the jackpot game, so the activation notification display is shown throughout the jackpot game. 【0415】 In this embodiment, in normal mode, one of the jackpots A to C is displayed, and the matching decorative symbols 55 are displayed. As illustrated in Figure 52(A), if jackpots A to C are displayed, an opening sequence that does not indicate the type of jackpot is started when the jackpot game begins. As a result, the word "jackpot" is displayed in the center of the LCD screen 5 for a predetermined time (for example, 5 seconds) from the start of the jackpot game until before the start of the first round of gameplay. In addition, a small right-hand play prompt is displayed in the upper right corner of the LCD screen 5 from the start of the jackpot game. 【0416】 As illustrated in Figure 52(B), following the display of the words "Big Win," a large right-hand shooting prompt indicator is displayed in front of the words "Big Win," encouraging the player to shoot to the right. In this embodiment, the large right-hand shooting prompt indicator is a large right-pointing arrow with the words "Shoot Right" written inside. As illustrated in Figure 52(C), the large right-hand shooting prompt indicator shown in Figure 52(B) is hidden when the first round of gameplay begins. At the same time, the words "Round 1," indicating that it is the first round, and "TOTAL 00000," indicating that the total number of prize balls is 0, are displayed at the bottom of the LCD screen 5. 【0417】 In this embodiment, a promotion-encouraging performance is performed from the start of the 3rd round of gameplay to make the player expect a jackpot A. The promotion-encouraging performance prompts the player to repeatedly press the performance button 26. In the example in Figure 52(D), the words "Round 3" indicating that it is the 3rd round, the words "TOTAL 00450" suggesting the total number of prize balls, an image 90 of a performance button 26, a gauge image 91 suggesting the validity period of the performance button 26, and the words "Press the button repeatedly to succeed!" are displayed, and the voice "Press repeatedly!" is output from speaker 24. The result of the promotion-encouraging performance is announced during the 3rd round of gameplay. If the result of the promotion-encouraging performance is successful, the jackpot this time is jackpot A or B, and if the result of the promotion-encouraging performance is unsuccessful, the jackpot this time is C. 【0418】 As illustrated in Figure 52(E), in the case of jackpot C (i.e., when the game does not transition to low probability time reduction (and RUSH mode)), the word "End" is displayed in the center of the LCD screen 5 as the result (failure) of the promotion prompt during the 3rd round of gameplay. This word remains displayed until the end of the ending sequence for jackpot C. As illustrated in Figure 52(F), the right-hand play prompt (small) disappears when the jackpot game ends. Accordingly, depending on the display mode of the normal mode, the reserved number 52, decorative symbol 55, small symbol 56, 4th symbols 57 and 59, the icon 53, and reserved icon 51 begin to be displayed. Immediately after this, as illustrated in Figure 52(G), a warning against becoming too engrossed in the game and a warning against forgetting to take the prepaid card are displayed simultaneously for a predetermined time (for example, 4 seconds). Following the start of the warning display, a left-handed shooting encouragement display prompting the player to shoot to the left is displayed in the center of the LCD screen 5 for a predetermined time (for example, 1 second). The left-handed shooting encouragement display shows the words "Please shoot to the left" and a large left-pointing arrow. While the left-handed shoo...

Claims

[Claim 1] A means of operation that can be operated by the player, A control means for controlling the game, An initialization means for initializing the control means when the power supply to the gaming machine is started with a predetermined operation, A display unit capable of displaying effects, A means for displaying regular symbols in a variable manner, A means for displaying the number of reserved regular symbols, which displays the number of reserved regular symbols, A variable member control means for changing the variable member based on the display result of the ordinary pattern, A granting control means that grants game value based on the fulfillment of granting conditions, A game stop state control means controls the game to a game stop state, where the game's functions are stopped, when the calculated information value, calculated using the number of game values ​​used in the game and the number of game values ​​obtained through the game, reaches a threshold. Regardless of whether the game is stopped or not, the system includes a specific processing means that performs a specific process in response to the operation of the operating means, Before the game is controlled to the aforementioned game stop state, the regular symbols and the number of regular symbols held can be displayed. After the game is controlled to the aforementioned game stop state, the regular symbols and the number of regular symbols held are hidden, while the display unit can display game stop information indicating that the game is in the aforementioned game stop state. The visibility of the game stop information is not changed by the execution control of the specific process in response to the operation of the operating means. When the calculated information value reaches a preliminary value before the threshold is reached, the display unit displays numerical information that is quantitatively updated based on the calculated information value. If the power supply to the gaming machine is stopped while the numerical information is being displayed, and the power supply to the gaming machine is resumed without the control means being initialized, the numerical information will be hidden. If the calculated information value reaches the threshold during the execution of a special game that is advantageous to the player, the player can acquire game value exceeding the threshold during the execution of the special game, and the game is controlled to the game stop state upon the end of the special game. If the calculated information value reaches the threshold during the execution of the special game, the display unit will display information suggesting the game to stop. If the power supply to the gaming machine is interrupted while the game stop indication information and the number of reserved regular symbols are being displayed, and the power supply to the gaming machine is resumed without the control means being initialized, the display of the game stop indication information and the number of reserved regular symbols will be resumed, and the game will be controlled to the game stop state in accordance with the end of the special game. A gaming machine in which, when the calculated information value reaches the threshold during the execution of the special game after the display of the numerical information, the numerical information can be updated based on the number of game values ​​acquired through the game, and a predetermined display can be updated based on the number of game values ​​acquired through the game, until the calculated information value reaches the threshold during the special game, and after the calculated information value reaches the threshold during the special game, the updating of the numerical information based on the number of game values ​​acquired through the game is terminated, while the predetermined display can be updated based on the number of game values ​​acquired through the game.