Gaming machine
The gaming machine employs a movable body and control units to manage game state changes, addressing the lack of appropriate control in inoperable states, ensuring seamless transitions and user experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2024-06-05
- Publication Date
- 2026-06-30
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming machines lack appropriate control mechanisms to manage transitions into and out of an inoperable state, particularly when door opening, magnetic detection, or vibration detection occurs, affecting game playability.
A gaming machine with a movable body, information display units, and control units that manage game state changes, including displaying specific images and terminating games upon certain conditions, ensuring appropriate control during inoperable states.
Enables effective management of game state transitions, ensuring appropriate control and notification during inoperable states, enhancing user experience and operational reliability.
Smart Images

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Abstract
Description
Technical Field
[0001] This invention relates to a gaming machine.
Background Art
[0002] Conventionally, among gaming machines, for example, like the gaming machine described in Patent Document 1, when door opening detection is performed, it is controlled to a state where the door opening detection is notified. Also, in the gaming machine described in Patent Document 1, when magnetic detection is performed, it is controlled to a state where the magnetic detection is notified. In addition, in the gaming machine described in Patent Document 1, when vibration detection is performed, it is controlled to a state where the vibration detection is notified. In the gaming machine described in Patent Document 1, depending on whether it is controlled to any of the states of notifying door opening detection, notifying magnetic detection, and notifying vibration detection, it may be set to an operable state where the game can proceed, or it may be set to an inoperable state where the game cannot proceed.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, when setting to an inoperable state, it is desirable to perform appropriate control based on the inoperable state.
Means for Solving the Problems
[0005] A gaming machine that solves the above problems is a gaming machine that can be controlled to a state in which the game cannot be played, comprising: a movable body that can move from a first position to a second position; an information display unit whose display content can be updated as the game progresses; a specific display unit different from the information display unit; a first control unit; and a second control unit that can execute predetermined processing based on control information from the first control unit, wherein the first control unit has the function of a disabled state control means that can control the state in which the game cannot be played when a special condition is met, which is met when a value that can be changed as the game is provided reaches a predetermined value; the function of an information display unit control means that can control the display content of the information display unit; and the function of a management means that manages the value that can be changed as the game is provided, wherein the second control unit has the function of controlling a performance game using performance symbols, and the progress The movable body has a function to perform control that displays information that can identify that it has been controlled to a disabled state when it is controlled to a disabled state, the movable body is capable of performing initial operations when power supply is started, the images that can be displayed in the specific display unit include a specific image that can identify that it has been controlled to a disabled state, the specific image is capable of being displayed when power supply is cut off after it has been controlled to a disabled state and it is subsequently controlled to a disabled state when power supply is started again, and when it is controlled to a disabled state when power supply is started again, the movable body is capable of performing initial operations at the timing after the specific image is displayed, and the second control unit terminates the display of the performance symbols and forcibly terminates the performance game that is in progress when it is controlled to a disabled state during the execution of the performance game. Furthermore, the display content of the information display unit is not updated even if it is controlled to the disabled state. This is the gist of it. [Effects of the Invention]
[0006] According to this invention, appropriate control can be achieved. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a front view of the game board. [Figure 3] This is a perspective view of the launch device. [Figure 4] This diagram shows the different types of jackpots. [Figure 5] This figure shows an example of the display content for pending images and images currently being displayed in a performance display device. [Figure 6] (a) is a diagram showing an example of the display content of the display device when the right-handed notification effect is executed, and (b) is a diagram showing an example of the display content of the display device when the left-handed notification effect is executed. [Figure 7] This is a block diagram showing the electrical configuration of a gaming machine. [Figure 8] This is a flowchart showing the door opening management process. [Figure 9] This is a flowchart showing the magnetic management process. [Figure 10] This is a flowchart showing the unit prize ball processing. [Figure 11] This flowchart shows the process that cannot be completed. [Figure 12] (a) and (b) are diagrams showing examples of the display content of the performance display device when information indicating that the game cannot proceed is stored. [Figure 13] This figure shows an example of what is displayed on the display device when a prize ball animation is performed. [Figure 14] This figure shows the time difference between when the initial movement of the movable body begins following the restoration of power supply and when the display of the controlled image begins. [Figure 15] This diagram shows various situations that occur when game-breaking information is stored during the execution of a special game. [Figure 16] This diagram shows various situations that occur when information indicating a game cannot proceed is stored while the game is in a state of waiting for a jackpot to occur. [Figure 17] This diagram shows the various situations that occur when a game is unable to proceed while a jackpot is awarded. [Figure 18]This diagram shows various pieces of information that appear when a game is in a state of being unable to proceed, after which the power supply is cut off, and then restored, while a jackpot is awarded. [Modes for carrying out the invention]
[0008] The following describes the embodiments of the gaming machine. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective. As shown in Figure 1, the pachinko game machine 10 (hereinafter referred to as "game machine 10") comprises a frame 11. The frame 11 comprises an outer frame 12, an inner frame 13, and a front frame 14. The outer frame 12 is fixed to the installation equipment. The inner frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A game board unit including a game board 20 is fixed to the inner frame 13. The front frame 14 is supported on the front side of the inner frame 13 so as to cover the front of the game board 20. The front frame 14 supports protective glass that covers the entire opening 14a of the front frame 14 and protects the game board 20. The inner frame 13 and the front frame 14 are supported on the outer frame 12 so as to be openable and closable.
[0009] The gaming machine 10 is provided with a locking mechanism SK for regulating the opening of the middle frame 13 and the front frame 14 and for releasing such regulation. For example, by operating the locking mechanism SK using a frame key (key) managed by the manager of the game parlor, the lock can be released and the middle frame 13 and the front frame 14 can be opened. The gaming machine 10 includes a door opening sensor ES1 (shown in FIG. 7) that detects the opening of the middle frame 13 and the front frame 14 as door members. The door opening sensor ES1 can detect that at least one of the middle frame 13 and the front frame 14 has been opened. In the following description, the case where the door member is opened corresponds to the case where at least one of the middle frame 13 and the front frame 14 is opened, and the case where the door member is closed corresponds to the case where the middle frame 13 and the front frame 14 are closed. The door opening sensor ES1 is preferably capable of detecting at least one of the state where at least one of the middle frame 13 and the front frame 14 is opened and the state where the middle frame 13 and the front frame 14 are closed. In the present embodiment, the door opening sensor ES1 realizes a function as door detection means capable of detecting at least one of the open and closed states of the door member.
[0010] The gaming machine 10 includes a decorative lamp 17 on the front side of the front frame 14. The decorative lamp 17 performs an effect (hereinafter referred to as a light emission effect) of lighting and extinguishing a built-in light emitter. The gaming machine 10 includes a speaker 18 that outputs sound on the front side of the front frame 14. The speaker 18 performs an effect (hereinafter referred to as a sound effect) of outputting sounds such as voices, sound effects, and music. The gaming machine 10 includes an upper tray UZ capable of storing game balls that are gaming media on the front side of the front frame 14. The gaming machine 10 includes a lower tray DZ capable of storing game balls that are gaming media on the front side of the front frame 14. For example, the lower tray DZ can store game balls that have overflowed and cannot be paid out to the upper tray UZ.
[0011] The gaming machine 10 has a firing handle 16 on the front side of the front frame 14. In the gaming machine 10, the game ball is fired with an intensity corresponding to the operation amount (rotation amount) of the firing handle 16. For example, in the gaming machine 10, when the player operates the firing handle 16, a firing device 70 as a game ball firing device provided inside the machine is driven, and the game ball is fired. Thus, in the gaming machine 10, it is possible to fire the game ball by operating the firing handle 16. The firing handle 16 includes a touch sensor TS (shown in FIG. 7) capable of detecting that the firing handle 16 has been operated. The firing handle 16 includes a handle volume HB (shown in FIG. 7) capable of detecting the operation amount (rotation amount) of the firing handle 16.
[0012] As shown in FIG. 2, a substantially circular game area 21 is defined on the front side of the game board 20 in a front view. The game board 20 has a guide passage 21a for guiding the game ball fired when the firing device 70 is driven to the game area 21. The game board 20 has a backflow prevention valve 21b for preventing the game ball launched into the game area 21 from flowing back into the guide passage 21a. The game ball fired when the firing device 70 is driven is guided by the guide passage 21a, passes through the backflow prevention valve 21b located at the most downstream of the guide passage 21a, and reaches the game area 21. The game ball that reaches the game area 21 flows down the game area 21.
[0013] The gaming machine 10 is equipped with an information display panel 22. The information display panel 22 is equipped with a first special symbol display unit 22a. The first special symbol display unit 22a displays a first special symbol variation game (hereinafter referred to as the first special game) which displays a predetermined symbol in a variable position and ultimately displays the first special symbol in a confirmed stop position. The information display panel 22 is equipped with a second special symbol display unit 22b. The second special symbol display unit 22b displays a second special symbol variation game (hereinafter referred to as the second special game) which displays a predetermined symbol in a variable position and ultimately displays the second special symbol in a confirmed stop position. Hereafter, the first special game and the second special game may be collectively referred to as the "special game". Thus, the special game as a variation game includes the first special game as the first variation game and the second special game as the second variation game. The special game is a special symbol variation game. The special symbols are symbols that announce the results of the internal lottery, which will be described later.
[0014] In this specification, "variable display" means a state in which the type of displayed symbol changes over time. In this specification, "confirmed stop display" means a state in which the symbol is definitively stopped and the type of displayed symbol does not change. Special symbols that can be displayed as confirmed stop in the special symbol display units 22a and 22b include jackpot symbols, minor win symbols, and losing symbols. In a special game, if a jackpot symbol is displayed as confirmed stop, the player can recognize that they have won the jackpot. In a special game, if a minor win symbol is displayed as confirmed stop, the player can recognize that they have won the minor win. In a special game, if a losing symbol is displayed as confirmed stop, the player can recognize that they have lost.
[0015] The first special symbol display unit 22a is composed of multiple light-emitting elements. When a special symbol is displayed as confirmed and stopped in the first special symbol display unit 22a, at least one of the multiple light-emitting elements constituting the first special symbol display unit 22a lights up. Incidentally, during the execution of the first special game, the light-emitting elements constituting the first special symbol display unit 22a light up in a lighting pattern corresponding to the execution of the first special game. Similarly, the second special symbol display unit 22b is composed of multiple light-emitting elements. When a special symbol is displayed as confirmed and stopped in the second special symbol display unit 22b, at least one of the multiple light-emitting elements constituting the second special symbol display unit 22b lights up. Incidentally, during the execution of the second special game, the light-emitting elements constituting the second special symbol display unit 22b light up in a lighting pattern corresponding to the execution of the second special game.
[0016] In this embodiment, the first special game and the second special game are configured to be run simultaneously. The gaming machine 10 is configured to be able to run the second special game even while the first special game is running, and to be able to run the first special game even while the second special game is running. Therefore, in the gaming machine 10, both the first special game and the second special game may be run in parallel. In this embodiment, the special symbol display units 22a and 22b function as variable game execution means that run a variable game based on the lottery result of the winning lottery. In this embodiment, the special symbol display units 22a and 22b are configured to run the first variable game and the second variable game in parallel and simultaneously.
[0017] In the gaming machine 10, a jackpot lottery may be held when executing a special game. In the gaming machine 10, if a jackpot is won in the jackpot lottery, the jackpot symbols will be displayed in the special game to which the win pertains, and then a jackpot game will occur (be granted). Thus, the gaming machine 10 is capable of granting a jackpot game after the special game has ended if a jackpot is won in the jackpot lottery held when executing the special game. In other words, in the gaming machine 10, a jackpot game occurs when a jackpot lottery is won.
[0018] In the gaming machine 10, a minor win lottery may be held when executing a special game. In the gaming machine 10, if a minor win is achieved in the minor win lottery, the minor win symbols will be displayed in the special game to which the win pertains, and then a minor win game will occur (be granted). Thus, the gaming machine 10 is capable of granting a minor win game after the special game has ended if a minor win is achieved in the minor win lottery held when executing a special game. In other words, in the gaming machine 10, a minor win game occurs when a minor win lottery is achieved.
[0019] In this embodiment, winning a jackpot in the jackpot lottery is equivalent to winning the jackpot lottery, and is equivalent to winning a jackpot in the winning lottery. The display of a jackpot symbol in the special game is equivalent to deriving the result of winning a jackpot in the special game. Similarly, winning a minor prize lottery is equivalent to winning a minor prize lottery, and is equivalent to winning a minor prize in the winning lottery. The display of a minor prize symbol in the special game is equivalent to deriving the result of winning a minor prize in the special game. Incidentally, not winning a jackpot and not winning a minor prize is equivalent to not winning either a jackpot or a minor prize. The display of a losing symbol in the special game is equivalent to deriving the result of not winning either a jackpot or a minor prize in the special game.
[0020] In the gaming machine 10, if the execution of the second special game begins while the first special game is being played based on a jackpot win, the second special game will be forcibly stopped and displayed as a losing symbol. Similarly, in the gaming machine 10, if the execution of the first special game begins while the second special game is being played based on a jackpot win, the first special game will be forcibly stopped and displayed as a losing symbol. Thus, in the gaming machine 10, when one of the special games, the first special game or the second special game, is being played based on a jackpot win, if the execution of the other special game begins, the other special game will be forcibly stopped and displayed as a losing symbol.
[0021] In the gaming machine 10, if a winning symbol is displayed as confirmed in the first special game while the second special game is in progress, a losing symbol is displayed as confirmed in the second special game, and the second special game ends. Similarly, in the gaming machine 10, if a winning symbol is displayed as confirmed in the second special game while the first special game is in progress, a losing symbol is displayed as confirmed in the first special game, and the first special game ends. Thus, in the gaming machine 10, if a winning symbol is displayed as confirmed in the other special game while one of the first or second special games is in progress, a losing symbol is displayed as confirmed in the other special game, and the other special game is forcibly terminated. In this embodiment, the display of a losing symbol as confirmed and the special game being forcibly terminated corresponds to the forcible termination in the first mode. In other words, in this embodiment, if the second variable game becomes a jackpot and a jackpot game is awarded while the first variable game is in progress, the first variable game in progress is forcibly terminated in the first mode. Similarly, in this embodiment, if the first variation game results in a jackpot while the second variation game is being played and a jackpot game is awarded, the second variation game being played is forcibly terminated in the first mode.
[0022] In the gaming machine 10, if a winning symbol is displayed as a confirmed stop in the second special game while the first special game is in progress, a losing symbol is displayed as a confirmed stop in the first special game, and the first special game ends. Similarly, in the gaming machine 10, if a winning symbol is displayed as a confirmed stop in the first special game while the second special game is in progress, a losing symbol is displayed as a confirmed stop in the second special game, and the second special game ends. Thus, in the gaming machine 10, if a winning symbol is displayed as a confirmed stop in the other special game while one of the first or second special games is in progress, a losing symbol is displayed as a confirmed stop in that special game, and that special game is forcibly terminated. In other words, in this embodiment, if the second variable game results in a winning outcome and a winning game is awarded while the first variable game is in progress, the first variable game in progress is forcibly terminated in the first manner. Similarly, in this embodiment, if the first variation game results in a minor win and a minor win game is awarded while the second variation game is being played, the second variation game being played is forcibly terminated in the first mode.
[0023] Incidentally, in the game machine 10, if a losing symbol is displayed as a confirmed stop in the first special game while the second special game is in progress, the second special game will not end, and the execution of the second special game will continue. Similarly, in the game machine 10, if a losing symbol is displayed as a confirmed stop in the second special game while the first special game is in progress, the first special game will not end, and the execution of the first special game will continue.
[0024] The information display panel 22 includes a first special hold display unit 22c and a second special hold display unit 22d. The first special hold display unit 22c displays the number of times the first special game has been played (hereinafter referred to as the first special hold count) that has been held in a reserved state because the start condition has been met but the execution condition has not yet been met. The gaming machine 10 can hold in a reserved state for the execution of the first special game. The second special hold display unit 22d displays the number of times the second special game has been played (hereinafter referred to as the second special hold count) that has been held in a reserved state because the start condition has been met but the execution condition has not yet been met. The gaming machine 10 can hold in a reserved state for the execution of the second special game. Thus, in this embodiment, the execution of the variable game can be held in a reserved state.
[0025] The first special hold indicator unit 22c is composed of multiple light-emitting elements. The multiple light-emitting elements constituting the first special hold indicator unit 22c light up in a lighting pattern that can identify the number of times (or counts) of the first special game whose execution is being held in abeyance. For example, when the number of times the first special game whose execution is being held in abeyance is 1 or more, at least one of the multiple light-emitting elements constituting the first special hold indicator unit 22c lights up. Note that when the number of times the first special game whose execution is being held in abeyance is 1 or more, this corresponds to when the execution of the first special game is being held in abeyance. Similarly, the second special hold indicator unit 22d is composed of multiple light-emitting elements. The multiple light-emitting elements constituting the second special hold indicator unit 22d light up in a lighting pattern that can identify the number of times (or counts) of the second special game whose execution is being held in abeyance. For example, when the number of times the second special game whose execution is being held in abeyance is 1 or more, at least one of the multiple light-emitting elements constituting the second special hold indicator unit 22d lights up. Note that when the number of times the second special game whose execution is being held in abeyance is 1 or more, this corresponds to when the execution of the second special game is being held in abeyance. In this embodiment, at least one of the first special hold indicator unit 22c and the second special hold indicator unit 22d functions as a hold light-emitting means capable of lighting up in a way that can identify the number of variable games whose execution is being held in a hold. In this embodiment, when the number of variable games whose execution is being held in a hold is one or more, at least one of the one or more light-emitting elements constituting the hold light-emitting means lights up.
[0026] The information display panel 22 includes a normal symbol display unit 22e and a normal hold display unit 22f. The normal symbol display unit 22e displays a normal symbol variation game (hereinafter referred to as a normal game) in which predetermined symbols are displayed in a variable manner and ultimately a normal symbol is displayed as a confirmed stop. The normal symbols that can be displayed as confirmed stops on the normal symbol display unit 22e include at least a normal win symbol that is displayed as a confirmed stop in the case of a normal win, and a normal loss symbol that is displayed as a confirmed stop in the case of a normal loss. In the gaming machine 10, when a normal win lottery is won, a normal win game is generated (granted) after the normal win symbol is displayed as a confirmed stop in the normal game. The normal hold display unit 22f displays the number of normal games (hereinafter referred to as the normal hold count) in which the execution is pending because the start condition has been met but the execution condition has not yet been met.
[0027] The normal symbol display unit 22e is composed of multiple light-emitting elements. When a normal symbol is displayed as confirmed and stopped in the normal symbol display unit 22e, at least one of the multiple light-emitting elements constituting the normal symbol display unit 22e lights up. Incidentally, during the execution of a normal game, the light-emitting elements constituting the normal symbol display unit 22e light up in a lighting pattern corresponding to the execution of the normal game. Furthermore, the normal hold display unit 22f is composed of multiple light-emitting elements. The multiple light-emitting elements constituting the normal hold display unit 22f light up in a lighting pattern that can identify the number of normal games whose execution is being held in abeyance. For example, when the number of normal games whose execution is being held in abeyance is 1 or more, at least one of the multiple light-emitting elements constituting the normal hold display unit 22f lights up. Note that when the number of normal games whose execution is being held in abeyance is equivalent to when the execution of a normal game is being held in abeyance.
[0028] The information display panel 22 is equipped with a right-handed hitting notification lamp 22g. As will be described in detail later, the right-handed hitting notification lamp 22g notifies that right-handed hitting is recommended in situations where it is recommended. The right-handed hitting notification lamp 22g is composed of a single light-emitting element. In situations where right-handed hitting is recommended, the light-emitting element that makes up the right-handed hitting notification lamp 22g lights up. On the other hand, in situations where right-handed hitting is not recommended, the light-emitting element that makes up the right-handed hitting notification lamp 22g does not light up and remains off.
[0029] The special symbol display sections 22a, 22b, special hold display sections 22c, 22d, normal symbol display section 22e, normal hold display section 22f, and right-hand hit notification lamp 22g provided on the information display panel 22 do not need to be provided on the same component as the information display panel 22 in this embodiment, but may be provided separately on different components. For example, the first special symbol display section 22a and the first special hold display section 22c may be provided on the same component, while the second special symbol display section 22b and the second special hold display section 22d may be provided on a different component.
[0030] The gaming machine 10 has a center frame 23 with various decorations located approximately in the center of the game area 21 of the game board 20. The center frame 23 has an opening 23a. The gaming machine 10 has a movable body 24. The movable body 24 is movable between an original position 24a and a performance position 24b. The movable body 24 operates by receiving power from a performance actuator EA (shown in Figure 7). The movable body 24 has a gear mechanism for transmitting power from the performance actuator EA. In the gaming machine 10, the power from the performance actuator EA is transmitted through the gear mechanism to operate the movable body 24. The gaming machine 10 has an original position sensor GS (shown in Figure 7) that can detect the movable body 24 when it is in the original position 24a.
[0031] The gaming machine 10 is equipped with a performance display device 25 as a display means. For example, the performance display device 25 may be a display device such as a liquid crystal display or an organic EL display. The performance display device 25 is equipped with a display area 25r on which an image is displayed. The performance display device 25 is assembled to the gaming board 20 so that the player can see the display area 25r through the opening 23a of the center frame 23. The performance display device 25 performs a performance (hereinafter referred to as a display performance) that displays an image that imitates a predetermined character or letter. In this embodiment, some or all of the performance devices among the decorative lamp 17, speaker 18 and performance display device 25 correspond to performance execution means.
[0032] The gaming machine 10 is equipped with a first start port 26 as a start port. The first start port 26 is located below the center frame 23 in the game area 21. The first start port 26 is open at all times so that game balls can be inserted into it. The gaming machine 10 is equipped with a first start sensor SE1 (shown in Figure 7) that detects game balls that have entered the first start port 26. The first start sensor SE1 functions as a start port detection means capable of detecting the entry of game balls into the first start port 26 as a start port. For example, the first start port 26 is connected to a ball passage that guides the entered game balls to the back of the game board 20 (discharges them from the game board 20 to the outside), and the first start sensor SE1 is installed in that ball passage. When a game ball is detected by the first start sensor SE1, the start conditions for the first special game may be met, and the payout conditions for prize balls may also be met. When the first start sensor SE1 detects a game ball and the conditions for prize payout are met, three game balls are awarded as prize balls.
[0033] The gaming machine 10 is equipped with a second start port 27 as a start port. The second start port 27 is located in the lower right of the center frame 23 within the game area 21. The gaming machine 10 is equipped with a second start sensor SE2 (shown in Figure 7) that detects game balls that enter the second start port 27. The second start sensor SE2 functions as a start ball entry detection means capable of detecting the entry of game balls into the second start port 27 as a start port. For example, the second start port 27 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the second start sensor SE2 is installed in this ball passage. When a game ball is detected by the second start sensor SE2, the start conditions for the second special game may be met, and the conditions for the payout of prize balls may also be met. When a game ball is detected by the second start sensor SE2 and the conditions for the payout of prize balls are met, one game ball is awarded as a prize ball. The second start port 27 has a first variable member 28 as an opening and closing member. The first variable member 28 can operate in an open state, which makes it easy or possible to insert game balls into the second start port 27, and a closed state, which makes it difficult (or impossible) to insert game balls into the second start port 27. The first variable member 28 operates by receiving power from the first actuator A1 (shown in Figure 7). Hereinafter, when the first variable member 28 is in the open state, it will be indicated as "the second start port 27 is opened," and when the first variable member 28 is in the closed state, it will be indicated as "the second start port 27 is closed." As described above, the game machine 10 is equipped with start ports into which game balls can be inserted. There are a first start port and a second start port. The special games, which are variable games, include the first special game, which can be executed when a game ball enters the first starting gate, and the second special game, which can be executed when a game ball enters the second starting gate.
[0034] The gaming machine 10 is equipped with a first large prize opening 29. The first large prize opening 29 is located to the right of the center frame 23 in the game area 21. The gaming machine 10 is equipped with a first count sensor SE3 (shown in Figure 7) that detects game balls that enter the first large prize opening 29. For example, the first large prize opening 29 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first count sensor SE3 is installed in this ball passage. When a game ball is detected by the first count sensor SE3, the conditions for paying out prize balls are met. When a game ball is detected by the first count sensor SE3 and the conditions for paying out prize balls are met, 10 game balls are awarded as prize balls. The first large prize opening 29 has a second variable member 30. The second variable member 30 is operable to an open state in which game balls can be entered into the first large prize opening 29, and a closed state in which game balls cannot be entered into the first large prize opening 29. The second variable member 30 operates by receiving power from the second actuator A2 (shown in Figure 7). When the second variable member 30 is in the open state, game balls are allowed to enter the first large prize opening 29. When the second variable member 30 is in the closed state, game balls are not allowed to enter the first large prize opening 29. Hereinafter, the open state of the second variable member 30 may be referred to as "the first large prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the first large prize opening 29 is closed."
[0035] The gaming machine 10 is equipped with a second large prize opening 31. The second large prize opening 31 is located in the lower right of the center frame 23 within the game area 21. The gaming machine 10 is equipped with a second count sensor SE4 (shown in Figure 7) that detects game balls that enter the second large prize opening 31. For example, the second large prize opening 31 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the second count sensor SE4 is installed in this ball passage. When a game ball is detected by the second count sensor SE4, the conditions for paying out prize balls are met. When a game ball is detected by the second count sensor SE4 and the conditions for paying out prize balls are met, 10 game balls are awarded as prize balls. The second large prize opening 31 has a third variable member 32. The third variable member 32 is operable to operate between an open state, which allows game balls to enter the second large prize opening 31, and a closed state, which prevents game balls from entering the second large prize opening 31. The third variable member 32 operates by receiving power from the third actuator A3 (shown in Figure 7). When the third variable member 32 is in the open state, game balls are allowed to enter the second large prize opening 31. When the third variable member 32 is in the closed state, game balls are not allowed to enter the second large prize opening 31. Hereinafter, the open state of the third variable member 32 may be referred to as "the second large prize opening 31 is opened," and the closed state of the third variable member 32 may be referred to as "the second large prize opening 31 is closed."
[0036] The gaming machine 10 is equipped with a gate 33. The gate 33 is located to the right of the center frame 23 in the game area 21. The gate 33 has an opening that is always open to allow game balls to enter. A gate sensor SE5 (shown in Figure 7) is installed in the gate opening to detect game balls entering and passing through. When a game ball is detected by the gate sensor SE5, the conditions for starting a normal game may be met. In this embodiment, when the machine is in a waiting state for a jackpot game to occur, the detection of a game ball by the gate sensor SE5 triggers the conditions for starting a jackpot game to be met, and a jackpot game is started. In this embodiment, the gate 33 functions as a starting entry point into which game balls can be entered. Note that it is not necessary for game balls that enter the gate 33 to pass through the gate 33. For example, game balls that enter gate 33 may pass through a ball passage leading to the back of the game board 20 and be discharged from the game board 20 to the outside.
[0037] The gaming machine 10 is equipped with a first general prize slot 34, which serves as a general prize slot. The first general prize slot 34 is located in the lower left of the center frame 23 within the game area 21. The first general prize slot 34 is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a first general sensor SE6 (shown in Figure 7) that detects game balls that have entered the first general prize slot 34. The first general sensor SE6 functions as a general ball entry detection means capable of detecting the entry of game balls into the first general prize slot 34, which serves as a general prize slot. For example, the first general prize slot 34 is connected to a ball passage that guides the entered game balls to the back of the game board 20 (discharges them from the game board 20 to the outside), and the first general sensor SE6 is installed in that ball passage. When a game ball is detected by the first general sensor SE6, the conditions for paying out prize balls are met. When the first general sensor SE6 detects a game ball and the conditions for prize ball payout are met, 8 game balls are awarded as prize balls.
[0038] The gaming machine 10 is equipped with a second general prize slot 35, which serves as a general prize slot. The second general prize slot 35 is located in the lower right of the center frame 23 within the game area 21. The second general prize slot 35 is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a second general sensor SE7 (shown in Figure 7) that detects game balls that have entered the second general prize slot 35. The second general sensor SE7 functions as a general ball entry detection means capable of detecting the entry of game balls into the second general prize slot 35, which serves as a general prize slot. For example, the second general prize slot 35 is connected to a ball passage that guides the entered game balls to the back of the game board 20 (discharges them from the game board 20 to the outside), and the second general sensor SE7 is installed in that ball passage. When a game ball is detected by the second general sensor SE7, the conditions for paying out prize balls are met. When the second general sensor SE7 detects a game ball and the conditions for prize payout are met, 8 game balls are awarded as prize balls.
[0039] The gaming machine 10 is equipped with an out port 36. In this embodiment, game balls that do not enter the starting ports 26, 27, the big prize ports 29, 31, or the general prize ports 34, 35 are discharged out of the machine through the out port 36. The gaming machine 10 is also equipped with game components such as nails (game nails) and windmills that change the behavior of the game balls as they flow down the game area 21.
[0040] The gaming machine 10 is equipped with a magnetic sensor ES2 capable of detecting magnetism. The magnetic sensor ES2 is located on the back of the gaming board 20. The magnetic sensor ES2 functions as a magnetic detection means capable of detecting magnetism.
[0041] The gaming machine 10 is equipped with a passage member 37 and a passage member 38. The passage members 37 and 38 are located in the lower right of the center frame 23 in the gaming area 21. The second starting opening 27 is located in the passage member 37. The first variable member 28 of the second starting opening 27 is a member that constitutes the upper surface of the passage member 37. The second large prize opening 31 is located in the passage member 37. The third variable member 32 of the second large prize opening 31 is a member that constitutes the upper surface of the passage member 37. In the gaming area 21, the passage members 37 and 38 form a flow passage 39 through which gaming balls can flow down. In the flow passage 39, the second starting opening 27 is located upstream of the second large prize opening 31. In the flow passage 39, all gaming balls that do not enter the second starting opening 27 are guided to the second large prize opening 31. If a game ball enters the entry opening 39a at the uppermost part of the flow passage 39 and does not enter either the second starting opening 27 or the second large prize opening 31, the game ball that entered through the entry opening 39a is discharged from the discharge opening 39b at the lowermost part of the flow passage 39.
[0042] The passage member 38 has a plurality of first protrusions 38a on its lower surface where it forms a flow passage 39 with the first variable member 28 of the second starting port 27. When a game ball flowing down (passing through) the flow passage 39 collides with a first protrusion 38a, the flow velocity of the game ball decreases. That is, the first protrusions 38a have the function of suppressing the flow velocity of a game ball flowing down the upper surface of the first variable member 28 of the second starting port 27. The passage member 38 has a plurality of second protrusions 38b on its lower surface where it forms a flow passage 39 with the third variable member 32 of the second large prize port 31. When a game ball flowing down the flow passage 39 collides with a second protrusion 38b, the flow velocity of the game ball decreases. In other words, the second projection 38b has the function of suppressing the flow speed of the game ball as it flows down the upper surface of the third variable member 32 of the second large prize opening 31.
[0043] Next, we will describe the launch device 70 as a launching mechanism. As shown in Figure 3, the launching device 70 is composed of a ball feeding mechanism 71 and a launching mechanism 72. Game balls stored in the upper tray UZ are guided to the standby position W1 by a ball guide path in the upper tray UZ. Game balls guided to the standby position W1 are sent to the launching position W2 in the launching mechanism 72 by the operation of the ball feeding mechanism 71. The ball feeding mechanism 71 is powered by a ball feeding actuator 71a (shown in Figure 7). When the ball feeding mechanism 71 operates, one game ball is sent to the launching position W2.
[0044] The launching mechanism 72 is equipped with a hammer portion 72a. The hammer portion 72a is operable in a pre-launch state in which the game ball is located at the launching position W2 and the hammer portion 72a does not come into contact with the game ball, and in a post-launch state in which the game ball is located at the launching position W2 and the hammer portion 72a comes into contact with the game ball. In Figure 3, the hammer portion 72a in the pre-launch state is shown by a solid line, and the hammer portion 72a in the post-launch state is shown by a dashed line. The hammer portion 72a is powered by a hammer actuator 72b (shown in Figure 7). The launching mechanism 72 is equipped with a launch rail 72c. When the game ball at the launching position W2 is launched by the operation of the hammer portion 72a, the game ball is guided by the launch rail 72c to the guide passage 21a.
[0045] Next, with reference to Figure 2, the path through which the game balls flow in this embodiment will be described. The gaming machine 10 has multiple paths for the game balls to flow down in the game area 21, depending on the launch strength of the game balls. The paths for the game balls to flow down can also be understood as the areas through which the game balls flow down. Among the multiple paths are a first path R1 that passes to the left of the center frame 23 and leads to the out opening 36, and a second path R2 that passes to the right of the center frame 23 and leads to the out opening 36. The first path R1 and the second path R2 may overlap in part, or they may not overlap at all. Hereinafter, the area located to the left of the center line CL that divides the game area 21 into left and right halves when the game board 20 is viewed from the front will be referred to as the left area RA1, and the area located to the right of the center line CL will be referred to as the right area RA2. The left area RA1 and the right area RA2 differ in at least part. The path flowing down in the left area RA1 corresponds to the first path R1, and the path flowing down in the right area RA2 corresponds to the second path R2.
[0046] The player can then adjust the launch strength of the game ball by operating the launch handle 16, thereby directing the game balls to the left area RA1 and the right area RA2, allowing them to enter the starting openings 26, 27, the big prize openings 29, 31, the gate 33, and the general prize openings 34, 35. Specifically, when the launch strength is adjusted to be weaker and the game ball is launched (so-called left-handed shooting), the game ball is more likely to be guided down into the left area RA1, and has the potential to enter the first starting opening 26 or the first general prize opening 34. On the other hand, when the launch strength is adjusted to be stronger and the game ball is launched (so-called right-handed shooting), the game ball is more likely to be guided down into the right area RA2, and has the potential to enter the second starting opening 27, the big prize openings 29, 31, the gate 33, and the second general prize opening 35. In other words, the first route R1 has a first starting gate 26 and a first general prize gate 34, and the second route R2 has a second starting gate 27, major prize gates 29 and 31, a gate 33 and a second general prize gate 35.
[0047] When the game ball flows down the first path R1, the probability of it entering the second starting opening 27, the major prize openings 29 and 31, the gate 33, and the second general prize opening 35 is lower compared to when it flows down the second path R2. When the game ball flows down the second path R2, the probability of it entering the first starting opening 26 and the first general prize opening 34 is lower compared to when it flows down the first path R1. In the right-side area RA2, the second starting opening 27, the major prize openings 29 and 31, the gate 33, and the second general prize opening 35 are arranged from upstream to downstream in the order of gate 33, the first major prize opening 29, the second general prize opening 35, the second starting opening 27, and the second major prize opening 31. Hereinafter, "left-handed shooting" will be used to indicate that the game ball is launched so that it flows down the first path R1, and "right-handed shooting" will be used to indicate that the game ball is launched so that it flows down the second path R2. In this embodiment, the left region RA1 corresponds to a non-specific region, and the right region RA2 corresponds to a specific region. In this embodiment, the right-handed shooting notification lamp 22g functions as a specific region light-emitting means that can be lit when the region in which launching the game ball is recommended is a specific region.
[0048] Next, we will explain the game state of the gaming machine 10. The gaming machine 10 has two game states with different jackpot probabilities: a low-probability state and a high-probability state. Jackpot probability is the probability of winning a jackpot in the jackpot lottery conducted as an internal draw. The high-probability state is a game state in which the jackpot probability is higher than that of the low-probability state. The high-probability state is what is known as a "probability fluctuation state (probability change state)". The low-probability state is what is known as a "non-probability fluctuation state (non-probability change state)". The probability fluctuation state has a higher probability of winning a jackpot in the jackpot lottery compared to the non-probability fluctuation state. Incidentally, in the gaming machine 10, the probability of winning a jackpot lottery differs depending on whether the player is in the low-probability state or the high-probability state, but the probability of winning a jackpot lottery does not differ depending on the type of starting gate into which the ball enters. In the gaming machine 10, the probability of winning a minor prize lottery does not differ depending on whether the player is in the low-probability state or the high-probability state. Thus, the gaming machine 10 is configured to be controllable to either a non-probability fluctuation state or a probability fluctuation state.
[0049] The gaming machine 10 has two game states in which the variation time of at least the second special game differs from that of the first special game: a non-variation shortened state and a variation shortened state. The variation shortened state is a game state in which the variation time of at least the second special game is shorter (or more likely to be shorter) compared to the non-variation shortened state. Note that "the variation time of the second special game is shorter (or more likely to be shorter)" does not mean that the variation time of the second special game is always shorter; it may be shorter or longer, but the intention is that the average variation time of the second special game is shortened. Incidentally, in the gaming machine 10, when in the variation shortened state, the variation time of both the first and second special games is shorter (or more likely to be shorter) compared to when in the non-variation shortened state. In the gaming machine 10, when controlled to the non-variation shortened state, the variation time of the second special game exceeds a predetermined variation time (for example, 4 minutes or 8 minutes). Specifically, when controlled to the non-variable shortened state, the variation time of the second special game is 10 minutes at least in the case of a minor win and a loss. For example, when controlled to the non-variable shortened state, the variation time of the second special game may be set not to exceed a predetermined variation time (e.g., 1 minute) only in the case of a big win. On the other hand, when controlled to the variable shortened state, the variation time of the second special game does not exceed a predetermined variation time. In this way, the gaming machine 10 is configured to be controllable to either the non-variable shortened state or the variable shortened state.
[0050] The gaming machine 10 has two game states in which the opening time of the first variable member 28 differs when a normal win occurs: a non-open extended state and an open extended state. The open extended state is a game state in which the opening time of the first variable member 28 when a normal win occurs is longer than that of the non-open extended state. In the open extended state, there is a greater advantage in terms of game balls entering the second start opening 27 compared to the non-open extended state. In other words, the open extended state is a greater advantage in terms of opening and closing the first variable member 28 compared to the non-open extended state. Incidentally, methods for differentiating the opening time of the first variable member 28 when a normal win occurs include differentiating the number of times the first variable member 28 is in the open state in one normal win game, or differentiating the opening time when the first variable member 28 is in the open state or the total opening time when the first variable member 28 is in the open state in one normal win game.
[0051] In addition, the game state may be configured to allow control of game states with different probabilities of winning the regular win lottery. For example, a high-probability regular win state and a low-probability regular win state may be configured to allow control of game states, with the high-probability regular win state being a game state in which the probability of winning a regular win in the regular win lottery is higher than that of the low-probability regular win state. Alternatively, the game may be configured to be controlled to a high-probability regular win state when controlled to an open-extension state, and to be controlled to a low-probability regular win state when controlled to a non-open-extension state. Furthermore, the game state may be configured to allow control of game states with different normal game fluctuation times. For example, a normal-shortened state and a non-normal-shortened state may be configured to allow control of game states, with the normal-shortened state being a game state in which the normal game fluctuation time tends to be shorter than that of the non-normal-shortened state. Note that "the normal game fluctuation time tends to be shorter" does not necessarily mean that the normal game fluctuation time is always short; the normal game fluctuation time may be shorter or longer, but it means that the average fluctuation time of the normal game is shortened.
[0052] The game states controlled by the gaming machine 10 include "low probability state, non-variable shortened state, non-open extended state," "low probability state, variable shortened state, open extended state," "high probability state, variable shortened state, open extended state," and "high probability state, variable shortened state, non-open extended state." Hereinafter, the "game state controlled to the low probability state, non-variable shortened state, non-open extended state" may be referred to as the "normal low probability state," and the "game state controlled to the low probability state, variable shortened state, open extended state" may be referred to as the "specific low probability state." In addition, the "game state controlled to the high probability state, variable shortened state, open extended state" may be referred to as the "specific high probability state," and the "game state controlled to the high probability state, variable shortened state, non-open extended state" may be referred to as the "special state." The special state is also called a small win rush (RUSH) or small win rush state.
[0053] Next, we will explain the concept of a jackpot in the gaming machine 10. The gaming machine 10 is equipped with multiple types of jackpot symbols as special jackpot symbols. These multiple types of jackpot symbols are classified into first jackpot symbols and second jackpot symbols. Each of the multiple types of jackpot symbols is designated for a specific type of jackpot. Specifically, the first jackpot symbol is designated for the first jackpot, and the second jackpot symbol is designated for the second jackpot. Hereafter, a jackpot game based on the first jackpot may be referred to as a "first jackpot game," and a jackpot game based on the second jackpot may be referred to as a "second jackpot game."
[0054] In a jackpot game, an opening sequence is performed for a predetermined opening period to announce the start of the jackpot game. After the opening sequence ends, a round game is played in which the first large prize slot 29 is opened. The round game is played for a predetermined maximum number of rounds. In one round game, the first large prize slot 29 remains open until the first opening game end condition is met (a predetermined maximum number of game balls have entered) or until the second opening game end condition is met (a predetermined maximum time has elapsed). A round sequence is played during the round game. Then, in a jackpot game, once the final round game is finished, an ending sequence is played for a predetermined ending period to announce the end of the jackpot game. The jackpot game ends when the ending sequence is finished. Incidentally, a jackpot game is awarded (occurs) when no special game is being played.
[0055] As shown in Figure 4, each jackpot has a predetermined number of rounds of gameplay (referred to as "number of rounds" in Figure 4). Specifically, the first and second jackpots have a predetermined number of rounds of gameplay. In addition, each jackpot has a predetermined game state after the jackpot game ends. Specifically, the first and second jackpots have a predetermined game state after the jackpot game ends, which is set to a specific high-probability state. Thus, the first and second jackpot games correspond to specific jackpot games that can be controlled to a probability fluctuation state after the jackpot game ends. In other words, in this embodiment, jackpot games include specific jackpot games that can be controlled to a probability fluctuation state after the jackpot game ends.
[0056] For the first jackpot, the extended open state is set to last for a maximum of 50 special games after the jackpot game ends. For the second jackpot, the extended open state is set to last for a maximum of 100 special games after the jackpot game ends. Incidentally, in this embodiment, if the game is controlled to a high probability state after the jackpot game ends, the game will remain in a high probability state until the player wins the internal draw for dropping out of the high probability state, or until a jackpot game occurs before the player wins the draw for dropping out of the high probability state. In the game machine 10, if the player wins the draw for dropping out of the high probability state, the game will end and be controlled to a low probability state. The draw for dropping out of the high probability state is a separate draw from the jackpot draw and the minor jackpot draw.
[0057] If, after the first jackpot game ends, 50 special games are completed without another jackpot game occurring, and the player has already won the fall-out lottery and is controlled to a low probability state, the player will be controlled to a normal low probability state. On the other hand, if, after the first jackpot game ends, 50 special games are completed without another jackpot game occurring, and the player has not won the fall-out lottery and continues to be controlled to a high probability state, the player will be controlled to a special state. Similarly, if, after the second jackpot game ends, 100 special games are completed without another jackpot game occurring, and the player has already won the fall-out lottery and is controlled to a low probability state, the player will be controlled to a normal low probability state. On the other hand, if, after the second jackpot game ends, 100 special games are completed without another jackpot game occurring, and the player has not won the fall-out lottery and continues to be controlled to a high probability state, the player will be controlled to a special state. Thus, in the gaming machine 10, after the end of a jackpot game, the machine is controlled to a high probability state and continues to be controlled in that high probability state. The machine is controlled to an extended open state until the number of special games played without a jackpot occurring reaches a predetermined number (50 or 100 times). On the other hand, in the gaming machine 10, after the end of a jackpot game, the machine is controlled to a high probability state and continues to be controlled in that high probability state. The machine is controlled to an extended non-open state after the number of special games played without a jackpot occurring reaches a predetermined number (50 or 100 times).
[0058] As described above, in the gaming machine 10, when controlled to a high probability state, it may be controlled to a special state. Incidentally, in the gaming machine 10, after being controlled to a special state, the special state ends when the termination conditions for the special state are met. The termination conditions for the special state include one that is met when the jackpot lottery is won, and another that is met when the fall-out lottery is won.
[0059] Next, we will explain the minor wins in the gaming machine 10. In a minor win game, the second large prize slot 31 is opened, and game balls are allowed to enter the second large prize slot 31. In a minor win game, the second large prize slot 31 is open in a predetermined opening pattern. In a minor win game, the second large prize slot 31 remains open in a predetermined opening pattern until a first opening game termination condition is met, which is when a predetermined maximum number of game balls have entered, or a second opening game termination condition is met, which is when a predetermined maximum time has elapsed. For example, in a minor win game, the second large prize slot 31 is open in a pattern where it is open for 0.6 seconds, then closed for 0.5 seconds, and then opened for 1.2 seconds. In this way, in a minor win game, the second large prize slot 31 is opened at least once for a time that makes it easy to enter game balls into the second large prize slot 31.
[0060] The display effects that the display device 25 can execute include a display effect variation game (hereinafter referred to as a display effect game) in which display effect symbols (hereinafter referred to as display effect symbols) are displayed in multiple columns in a variable manner, and finally the combination of display effect symbols is fixed and stopped. In this way, the gaming machine 10 is configured to execute a display effect variation game using display effect symbols. Display effect symbols are symbols that are decorated with characters, patterns, etc., and are also called decorative symbols or ornamental symbols. The display effect game is performed by displaying the first, second, and third columns of symbols in a variable manner (scrolling display) in the vertical direction. The display effect symbol in the first column is the first symbol, the display effect symbol in the second column is the second symbol, and the display effect symbol in the third column is the third symbol. Hereinafter, the first column will be referred to as the "left column" and the first symbol as the "left symbol," the second column as the "middle column" and the second symbol as the "middle symbol," and the third column as the "right column" and the third symbol as the "right symbol." In this embodiment, in principle, each column displays symbols that mimic the numbers [1] to [8] in a predetermined order.
[0061] The performance game is played in conjunction with the special game. Specifically, the performance game starts when the special game begins and ends when the special game ends. In this way, the gaming machine 10 is configured to be playable during the execution of the special game. In the performance game, a combination of performance symbols corresponding to the special symbols that are displayed as confirmed stops in the special game is derived. If a jackpot symbol is displayed as confirmed stops in the special game, the jackpot symbol combination is displayed as confirmed stops in the performance game. For example, a jackpot symbol combination is a combination where all the performance symbols in all rows are the same, such as "777". If a minor win symbol is displayed as confirmed stops in the special game, the minor win symbol combination is displayed as confirmed stops in the performance game. For example, a minor win symbol combination is a combination where at least some of the performance symbols in some rows are different from the performance symbols in other rows, such as "0323" or "0426". In special games, if a losing combination is displayed as a confirmed stop, the losing combination will be displayed as a confirmed stop in the performance game. For example, a losing combination is one in which at least some of the performance symbols are different from the performance symbols in other rows, such as "323". Incidentally, a minor win combination may be a combination of symbols that are partially or completely the same as a losing combination. For example, if a combination of symbols that is common to both a minor win and a losing combination is displayed as a confirmed stop in the performance game, it becomes difficult to determine whether it is a minor win or a loss from the performance symbols. On the other hand, a minor win combination may be a combination of symbols that are different from a losing combination. In the performance game, the performance symbols are temporarily stopped before being displayed as a confirmed stop. In this specification, "temporarily stopped display" means a state that indicates something different from a confirmed stop display, such as "shaking fluctuation state".
[0062] In the performance game, the display pattern of the performance symbols may become a reach pattern (a reach is formed), and a reach performance may be performed. The reach pattern is a state in which performance symbols resembling the same number are temporarily stopped and displayed in a specific column (for example, the left column and the right column) among multiple columns, and performance symbols in a different column (for example, the middle column) continue to change and display. There may be multiple types of reach performances that differ in the characters that appear and the actions of the performance symbols. Reach performances are performed during the execution of a special game. Reach performances include normal reach performances and super reach performances that are performed after the start of a normal reach performance. In this embodiment, when a super reach performance is performed during the execution of a special game, the expectation of a big win is higher than when only a normal reach performance is performed.
[0063] In the gaming machine 10, the performance display device 25 notifies that the execution of a special game is on hold. In the gaming machine 10, if the execution of a special game is on hold, the number of special games that are on hold (special games currently on hold) is notified.
[0064] As shown in Figure 5, the performance display device 25 displays a pending image Ha corresponding to the pending first special game. The pending image Ha corresponds to a pending image corresponding to a variable game whose execution is pending, and corresponds to a pending image corresponding to the first variable game whose execution is pending. In this embodiment, the pending image Ha is a circular image. The pending image Ha includes pending images H1a to H4a. In the gaming machine 10, when the number of first special pendings is "1", the pending image H1a from the pending images H1a to H4a is displayed on the performance display device 25. In the gaming machine 10, when the number of first special pendings is "2", the pending images H1a and H2a from the pending images H1a to H4a are displayed on the performance display device 25. In the gaming machine 10, when the number of first special pendings is "3", the pending images H1a to H3a from the pending images H1a to H4a are displayed on the performance display device 25. In the gaming machine 10, when the number of first special pendings is "4", the pending images H1a to H4a are displayed on the performance display device 25. The held image H1a is displayed in the held display area R1a of the performance display device 25. The held image H2a is displayed in the held display area R2a of the performance display device 25. The held image H3a is displayed in the held display area R3a of the performance display device 25. The held image H4a is displayed in the held display area R4a of the performance display device 25. However, if the first special held number is "0", the held images H1a to H4a will not be displayed on the performance display device 25.
[0065] The pending display area R1a displays the pending image Ha corresponding to the first special game to be executed among the pending special games. The pending display area R2a displays the pending image Ha corresponding to the second special game to be executed among the pending special games. The pending display area R3a displays the pending image Ha corresponding to the third special game to be executed among the pending special games. The pending display area R4a displays the pending image Ha corresponding to the fourth special game to be executed among the pending special games. Therefore, the pending display area R1a can be said to be a display area that can identify that the special game corresponding to the displayed pending image H1a is the first to be executed. The pending display area R2a can be said to be a display area that can identify that the special game corresponding to the displayed pending image H2a is the second to be executed. The pending display area R3a can be said to be a display area that can identify that the special game corresponding to the displayed pending image H3a is the third to be executed. The pending display area R4a can be said to be a display area that can identify that the special game corresponding to the displayed pending image H4a is the fourth to be executed. As described above, the pending image Ha is displayed in the performance display device 25 in a display area that can identify the execution order in which the corresponding first special game is performed.
[0066] The performance display device 25 displays a pending image Hb corresponding to the pending second special game. The pending image Hb corresponds to the pending image corresponding to the variable game whose execution is pending, and corresponds to the pending image corresponding to the second variable game whose execution is pending. In this embodiment, the pending image Hb is a diamond-shaped image. The pending image Hb includes pending images H1b to H4b. In the gaming machine 10, if the number of second special pendings is "1", the pending image H1b from the pending images H1b to H4b is displayed on the performance display device 25. In the gaming machine 10, if the number of second special pendings is "2", the pending images H1b and H2b from the pending images H1b to H4b are displayed on the performance display device 25. In the gaming machine 10, if the number of second special pendings is "3", the pending images H1b to H3b from the pending images H1b to H4b are displayed on the performance display device 25. In the gaming machine 10, when the second special reserve number is "4", the reserve images H1b to H4b are displayed on the performance display device 25. Reserve image H1b is displayed in the reserve display area R1b of the performance display device 25. Reserve image H2b is displayed in the reserve display area R2b of the performance display device 25. Reserve image H3b is displayed in the reserve display area R3b of the performance display device 25. Reserve image H4b is displayed in the reserve display area R4b of the performance display device 25. When the second special reserve number is "0", the reserve images H1b to H4b are not displayed on the performance display device 25. In this embodiment, the performance display device 25, which can display at least one of the reserve images Ha and Hb, functions as a reserve display means capable of displaying a reserve image corresponding to a variable game whose execution is pending.
[0067] The pending display area R1b displays the pending image Hb corresponding to the first Second Special Game to be executed among the pending Second Special Games. The pending display area R2b displays the pending image Hb corresponding to the second Second Special Game to be executed among the pending Second Special Games. The pending display area R3b displays the pending image Hb corresponding to the third Second Special Game to be executed among the pending Second Special Games. The pending display area R4b displays the pending image Hb corresponding to the fourth Second Special Game to be executed among the pending Second Special Games. Therefore, the pending display area R1b can be said to be a display area that can identify that the Second Special Game corresponding to the displayed pending image H1b is the first to be executed. The pending display area R2b can be said to be a display area that can identify that the Second Special Game corresponding to the displayed pending image H2b is the second to be executed. The pending display area R3b can be said to be a display area that can identify that the Second Special Game corresponding to the displayed pending image H3b is the third to be executed. The pending display area R4b can be said to be a display area that can identify that the Second Special Game corresponding to the displayed pending image H4b is the fourth to be executed. As described above, the pending image Hb is displayed in the performance display device 25 in a display area that can identify the execution order in which the corresponding second special game is performed.
[0068] In the gaming machine 10, the execution area ZRa of the performance display device 25 displays the execution image ZGa corresponding to the first special game that is currently running. The execution image ZGa corresponds to the execution image corresponding to the variable game that is currently running. When the first special game is being executed, the execution area ZRa displays the execution image ZGa based on the held image Ha that was displayed when the first special game was being held. Specifically, the execution area ZRa displays the held image H1a that was displayed in the held display area R1a immediately before the execution of the first special game as the execution image ZGa. Therefore, when the first special game is being executed, the execution area ZRa displays a circular execution image ZGa. The execution image ZGa is larger than the held image Ha. Therefore, when the held image H1a is displayed as the execution image ZGa, the held image H1a is enlarged and displayed as the execution image ZGa. Incidentally, even when the number of reserved balls for the first special game is 0, if a game ball enters the first starting port 26, the execution of the first special game is temporarily suspended, and the reserved image Ha is displayed on the performance display device 25. In this case, the reserved image Ha is temporarily displayed on the performance display device 25, and the reserved image Ha is displayed as the execution image ZGa in the execution area ZRa of the performance display device 25.
[0069] In the gaming machine 10, the execution area ZRb of the performance display device 25 displays the execution image ZGb corresponding to the execution of the second special game. The execution image ZGb corresponds to the execution image corresponding to the execution of the variable game. When the second special game is executed, the execution area ZRb displays the execution image ZGb based on the held image Hb that was displayed when the execution of the second special game was on hold. Specifically, the held image H1b that was displayed in the held display area R1b immediately before the execution of the second special game is displayed as the execution image ZGb in the execution area ZRb. Therefore, when the second special game is being executed, a diamond-shaped execution image ZGb is displayed in the execution area ZRb. The execution image ZGb is larger than the held image Hb. Therefore, when the held image H1b is displayed as the execution image ZGb, the held image H1b is enlarged and displayed as the execution image ZGb. Incidentally, even when the number of reserved balls for the second special game is 0, if a game ball enters the second starting port 27, the execution of the second special game is temporarily suspended, and the reserved image Hb is displayed on the performance display device 25. In this case, the reserved image Hb is temporarily displayed on the performance display device 25, and the reserved image Hb is displayed as the execution image ZGb in the execution area ZRb of the performance display device 25. In this embodiment, the performance display device 25, which can display execution images ZGa and ZGb, functions as an execution display means capable of displaying execution images corresponding to the variable game being executed.
[0070] In the gaming machine 10, when the execution of the first special game begins, the held image H1a that was displayed in the held display area R1a is displayed in the execution area ZRa as the execution image ZGa. In the gaming machine 10, when the execution of the first special game begins, the held image H2a that was displayed in the held display area R2a is displayed in the held display area R1a as the held image H1a. In the gaming machine 10, when the execution of the first special game begins, the held image H3a that was displayed in the held display area R3a is displayed in the held display area R2a as the held image H2a. In the gaming machine 10, when the execution of the first special game begins, the held image H4a that was displayed in the held display area R4a is displayed in the held display area R3a as the held image H3a.
[0071] Similarly, in the gaming machine 10, when the execution of the second special game begins, the held image H1b that was displayed in the held display area R1b is displayed in the execution area ZRb as the execution image ZGb. In the gaming machine 10, when the execution of the second special game begins, the held image H2b that was displayed in the held display area R2b is displayed in the held display area R1b as the held image H1b. In the gaming machine 10, when the execution of the second special game begins, the held image H3b that was displayed in the held display area R3b is displayed in the held display area R2b as the held image H2b. In the gaming machine 10, when the execution of the second special game begins, the held image H4b that was displayed in the held display area R4b is displayed in the held display area R3b as the held image H3b.
[0072] In the gaming machine 10, effects related to the launch strength of the game balls are executed on the effect display device 25. Specifically, in the gaming machine 10, the effects related to the launch strength of the game balls include a right-handed notification effect that encourages right-handed shooting and a left-handed notification effect that encourages left-handed shooting.
[0073] As shown in Figure 6(a), for example, in the gaming machine 10, an image YG1 resembling a rightward arrow and the text information MJ1 "shoot to the right" are displayed on the performance display device 25, and a right-shoot notification performance is executed. In this embodiment, the right-shoot notification performance corresponds to a specific area performance that prompts the launch of game balls into a specific area. Thus, the performances that the performance display device 25, as a means of executing performances, can execute include specific area performances.
[0074] The right-hand shooting notification animation is performed in situations where right-hand shooting is recommended. For example, the right-hand shooting notification animation is performed when the reel spinning is shortened. For example, the right-hand shooting notification animation is performed when a big win is awarded. For example, the right-hand shooting notification animation is performed when a minor win is awarded. For example, the right-hand shooting notification animation is performed when the game is waiting for a big win to occur. The right-hand shooting notification animation may be configured to continue running until the termination condition for the right-hand shooting notification animation is met. The termination condition for the right-hand shooting notification animation may be met, for example, when a predetermined animation time has elapsed.
[0075] As shown in Figure 6(b), for example, in the gaming machine 10, an image YG2 resembling a leftward-pointing arrow and text information MJ2 that reads "Please return to left-handed play" are displayed on the performance display device 25, and a left-handed play notification performance is executed. In this embodiment, the left-handed play notification performance corresponds to a non-specific area performance that prompts the launch of game balls into a non-specific area. Thus, non-specific area performances are among the performances that the performance display device 25, as a means of executing performances, can execute.
[0076] The left-handed shooting notification animation is performed in situations where left-handed shooting is recommended. For example, the left-handed shooting notification animation is performed when the machine is in a non-variable shortened state. For example, the left-handed shooting notification animation may be configured to be performed when the variable shortened state ends and switches to a non-variable shortened state, when a jackpot game has not been awarded. For example, the left-handed shooting notification animation may be configured to be performed when it is determined that the machine is being shot to the right in a situation where left-handed shooting is recommended. In this case, for example, it may be determined that the machine is being shot to the right when a game ball enters gate 33. The left-handed shooting notification animation may be configured to continue running until the termination condition for the left-handed shooting notification animation is met. The termination condition for the left-handed shooting notification animation may be met, for example, when a predetermined animation time has elapsed, or when at least one of a jackpot game and a minor jackpot game is awarded.
[0077] Here, we will explain the change in the number of balls held in relation to the game time in each game state in the gaming machine 10. In the gaming machine 10, if a game ball is entered into the second start opening 27, there is a high probability of a minor win even if it is not a big win. Therefore, by shooting to the right, a game ball can be entered into both the gate 33 and the second start opening 27, thus triggering a minor win lottery and creating a chance to win prize balls. However, the variation time of the second special game when in the non-variation shortened state is significantly longer than the variation time of the second special game when in the variation shortened state, so the time until a minor win game actually occurs and the chance to win prize balls arrives is also significantly longer. In this embodiment, the second big prize opening 31 is finally opened about 10 minutes after a game ball is entered into the second start opening 27 and the execution of the second special game begins. Furthermore, when shooting to the right in a non-variable shortened state, the number of game balls consumed per unit predetermined time (number of game balls launched) exceeds the number of game balls that can be obtained per unit predetermined time. In addition, when shooting to the right, game balls do not enter the first start port 26, so the number of special games performed per unit predetermined time is significantly reduced. For this reason, when in a non-variable shortened state, it is preferable to shoot to the left. On the other hand, when in a variable shortened state, the variation time of the second special game is shorter than when in a non-variable shortened state. As a result, when in a variable shortened state, the number of small wins per unit time tends to be higher than when in a non-variable shortened state. For this reason, when in a variable shortened state, it is preferable to shoot to the right.
[0078] Incidentally, in the gaming machine 10, a second starting port 27 is provided upstream of the second large prize winning port 31 in the flow passage 39. When the gaming machine 10 is in the open extension state, most of the game balls that enter from the ball entry port 39a enter the second starting port 27, and even if a minor win occurs, it is difficult for game balls to enter the second large prize winning port 31. In particular, even if the second starting port 27 is closed, the first projection 38a reduces the flow speed of the game balls flowing down the flow passage 39, so even if a game ball enters the ball entry port 39a when the second starting port 27 is closed, the probability of it entering the second starting port 27 increases. On the other hand, in the gaming machine 10, when the extension is not open, compared to when it is open, a larger number of game balls that enter through the ball entry opening 39a tend to enter the second large prize entry opening 31 instead of the second start opening 27. In particular, even if the second large prize entry opening 31 is closed, the second projection 38b reduces the flow speed of the game balls flowing down the flow passage 39, increasing the likelihood that game balls that did not enter the second start opening 27 will enter the second large prize entry opening 31.
[0079] According to the gaming machine 10, when controlled in a special state, the number of minor wins per unit time increases, resulting in a greater number of game balls that can be acquired per unit predetermined time than the number of game balls consumed per unit predetermined time. Thus, in the gaming machine 10, when controlled in a special state, by shooting to the right, it is possible to increase the number of game balls (balls held) by triggering minor wins, even if a major win does not occur. Note that "balls held" may also be expressed as "balls held".
[0080] In the gaming machine 10, when it is normally controlled to a low probability state, it is preferable to shoot to the left, and therefore it is assumed that the player will shoot to the left. However, when it is normally controlled to a low probability state, even if the player shoots to the left, they will not be able to increase their number of balls, and the number of balls will decrease the longer the game continues. Also, in the gaming machine 10, when it is controlled to a specific low probability state or a specific high probability state, it is preferable to shoot to the right, and therefore it is assumed that the player will shoot to the right. However, when it is controlled to a specific low probability state or a specific high probability state, even if the player shoots to the right, they will not be able to increase their number of balls, and the number of balls will decrease the longer the game continues. However, when it is controlled to a specific low probability state or a specific high probability state, the player can easily shoot to the right and get the game balls into the second starting port 27, so the decrease in the number of balls when continuing the game is suppressed compared to when it is normally controlled to a low probability state.
[0081] On the other hand, when the machine is controlled to a special state, it is preferable to shoot to the right, and therefore it is assumed that players will shoot to the right. When the machine is controlled to a special state, shooting to the right increases the opportunities for small wins to occur per unit predetermined time, allowing game balls to enter the second large prize pocket 31, thus increasing the number of balls held, and the longer the game continues, the more balls are held. In this way, in the special state, the number of small wins per unit time increases, thereby increasing the number of balls held. Thus, the game machine 10 is configured to be controllable to a special state in which the number of small wins per unit time increases, thereby increasing the number of balls held. In the game machine 10, when the machine is controlled to a special state, players can expect to win a big prize, and also expect the period of being controlled to a special state to be longer. In the game machine 10, if a player wins the fall-out lottery while the machine is controlled to a special state, the special state ends, so players can expect the period of being controlled to a special state to be longer without winning the fall-out lottery. Incidentally, in the gaming machine 10, the number of balls held can be increased by an average of 1500 during the period from when the special state is activated until the special state ends. Furthermore, in the gaming machine 10, the number of balls held can be increased by an average of 700 during both the first jackpot game and the second jackpot game. Thus, in the gaming machine 10, the expected value of increasing the number of balls held is higher from the start to the end of the special state than during a single jackpot game.
[0082] In the gaming machine 10, situations where the machine is controlled to one of the following states—a specific low probability state, a specific high probability state, or a special state—correspond to situations where right-handed play is recommended. In the gaming machine 10, situations where the machine is controlled to a normal low probability state correspond to situations where right-handed play is not recommended. However, in the gaming machine 10, situations where the machine is waiting for a jackpot to occur correspond to situations where right-handed play is recommended. In the gaming machine 10, when a jackpot is awarded, this corresponds to situations where right-handed play is recommended. In the gaming machine 10, when a minor jackpot is awarded, this corresponds to situations where right-handed play is recommended.
[0083] Next, we will explain the electrical configuration of the gaming machine 10. As shown in Figure 7, the gaming machine 10 includes a main board 40 as the main control unit. The main board 40 performs various processes and outputs control information such as control signals (control commands) according to the results of these processes. The gaming machine 10 also includes a sub-board 50 as a sub-control unit. The sub-board 50 performs predetermined processes based on the control information output by the main board 40. For example, the sub-board 50 performs processes to execute light effects using decorative lamps 17, sound effects using speakers 18, and display effects using the display device 25. The main board 40 and sub-board 50 are located on the back side of the game board 20. The game board unit includes the main board 40 and the sub-board 50. The main board 40 is connected to the sub-board 50. The gaming machine 10 also includes a power supply unit 60. The power supply unit 60 is a unit that supplies power to the main board 40, the sub-board 50, and the launching device 70 when the power switch 61 is switched to the ON state. Power is supplied to the gaming machine 10 by switching the power switch 61 to the ON position. The gaming machine 10 is equipped with a launching device 70. The launching device 70 is connected to the main board 40.
[0084] First, let me explain the main board 40. The main board 40 includes a main CPU 41, a main ROM 42, and a main RAM 43. The main board 40 also includes a clear switch 45. The main CPU 41 performs various processes by executing its own control program (main control program).
[0085] The main ROM 42 stores the main control program, as well as lottery tables and judgment values used in predetermined lotteries. For example, the main ROM 42 stores the jackpot judgment values used in the jackpot lottery. There are two types of jackpot judgment values: high-probability jackpot judgment values and common jackpot judgment values. In the gaming machine 10, when the jackpot lottery is in a low-probability state, only the common jackpot judgment value is used out of the common jackpot judgment value and high-probability jackpot judgment value, while when the jackpot lottery is in a high-probability state, both the common jackpot judgment value and the high-probability jackpot judgment value are used. The main ROM 42 stores the fall-out judgment value used in the fall-out lottery. The main ROM 42 also stores the performance judgment value used in the performance lottery. In the performance lottery, a decision is made on whether to execute a reach performance. For this reason, the performance lottery can also be called a reach lottery.
[0086] In addition, for example, the main ROM 42 stores multiple types of variation patterns. These multiple types of variation patterns are associated with the variation time (special game variation time) from the start of a special game until the end of the special game. There are variation patterns that can be determined when the variation is shortened and variation patterns that can be determined when the variation is not shortened. The variation patterns that can be determined when the variation is shortened and the variation patterns that can be determined when the variation is not shortened are different in some or all ways. The variation time set for the variation patterns that can be determined when the variation is shortened is shorter (or is often shorter) than the variation time set for the variation patterns that can be determined when the variation is not shortened. In the gaming machine 10, the variation is shortened by determining a variation pattern from a variation pattern table that defines one or more variation patterns that can be determined when the variation is shortened. Similarly, in the gaming machine 10, the variation is not shortened by determining a variation pattern from a variation pattern table that defines one or more variation patterns that can be determined when the variation is not shortened.
[0087] Furthermore, the variation patterns include a variation pattern for the first special game that can be determined when the first special game is executed, and a variation pattern for the second special game that can be determined when the second special game is executed. The variation patterns for the first special game and the variation patterns for the second special game are partially or entirely different. The variation patterns may also be information that can identify partially or entirely the content of the performance game that takes place from the start of the special game until the end of the special game. Examples of variation patterns include a jackpot variation pattern, a minor win variation pattern, and a losing variation pattern. It is preferable that the jackpot variation pattern that can be determined when a jackpot is won is different from the minor win variation pattern that can be determined when a minor win is won and the losing variation pattern that can be determined when a loss occurs. On the other hand, the minor win variation pattern and the losing variation pattern may be partially or entirely the same.
[0088] As described above, the variation patterns include a jackpot variation pattern for the first special game when it is in a non-variable shortened state, a jackpot variation pattern for the first special game when it is in a variable shortened state, a jackpot variation pattern for the second special game when it is in a non-variable shortened state, and a jackpot variation pattern for the second special game when it is in a variable shortened state. The variation patterns include a minor jackpot variation pattern for the first special game when it is in a non-variable shortened state, a minor jackpot variation pattern for the first special game when it is in a variable shortened state, a minor jackpot variation pattern for the second special game when it is in a non-variable shortened state, and a minor jackpot variation pattern for the second special game when it is in a variable shortened state. The variation patterns include a losing variation pattern for the first special game when it is in a non-variable shortened state, a losing variation pattern for the first special game when it is in a variable shortened state, a losing variation pattern for the second special game when it is in a non-variable shortened state, and a losing variation pattern for the second special game when it is in a variable shortened state.
[0089] The main RAM 43 is configured to store various types of information that can be rewritten as needed during the operation of the gaming machine 10. The information stored in the main RAM 43 includes, for example, flags, counters, and timers. The main board 40 is configured to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers. The main CPU 41 is configured to receive an operation signal to be output when the clear switch 45 is operated to the ON position.
[0090] Various sensors SE1-SE7, ES1, and ES2 are connected to the main board 40. The main CPU 41 is configured to receive detection signals output by the various sensors SE1-SE7, ES1, and ES2 via ports. An information display panel 22 is connected to the main board 40. The main CPU 41 can control the display content of the information display panel 22 via a drive circuit. Various actuators A1-A3 are connected to the main board 40. The main CPU 41 can control the operation of the first actuator A1, the second actuator A2, and the third actuator A3 via a drive circuit.
[0091] Next, we will describe the sub-board 50. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. For example, the sub-CPU 51 performs various processes (for example, processes related to performance) by executing a control program (sub-control program) for the sub-CPU 51. The sub-ROM 52 stores the sub-control program, a lottery table used for the lottery, and judgment values. The sub-ROM 52 stores display performance data that can identify the manner (content) of the display performance. The sub-ROM 52 stores light-emitting performance data that can identify the manner (content) of the light-emitting performance. The sub-ROM 52 stores sound performance data that can identify the manner (content) of the sound performance. The sub-RAM 53 is configured to store various information that can be rewritten as appropriate during the operation of the gaming machine 10. The information stored in the sub-RAM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0092] The sub-board 50 is connected to a decorative lamp 17, a speaker 18, and a performance display device 25. The sub-CPU 51 can control the decorative lamp 17, speaker 18, and performance display device 25 via a drive circuit. In this embodiment, the sub-CPU 51 controls the performance device, which is the performance execution means among the decorative lamp 17, speaker 18, and performance display device 25, thereby realizing the function of a performance control means capable of controlling the performance execution means. A performance actuator EA is connected to the sub-board 50. The sub-CPU 51 can control the operation of the performance actuator EA via a drive circuit. A home-position sensor GS is connected to the sub-board 50. The sub-CPU 51 is configured to receive detection signals output by the home-position sensor GS via a port.
[0093] Next, we will describe the power supply unit 60. The power supply unit 60 converts the power voltage supplied from an external power source such as a gaming arcade into the power voltage to be supplied to each circuit board 40, 50 and the launcher 70. The power supply unit 60 supplies power to each circuit board 40, 50 and the launcher 70 via power supply lines. The power supply unit 60 has a power switch 61. When the power switch 61 is switched from the off state to the on state, power is supplied to each circuit board 40, 50 and the launcher 70. On the other hand, when the power switch 61 is switched from the on state to the off state, power is cut off to each circuit board 40, 50 and the launcher 70. Cutting off the power supply is equivalent to stopping the power supply.
[0094] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the main RAM 43 even after the power supply has been cut off. Because the main RAM 43 receives power from the backup power supply 62, it is possible to retain the contents of the main RAM 43 that were stored when the power supply was cut off, even after the power supply has been cut off. For example, the main RAM 43 may be configured as a non-volatile memory that can retain its contents even when the power supply is cut off, so that it can retain the stored information even after the power supply has been cut off.
[0095] The gaming machine 10 is equipped with a backup function. The backup function is a function that internally retains (backs up) various information related to game control even when the power supply from an external power source is cut off, and when power supply is restored, it restores game control based on the retained information. In this embodiment, the main board 40 has the backup function. For example, the sub-board 50 may also have the backup function. The main RAM 43 is an example of a storage means that is capable of storing various information and is configured to retain at least some of the stored information even after the power supply is cut off.
[0096] Next, we will describe the launch device 70. As described above, the launching device 70 includes a ball feeding mechanism 71. As described above, the launching device 70 includes a launching mechanism 72. The launching device 70 includes a launching drive circuit 73. A touch sensor TS is connected to the launching device 70. The launching drive circuit 73 is configured to accept the detection signal output by the touch sensor TS as input. A handle volume HB is connected to the launching device 70. The launching drive circuit 73 is configured to accept a signal that can identify the amount of operation of the launching handle 16 detected by the handle volume HB as input. In this embodiment, the handle volume HB is a variable resistor. The signal that can identify the amount of operation of the launching handle 16 is a voltage value to the launching drive circuit 73.
[0097] Here, we will explain the various processes performed in the gaming machine 10. First, we will explain the main power-on process and the sub-power-on process that are performed when power supply is initiated.
[0098] When the main CPU 41 is started by the startup process (boot process) that accompanies the start of power supply, it first executes the main power-on process. In the main power-on process, whether or not to initialize (RAM clear) the main RAM 43 is controlled according to the operation state of the clear switch 45 at the start of power supply. If the clear switch 45 is operated to the ON position, the main CPU 41 executes a RAM clear of the main RAM 43. When a RAM clear is performed, the main CPU 41 initializes the game information by storing initial information in the area that stores game information among the various types of information in the memory area of the main RAM 43. After that, the main CPU 41 terminates the main power-on process. On the other hand, if the clear switch 45 is in the OFF position, the main CPU 41 does not execute a RAM clear of the main RAM 43, but returns based on the backed-up contents of the main RAM 43 and terminates the main power-on process. When a RAM clear is performed, neither special games nor normal games are being executed or held, and the system returns to a state that is neither a big win game, a small win game, nor a normal win game. On the other hand, if a RAM reset is not performed, the system will revert to the state it was in when the power supply was cut off, based on the backed-up game information.
[0099] Furthermore, when the main CPU 41 finishes the main power-on process, it stores predetermined control commands in the output buffer of the sub-board 50 based on the game information stored in the main RAM 43. Specifically, if a RAM clear is performed during the main power-on process, the main CPU 41 stores control information that identifies that a RAM clear has been performed (hereinafter referred to as a RAM clear command) in the output buffer. On the other hand, if a RAM clear is not performed during the main power-on process, the main CPU 41 stores control information that identifies that the system will return to the state it was in when the power supply was cut off (hereinafter referred to as a return command) in the output buffer. For example, if the main CPU 41 returns to the state during a minor win game upon the start of power supply, it stores a return command in the output buffer that identifies that the system will return to the state during a minor win game. The control information (commands) stored in the output buffer are output to the sub-board 50 in subsequent timer interrupt processes.
[0100] When the sub-CPU 51 is started by the startup process (boot process) that accompanies the start of power supply, it waits until it receives a RAM clear command or a restore command from the main CPU 41. If a RAM clear command or a restore command is received, the sub-CPU 51 executes the sub-power-on process. During the sub-power-on process, control is performed according to whether a RAM clear command or a restore command was received. Specifically, if a RAM clear command is received, the sub-CPU 51 restores based on the initial information and terminates the sub-power-on process. On the other hand, if a restore command is received, the sub-CPU 51 restores based on the control information from the main CPU 41 and terminates the sub-power-on process. If a RAM clear command is received, the system returns to a state where no performance game is running, and none of the performances during big win games, small win games, or regular win games are being performed. On the other hand, if a restore command is received, the system returns to the state it was in when the power supply was cut off, based on the backed-up game information.
[0101] When a RAM clear command is entered, the sub-CPU 51 controls at least one of the various display devices 17, 18, and 25 so as to notify that a RAM clear has been performed. For example, the sub-CPU 51 controls speaker 18 so as to output a sound that identifies that a RAM clear has been performed. For example, the sub-CPU 51 controls display device 25 so as to display an image that identifies that a RAM clear has been performed. When a restore command is entered, the sub-CPU 51 controls at least one of the various display devices 17, 18, and 25 so as to notify that a restore will occur based on backed-up game information. For example, the sub-CPU 51 controls speaker 18 so as to output a sound that identifies that a restore will occur based on backed-up game information. For example, the sub-CPU 51 controls display device 25 so as to display an image that identifies that a restore will occur based on backed-up game information.
[0102] The sub-CPU 51 performs initial operation processing to perform the initial operation of the movable body 24 when power supply is started. The initial operation of the movable body 24 is also called the initial operation of the movable body 24. The sub-CPU 51 performs initial operation processing when a RAM clear command or a restore command is input. In the initial operation processing, the sub-CPU 51 controls the performance actuator EA so that the movable body 24 performs the initial operation. The sub-CPU 51 monitors the transition of the detection signal from the home position sensor GS. The sub-CPU 51 determines that an abnormality has occurred in at least one of the movable body 24 and the performance actuator EA if the home position sensor GS continues to input a detection signal from the initial operation of the movable body 24 until a predetermined operating period has elapsed. The sub-CPU 51 determines that an abnormality has occurred in at least one of the movable body 24 and the performance actuator EA if the home position sensor GS stops inputting a detection signal and then stops inputting that detection signal again from the initial operation of the movable body 24 until a predetermined operating period has elapsed. If the sub-CPU 51 determines that an abnormality has occurred in at least one of the movable body 24 and the performance actuator EA, it stops the performance actuator EA and stores information that identifies the abnormality in the operation of the movable body 24 (hereinafter referred to as movable body error information) in the sub-RAM 53. If movable body error information is stored in the sub-RAM 53, the sub-CPU 51 does not operate the movable body 24 when executing various performance effects. The movable body error information stored in the sub-RAM 53 is erased from the sub-RAM 53 when the power supply is cut off. Incidentally, the predetermined operating period is set to be longer than the time required for the initial operation of the movable body 24 to complete normally.
[0103] Next, we will explain the various processes that the main CPU 41 executes based on the main control program. The main CPU 41 performs timer interrupt processing, such as special symbol input processing and special symbol start processing, at predetermined control cycles (for example, 4ms).
[0104] First, let's explain the special symbol input processing performed by the main CPU 41. In the special symbol input process, the main CPU 41 performs the first special symbol input process. After completing the first special symbol input process, the main CPU 41 performs the second special symbol input process. After completing the second special symbol input process, the main CPU 41 terminates the special symbol input process.
[0105] In the first special symbol input process, the main CPU 41 determines whether a game ball has entered the first start opening 26 based on whether it has received a detection signal from the first start sensor SE1 (hereinafter referred to as the first input determination). If the result of the first input determination is negative, the main CPU 41 terminates the first special symbol input process. On the other hand, if the result of the first input determination is positive, the main CPU 41 determines whether the number of first special reserved balls stored in the main RAM 43 is less than the upper limit (hereinafter referred to as the first reserved ball determination). If the result of the first reserved ball determination is negative, the main CPU 41 terminates the first special symbol input process. If the result of the first reserved ball determination is positive, the main CPU 41 adds 1 to the number of first special reserved balls and updates it. The main CPU 41 also controls the information display panel 22 to display the updated number of first special reserved balls. The main CPU 41 stores control information that can identify the updated number of first special reserved balls (hereinafter referred to as the first reserved ball command) in the output buffer. Furthermore, if the result of the first hold judgment is positive, the main CPU 41 acquires the random numbers generated within the main board 40 and stores the random number information based on the acquired random numbers in the main RAM 43. At this time, the main CPU 41 stores the information in a way that makes it possible to identify that it is random number information for the first special game and the order in which the random number information is stored. In this embodiment, the execution of the first special game is held in a hold by storing the random number information for the first special game in the main RAM 43. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. For example, the random numbers may be random numbers used in the winning lottery (jackpot lottery, minor win lottery), random numbers used in the losing lottery, random numbers used in the symbol determination, random numbers used in the variation pattern determination, random numbers used in the effect lottery, etc. After that, the main CPU 41 terminates the first special symbol input processing.
[0106] In the second special symbol input process, the main CPU 41 determines whether a game ball has entered the second start opening 27 based on whether it has received a detection signal from the second start sensor SE2 (hereinafter referred to as the second input determination). If the result of the second input determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the result of the second input determination is positive, the main CPU 41 determines whether the number of second special reserved balls stored in the main RAM 43 is less than the upper limit (hereinafter referred to as the second reserved ball determination). If the result of the second reserved ball determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the result of the second reserved ball determination is positive, the main CPU 41 adds 1 to the number of second special reserved balls and updates it. The main CPU 41 controls the information display panel 22 to display the updated number of second special reserved balls. The main CPU 41 also stores control information that can identify the updated number of second special reserved balls (hereinafter referred to as the second reserved ball command) in the output buffer. Furthermore, if the result of the second hold judgment is positive, the main CPU 41 acquires the random numbers generated within the main board 40, stores the random number information based on the acquired random numbers in the main RAM 43, and terminates the special symbol input process. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is for the second special game and the storage order of the random number information. In this embodiment, the execution of the second special game is suspended by storing the random number information for the second special game in the main RAM 43. After that, the main CPU 41 terminates the second special symbol input process.
[0107] The series of controls from the time the first hold judgment result is positive until the random number information for the first special game is stored in the main RAM 43 corresponds to the control of holding off the execution of the first special game, and corresponds to the hold control of holding off the execution of the variable game. In this way, the main CPU 41 can execute the control of holding off the execution of the first special game triggered by the entry of a game ball into the first start opening 26. Similarly, the series of controls from the time the second hold judgment result is positive until the random number information for the second special game is stored in the main RAM 43 corresponds to the control of holding off the execution of the second special game, and corresponds to the hold control of holding off the execution of the variable game. In this way, the main CPU 41 can execute the control of holding off the execution of the second special game triggered by the entry of a game ball into the second start opening 27. In this embodiment, by the main CPU 41 executing at least one of the control of holding off the execution of the first special game and the control of holding off the execution of the second special game, the function of a hold control means capable of executing hold control of holding off the execution of the variable game is realized. Furthermore, in this embodiment, the hold control means can perform hold control when a game ball enters the start opening.
[0108] Next, we will explain the special symbol start process performed by the main CPU 41. In the special symbol start process, the main CPU 41 determines whether it is not in the middle of a winning game (jackpot game, minor win game) and is not in a state of waiting for a jackpot game to occur. If it is in the middle of a winning game or is in a state of waiting for a jackpot game to occur, the main CPU 41 terminates the special symbol start process. On the other hand, if it is not in the middle of a winning game and is not in a state of waiting for a jackpot game to occur, the main CPU 41 performs a first execution check to determine whether the first special game is in progress. If the first execution check determines that the first special game is in progress, the main CPU 41 performs a second execution check to determine whether the second special game is in progress. On the other hand, if the first execution check determines that the first special game is not in progress, the main CPU 41 performs a first reserve check to determine whether the number of first special reserves is 1 or more. If the first reserve check determines that the number of first special reserves is not 1 or more, the main CPU 41 performs a second execution check. On the other hand, if the first hold determination determines that the number of first special holds is 1 or more, the main CPU 41 performs the first special symbol start process related to the execution of the first special game. After performing the first special symbol start process, the main CPU 41 performs the second execution determination.
[0109] If the second execution check determines that the second special game is in progress, the main CPU 41 terminates the special symbol start process. On the other hand, if the second execution check determines that the second special game is not in progress, the main CPU 41 performs a second hold check to determine if the number of second special hold items is 1 or greater. If the second hold check determines that the number of second special hold items is not 1 or greater, the main CPU 41 terminates the special symbol start process. On the other hand, if the second hold check determines that the number of second special hold items is 1 or greater, the main CPU 41 performs the second special symbol start process related to the execution of the second special game. After performing the second special symbol start process, the main CPU 41 terminates the special symbol start process. Incidentally, if the first hold check determines that the number of first special hold items is not 1 or greater, and the second hold check determines that the number of second special hold items is not 1 or greater, the main CPU 41 stores control information that identifies the system as being in a waiting state (hereinafter referred to as a waiting command) in the output buffer.
[0110] Now, let's explain the process for starting the first special symbol. In the process of starting the first special symbol, the main CPU 41 decrements the first special reserve number stored in the main RAM 43 by 1 and updates it. The main CPU 41 controls the information display panel 22 so that the updated first special reserve number is displayed. The main CPU 41 also stores a first reserve number command that can identify the updated first special reserve number in the output buffer. Next, the main CPU 41 reads the first random number information stored from the main RAM 43 among the random number information for the first special game. After reading the first random number information, the main CPU 41 erases the first random number information stored from the main RAM 43. Then, the main CPU 41 refers to the information that can identify whether the game state is low probability state or high probability state (hereinafter referred to as the probability state flag) among the information that can identify the game state stored in the main RAM 43 and determines whether it is in a high probability state. If it is not in a high probability state, the main CPU 41 performs the jackpot lottery process. On the other hand, if it is in a high probability state, the main CPU 41 performs the fall-out lottery process.
[0111] In the fall-out lottery process, the main CPU 41 performs a fall-out lottery based on the value of the fall-out lottery random number that can be identified from the read random number information and the fall-out determination value stored in the main ROM 42. Specifically, the main CPU 41 determines whether the value of the fall-out lottery random number and the fall-out determination value match and performs the fall-out lottery. In this embodiment, if the value of the fall-out lottery random number and the fall-out determination value match, it is considered that the fall-out lottery has been won, and if the value of the fall-out lottery random number and the fall-out determination value do not match, it is considered that the fall-out lottery has not been won. If the fall-out lottery is not won, the main CPU 41 terminates the fall-out lottery process and performs the jackpot lottery process. On the other hand, if the fall-out lottery is won, the main CPU 41 sets a value that can identify a low-probability state as a probability state flag and updates the probability state flag. After that, the main CPU 41 terminates the fall-out lottery process and performs the jackpot lottery process. However, if the main RAM 43 contains information that allows it to identify that the second special game in which a jackpot has been won is currently in progress (hereinafter referred to as the second special jackpot flag), the main CPU 41 will not perform the jackpot lottery process or the minor jackpot lottery process, but will instead execute the losing game process.
[0112] In the jackpot lottery process, the main CPU 41 performs a jackpot lottery based on the value of the winning lottery random number that can be identified from the read random number information and the jackpot determination value stored in the main ROM 42. At this time, the main CPU 41 performs the jackpot lottery using the jackpot determination value corresponding to the setting value that can be identified from the setting value flag. Furthermore, if the main CPU 41 is in a high probability state, it performs the jackpot lottery using the common jackpot determination value and the high probability jackpot determination value, while if it is in a low probability state, it performs the jackpot lottery using the common jackpot determination value. The main CPU 41 determines whether the value of the winning lottery random number and the jackpot determination value match and performs the jackpot lottery. In this embodiment, if the value of the winning lottery random number and the jackpot determination value match, it is considered that the jackpot lottery has been won, and if the value of the winning lottery random number and the jackpot determination value do not match, it is considered that the jackpot lottery has not been won. If the jackpot lottery is won, the main CPU 41 terminates the jackpot lottery process and executes the jackpot game process. On the other hand, if the jackpot lottery is not won, the main CPU 41 terminates the jackpot lottery process and executes the minor prize lottery process.
[0113] In the minor prize lottery process, the main CPU 41 performs a minor prize lottery based on the value of the winning lottery random number (the value of the winning lottery random number used in the major prize lottery process) that can be identified from the read random number information, and the minor prize determination value stored in the main ROM 42. The main CPU 41 determines whether the value of the winning lottery random number and the minor prize determination value match and performs the minor prize lottery. In this embodiment, if the value of the winning lottery random number and the minor prize determination value match, it is considered that the minor prize lottery has been won, and if the value of the winning lottery random number and the minor prize determination value do not match, it is considered that the minor prize lottery has not been won. If the minor prize lottery is won, the main CPU 41 terminates the minor prize lottery process and executes the minor prize game process. On the other hand, if the minor prize lottery is not won, the main CPU 41 terminates the minor prize lottery process and executes the losing game process.
[0114] In the gaming machine 10, a jackpot lottery may be held when executing a special game. In this embodiment, the main CPU 41 executes the jackpot lottery process, thereby realizing the function of a jackpot lottery means that performs a jackpot lottery to determine the winner of a jackpot. In the gaming machine 10, a minor jackpot lottery may be held when executing a special game. In this embodiment, the main CPU 41 executes the minor jackpot lottery process, thereby realizing the function of a minor jackpot lottery means that performs a minor jackpot lottery to determine the winner of a minor jackpot. In this embodiment, the main CPU 41, which executes the jackpot lottery process and the minor jackpot lottery process, realizes the function of a winning lottery means that performs a winning lottery.
[0115] In the jackpot game processing during the first special symbol start processing, the main CPU 41 determines the jackpot symbols based on the value of the symbol random number that can be identified from the read random number information. In this embodiment, the main CPU 41 determines either the first jackpot symbol or the second jackpot symbol based on the value of the symbol random number. In the jackpot game processing, the main CPU 41 determines the jackpot variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. At this time, the main CPU 41 refers to information that can identify whether the game state is in a non-variable shortened state or a variable shortened state (hereinafter referred to as the shortened state flag) among the information that can identify the game state stored in the main RAM 43. Then, in the jackpot game processing during the first special symbol start processing, if the state is in a non-variable shortened state, the main CPU 41 determines the jackpot variation pattern for the first special game when the state is in a non-variable shortened state. On the other hand, in the jackpot game processing during the first special symbol start processing, if the state is in a variable shortened state, the main CPU 41 determines the jackpot variation pattern for the first special game when the state is in a variable shortened state. As a result, when the main CPU 41 is in a shortened variation state, it determines a variation pattern with a shorter variation time compared to when it is in a non-shortened variation state (or it is easier to determine a variation pattern with a shorter variation time). After determining the special symbol and variation pattern, the main CPU 41 terminates the jackpot game processing and stores control information that can identify the determined special symbol (hereinafter referred to as the symbol command) and control information that can identify the determined variation pattern (hereinafter referred to as the variation pattern command) in the output buffer. Then, the main CPU 41 terminates the first special symbol start processing.
[0116] In the minor win game processing during the first special symbol start processing, the main CPU 41 determines the minor win symbols. In the minor win game processing, the main CPU 41 performs a performance lottery based on the value of the performance lottery random number that can be identified from the read random number information and the performance judgment value stored in the main ROM 42. The main CPU 41 determines that the performance lottery has been won if the value of the performance lottery random number and the performance judgment value match, and that the performance lottery has not been won (did not win) if the value of the performance lottery random number and the performance judgment value do not match. Based on the value of the variation pattern random number that can be identified from the read random number information, the main CPU 41 determines a minor win variation pattern associated with executing a reach performance if the performance lottery has been won, while determining a minor win variation pattern that is not associated with executing a reach performance if the performance lottery has not been won. At this time, the main CPU 41 refers to the shortened state flag. Then, in the minor win game processing, if the main CPU 41 is in the non-variable shortened state, it determines the minor win variation pattern for the second special game when it is in the non-variable shortened state. On the other hand, during the minor win game processing, if the main CPU 41 is in a shortened variation state, it determines the minor win variation pattern for the second special game when the variation is shortened. As a result, when the variation is shortened, the main CPU 41 determines a variation pattern with a shorter variation time compared to when it is not in a shortened variation state (or it is easier to determine a variation pattern with a shorter variation time). After determining the special symbols and variation patterns, the main CPU 41 terminates the minor win game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 terminates the first special symbol start processing.
[0117] In the losing game processing during the first special symbol start processing, the main CPU 41 determines the losing symbol. In the losing game processing, the main CPU 41 determines the losing variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. At this time, the main CPU 41 refers to the shortened state flag. Then, in the losing game processing during the first special symbol start processing, if the main CPU 41 is in the non-variable shortened state, it determines the losing variation pattern for the first special game when it is in the non-variable shortened state. On the other hand, in the losing game processing during the first special symbol start processing, if the main CPU 41 is in the variation shortened state, it determines the losing variation pattern for the first special game when it is in the variation shortened state. As a result, when the main CPU 41 is in the variation shortened state, it determines a variation pattern with a shorter variation time (or it is easier to determine a variation pattern with a shorter variation time) compared to when it is in the non-variable shortened state. After determining the special symbol and variation pattern, the main CPU 41 terminates the losing game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 finishes the process of starting the first special symbol.
[0118] Next, we will explain the process for starting the second special symbol. In the second special symbol start process, the main CPU 41 updates the second special reserve number stored in the main RAM 43 by deducting 1. The main CPU 41 controls the information display panel 22 so that the updated second special reserve number is displayed. The main CPU 41 also stores a second reserve number command that can identify the updated second special reserve number in the output buffer. Next, the main CPU 41 reads the first stored random number information for the second special game from the main RAM 43. After reading the first stored random number information, the main CPU 41 erases the first stored random number information from the main RAM 43. Then, the main CPU 41 refers to the probability state flag and determines whether it is in a high probability state. If it is not in a high probability state, the main CPU 41 performs the jackpot lottery process. On the other hand, if it is in a high probability state, the main CPU 41 performs the fall-out lottery process. In the fall-out lottery process in the second special symbol start process, the main CPU 41 performs the same control as in the fall-out lottery process in the first special symbol start process. Then, after the fall lottery process is completed, the main CPU 41 performs the jackpot lottery process. However, if the main RAM 43 has information that allows it to identify that the first special game in which a jackpot was won is currently being played (hereinafter referred to as the first special jackpot flag), the main CPU 41 will not perform the jackpot lottery process or the minor jackpot lottery process, but will instead perform the losing game process.
[0119] In the jackpot lottery process during the second special symbol start process, the main CPU 41 performs the same control as in the jackpot lottery process during the first special symbol start process. If the jackpot lottery is won during the jackpot lottery process during the second special symbol start process, the main CPU 41 terminates the jackpot lottery process and executes the jackpot game process. On the other hand, if the jackpot lottery is not won during the jackpot lottery process during the second special symbol start process, the main CPU 41 terminates the jackpot lottery process and executes the minor prize lottery process. In the minor prize lottery process during the second special symbol start process, the main CPU 41 performs the same control as in the minor prize lottery process during the first special symbol start process. If the minor prize lottery is won during the minor prize lottery process during the second special symbol start process, the main CPU 41 terminates the minor prize lottery process and executes the minor prize game process. On the other hand, if the minor prize lottery in the minor prize lottery process during the second special symbol start process is unsuccessful, the main CPU 41 terminates the minor prize lottery process and executes the losing game process.
[0120] In the jackpot game processing during the second special symbol start processing, the main CPU 41 performs the same control as in the jackpot game processing during the first special symbol start processing described above. However, in the jackpot game processing during the second special symbol start processing, if the main CPU 41 is in a non-variation shortened state, it determines the jackpot variation pattern for the second special game when it is in a non-variation shortened state. On the other hand, if the main CPU 41 is in a variation shortened state, it determines the jackpot variation pattern for the second special game when it is in a variation shortened state. As a result, when the variation shortened state is in a variation shortened state, the main CPU 41 determines a variation pattern with a shorter variation time compared to when it is in a non-variation shortened state (or it is easier to determine a variation pattern with a shorter variation time). After determining the special symbols and variation patterns, the main CPU 41 terminates the jackpot game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 terminates the second special symbol start processing.
[0121] Similarly, in the mini-game processing during the second special symbol start processing, the main CPU 41 performs the same control as in the mini-game processing during the first special symbol start processing described above. However, in the mini-game processing during the second special symbol start processing, if the main CPU 41 is in a non-variation shortening state, it determines the mini-game variation pattern for the second special game when it is in a non-variation shortening state. On the other hand, if the main CPU 41 is in a variation shortening state, it determines the mini-game variation pattern for the second special game when it is in a variation shortening state. As a result, when the variation shortening state is in a variation shortening state, the main CPU 41 determines a variation pattern with a shorter variation time compared to when it is in a non-variation shortening state (or it is easier to determine a variation pattern with a shorter variation time). After determining the special symbols and variation patterns, the main CPU 41 terminates the mini-game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 terminates the second special symbol start processing.
[0122] In the losing game processing during the second special symbol start processing, the main CPU 41 performs the same control as in the losing game processing during the first special symbol start processing described above. However, in the losing game processing during the second special symbol start processing, if the state is non-variable shortening, the main CPU 41 determines a losing variation pattern for the second special game. On the other hand, in the losing game processing during the second special symbol start processing, if the state is variable shortening, the main CPU 41 determines a losing variation pattern for the second special game when the state is variable shortening. As a result, when the state is variable shortening, the main CPU 41 determines a variation pattern with a shorter variation time compared to when the state is non-variable shortening (or it is easier to determine a variation pattern with a shorter variation time). After determining the special symbols and variation patterns, the main CPU 41 terminates the losing game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 terminates the second special symbol start processing. In the following explanation, the variable pattern command stored in the output buffer during the first special symbol start process will be referred to as the first variable pattern command, and the variable pattern command stored in the output buffer during the second special symbol start process will be referred to as the second variable pattern command.
[0123] In the gaming machine 10, if the second special jackpot flag is stored in the main RAM 43 during the first special symbol start process, the jackpot lottery process and the minor jackpot lottery process are not executed, and a losing game process is executed. Therefore, in the gaming machine 10, if the execution of the first special game is started when a game ball enters the first start port 26 during the execution of the second special game which results in a jackpot, the losing symbols are displayed as confirmed stop symbols in the said first special game. Similarly, in the gaming machine 10, if the first special jackpot flag is stored in the main RAM 43 during the second special symbol start process, the jackpot lottery process and the minor jackpot lottery process are not executed, and a losing game process is executed. Therefore, in the gaming machine 10, if the execution of the second special game is started when a game ball enters the second start port 27 during the execution of the first special game which results in a jackpot, the losing symbols are displayed as confirmed stop symbols in the said second special game.
[0124] When the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process to execute the special game. Specifically, the main CPU 41 controls the information display panel 22 so that the special game is started. When the first special game is being executed, the main CPU 41 controls the light-emitting elements constituting the first special symbol display unit 22a to light up in a lighting pattern corresponding to the execution of the first special game. Similarly, when the second special game is being executed, the main CPU 41 controls the light-emitting elements constituting the second special symbol display unit 22b to light up in a lighting pattern corresponding to the execution of the second special game. The main CPU 41 also measures the variation time associated with the variation pattern determined in the special symbol start process.
[0125] Then, when the variation time associated with the variation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed in a confirmed stop state. For example, when the special symbol is displayed in a confirmed stop state on the first special symbol display unit 22a, at least one of the multiple light-emitting elements constituting the first special symbol display unit 22a lights up. Similarly, for example, when the special symbol is displayed in a confirmed stop state on the second special symbol display unit 22b, at least one of the multiple light-emitting elements constituting the second special symbol display unit 22b lights up. When the variation time associated with the variation pattern has elapsed, the main CPU 41 stores the game end command in the output buffer.
[0126] Incidentally, if the second special game results in a jackpot while the first special game is running and the second special symbol display unit 22b displays the jackpot symbol, the main CPU 41 displays the losing symbol on the first special symbol display unit 22a and forcibly terminates the first special game that is currently running. Similarly, if the first special game results in a jackpot while the second special game is running and the first special symbol display unit 22a displays the jackpot symbol, the main CPU 41 displays the losing symbol on the second special symbol display unit 22b and forcibly terminates the second special game that is currently running. When the main CPU 41 displays the jackpot symbol in a special game, it puts the system into a state of waiting for a jackpot game to occur and stores control information that identifies this state (hereinafter referred to as a waiting command) in the output buffer. Thus, in the gaming machine 10, after the special game based on winning a jackpot ends, it is controlled to a state of waiting for the awarding of a jackpot game to begin. In other words, in this embodiment, after the variable game based on winning a jackpot ends, it is controlled to a state of waiting for the awarding of a jackpot game to begin.
[0127] In this embodiment, when the main CPU 41 is not in a winning game state and is not in a state of waiting for a big win game to occur, and the first special game has not been executed, if the execution of the first special game is suspended, the main CPU 41 will execute the first special game. Similarly, when the main CPU 41 is not in a winning game state and is not in a state of waiting for a big win game to occur, and the second special game has not been executed, if the execution of the second special game is suspended, the main CPU 41 will execute the second special game. In this embodiment, when the main CPU 41 is not in a winning game state and is not in a state of waiting for a big win game to occur, and a special game has not been executed, it is possible to execute a special game, and the execution conditions for the variable game are met. Thus, when the execution conditions for the variable game are met while the execution of the variable game is suspended, the main CPU 41 will execute the special game. In this embodiment, the main CPU 41 controls the execution of the special game, thereby realizing the function of a variable game control means that executes the variable game.
[0128] Next, we will explain the jackpot processing performed by the main CPU 41. When the main CPU 41 receives a detection signal from the gate sensor SE5 while in a state waiting for a jackpot to occur, it executes the jackpot process, triggers a jackpot game, and starts the jackpot game. In this way, the game machine 10 is configured so that the granting of a jackpot game is initiated when a game ball enters the gate 33 while in a state waiting for a jackpot to occur. In other words, in this embodiment, the granting of a jackpot game is initiated when a game ball enters the starting ball entry point while in a granting standby state.
[0129] In the jackpot processing, the main CPU 41 identifies the type of jackpot game based on the jackpot symbols (i.e., the type of jackpot) determined in the special symbol start processing. Then, after the special game for the jackpot ends, the main CPU 41 starts control to generate the identified type of jackpot game. The main CPU 41 generates the jackpot game by executing the jackpot processing. In this way, if the game machine 10 wins a jackpot in the jackpot lottery, it is possible to grant a jackpot game after the special game for which the jackpot was won has ended. In this embodiment, if the jackpot is won in the jackpot lottery conducted when executing a variable game, it is possible to grant a jackpot game after the variable game has ended based on the jackpot win. That is, in this embodiment, if the jackpot is won in the jackpot lottery conducted when executing a variable game, it is possible to grant a jackpot game after the variable game has ended.
[0130] In the jackpot processing, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 measures the opening time. After the opening time has elapsed, the main CPU 41 performs processing to execute the round game. The main CPU 41 controls the second actuator A2 so that the first large prize slot 29 opens, and starts the round game. After starting the round game, when the first or second open game termination condition is met, the main CPU 41 controls the second actuator A2 so that the first large prize slot 29 closes, and ends the round game. The main CPU 41 repeats the processing to execute the round game until the maximum number of round games specified for the jackpot game have finished. Each time a round game is started, the main CPU 41 stores a round command in the output buffer. When the final round game has finished, the main CPU 41 stores an ending command in the output buffer. When the main CPU 41 stores the ending command in the output buffer, it starts timing the ending. When the ending time has elapsed, the main CPU 41 terminates the jackpot processing. When a jackpot game has been awarded, the main CPU 41 controls the right-hand shooting notification lamp 22g to light up.
[0131] Next, we will explain the minor win processing performed by the main CPU 41. The main CPU 41 performs the minor win processing after the special game for the minor win has finished. The main CPU 41 performs the minor win processing regardless of whether a detection signal is input from the gate sensor SE5 after the special game for the minor win has finished. In the minor win processing, the main CPU 41 starts control to generate a minor win game after the special game for the minor win has finished. The main CPU 41 generates a minor win game by executing the minor win processing. In this way, the game machine 10 can grant a minor win game after the special game in which the minor win was won has finished. In other words, this embodiment can grant a minor win game after the variable game has finished if the minor win is won in the minor win lottery conducted when executing a variable game.
[0132] When a minor win is triggered, the main CPU 41 stores control information indicating that a minor win is triggered (hereinafter referred to as a minor win trigger command) in the output buffer. When a minor win is triggered, the main CPU 41 controls the third actuator A3 so that the second large prize slot 31 is open for a maximum of 0.6 seconds, then closed for 0.5 seconds, and then opened again for a maximum of 1.2 seconds. After a minor win is triggered, the main CPU 41 controls the third actuator A3 so that the second large prize slot 31 is closed when either the first or second opening game termination condition is met, and terminates the minor win process. When a minor win is awarded, the main CPU 41 controls the right-hand shooting notification lamp 22g to light up.
[0133] In this embodiment, the main CPU 41 performs a jackpot processing, thereby realizing the function of a jackpot game granting means that grants a jackpot game. In this embodiment, the main CPU 41 performs a minor jackpot processing, thereby realizing the function of a minor jackpot game granting means that grants a minor jackpot game. In this embodiment, the main CPU 41 performs jackpot processing and minor jackpot processing, thereby realizing the function of a winning game granting means that grants a winning game.
[0134] Next, we will explain the game state processing performed by the main CPU 41. The main RAM 43 stores information that can identify the game state. This information includes the probability state flag and shortened state flag mentioned above, as well as information that can identify whether the game is in an open extension state or a non-open extension state (hereinafter referred to as the extension state flag).
[0135] When controlling to a low probability state, the main CPU 41 sets a value that can identify the low probability state as the probability state flag. When a value that can identify the low probability state is set as the probability state flag, the main CPU 41 stores control information that can identify the low probability state in the output buffer. When controlling to a high probability state, the main CPU 41 sets a value that can identify the high probability state as the probability state flag. When a value that can identify the high probability state is set as the probability state flag, the main CPU 41 stores control information that can identify the high probability state in the output buffer. In this embodiment, by the main CPU 41 setting a value for the probability state flag, the function of a probability state control means that can control to either a non-probability fluctuation state or a probability fluctuation state is realized.
[0136] When controlling to a non-open extension state, the main CPU 41 sets an extension state flag to a value that can identify the non-open extension state. If the extension state flag is set to a value that can identify the non-open extension state, the main CPU 41 stores control information that can identify the non-open extension state in the output buffer. When controlling to an open extension state, the main CPU 41 sets an extension state flag to a value that can identify the open extension state. If the extension state flag is set to a value that can identify the open extension state, the main CPU 41 stores control information that can identify the open extension state in the output buffer.
[0137] When controlling to a non-variable shortened state, the main CPU 41 sets a value that can identify the non-variable shortened state as the shortened state flag. If a value that can identify the non-variable shortened state is set as the shortened state flag, the main CPU 41 stores control information that can identify the non-variable shortened state in the output buffer. When controlling to a variable shortened state, the main CPU 41 sets a value that can identify the variable shortened state as the shortened state flag. If a value that can identify the variable shortened state is set as the shortened state flag, the main CPU 41 stores control information that can identify the variable shortened state in the output buffer. When the machine is in a variable shortened state, the main CPU 41 controls the machine so that the right-hand shot notification lamp 22g lights up.
[0138] After the jackpot game ends, the main CPU 41 sets a value that can identify a high probability state as the probability state flag, sets a value that can identify an extended open state as the extension state flag, and sets a value that can identify a shortened variation state as the shortened state flag. After the first jackpot game ends, the main CPU 41 stores "50 times" in the main RAM 43 as information that can identify the remaining number of extensions in the special game that controls the extended open state. On the other hand, after the second jackpot game ends, the main CPU 41 stores "100 times" in the main RAM 43 as information that can identify the remaining number of extensions.
[0139] If the remaining extension count information stored in the main RAM 43 is 1 or more, the main CPU 41 deducts 1 from the remaining extension count information each time a special game ends and updates the remaining extension count information. If the updated remaining extension count information reaches 0, the main CPU 41 sets the extension state flag to a value that can identify the non-open extension state. Furthermore, if the updated remaining extension count information reaches 0 and the probability state flag is set to a value that can identify the low probability state, the main CPU 41 sets the shortened state flag to a value that can identify the non-variable shortened state. On the other hand, if the updated remaining extension count information reaches 0 and the probability state flag is set to a value that can identify the high probability state, the main CPU 41 does not update the value set in the shortened state flag. If the updated remaining extension count information reaches 0 and the probability state flag is set to a value that can identify the high probability state, a special state is entered. When a special state is entered, the main CPU 41 stores information that can identify the special state (hereinafter referred to as special state information) in the main RAM 43. The special state information is stored in the main RAM 43 until the special state ends. If special state information is stored in the main RAM 43, and after the special game ends, a value that can identify a low probability state is set in the probability state flag, the main CPU 41 sets a value that can identify a non-variable shortened state in the shortened state flag.
[0140] Incidentally, when the main CPU 41 triggers a jackpot, it sets a value that can identify the low probability state as the probability state flag, a value that can identify the non-open extension state as the extension state flag, and a value that can identify the non-variable shortened state as the shortened state flag. For example, if a jackpot occurs while in a special state, the special state ends and the jackpot occurs.
[0141] Next, we will explain the normal symbol input processing performed by the main CPU 41. In the normal symbol input process, the main CPU 41 determines whether a game ball has passed through gate 33 based on whether it has received a detection signal from gate sensor SE5. If the game ball has not passed through gate 33, the main CPU 41 terminates the normal symbol input process. On the other hand, if the game ball has passed through gate 33, the main CPU 41 determines whether the normal reserve number stored in main RAM 43 is less than the upper limit. If the normal reserve number is not less than the upper limit, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit, the main CPU 41 updates the normal reserve number stored in main RAM 43 by adding 1. The main CPU 41 also controls the information display panel 22 to display the updated normal reserve number. The main CPU 41 also stores control information that can identify the updated normal reserve number (hereinafter referred to as the normal reserve number command) in the output buffer. Next, the main CPU 41 obtains a normal winning lottery random number and stores random number information based on the obtained random number in main RAM 43. In this case, the main CPU 41 stores the random number information so that it is normal game random number information and the storage order of the random number information can be identified. After that, the main CPU 41 terminates the normal symbol input process.
[0142] Next, we will explain the normal symbol start process performed by the main CPU 41. In the normal symbol start process, the main CPU 41 determines whether the conditions for executing a normal game are met. The main CPU 41 makes a positive determination if it is neither in a normal win game nor in a normal game, and a negative determination if it is in a normal win game or in a normal game. If the conditions for executing a normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the conditions for executing a normal game are met, the main CPU 41 determines whether the normal reserve count stored in the main RAM 43 is 1 or more. If the normal reserve count is not 1 or more, the main CPU 41 terminates the normal symbol start process. If the normal reserve count is 1 or more, the main CPU 41 decrements the normal reserve count stored in the main RAM 43 by 1 and updates it. Furthermore, the main CPU 41 controls the information display panel 22 so that the updated normal reserve count is displayed. The main CPU 41 also stores a normal reserve count command that can specify the updated normal reserve count in the output buffer.
[0143] Next, the main CPU 41 reads the first stored random number information for the normal game from the main RAM 43. After reading the first stored random number information, the main CPU 41 erases it from the main RAM 43. Subsequently, the main CPU 41 determines whether a normal win has been achieved based on the read random number information for the normal game and the normal win determination value stored in the main ROM 42. This process corresponds to the normal win lottery (normal win determination) to determine whether or not a normal win has been achieved. For example, if the system is configured to allow control of a high probability normal win state and a low probability normal win state, the main CPU 41 should perform the normal win lottery in the high probability normal win state so that the probability of winning a normal win is higher than in the low probability normal win state. If a normal win is achieved, the main CPU 41 determines the normal win symbol to be derived in the normal game and the variation time of the normal game. If a win is not achieved in the normal game, the main CPU 41 determines the normal losing symbols to be derived in the normal game and the variation time of the normal game. After that, the main CPU 41 terminates the normal symbol start process. For example, if the system is configured to be controllable into a normal shortened state and a non-normal shortened state, the main CPU 41 may determine a shorter variation time for the normal game in the normal shortened state compared to the non-normal shortened state (or make it easier to determine a shorter variation time for the normal game).
[0144] The main CPU 41 then executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game and controls the information display panel 22 so that when the variation time determined in the normal symbol start process has elapsed, the normal symbols determined in the normal symbol start process are displayed as confirmed stop symbols. In addition, when the main CPU 41 starts the execution of the normal game, it stores control information that identifies the start of the normal game in the output buffer.
[0145] Next, we will explain the normal processing performed by the main CPU 41. After a normal game with a normal win ends, the main CPU 41 performs normal win processing. In normal win processing, the main CPU 41 starts control to generate a normal win game depending on whether it is in an open extension state or a non-open extension state. Therefore, by performing normal win processing, the main CPU 41 generates (grants) a normal win. In normal win processing, if the open extension state is active, the main CPU 41 controls the first actuator A1 so that the second start port 27 is opened in the opening mode that is active in the open extension state. If the non-open extension state is not active, the main CPU 41 controls the first actuator A1 so that the second start port 27 is opened in the opening mode that is active in the non-open extension state. In this embodiment, the opening mode when the open extension state is active results in the second start port 27 being opened more times in a single normal win game and the total time the second start port 27 is open being longer compared to the opening mode when the open extension state is not active. Therefore, when the second start opening 27 is opened in the open extension state, it is easier to insert game balls into the second start opening 27 compared to when the second start opening 27 is opened in the open extension state. In other words, in this embodiment, when the opening extension state is in place, there is a greater advantage in terms of inserting game balls into the second start opening 27 compared to when the opening extension state is not in place.
[0146] Next, we will explain the prize ball processing performed by the main CPU 41. When a detection signal is received from the first start sensor SE1, the main CPU 41 controls the system so that three game balls are dispensed as prize balls. That is, the main CPU 41 controls the system so that when a game ball enters the first start opening 26, prize balls are dispensed as a trigger. When a detection signal is received from the second start sensor SE2, the main CPU 41 controls the system so that one game ball is dispensed as a prize ball. That is, the main CPU 41 controls the system so that when a game ball enters the second start opening 27, prize balls are dispensed as a trigger. The main CPU 41 controls the system so that when a game ball enters the start openings 26 and 27, prize balls are dispensed as a trigger.
[0147] When a detection signal is received from the first count sensor SE3, the main CPU 41 controls the system so that 10 game balls are dispensed as prize balls. That is, the main CPU 41 controls the system so that when a game ball enters the first large prize slot 29, prize balls are dispensed as a trigger. When a detection signal is received from the second count sensor SE4, the main CPU 41 controls the system so that 10 game balls are dispensed as prize balls. That is, the main CPU 41 controls the system so that when a game ball enters the second large prize slot 31, prize balls are dispensed as a trigger. The main CPU 41 controls the system so that when a game ball enters the large prize slots 29 and 31, prize balls are dispensed as a trigger.
[0148] When a detection signal is received from the first general sensor SE6, the main CPU 41 controls the system so that 8 game balls are dispensed as prize balls. That is, the main CPU 41 controls the system so that when a game ball enters the first general prize slot 34, prize balls are dispensed as a result of that entry. When a detection signal is received from the second general sensor SE7, the main CPU 41 controls the system so that 8 game balls are dispensed as prize balls. That is, the main CPU 41 controls the system so that when a game ball enters the second general prize slot 35, prize balls are dispensed as a result of that entry. The main CPU 41 controls the system so that when a game ball enters the general prize slots 34 and 35, prize balls are dispensed as a result of that entry.
[0149] As described above, the main CPU 41 controls the system so that a number of game balls corresponding to the prize slot into which a game ball enters are dispensed as prize balls. In this embodiment, the main CPU 41 performs prize ball processing and dispenses game balls as prize balls, thereby awarding prize balls. In this embodiment, the control to dispense game balls as prize balls corresponds to the control to award prize balls. In this embodiment, the main CPU 41's control to dispense game balls as prize balls realizes the function of a prize ball control means. In this embodiment, the general prize slots 34 and 35 correspond to prize slots different from the start slots. In other words, the main CPU 41 can execute control to award prize balls regardless of whether a game ball enters the start slot or a prize slot. In this embodiment, the start slots 26 and 27 and the general prize slots 34 and 35 correspond to ball entry means into which game balls can be entered. In other words, the main CPU 41 can execute control to award prize balls when a game ball enters the ball entry mechanism.
[0150] Next, the door opening management process performed by the main CPU 41 will be explained based on Figure 8. In the door open management process, the main CPU 41 determines whether the door member is open (step S101). In step S101, the main CPU 41 determines whether the door member is open based on whether it has received a detection signal from the door open sensor ES1. If the door member is open (step S101; YES), the main CPU 41 determines whether door open information has already been stored in the main RAM 43 (step S102). Door open information corresponds to information that can identify that control information (hereinafter referred to as a door open command) that can identify that the door member is open has been output. If door open information has already been stored in the main RAM 43 (step S102; YES), the main CPU 41 terminates the door open management process. On the other hand, if door open information has not been stored in the main RAM 43 (step S102; NO), the main CPU 41 stores the door open information in the main RAM 43 (step S103) and terminates the door open management process. If new door opening information is to be stored in step S103, the main CPU 41 stores the door opening command in the output buffer.
[0151] If the door member is not open (step S101; NO), the main CPU 41 determines whether door open information is stored in the main RAM 43 (step S104). If door open information is not stored in the main RAM 43 (step S104; NO), the main CPU 41 terminates the door open management process. On the other hand, if door open information is stored in the main RAM 43 (step S104; YES), the main CPU 41 erases the door open information stored in the main RAM 43 (step S105) and terminates the door open management process. When erasing door open information in step S105, the main CPU 41 stores control information that can identify that the door member has been closed (hereinafter referred to as a door closing command) in the output buffer. In this embodiment, the door open management process corresponds to door management control related to the state of the door member by the door detection means. In this embodiment, the main CPU 41 executes the door open management process, thereby realizing the function of a door management control means capable of executing door management control. In addition, in the gaming machine 10, the door opening management process may be executed as a timer interrupt process.
[0152] Next, the magnetic management process performed by the main CPU 41 will be explained based on Figure 9. In the magnetic management process, the main CPU 41 determines whether magnetism has been detected (step S201). In step S201, the main CPU 41 determines whether magnetism has been detected based on whether a detection signal from the magnetic sensor ES2 has been input. If magnetism has not been detected (step S201; NO), the main CPU 41 terminates the magnetic management process. On the other hand, if magnetism has been detected (step S201; YES), the main CPU 41 determines whether magnetic detection information has already been stored in the main RAM 43 (step S202). Magnetic detection information corresponds to information that can identify that control information (hereinafter referred to as a magnetic detection command) that can identify that magnetism has been detected has been output. If magnetic detection information has already been stored in the main RAM 43 (step S202; YES), the main CPU 41 terminates the magnetic management process. On the other hand, if magnetic detection information has not been stored in the main RAM 43 (step S202; NO), the main CPU 41 stores the magnetic detection information in the main RAM 43 (step S203) and terminates the magnetic management process. In step S203, when new magnetic detection information is stored, the main CPU 41 stores the magnetic detection command in the output buffer. In this embodiment, the magnetic management process corresponds to magnetic management control related to the detection of magnetism by the magnetic detection means. In this embodiment, the main CPU 41 executes the magnetic management process, thereby realizing the function of a magnetic management control means capable of executing magnetic management control. In the gaming machine 10, the magnetic management process may be executed as a timer interrupt process.
[0153] Next, we will explain the various processes that the sub-CPU 51 executes based on the sub-control program. The sub-RAM 53 stores information that can identify the game state. The information that can identify the game state stored in the sub-RAM 53 includes information that can identify whether the game is in a low probability state or a high probability state (hereinafter referred to as the sub-probability state flag). The information that can identify the game state stored in the sub-RAM 53 includes information that can identify whether the game is in an open extension state or a non-open extension state (hereinafter referred to as the sub-extension state flag). The information that can identify the game state stored in the sub-RAM 53 includes information that can identify whether the game is in a variable shortening state or a non-variable shortening state (hereinafter referred to as the sub-shortening state flag).
[0154] If control information that can identify a low probability state is input, the sub-CPU 51 sets a value that can identify a low probability state to the sub-probability state flag. If control information that can identify a high probability state is input, the sub-CPU 51 sets a value that can identify a high probability state to the sub-probability state flag. If control information that can identify a non-open extension state is input, the sub-CPU 51 sets a value that can identify a non-open extension state to the sub-extension state flag. If control information that can identify an open extension state is input, the sub-CPU 51 sets a value that can identify an open extension state to the sub-extension state flag. If control information that can identify a non-variable shortening state is input, the sub-CPU 51 sets a value that can identify a non-variable shortening state to the sub-shortening state flag. If control information that can identify a variable shortening state is input, the sub-CPU 51 sets a value that can identify a variable shortening state to the sub-shortening state flag.
[0155] The sub-CPU 51 controls at least one of the various performance devices 17, 18, and 25 so that the performance game and the performances associated with the performance game are executed. Specifically, when the sub-CPU 51 is in a normal low probability state, it controls the execution of the performance game when the first variation pattern command is input. However, when the sub-CPU 51 is in a normal low probability state, it does not control the execution of the performance game even if the second variation pattern command is input. On the other hand, when the sub-CPU 51 is in any of the special state, specific low probability state, or specific high probability state, it controls the execution of the performance game when the second variation pattern command is input. However, when the sub-CPU 51 is in any of the special state, specific low probability state, or specific high probability state, it does not control the execution of the performance game even if the first variation pattern command is input. When the sub-CPU 51 executes performances associated with the performance game, it may control the performance actuator EA to operate the movable body 24, in addition to the various performance devices 17, 18, and 25.
[0156] In controlling the execution of the performance game, the sub-CPU 51 determines the symbol combination of performance symbols to be ultimately derived in the performance game based on the variation pattern command and the symbol command. If the sub-CPU 51 can identify a jackpot symbol from the symbol command, it determines the jackpot performance symbol combination. If the sub-CPU 51 can identify a minor jackpot symbol from the symbol command, it determines the minor jackpot performance symbol combination. If the sub-CPU 51 can identify a losing symbol from the symbol command, it determines the losing performance symbol combination. If a minor jackpot variation pattern or a losing variation pattern associated with executing a reach performance is specified, the sub-CPU 51 determines the performance symbol combination including the reach.
[0157] In controlling the execution of the performance game, the sub-CPU 51 controls the performance display device 25 to start the performance game by causing the performance symbols to change and display in response to the input of a variation pattern command. Based on the variation pattern that can be identified from the variation pattern command, the sub-CPU 51 controls at least one of the various performance devices 17, 18, and 25 so that various performances are executed. The sub-CPU 51 also pauses the display of the determined performance symbols at a predetermined timing. Subsequently, the sub-CPU 51 pauses the display of the performance symbol combination in response to the input of a game end command. Alternatively, the sub-CPU 51 may measure the variation time that can be identified from the variation pattern, regardless of the game end command, and pause the display of the performance symbol combination in response to the elapsed time. In this case, the game end command may be omitted.
[0158] When a "wait for event" command is input, the sub-CPU 51 controls at least one of the various performance devices 17, 18, and 25 so that a "wait for event" performance is executed. The "wait for event" performance is executed with content that encourages the player to put a game ball into gate 33. The "wait for event" performance is executed with content that encourages the player to shoot to the right. The "wait for event" performance is executed with content that encourages the player to trigger a jackpot game.
[0159] The sub-CPU 51 controls at least one of the various performance devices 17, 18, and 25 so that the jackpot performance is displayed during a jackpot game. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the various performance devices 17, 18, and 25 so that the opening performance is displayed. When a round command is input, the sub-CPU 51 controls at least one of the various performance devices 17, 18, and 25 so that the round performance is displayed. When an ending command is input, the sub-CPU 51 controls at least one of the various performance devices 17, 18, and 25 so that the ending performance is displayed. In addition, during a minor jackpot game, the sub-CPU 51 controls at least one of the various performance devices 17, 18, and 25 so that the minor jackpot performance is displayed. The minor win animation consists of continuously displaying the minor win symbols on the animation display device 25, and the content displayed on the animation display device 25 at the end of the special minor win game is the same as the content displayed on the animation display device 25 during the minor win game. Therefore, even if the minor win animation is performed, it is difficult to determine that a minor win game has occurred from the content displayed on the animation display device 25.
[0160] When a door open command is input, the sub-CPU 51 controls at least one of the various display devices 17, 18, and 25 so that it is notified that the door is open. For example, the sub-CPU 51 controls the speaker 18 so that a sound is output that identifies that the door is open. For example, the sub-CPU 51 controls the display device 25 so that an image that identifies that the door is open is displayed. Furthermore, when a door close command is input, the sub-CPU 51 controls the system so that the notification that the door is open ends. For example, when a door close command is input, the sub-CPU 51 controls the system so that the notification that the door is open ends after a predetermined duration (e.g., 5 seconds) has elapsed since the input of the door close command.
[0161] When a magnetic detection command is input, the sub-CPU 51 controls at least one of the various display devices 17, 18, and 25 so as to notify that a magnetic field has been detected. For example, the sub-CPU 51 controls speaker 18 so as to output a sound that identifies the detection of a magnetic field. For example, the sub-CPU 51 controls display device 25 so as to display an image that identifies the detection of a magnetic field.
[0162] In the gaming machine 10, there are cases where the game cannot be played and the machine is controlled to a state where it cannot proceed. In the gaming machine 10, the following controls related to the state where the game cannot proceed are performed: unit prize ball processing and game-stopping processing.
[0163] First, let's explain the unit prize ball processing. The main CPU 41 performs unit prize ball processing as a timer interrupt process. As shown in Figure 10, in the unit prize ball processing, the main CPU 41 determines whether a game ball has entered the first start opening 26 (step S301). In step S301, the main CPU 41 determines whether a game ball has entered the first start opening 26 based on whether it has received a detection signal from the first start sensor SE1. If no game ball has entered the first start opening 26 (step S301; NO), the main CPU 41 proceeds to the process in step S303. On the other hand, if a game ball has entered the first start opening 26 (step S301; YES), the main CPU 41 updates the unit prize ball information stored in the main RAM 43 (step S302). In step S302, the main CPU 41 adds "3", which corresponds to the number of prize balls awarded when a game ball enters the first start opening 26, to the unit prize ball information and updates the unit prize ball information. After completing the process in step S302, the main CPU 41 proceeds to the process in step S303.
[0164] In step S303, the main CPU 41 determines whether a game ball has entered the second start opening 27. In step S303, the main CPU 41 determines whether a game ball has entered the second start opening 27 based on whether it has received a detection signal from the second start sensor SE2. If no game ball has entered the second start opening 27 (step S303; NO), the main CPU 41 proceeds to step S305. On the other hand, if a game ball has entered the second start opening 27 (step S303; YES), the main CPU 41 updates the unit prize ball information stored in the main RAM 43 (step S304). In step S304, the main CPU 41 adds "1", which corresponds to the number of prize balls awarded when a game ball enters the second start opening 27, to the unit prize ball information and updates the unit prize ball information. After completing the process in step S304, the main CPU 41 proceeds to step S305.
[0165] In step S305, the main CPU 41 determines whether a game ball has entered the first general prize slot 34. In step S305, the main CPU 41 determines whether a game ball has entered the first general prize slot 34 based on whether it has received a detection signal from the first general sensor SE6. If no game ball has entered the first general prize slot 34 (step S305; NO), the main CPU 41 proceeds to step S307. On the other hand, if a game ball has entered the first general prize slot 34 (step S305; YES), the main CPU 41 updates the unit prize ball information stored in the main RAM 43 (step S306). In step S306, the main CPU 41 adds "8", which corresponds to the number of prize balls awarded when a game ball enters the first general prize slot 34, to the unit prize ball information and updates the unit prize ball information. After completing the process in step S306, the main CPU 41 proceeds to the process in step S307.
[0166] In step S307, the main CPU 41 determines whether a game ball has entered the second general prize slot 35. In step S307, the main CPU 41 determines whether a game ball has entered the second general prize slot 35 based on whether it has received a detection signal from the second general sensor SE7. If no game ball has entered the second general prize slot 35 (step S307; NO), the main CPU 41 proceeds to step S309. On the other hand, if a game ball has entered the second general prize slot 35 (step S307; YES), the main CPU 41 updates the unit prize ball information stored in the main RAM 43 (step S308). In step S308, the main CPU 41 adds "8", which corresponds to the number of prize balls awarded when a game ball enters the second general prize slot 35, to the unit prize ball information and updates the unit prize ball information. After completing the process in step S308, the main CPU 41 proceeds to the process in step S309.
[0167] In step S309, the main CPU 41 determines whether the unit prize ball information stored in the main RAM 43 has reached a predetermined value. In step S309, the main CPU 41 determines whether the value that can be identified from the unit prize ball information stored in the main RAM 43 has reached a predetermined value. In this embodiment, the predetermined value is set to "100". If the value that can be identified from the unit prize ball information has not reached the predetermined value (step S309; NO), the main CPU 41 proceeds to the process in step S312. On the other hand, if the value that can be identified from the unit prize ball information has reached the predetermined value (step S309; YES), the main CPU 41 stores the unplayable information in the main RAM 43 (step S310). Subsequently, the main CPU 41 stores the unplayable reserve command in the output buffer and outputs it to the sub-board 50 (step S311). After completing the process in step S311, the main CPU 41 proceeds to the process in step S312. Incidentally, the unplayable information is backed up. Therefore, even if the power supply is cut off after the unplayable information is stored in the main RAM 43, it will not be erased from the main RAM 43. Consequently, if the power supply is restored without a RAM clear being performed, the main RAM 43 will revert to the state in which the unplayable information was stored.
[0168] In step S312, the main CPU 41 determines whether a specified time has elapsed. In step S312, the main CPU 41 determines whether a specified time has elapsed since the timer was reset in the process of step S314, which will be described later. In this embodiment, the specified time is set to "1 minute". Incidentally, if the timer is not counting, the main CPU 41 affirms the result of the determination in step S312. If the specified time has not elapsed (step S312; NO), the main CPU 41 terminates the unit prize ball processing. If the specified time has elapsed (step S312; YES), the main CPU 41 initializes the unit prize ball information (step S313). In step S313, the main CPU 41 initializes the unit prize ball information by setting a value that can be identified from the unit prize ball information to "0". Next, the main CPU 41 resets the timer (step S314). By resetting the timer in step S314, the main CPU 41 starts measuring the specified time again. After completing step S314, the main CPU 41 terminates the unit prize ball processing. Incidentally, the unit prize ball information is not backed up. Therefore, if the power supply is cut off, the unit prize ball information stored in the main RAM 43 is erased.
[0169] Next, we will explain the process that prevents further progress. The main CPU 41 performs the process that prevents further progress as a timer interrupt handler. As shown in Figure 11, in the unit prize ball processing, the main CPU 41 determines whether a jackpot game has been awarded (step S401). If a jackpot game has been awarded (step S401; YES), the main CPU 41 terminates the process that cannot proceed. If a jackpot game has not been awarded (step S401; NO), it determines whether a minor jackpot game has been awarded (step S402). If a minor jackpot game has been awarded (step S402; YES), the main CPU 41 terminates the process that cannot proceed. If a minor jackpot game has not been awarded (step S402; NO), the main CPU 41 determines whether information that cannot proceed is stored in the main RAM 43 (step S403). If information that cannot proceed is not stored (step S403; NO), the main CPU 41 terminates the process that cannot proceed. On the other hand, if information indicating that the process cannot proceed is stored (step S403; YES), the main CPU 41 turns off the information display panel 22 (step S404).
[0170] In step S404, the main CPU 41 turns off the first special symbol display unit 22a. In step S404, the main CPU 41 turns off the second special symbol display unit 22b. In step S404, the main CPU 41 turns off the first special hold display unit 22c. In step S404, the main CPU 41 turns off the second special hold display unit 22d. In step S404, the main CPU 41 turns off the normal symbol display unit 22e. In step S404, the main CPU 41 turns off the normal hold display unit 22f. In step S404, the main CPU 41 turns off the right-hand shooting notification lamp 22g.
[0171] Next, the main CPU 41 stores the disabled command in the output buffer and outputs it to the sub-board 50 (step S405). The main CPU 41 also executes the door open management process (shown in Figure 8) (step S406). After that, the main CPU 41 outputs a stop signal to the launching device 70 (step S407). The control related to the launching of game balls by the launching device 70 will be explained later. After completing the process in step S407, the main CPU 41 performs step S406 again. That is, the main CPU 41 repeatedly performs the processes from step S406 to step S407. In this way, in the game machine 10, the disabled process is not terminated after the judgment result in step S403 is positive. After the judgment result in step S403 is positive, the disabled process is not terminated, and the game is in a disabled state where it is impossible to continue playing. The game machine 10 can be controlled to a disabled state where it is impossible to continue playing. Incidentally, the game-breaking state will be continuously controlled until at least the power supply is cut off. In the gaming machine 10, since the game-breaking information is backed up, even if the power supply is cut off, unless a RAM clear is performed afterward, the game will be controlled to the game-breaking state again.
[0172] Thus, in the gaming machine 10, when information indicating that the game cannot proceed is stored in the main RAM 43, the game is controlled to be in a state where it cannot proceed. In this embodiment, the storage of information indicating that the game cannot proceed triggers the fulfillment of a special condition. In this embodiment, the main CPU 41, which can control the game to be in a state where it cannot proceed by storing information indicating that it cannot proceed, realizes the function of a disabled state control means that can control the game to be in a state where it cannot proceed when the special condition is fulfilled. Thus, in the gaming machine 10, the special condition may be triggered by the entry of a game ball into the start opening. In the gaming machine 10, the special condition may be triggered by the entry of a game ball into the general prize opening.
[0173] In the gaming machine 10, the information indicating that the game cannot proceed is stored in the main RAM 43 when a value identifiable from the unit prize ball information reaches a predetermined value. Therefore, the special condition is met when the value identifiable from the unit prize ball information reaches a predetermined value. In particular, the unit prize ball information in the gaming machine 10 is initialized every minute. Therefore, the special condition is met when a value identifiable from the unit prize ball information, which is updated based on the prize balls awarded during that minute, reaches a predetermined value. In this embodiment, one minute corresponds to a predetermined period. In this embodiment, the value identifiable from the unit prize ball information corresponds to a special value based on the awarded prize balls. In this embodiment, the predetermined value corresponds to a predetermined value. Thus, the special condition is met when the special value based on the awarded prize balls within the predetermined period reaches a predetermined value.
[0174] In the gaming machine 10, even when information indicating a game-breaking state is stored in the main RAM 43, if a jackpot game is awarded, the judgment result in step S401 becomes positive, the game is not controlled to a game-breaking state, and the awarding of jackpot games continues. However, once the awarding of jackpot games ends, the judgment result in step S401 becomes negative, and the game is controlled to a game-breaking state. In other words, if information indicating a game-breaking state is stored while a jackpot game is awarded, the game is controlled to a game-breaking state after the jackpot game ends. That is, if a special condition is met while a jackpot game is awarded, the game is controlled to a game-breaking state after the jackpot game ends.
[0175] Thus, in the gaming machine 10, if information indicating that the game cannot proceed is stored while a jackpot game is being awarded, the game will not be controlled to an unplayable state until the awarded jackpot game ends, and the awarding of jackpot games will continue. In other words, if a special condition is met while a jackpot game is being awarded, the game will not be controlled to an unplayable state at least until that jackpot game ends. Furthermore, if a special condition is met while a jackpot game is being awarded, the game will not be controlled to an unplayable state until the awarded jackpot game ends, and the awarding of jackpot games will continue.
[0176] Similarly, in the gaming machine 10, even when information indicating a game-breaking state is stored in the main RAM 43, if a minor win game is awarded, the judgment result in step S402 becomes positive, the game is not controlled to a game-breaking state, and the awarding of minor win games continues. However, once the awarding of minor win games ends, the judgment result in step S402 becomes negative, and the game is controlled to a game-breaking state. Thus, in the gaming machine 10, if information indicating a game-breaking state is stored when a minor win game is awarded, the game is not controlled to a game-breaking state until the awarded minor win game ends, and the awarding of minor win games continues. In other words, if a special condition is met when a minor win game is awarded, the game is not controlled to a game-breaking state at least until the said minor win game ends. And, if a special condition is met when a minor win game is awarded, the game is not controlled to a game-breaking state until the awarded minor win game ends, and the awarding of minor win games continues.
[0177] In the gaming machine 10, if information indicating that the machine cannot proceed is stored and the machine is controlled to a state where it cannot proceed, the processes from step S404 onwards are executed, and thereafter, the processes from steps S406 to S407 are repeatedly executed. In other words, even after information indicating that the machine cannot proceed is stored and the machine is controlled to a state where it cannot proceed, the door opening management process is executed in step S406. Thus, the main CPU 41 can execute the door opening management process even during the period from when information indicating that the machine cannot proceed is stored and the machine is controlled to a state where it cannot proceed until the power supply is cut off. That is, the door management control means can execute door management control even during the period from when a special condition is met and the machine is controlled to a state where it cannot proceed until the power supply is cut off.
[0178] On the other hand, in the gaming machine 10, magnetic management processing is not included as part of the processing from step S404 onwards. In other words, in the gaming machine 10, after the game-breaking information is stored and the machine is controlled to a game-breaking state, magnetic management processing is not executed. Thus, the main CPU 41 does not execute magnetic management processing during the period from when the game-breaking information is stored and the machine is controlled to a game-breaking state until the power supply is cut off. That is, the magnetic management control means does not execute magnetic management control during the period from when the special conditions are met and the machine is controlled to a game-breaking state until the power supply is stopped.
[0179] In the gaming machine 10, if information indicating that the game cannot proceed is stored and the machine is controlled to a state where it cannot proceed, the processes from step S404 onwards are executed, and thereafter, the processes from steps S406 to S407 are repeatedly executed. For this reason, in the gaming machine 10, after information indicating that the game cannot proceed is stored and the machine is controlled to a state where it cannot proceed, the special symbol input process is not executed. As a result, if information indicating that the game cannot proceed is stored and the machine is controlled to a state where it cannot proceed while a special game is being played, in that state, even if a game ball enters the first start opening 26, the execution of the first special game is not suspended as a result of that ball entry. Similarly, if information indicating that the game cannot proceed is stored and the machine is controlled to a state where it cannot proceed while a special game is being played, in that state, even if a game ball enters the second start opening 27, the execution of the second special game is not suspended as a result of that ball entry. In other words, if a special condition is met while a variable game is being played and the game is controlled to a state where it cannot proceed, even if a game ball enters the starting slot, the execution of the variable game will not be suspended as a result of that ball entering the slot.
[0180] For the reasons described above, even if a detection signal is input from the first start sensor SE1 after the game has been controlled to a state where it cannot proceed, the main CPU 41 does not execute the special symbol input process and does not perform the control to suspend the execution of the first special game. In other words, when the game is in a state where it cannot proceed, the main CPU 41 does not perform the control to suspend the execution of the first special game even if a detection signal is input from the first start sensor SE1 that can identify that a game ball has entered the first start opening 26. Similarly, even if a detection signal is input from the second start sensor SE2 after the game has been controlled to a state where it cannot proceed, the main CPU 41 does not execute the special symbol input process and does not perform the control to suspend the execution of the second special game. In other words, when the game is in a state where it cannot proceed, the main CPU 41 does not perform the control to suspend the execution of the second special game even if a detection signal is input from the second start sensor SE2 that can identify that a game ball has entered the second start opening 27. Thus, if the main CPU 41 is in a state where it cannot proceed, it will not execute control to suspend the execution of the special game even if it receives detection signals from start sensors SE1 and SE2 that can identify that a game ball has entered the start openings 26 and 27. In other words, if the system is in a state where it cannot proceed, the suspension control means will not execute suspension control even if it receives a signal from the start ball entry detection means that can identify that a game ball has entered the start opening.
[0181] In the gaming machine 10, if information indicating that the game cannot proceed is stored and the game is controlled to a state where it cannot proceed, the processing from step S404 onwards is executed, and thereafter, the processing from steps S406 to S407 is repeatedly executed. For this reason, in the gaming machine 10, after information indicating that the game cannot proceed is stored and the game is controlled to a state where it cannot proceed, the special symbol start processing is not executed. As a result, if information indicating that the game cannot proceed is stored and the game is controlled to a state where it cannot proceed is when the execution of the first special game is being held in abeyance, the first special game that was held in abeyance will not be executed. Similarly, if information indicating that the game cannot proceed is stored and the game is controlled to a state where it cannot proceed is when the execution of the second special game is being held in abeyance, the second special game that was held in abeyance will not be executed. Thus, if information indicating that the game cannot proceed is stored and the game is controlled to a state where it cannot proceed is when the execution of a special game is being held in abeyance, the special game that was held in abeyance will not be executed. In other words, if a special condition is met and the game is controlled to a state where it cannot proceed is when the execution of a variable game is being held in abeyance, the variable game that was held in abeyance will not be executed. In other words, in the gaming machine 10, even if the execution of a special game was suspended before the information about the inability to proceed was stored, once the information about the inability to proceed is stored and the machine is controlled to an inability to proceed state, the special game that was suspended before the information about the inability to proceed was stored will not be executed.
[0182] As described above, once the inability to proceed is stored while a special game is in progress, even if a game ball enters the starting gates 26 and 27, the execution of the special game will not be suspended as a result of that ball entry, and any special games that were suspended before the inability to proceed was stored will not be executed. In other words, once a special condition is met while a variable game is in progress, even if a game ball enters the starting gate, the execution of the variable game will not be suspended as a result of that ball entry, and any variable games that were suspended before the special condition was met will not be executed.
[0183] In the gaming machine 10, if information indicating that the game cannot proceed is stored and the machine is controlled to a state where it cannot proceed, the processing from step S404 onwards is executed, and thereafter, the processing from steps S406 to S407 is repeatedly executed. For this reason, in the gaming machine 10, after information indicating that the game cannot proceed is stored and the machine is controlled to a state where it cannot proceed, the jackpot processing is not executed. As a result, if information indicating that the game cannot proceed is stored and the machine is controlled to a state where it cannot proceed while the machine is in a state waiting for a jackpot to occur, even if a game ball enters gate 33, the awarding of a jackpot will not begin. In other words, in the gaming machine 10, if information indicating that the game cannot proceed is stored while the machine is in a state waiting for a jackpot to occur, the awarding of a jackpot will not begin even if a game ball enters gate 33. That is, if a special condition is met while the machine is in an awarding waiting state, the awarding of a jackpot will not begin even if a game ball enters the starting ball entry point.
[0184] In the gaming machine 10, if information indicating that the game cannot proceed is stored and the machine is controlled to a state where it cannot proceed, the processing from step S404 onwards is executed, and thereafter, the processing from steps S406 to S407 is repeatedly executed. For this reason, in the gaming machine 10, after information indicating that the game cannot proceed is stored and the machine is controlled to a state where it cannot proceed, the prize ball processing is not performed. As a result, if information indicating that the game cannot proceed is stored and the machine is controlled to a state where it cannot proceed while a special game is being played, in that state, even if a game ball enters the first start opening 26, no prize balls will be awarded as a result of that entry. Similarly, if information indicating that the game cannot proceed is stored and the machine is controlled to a state where it cannot proceed while a special game is being played, in that state, even if a game ball enters the second start opening 27, no prize balls will be awarded as a result of that entry. Thus, in the gaming machine 10, if information indicating that the game cannot proceed is stored and the machine is controlled to a state where it cannot proceed while a special game is being played, in that state, even if a game ball enters the start openings 26 and 27, no prize balls will be awarded as a result of that entry. In other words, if a special condition is met while a variable game is being played and the game is controlled to a state where it cannot proceed, in that state, even if a game ball enters the starting slot, no prize balls will be awarded as a result of that entry.
[0185] Furthermore, if a game is being played and information indicating that the game cannot proceed is stored, and the game is controlled to be in a state where it cannot proceed, then in that state, even if a game ball enters the first large prize slot 29, no prize balls will be awarded as a result of that entry. Similarly, if a game is being played and information indicating that the game cannot proceed is stored, and the game is controlled to be in a state where it cannot proceed, then in that state, even if a game ball enters the second large prize slot 31, no prize balls will be awarded as a result of that entry. Thus, in the game machine 10, if a game is being played and information indicating that the game cannot proceed is stored, and the game is controlled to be in a state where it cannot proceed, then in that state, even if a game ball enters the large prize slots 29 and 31, no prize balls will be awarded as a result of that entry. In other words, if a special condition is met and the game is controlled to be in a state where it cannot proceed while a variable game is being played, then in that state, even if a game ball enters the large prize slot, no prize balls will be awarded as a result of that entry.
[0186] Furthermore, if a game is being played and information indicating that the game cannot proceed is stored, and the game is controlled to be in a state where it cannot proceed, then in that state, even if a game ball enters the first general prize slot 34, no prize balls will be awarded as a result of that entry. Similarly, if a game is being played and information indicating that the game cannot proceed is stored, and the game is controlled to be in a state where it cannot proceed, then in that state, even if a game ball enters the second general prize slot 35, no prize balls will be awarded as a result of that entry. Thus, in the game machine 10, if a game is being played and information indicating that the game cannot proceed is stored, and the game is controlled to be in a state where it cannot proceed, then in that state, even if a game ball enters the general prize slots 34 and 35, no prize balls will be awarded as a result of that entry. In other words, if a special condition is met and the game is controlled to be in a state where it cannot proceed while a variable game is being played, then in that state, even if a game ball enters the general prize slot, no prize balls will be awarded as a result of that entry.
[0187] Incidentally, in the gaming machine 10, if information indicating a game is unable to proceed is stored while a jackpot game is awarded, the game will not be controlled to an unplayable state until at least the jackpot game has ended. For this reason, in the gaming machine 10, when a jackpot game is awarded, whether before or after the information indicating a game is unable to proceed is stored, if a game ball enters the first start port 26, control may be executed in the special symbol input process to suspend the execution of the first special game. Similarly, in the gaming machine 10, when a jackpot game is awarded, whether or after the information indicating a game is unable to proceed is stored, if a game ball enters the second start port 27, control may be executed in the special symbol input process to suspend the execution of the second special game. In other words, in the gaming machine 10, if information indicating a game is unable to proceed is stored while a jackpot game is awarded, and then a game ball enters the start ports 26 and 27 while the jackpot game is awarded, the execution of the special game may be suspended. However, even if the execution of a special game is suspended when a game ball enters the starting gates 26 and 27 while a jackpot is awarded and information indicating that the game cannot proceed is stored, the game will enter a state of being unable to proceed after the jackpot ends. Therefore, the variable game that was suspended when a jackpot was awarded will not be executed after the jackpot ends. Thus, in the game machine 10, although the execution of a special game may be suspended when a game ball enters the starting gates 26 and 27 while a jackpot is awarded and information indicating that the game cannot proceed is stored, the special game will not be executed after the jackpot ends. In other words, although the execution of a variable game may be suspended when a game ball enters the starting gate while a jackpot is awarded and special conditions are met, the variable game will not be executed after the jackpot ends.
[0188] Furthermore, in the gaming machine 10, even if information indicating a game is unable to proceed is stored while a jackpot game is being awarded, the game is not controlled to an unplayable state until the jackpot game ends. Therefore, when a jackpot game is being awarded, if a game ball enters an entry slot where prize balls are awarded upon entry, prize balls will be awarded. For example, if information indicating a game is unable to proceed is stored while a jackpot game is being awarded, and the jackpot game is still being awarded, if a game ball enters the first start slot 26, prize balls will be awarded upon entry. For example, if information indicating a game is unable to proceed is stored while a jackpot game is being awarded, and the jackpot game is still being awarded, if a game ball enters the second start slot 27, prize balls will be awarded upon entry. In other words, if information indicating a game is unable to proceed is stored while a jackpot game is being awarded, and the jackpot game is still being awarded, if a game ball enters the start slots 26 or 27, prize balls will be awarded upon entry. In other words, when a jackpot is awarded and a special condition is met, if a game ball enters the starting slot, a prize ball will be awarded as a result of that entry.
[0189] For example, if a jackpot is awarded and information indicating that the game cannot proceed is stored, and the jackpot is still awarded, then if a game ball enters the first large prize slot 29, prize balls will be awarded as a result of that entry. For example, if a jackpot is awarded and information indicating that the game cannot proceed is stored, and the jackpot is still awarded, then if a game ball enters the second large prize slot 31, prize balls will be awarded as a result of that entry. In other words, if a jackpot is awarded and information indicating that the game cannot proceed is stored, and the jackpot is still awarded, then if a game ball enters the large prize slots 29 and 31, prize balls will be awarded as a result of that entry. That is to say, if a jackpot is awarded and special conditions are met, and the jackpot is still awarded, then if a game ball enters the large prize slot, prize balls will be awarded as a result of that entry.
[0190] For example, if a jackpot is awarded and information indicating that the game cannot proceed is stored, and the jackpot is still awarded, then if a game ball enters the first general prize slot 34, prize balls will be awarded as a result of that entry. For example, if a jackpot is awarded and information indicating that the game cannot proceed is stored, and the jackpot is still awarded, then if a game ball enters the second general prize slot 35, prize balls will be awarded as a result of that entry. In other words, if a jackpot is awarded and information indicating that the game cannot proceed is stored, and the jackpot is still awarded, then if a game ball enters the general prize slots 34 and 35, prize balls will be awarded as a result of that entry. That is to say, if a jackpot is awarded and special conditions are met, and the jackpot is still awarded, then if a game ball enters the general prize slot, prize balls will be awarded as a result of that entry.
[0191] Furthermore, in the gaming machine 10, if the process in step S404 is executed by the main CPU 41 during the execution of the first special game, the state switches from one in which the light-emitting elements constituting the first special symbol display unit 22a are lit in a corresponding lighting pattern during the execution of the first special game, to one in which all the light-emitting elements constituting the first special symbol display unit 22a are turned off. For example, if the process in step S404 is executed by the main CPU 41 when a special symbol is displayed as confirmed stopped on the first special symbol display unit 22a, the state switches from one in which at least one of the light-emitting elements constituting the first special symbol display unit 22a is lit, to one in which all the light-emitting elements constituting the first special symbol display unit 22a are turned off.
[0192] Similarly, for example, if the process in step S404 is executed by the main CPU 41 during the execution of the second special game, the state switches from one in which the light-emitting elements constituting the second special symbol display unit 22b are lit in a corresponding lighting pattern during the execution of the second special game, to one in which all the light-emitting elements constituting the second special symbol display unit 22b are turned off. For example, if the process in step S404 is executed by the main CPU 41 when a special symbol is displayed as confirmed and stopped on the second special symbol display unit 22b, the state switches from one in which at least one of the light-emitting elements constituting the second special symbol display unit 22b is lit, to one in which all the light-emitting elements constituting the second special symbol display unit 22b are turned off.
[0193] In step S404, the main CPU 41 turns off the first special symbol display unit 22a. If the first special game is in progress at this time, the first special game will be forcibly terminated when the first special symbol display unit 22a turns off. Similarly, in step S404, the main CPU 41 turns off the second special symbol display unit 22b. If the second special game is in progress at this time, the second special game will be forcibly terminated when the second special symbol display unit 22b turns off. Thus, in the gaming machine 10, when the process in step S404 is executed while a special game is in progress, the special game will be forcibly terminated when the special symbol display units 22a and 22b turn off. In this embodiment, the forcible termination of the special game due to the turning off of the light-emitting element constituting at least one of the special symbol display units 22a and 22b corresponds to the forcible termination in the second embodiment.
[0194] In the gaming machine 10, if information indicating that the game cannot proceed is stored while a special game is being played, the light-emitting elements constituting the special symbol display units 22a and 22b are turned off, thereby forcibly terminating the special game in progress. That is, in this embodiment, if the special condition is met while a variable game is being played, the variable game in progress is forcibly terminated in the second mode. As described above, in the gaming machine 10, if information indicating that the game cannot proceed is stored while a special game is being played, the game is controlled to a state where it cannot proceed due to the storage of the information, and the special game in progress is forcibly terminated. That is, in this embodiment, if a special condition is met while a variable game is being played, the game is controlled to a state where it cannot proceed due to the meeting of the special condition, and the variable game in progress is forcibly terminated.
[0195] As described above, in the gaming machine 10, if information indicating a game-breaking state is stored while a special game is being played and the machine is controlled to a game-breaking state, the special game being played will be canceled. In particular, when the execution of a special game is canceled, the special symbols will not be displayed as confirmed stops, and the execution of the special game will be canceled. For example, in the gaming machine 10, even if the special game being played is a special game that is being played based on winning a jackpot in a jackpot lottery, if information indicating a game-breaking state is stored, the machine will be controlled to a game-breaking state, the jackpot special game will be canceled, and the jackpot game will not be awarded. Similarly, for example, in the gaming machine 10, even if the special game being played is a special game that is being played based on winning a minor jackpot in a minor jackpot lottery, if information indicating a game-breaking state is stored, the machine will be controlled to a game-breaking state, the minor jackpot special game will be canceled, and the minor jackpot game will not be awarded.
[0196] When the first special symbol display unit 22a is showing a confirmed stop, and the process in step S404 is executed by the main CPU 41, the state switches from one of the light-emitting elements constituting the first special symbol display unit 22a being lit to all of the light-emitting elements constituting the first special symbol display unit 22a being turned off. Similarly, when the second special symbol display unit 22b is showing a confirmed stop, and the process in step S404 is executed by the main CPU 41, the state switches from one of the light-emitting elements constituting the second special symbol display unit 22b being lit to all of the light-emitting elements constituting the second special symbol display unit 22b being turned off.
[0197] Thus, in the gaming machine 10, whether a special game is being played or not, if the game is controlled to a state where it cannot proceed, all the light-emitting elements constituting the special symbol display units 22a and 22b will turn off. For this reason, it is difficult to determine from the special symbol display units 22a and 22b after they have been controlled to a state where it cannot proceed whether a special game was being played before they were controlled to a state where it could not proceed.
[0198] In the gaming machine 10, if the process in step S404 is executed by the main CPU 41 while the execution of the first special game is pending, the state switches from one where the light-emitting elements constituting the first special hold display unit 22c are lit in a lighting pattern that allows the first special hold number to be identified, to one where all the light-emitting elements constituting the first special hold display unit 22c are turned off. For example, if the execution of the first special game is pending, and the game is controlled to an unplayable state when unplayable information is stored while the first special game is being executed, the light-emitting elements constituting the first special hold display unit 22c will turn off. Similarly, in the gaming machine 10, if the process in step S404 is executed by the main CPU 41 while the execution of the second special game is pending, the state switches from one where the light-emitting elements constituting the second special hold display unit 22d are lit in a lighting pattern that allows the second special hold number to be identified, to one where all the light-emitting elements constituting the second special hold display unit 22d are turned off. Therefore, for example, when the execution of the second special game is suspended, and when the second special game is being executed, information indicating that the game cannot proceed is stored and the game is controlled to be in a state where it cannot proceed, the light-emitting element constituting the second special game suspension indicator unit 22d turns off.
[0199] As described above, in the gaming machine 10, when the execution of a special game is suspended, and when the special game is being executed, information indicating that the game cannot proceed is stored and the game is controlled to be in a state where it cannot proceed, the light-emitting elements constituting the special suspension display units 22c and 22d turn off. That is, when the execution of a variable game is suspended, and when the variable game is being executed, a special condition is met and the game is controlled to be in a state where it cannot proceed, the light-emitting elements constituting the suspension light-emitting means turn off.
[0200] In the gaming machine 10, if the process in step S404 is executed by the main CPU 41 during the execution of a normal game, the situation switches from one in which the light-emitting elements constituting the normal symbol display unit 22e are lit in a corresponding lighting pattern during the execution of a normal game, to one in which all the light-emitting elements constituting the normal symbol display unit 22e are turned off. For example, if the process in step S404 is executed by the main CPU 41 when a normal symbol is displayed as confirmed stop on the normal symbol display unit 22e, the situation switches from one in which at least one of the light-emitting elements constituting the normal symbol display unit 22e is lit, to one in which all the light-emitting elements constituting the normal symbol display unit 22e are turned off. In step S404, the main CPU 41 turns off the normal symbol display unit 22e. At this time, if a normal game is in progress, the normal game being played is forcibly terminated when the normal symbol display unit 22e is turned off. In the gaming machine 10, whether a normal game is being played or not, if the game is controlled to a state where it cannot proceed due to the storage of information indicating that it cannot proceed, all the light-emitting elements constituting the normal symbol display unit 22e will turn off. Therefore, it is difficult to determine from the normal symbol display unit 22e after it has been controlled to a state where it cannot proceed whether a normal game was being played before it was controlled to a state where it could not proceed.
[0201] In the gaming machine 10, when the execution of a normal game is suspended and the processing of step S404 is executed by the main CPU 41, the situation switches from when the light-emitting elements constituting the normal hold display unit 22f are lit in a lighting pattern that allows the normal hold number to be identified, to when all the light-emitting elements constituting the normal hold display unit 22f are turned off. For example, when the execution of a normal game is suspended, and when a game is being executed, game-breaking information is stored and the game is controlled to be in a game-breaking state, the light-emitting elements constituting the normal hold display unit 22f are turned off.
[0202] In the gaming machine 10, when the process in step S404 is executed by the main CPU 41 in a situation where right-hand shooting is recommended, the situation switches from when the right-hand shooting notification lamp 22g is lit to when the right-hand shooting notification lamp 22g is turned off. For example, if the right-hand shooting notification lamp 22g is lit and a special game is being executed, and information indicating that the game cannot proceed is stored and the game is controlled to a state where it cannot proceed, the right-hand shooting notification lamp 22g will turn off. That is, if the specific area light-emitting means is lit and a variable game is being executed, and a special condition is met and the game is controlled to a state where it cannot proceed, the specific area light-emitting means will turn off.
[0203] Next, we will describe the control performed by the sub-CPU 51 when the system is controlled to a non-progressive state. As shown in Figure 12(a), when a default command is input, the sub-CPU 51 controls the display device 25 to display a control warning image SY, which corresponds to an image that can identify that the system is being controlled to a default state.
[0204] Specifically, the sub-CPU 51 controls the performance display device 25 so that the control notification image SY is displayed when a pre-cancellation command is entered while a jackpot game is awarded. In the gaming machine 10, displaying the control notification image SY on the performance display device 25 while a jackpot game is awarded is equivalent to suggesting or notifying information that allows the game to be controlled to a non-playable state after the jackpot game ends. In this embodiment, the performance display device 25 functions as an information presentation means capable of suggesting or notifying information.
[0205] Incidentally, as shown in Figure 10, the disabled reserve command is control information output to the sub-CPU 51 when disabled information is stored, and corresponds to control information output to the sub-CPU 51 when special conditions are met. In this way, the performance display device 25 suggests or notifies information that allows it to identify that the game will be controlled to a disabled state after the end of the jackpot game when a special condition is met while a jackpot game is being awarded. That is, the information presentation means suggests or notifies information that allows it to identify that the game will be controlled to a disabled state after the end of the jackpot game when a special condition is met while a jackpot game is being awarded.
[0206] When a game is awarded a jackpot and a command to prevent further progress is entered, the sub-CPU 51 continues to execute the jackpot animation. In this case, the sub-CPU 51 does not terminate the execution of the jackpot animation. Therefore, when a game is awarded a jackpot and a command to prevent further progress is entered, the sub-CPU 51 continues to execute the jackpot animation while controlling the animation display device 25 so that the control notification image SY is displayed.
[0207] Similarly, the sub-CPU 51 controls the performance display device 25 so that the control notification image SY is displayed when a pre-command for game-breaking is entered while a minor win game is awarded. In the gaming machine 10, displaying the control notification image SY on the performance display device 25 when a minor win game is awarded is equivalent to suggesting or notifying information that can identify that the game will be controlled to a game-breaking state after the minor win game ends. Thus, when a special condition is met while a minor win game is awarded, the performance display device 25 suggests or notifies information that can identify that the game will be controlled to a game-breaking state after the minor win game ends while the minor win game is awarded. In other words, when a special condition is met while a minor win game is awarded, the information presentation means suggests or notifies information that can identify that the game will be controlled to a game-breaking state after the minor win game ends while the minor win game is awarded.
[0208] When a player enters a command indicating a game-breaking event while a minor win is awarded, the sub-CPU 51 continues to execute the minor win animation. In this case, the sub-CPU 51 does not terminate the execution of the minor win animation. Therefore, when a player enters a command indicating a game-breaking event while a minor win is awarded, the sub-CPU 51 continues to execute the minor win animation while controlling the animation display device 25 so that the control notification image SY is displayed.
[0209] In this embodiment, the control warning image SY is an image that includes the text information, "The vehicle will soon be controlled to a disabled state." The control warning image SY can be described as an image that suggests or notifies in advance that the vehicle will be controlled to a disabled state.
[0210] Furthermore, the sub-CPU 51 will not display the control notification image SY if a command to prevent further progress is entered when neither a big win game nor a small win game is being played. For example, the sub-CPU 51 will not display the control notification image SY even if a command to prevent further progress is entered while a performance game is in progress. For example, the sub-CPU 51 will not display the control notification image SY even if a command to prevent further progress is entered while the machine is waiting for a big win to occur. Thus, in the gaming machine 10, the control notification image SY is not displayed in situations where the machine is controlled to a state of inability to progress approximately simultaneously with the timing at which the inability to progress information is stored. On the other hand, in the gaming machine 10, the control notification image SY may be displayed in situations where the machine is not controlled to a state of inability to progress approximately simultaneously with the timing at which the inability to progress information is stored.
[0211] As shown in Figure 12(b), when a command indicating that the game cannot proceed is entered, the sub-CPU 51 controls the display device 25 to display a controlled image SF that corresponds to an image that can identify that the game has been controlled to a state where it cannot proceed. In this embodiment, the controlled image SF is an image that includes the text information "The game has been controlled to a state where it cannot proceed." The controlled image SF can be said to be an image that suggests or notifies that the game has been controlled to a state where it cannot proceed. In addition, the controlled image SF in this embodiment is an image that includes the text information "The game cannot be played." The controlled image SF can be said to be an image that suggests or notifies that the game cannot be played.
[0212] If a game-breaking command is entered while the performance symbols are being displayed, the sub-CPU 51 erases the displayed performance symbols. The sub-CPU 51 erases the displayed performance symbols and terminates the display of the performance symbols. In this way, in the gaming machine 10, when performance symbols are being displayed on the performance display device 25, if game-breaking information is stored and the system is controlled to be in a game-breaking state, the display of the performance symbols that were displayed on the performance display device 25 ends. For example, in the gaming machine 10, when performance symbols are being displayed on the performance display device 25 and a special game is being played, if game-breaking information is stored and the system is controlled to be in a game-breaking state, the display of the performance symbols that were displayed on the performance display device 25 ends. In this way, the termination of the display of the performance symbols forces the currently running performance game to end.
[0213] If a command to prevent further progress is entered while at least one of the reserved images Ha,Hb is displayed, the sub-CPU 51 erases the displayed reserved images Ha,Hb. At this time, the sub-CPU 51 erases all of the displayed reserved images Ha,Hb and terminates the display of the reserved images Ha,Hb. Thus, in the gaming machine 10, when reserved images Ha,Hb are displayed on the performance display device 25, if information preventing further progress is stored and the system is controlled to a state where further progress cannot be made, the display of the reserved images Ha,Hb that were displayed on the performance display device 25 ends. That is, when a reserved image is displayed on the reserved display means, if a special condition is met and the system is controlled to a state where further progress cannot be made, the display of the reserved image that was displayed on the reserved display means ends. For example, in the gaming machine 10, when reserved images Ha,Hb are displayed on the performance display device 25, and a special game is being executed, if information preventing further progress is stored and the system is controlled to a state where further progress cannot be made, the display of the reserved images Ha,Hb that were displayed on the performance display device 25 ends. In other words, when a pending image is displayed on the pending display means, and a special condition is met while a variable game is being executed, causing the game to be controlled to a state where it cannot proceed, the display of the pending image that was displayed on the pending display means will end.
[0214] If a command indicating a game-breaking state is entered while the running images ZGa and ZGb are displayed, the sub-CPU 51 erases the running images ZGa and ZGb that it is displaying. The sub-CPU 51 erases the running images ZGa and ZGb that it is displaying and terminates the display of the running images ZGa and ZGb. In this way, when the running images ZGa and ZGb are displayed on the performance display device 25, if game-breaking information is stored and the system is controlled to a game-breaking state, the display of the running images ZGa and ZGb that were displayed on the performance display device 25 terminates. That is, when the running image is displayed on the running display means, if a special condition is met and the system is controlled to a game-breaking state, the display of the running image that was displayed on the running display means terminates. For example, in the gaming machine 10, when the running images ZGa and ZGb are displayed on the performance display device 25 and a special game is being played, if game-breaking information is stored and the system is controlled to a game-breaking state, the display of the running images ZGa and ZGb that were displayed on the performance display device 25 terminates. In other words, when an image of the game in progress is displayed on the execution display means, and a special condition is met while the variable game is running, causing it to be controlled into a state where further progress is impossible, the display of the image of the game in progress that was displayed on the execution display means will be terminated.
[0215] If a command indicating that the game cannot proceed is entered while the right-hand shooting notification animation is being performed, the sub-CPU 51 erases the image YG1 and the text information MJ1, and terminates the right-hand shooting notification animation. In this way, in the gaming machine 10, if information indicating that the game cannot proceed is stored and the game is controlled to a state where it cannot proceed is when the right-hand shooting notification animation is being performed, the right-hand shooting notification animation will terminate. That is, if a specific area animation is being performed and a special condition is met and the game is controlled to a state where it cannot proceed is when the specific area animation is being performed, the specific area animation will terminate. For example, if information indicating that the game cannot proceed is stored and the game is controlled to a state where it cannot proceed is when the right-hand shooting notification animation is being performed and a special game is being performed, the right-hand shooting notification animation will terminate. That is, if a specific area animation is being performed and a variable game is being performed and a special condition is met and the game is controlled to a state where it cannot proceed is when the specific area animation is being performed, the specific area animation will terminate.
[0216] If a command indicating that the game cannot proceed is entered while the left-handed notification animation is being performed, the sub-CPU 51 erases the image YG2 and the text information MJ2, and terminates the left-handed notification animation. In this way, in the gaming machine 10, if the left-handed notification animation is being performed and information indicating that the game cannot proceed is stored, the left-handed notification animation will terminate. That is, if a non-specific area animation is being performed and a special condition is met, resulting in a state where the game cannot proceed, the non-specific area animation will terminate. For example, if the left-handed notification animation is being performed and a special game is being played, and information indicating that the game cannot proceed is stored, resulting in a state where the game cannot proceed, the left-handed notification animation will terminate. That is, if a non-specific area animation is being performed and a variable game is being played, and a special condition is met, resulting in a state where the game cannot proceed, the non-specific area animation will terminate.
[0217] Next, we will explain the control related to the launching of game balls by the launching device 70. In the gaming machine 10, the launch drive circuit 73 executes launch control, which corresponds to the control related to launching the game balls, based on the operation of the launch handle 16. In launch control, the launch drive circuit 73 executes ball feeding control, which sends the game balls to the launch position W2 before they are launched, and hammer control, which strikes the game balls at the launch position W2 with the hammer part 72a. Thus, launch control is configured to include ball feeding control, which sends the game balls to a predetermined launch position before they are launched, and hammer control, which strikes the game balls at the launch position with the hammer. In launch control, the launch drive circuit 73 executes ball feeding control and then hammer control. In this embodiment, the launch drive circuit 73 executes launch control, thereby realizing the function of a launch control means capable of executing launch control related to launching game balls.
[0218] In ball feeding control, the launch drive circuit 73 operates the ball feeding actuator 71a. At this time, if a game ball is located at the standby position W1, the game ball is sent to the launch position W2. In hammer control, the launch drive circuit 73 operates the hammer actuator 72b. Specifically, the launch drive circuit 73 operates the hammer actuator 72b so that the game ball is launched with a launch intensity corresponding to a signal that can identify the amount of operation of the launch handle 16. At this time, if a game ball is located at the launch position W2, the game ball is launched with a launch intensity corresponding to the amount of operation of the launch handle 16.
[0219] However, this does not apply when a stop signal is input to the launching device 70. Specifically, when a stop signal is input, the launching drive circuit 73 does not perform ball feeding control and does not operate the ball feeding actuator 71a, even if it has received a signal that allows it to identify the amount of operation of the launching handle 16 and has also received a detection signal from the touch sensor TS. Similarly, when a stop signal is input, the launching drive circuit 73 does not perform hammer control and does not operate the hammer actuator 72b, even if it has received a signal that allows it to identify the amount of operation of the launching handle 16 and has also received a detection signal from the touch sensor TS. As a result, when a stop signal is input to the launching device 70, no game balls will be launched even if the launching handle 16 is operated.
[0220] As mentioned above, the stop signal is output to the launcher 70 when the machine is controlled to be unable to move. Therefore, in the gaming machine 10, launch control is not performed when the machine is controlled to be unable to move. Specifically, in the gaming machine 10, ball feeding control is not performed when the machine is controlled to be unable to move. In other words, if the machine is controlled to be unable to move due to the fulfillment of special conditions, ball feeding control is not performed. Furthermore, in the gaming machine 10, hammer control is not performed when the machine is controlled to be unable to move. In other words, if the machine is controlled to be unable to move due to the fulfillment of special conditions, hammer control is not performed. In short, launch control is not performed when the machine is controlled to be unable to move due to the fulfillment of special conditions.
[0221] For example, if a game is in a state where it cannot proceed and information indicating that the game cannot proceed is stored during the execution of a special game, then in that state, even if the launch handle 16 is operated, no game balls will be launched. In other words, if a special condition is met and the game is controlled to be in a state where it cannot proceed while a variable game is being executed, then in that state, even if the launch handle 16 is operated, no game balls will be launched because ball feeding control is not performed. In other words, if a special condition is met and the game is controlled to be in a state where it cannot proceed while a variable game is being executed, then in that state, even if the launch handle 16 is operated, no game balls will be launched because ball feeding control is not performed.
[0222] In the gaming machine 10, a prize ball presentation related to the awarded prize balls can be executed. In the gaming machine 10, a prize ball image WG, which is prize ball awarding information related to the awarded prize balls, is displayed on the presentation display device 25, and the prize ball presentation is executed. In this embodiment, the presentation display device 25 functions as an information display means capable of displaying prize ball awarding information related to the awarded prize balls. In the gaming machine 10, the prize ball presentation suggests or announces the number of prize balls awarded after winning a jackpot in a normally low probability state and when game balls enter the large prize pockets 29, 31.
[0223] As shown in Figure 13, the prize ball image WG includes text information that identifies the number of game balls awarded as prize balls. For example, the prize ball image WG shown in Figure 13 includes the text information "1200 balls acquired". This corresponds to text information that identifies that the number of prize balls awarded, some or all of the prize balls awarded after winning a jackpot in a normally low probability state and when game balls enter the large prize pockets 29 and 31, is "1200 balls".
[0224] The prize ball animation is performed when a jackpot game is awarded. The animation display device 25 can perform the prize ball animation at least when a jackpot game is awarded. That is, the information display means can display prize ball awarding information at least when a jackpot game is awarded. The prize ball animation is performed when a minor jackpot game is awarded. The animation display device 25 can perform the prize ball animation at least when a minor jackpot game is awarded. That is, the information display means can display prize ball awarding information at least when a minor jackpot game is awarded. The prize ball animation is performed when the game is in a specific low probability state. The animation display device 25 can perform the prize ball animation at least when the game is in a specific low probability state. The prize ball animation is performed when the game is in a specific high probability state. The animation display device 25 can perform the prize ball animation at least when the game is in a specific high probability state. The prize ball animation is performed when the game is in a special state. The animation display device 25 can perform the prize ball animation at least when the game is in a special state. The prize ball display is executed when the game is in a state of waiting for a jackpot to occur. The display device 25 is capable of executing the prize ball display at least when the game is in a state of waiting for a jackpot to occur.
[0225] The following describes the control involved in the execution of the prize ball presentation. When a detection signal is received from the first count sensor SE3, the main CPU 41 stores control information (hereinafter referred to as the first large prize slot command) that can identify that a game ball has entered the first large prize slot 29 in the output buffer. When a detection signal is received from the second count sensor SE4, the main CPU 41 stores control information (hereinafter referred to as the second large prize slot command) that can identify that a game ball has entered the second large prize slot 31 in the output buffer.
[0226] The sub-RAM 53 stores information related to prize ball payouts (hereinafter referred to as prize ball payout information). When the sub-CPU 51 receives a command for the first major prize slot, it adds 10 to a value that can be identified from the prize ball payout information and updates the prize ball payout information. Similarly, when a minor win game is assigned, and the sub-CPU 51 receives a command for the second major prize slot, it adds 10 to a value that can be identified from the prize ball payout information and updates the prize ball payout information.
[0227] The sub-CPU 51 controls the display device 25 so that the prize ball animation is executed when a big win game is awarded. The sub-CPU 51 controls the display device 25 so that the prize ball animation is executed when a small win game is awarded. The sub-CPU 51 controls the display device 25 so that the prize ball animation is executed when the game is in a specific low probability state. The sub-CPU 51 controls the display device 25 so that the prize ball animation is executed when the game is in a specific high probability state. The sub-CPU 51 controls the display device 25 so that the prize ball animation is executed when the game is in a special state. The sub-CPU 51 controls the display device 25 so that the prize ball animation is executed when the game is waiting for a big win game to occur.
[0228] The sub-CPU 51 determines the number of prize balls to be announced in the prize ball performance based on a value that can be determined from the prize ball performance information, and controls the performance display device 25 so that a prize ball image WG containing text information that can identify the number of prize balls is displayed, thereby controlling the performance display device 25 to execute the prize ball performance. For example, if the value that can be determined from the prize ball performance information is "1200", the sub-CPU 51 controls the performance display device 25 so that a prize ball image WG containing the text information "1200 balls acquired" is displayed, and the prize ball performance is executed.
[0229] Next, we will describe the control process when the main RAM 43 contains information indicating that the system is unable to proceed after power supply has been restored. When the main CPU 41 stores a recovery command in the output buffer during the main power-on process, it determines whether the main RAM 43 contains information indicating that the system is unable to proceed. If the system is unable to proceed, the main CPU 41 stores either the first or second recovery command in the output buffer. On the other hand, if the system is not unable to proceed, the main CPU 41 does not store either the first or second recovery command in the output buffer and does not output either command.
[0230] If the main CPU 41 has stored information indicating that the game cannot proceed and returns to either step S406 or step S407 of the game cannot proceed process, it stores a first game-return command in the output buffer. On the other hand, if the main CPU 41 has stored information indicating that the game cannot proceed and does not return to either step S406 or step S407 of the game cannot proceed process, it stores a second game-return command in the output buffer. Thus, the first game-return command corresponds to control information that can identify whether the game was already controlled to be in a game-return state before the power supply was cut off. On the other hand, the second game-return command corresponds to control information that cannot identify whether the game was already controlled to be in a game-return state before the power supply was cut off. In this way, in the gaming machine 10, at least a part of the control information output when the power supply is resumed differs depending on whether the game was already controlled to be in a game-return state when the power supply is stopped. For example, in the gaming machine 10, if the power supply is stopped after a special condition is met, at least a portion of the control information output when the power supply is resumed will differ depending on whether the machine was already controlled to be in a state where it could not proceed before the power supply was stopped. In this embodiment, the main CPU 41 outputs control information, thereby realizing the function of a control information output means that outputs control information.
[0231] When the first failure recovery command is entered, the sub-CPU 51 controls the performance display device 25 so that the controlled image SF (shown in Figure 12(b)) is displayed. On the other hand, when the second failure recovery command is entered, the sub-CPU 51 controls the performance display device 25 so that the control preview image SY (shown in Figure 12(a)) is displayed.
[0232] Here, we will describe an example of a case where power is cut off after information indicating a system failure is stored, and then power is restored. Figure 14 assumes that information indicating a state of being unable to proceed has been stored, and that the system has been controlled to a state of being unable to proceed as a result of this information being stored, and that the power supply has been cut off afterward. In this case, when the power supply is restored (indicated as "power restored" in Figure 14), the sub-CPU 51 performs the initial operation of the movable body 24. Thus, when the power supply is restored, the initial operation of the movable body 24 is performed. Furthermore, since the power supply was cut off after the system had already been controlled to a state of being unable to proceed, when the power supply is restored, a first disabled state recovery command is output to the sub-CPU 51, and the controlled image SF is displayed on the display device 25.
[0233] In the gaming machine 10, the display of the controlled image SF begins at timing Tw after the initial operation of the movable body 24 has started. In other words, in the gaming machine 10, if information indicating that the game cannot proceed is stored, and the game is controlled to a state of being unable to proceed as a result of this information being stored, and then the power supply is cut off, and then the power supply is restored, the initial operation of the movable body 24 will start, and the display of the controlled image SF will begin at timing Tw, which is after time Td has elapsed since the start of the initial operation. Thus, there is a time difference of time Td between the timing when the initial operation of the movable body 24 starts and the timing when the display of the controlled image SF begins. After that, even if the initial operation of the movable body 24 in the gaming machine 10 has finished, the controlled image SF will continue to be displayed on the display device 25. Incidentally, the display of the controlled image SF will continue at least until the power supply is cut off.
[0234] Figure 14 illustrates the case where the first failure recovery command is output. However, if the second failure recovery command is output, the control preview image SY will be displayed on the display device 25 instead of the controlled image SF. Furthermore, even when the second failure recovery command is output, the display of the control preview image SY begins after the initial operation of the movable body 24 has started. In other words, there is a time difference between the timing when the initial operation of the movable body 24 starts and the timing when the display of the control preview image SY begins. This time difference may be the same as or different from the time Td when the first failure recovery command is output.
[0235] Next, based on Figures 15 to 17, we will explain the various situations that occur when information indicating a game cannot proceed is stored in the gaming machine 10. First, we will explain an example of a case where information indicating a game-breaking event is not stored.
[0236] As shown in Figure 15, for example, suppose a special state is in which the first special game is not being played, while the second special game is being played. In this case, the number of reserved balls for the first special game is "0", and the number of reserved balls for the second special game is "2". Furthermore, the second special game being played is a special game that is being played based on the fact that a jackpot has been won, and the type of jackpot has been determined to be the first jackpot. This second special game corresponds to the second special game that becomes the first jackpot. During the execution of the second special game that becomes the first jackpot, the right-hand shooting notification lamp 22g lights up because a special state is in place. Similarly, during the execution of the second special game that becomes the first jackpot, the right-hand shooting notification effect is executed on the effect display device 25 because a special state is in place. During the execution of the second special game that becomes the first jackpot, the prize ball effect is executed on the effect display device 25 because a special state is in place. During the execution of the second special game that becomes the first jackpot, the execution image ZGb is displayed on the effect display device 25. During the execution of the second special game, which results in the first jackpot, the performance display device 25 displays the reserved images Ha and Hb corresponding to the reserved special games. In the example shown in Figure 15, since the number of reserved first special games is "0" and the number of reserved second special games is "2", the performance display device 25 does not display reserved image Ha, and instead displays reserved images H1b and H2b. During the execution of the second special game, which results in the first jackpot, a special state is in effect, so the performance display device 25 displays performance symbols and the performance game is executed.
[0237] Then, in the gaming machine 10, if the first jackpot symbol is confirmed to stop in the second special game at timing t11, the machine enters a state of waiting for a jackpot game to occur. At this time, neither the first special game nor the second special game is being played. When the machine is in a state of waiting for a jackpot game to occur, the right-hand shooting notification lamp 22g lights up. When the machine is in a state of waiting for a jackpot game to occur, the performance display device 25 executes the right-hand shooting notification effect. When the machine is in a state of waiting for a jackpot game to occur, the performance display device 25 executes the prize ball effect. When the machine is in a state of waiting for a jackpot game to occur, the performance display device 25 executes the waiting effect. When the machine is in a state of waiting for a jackpot game to occur, the performance display device 25 does not display the images ZGa and ZGb that are currently playing. When the machine is in a state of waiting for a jackpot game to occur, the performance display device 25 displays the reserved images Ha and Hb that correspond to the reserved special games. When the game is in a state of waiting for a jackpot to occur, the performance display device 25 displays the performance symbols.
[0238] Furthermore, when a game ball enters gate 33 at timing t12 during the waiting state for a jackpot game to occur, the entry of the game ball triggers the awarding of the first jackpot game. When the first jackpot game is awarded, the right-hand shooting notification lamp 22g lights up. When the first jackpot game is awarded, the right-hand shooting notification effect is executed on the effect display device 25. When the first jackpot game is awarded, the prize ball effect is executed on the effect display device 25. When the first jackpot game is awarded, the jackpot effect is executed on the effect display device 25. When the first jackpot game is awarded, the execution images ZGa and ZGb are not displayed on the effect display device 25. When the first jackpot game is awarded, the held images Ha and Hb are not displayed on the effect display device 25. When the first jackpot game is awarded, the effect symbols are not displayed on the effect display device 25.
[0239] Then, when the first jackpot game ends at timing t13, the system is controlled to a specific high probability state. When controlled to the specific high probability state, the second special game, which had been held back, is executed. Incidentally, the first second special game executed after the end of the first jackpot game will not result in a jackpot or a minor win, and will be a miss. This second special game corresponds to a second special game that is a miss. During the execution of the second special game that is a miss, the specific high probability state is maintained, so the right-hand shooting notification lamp 22g lights up. Similarly, during the execution of the second special game that is a miss, the specific high probability state is maintained, so the right-hand shooting notification effect is executed on the effect display device 25. During the execution of the second special game that is a miss, the specific high probability state is maintained, so the prize ball effect is executed on the effect display device 25. During the execution of the second special game that is a miss, the execution image ZGb is displayed on the effect display device 25. During the execution of the second special game, which is a losing game, the performance display device 25 displays the pending images Ha and Hb corresponding to the pending special games. In the example shown in Figure 15, since the number of pending first special games is "0" and the number of pending second special games is "1", the performance display device 25 does not display pending image Ha, and instead displays pending image H1b. During the execution of the second special game, which is a losing game, a specific high probability state is in effect, so the performance display device 25 displays the performance symbols and the performance game is executed.
[0240] As described above, assuming that the process unfolds when no information preventing further progress is stored, the following explains the various situations in which no information preventing further progress is stored, as illustrated below. First, we will explain the case where information indicating that the game cannot proceed is stored at timing Ta1, when the second special game, which is the first big win in a special state, is being executed.
[0241] If information indicating that the game cannot proceed is stored at timing Ta1 while the second special game, which results in the first jackpot in a special state, is being played, the game is controlled to a state where it cannot proceed. If information indicating that the game cannot proceed is stored at timing Ta1 while the second special game, which results in the first jackpot in a special state, is being played, the right-hand shooting notification effect that was being played ends. If information indicating that the game cannot proceed is stored at timing Ta1 while the second special game, which results in the first jackpot in a special state, is being played, the prize ball effect that was being played ends. If information indicating that the game cannot proceed is stored at timing Ta1 while the second special game, which results in the first jackpot in a special state, is being played, the controlled image SF is displayed on the effect display device 25.
[0242] If information indicating that the game cannot proceed is stored at timing Ta1 while the second special game resulting in the first jackpot is being played in a special state, all light-emitting elements constituting the first special symbol display unit 22a, which was displaying the special symbols in a confirmed stop state, will turn off. Furthermore, if information indicating that the game cannot proceed is stored at timing Ta1 while the second special game resulting in the first jackpot is being played in a special state, all light-emitting elements constituting the first special reserve display unit 22c will turn off. Also, if information indicating that the game cannot proceed is stored at timing Ta1 while the second special game resulting in the first jackpot is being played in a special state, all light-emitting elements constituting the second special symbol display unit 22b, which was displaying the special symbols in a variable state, will turn off. Furthermore, if information indicating that the game cannot proceed is stored at timing Ta1 while the second special game resulting in the first jackpot is being played in a special state, all light-emitting elements constituting the second special reserve display unit 22d will turn off. If information indicating that the game cannot proceed is stored at timing Ta1 while the second special game resulting in the first jackpot is being played in a special state, the right-hand shooting notification lamp 22g, which was lit, will turn off.
[0243] If information indicating that the game cannot proceed is stored at timing Ta1 while the second special game, which results in the first jackpot in a special state, is being played, the running image ZGb displayed on the performance display device 25 is erased (shown as hidden in Figure 15). Furthermore, if information indicating that the game cannot proceed is stored at timing Ta1 while the second special game, which results in the first jackpot in a special state, is being played, the reserved images H1b and H2b displayed on the performance display device 25 are erased. Also, if information indicating that the game cannot proceed is stored at timing Ta1 while the second special game, which results in the first jackpot in a special state, is being played, the performance symbols displayed on the performance display device 25 are erased. As a result, the ongoing performance game is stopped and forcibly terminated.
[0244] If information indicating that the game cannot proceed is stored at timing Ta1 while the second special game, which results in the first jackpot in a special state, is being played, the execution of the special game will not be suspended thereafter. Also, if information indicating that the game cannot proceed is stored at timing Ta1 while the second special game, which results in the first jackpot in a special state, is being played, no prize balls will be awarded thereafter.
[0245] For example, suppose a game ball enters the second starting slot 27 at timing t21, after information indicating that the game cannot proceed has been stored at timing Ta1, during which the second special game resulting in the first jackpot is being played in a special state. In this case, the entry of the ball into the second starting slot 27 at timing t21 triggers the execution of the second special game not to be newly suspended (indicated in Figure 15 as no suspension of the second special game). Furthermore, the entry of the ball into the second starting slot 27 at timing t21 triggers the awarding of prize balls (indicated in Figure 15 as no awarding of prize balls). Similarly, suppose a game ball enters the second general prize slot 35 at timing t22, after information indicating that the game cannot proceed has been stored at timing Ta1, during which the second special game resulting in the first jackpot is being played in a special state. In this case, the entry of the ball into the second general prize slot 35 at timing t22 triggers the awarding of prize balls.
[0246] If information indicating a game-breaking state is stored at timing Ta1 while the second special game resulting in the first jackpot is being played in a special state, the first jackpot game will not be awarded thereafter. In other words, even if the second special game resulting in the first jackpot is being played, if information indicating a game-breaking state is stored while that second special game resulting in the first jackpot is being played, the first jackpot game will not be awarded. Furthermore, the game will not be controlled into the high probability state that should be controlled after the end of the first jackpot game, and no special game will be played in the high probability state. Here, the second special game resulting in the first jackpot is used as an example, but the same applies to the second special game resulting in the second jackpot.
[0247] Next, based on Figure 16, we will explain the case where information indicating that the game cannot proceed is stored at timing Ta2 during the waiting state for a jackpot to occur. Note that timing Ta2 is assumed to be earlier than timing t12. In other words, timing Ta2 is assumed to be earlier than the time when the game ball enters gate 33.
[0248] If information indicating that the game cannot proceed is stored at timing Ta2 while the game is waiting for a jackpot to occur, the game is controlled to a state where it cannot proceed. If information indicating that the game cannot proceed is stored at timing Ta2 while the game is waiting for a jackpot to occur, the right-hand shooting notification animation that was being executed ends. If information indicating that the game cannot proceed is stored at timing Ta2 while the game is waiting for a jackpot to occur, the prize ball animation that was being executed ends. If information indicating that the game cannot proceed is stored at timing Ta2 while the game is waiting for a jackpot to occur, the waiting animation that was being executed ends. If information indicating that the game cannot proceed is stored at timing Ta2 while the game is waiting for a jackpot to occur, the controlled image SF is displayed on the animation display device 25.
[0249] If information indicating that the game cannot proceed is stored at timing Ta2 during the waiting state for a jackpot to occur, all light-emitting elements constituting the first special symbol display unit 22a, which was displaying the special symbols in a confirmed stop state, will turn off. Furthermore, if information indicating that the game cannot proceed is stored at timing Ta2 during the waiting state for a jackpot to occur, all light-emitting elements constituting the first special reserve display unit 22c will turn off. Also, if information indicating that the game cannot proceed is stored at timing Ta2 during the waiting state for a jackpot to occur, all light-emitting elements constituting the second special symbol display unit 22b, which was displaying the special symbols in a confirmed stop state, will turn off. Furthermore, if information indicating that the game cannot proceed is stored at timing Ta2 during the waiting state for a jackpot to occur, all light-emitting elements constituting the second special reserve display unit 22d will turn off. If information indicating that the game cannot proceed is stored at timing Ta2 during the waiting state for a jackpot to occur, the right-hand shooting notification lamp 22g, which was lit, will turn off.
[0250] If information indicating that the game cannot proceed is stored at timing Ta2 during the waiting state for a jackpot to occur, the situation in which the running images ZGa and ZGb are not displayed will continue. Furthermore, if information indicating that the game cannot proceed is stored at timing Ta2 during the waiting state for a jackpot to occur, the reserved images H1b and H2b that were displayed on the performance display device 25 will be erased. Also, if information indicating that the game cannot proceed is stored at timing Ta2 during the waiting state for a jackpot to occur, the performance symbols that were displayed on the performance display device 25 will be erased.
[0251] If information indicating that the game cannot proceed is stored at timing Ta2 during the waiting state for a jackpot to occur, no prize balls will be awarded thereafter. For example, if information indicating that the game cannot proceed is stored at timing Ta2 during the waiting state for a jackpot to occur, no prize balls will be awarded thereafter, even if game balls enter the general prize pockets 34 and 35. Also, if information indicating that the game cannot proceed is stored at timing Ta2 during the waiting state for a jackpot to occur, the first jackpot game will not be awarded thereafter. In other words, if information indicating that the game cannot proceed is stored during the waiting state for a jackpot to occur between the end of the second special game which results in the first jackpot and the actual awarding of the first jackpot game, the first jackpot game will not be awarded. Furthermore, the game will not be controlled to the high probability state that should be controlled after the end of the first jackpot game, and no special game will be executed in the high probability state.
[0252] As described above, in the gaming machine 10, if information indicating that the game cannot proceed is stored during the period from when a special game based on a jackpot is started until the special game ends and the jackpot game is awarded, or during the waiting state for the jackpot game to occur, the game will be controlled to a state where the game cannot proceed. Furthermore, in the gaming machine 10, if information indicating that the game cannot proceed is stored during the period from when a special game based on a jackpot is started until the special game ends and the jackpot game is awarded, or during the waiting state for the jackpot game to occur, the jackpot game will not be awarded. In other words, if a special condition is met during the period from when a variable game based on a jackpot is started until the variable game ends and the jackpot game is awarded, the game will be controlled to a state where the game cannot proceed as a result of the meeting of the special condition, and the jackpot game will not be awarded.
[0253] Next, based on Figure 17, we will explain the case where information indicating that the game cannot proceed is stored at timing Ta3 when the first jackpot game is awarded. If information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is being awarded, the game will not be controlled to an unplayable state until at least the jackpot game is finished, and the awarding of the jackpot game will continue. If information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is being awarded, the control notification image SY will be displayed on the performance display device 25. Even if information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is being awarded, the prize ball performance that is being executed will continue. If information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is being awarded, the right-hand shooting notification performance that is being executed will continue.
[0254] If information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is being awarded, the display content of the first special symbol display unit 22a will not change, and the special symbol will continue to be displayed as confirmed stopped. Also, if information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is being awarded, the display content of the first special reserve display unit 22c will not change. If information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is being awarded, the display content of the second special symbol display unit 22b will not change, and the special symbol will continue to be displayed as confirmed stopped. Also, if information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is being awarded, the display content of the second special reserve display unit 22d will not change. If information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is being awarded, the lit right-hand shooting notification lamp 22g will continue to light up.
[0255] If information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is awarded, the situation in which the running images ZGa and ZGb are not displayed will continue. Furthermore, if information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is awarded, the situation in which the held images Ha and Hb are not displayed will continue. If information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is awarded, the situation in which the performance symbols are not displayed will continue.
[0256] Suppose that information indicating an inability to proceed is stored at timing Ta3 when the first jackpot game is awarded, and then, at timing t31 before the jackpot game ends, a game ball enters the second start port 27. In this case, the entry of the ball into the second start port 27 at timing t31 triggers the execution of the second special game, and the number of second special reserves increases from "2" to "3". Furthermore, the entry of the ball into the second start port 27 at timing t31 triggers the awarding of prize balls. However, if the number of second special reserves has reached the upper limit of "4" at timing t31, the execution of the second special game will not be suspended when the ball enters the second start port 27 at timing t31. However, even if the number of second special reserves has reached the upper limit of "4" at timing t31, prize balls will still be awarded when the ball enters the second start port 27 at timing t31. Although not shown in the diagram, suppose that when information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is awarded, and then a game ball enters the first start opening 26 before the jackpot game ends, in this case, if the first special reserve count has not reached its maximum, the execution of the first special game will be suspended. Also, at this time, regardless of whether the first special reserve count has reached its maximum, prize balls will be awarded.
[0257] If information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is awarded, and then, at timing t32 before the jackpot game ends, a game ball enters the second general prize pocket 35, then a prize ball is awarded triggered by the ball entering the second general prize pocket 35 at timing t32. Although not shown in the diagram, if information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is awarded, and then, before the jackpot game ends, a game ball enters the first general prize pocket 34, a prize ball is awarded.
[0258] If the first jackpot game is awarded and the game is stopped after information indicating that the game cannot proceed is stored at timing Ta3, and then the first jackpot game ends at timing t13, the right-hand shooting notification effect that was being executed ends. If the first jackpot game is awarded and the game is stopped and the game is stopped after information indicating that the game cannot proceed is stored at timing Ta3, and then the first jackpot game ends at timing t13, the prize ball effect that was being executed ends. If the first jackpot game is awarded and the game is stopped and the game is stopped and then the first jackpot game ends at timing t13, the controlled image SF is displayed on the effect display device 25. At this time, the display of the control notification image SY ends on the effect display device 25, and the display of the controlled image SF begins.
[0259] Thus, in the gaming machine 10, if information indicating a game cannot proceed is stored while a jackpot game is being awarded and a prize ball presentation is being executed, the execution of the prize ball presentation will continue at least until the jackpot game ends. In other words, if a special condition is met while a jackpot game is being awarded and prize ball awarding information is being displayed on the information display means, the display of prize ball awarding information will continue at least until a predetermined termination timing.
[0260] If, after information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is awarded, the first jackpot game ends at timing t13, all light-emitting elements constituting the first special symbol display unit 22a, which was displaying the special symbols in a confirmed stop state, will turn off. Furthermore, if, after information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is awarded, the first jackpot game ends at timing t13, all light-emitting elements constituting the first special reserve display unit 22c will turn off. Also, if, after information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is awarded, the first jackpot game ends at timing t13, all light-emitting elements constituting the second special symbol display unit 22b, which was displaying the special symbols in a confirmed stop state, will turn off. Furthermore, if, after information indicating that the game cannot proceed is stored at timing Ta3 while the first jackpot game is awarded, the first jackpot game ends at timing t13, all light-emitting elements constituting the second special reserve display unit 22d will turn off. Incidentally, Figure 17 shows the display content of the second special reserve display unit 22d as "2 → off". However, if the number of second special reserves increases to "3" due to a ball entering the second start port 27 at timing t31, the display content of the second special reserve display unit 22d will be "3 → off". After the information that the game cannot proceed is stored at timing Ta3 when the first jackpot game is awarded, if the first jackpot game ends at timing t13, the right-hand shooting notification lamp 22g that was lit will turn off.
[0261] If the first jackpot game is awarded and the game is unable to proceed at timing Ta3, and then the first jackpot game ends at timing t13, the situation in which the running images ZGa and ZGb are not displayed will continue. Furthermore, if the first jackpot game is awarded and the game is unable to proceed at timing Ta3, and then the first jackpot game ends at timing t13, the situation in which the held images Ha and Hb are not displayed will continue. If the first jackpot game is awarded and the game is unable to proceed at timing Ta3, and then the first jackpot game ends at timing t13, the situation in which the performance symbols are not displayed will continue.
[0262] If information indicating that the game cannot proceed is stored at timing Ta3 when the first jackpot game is awarded, the game will not be controlled to the high probability state that should be controlled after the first jackpot game ends, and no special game will be executed in the high probability state. In other words, in the game machine 10, if information indicating that the game cannot proceed is stored when a jackpot game is awarded, even if the jackpot game is a jackpot game that is controlled to the high probability state after the jackpot game ends, no special game will be executed in the high probability state. That is, if a special condition is met when a jackpot game is awarded, even if the jackpot game is a specific jackpot game, no variable game will be executed in the probability variation state. Therefore, if information indicating that the game cannot proceed is stored at timing Ta3 when the first jackpot game is awarded, the second special game, which was held in abeyance before the first jackpot game was awarded, will not be executed after the first jackpot game ends. Similarly, if information indicating that the game cannot proceed is stored at timing Ta3 when the first jackpot game is awarded, even if the execution of the second special game is suspended at timing t31 due to a ball entering the second start gate 27, the suspended second special game will not be executed after the first jackpot game ends.
[0263] Here, based on Figure 18, we will explain the case where, after the information indicating that the game cannot proceed is stored at timing Ta3 when the first jackpot game is awarded, and after the power supply is cut off at timing Tx1 before the first jackpot game ends, the power supply is restored at timing Tx2.
[0264] If power supply is restored at timing Tx2, the initial operation of the movable body 24 is performed. If power supply is restored at timing Tx2, the display of the control warning image SY is resumed. The timing at which the display of the control warning image SY is resumed is later than the timing at which the initial operation of the movable body 24 is started.
[0265] If power supply is restored at timing Tx2, the display contents of the special symbol display units 22a, 22b and the special hold display units 22c, 22d will revert to the display contents before the power supply was interrupted. If power supply is restored at timing Tx2, the right-hand shooting notification lamp 22g will light up as before the power supply was interrupted.
[0266] If power is restored at timing Tx2, the running images ZGa and ZGb will not be displayed, just as before the power supply was cut off. If power is restored at timing Tx2, the pending images Ha and Hb will not be displayed, just as before the power supply was cut off. If power is restored at timing Tx2, the animation symbols will not be displayed, just as before the power supply was cut off.
[0267] If, while the first jackpot game is awarded, the power supply is cut off after information indicating that the game cannot proceed is stored at timing Ta3, and then the power supply is restored at timing Tx2, and the first jackpot game ends at timing t13, the right-hand shooting notification effect that was being executed ends. If, while the first jackpot game is awarded, the power supply is cut off after information indicating that the game cannot proceed is stored at timing Ta3, and then the power supply is restored at timing Tx2, and the first jackpot game ends at timing t13, the prize ball effect that was being executed ends. If, while the first jackpot game is awarded, the power supply is cut off after information indicating that the game cannot proceed is stored at timing Ta3, and then the power supply is restored at timing Tx2, and the first jackpot game ends at timing t13, the controlled image SF is displayed on the effect display device 25. At this time, the display of the control notification image SY ends on the effect display device 25, and the display of the controlled image SF begins.
[0268] When the power supply is cut off after the non-progressive information is stored at the timing Ta3 when the first big win game is granted, and the power supply is resumed at the timing Tx2, and when the first big win game ends at the timing t13, all the light-emitting elements constituting the first special symbol display unit 22a where the special symbol is fixedly stopped and displayed are turned off. Further, when the power supply is cut off after the non-progressive information is stored at the timing Ta3 when the first big win game is granted, and the power supply is resumed at the timing Tx2, and when the first big win game ends at the timing t13, all the light-emitting elements constituting the first special hold display unit 22c are turned off. Also, when the power supply is cut off after the non-progressive information is stored at the timing Ta3 when the first big win game is granted, and the power supply is resumed at the timing Tx2, and when the first big win game ends at the timing t13, all the light-emitting elements constituting the second special symbol display unit 22b where the special symbol is fixedly stopped and displayed are turned off. Further, when the power supply is cut off after the non-progressive information is stored at the timing Ta3 when the first big win game is granted, and the power supply is resumed at the timing Tx2, and when the first big win game ends at the timing t13, all the light-emitting elements constituting the second special hold display unit 22d are turned off. When the power supply is cut off after the non-progressive information is stored at the timing Ta3 when the first big win game is granted, and the power supply is resumed at the timing Tx2, and when the first big win game ends at the timing t13, the right hitting notification lamp 22g that is lit is turned off.
[0269] When the power supply is cut off after the inoperable information is stored at the timing Ta3 when the first big win game is given, and the power supply is resumed at the timing Tx2, and when the first big win game ends at the timing t13, the situation where the running images ZGa and ZGb are not displayed continues. Further, when the power supply is cut off after the inoperable information is stored at the timing Ta3 when the first big win game is given, and the power supply is resumed at the timing Tx2, and when the first big win game ends at the timing t13, the situation where the held images Ha and Hb are not displayed continues. When the power supply is cut off after the inoperable information is stored at the timing Ta3 when the first big win game is given, and the power supply is resumed at the timing Tx2, and when the first big win game ends at the timing t13, the situation where the effect symbols are not displayed continues.
[0270] When the power supply is cut off after the inoperable information is stored at the timing Ta3 when the first big win game is given, and the power supply is resumed at the timing Tx2, and when the first big win game ends at the timing t13, it is not controlled to the high-probability state that should be controlled after the end of the first big win game, and the special game is not executed in the high-probability state. When the inoperable information is stored when the first big win game is given, then even if the power supply is started and resumed after the power supply is cut off when the first big win game is given, the special game is not executed in the high-probability state. That is, when the special condition is satisfied when the specific big win game is given, then even if the power supply is started and resumed after the power supply is cut off when the specific big win game is given, the variable game is not executed in the probability fluctuation state.
[0271] According to the present embodiment, the following effects can be obtained. (1) If a game is being played and information indicating that the game cannot proceed is stored, and the game is controlled to be in a state where it cannot proceed, then even if a game ball enters the starting slots 26 and 27, the execution of the special game will not be suspended as a result of that ball entry. Thus, if information indicating that the game cannot proceed is stored and the game is in a state where it cannot proceed, the execution of the special game will not be suspended even if a game ball enters the starting slots 26 and 27. For this reason, for example, even if the game is in a state where it cannot proceed, the execution of the special game will not be suspended, which could create a sense of anticipation for the special game and consequently cause discomfort, thus preventing this from happening and enabling appropriate control.
[0272] (2) For example, if the reserved images Ha and Hb are displayed continuously in a situation where the execution of the special game is not suspended even if a game ball enters the starting slots 26 and 27, there is a risk that the player may mistakenly believe that the execution of the special game will be suspended if a game ball enters the starting slots 26 and 27. For this reason, when the reserved images Ha and Hb are displayed on the performance display device 25, and the game is being executed, if information indicating that the game cannot proceed is stored and the game is controlled to be in a state where it cannot proceed, the display of the reserved images Ha and Hb on the performance display device 25 will be terminated. This prevents the player from mistakenly believing that the execution of the special game will be suspended if a game ball enters the starting slots 26 and 27 even when the game is in a state where it cannot proceed, and allows for appropriate control.
[0273] (3) When the game enters a state where it cannot proceed due to the storage of information that the game cannot proceed, if the running images ZGa and ZGb continue to be displayed even though the display of the reserved images Ha and Hb has ended, there is a risk that the continued display of the running images ZGa and ZGb may cause discomfort. For this reason, when the running images ZGa and ZGb are displayed on the performance display device 25, and the game enters a state where it cannot proceed due to the storage of information that the game cannot proceed due to the storage of information that the game cannot proceed due to the continued display of the running images ZGa and ZGb while the display of the reserved images Ha and Hb has ended, the display of the running images ZGa and ZGb that was displayed on the performance display device 25 will end. This will suppress the discomfort caused by the continued display of the running images ZGa and ZGb while the display of the reserved images Ha and Hb has ended, and allow for appropriate control.
[0274] (4) When the system is controlled to a state where it cannot proceed because information indicating that it cannot proceed has been stored, even though the display of the held images Ha and Hb has finished, if it is possible to identify that the execution of the special game is on hold from the lighting patterns of the special hold display units 22c and 22d, this may cause a sense of unease. For this reason, when the execution of the special game is on hold, and the system is controlled to a state where it cannot proceed because information indicating that it cannot proceed has been stored while the special game is being executed, the light-emitting elements constituting the special hold display units 22c and 22d are turned off. This suppresses the sense of unease caused by identifying that the execution of the special game is on hold from the lighting patterns of the special hold display units 22c and 22d even though the held images Ha and Hb have been erased, and enables appropriate control.
[0275] (5) Information indicating that the game cannot proceed is stored in the main RAM 43 when a value identifiable from the unit prize ball information, which is updated based on the prize balls awarded in one minute, reaches a predetermined value. In other words, when a special game is being played, if a value identifiable from the unit prize ball information, which is updated based on the prize balls awarded in one minute, reaches a predetermined value, the game is controlled to a state where it cannot proceed. By controlling the game to a state where it cannot proceed when a value identifiable from the unit prize ball information, which is updated based on the prize balls awarded in one minute, reaches a predetermined value, the game can be controlled to a state where it cannot proceed, for example, when more prize balls than expected are paid out due to fraudulent activity. This allows for appropriate control by preventing fraudulent acquisition of prize balls and execution of special games, for example, when more prize balls than expected are paid out due to fraudulent activity, while simultaneously preventing the execution of the special game from being suspended.
[0276] (6) In a state where the game cannot proceed, even if the main CPU 41 receives detection signals from start sensors SE1 and SE2 that can identify that a game ball has entered the start openings 26 and 27, it will not perform control to suspend the execution of the special game. This makes it possible to prevent the execution of the special game from being suspended without modifying the start sensors SE1 and SE2, and to perform appropriate control.
[0277] (7) When a special game is being played, if information indicating that the game cannot proceed is stored and the game is controlled to a state where it cannot proceed, the game ball will not be launched even if the launch handle 16 is operated in that state where the game cannot proceed. Therefore, for example, even if the game is controlled to a state where it cannot proceed, operating the launch handle 16 will launch the game ball, which can prevent the player from mistakenly believing that the game can proceed and allow for appropriate control.
[0278] (8) For example, if the system is configured so that the game ball is not launched by not performing hammer control to strike the game ball at the launch position W2 with the hammer unit 72a, if ball feeding control is performed, the game ball may be sent to the launch position W2, and it may become impossible to retrieve the game ball at the launch position W2. However, if information indicating that the system is unable to move is stored and the system is controlled to be unable to move, the game ball will not be launched by not performing ball feeding control even if the launch handle 16 is operated. This suppresses the sending of the game ball to the launch position W2 after the system is controlled to be unable to move, and allows for appropriate control.
[0279] (9) For example, if the game becomes immobile and no game balls are launched, and the right-hand shooting notification lamp 22g remains lit, even if the player attempts to shoot to the right based on the light of the right-hand shooting notification lamp 22g, they will not be able to launch the game balls, which may cause discomfort. However, the right-hand shooting notification lamp 22g is designed to turn off when the game is controlled to be immobile. This helps to suppress discomfort and allows for appropriate control.
[0280] (10) For example, if the game is controlled to be unable to proceed and the game balls are not launched, but the right-hand shooting notification animation continues to run, it may cause discomfort because the game balls cannot be launched despite the right-hand shooting notification animation being run. For this reason, when the right-hand shooting notification animation is running and a special game is being played, if information about being unable to proceed is stored and the game is controlled to be unable to proceed, the right-hand shooting notification animation will be terminated. This prevents discomfort caused by the right-hand shooting notification animation continuing to run even when the game is unable to proceed and the game balls cannot be launched, and allows for appropriate control.
[0281] (11) For example, if the game is controlled to be unable to proceed and the game balls are not launched, but the left-handed notification animation continues to run, it may cause discomfort because the game balls cannot be launched despite the left-handed notification animation being run. For this reason, when the left-handed notification animation is running and a special game is being played, if information about being unable to proceed is stored and the game is controlled to be unable to proceed, the left-handed notification animation will be terminated. This prevents discomfort caused by the left-handed notification animation continuing to run even when the game is unable to proceed and the game balls cannot be launched, and allows for appropriate control.
[0282] (12) The information indicating that the game cannot proceed is stored in the main RAM 43 when a value identifiable from the unit prize ball information, which is updated based on the prize balls awarded in one minute, reaches a predetermined value. In other words, when a special game is being played, if a value identifiable from the unit prize ball information, which is updated based on the prize balls awarded in one minute, reaches a predetermined value, the game is controlled to a state where it cannot proceed. By controlling the game to a state where it cannot proceed when a value identifiable from the unit prize ball information, which is updated based on the prize balls awarded in one minute, reaches a predetermined value, the game can be controlled to a state where it cannot proceed, for example, when an unexpectedly large number of prize balls are being paid out due to fraudulent activity. This allows for appropriate control, for example, when an unexpectedly large number of prize balls are being paid out due to fraudulent activity, by setting the game to a state where it cannot proceed and preventing the game balls from being launched, thereby suppressing the continued launching of game balls while fraudulently acquiring prize balls.
[0283] (13) If, while execution of a special game is suspended, information indicating a game-breaking state is stored...
Claims
[Claim 1] In a gaming machine that can be controlled to a state where it is impossible to continue playing the game, A movable body capable of moving from at least a first position to a second position, An information display unit whose display content can be updated as the game progresses, A specific display unit different from the aforementioned information display unit, First control unit and The system comprises a second control unit capable of executing predetermined processing based on control information from the first control unit, The first control unit is, The function of a disabled state control means that can control the game to the disabled state when a special condition is met, triggered by the fulfillment of a value that can be changed in conjunction with the provision of a game medium reaching a predetermined value, The information display unit control means has the function of being able to control the display content of the information display unit, It has a function as a management means for managing values that can change in conjunction with the provision of the aforementioned gaming medium, The second control unit is, A function to control the game using special effects symbols, It has a function to perform control that displays information that can identify that the device has been controlled to be in a state where it cannot proceed, when the device is controlled to be in a state where it cannot proceed. The movable body is capable of performing initial operations upon commencement of power supply. The images that can be displayed in the specified display unit include a specific image that can identify that the system is controlled to be in a state where it cannot proceed. The aforementioned specific image is displayable when the power supply is cut off after the vehicle has been controlled to the disabled state, and when the vehicle is subsequently controlled to the disabled state again upon the restoration of power supply. When the system is controlled to the disabled state upon commencement of power supply, the initial movement of the movable body can be performed at the timing after the specific image is displayed. If the second control unit is controlled to the state of being unable to proceed during the execution of the performance game, it will terminate the display of the performance symbols and forcibly terminate the performance game that is currently running. The gaming machine is characterized in that the display content of the information display unit is not updated even if it is controlled to be in a state where it cannot proceed.