Sparrow ball game machine

The mahjong ball game machine addresses complexity and gameplay progression issues by incorporating adjustable launching and display features, improving player engagement and appeal.

JP7883127B2Active Publication Date: 2026-07-01SAMMY CORPORATION

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SAMMY CORPORATION
Filing Date
2022-09-28
Publication Date
2026-07-01

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Patent Text Reader

Abstract

To solve the problem of further room for improvement so as to allow a player to recognize fun of a mah-jongg game.SOLUTION: A mah-jongg game machine includes multiple pattern ball entry ports 13 arranged in a game area, a shooting device capable of shooting game balls toward the game area on the basis of operation of a shooting handle 4 by a player, a first performance display device 16 capable of displaying information, and a cross button SB-2, is configured such that shooting strength of game balls can be adjusted by an operation mode of the shooting handle 4, is configured so as to be capable of displaying a pinwheel image FG regarding shooting strength of shooting means on the first performance display device 16, and is configured so as to be capable of changing a display position of the pinwheel image FG regarding shooting strength by operation of the cross button SB-2.SELECTED DRAWING: Figure 27
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Description

Technical Field

[0001] It relates to a mahjong ball game machine.

Background Art

[0002] Conventionally, a mahjong ball game machine that has been put into practical use includes a game board provided with a plurality of ball entry ports corresponding to patterns of a plurality of types of mahjong tiles, a game ball launcher for launching a predetermined number of game balls in one game into the game board, a display device for displaying game production images and the like, a control device for controlling the progress of the game, and the like. When a player inserts a predetermined number of medals required for one game into the medal insertion port, the software installed in the control device of the mahjong ball game machine composed of a microcomputer starts one game and controls the progress of the game according to the player's discard operation, self-drawn operation, and the like.

[0003] In addition, most of the above-mentioned mahjong ball game machines are themed on mahjong. However, even for a game machine that does not use mahjong rules or mahjong tiles (for example, a card game or a board game), when a pattern completes a predetermined winning combination, the game machine that pays out a corresponding number of game media as a prize is also referred to as a "mahjong ball game machine" in this specification.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Patent Document 3

Patent Document 4

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, even now, mahjong ball games are not yet widely popular, and there are still challenges to overcome, such as the complexity of the gameplay and the cumbersome progression of the game, in order to make players recognize the appeal of mahjong ball games. [Means for solving the problem]

[0006] The mahjong ball game machine according to this embodiment is Multiple ball entry points are located within the game area, A launching means capable of launching game balls toward the game area, Information display means capable of displaying information, A predetermined operating means and Equipped with, The launching force of the game balls can be adjusted depending on how the launching mechanism is operated. The information display means is configured to be able to display information regarding the firing intensity of the firing means. The system is configured such that the display of information regarding the firing intensity can be changed by operating the predetermined operating means. This is a mahjong ball game machine characterized by the following features. [Effects of the Invention]

[0007] The mahjong ball game machine according to this embodiment has the effect of making it possible to improve the way in which players recognize the appeal of the mahjong ball game machine. [Brief explanation of the drawing]

[0008] [Figure 1] Figure 1 is a front view of the mahjong ball game machine according to this embodiment. [Figure 2] Figure 2 shows an example of the arrangement of the patterns on the tile slots located at the bottom of the game board in a mahjong ball game machine according to this embodiment. [Figure 3] Figure 3 shows an example of the configuration of the control panel in a mahjong ball game machine according to this embodiment. [Figure 4] Figure 4 is a functional block diagram of the mahjong ball game machine according to this embodiment. [Figure 5] Figure 5 is the main flowchart on the main control board side in the Mahjong ball game machine according to the present embodiment. [Figure 6] Figure 6 is the flowchart of the operation confirmation mode process on the main control board side in the Mahjong ball game machine according to the present embodiment. [Figure 7] Figure 7 is the flowchart of the medal management process on the main control board side in the Mahjong ball game machine according to the present embodiment. [Figure 8] Figure 8 is the flowchart of the wait process on the main control board side in the Mahjong ball game machine according to the present embodiment. [Figure 9] Figure 9 is the image diagram of the wait process on the main control board side in the Mahjong ball game machine according to the present embodiment. [Figure 10] Figure 10 is the flowchart of the remaining ball number setting process on the main control board side in the Mahjong ball game machine according to the present embodiment. [Figure 11] Figure 11 is the flowchart of the bonus winning combination determination process on the main control board side in the Mahjong ball game machine according to the present embodiment. [Figure 12] Figure 12 is a diagram showing the BB pattern determination and content determination table on the main control board side in the Mahjong ball game machine according to the present embodiment. [Figure 13] Figure 13 is the flowchart of the game execution start control process on the main control board side in the Mahjong ball game machine according to the present embodiment. [Figure 14] Figure 14 is the flowchart of the non-BB game execution control process on the main control board side in the Mahjong ball game machine according to the present embodiment. [Figure 15] Figure 15 is the flowchart of the BB game execution control process on the main control board side in the Mahjong ball game machine according to the present embodiment. [Figure 16] Figure 16 is the flowchart of the BB game execution control process (final) on the main control board side in the Mahjong ball game machine according to the present embodiment. [Figure 17] Figure 17 is the flowchart of the self-drawn control process on the main control board side in the Mahjong ball game machine according to the present embodiment. [Figure 18] Figure 18 is a flowchart of the winning hand determination process on the main control board side in the mahjong ball game machine according to this embodiment. [Figure 19] Figure 19 is a flowchart of the payout calculation process on the main control board side in the mahjong ball game machine according to this embodiment. [Figure 20] Figure 20 shows a table of the number of winning medals for each winning combination on the main control board side of the mahjong ball game machine according to this embodiment. [Figure 21] Figure 21 is a flowchart of the BB upgrade determination process on the main control board side in the Mahjong ball game machine according to this embodiment. [Figure 22] Figure 22 is a flowchart of the process for disabling the end button on the main control board side in the mahjong ball game machine according to this embodiment. [Figure 23] Figure 23 is a flowchart of the game termination process on the main control board side in the mahjong ball game machine according to this embodiment. [Figure 24] Figure 24 is the main flowchart on the sub-control board side of the mahjong ball game machine according to this embodiment. [Figure 25] Figure 25 is a flowchart of the hand display control process on the sub-control board side in the mahjong pachinko game machine according to this embodiment. [Figure 26] Figure 26 is an illustrative diagram showing the transmission of commands according to the number of balls entered into the symbol ball entry slot in the mahjong ball game machine according to this embodiment. [Figure 27] Figure 27 is an illustrative diagram of the windmill navigation effect in the mahjong ball game machine according to this embodiment. [Figure 28] Figure 28 is an illustrative diagram showing a winning hand in the mahjong ball game machine according to this embodiment. [Figure 29] Figure 29 is an illustrative diagram of the gameplay in the normal game state of the mahjong ball game machine according to this embodiment. [Figure 30] Figure 30 is an illustrative diagram of Game 1 in a special game state in the mahjong ball game machine according to this embodiment. [Figure 31]Figure 31 is an illustrative diagram of game 2 in a special game state in the mahjong ball game machine according to this embodiment. [Figure 32] Figure 32 is an illustrative diagram of a chance event in the mahjong ball game machine according to this embodiment. [Figure 33] Figure 33 is an illustrative diagram of the SC (Science Trigger) effect in the Mahjong ball game machine according to this embodiment. [Figure 34] Figure 34 is an illustrative diagram of the DB (Double Battle) effect in the Mahjong ball game machine according to this embodiment. [Figure 35] Figure 35 is an image diagram 1 of the stage P in the mahjong ball game machine according to this embodiment. [Figure 36] Figure 36 is an image diagram 2 of the stage P in the mahjong ball game machine according to this embodiment. [Figure 37] Figure 37 is an illustrative diagram 1 of the announcement display according to the game state in the mahjong ball game machine according to this embodiment. [Figure 38] Figure 38 is an illustrative diagram 2 of the announcement display according to the game state in the mahjong ball game machine according to this embodiment. [Figure 39] Figure 39 is an illustrative diagram of the player segment display in a mahjong ball game machine according to this embodiment. [Figure 40] Figure 40 is an illustrative diagram 1 of the operation confirmation mode in the mahjong ball game machine according to this embodiment. [Figure 41] Figure 41 is an illustrative diagram 2 of the operation confirmation mode in the mahjong ball game machine according to this embodiment. [Figure 42] Figure 42 is an illustrative diagram of the display indicating the occurrence of a weight in the mahjong ball game machine according to this embodiment. [Modes for carrying out the invention]

[0009] The following describes this embodiment. While the following embodiment relates to a mahjong-themed ball game machine, it is not limited to this. For example, applications to mahjong-themed ball game machines, mahjong-themed ball game machines, or sugoroku (a Japanese board game) are also within the scope of the present invention. Furthermore, this is merely one form, and the location and function of each means, the order of each step in various processes, the timing of flag on / off, the names of the means responsible for each step, etc., are not limited to the following configuration. Also, the above-described embodiment should not be interpreted as being applicable only to specific things; any combination is acceptable. For example, a modification of one embodiment should be understood as a modification of another embodiment, and even if one modification and another modification are described independently, it should be understood that a combination of those modifications is also described.

[0010] First, the mahjong ball game machine according to this embodiment, described below, is a mahjong ball game machine that uses a total of 17 types of tiles, consisting of the numbers 1 to 7 ("1 (one)", "2 (two)", "3 (three)", "4 (four)", "5 (five)", "6 (six)", and "7 (seven)"), "Diamond 1 (hereinafter referred to as Trump A)", "Spade 1 (hereinafter referred to as Trump B)", "Clover 1 (hereinafter referred to as Trump C)", "Heart 1 (hereinafter referred to as Trump D)", and "Characters A to F" to play the game (the goal is to make a winning hand, which is a predetermined winning combination shown in Figure 20). In other words, unlike a typical mahjong ball game machine, it is configured to be playable using tiles of a different type than mahjong tiles, but it is not limited to this, and the technology can also be applied to a typical mahjong ball game machine. Furthermore, there is no problem in increasing or decreasing the number of tile types.

[0011] Next, the configuration of the front of the housing of the mahjong ball game machine according to this embodiment will be described. Figure 1 is a front view showing the configuration of the front of the mahjong ball game machine. As shown in Figure 1, the front of the mahjong ball game machine basically consists of a game board 2, an operation panel 3, a launching handle 4 located below the operation panel 3, a medal tray 5, an audio output port 7 that outputs voice and sound effects from a speaker (not shown), a lamp device 8, a guide rail 9, etc.

[0012] As shown in Figure 1, the game board 2 is configured such that a second display device 10, consisting of a liquid crystal display, is located in the center of the game area surrounded by guide rails 9, a special ball entry opening 11 (also called a special feature) is located to the right of the second display device 10, and a special ball entry opening activation gate 12, through which game balls can pass, is located directly above the special ball entry opening 11. Therefore, during the execution of a special game (BB), game balls that pass through the special ball entry opening activation gate 12 will enter (almost certainly enter) the special ball entry opening 11. Thus, during the execution of a special game, simply by continuously firing game balls towards the special ball entry opening activation gate 12, it is possible to continuously draw the "7" hand, which is the most advantageous hand. Furthermore, given the above configuration, it is preferable to configure the game board to allow game balls to easily pass through the special ball entry opening activation gate 12 when fired towards it (when fired with the intention of passing through the special ball entry opening activation gate 12). In Figure 1, the special ball entry gate 12 and the special ball entry gate 11 are located in the right-hand area of ​​the game area, but they may also be located on the left side of the game area. Furthermore, as shown in Figures 1 and 2, multiple (25 in this example) symbol ball entry gates 13 (13-1, 13-2..., 13-25) are arranged horizontally below the game area of ​​the game board 2. Also, as shown in Figure 2, symbol ball entry gates 13-26 and 13-27 are located on the left side of the game area of ​​the game board 2. In this example, a total of 27 symbol ball entry gates 13 are located in the game area.

[0013] Each symbol entry slot (symbol entry slot 13-1, 13-2...) displays a tile symbol, and as shown in Figure 2, the symbol entry slots 13-1, 13-2...13-25, located on the lower side of the game area, are, from left to right as viewed from the player, "A (Character A)", "B (Character B)", "1", "2", "3", "TB (Playing Card B)", "4", "TD (Playing Card D)", "5", "TC (Playing Card C)", "6", "TA (Playing Card A)", "7", "TA (Playing Card A)", "6", "TC (Playing Card C)", "5", "TD (Playing Card D)", The symbols "4", "TB (Trump B)", "3", "2", "1", "F (Character F)", and "E (Character E)" are assigned in this order. Additionally, the symbol entry slots 13-26 and 13-27 located on the left side of the game area are assigned "D (Character D)" and "C (Character C)" from left to right as viewed from the player, in this order. Note that the order of the symbol entry slots 13 (13-1, 13-2..., 13-27) is merely an example and can be changed without issue, and the number of symbol entry slots is also merely an example and can be increased or decreased without issue.

[0014] To draw a tile, you must temporarily store it as new hand information. For example, if you have two hand pieces, a "4" and a "6," temporarily stored, and then a game ball enters the corresponding slot (13-13) for a "7," resulting in you drawing a "7," then the temporarily stored hand information will consist of three pieces: the "4," the "6," and the "7."

[0015] Furthermore, a score-increasing device 1 activation gate 14 (also referred to as gate 14) and a windmill 15 are located on the upper side of the game area of ​​the game board 2. A center ornament 16 is located in the center of the game area. In addition, a main display device 36, consisting of a 7-segment display area and a dot display area, is provided at the lower part of the game board 2. In this embodiment, as shown in Figure 2, the game area is divided into three parts: the left game area is the left-hitting area, the middle game area is the center-hitting area (also referred to as the precise hitting area), and the right game area is the right-hitting area. However, the game area may be divided into two parts, in which case there will be a left-hitting area and a right-hitting area, and the center-hitting area will be included in the left-hitting area.

[0016] The 7-segment display area of ​​the main display device 36, although not shown in the diagram, consists of 11 7-segment displays: a stored number indicator, a dispensed number indicator, information indicator 1, information indicator 2, information indicator 3, status indicator 1, status indicator 2, status indicator 3, and status indicators 4 to 6.

[0017] The stored token count indicator is a display that shows the number of tokens stored in the storage device, for example, 00 or 50. It also displays an error code (for example, 88) in the event of an irrecoverable error.

[0018] The payout indicator displays the number of medals won (e.g., 01 or 30) at the end of the game when a winning combination of symbols is displayed. It also displays 00 from the time medals are inserted until the end of the game. Furthermore, it displays an error code (e.g., E0~E7, F0~F7) in the event of a recoverable error, and an error code (e.g., 88) in the event of an unrecoverable error.

[0019] Information display unit 1 displays the number of game balls that have entered the ball entry slots, including the special ball entry slot, during gameplay. It also displays 0 when the game start button is pressed. Furthermore, it displays an error code (for example, 88) in the event of an irrecoverable error.

[0020] Information display 2 displays the number of consecutive activations of the release condition device while the condition continuation device is operating (for example, 1 to E as the number of rounds). Note that the activation of the release condition device during the game is also included in the count, and if a new Big Bonus (BB) is activated while a BB is in operation, the display resets to 1. When the condition continuation device is not operating, 0 is displayed. In addition, an error code (for example, 8) is displayed in the event of an irrecoverable error.

[0021] Information display unit 3 displays the remaining number of balls that can be entered into the special ball slot (e.g., 0 to 5) while the opening condition device is in operation. It displays 0 when the condition continuation device is not in operation. It also displays an error code (e.g., 8) in the event of an irrecoverable error.

[0022] Status indicator 1 is an indicator that displays the number of bets, and it always lights up according to the number of medals stored in the storage device. It is off when the number of medals is less than 3, and lights up when it is 3 or more.

[0023] Status indicator 2 is an indicator that displays the number of bets, and it always lights up in accordance with the number of medals stored in the storage device. It is off when the number of medals is less than 2, and lights up when the number is 2 or more.

[0024] Status indicator 3 is an indicator that displays the number of bets, and it always lights up according to the number of medals stored in the storage device. It is off when the number of medals is 0, and lights up when the number is 1 or more.

[0025] Status indicators 4-6 all light up during gameplay and are off otherwise. When they switch from off to on, it indicates the start of gameplay, and when they switch from on to off, it indicates when it will be possible to insert tokens or start playing again.

[0026] The dot display area of ​​the main display device 36 consists of 15 dot displays: Tehai area 1, Tehai area 2, Tehai area 3, Special feature area 1, Special feature area 2, Special feature area 3, Operation symbol area, Increase area 1, Increase area 2, Increase area 3, Operation type area, Special feature acquisition area 1, Special feature acquisition area 2, Special feature acquisition area 3, and the maximum continuous operation count display area of ​​the release condition device.

[0027] Tehai Area 1 displays the leftmost Tehai symbol (Left Tehai). Tehai Area 2 displays the second Tehai symbol from the left (Middle Tehai). Tehai Area 3 displays the third Tehai symbol from the left (Right Tehai). Tehai Areas 1-3 are collectively referred to as Tehai Areas.

[0028] Special feature area 1 displays the symbol being selected by the special feature (special ball entry opening 11), which will be displayed on the far left. Special feature area 2 displays the symbol being selected by the special feature, which will be displayed second from the left. Special feature area 3 displays the symbol being selected by the special feature, which will be displayed third from the left. The symbols being selected by the special feature are configured to be displayed in the hand area as the symbols displayed by the operation of the special feature, by operating the discard button 19, left selection button 27, right selection button 28, and confirm button 29, which will be described later.

[0029] The activation symbol area displays a pattern corresponding to the activation symbol number (see pattern No. in Figure 12) determined by a lottery at the start of the game. Increase area 1 displays the activation status of score increase device 1. Increase area 2 displays the activation status of score increase device 2. Increase area 3 is always off. The activation type area uses three LEDs to display the type of continuous device (BB1 to BB7) that is currently in operation.

[0030] The bonus item acquisition area 1 indicates that the symbols displayed in the touch area 1 are symbols displayed due to the operation of the bonus item (special ball entry opening 11). The bonus item acquisition area 2 indicates that the symbols displayed in the touch area 2 are symbols displayed due to the operation of the bonus item. The bonus item acquisition area 3 indicates that the symbols displayed in the touch area 3 are symbols displayed due to the operation of the bonus item. The maximum number of consecutive operation counts of the opening condition device display area displays the maximum number of consecutive operation counts (rounds) of the opening condition device that is currently in operation.

[0031] LEDs that emit various colors are used as light-emitting elements in the decorative lamp device corresponding to the lamp device 8 (see Figure 1).

[0032] As shown in Figure 3, the operation panel 3 and its vicinity are provided with a first display device 16 consisting of a liquid crystal display, a medal slot 17, and various operation buttons (button switches). These various operation buttons consist of a BET button 18, a left button 19a, a middle button 19b, a right button 19c for discarding tiles, a medal payout button 25 that can dispense medals stored in the credits when operated, a game end button 26 (also referred to as the end button 26), a left selection button 27, a right selection button 28, a confirm button 29, a sub-input button SB, a cross button SB-2, etc. The left button 19a, the middle button 19b, and the right button 19c are also referred to as the discard tile buttons 19. In this embodiment of the mahjong game machine, the BET button 18 and the win button (a button that can be operated when a winning hand is formed) are configured as a common button (BET button 18), but they may be configured as separate buttons.

[0033] The BET button 18, when pressed while the game is in standby mode and the number of tokens stored on the display is 3 or higher, will deduct 3 from the displayed number and start the game. Furthermore, if the BET button 18 is pressed while 3 tokens are inserted, the game will also start.

[0034] When the BET button 18 is operated while the main display device 36 is showing a total of three symbols, including the Tehai symbol and the "symbol being selected by the mechanism," the following (1) and (2) are configured to occur. (1) When there are three Tehai symbols and no "symbols being selected by the mechanism" are displayed: If a combination of symbols that will result in a win is displayed in the Tehai area, the game ends and a payout is made. On the other hand, if no combination of symbols that will result in a win is displayed in the Tehai area, the BET button 18 is disabled. However, if there are no remaining game balls, the game ends automatically, so it is not possible to operate this BET button 18. (2) When there is a display of "symbols being selected by the special feature": When all of the "symbols being selected by the special feature" are displayed as the hand, if they form a winning combination, the "symbols being selected by the special feature" displayed in each special feature area 1 to 3 will be acquired (displayed) as the symbols displayed by the special feature's operation, and then the game will automatically end and payout will be made when the BET button 18 becomes active. On the other hand, when all of the "symbols being selected by the special feature" are displayed as the hand, if they do not form a winning combination, the game will be invalidated. The game will also be invalidated if there are no remaining game balls that can be launched.

[0035] Furthermore, if you press the BET button 18 while BB is active, the next game will start automatically (the game will start automatically when it becomes available to play). However, the game will not start automatically if any of the following (1) to (5) apply. (1) If the number of stored tokens is less than 3 after the game ends. (2) If the next game is played in a state where the Big Bonus (BB) is not activated (for example, in the final round of the BB, or in the case of a malfunction). (3) If any of BB2-6 is active and the next round is the final round. (4) When BB2 is activated and the game has finished for the 4th round. (5) When BB1 or BB2 is active and the game has finished for the second and third rounds.

[0036] Furthermore, if any of BB2-6 is active and it is the final round, and there is a possibility of activating a new BB, the operation to win using BET button 18 is disabled. Also, if the relationship (remaining balls ≥ (3 - "number of seven symbols acquired by means other than the special feature")) holds true, the operation to win using BET button 18 is disabled. Furthermore, if there is a symbol being selected by the special feature, that symbol being selected by the special feature is not always considered a "seven symbol acquired by means other than the special feature".

[0037] Here, the seven symbols acquired through means other than the special feature are the "Tehai" symbols acquired based on a ball entering the symbol entry slot 13-13, which are the seven symbols displayed in the Tehai area, and whose corresponding special feature acquisition area is unlit (displayed as "other"). The seven symbols acquired through the special feature are the "Tehai" symbols acquired based on a ball entering the special entry slot 11, which are the seven symbols displayed in the Tehai area, and whose corresponding special feature acquisition area is lit.

[0038] The function that starts the game by subtracting 3 coins from the reserve is configured to disable the operation of the BET button 18 if the wait process described later has not been completed. For example, if the BET button 18 is operated while a Big Bonus (BB) is active as a winning operation, the function that automatically starts the next game will be disabled if the wait process described later has not been completed. Furthermore, the system may be configured to start the game automatically once the wait process described later is completed, or it may be configured not to start the game automatically, but to start it when the BET button 18 is operated again.

[0039] The left button 19a is used to discard the leftmost Tehai symbol (left Tehai) in Tehai area 1. It is also used to discard the hand symbols displayed in the left hand area 16-1 (the symbols in hand area 16 that correspond to the Tehai symbols), which will be described later. The left button 19a is configured to be active when there are three symbols displayed in total, including the Tehai symbol and the "symbols being selected by the special feature," and the number of playable balls for that game has not yet been reached. For example, if the left button 19a is operated when there are no "symbols being selected by the special feature" displayed, the Tehai symbol displayed in left Tehai is discarded, and Tehai area 1 is left blank. At this time, the left hand area 16-1 is also left blank. Furthermore, for example, if the left button 19a is pressed while the "symbol being selected by the special feature" is displayed, the "symbol being selected by the special feature" is acquired as the left discard (the symbol displayed due to the operation of the special feature), displayed in discard area 1, and then the left discard is automatically discarded when the left button 19a becomes effective. It is also configured to be effective when it is possible to perform consecutive discard operations on multiple tiles.

[0040] The left button 19a is equipped with a lamp (e.g., an LED) that can notify the discard status of the hand tile symbols displayed in the left hand tile area 16-1, which will be described later. For example, when the lamp is on, it indicates that the hand tile symbols can be discarded, and when the lamp is off, it indicates that the hand tile symbols cannot be discarded. The on and off states of the lamp may be reversed. Alternatively, the lamp may be configured to indicate any of the discard states by being lit, blinking, or by its color.

[0041] The middle button 19b is used to discard the second Tehai symbol from the left in the Tehai area 2 (the middle Tehai). It is also used to discard the hand symbols displayed in the middle hand area 16-2, which will be described later. The middle button 19b is configured to be active when there are a total of three symbols displayed, including the Tehai symbol and the "symbol being selected by the special feature," and the number of playable balls for that game has not yet been reached. For example, if the middle button 19b is operated when there are no "symbols being selected by the special feature" displayed, the Tehai symbol displayed in the middle Tehai is discarded, and the Tehai area 2 is left blank. At this time, the middle hand area 16-2 is also left blank in the same way. Furthermore, for example, if the middle button 19b is pressed while the "symbol being selected by the special feature" is displayed, the "symbol being selected by the special feature" is acquired as the middle tile (the symbol displayed due to the operation of the special feature), displayed in the tile area 2, and then the middle tile is automatically discarded when the middle button 19b becomes effective. It is also configured to be effective when it is possible to perform consecutive discard operations.

[0042] The middle button 19b is equipped with a lamp (for example, an LED) that can notify the discard status of the hand tile symbols displayed in the middle hand area 16-2, which will be described later. For example, when the lamp is on, it indicates that the hand tile symbols can be discarded, and when the lamp is off, it indicates that the hand tile symbols cannot be discarded. The on and off states of the lamp may be reversed. Alternatively, the lamp may be configured to indicate any of the discard states by being lit, blinking, or by the color of the light emitted.

[0043] The right button 19c is used to discard the third Tehai symbol from the left in Tehai area 3 (right Tehai). It is also used to discard the hand symbols displayed in the right hand area 16-3, which will be described later. The right button 19c is configured to be active when there are a total of three symbols displayed, including the Tehai symbol and the "symbol being selected by the special feature," and the number of playable balls for that game has not yet been reached. For example, if the right button 19c is operated when there are no "symbols being selected by the special feature" displayed, the Tehai symbol displayed in the right Tehai is discarded, and Tehai area 3 is left blank. At this time, the right hand area 16-3 is also left blank. Furthermore, for example, if the right button 19c is pressed while the "symbol being selected by the special feature" is displayed, the "symbol being selected by the special feature" is acquired as the right tile (the symbol displayed due to the operation of the special feature), displayed in the tile area 3, and then the right tile is automatically discarded when the right button 19c becomes effective. It is also configured to be effective when it is possible to perform consecutive discard operations on multiple tiles.

[0044] The right button 19c is equipped with a lamp (e.g., an LED) that can notify the discard status of the hand tile symbols displayed in the right hand tile area 16-3, which will be described later. For example, when the lamp is on, it indicates that the hand tile symbols can be discarded, and when the lamp is off, it indicates that the hand tile symbols cannot be discarded. The on and off states of the lamp may be reversed. Alternatively, the lamp may be configured to indicate any of the discard states by being lit, blinking, or by its color.

[0045] The medal payout button 25, when pressed while the game is in standby mode, is a button that pays out and settles the medals corresponding to the CRE counter value and bet counter value, which will be described later.

[0046] The game end button 26 is a button that ends the game if it is operated while there are three Tehai symbols on the field, regardless of whether a win has occurred or not. However, if one of the BBs from BB2 to BB6 is active and in the final round, and there is a possibility of activating a new BB, pressing the game end button 26 will not end the game, but will instead transition to the "end button operation confirmation state (also called operation confirmation state)". In other words, it is configured to disable the operation of the game end button 26. Also, if the relationship (remaining balls ≥ (3 - "number of Seven symbols acquired by means other than the special feature")) holds true, the operation of the game end button 26 will be disabled. Furthermore, if there are symbols being selected by the special feature, the operation of the game end button 26 will also be disabled. It is preferable to install the game end button 26 in a position that is difficult for the player to operate. It is also preferable to make the game end button 26 a button that is difficult for the player to operate easily. Examples of buttons that are difficult to operate include those whose operating surface does not protrude and is recessed compared to the mounting surface.

[0047] As will be explained in more detail later, in short, in the "End Button Operation Confirmation State," the operation of the game end button 26 is disabled for a period of 5000.53ms after entering this state. However, during this period, the operation of the discard button 19 is enabled, and if the discard button 19 is operated, the "End Button Operation Confirmation State" is terminated. After 5000.53ms has elapsed since entering the "End Button Operation Confirmation State," the operation of the game end button 26 is enabled, and when the game end button 26 is operated, the game is terminated, and the "End Button Operation Confirmation State" is also terminated. In addition, the BET button 18 is disabled in the "End Button Operation Confirmation State." Furthermore, the system is configured to send a control command transmission process, as described later, at the timing of entering and terminating the "End Button Operation Confirmation State." In some of these special game states (the end button operation confirmation state), the game is terminated by operating the game end button 26 twice. However, in other special game states and in normal game states, the game is terminated with a single operation.

[0048] Furthermore, in normal gameplay, if there are symbols being selected by a special feature, the operation of the game end button 26 is disabled. Similarly, in the final round of a Big Bonus (for example, any of Big Bonuses 2-6), if there are symbols being selected by a special feature, the operation of the game end button 26 is disabled. In these cases, no warning is issued based on the operation of the game end button 26, but a warning may be issued using a display device, lamp, speaker, etc. Also, if a winning combination is established when the game is forcibly terminated based on the operation of the game end button 26 (see step 3508 in Figure 14, step 3808 in Figure 15, step 3860 in Figure 16, etc.), the payout is executed after the end of the game in step 3750 of Figures 14-16, which will be described later.

[0049] The left selection button 27 is used to select the displayed symbol from among the multiple symbols displayed during the symbol selection process by the special feature when the special feature is active. By operating this button, the symbol one position to the left is selected.

[0050] The right selection button 28 is used to select the displayed symbol from the multiple symbols displayed during the symbol selection process by the special feature when the special feature is active. By operating this button, the symbol one position to the right is selected.

[0051] When the special feature is in operation, the confirmation button 29 acquires (displays) the selected "symbol during symbol selection by the special feature" as the symbol displayed by the operation of the special feature.

[0052] The sub-input button SB is an operating component electrically connected to the sub-control board 3000, and when operated (pressed), an effect based on that operation is executed. The sub-input button SB may be configured to have three operating modes: single press (pressing the sub-input button SB only once for a short time), rapid press (pressing the sub-input button SB multiple times), and long press (pressing the sub-input button SB for a predetermined period of time). Furthermore, the operating component electrically connected to the sub-control board 3000, which executes an effect based on that operation (press), is not limited to the sub-input button SB alone. It may also be configured to have four operating parts (a directional pad consisting of up, down, left, and right keys), and to have a directional pad SB-2 (described later) which allows the user to select the effect to be executed by operating these operating parts, or a lever which executes an effect when pulled towards the user.

[0053] The directional button SB-2 is an operating component electrically connected to the sub-control board 3000, which, when operated (pressed), selects an effect based on that operation. However, it is not limited to selecting effects; it may also be used to select the volume for the volume control function or the brightness for the brightness control function.

[0054] When a player operates the various buttons mentioned above (by pressing them to turn on the switch contacts), for example, pressing the middle button 19b generates a discard signal, which is input to a control board consisting of a microcomputer. The software (hereinafter referred to as the program) installed in the ROM of the control board then analyzes the input signal and executes the corresponding processing to advance the game.

[0055] The first and second display devices 16 and 10 are used to display necessary information and images for gameplay to the player in accordance with the progress of the game. Here, these display devices are not managed by the main control board 1000 (the so-called main board, details of which will be described later), which is directly related to the determination of prize ball payouts, but are managed by the sub-control board 3000 (the so-called sub-board, details of which will be described later), to which game information from the main control board 1000 is transmitted unidirectionally. The main control board 1000 and the sub-control board 3000 are separate control boards equipped with CPUs. Alternatively, the sub-control board 3000 may be configured as a sub-main board, and the display device may also be configured as a sub-sub-board equipped with a CPU, and the display device may be configured to execute control of the display of the gameplay based on commands from the sub-main board.

[0056] As shown in Figure 3, the first display device 16 primarily displays the following: the left hand area 16-1, the middle hand area 16-2, and the right hand area 16-3, which are the display areas for the hand patterns that make up the player's hand; the credit area 16-4, which is the display area for the current number of medals the player has stored in the mahjong ball game machine; the round display area 16-5, which is the display area for the continuation rounds during BB; the total number of medals acquired area 16-6, which is the display area for the total number of medals acquired in a series of BBs; the firing strength display area 16-7, which is the display area for the firing strength numerically; the level meter display area 16-8, which is the display area for the firing strength using a level meter image; the recommended firing strength display area 16-9, which is the display area for the recommended firing strength in the current state of the game; the rank display area 16-10, which displays the player's rank, etc., and outputs information to convey to the player in an easy-to-understand manner the information that is indispensable for progressing in the game. Furthermore, the recommended launch intensity display area 16-9 is the area that shows the launch intensity when launching at the position of the windmill 15, and is the area where the windmill navigation effect described later is executed. Although not shown in the diagram, the first effect display device 16 displays the number of remaining game balls during a game. In addition, the round display area 16-5 may be set to display the number of remaining rounds of the current Big Bonus.

[0057] Furthermore, the left hand area 16-1 displays the hand pattern corresponding to the left hand in the hand area 1, the middle hand area 16-2 displays the hand pattern corresponding to the middle hand in the hand area 2, the right hand area 16-3 displays the hand pattern corresponding to the right hand in the hand area 3, the credit area 16-4 displays the value corresponding to the stored coin count indicator, and the round display area 16-5 displays the value corresponding to the information display 2. The total acquired coins area 16-6 may display the value corresponding to the payout count indicator when not in a Big Bonus (BB), and during a BB, it may alternately display the value of the number of coins acquired in a series of BBs and the value corresponding to the payout count indicator.

[0058] Furthermore, in the following explanation, when it is stated that the hand tile pattern is displayed in the left hand area 16-1, this can be reinterpreted as the left hand tile (left hand tile pattern) being displayed in the hand tile area 1, and vice versa. The same applies to the middle hand area 16-2 and hand tile area 2, and the right hand area 16-3 and hand tile area 3. Also, for the purposes of this explanation, when it is stated that the hand tile pattern is displayed in the left hand area 16-1, it is assumed that the left hand tile is also displayed in the hand tile area 1, and the same applies to the middle hand area 16-2 and hand tile area 2, and the right hand area 16-3 and hand tile area 3.

[0059] The second display device 10 is primarily used as a means of displaying effects during gameplay, and outputs information to enhance the enjoyment of the game, such as various navigation effects and effects during gameplay, which will be described later.

[0060] Next, the various functions of the mahjong ball game machine according to this embodiment will be explained with reference to the block diagram in Figure 4. First, the main control board 1000 is connected to the sub-control board 3000, which is related to the display of effects, and to various peripheral devices, including the medal dispensing device 4000, which dispenses medals based on dispensing instructions from the main control board 1000, and the main display device 36, so as to be able to transmit information. Game-related information from the main control board 1000 is transmitted unidirectionally to the sub-control board 3000. In addition, effects commands from the sub-control board 3000 are transmitted to the first effects display device 16 and the second effects display device 10 (either unidirectionally or bidirectionally). Sub-input buttons SB, cross buttons SB-2, etc. are also connected to the sub-control board 3000.

[0061] Here, the main control board 1000 includes a communication control means 1100 for receiving signals input from various sensors and transmitting various information and signals to various peripheral devices (for example, a sub-control board 3000), a medal management means 1200 for managing and distributing the number of medal credits and bets as the game progresses, a game start determination means 1300 for determining whether the game start conditions are met, and a random number generation means for determining the bonus pattern (also called a BB pattern), which is a combination of BB roles related to the current game, using random numbers generated by the random number generation means. The system includes a BB pattern determination means 1600, a game control means 1900 that controls all aspects of the game, a temporary game state storage means 2100 that temporarily stores the current game state, a payout control means 2200 that controls the medal payout device 4000 to dispense a predetermined number of medals, a game-related information storage means 2300 for storing information related to the game (image data, audio data, etc.), and an information transmission control means 2500 for transmitting information related to the game state, such as the bonus pattern and the timing of the execution of effects related to the current game, to a sub-control board 3000. Each means will be described in detail below.

[0062] First, the communication control means 1100 includes an input signal receiving means 1101 that receives operation signals from the BET button 18, left button 19a, middle button 19b, right button 19c, medal payout button 25, end button 26, left selection button 27, right selection button 28, confirm button 29, launch button 44, etc., as well as input signals from the ball entry detection sensor of the special ball entry opening 11, the ball entry detection sensors of the pattern ball entry openings 13-1, 13-2, etc., and the ball entry detection sensor of the special ball entry opening operating gate 12, and an information transmission means 1102 that transmits information and signals to various peripheral devices (for example, the sub-control board 3000). If the BET button and the win button are provided separately, the communication control means 1100 is configured to receive input signals from the win button 24, etc.

[0063] Next, the medal management means 1200 has a medal information temporary storage means 1201 that temporarily stores the number of medal credits and the number of medals bet.

[0064] The BB pattern determination means 1600 has a BB pattern determination / content determination table 1601 that is referenced when determining the bonus pattern related to the current game.

[0065] Next, the game control means 1900 includes a discard control means 1901 that controls the processing of discarded tiles, a drawn tile control means 1902 that controls the processing of drawn tiles, a hand determination means 1903 that determines whether the hand data has completed a winning combination, a payout amount calculation means 1904 that calculates the number of medals acquired for the win if it is determined that the winning combination has been completed, a game termination control means 1905 that controls the processing of ending the game, and a special game control means 1906 that controls the BB.

[0066] Here, the tile drawing control means 1902 includes a tile drawing ball supply control means 1902a that controls the supply of one game ball to the launcher when the conditions for performing a tile drawing are met. The tile drawing control means 1902 also includes a remaining ball counter 1902b that counts the remaining number of game balls that can be used in the game.

[0067] Furthermore, the payout calculation means 1904 has a winning medal count table 1904a that is referenced when calculating the number of medals won by a winning combination.

[0068] Furthermore, the special game control means 1906 has a special game count counter 1906a that counts the remaining number of games (remaining rounds) of the Big Bonus (BB) if it does not end due to a malfunction.

[0069] Next, the game state temporary storage means 2100 includes a flag temporary storage means 2101 for temporarily storing on / off information of various flags, a game ball number temporary storage means 2102 for temporarily storing the remaining number of game balls in the game, a tile information temporary storage means 2103 for temporarily storing the tile information in the game, a BB pattern temporary storage means 2106 for temporarily storing the BB combination in the game, an agari information temporary storage means 2110 for temporarily storing the agari information (agari combination, number of medals acquired) in the game, and a special game related information temporary storage means 2111 for temporarily storing information related to the special game in the game (for example, the remaining number of games of BB). Here, the tile information temporary storage means 2103 includes a hand tile information temporary storage means 2103a for temporarily storing the hand tile information in the game and a discarded tile information temporary storage means 2103b for temporarily storing the discarded tile information in the game. Further, the agari information temporary storage means 2110 includes an agari combination temporary storage means 2110a for temporarily storing the agari combination in the game and an acquired medal number temporary storage means 2110b for temporarily storing the number of medals acquired calculated by the payout number calculation means 1904.

[0070] Next, the sub-control board 3000 includes a display control means 3100 for executing control for displaying various effects and an information transmission / reception control means 3200 for receiving various information / signals from the main control board 1000 side. Hereinafter, each means will be described in detail.

[0071] The display control means 3100 includes a self-drawn tile display control means 3120 for controlling the display related to self-drawn tiles that increases one hand tile corresponding to the entrance where the game ball enters when the game ball enters any of the symbol ball entrances 13 or when the game ball enters the special ball entrance 11, a discarded tile display control means 3130 for controlling the display when discarding one tile from the hand tiles, a preview effect display control means 3140 for executing the display control of effects related to the interest of the game such as the stage change effect and chance preview described later, a navigation effect display control means 3150 for executing the display control of effects such as the windmill navigation effect which is an effect for supporting the interest and progress of the game, and a display related information temporary storage means 3160 for storing information related to various displays such as effects.

[0072] Furthermore, although not shown in the diagram, the dispensing control means 2200 is also equipped with a control circuit unit (launching control means) for the launching device, and the dispensing control means 2200 is connected to the launching device (launching handle 4, launching motor, ball feeding device, etc.).

[0073] In this embodiment, the game balls are configured to be launched continuously depending on the state of the game. For example, in the normal game state, three game balls can be launched continuously. Three game balls are loaded into a ball alignment passage located upstream of the ball feeding device that supplies game balls to the launching device, and when the previous game ball is launched, the ball feeding device is activated to supply the next game ball to the launching device. However, depending on the state of the game, the game balls may not be launched continuously. In this case, one game ball is loaded into a ball alignment passage located upstream of the ball feeding device that supplies game balls to the launching device, and when the previous game ball is launched and enters the ball entry slot 13, etc., the ball feeding device is activated to supply the next game ball to the launching device.

[0074] Here, the launching device is configured to determine the launching intensity (launching position) based on the amount of operation of the launching handle 4 (for example, the value of the launching volume) when it is detected (touch detection) that the player has directly operated the launching handle 4, and to launch one game ball at a time towards any position in the game area (left-shooting area, middle-shooting area, right-shooting area). Even when launching game balls continuously, the device is configured to launch game balls at regular intervals (for example, 599.9 ms / ball) using a counter or timer so that the number of game balls launched does not exceed 100 per minute. In other words, the device is configured to launch game balls at regular intervals at all times (the launching speed does not differ) regardless of the state of the game, so that the player's launching skill is appropriately reflected regardless of the state of the game. More specifically, if a player desires to shoot to the right, they can do so by operating the launch handle 4 to a position corresponding to the launch strength that allows for right-handed shooting. If a player desires to shoot to the left, they can do so by operating the launch handle 4 to a position corresponding to the launch strength that allows for left-handed shooting. Regardless of the state of play, the game balls are always launched at a launch strength based on the operation of the launch handle 4.

[0075] Furthermore, the launch handle 4 is equipped with a launch button 44, allowing the player to launch the game balls at any time (one ball at a time). Specifically, when the player is operating the launch handle 4 by rotating it clockwise, the game balls are launched by operating the launch button 44 (for example, by pressing it to turn it on). In this example, from the perspective of gambling, the launch motor, launch handle (with strength adjustment function), and control circuit of the launch device are designed to ensure durability and that the performance of the launch device does not change over a predetermined period of time or due to external noise, etc. Furthermore, the launch handle 4 may also be equipped with a function to vibrate.

[0076] Furthermore, the launch button 44 also functions as a button to start the game when pressed during game standby. However, this game start function is disabled if the button is held down, as when launching a game ball. The game start function is only enabled when the launch button 44 is pressed from a state where it was not being held down. It is also disabled if the wait process described later has not been completed. In addition, although it does not have a function to acquire symbols displayed by winning or the operation of a special feature, like the BET button 18, it may be configured to have such a function.

[0077] Furthermore, the part of the launching device, which is the entire apparatus involved in launching the game balls, that imparts kinetic energy to the game balls is composed of one launching motor. In addition, the launching handle 4 is designed so that its launching intensity returns to 0 when the player is not directly operating it (it is biased toward the reference position by a spring or the like, and returns to the reference position when the player releases their hand from the launching handle 4), so that the player's skill in adjusting the intensity can be reflected in the game result.

[0078] Furthermore, if a game ball launched from the launcher fails to reach the game area and returns towards the launcher along the launch rail (such returning game balls are referred to as foul balls), a foul ball sensor may be provided to detect the foul balls. When a foul ball is detected, the system is configured to load game balls into the ball alignment passage so that the number of detected game balls can be relaunched.

[0079] Furthermore, sensors are installed on the launching path (any launching path on the game area side of the launching device is acceptable) to detect launched game balls. The number of launched game balls detected is measured using a launching ball counter. As for the method of measuring launched game balls, the system may be configured to measure by installing sensors at positions that game balls flowing down the game area will always pass through, or it may be configured to measure at the time of launch (adding to the counter value), and subtracting the counter value if a foul ball occurs.

[0080] Next, the processing flow of the mahjong ball game machine 1 according to this embodiment will be explained with reference to flowcharts and the like. First, the processing flow on the main control board side of the mahjong ball game machine according to this embodiment will be explained.

[0081] Figure 5 is a main flowchart showing the general processing flow performed by the main control board 1000. After the gaming machine is powered on, the process shown in Figure (a) is executed. That is, after the gaming machine is powered on in step 1000 and initial settings are performed (not shown), in step 1002, the main control board 1000 checks the input port of the RAM clear button and determines whether the reset button (RAM clear button) of the power supply unit has been operated, that is, whether the contents of the RAM have been intentionally cleared by the administrator of the gaming hall or the like.

[0082] If the answer in step 1002 is Yes, then in step 1008, the main control board 1000 performs the RAM clear process.

[0083] Next, in step 1010, the information transmission means 1102 sends RAM clear information (command) to the sub-control board 3000 indicating that the RAM of the main control board 1000 has been cleared (this may be sent at this timing, or the command may be set at this timing and sent in the control command transmission process described later), and then proceeds to the process in step 1016.

[0084] On the other hand, if the answer in step 1002 is No, then in step 1004, the main control board 1000 checks the contents of the RAM area on the main control board 1000 (for example, it compares the checksum recorded when the power was cut off with the amount of information stored in the RAM area).

[0085] Next, in step 1006, the main control board 1000 determines whether the contents of the RAM are normal or not (whether the information at the time of the power outage has been accurately backed up in the RAM) based on the check result. If the answer in step 1006 is Yes, that is, if the data backed up in the RAM is abnormal, the process proceeds to step 1008.

[0086] On the other hand, if step 1006 is No, that is, if the data backed up in RAM is normal, in step 1012 the main control board 1000 obtains various information commands for power outages stored (backed up) in the RAM of the main control board 1000, and in step 1014 the obtained information commands are sent to the sub-control board 3000 (they may be sent at this timing, or the commands may be set at this timing and sent in the control command transmission process described later), and the process proceeds to step 1016.

[0087] Next, in step 1016, the main control board 1000 enables a scheduled execution interrupt related to the main processing on the main control board 1000 side, as shown in Figure (b) (for example, triggered by a hardware interrupt approximately every 1.5 ms, but in this example, the interrupt period is T) {as a result, when the timing of the scheduled execution interrupt is reached, Figure (b) is executed}, and the process proceeds to step 2000.

[0088] Next, in step 3300, the main control board 1000 executes the operation confirmation mode processing described later. Next, in step 3100, the main control board 1000 executes the medal management processing described later. Next, in step 3200, the main control board 1000 executes the remaining ball count setting processing described later. Next, in step 3250, the main control board 1000 executes the bonus role determination processing described later. Next, in step 3400, the main control board 1000 executes the game execution start control processing. Next, in step 3900, the main control board 1000 executes the game termination processing described later and returns to step 3100. The processing related to each subroutine is described in detail below.

[0089] Next, timer interrupt processing will be explained. The main control board 1000 executes the processing shown in Figure (b) based on the interrupt request that occurs when the scheduled interrupt timing is reached. Specifically, when the scheduled interrupt period T is reached (for example, a hardware interrupt approximately every 1.5 ms), in step 2002, the main control board M executes the process of outputting an external signal (outputting information to the external terminal board, hall computer, etc.). Next, in step 2004, the main control board 1000 executes the random number update. Next, in step 2006, the main control board 1000 executes the control command transmission process (sending the commands set in each of the above processes to the sub-control board). Next, in step 2008, the main control board 1000 executes the error control process and returns to the process that was being executed immediately before the execution of this interrupt processing.

[0090] Next, the NMI interrupt processing will be explained. The main control board 1000 is configured so that a power outage signal from the reset IC is input to the NMI terminal of the CPU, and the processing shown in Figure (c) is executed when the power to the gaming machine is lost. That is, when the power to the gaming machine is lost (in this example, when an NMI interrupt occurs), in step 2052, the main control board M sets power outage information (for example, a checksum) based on the information in the RAM area. Next, in step 2054, the main control board M prohibits writing to the RAM area and also prohibits timer interrupt processing, and proceeds to the power outage waiting loop processing.

[0091] Next, Figure 6 is a flowchart of the operation confirmation mode processing related to the subroutine of step 3300 in Figure 5. The operation confirmation mode is a mode in which, when a gaming machine is introduced to a hall, the ball entry rate is confirmed by measuring the ball entry rate of ball entry detection sensors installed in the special ball entry opening 11, the special ball entry opening operating gate 12, the 27 symbol ball entry openings 13, and the score increase device 1 operating gate 14, before the start of business. If sensors are installed in the warp passage (not shown) of the center decoration 16, the system may be configured to check the ball entry rate of these sensors. The timing of the execution of the operation confirmation mode processing may be, for example, during the RAM clearing process in step 1008 or during the timer interrupt processing in step 2000. The operation confirmation mode processing is a mode that cannot be entered during gameplay, but it may be possible to enter it through a predetermined operation.

[0092] First, in step 3302, the main control board 1000 determines whether the conditions for starting the operation confirmation mode process are met. The conditions for starting are that the RAM clear button has been operated for 15 seconds, but are not limited to 15 seconds. The time for operating the RAM clear button should be any time until the waiting time for the gaming machine to start up based on the RAM clear process has elapsed. It is preferable to perform this determination in step 3302 during the execution of the RAM clear process, but it may also be performed after the execution of the RAM clear process. Alternatively, the determination of whether the RAM clear button has been operated may be made at the timing when the waiting time for the gaming machine to start up based on the RAM clear process has elapsed. If the result in step 3302 is No, this process is terminated.

[0093] On the other hand, if the answer in step 3302 is Yes, in step 3304, the main control board 1000 sends an operation confirmation mode start command to the sub-control board 3000. The operation confirmation mode start command is a command that specifies the state and indicates that the system has entered operation confirmation mode. Based on receiving this command, the sub-control board 3000 displays on the first display device 16 and the second display device 10 that operation confirmation mode has started. For example, it displays "Operation Confirmation Mode in Progress" (see Figure 40(a)).

[0094] Next, in step 3306, the main control board 1000 starts operation confirmation mode, and in step 3308, the game is played in operation confirmation mode. In operation confirmation mode, the game is configured to allow for the continuous firing of 3 balls (not limited to 3 balls) by touching and rotating the firing handle 4 to the right. After firing 3 balls, the system is configured to allow for another continuous firing of 3 balls after an interval of 5 seconds (not limited to 5 seconds) while holding the firing handle 4. In operation confirmation mode, the main control board 1000 is configured to send commands to the sub-control board 3000 indicating that a ball has entered the symbol ball entry slot 13 or the special ball entry slot activation gate 12.

[0095] In operation confirmation mode, if a ball enters the symbol ball entry slot 13 or the special ball entry slot operating gate 12, the sub-control board 3000 displays "OK" in the "Detection" column for each symbol ball entry slot, gate, or feature, as shown in Figure 41. Figure 41 is an enlarged view of the upper diagram in Figure 40(b). On the other hand, if no ball entry is detected, "NG" is displayed (see, for example, the special ball entry slot 11). Furthermore, by pressing and holding the sub-input button SB for, for example, 10 seconds, the ball entry rate for each symbol ball entry slot, gate, or special ball entry slot is displayed (see the lower diagram in Figure 40(b)). The display on the first performance display device 16 and the display on the second performance display device 10 may be reversed.

[0096] Next, in step 3310, the main control board 1000 determines whether the termination condition has been met. The termination condition here is the operation of the RAM clear button, but it is not limited to this; other buttons (for example, an exit button) may be provided, and the operation of this button may also be used as the termination condition. If the result in step 3310 is No, the process returns to step 3308.

[0097] On the other hand, if the answer in step 3310 is Yes, in step 3312 the main control board 1000 terminates the operation confirmation mode, and in step 3314 it sends an operation confirmation mode termination command to the sub-control board 3000. The operation confirmation mode termination command is a command that specifies the state and indicates that the operation confirmation mode has been terminated. Based on receiving this command, the sub-control board 3000 displays on the second display device 10 that the operation confirmation mode has been terminated. For example, it displays "Operation Confirmation Mode Terminated" (see Figure 40(c) upper diagram). The first display device 16 may also display that the game can be started. For example, it displays "Game Can Be Started" (see Figure 40(c) lower diagram). The display on the first display device 16 and the display on the second display device 10 may be reversed.

[0098] Next, in step 3316, the main control board 1000 clears all of the RAM contents on its side (for example, information in the temporary game state storage means 2100). Alternatively, the main control board 1000 may clear only a portion of the RAM contents on its side. In other words, it is sufficient that the contents stored in the operation confirmation mode are cleared.

[0099] By providing this operational check mode, the arcade can measure and verify the ball entry rate before opening, allowing them to adjust the gaming machines accordingly. Furthermore, these adjustments can ensure fairness in gameplay.

[0100] Furthermore, the number of shots fired in one cycle of rapid fire in the operation confirmation mode is set to 3, and the number of shots fired in one cycle of rapid fire in the self-control processing in the normal gameplay state, which will be described later, is set to the same value. By setting it in this way, the firing situation in actual gameplay can be simulated in operation confirmation mode.

[0101] Furthermore, the interval period after firing three balls is longer than the time it takes for the last ball fired in a burst of fire to enter the ball entry slot. Regardless of whether the ball entry slot into which the last ball fired in a burst of fire enters is the leftmost symbol entry slot 13-1, the rightmost symbol entry slot 13-25, the other symbol entry slots 13, or the special entry slot 11, the interval period is longer than the time it takes for the last ball fired in a burst of fire to enter the ball entry slot. By setting such an interval period, it is possible to ensure that the last ball fired enters the slot before starting the next burst of fire cycle.

[0102] Furthermore, the conditions for starting the operation check mode are not limited to holding down the RAM clear button. For example, another button (such as the sub-input button SB or a button connected to the main control board) or a switch connected to the main control board may be used. Alternatively, the conditions for starting the mode may include starting the system while pressing at least two buttons simultaneously.

[0103] Alternatively, the RAM may be disabled before and after executing the operation check mode. This configuration allows, for example, executing the operation check mode while retaining the game state of a special game without erasing the special game data. Furthermore, by using another button (such as the sub-input button SB or a button connected to the main control board) or a switch connected to the main control board to enter the operation check mode, the necessary data can be disabled. Additionally, the system may be configured to enter the operation check mode by pressing at least two buttons simultaneously during startup.

[0104] Furthermore, the measurement data during the operation check mode may be stored and displayed as historical information during the next operation check mode. It may also be possible to display historical information for measurement data from several previous operation check modes. This allows for a comparison of the ball entry status of various ball entry points according to the nail settings. Then, by adjusting the nails based on the comparison results of the ball entry rates of the symbol entry points 13-13, which are directly connected to the Big Bonus (BB), the payout rate of the mahjong ball game machine can be adjusted.

[0105] Furthermore, during the operation check mode, it is preferable to invalidate certain errors, such as abnormal ball entry errors, ball detection errors before game start, ball stagnation errors, and insufficient circulating ball errors, even if they occur. For other errors (e.g., radio wave detection errors, magnet detection errors, etc.), it is preferable to enable them and provide error notifications. If other errors are detected, it is also preferable to provide error notifications when the operation check mode ends. Additionally, if other errors are detected, the game may be stopped when the operation check mode ends. Furthermore, it is preferable to send an error command when an error is detected, but it is preferable that the sub-control board 3000 does not display the error. With this configuration, it becomes easier to check the ball entry rate of the ball entry points, etc., as hall staff will not need to handle errors during the operation check mode, which is a maintenance mode outside of business hours.

[0106] The following (1) to (3) describe what happens if the power is cut off and then restored during the operation check mode. (1) If the power is cut off during the operation check mode and the system is restored to normal operation (for example, by going through steps 1002, 1004, 1006, 10012, and 1014 in Figure 5), the RAM clear process is executed and the system is restored to normal gameplay state. (2) If the power is cut off during the operation confirmation mode and a RAM clear operation is performed upon recovery, resulting in a RAM clear startup (for example, if Yes is selected in step 1002 in Figure 5), the RAM clear process is executed and the system transitions to the normal game state. (3) If the power is cut off while in operation confirmation mode, and when the power is restored, the operation of operation confirmation mode is performed and it becomes time to start up in operation confirmation mode, the RAM clear process is executed and the system switches to operation confirmation mode.

[0107] Next, Figure 7 is a flowchart of the medal management process related to the subroutine in step 3100 in Figure 5.

[0108] First, in step 3101, the medal management means 1200 determines whether or not the machine is in a game waiting state. In other words, it determines whether or not a game is not being played. If the result in step 3101 is No, this process is terminated.

[0109] On the other hand, if the answer in step 3101 is Yes, that is, if it is determined that the game is currently in progress, then in step 3102, the medal management means 1200 refers to the medal information temporary storage means 1201 and the flag temporary storage means 2101 and determines whether the counter value of the bet counter (a counter for measuring whether the number of medals required to play one game in the mahjong pachinko game machine has been bet) is "3" and the counter value of the CRE counter (a counter for measuring the number of medals electronically stored in the game machine) is "50". Note that if the answer in step 3101 is Yes, the system may be configured to also answer Yes in step 3102.

[0110] If the answer in step 3102 is Yes, then in step 3104, the medal management means 1200 drives the medal blocker (not shown, but configured to be switchable between a medal insertion enabled state and a medal insertion disabled state) to the medal insertion disabled state and proceeds to step 3108. On the other hand, if the answer in step 3102 is No, then in step 3106, the medal management means 1200 drives the medal blocker to the medal insertion enabled state and proceeds to step 3108. In addition, in the event of a predetermined error (for example, a radio wave detection error, a magnet detection error, etc.), the system is configured to return to the medal insertion disabled state through error control processing.

[0111] Next, in step 3108, the medal management means 1200 determines whether the input signal receiving means 1101 has received a medal insertion signal. If the answer in step 3108 is Yes, then in step 3110, the medal management means 1200 refers to the medal information temporary storage means 1201 and determines whether the bet counter value is not "3". If the answer in step 3110 is Yes, then in step 3112, the medal management means 1200 adds "1" to the bet counter value in the medal information temporary storage means 1201 and proceeds to step 3116. On the other hand, if the answer in step 3110 is No, then in step 3114, the medal management means 1200 adds "1" to the CRE counter value in the medal information temporary storage means 1201 and proceeds to step 3116.

[0112] Next, in step 3116, the medal management means 1200 refers to the medal information temporary storage means 1201 and displays the current medal information (number of bets, number of credits) on the main display device 36. Then, in step 3118, the medal management means 1200 sets a command related to the current medal information (a command to the sub-control board 3000, which is transmitted in the control command transmission process in step 2006) and proceeds to step 3138. Thus, in this embodiment, when medals are inserted into the gaming machine, if the bet counter value is not the maximum number (3 in this example), 1 is added to the bet counter value, and if the bet counter value is the maximum number, 1 is added to the CRE counter value.

[0113] On the other hand, if the answer in step 3108 is No, then in step 3120, the medal management means 1200 determines whether the input signal receiving means 1101 has received a payout button operation signal, that is, whether the player has pressed the medal payout button 25. If the answer in step 3120 is Yes, then in step 3124, the medal management means 1200 refers to the medal information temporary storage means 1201 and determines whether the CRE counter value is greater than "0". If the answer in step 3124 is Yes, then in step 3126, the medal management means 1200 subtracts "1" from the CRE counter value of the medal information temporary storage means 1201 and proceeds to step 3132. Note that the operation of the medal payout button 25 in step 3120 may be an operation of pressing and holding the medal payout button 25 for a predetermined time (for example, 5 seconds) or an operation of pressing it multiple times. In the case of multiple operations, the CRE counter value may be subtracted and settled in the first operation, and the bet counter value may be settled in the second operation; or the bet counter value may be subtracted and settled in the first operation, and the CRE counter value may be settled in the second operation.

[0114] Next, in step 3132, the medal management means 1200 drives the medal dispensing device 4000 and dispenses "1" medal into the medal tray 5. Next, in step 3134, the medal management means 1200 refers to the medal information temporary storage means 1201 and displays the current medal information (number of bets, number of credits) on the main display device 36. Then, in step 3136, the medal management means 1200 sets a command related to the current medal information (a command to the sub-control board 3000, which is transmitted in the control command transmission process in step 2006) and proceeds to step 3124.

[0115] On the other hand, if the answer in step 3124 is No, then in step 3128, the medal management means 1200 refers to the medal information temporary storage means 1201 and determines whether the bet counter value is greater than "0". If the answer in step 3128 is Yes, then in step 3130, the medal management means 1200 subtracts "1" from the bet counter value in the medal information temporary storage means 1201 and proceeds to step 3132. If the answer in step 3120 or step 3128 is No, the system proceeds to step 3138.

[0116] Next, in step 3138, the game start determination means 1300 determines whether the input signal receiving means 1101 has received a BET button operation signal, that is, whether the player has operated the BET button 18. If the result in step 3138 is Yes, then in step 3140, the game start determination means 1300 refers to the medal information temporary storage means 1201 and determines whether the bet counter value is "3" (in this example, the maximum value of the bet counter is 3). On the other hand, if the result in step 3138 is No, the process proceeds to step 3102.

[0117] If the answer in step 3140 is Yes, then in step 3180, the game start determination means 1300 performs the wait process described later.

[0118] Next, in step 3142, the game start determination means 1300 resets the bet counter to zero.

[0119] Next, in step 3144, the game start determination means 1300 refers to the medal information temporary storage means 1201 and displays the current medal information (number of bets, number of credits) on the main display device 36.

[0120] Next, in steps 3146 and 3148, the game start determination means 1300 sets a command related to the current medal information (a command to the sub-control board 3000, which is transmitted in the control command transmission process of step 2006) and a game start command (a command to the sub-control board 3000, which is transmitted in the control command transmission process of step 2006).

[0121] Next, in step 3150, the game start determination means 1300 clears the information related to the previous game (hand information, bonus pattern, etc.) on the main display device 36.

[0122] Next, in step 3152, the medal management means 1200 drives the medal blocker to a state where medals cannot be inserted, and proceeds to the next process (the remaining ball count setting process in step 3200).

[0123] On the other hand, if the answer in step 3140 is No, then in step 3156, the game start determination means 1300 refers to the medal information temporary storage means 1201 and determines whether the CRE counter value is not "0". If the answer in step 3156 is Yes, it is determined that there is no betting CRE counter value in the medal information temporary storage means 1201 and proceeds to step 3102. On the other hand, if the answer in step 3156 is No, then in steps 3158 and 3160, the game start determination means 1300 subtracts "1" from the CRE counter value in the medal information temporary storage means 1201 and adds "1" to the bet counter value.

[0124] Next, in step 3162, the game start determination means 1300 refers to the medal information temporary storage means 1201 and displays the current medal information (number of bets, number of credits) on the main display device 36. Then, in step 3164, the game start determination means 1300 sets a command related to the current medal information (a command to the sub-control board 3000, which is transmitted in the control command transmission process in step 2006) and proceeds to step 3140.

[0125] Next, Figure 8 is a flowchart of the wait process related to the subroutine in step 3180 of the medal management process S3100. The wait process is a process that limits the number of games played and shots per unit of time, limiting the number of game starts per minute to 7 or less, and the number of game starts per 3 minutes to 20 or less, but it is not limited to these time and number limits. The wait process also limits the number of shots per minute so as not to exceed 100.

[0126] First, in step 3180-2, the game start determination means 1300 determines whether condition 1 (also called wait condition 1) is met. More specifically, the game start determination means 1300 determines whether the elapsed time of the timer set at the start of the game 7 games ago, among the timers set in step 3402 of the game execution start control process described later, exceeds 60 seconds. If the answer in step 3180-2 is No, the process proceeds to step 3180-8.

[0127] On the other hand, if the answer in step 3180-2 is Yes, then in step 3180-4, the game start determination means 1300 determines whether condition 2 (also called wait condition 2) is met. Specifically, the game start determination means 1300 determines whether the elapsed time of the timer set at the start of the game 20 games ago, among the timers set in the game execution start control process, exceeds 180 seconds. If the answer in step 3180-4 is No, then the process proceeds to step 3180-8.

[0128] On the other hand, if the answer in step 3180-4 is Yes, then in step 3180-6, the game start determination means 1300 determines whether condition 3 (also called wait condition 3) is met. More specifically, the game start determination means 1300 determines whether a predetermined calculated value is 100 or less. The predetermined calculated value is obtained by identifying the most recently set timer among those set at the start of the game whose elapsed time exceeds 60 seconds, calculating the total number of balls that have entered since the game in which that timer was set, and adding this calculated value to the maximum number of shots that the game machine can fire, which is 25 (not limited to this, any predetermined value is acceptable). If the answer in step 3180-6 is No, then the process proceeds to step 3180-8.

[0129] In step 3180-8, the game start determination means 1300 executes a process to disable the operation of the BET button 18. The game start determination means 1300 executes a wait process that disables the operation of the BET button 18 until all of the wait conditions 1 to 3 are satisfied. Note that the system may be configured so that none of the wait conditions 1 to 3 are set, in which case it is preferable not to set wait condition 3. Furthermore, if the game start determination means 1300 is not in a state where medal insertion is impossible, it drives the medal blocker to a state where medal insertion is possible.

[0130] Next, in step 3180-10, the game start determination means 1300 transmits a command to the sub-control board 3000 prompting the insertion of medals. Based on the receipt of this command, the sub-control board 3000 changes the display of the game end image (see Figure 40(d)) which shows the result of the previous game, to indicate on the second display device 10 that medal insertion is possible. For example, it displays "Medal insertion is possible" (see Figure 40(e) upper diagram). In conventional mahjong ball games, medal insertion is disabled during the wait process, but in the mahjong ball game game according to this embodiment, the system is configured to allow medal insertion even during the wait process. Therefore, the system is configured to display a notification to the player prompting them to insert medals (a medal insertion promotion notification, "Medal insertion is possible") using the first display device 16 or the second display device 10, or to provide an audible notification using a speaker. With this configuration, preparations for playing the game can be made while the wait process is in progress, allowing the game to be played smoothly after the wait process is released. Furthermore, it can ensure fairness in the game.

[0131] Next, in step 3180-12, a command indicating the remaining wait time is sent to the sub-control board 3000, and the process returns to step S3180-2. The command indicating the remaining wait time only needs to indicate the information of the maximum time among wait conditions 1 or 2. Based on the received command indicating the remaining wait time, the sub-control board 3000 changes the display of the game end image showing the result of the previous game (see the lower part of Figure 40(d)) to indicate that it is waiting and to display the remaining wait time. For example, it displays "Waiting, 5 seconds remaining" (see the lower part of Figure 40(e)). The sub-control board 3000 also uses a speaker to announce the remaining wait time. By announcing the remaining wait time in this way, the player can take this time into consideration and prepare to play the game, such as inserting medals, and can smoothly play the game after the wait process is released by operating the BET button 18 when the remaining wait time reaches 0. Furthermore, this process ensures fairness in the game. In addition, in Figure 40(e), the display on the first display device 16 and the display on the second display device 10 may be reversed.

[0132] Furthermore, if wait condition 3 is not met (i.e., No in step 3180-6), a command indicating the remaining wait time may also be sent. In this case, the remaining time may be set to the time for wait condition 2 (for example, 180 seconds) and sent. Alternatively, a command different from the one indicating the remaining wait time may be sent.

[0133] Next, if all of the processes in steps S3180-2, S3180-4, and S3180-6 are Yes, then in step 3180-14, the game start determination means 1300 executes a process to enable the operation of the BET button 18. At this point, the sub-control board 3000 displays on the second display device 10 that the game can be started. For example, it displays "Game can be started" (see the upper diagram of Figure 40(f)). The sub-control board 3000 also displays on the first display device 16 that the operation of the BET button 18, which was previously disabled, is now possible. For example, it displays "Please press the BET button" (see the lower diagram of Figure 40(f)). Note that the displays on the first display device 16 and the second display device 10 may be reversed.

[0134] Next, in step 3180-16, the game start determination means 1300 determines whether or not the BET button 18 has been operated. If the answer in step 3180-16 is No, this process is repeated until the BET button 18 is operated. On the other hand, if the answer in step 3180-16 is Yes, the game start determination means 1300 determines that the BET button 18 has been operated and terminates this process. Alternatively, step 3180-16 may be omitted, and in step 3180-14, the operation of the BET button 18 that was operated earlier in step 3138 may be treated as valid. Furthermore, if the game start determination means 1300 is in a state where medals can be inserted, it drives the medal blocker to a state where medals can be inserted.

[0135] Note that the order of processing in steps S3180-2, S3180-4, and S3180-6 is not limited to this example and may be in any order. Furthermore, these three steps may be performed in parallel, and it is preferable to perform a wait process until all steps result in "Yes".

[0136] By implementing a wait process in this way, preparations for playing the game, such as inserting tokens, can be made during the wait process. This allows for effective use of the wait time, which was previously unusable, and enables smooth gameplay after the wait process is released. Furthermore, it ensures fair gameplay. Note that the wait process S3180 may be executed before step 3138.

[0137] Next, we will explain example 1 of the weighting process using Figure 9(a). (Weight condition 1) The elapsed time since the start of the game 7 rounds ago (7 games ago) was 75 seconds, which is more than 60 seconds, so Wait Condition 1 is satisfied. (Weight condition 2) The elapsed time since the start of the game 20 rounds ago (20 games ago) was 175 seconds, which is less than 180 seconds, so Wait Condition 2 is not satisfied. (Weight condition 3) For games where the elapsed time exceeds 60 seconds, the most recent game start was the 6th game start. Therefore, the total number of balls entered since the 6th game is 80, and if the maximum number of shots the game machine can fire is 25, then 80 + 25 = 105, which exceeds 100, so weight condition 3 is not satisfied. The number of balls entered is stored for each game, for example, 1st game = 15 balls, 2nd game = 10 balls, etc. The number of balls entered is stored up to a maximum of 7 games ago, and after that, the oldest data is discarded (overwritten). Re-fires are not counted. (Result of weight processing) Since weight condition 2 (step 3180-4 in Figure 8) and weight condition 3 (step 3180-6 in Figure 8) are not satisfied, the operation of the BET button 18 is disabled ((step 3180-8 in Figure 8)). The operation of the BET button 18 will become active again after 5 seconds (see (f) in Figure 40).

[0138] Next, using Figure 9(b), we will explain Example 2 of the wait process. Example 2 is when more than 5 seconds have passed since Example 1, specifically when 6 seconds have elapsed. (Weight condition 1) The elapsed time since the start of the game 7 rounds ago (before the 7th game) was 81 seconds, which is more than 60 seconds, so Wait Condition 1 is satisfied. (Weight condition 2) The elapsed time since the start of the game 20 rounds ago (20 games ago) was 181 seconds, which is more than 180 seconds, so wait condition 2 is satisfied. (Weight condition 3) The elapsed time for the start of a game exceeds 60 seconds, and the most recent start was five games ago. Therefore, the total number of balls entered since the five games ago is 60, and if the maximum number of shots the game machine can fire is 25, then 60 + 25 = 85, which does not exceed 100, thus satisfying weight condition 3. (Result of weight processing) To satisfy all of the weight conditions 1-3 (steps 3180-2, 4, and 6 in Figure 8), the operation of the BET button 18 is enabled (step 3180-14 in Figure 8).

[0139] Furthermore, in Example 1, if Wait Condition 1 is not met, there are no game starts that have elapsed for more than 60 seconds up to the 7th game prior, so the operation of BET button 18 may be disabled without determining Wait Condition 3. By configuring it in this way, the waiting time can be shortened.

[0140] Furthermore, the Entertainment Business Act's "Standards for Gaming Machines That May Excessively Incite Gambling Intentions" includes a standard for Jankyu gaming machines that states, "The gaming machine must have the capability to allow players to play using a number of game balls, etc., that exceeds approximately the amount equivalent to the game fee of 400 yen plus the amount of consumption tax, etc., per minute." The weight processing in this embodiment is a process to ensure this standard is met. Specifically, one game of Jankyu gaming costs 3 balls (60 yen), and in order to keep it within 400 yen / minute, 6 games (60 yen x 6 = 360 yen) is insufficient, so it is set to 7 games (60 yen x 7 = 420 yen). Weight condition 1 is a condition set based on these 7 games, and it determines whether the elapsed time of the timer set at the start of the game 7 games ago has exceeded 60 seconds. However, if the game proceeds at a game speed of 420 yen / minute, it will "approximately" exceed 400 yen / minute after a few games. Therefore, a second weight condition is implemented. Specifically, the design ensures that 20 spins (60 x 20 = 1200 yen) fit within 180 seconds (3 minutes x 400 = 1200 yen), and weight condition 2 is set so that the elapsed time from the start of play 20 spins prior exceeds 180 seconds. In this way, weight condition 1 pushes the limits of play speed for short periods, maintaining the smoothness of continuous play, while weight condition 2 ensures compliance with the Entertainment Business Act over longer periods. Furthermore, weight condition 1 checks the timer 7 games prior, and weight condition 2 checks the timer 20 games prior, which is less than three times the number of games used in weight condition 1. By ensuring that the number of games in weight condition 2 is not n times the number of games in weight condition 1, weight condition 1 pushes the limits of play speed for short periods, maintaining the smoothness of continuous play, while weight condition 2 ensures compliance with the Entertainment Business Act over longer periods.

[0141] Next, Figure 10 is a flowchart of the remaining ball count set processing related to the subroutine of step 3200 in Figure 5.

[0142] First, in step 3202, the game start determination means 1300 refers to the flag temporary storage means 2101 and determines whether the special game flag is on or not. The special game flag is a flag that will be turned on by the role determination means 1903 in step 3704, which will be described later.

[0143] If the answer in step 3202 is Yes, then in step 3204, the game start determination means 1300 refers to the flag area of ​​the flag temporary storage means 2101 and determines whether the type of special game is BB1 or BB7. In other words, the game start determination means 1300 determines whether the type of special game is one of the BBs from BB2 to BB6.

[0144] If the answer in step 3204 is Yes, then in step 3206, the game start determination means 1300 determines whether the special game is the final round. If the answer in step 3206 is Yes, then in step 3208, the game start determination means 1300 determines the remaining number of balls n in the temporary game ball storage means 2102 as n S Set the number of balls corresponding to the type of special game (in this example, "21-25") and terminate this process.

[0145] In detail, the game start determination means 1300 sets 21 as the information for the number of remaining balls n in the case of BB2, 22 as the information for the number of remaining balls n in the case of BB3, 23 as the information for the number of remaining balls n in the case of BB4, 24 as the information for the number of remaining balls n in the case of BB5, and 25 as the information for the number of remaining balls n in the case of BB6. Furthermore, in detail, the value of the number of remaining balls n is set to the counter value n of the remaining balls counter 1902b.

[0146] On the other hand, if the result in steps 3204 and 3206 is No, then in step 3210, the game start determination means 1300 determines the remaining number of balls n in the temporary storage means 2102 as n T Set the number of balls (for special games other than the final round: in this example, "5") and end this process. Specifically, set the value of the remaining balls n to the counter value n of the remaining balls counter 1902b.

[0147] If the answer is No in step 3202, then in step 3212, the game start determination means 1300 determines the remaining number of balls n in the temporary game ball storage means 2102 as n U Set the number of balls (normal gameplay: "4" in this example) and terminate this process. More specifically, set the counter value n of the remaining balls counter 1902b to the value of the remaining balls n.

[0148] Here, n T "5" and n U The configuration is set to uniformly set to "4", but this is not limited in any way (preferably n T >n U ). For example, the system may be configured to set the n value appropriately (for example, by referring to a table and allocating a specific number, or by setting a uniformly larger number if successful, and a uniformly smaller number if unsuccessful) when certain conditions are met (for example, when a random number is obtained and the draw is successful or unsuccessful). In this case, especially during normal gameplay, it is preferable to set a number greater than the number of games required to form a winning combination (in this example, 3 balls is also possible). Furthermore, in the mahjong ball game machine according to this embodiment, the game in which a BB combination is achieved may be considered the first round.

[0149] Next, Figure 11 is a flowchart of the bonus role determination process related to the subroutine of step 3250 in Figure 5. First, in step 3252, the BB pattern determination means 1600 obtains a random number for determining the bonus role. Next, in step 3254, the BB pattern determination means 1600 refers to the BB pattern determination / content determination table 1601 and the random number for determining the bonus role obtained in step 3252 to determine the bonus pattern (a combination of winning roles that would result in a BB role if achieved in this game). Next, in step 3256, the bonus pattern determined in step 3254 is temporarily stored in the BB pattern temporary storage means 2106, and the process moves on to the next step (processing in step 3400).

[0150] Here, Figure 12 is an example of the BB pattern determination and content determination table 1601 according to this embodiment, and is a diagram showing the bonus pattern determination table. As shown in the figure, in this embodiment, the type of BB to be activated and the bonus pattern are determined by drawing from 39 patterns.

[0151] For example, when not in a special game state (BB not activated, normal gameplay, normal gameplay state), the system is configured to determine the pattern by referring to the BB not activated column in the bonus pattern determination table. For example, if the acquired random number for determining the bonus role is a random number indicating pattern 1, and pattern 1 is determined, the type of BB that is activated is BB1, and the bonus pattern is BNS seven alignment. Here, patterns 1 to 39 indicate the activated symbol numbers. BNS seven alignment is a combination in which the "7" hand symbol is displayed in the left hand tile area 16-1, the middle hand tile area 16-2, and the right hand tile area 16-3, as shown in Figure 3. Note that when in the BB1 ​​state, the only random number acquired for determining the bonus role is a random number indicating pattern 1, and if pattern 1 is determined, the type of BB that is activated is BB1.

[0152] Furthermore, the random number obtained for determining the bonus role indicates pattern 2. If pattern 2 is determined, the type of BB that is activated is BB1, and the bonus pattern is BNS Chance Eye 6. BNS Chance Eye 6 is a combination in which the "7" hand symbol is displayed in two of the hand areas 16-1 (left hand area), 16-2 (middle hand area), and 16-3 (right hand area), and the "6" hand symbol is displayed in the remaining hand area (see Figure 28 (a)). Note that a Chance Eye is a combination of hand symbols that does not result in a winning role as a BB role in normal gameplay (when the activated symbol number is 1, etc.), but results in a winning role as a BB role when the activated symbol number 2, etc., is selected.

[0153] Furthermore, the random number obtained for determining the bonus role is a random number that represents pattern 30. If pattern 30 is determined, the type of BB that is activated is BB2, and the bonus pattern is BNS Chance Eye 56. BNS Chance Eye 56 is a combination in which the "7" tile symbol is displayed in two of the hand areas of the left hand area 16-1, middle hand area 16-2, and right hand area 16-3, and the "5" tile symbol is displayed in the remaining hand area (see Figure 28 (b)), or a combination in which the "7" tile symbol is displayed in two of the hand areas of the left hand area 16-1, middle hand area 16-2, and right hand area 16-3, and the "6" tile symbol is displayed in the remaining hand area (see Figure 28 (a)).

[0154] Furthermore, when in the BB1 ​​state as a special game, the pattern is determined by referring to the column for BB1 activation in the bonus pattern determination table; when in the BB2 state as a special game, the pattern is determined by referring to the column for BB2 activation in the bonus pattern determination table; when in the BB3 state as a special game, the pattern is determined by referring to the column for BB3 activation in the bonus pattern determination table; when in the BB4 state as a special game, the pattern is determined by referring to the column for BB4 activation in the bonus pattern determination table; when in the BB5 state as a special game, the pattern is determined by referring to the column for BB5 activation in the bonus pattern determination table; when in the BB6 state as a special game, the pattern is determined by referring to the column for BB6 activation in the bonus pattern determination table; and when in the BB7 state as a special game, the pattern is determined by referring to the column for BB7 activation in the bonus pattern determination table.

[0155] Thus, "7-7-7" (BNS Sevens, see Figure 28(c)) is configured to result in a Big Bonus (BB) regardless of which pattern is determined by the draw. Furthermore, depending on the draw result, for example, "1-1-1" (BNS Ones, see Figure 28(d)), "3-3-1" (BNS 331s, see Figure 28(e)), "7-6-2", etc., where the sum of the numbers in the hand is 15 (BNS Total 15, see Figure 28(f)), and BNS Chance 1, such as "7-7-1", where the hand consists of two "7" symbols and symbols other than "7", can also be Big Bonus (BB) combinations. In other words, multiple winning combinations can be Big Bonus (BB) combinations in a single game. By structuring the game so that a "7-7-7" hand can also result in a Big Bonus (BB) win, players can anticipate the possibility of winning a BB even if they don't have any "7" tiles in their hand, thus enhancing the enjoyment of the game.

[0156] Furthermore, in this embodiment, seven types of rounds are provided as execution rounds for special games: 4R and 9-14R. BB1 is a 4R special game, BB2 is a 9R special game, BB3 is a 10R special game, BB4 is an 11R special game, BB5 is a 12R special game, BB6 is a 13R special game, and BB7 is a 14R special game. When special games BB2-6 are activated, the BB is upgraded, but when BB1 and BB7 are activated, the BB is not upgraded. However, when BB1 is activated, BB1 can be activated again, and when BB7 is activated, BB7 can be activated again. The upgrade of BB will be described later. In addition, regardless of which BB role is determined, the system is configured not to notify the player that it is a BB role from the start of the game, but notification or suggestion may be provided.

[0157] Next, Figure 13 is a flowchart of the game execution start control process related to the subroutine of step 3400 in Figure 5. First, in step 3402, the game control means 1900 sets a timer and starts measuring the elapsed time for the game. This timer is set at the start of each game and is the timer referenced in the wait process S3180. The timer is configured to record up to the start of the game up to 20 games prior, and then discard (overwrite) the oldest data thereafter.

[0158] Next, in step 3404, the game control means 1900 refers to the flag area of ​​the flag temporary storage means 2101 and determines whether the special game flag (a flag that will be turned on in step 3704, described later) is on. If the result in step 3404 is No, then in step 3500, the game control means 1900 executes the non-BB game execution control process, described later, and terminates this process.

[0159] On the other hand, if the answer in step 3404 is Yes, in step 3406 the game control means 1900 refers to the flag area of ​​the flag temporary storage means 2101 and determines whether the type of special game is BB1 or BB7. In other words, the game control means 1900 determines whether the type of special game is one of the BBs from BB2 to BB6. If the answer in step 3406 is No, in step 3800 the game control means 1900 executes the BB game execution control process, which will be described later, and terminates this process.

[0160] If the answer in step 3406 is Yes, then in step 3408, the game control means 1900 determines whether the special game is in the final round. If the answer in step 3408 is Yes, then in step 3850, the game control means 1900 executes the BB game execution control process (final), which will be described later, and terminates this process. On the other hand, if the answer in step 3408 is No, then in step 3800, the game control means 1900 executes the BB game execution control process, which will be described later, and terminates this process.

[0161] Next, Figure 14 is a flowchart of the non-BB game execution control process relating to the subroutine of step 3500 in the game execution start control process. First, in step 3650, the game control means 1900 executes the self-shot control process, which will be described later. The self-shot control process can launch three game balls in succession. If they are launched in succession, it is preferable to execute the self-shot control process for each launch, rather than executing the self-shot control process for the previous launch and then executing the self-shot control process for the next launch.

[0162] Next, in step 3502, the game control means 1900 determines whether or not the three game balls have been launched. This determination is made using the value of the launched ball counter. Note that re-launched balls are not counted. If the result in step 3502 is No, the process returns to step 3650; if the result in step 3502 is Yes, the process proceeds to step 3504.

[0163] Next, in step 3504, the game control means 1900 determines whether or not the three game balls have been entered. This determination is made by detecting whether or not the balls have been entered using the ball entry detection sensors at the symbol ball entry opening 13 and the special ball entry opening 11. If the result in step 3504 is No, the process returns to step 3650; if the result in step 3504 is Yes, the process proceeds to step 3506.

[0164] Next, in step 3506, the game control means 1900 refers to the winning combination temporary storage means 2110a and determines whether or not a winning combination has been formed with the current hand symbols.

[0165] If the answer in step 3506 is Yes, then in step 3508, the game control means 1900 determines whether or not the winning button (BET button 18) or the game end button 26 was operated. If the answer in step 3508 is No, that is, if it is determined that the winning button (BET button 18) or the game end button 26 was operated, then the process proceeds to step 3700. If the answer in step 3508 is Yes, the game control means 1900 proceeds to step 3514a.

[0166] Next, in step 3514a, the game control means 1900 determines whether or not an operation has been performed on any of the discard buttons 19: the left button 19a, the middle button 19b, or the right button 19c. If the result in step 3514a is No, the process returns to step 3508. On the other hand, if the result in step 3514a is Yes, the process proceeds to step 3516.

[0167] On the other hand, if the answer in step 3506 is No, then in step 3510, the game control means 1900 determines whether or not there is a possibility of a winning combination being formed with the remaining balls. In a normal game state, the number of balls that can be launched is 4, so there is 1 ball remaining. Therefore, it determines whether or not there is a possibility of a winning combination being formed with 1 ball remaining. If the answer in step 3510 is No, the game control means 1900 determines that there is no possibility of a winning combination being formed and executes the automatic termination process to end this process.

[0168] On the other hand, if the answer in step 3510 is YES, in step 3512 the game control means 1900 determines whether or not the game end button 26 was operated. If the answer in step 3512 is NO, the game control means 1900 determines that the game end button 26 was operated and terminates this process. On the other hand, if the answer in step 3512 is Yes, the game control means 1900 determines that the game end button 26 was not operated and proceeds to step 3514b.

[0169] Next, in step 3514b, the game control means 1900 determines whether or not an operation has been performed on any of the discard buttons 19: the left button 19a, the middle button 19b, or the right button 19c. If the result in step 3514b is No, the process returns to step 3512. On the other hand, if the result in step 3514b is Yes, the process proceeds to step 3516.

[0170] Furthermore, in steps 3514a and b, the game control means 1900 is controlled to disable the discard operation of the seven symbol under specific conditions. The specific conditions here refer to the state where the Big Bonus (BB) is not activated and the player has two seven symbols (for example, seven symbols acquired from sources other than special features) as discard symbols. In other words, if the player has two seven symbols while the BB is not activated, the game control means 1900 is controlled to disable the discard operation of the seven symbol. By disabling the discard operation of the seven symbol in this way, it is possible to prevent the player from mistakenly discarding discard symbols that have the potential to result in a BB, which is one of the most profitable winning combinations, thereby preventing a decrease in the player's motivation to continue playing. In addition, when the discard operation of the seven symbol is disabled, the game control means 1900 is controlled to turn off the lamps of the discard buttons 19 corresponding to the two seven symbols. Furthermore, the game control means 1900 controls the lamp of the discard button 19 corresponding to the remaining Tehai symbol to light up. By turning off the two buttons corresponding to Tehai symbols that have the potential to form a winning hand, and lighting up the button corresponding to Tehai symbols that do not form a winning hand, it is possible to easily make the player understand that they should discard the Tehai symbol corresponding to the lit button, and also to suggest to the player that the Big Bonus (BB) hand is only one tile away from being formed.

[0171] Next, in step 3516, the game control means 1900 performs a discard process corresponding to the discard button 19.

[0172] Next, in step 3518, the game control means 1900 sets a command related to the current hand information (a command to the sub-control board 3000, which is transmitted in the control command transmission process in step 2006), and in the next step 3650, it executes the tile-drawing control process described later. The command to be transmitted to the sub-control board 3000 in the process of step 3518 includes information related to the hand that has been discarded, etc.

[0173] Next, in step 3520, the game control means 1900 refers to the temporary winning combination storage means 2110a and determines whether a winning combination has been formed with the current winning combination symbols. If the result in step 3520 is No, it is determined that there is no possibility of a winning combination being formed, and the automatic termination process is executed to end this process.

[0174] On the other hand, if the answer in step 3520 is Yes, the game control means 1900 executes steps 3700 and 3750, which will be described later, and terminates this process.

[0175] Next, Figure 15 is a flowchart of the BB (Big Bonus) game execution control process relating to the subroutine of step 3800 in the game execution start control process. First, in step 3650, the game control means 1900 executes the self-shot control process, which will be described later. The self-shot control process allows for the consecutive firing of two game balls starting from the second ball. If balls are fired consecutively, it is preferable to execute the self-shot control process for each firing, rather than executing the self-shot control process for the previous firing and then executing the self-shot control process for the next firing.

[0176] Next, in step 3802, the game control means 1900 determines whether or not the three game balls have been launched. This determination is made using the value of the launched ball counter. Note that re-launched balls are not counted. If the result in step 3802 is No, the process returns to step 3650; if the result in step 3802 is Yes, the process proceeds to step 3804.

[0177] Next, in step 3804, the game control means 1900 determines whether or not the three game balls have been entered. This determination is made by detecting whether or not the balls have been entered using the ball entry detection sensors at the symbol ball entry opening 13 and the special ball entry opening 11. If the result in step 3804 is No, the process returns to step 3650; if the result in step 3804 is Yes, the process proceeds to step 3806.

[0178] Next, in step 3806, the game control means 1900 refers to the winning combination temporary storage means 2110a and determines whether or not a winning combination has been formed with the current winning combination symbols.

[0179] If the answer in step 3806 is Yes, then in step 3808, the game control means 1900 determines whether or not the winning button (BET button 18) or the game end button 26 was operated. If the answer in step 3808 is No, that is, if it is determined that the winning button (BET button 18) or the game end button 26 was operated, then the process proceeds to step 3750. If the answer in step 3808 is Yes, the game control means 1900 proceeds to step 3812a.

[0180] Next, in step 3812a, the game control means 1900 determines whether the operation of the discard buttons 19 (left button 19a, middle button 19b, and right button 19c) has been performed. Note that in step 3812a, if there are multiple remaining balls (for example, 2), the discard buttons 19 can be operated multiple times to discard multiple tile symbols. If the result in step 3812a is No, the process returns to step 3808. On the other hand, if the result in step 3812a is Yes, the process proceeds to step 3814.

[0181] On the other hand, if the answer in step 3806 is No, in step 3810 the game control means 1900 determines whether or not the game end button 26 was operated. If the answer in step 3810 is No, the game control means 1900 determines that the game end button 26 was operated and terminates this process. On the other hand, if the answer in step 3810 is Yes, the game control means 1900 determines that the game end button 26 was not operated and proceeds to step 3812b. In addition, in step 3810, the game control means 1900 may control the operation of the game end button 26 to be disabled if there is a possibility of a winning combination being formed with the remaining balls. By disabling the game end button 26 in this way, it is possible to create a game machine that does not disadvantage the player and ensures fairness in the game.

[0182] Next, in step 3812b, the game control means 1900 determines whether the operation of the discard buttons 19 (left button 19a, middle button 19b, and right button 19c) has been performed. Note that in step 3812b, if there are multiple remaining balls (for example, 2), the discard buttons 19 can be operated multiple times to discard multiple tile symbols. If the result in step 3812b is No, the process returns to step 3810. On the other hand, if the result in step 3812b is Yes, the process proceeds to step 3814.

[0183] Next, in step 3814, the game control means 1900 performs a discard process corresponding to the discard button 19.

[0184] Next, in step 3816, the game control means 1900 sets a command related to the current hand information (a command to the sub-control board 3000, which is transmitted in the control command transmission process in step 2006), and in the next step 3650, executes the tile-drawing control process described later. The command to be transmitted to the sub-control board 3000 in the process of step 3816 includes information related to the hand that has been discarded, etc.

[0185] Next, in step 3818, the game control means 1900 refers to the winning combination temporary storage means 2110a and determines whether or not a winning combination has been formed with the current hand symbols.

[0186] If the answer in step 3818 is Yes, then in step 3820, the game control means 1900 determines whether the winning button (BET button 18) or the game end button 26 has been pressed. If the answer in step 3820 is Yes, the system proceeds to step 3750. On the other hand, if the answer in step 3820 is No, the game control means 1900 proceeds to step 3822.

[0187] On the other hand, if the result in step 3818 is No, then in step 3822, the game control means 1900 determines whether the counter value n of the remaining ball counter 1902b is 0. If the result in step 3822 is No, the game control means 1900 returns to step 3810. Note that if the number of shots is the 5th (the value of the shot count counter is 5), and the counter value n of the remaining ball counter 1902b here is not 0, then it is considered an abnormality, and the system may be configured to determine this is an error and terminate this process.

[0188] On the other hand, if the answer in step 3822 is Yes, then in step 3824, the game control means 1900 determines whether or not a winning combination has been formed. If the answer in step 3824 is Yes, the game control means 1900 determines that a winning combination has not been formed and executes the automatic termination process to end this process. On the other hand, if the answer in step 3824 is No, the game control means 1900 determines that a winning combination has been formed and executes step 3750, which will be described later, to end this process.

[0189] Next, Figure 16 is a flowchart of the BB (Big Bonus) game execution control process (final), relating to the subroutine of step 3850 in the game execution start control process. First, in step 3650, the game control means 1900 executes the self-movement control process, which will be described later. In the BB (Big Bonus) game execution control process (final), it is preferable to fire one ball at a time, but it is also possible to fire three game balls in succession. If they are fired in succession, it is preferable to execute the self-movement control process for each individual fire, rather than executing the self-movement control process for the previous fire and then executing the self-movement control process for the next fire.

[0190] Next, in step 3852, the game control means 1900 determines whether or not the three game balls have been launched. This determination is made using the value of the launched ball counter. Note that re-launched balls are not counted. If the result in step 3852 is No, the process returns to step 3650; if the result in step 3852 is Yes, the process proceeds to step 3854.

[0191] Next, in step 3854, the game control means 1900 determines whether or not the three game balls have been entered. This determination is made by detecting whether or not the balls have been entered using the ball entry detection sensors at the symbol ball entry opening 13 and the special ball entry opening 11. If the result in step 3854 is No, the process returns to step 3650; if the result in step 3854 is Yes, the process proceeds to step 3856.

[0192] Next, in step 3856, the game control means 1900 refers to the winning combination temporary storage means 2110a and determines whether a BB combination has been achieved with the current Tehai symbols. The BB combination here is an upgraded BB combination, which is a BB combination that is more advantageous than the current BB combination. If the current BB combination is BB2, then BB3 is applicable; if the current BB combination is BB3, then BB4 is applicable; if the current BB combination is BB4, then BB5 is applicable; if the current BB combination is BB5, then BB6 is applicable; and if the current BB combination is BB6, then BB7 is applicable. For example, in the final round of BB2-6, if 3 game balls enter the symbol ball entry slots 13-13, and 3 seven symbols other than the special feature appear, resulting in a BNS seven combination, then it is considered an upgraded BB combination and a win. If the answer in step 3856 is Yes, then in step 3858, the game control means 1900 enables the operation of the win button (BET button 18) and the end game button 26, and proceeds to step 3860.

[0193] Next, in step 3860, the game control means 1900 determines whether or not the winning button (BET button 18) or the game end button 26 was operated. If the result in step 3860 is No, that is, if it is determined that the winning button (BET button 18) or the game end button 26 was operated, the system proceeds to step 3720. If the result in step 3860 is Yes, the game control means 1900 proceeds to step 3864a.

[0194] Next, in step 3864a, the game control means 1900 determines whether the operation of the discard buttons 19, left button 19a, middle button 19b, and right button 19c, has been performed. Note that in step 3864a, if the specifications of the game machine allow for continuous launching of game balls and there are multiple remaining balls (for example, 2), the machine may be configured to allow the discard buttons 19 to be operated multiple times to discard multiple tile patterns. If the result in step 3864a is No, the process returns to step 3858. On the other hand, if the result in step 3864a is Yes, the process proceeds to step 3866.

[0195] On the other hand, if the answer in step 3856 is No, then in step 3862, the game control means 1900 disables the operation of the winning button (BET button 18) and the game end button 26, and proceeds to step 3864b. In addition, in step 3862, the game control means 1900 may also perform the end button disablement process described later in step 3880 for the game end button 26.

[0196] Next, in step 3864b, the game control means 1900 determines whether the operation of the discard buttons 19, left button 19a, middle button 19b, and right button 19c, has been performed. Note that in step 3864b, if the specifications of the game machine allow for continuous launching of game balls and there are multiple remaining balls (for example, 2), the machine may be configured to allow the discard buttons 19 to be operated multiple times to discard multiple tile patterns. If the result in step 3864b is No, the process returns to step 3862. On the other hand, if the result in step 3864b is Yes, the process proceeds to step 3866.

[0197] Furthermore, in step 3864b, for example, if there are two "7" tiles in the hand, as in "7-2-7" in Figure 31(d), the hand tile may be discarded automatically without the player having to operate the discard button. In the case of (d), the "2" tile will be discarded automatically. By configuring it in this way, the player can concentrate solely on the launching operation, thus providing a game machine that allows the player to become engrossed in the game. The game control means 1900 determines whether or not the operation of the discard buttons 19, left button 19a, middle button 19b, and right button 19c, has been performed. Furthermore, in step 3864b, if the specifications of the game machine allow for continuous launching of game balls and there are multiple remaining balls (for example, 2), the machine may be configured to allow the player to discard multiple hand tile patterns by operating the discard button 19 multiple times. If the result in step 3864b is No, the process returns to step 3862. On the other hand, if the answer in step 3864b is Yes, proceed to step 3866.

[0198] Furthermore, in steps 3864a and b, the game control means 1900 is controlled to disable the discard operation of the seven symbol under specific conditions. These specific conditions are that it is the final round of BB2 to BB6, and the player has acquired a seven symbol other than through a special feature as a discard symbol. In other words, if the player has acquired one or more seven symbols other than through a special feature as discard symbols in the final round of any of the BBs from BB2 to BB6, the game control means 1900 is controlled to disable the discard operation of the seven symbol. By disabling the discard operation of the seven symbol in this way, it is possible to prevent the player from accidentally discarding a discard symbol that has the potential to result in a highly profitable upgraded BB, thereby preventing a decrease in the player's motivation to continue playing. In addition, when the discard operation of the seven symbol is disabled, the game control means 1900 is controlled to turn off the lamp of the discard button 19 corresponding to the seven symbol. Furthermore, the game control means 1900 controls the lamps of the discard buttons 19 corresponding to the remaining Tehai symbols to light up. In this way, by turning off the lamps of the buttons corresponding to Tehai symbols that have the potential to form a winning hand, and lighting up the lamps of the buttons corresponding to Tehai symbols that do not form a winning hand, it is possible to easily make it clear to the player that they should discard the Tehai symbols corresponding to the lit-up buttons.

[0199] Next, in step 3866, the game control means 1900 performs a discard process corresponding to the discard button 19.

[0200] Next, in step 3868, the game control means 1900 sets a command related to the current hand information (a command to the sub-control board 3000, which is transmitted in the control command transmission process in step 2006), and in the next step 3650, executes the tsumo control process described later. The command to be transmitted to the sub-control board 3000 in the process of step 3868 includes information related to the hand that has been discarded, etc.

[0201] Next, in step 3870, the game control means 1900 refers to the winning combination temporary storage means 2110a and determines whether or not a BB combination has been achieved. In this case, the BB combination is an upgraded BB combination.

[0202] If the answer in step 3870 is Yes, then in step 3872, the game control means 1900 determines whether the counter value n of the remaining ball counter 1902b is not 0. If the answer in step 3872 is No, the game control means 1900 determines that there are no remaining balls and proceeds to step 3720. On the other hand, if the answer in step 3872 is Yes, that is, if there are remaining balls, then in step 3873, the game control means 1900 enables the operation of the winning button (BET button 18) and the game end button 26.

[0203] Next, in step 3874, the game control means 1900 determines whether the winning button (BET button 18) or the game end button 26 has been pressed. If the result in step 3874 is Yes, the process proceeds to the BB upgrade determination process (step 3720) described later. On the other hand, if the result in step 3874 is No, the game control means 1900 returns to step 3864a.

[0204] On the other hand, if the answer in step 3870 is No, then in step 3876, the game control means 1900 determines whether the counter value n of the remaining ball counter 1902b is not 0.

[0205] If the answer in step 3876 is Yes, then in step 3878, the game control means 1900 determines whether or not there is a possibility of forming a winning hand with the remaining balls. If the answer in step 3878 is No, the game control means 1900 determines that there is no possibility of forming a winning hand and executes the automatic termination process to end this process. On the other hand, if the answer in step 3878 is Yes, the game control means 1900 determines that there is a possibility of forming a winning hand and proceeds to step 3880, where the game control means 1900 executes the termination button disable process described later and returns to step 3864a. Here, the process in step 3864a is as described above, but for example, in the case of a hand with two "7" tiles as in "7·2·7" in Figure 31(d), the hand tile may be discarded automatically without the operation of the discard button. In the case of (d), the hand tile with the "2" tile will be discarded automatically. By configuring the machine in this way, players can concentrate solely on the firing operation, thus providing a gaming machine that allows players to become engrossed in the game. The game control means 1900 determines whether or not the operation of the discard buttons 19 (left button 19a, middle button 19b, and right button 19c) has been performed. In step 3864a, if the specifications of the gaming machine allow for continuous firing of game balls and there are multiple balls remaining (for example, 2), the machine may be configured to allow the player to discard multiple tile patterns by operating the discard button 19 multiple times.

[0206] On the other hand, if the answer in step 3876 is No, that is, if there are no remaining balls, in step 3882 the game control means 1900 determines whether or not a winning combination has been formed. If the answer in step 3882 is Yes, the process proceeds to step 3750. On the other hand, if the answer in step 3882 is No, the game control means 1900 determines that no winning combination has been formed and executes an automatic termination process to end this process.

[0207] Next, the game control means 1900 executes the payout amount calculation process (step 3750), which will be described later, and terminates this process.

[0208] Next, Figure 17 is a flowchart of the self-play control process related to the subroutine of step 3650 in Figures 14-16. First, in step 3652, the self-play game ball supply control means 1902a sets one game ball at the launch position of the game ball launcher.

[0209] Next, in step 3656, the tile drawing control means 1902 determines whether the input signal receiving means 1101 has received a signal indicating that a special ball entry gate has been passed, that is, whether a game ball has passed through the special ball entry gate 12. If the answer in step 3656 is Yes, then in step 3658, the tile drawing control means 1902 refers to the flag temporary storage means 2101 and determines whether the special game flag (a flag that will be turned on in step 3704, described later) is on.

[0210] If the answer in step 3658 is Yes, then in step 3660, the tile drawing control means 1902 opens the special ball entry opening 11 for a predetermined period (in this example, until the game being played ends). However, the period for which the special ball entry opening 11 is open is not limited to this, and it may be configured to close after a predetermined time has elapsed. In such a configuration, it is sufficient for the game ball that has passed through the special ball entry opening activation gate 12 to enter the special ball entry opening 11, for example, it may be configured to be open for 1 second (in this case, the special ball entry opening 11 will be opened again when a game ball enters the special ball entry opening activation gate 12 again in the same game).

[0211] Next, the ball entry process in steps 3662 to 3668 will be described in detail. First, the process in steps 3662 to 3664 is the ball entry process for the symbol entry slots. In step 3662, the draw control means 1902 determines whether or not a game ball has entered one of the symbol entry slots 13. If the answer in step 3662 is Yes, then in step 3664, the draw control means 1902 temporarily stores the symbol based on the symbol entry slot into which the ball entered (for example, if the ball entered into symbol entry slot 13-13, the "7" symbol) as draw information (this draw information is newly added to the hand), and proceeds to step 3670. In step 3664, the game control means 1900 displays the temporarily stored symbol information in the draw area of ​​the main display device 36.

[0212] Next, we will explain the ball entry process into the special ball entry slot in steps 3666 to 3668, which is executed when the answer in step 3662 is No. First, in step 3666, the draw control means 1902 determines whether or not a game ball has entered the special ball entry slot 11. If the answer in step 3666 is No, the process returns to step 3656 and loops until the answer in step 3662 or step 3666 is Yes, that is, until a game ball enters the pattern ball entry slot 13 or the special ball entry slot 11. On the other hand, if the answer in step 3666 is Yes, in step 3668, the draw control means 1902 temporarily stores a predetermined pattern (in this example, the seven pattern in normal game mode, and the character A pattern in special game mode, which is BB mode) as draw information (the said draw information is newly added to the hand), and proceeds to step 3670. In step 3668, the game control means 1900 displays the symbol information temporarily stored in the display area and the bonus item area of ​​the main display device 36.

[0213] Furthermore, the score increase device flag will be turned on in any of the following cases. (1) If BB3~BB6 is active and it is not the final round, the ball should enter the special ball entry slot 11 or the pattern ball entry slots 13-13. (2) When BB7 is activated, the ball should enter the special ball entry slot 11 or the pattern ball entry slot 13-13. (3) If BB2 is activated and it is the 5th round or later and not the final round, the ball should enter the special ball entry slot 11 or the symbol ball entry slot 13-13.

[0214] The score increase device flag is activated during Big Bonus (BB). For example, if a winning combination of 25 medals is achieved, 5 medals will be added to the total number of medals won (making it 30 medals in total).

[0215] Next, in step 3670, the tile-drawing control means 1902 determines whether a game ball has entered the score-increasing device 1 operating gate 14 or the symbol ball entry slots 13-13. If the answer in step 3670 is Yes, then in step 3672, the tile-drawing control means 1902 temporarily stores the information that a game ball has entered the score-increasing device 1 operating gate 14 or the symbol ball entry slots 13-13 as entry information, and proceeds to step 3674. The entry information temporarily stored here includes information on which ball was launched when the ball entered, and this temporarily stored entry information is stored until the end of the game. For example, if the ball passes through the score-increasing device 1 operating gate 14 on the first launch, this entry information is temporarily stored. On the other hand, if the answer in step 3670 is No, the process proceeds to step 3674.

[0216] Furthermore, in step 3672, the score increase device flag is turned on if both (1) and (2) below are met. (1) BB1 or BB2 is active and within the 4th round. (2) Before the first ball entry (including entry into the special ball entry opening 11) occurs during this BB game, the game ball passes through the score increase device 1 activation gate 14, or the first ball entry is into the symbol ball entry opening 13-13.

[0217] Next, in step 3674, the tile drawing control means 1902 sets a command related to the hand information (a command to the sub-control board 3000, which is transmitted in the control command transmission process in step 2006). The command to be transmitted to the sub-control board 3000 in the process of step 3674 includes the newly temporarily stored tile information after the draw and the already acquired hand information.

[0218] Next, in step 3676, the tile drawing control means 1902 subtracts 1 from the counter value of the remaining ball counter 1902b and terminates this process.

[0219] Next, Figure 18 is a flowchart of the winning hand determination process related to the subroutine of step 3700 in Figure 14. First, in step 3702, the hand determination means 1903 refers to the winning hand and the determined bonus pattern and determines whether the winning hand is a BB1 hand or a BB2 hand.

[0220] If the answer in step 3702 is Yes, then in step 3704, the role determination means 1903 turns on the special game flag in the flag temporary storage means 2101.

[0221] Next, in step 3706, the winning combination determination means 1903 refers to the winning combination and the determined bonus pattern for the current game and sets a value corresponding to the winning combination (the number of BB rounds) in the special game count counter (a decrement counter that measures the number of times BB rounds are executed). If it is BB1, it sets 4, and if it is BB2, it sets 9.

[0222] Next, in step 3708, the role determination means 1903 turns on the special ball entry gate activation flag in the flag temporary storage means 2101 (when this is turned on, it becomes possible to turn on the flag that will open the special ball entry gate 11 when a game ball passes through the special ball entry gate 12), and terminates this process. Note that if the result in step 3702 is No, this process also terminates.

[0223] Next, Figure 19 is a flowchart of the payout amount calculation process related to the subroutine of step 3750 in Figures 14-16. First, in step 3752, the payout amount calculation means 1904 determines whether or not a special game is in progress. If the answer in step 3752 is Yes, then in step 3754, the payout amount calculation means 1904 determines whether or not a specific round is in progress.

[0224] Here, a specific round refers to one of the following rounds: (1) All rounds of BB1. (2) Rounds other than the final round of BB2 to BB6. (3) All rounds of BB7.

[0225] If the answer in step 3754 is Yes, then in step 3756, the payout amount calculation means 1904 determines whether the score increase device flag is turned on or not.

[0226] If the answer in step 3756 is Yes, the payout calculation means 1904 sets the payout in step 3758 to the value of the number of medals obtained by the winning combination plus 5 medals, and then proceeds to step 3762.

[0227] On the other hand, if the result in steps 3752, 3754, and 3756 is No, the payout calculation means 1904 sets the value of the number of medals won by the winning combination as the payout in step 3760 and proceeds to step 3762. Furthermore, in steps 3758 and 3760, the payout calculation means 1904 refers to the winning combination-specific medal count table 1904a based on the winning combination code temporarily stored in the winning combination temporary storage means 2110a, calculates the number of medals won by the winning combination, and sets the calculation result in the temporary storage area (not shown) of the acquired medal count temporary storage means 2110b.

[0228] Next, in step 3762, the payout amount calculation means 1904 turns on the win flag, and in step 3764, it sets a command related to win information (winning combination, number of medals acquired, etc.) (a command to the sub-control board 3000, which is transmitted in the control command transmission process in step 2006), and terminates this process.

[0229] Figure 20 shows an example of a table of the number of medals awarded for each winning hand, and the winning hands and the number of medals awarded for them will be explained below. (1) If the winning hand code is 1 (see No. 1 in Figure 20), the winning hand is a set of 1s, and the hand symbols "1·1·1" are displayed in the hand area. In this case, the number of medals won is set to 1. Note that a set of 1s is a winning hand for the Big Bonus (BB) when the activated symbol number in the normal game state (when BB is not activated) as shown in Figure 12 is 13, etc. (2) If the winning hand code is 2, the winning hand is a set of twos, and the hand symbols "2-2-2" will be displayed in the hand area. In this case, the number of medals won is set to 2. Note that a set of twos is a BB winning hand when the operating symbol number in normal gameplay is 14, etc. (3) If the winning hand code is 3, the winning hand is a set of threes, and the hand symbols "3-3-3" are displayed in the hand area. In this case, the number of medals won is set to 3. Note that a set of threes is a BB (Big Bonus) winning hand when the operating symbol number in normal gameplay is 15, etc. (4) If the winning hand code is 4, the winning hand is a set of fours, and the hand symbols "4-4-4" are displayed in the hand area. In this case, the number of medals won is set to 12. Note that a set of fours is a BB winning hand when the operating symbol number in normal gameplay is 12, etc. (5) If the winning hand code is 5, the winning hand is a five-of-a-kind, and the hand symbols "5-5-5" are displayed in the hand area. In this case, the number of medals won is set to 15. Note that a five-of-a-kind is a BB (Big Bonus) winning hand when the operating symbol number in normal gameplay is 10 or higher. (6) If the winning hand code is 6, the winning hand is a set of sixes, and the hand symbols "6-6-6" will be displayed in the hand area. In this case, the number of medals won is set to 18. Note that a set of sixes is a BB (Big Bonus) winning hand when the operating symbol number in normal gameplay is 8 or higher. (7) If the winning hand code is 7, the winning hand is a set of sevens, and the hand symbols "7・7・7" will be displayed in the hand area. In this case, the number of medals won is set to 21. Note that a set of sevens is a BB winning hand in all game states and all activated symbol numbers. (8) If the winning hand code is 8-13, the winning hand is a set of characters A-F, and the hand symbols such as "A·A·A" will be displayed in the hand area. In this case, the number of medals won is set to 25. Note that the set of characters A-F is a winning hand that can only be achieved in the special game state. (9) If the winning hand code is 14, the winning hand is 331, and the hand symbols "3・3・1" are displayed in the hand area. In this case, the number of medals won is set to 1. Note that 331 is a BB winning hand when the operating symbol number in normal gameplay is 16, etc. (10) If the winning hand code is 15, the winning hand totals 15, and combinations where the sum of the hand symbols in the hand area is 15 (excluding fives) will be displayed. In this case, the number of medals won is set to 1. Note that a total of 15 is the winning hand for the BB (Big Bonus) when the activated symbol number in normal gameplay is 12, etc. For example, the bonus pattern in which the hand symbols "7-7-1" are displayed in the hand area is the winning hand with a total of 15. (11) If the winning hand code is 16, the winning hand totals 16 and the combination of the hand symbols in the hand area totals 16 will be displayed. In this case, the number of medals won is set to 2. Note that a total of 16 is the winning hand for the BB (Big Bonus) when the activated symbol number in normal gameplay is 11, etc. For example, the bonus pattern in the hand area that displays the hand symbols "7-7-2" is the winning hand with a total of 16. (12) If the winning hand code is 17, the winning hand totals 17, and a combination where the sum of the hand symbols in the hand area is 17 is displayed. In this case, the number of medals won is set to 3. Note that a total of 17 is the winning hand for the BB (Big Bonus) when the activated symbol number in normal gameplay is 10, etc. For example, the bonus pattern in the hand area where the hand symbols "7・7・3" are displayed is the winning hand with a total of 17. (13) If the winning hand code is 18, the winning hand totals 18, and combinations where the sum of the hand symbols in the hand area is 18 (excluding sixes) will be displayed. In this case, the number of medals won is set to 6. Note that a total of 18 is the winning hand for the Big Bonus (BB) when the activated symbol number in normal gameplay is 9 or higher. For example, the bonus pattern in which the hand symbols "7-7-4" are displayed in the hand area is the winning hand with a total of 18 for the BNS. (14) If the winning hand code is 19, the winning hand totals 19 and the combination of the hand symbols in the hand area totals 19 will be displayed. In this case, the number of medals won is set to 10. Note that a total of 19 is the winning hand for the Big Bonus (BB) when the activated symbol number in normal gameplay is 8 or higher. For example, the bonus pattern in the hand area that displays the hand symbols "7-7-5" is the winning hand with a BNS total of 19. (15) If the winning hand code is 20, the winning hand totals 20 and the combination of the hand symbols in the hand area totals 20 will be displayed. In this case, the number of medals won is set to 15. Note that a total of 20 is the winning hand for the BB (Big Bonus) when the activated symbol number in normal gameplay is 22, etc. For example, the bonus pattern in the hand area where the hand symbols "7-7-6" are displayed is the winning hand with a BNS total of 20. (16) If the winning hand code is 21-23, the winning hand is a combination of different characters, and the hand symbols such as "A, B, C" will be displayed in the hand area. In this case, the number of medals won is set to 25. Note that this combination is a winning hand that can only be achieved in the special game state. (17) If the winning hand code is 24, the winning hand is a combination of symbols other than the character and the seven symbol, and the hand symbols such as "A, B, 6" will be displayed in the hand area. In this case, the number of medals won is set to 25. Note that this combination is a winning hand that can only be achieved in the special game state.

[0230] Next, Figure 21 is a flowchart of the BB promotion determination process related to the subroutine of step 3720 in Figure 16.

[0231] First, in step 3722, the winning combination determination means 1903 refers to the winning combination for this round and the determined bonus pattern to determine whether the winning combination for this round is a Big Bonus (BB) combination.

[0232] If the answer in step 3722 is Yes, then in step 3724, the role determination means 1903 resets the special game flag in the flag temporary storage means 2101. Resetting means turning off the special game flag that is currently on, and then turning the special game flag back on.

[0233] Next, in step 3726, the winning combination determination means 1903 refers to the winning combination and the determined bonus pattern and sets a value corresponding to the winning combination (the number of BB rounds) in the special game count counter (a decrement counter that measures the number of times BB rounds are executed). If it is BB3, it sets 10; if it is BB4, it sets 11; if it is BB5, it sets 12; if it is BB6, it sets 13; and if it is BB7, it sets 14.

[0234] Next, in step 3728, the role determination means 1903 resets the special ball entry gate activation flag in the flag temporary storage means 2101 and terminates this process. This process also terminates if the result in step 3722 is No.

[0235] Next, Figure 22 is a flowchart of the process for disabling the exit button, which relates to the subroutine in step 3880 in Figure 16.

[0236] First, in step 3880-2, the game control means 1900 determines whether or not the game end button 26 has been operated. If the answer in step 3880-2 is No, this process is terminated. On the other hand, if the answer in step 3880-2 is Yes, the process proceeds to step 3880-4.

[0237] Next, in step 3880-4, the game control means 1900 determines whether the current BB round is the final round. If the answer in step 3880-4 is No, this process ends. On the other hand, if the answer in step 3880-4 is Yes, the process proceeds to step 3880-6.

[0238] Next, in step 3880-6, the game control means 1900 determines whether or not it is possible to aim for a new BB role (upgraded BB role). Specifically, the game control means 1900 checks the current Tehai symbols and the remaining balls and determines whether or not it is possible to achieve an upgraded BB role using the remaining balls. Here, whether or not it is possible to achieve a new BB role using the remaining balls is determined by whether or not the relationship "remaining balls ≥ 3 - number of 7 symbols obtained other than from the special feature" holds true. If the answer in step 3880-6 is No, then in step 3880-8, the game control means 1900 sets a command (a command to the sub-control board 3000, which is transmitted in the control command transmission process in step 2006) related to an announcement effect corresponding to the game state (indicating that it is not possible to aim for an upgraded BB role, indicating that there is a possibility of achieving a winning role with the remaining balls, indicating to shoot to the right, etc.), and terminates this process.

[0239] In a gaming state where there is no possibility of aiming for a new BB hand with the remaining balls, an announcement effect corresponding to the gaming state may be executed. For example, in the final round of BB2 - 6 (when the answer is "No" in step 3880 - 6), if there are 2 remaining balls and in step 3880 - 8, when there is no seven-symbol hand symbol obtained other than the accessory in the hand area 16 such as "6·5·4", an announcement effect indicating that it is impossible to aim for the BB hand is executed. This announcement effect not only executes the right hit notification described later but also notifies that there is a possibility of a winning hand other than the BB hand if a right hit is made. Note that this is not limited to during BB, and even during normal gaming, when it is impossible to aim for the BB hand with 2 remaining balls, for example, when there are 2 remaining balls and there is no seven-symbol hand symbol obtained other than the accessory in the hand area 16 such as "6·5·star", such an announcement effect may be executed. Note that in this case, the announcement is not a right hit notification but an announcement corresponding to the hand symbol. For example, it is preferable to notify something like "Sixes or fives can be aimed for". Also, for example, in the DB effect described later, when BNS total 18 (refer to the effect table in FIG. 12) is determined as the winning hand, and when a gaming ball enters the symbol entry port 13 - 3 with the "1" hand symbol in the first and second balls, even if the remaining 2 balls enter the symbol entry port 13 - 13 with the "7" symbol, the total will not reach 18. Therefore, it is preferable to notify a left hit to make the player aim for a single symbol with the remaining 2 balls. By making an appropriate announcement according to the gaming state in this way, it is possible to announce the possibility of winning to the player and suppress the disadvantage to the player by not making an announcement.

[0240] On the other hand, if the answer is "Yes" in step 3880 - 6, in step 3880 - 10, the game control means 1900 turns on the end button operation confirmation status flag.

[0241] Next, in step 3880-12, the game control means 1900 controls to set the state of the game end button 26 to the operation confirmation state. And in this operation confirmation state, the game control means 1900 controls to disable the operation of the game end button 26. By disabling the game end button 26 in this way, when there is a possibility that a promoted BB combination with a high profit rate among the winning combinations is established, it is possible to prevent the player from accidentally ending the game and then reducing the player's enthusiasm for the game.

[0242] In addition, when the operation of the game end button 26 is detected in the operation confirmation state where the operation of the game end button 26 is disabled, the game control means 1900 preferably sets and transmits a command related to an announcement effect (such as showing a warning message) according to the game state (a command to the sub-control board 3000 side, which is transmitted in the control command transmission process of step 2006). Then, the sub-control board 3000 that receives this command preferably controls to display a warning message indicating that there is still a possibility that a promoted BB combination is established (execute a warning notification such as "There is still a chance for a promoted BB"). By configuring in this way, it is possible to notify the player that there is a possibility that a promoted BB combination with a high profit rate among the winning combinations is established, thereby preventing the player from accidentally ending the game. Also, by providing the game end button 26 at a position where it is difficult for the player to easily operate it, it is possible to prevent accidentally ending the game. Furthermore, by making the game end button 26 a button that is difficult for the player to operate (for example, a button whose operation surface is recessed more than the base surface), it is possible to prevent accidentally ending the game. Furthermore, by making the game end button 26 smaller than other buttons (preferably the smallest), it is possible to prevent accidentally ending the game.

[0243] Furthermore, in step 3880-12, the game control means 1900 disables the operation of the game end button 26, but enables the operation of the discard button 19. Then, when any tile is discarded by the operation of the discard button 19, the game control means 1900 terminates the end button confirmation state and enables the operation of the game end button 26.

[0244] Next, in step 3880-14, the game control means 1900 determines whether 5000.53 ms has elapsed since transitioning to the operation confirmation state. This period is measured using a timer. Note that the period is not limited to 5000.53 ms. If the answer in step 3880-14 is No, this process is repeated until 5000.53 ms has elapsed.

[0245] On the other hand, if the answer in step 3880-14 is Yes, in step 3880-16 the game control means 1900 turns off the end button operation confirmation status flag to end the operation confirmation status, and in step 3880-18 it controls the game to enable the operation of the game end button 26.

[0246] Next, in step 3880-20, the game control means 1900 determines whether or not the game end button 26 was operated. If the answer in step 3880-20 is Yes, the game control means 1900 determines that the game end button 26 was not operated a second time, terminates this process, and moves on to step 3864a in Figure 16.

[0247] On the other hand, if the answer in step 3880-20 is No, the game control means 1900 determines that the game end button 26 has been pressed a second time, and terminates this process and the BB game execution control process (final).

[0248] In this embodiment, the operation of the game end button 26 is enabled after the period of step 3880-14 has elapsed, but it may also be left disabled. By leaving it disabled in this way, it is possible to reliably prevent the player from accidentally ending the game when there is a possibility of achieving a high-profit promotion BB (Big Bonus) winning combination.

[0249] Next, Figure 23 is a flowchart of the game termination process related to the subroutine of step 3900 in Figure 5.

[0250] First, in step 3902, the game termination control means 1905 refers to the flag area of ​​the flag temporary storage means 2101 and determines whether the winning flag is on or off. If the answer in step 3902 is Yes, then in step 3904, the game termination control means 1905 turns off the winning flag in the flag area of ​​the flag temporary storage means 2101.

[0251] Next, in step 3906, the game termination control means 1905 refers to the acquired medal count temporary storage means 2110b and adds the value of the acquired medal count calculated in step 3750 to the CRE counter value of the medal information temporary storage means 1201.

[0252] Next, in step 3908, the game termination control means 1905 refers to the medal information temporary storage means 1201 and determines whether the added CRE counter value is greater than "50". If the answer in step 3908 is No, the game termination control means 1905 proceeds to step 3914. On the other hand, if the answer in step 3908 is Yes, in step 3910, the game termination control means 1905 refers to the medal information temporary storage means 1201 and calculates the number of medals that exceeds "50" from the CRE counter value, and the payout control means 2200 discharges the calculated number of medals into the medal tray 5.

[0253] Next, in step 3912, the game termination control means 1905 sets "50" to the CRE counter of the medal information temporary storage means 1201.

[0254] Next, in step 3914, the game termination control means 1905 refers to the flag temporary storage means 2101 and determines whether the special game flag is on or not. If the answer in step 3914 is Yes, then in step 3916, the game termination control means 1905 subtracts "1" from the counter value of the special game game count counter 1906a in the special game related information temporary storage means 2111. In this process, the game termination control means 1905 also temporarily stores the subtracted value.

[0255] Next, in step 3918, the game termination control means 1905 refers to the special game-related information temporary storage means 2111 and determines whether the special game game count counter value is 0. If the answer in step 3918 is No, that is, if there are still rounds remaining in the special game (BB), the game proceeds to step 3926. On the other hand, if the answer in step 3918 is Yes, that is, if the rounds of the special game (BB) that can be played have ended, in step 3922, the game termination control means 1905 turns off the special game flag in the flag area of ​​the flag temporary storage means 2101 and proceeds to step 3924.

[0256] On the other hand, if the answer in step 3902 is No, then in step 3920, the game termination control means 1905 refers to the flag temporary storage means 2101 to determine whether the special game flag is on or not. If the answer in step 3920 is Yes, the game proceeds to step 3922 (if a win is not achieved during the special game, the special game ends). On the other hand, if the answer in step 3920 is No, the game proceeds to step 3924. Note that if the answer in step 3914 is No, the game also proceeds to step 3924.

[0257] Next, in step 3924, the game termination control means 1905 turns off the special ball entry gate activation flag located in the flag area of ​​the flag temporary storage means 2101. The game termination control means 1905 controls the special ball entry gate activation flag to turn it off if it is on, but if the special ball entry gate activation flag is off, it controls the system to proceed to the next step without doing anything.

[0258] Next, in step 3926, the game termination control means 1905 turns off the score increase device flag located in the flag area of ​​the flag temporary storage means 2101.

[0259] Next, in step 3928, the game termination control means 1905 refers to the game state temporary storage means 2100 and displays information about the end of the game (for example, the number of medals won if the game is a win) on the main display device 36, and terminates this process.

[0260] Furthermore, if the special game flag is not set to ON, the game termination control means 1905 may, for example, initialize each flag and the temporary storage means. In addition, the sub-control board 3000 may also initialize the currently running effects.

[0261] Next, with reference to Figures 24 and 25, the control processing performed on the sub-control board 3000 will be explained. First, Figure 24 is the main flowchart of the sub-control board 3000 in the mahjong ball game machine according to this embodiment. Here, the processing in Figure (a) is the processing performed on the sub-control board 3000 after a reset, such as when the game machine is powered on. That is, when the game machine is powered on, in step 5002, the sub-control board 3000 performs initial processing based on the information received from the main control board 1000 (for example, if RAM clear information is received → the RAM on the sub-control board 3000 is initialized; if various information commands are received → the performance-related information at the time of power loss is reset to the RAM on the sub-control board 3000). After that, the process moves to a loop that repeatedly executes the repeating processing routine of the sub-control board 3000, which is (b).

[0262] Here, when (b) is executed, as shown in the process of FIG. (b), first, in step 5100, the sub-control board 3000 executes a hand display control process, which will be described later. Next, in step 5500, based on other information etc. (for example, game start signal, medal information, remaining balls, special ball entrance signal, game end signal, etc.), at respective predetermined timings, the first effect display device 16 and the second effect display device 10 execute predetermined display control processes such as various navigation effects and preview effects, etc., and this repetitive process routine ends.

[0263] As described above, after reset, the sub-control board 3000 adopts a form of looping through the sub-side main routine (S5100 to S5500). Also, the process of FIG. (c) is an interrupt process of the sub-control board 3000, and it is the process flow (c) when the signal from the STB signal line in the main control board 1000 described above is connected to one terminal (in this example, the NMI terminal) of the CPU of the sub-control board 3000. That is, when an NMI interrupt occurs in the CPU of the sub-control board 3000 (when the STB signal line becomes on), in step 5004, the sub-control board 3000 checks the command input port (input port of the data signal line) from the main control board 1000 side. Then, in step 5006, based on the check result, the sub-control board 3000 temporarily stores the command transmitted from the main control board 1000 side in the RAM on the sub-control board 3000 side, and returns to the process that was being executed immediately before this interrupt process.

[0264] Next, FIG. 25 is a flowchart of the hand display control process related to the sub-routine of step 5100 in FIG. 24. First, in step 5102, the display control means 3100 determines whether it has received a command related to the hand information from the main control board 1000 side. If Yes in step 5102, in step 5104, the display control means 3100 displays the hand on the first effect display device 16 based on the received hand information (appropriately displays the hand after discard operation, the hand after self-draw, etc. based on the hand information), and proceeds to step 5106. On the other hand, even if No in step 5102, it also proceeds to step 5106.

[0265] Next, in step 5106, the display control means 3100 determines whether or not it has received a command related to winning from the main control board 1000. If the answer in step 5106 is Yes, then in step 5108, the display control means 3100 executes a winning animation (an animation executed when a win occurs, with different animations depending on whether the win is due to a Big Bonus role or something other than a Big Bonus role) on the second animation display device 10 based on the command related to winning, and then terminates this process. Note that if the answer in step 5106 is No, this process also terminates.

[0266] Next, using Figure 26, we will explain the command transmission according to the number of balls entering the symbol ball entry slot 13. Figure 26 shows the output of commands from the main control board 1000 to the sub-control board 3000 and the timing of the effects on the sub-control board 3000, based on the entry of game balls into the symbol ball entry slot 13 during normal gameplay. Note that this is not limited to normal gameplay, but may also apply to special gameplay. Furthermore, it is not limited to the symbol ball entry slot 13, but may also apply to special ball entry slots 11, gates 12, gates 14, etc.

[0267] First, the main control board 1000 transmits an entry command to the sub-control board 3000 based on the ball entering one of the symbol entry slots 13. The entry command contains information about the ball's entry position in the symbol entry slot 13 (information indicating which of the 27 symbol entry slots the ball entered).

[0268] Next, the main control board 1000 sends a hand information command to the sub-control board 3000. The hand information command is, for example, a command related to the hand information shown in step 3674, and is a command for displaying the hand patterns in the hand area 16.

[0269] Next, the main control board 1000 sends an operation symbol display command to the sub-control board 3000. The operation symbol display command is a command to indicate the operation information of the Big Bonus (BB). In this example, the main control board 1000 determines that the BB role has been established at this timing and sends the operation symbol display command to the sub-control board 3000, but it is not limited to this timing.

[0270] Next, the main control board 1000 sends a winning symbol information command to the sub-control board 3000. The winning symbol information command is a command that indicates information about the winning combination and payout. In this example, the winning symbol information command that includes the BB combination and the payout information for the BB combination, which is 21 coins, is sent to the sub-control board 3000.

[0271] Next, the main control board 1000 sends a wait command to the sub-control board 3000. The wait command is a command sent after a series of commands have been sent and indicates that it is the last piece of information.

[0272] Next, the main control board 1000 sends a game end command to the sub-control board 3000. The game end command is a command that indicates the end of the game.

[0273] Here, at timing T1, if the hand area 16 is not completely filled with hand symbols (or the hand area in the case of the main display device 36) (i.e., if two or fewer game balls have been launched), the sub-control board 3000 is configured to perform an animation at the timing of receiving the next hand information command. On the other hand, at timing T1, if the hand area 16 is filled with hand symbols (i.e., if three or more game balls have been launched), the sub-control board 3000 is configured to perform an animation at the timing of receiving the wait command, which is received after the hand information command (timing T2). Note that the animation performed when the hand area 16 is not completely filled with hand symbols and the animation performed when the hand area 16 is completely filled with hand symbols may be the same animation or different animations. This animation only needs to be based on the hand information command.

[0274] Thus, when the hand symbols are filled, a large number of commands are sent from the main control board to the sub-control board in response to the ball entering. Therefore, the sub-control board can reduce its processing burden by performing the animation based on the wait command received at the end of the series of commands, rather than the hand information command received immediately after the ball enters. Furthermore, from the player's perspective, the difference in the timing of the animation is so slight that it is imperceptible, so it does not diminish the enjoyment of the game and thus ensures fairness in the game.

[0275] Furthermore, if simultaneous ball entry into the symbol entry slot 13 occurs (for example, if the main control board detects two ball entrys with the same interrupt), the main control board 1000 is configured to send two ball entry information commands to the sub-control board 3000 with a single command. Based on receiving this command, the sub-control board 3000 does not simultaneously execute the animations corresponding to the two ball entry information commands, but instead controls the system to execute the animation for the ball entry information with a predetermined higher priority first. The sub-control board 3000 then controls the system to execute the animation based on the lower priority ball entry information with the next interrupt. In this way, by configuring the main control board to send one command containing two ball entry information commands, it is not necessary to include programs for priority processing when sending commands in the case of simultaneous entries, thus reducing the program capacity. On the other hand, although the sub-control board's program capacity increases, it is possible to avoid confusion for the player by executing animations separately. The predetermined higher priority ball entry information is, for example, the ball entry information for the symbol entry slot 13 corresponding to the seven symbol, which is given the highest priority. Furthermore, the priority is set in the following order: ball entry information for the symbol entry slot 13 corresponding to the number symbols, ball entry information for the symbol entry slot 13 corresponding to the character symbols, and ball entry information for the symbol entry slot 13 corresponding to the playing card symbols. However, the order does not have to be this order; any predetermined priority order is acceptable. Additionally, the priority for the number symbols is set in the order of 7 to 1, but the order can be reversed, or any predetermined priority order is acceptable. The priority for the character symbols is set in the order of A to E, but the order can be reversed, or any predetermined priority order is acceptable. The priority for the playing card symbols is set in the order of TA to TD, but the order can be reversed, or any predetermined priority order is acceptable.

[0276] Next, using Figure 27, we will explain the windmill navigation display, which is a navigation display for launch intensity using the recommended launch intensity display area 16-9. The windmill navigation display is a navigation image displayed when playing a game in which launches are made towards the windmill 15, and is a display that shows the windmill image FG (shown as a dashed line in Figure 3), etc.

[0277] Figure 27(a) shows the display when the power is started up. In the control command transmission process of step 2006, the main control board 1000 sends a command to the sub-control board 3000 to execute the wind turbine navigation display, and the sub-control board 3000 displays the wind turbine image FG (shown as a solid circle in the figure) based on the command reception. The display position of the wind turbine image FG after power start-up is the initial position. The sub-control board 3000 also displays the launch intensity in the launch intensity display area 16-7. Since the launch intensity after power start-up is 0, the value 0 is displayed in the launch intensity display area 16-7. Furthermore, the sub-control board 3000 displays a level meter image in the level meter display area 16-8. Since the launch intensity after power start-up is 0, a level meter image indicating that the launch intensity is 0 is displayed in the level meter display area 16-8. After the wind turbine image FG is displayed, it may remain displayed, or it may be erased after a predetermined time has elapsed.

[0278] Figure 27(b) shows the windmill navigation animation during a launch operation, specifically the animation for launch operation 1 (an operation with a launch intensity of 450) where the player operates the launch handle 4. In step 2006, the main control board 1000 sends a command to the sub-control board 3000 to execute the windmill navigation animation (a command including the launch intensity corresponding to the player's operation of the launch handle 4). Based on the command reception, the sub-control board 3000 displays the launch intensity, level meter image, and windmill image FG as the windmill navigation animation. Note that the display position of the windmill image FG in (b) remains at its initial position. Next, the player adjusts the amount of operation by rotating the launch handle 4 to the right while referring to the windmill image FG. The sub-control board 3000 displays the launch intensity corresponding to the amount of operation of the launch handle 4 in the launch intensity display area 16-7. Since the launch intensity for launch operation 1 is 450, the value of 450 is displayed in the launch intensity display area 16-7. Furthermore, the sub-control board 3000 displays a level meter image of the firing intensity corresponding to the amount of operation of the firing handle 4 in the level meter display area 16-8. Since the firing intensity in firing operation 1 is 450, a level meter image indicating that the firing intensity is 450 is displayed in the level meter display area 16-8.

[0279] Figure 27(c) shows the windmill navigation animation during the launch operation, specifically the animation for launch operation 2 (launch intensity 470) where the player is operating the launch handle 4. The windmill image FG is configured to be adjustable vertically by operating the up and down keys on the directional buttons SB-2. For example, if the game ball launched in launch operation 1 does not reach the windmill 15, the player can adjust the windmill image FG upwards by operating the up key on the directional buttons SB-2. Figure (c) shows that in launch operation 2, the image has been adjusted to a position higher than in (b). The windmill image FG can also be adjusted downwards by operating the down key on the directional buttons SB-2. The sub-control board 3000 then displays the windmill image FG in a position higher than the position in launch operation 1 (b) based on the player's operation of the up key on the directional buttons SB-2. Next, the player adjusts the amount of movement by rotating the launch handle 4 to the right while referring to the windmill image FG which has been moved to a higher position. In this case, it is preferable to adjust the launch handle 4 so that the tip of the level meter image is positioned inside the windmill image FG. The sub-control board 3000 displays the launch intensity corresponding to the amount of operation of the launch handle 4 in the launch intensity display area 16-7. Since the launch intensity in launch operation 2 is 470, the value of 470 is displayed in the launch intensity display area 16-7. Furthermore, the sub-control board 3000 displays a level meter image of the launch intensity corresponding to the amount of operation of the launch handle 4 in the level meter display area 16-8. Since the launch intensity in launch operation 2 is 470, a level meter image indicating that the launch intensity is 470 is displayed in the level meter display area 16-8. Note that the launch intensity in launch operation 2 (470) is a launch intensity that can reach the windmill 15. After adjusting the windmill image FG, the system is configured to display (return) the windmill image FG to its initial position after a predetermined time has elapsed (for example, when the predetermined time has passed since the game was played), but the windmill image FG may continue to be displayed in the adjusted position. Furthermore, if a predetermined period of time has passed during which no game is being played, the first display device 16 and the second display device 10 may be configured to display a demo (a display indicating that the game is in standby mode).

[0280] The position of the windmill image FG has a limited adjustable range, which can be adjusted in 32 steps (0 to 31). Alternatively, the adjustable range may be unrestricted. Furthermore, while the windmill image FG is designed to guide players towards the windmill 15 in the game area, it may also be used when aiming at other areas such as the symbol entry point 13. The adjustable range is the range within which balls can be launched into the middle shooting area during normal gameplay.

[0281] Because there are individual differences in the launching devices, even if the same launching volume is used, the launch position may vary slightly from one gaming machine to another. In particular, since the launching intensity in this embodiment is only an approximate value that is not equal to the launching volume, even if a player uses this launching intensity as a reference for launching, fluctuations will occur in the actual launching volume value. Therefore, by having the player adjust the appropriate launching position guideline (windmill) for each gaming machine, individual differences due to the launching devices can be compensated for.

[0282] Next, we will explain the gameplay in normal game mode using Figure 29. In normal game mode, the bonus pattern BNS Seven alignment is the winning combination for all activated symbol numbers, so the gameplay basically involves aiming the balls at the middle shooting area. Note that depending on the activated symbol number determined by the lottery (for example, pattern 13), there are patterns in which you can win without aiming at the middle shooting area, but in the example in Figure 29, we will explain assuming that activated symbol number 1 is the winning symbol.

[0283] (a) is a diagram showing, for example, the game waiting state in step 3101. The second display device 10 displays a "Waiting" image to indicate that the game is waiting. The first display device 16 displays a star image in the hand area 16. The star image is not a hand symbol, but an image that indicates a standby state in which no hand symbols are displayed in the hand area.

[0284] (b) is a diagram showing that after the BET button 18 is operated to start the game, the launch handle is operated to launch the first ball, and the first launched game ball has entered the target area. Assume that the launched game ball has passed through gate 14 and entered the symbol ball entry slots 13-13. This information about passing through gate 14 (information indicating that the launched game ball has passed through the gate and entered the symbol ball entry slots, etc.) is used in the segment display described later. The second display device 10 displays a "Aim for the gate" image to indicate that the player should aim for gate 14, as well as an upward arrow image indicating gate 14. These displays are called mid-shot notifications. Either one of these displays may be used as a mid-shot notification, and in the case of a mid-shot notification, the speaker and lamp are also configured to notify with a sound and lamp pattern for mid-shots. The mid-shot notification is displayed after the BET button 18 is operated and continues to be displayed until the three launched balls have entered the target area. Furthermore, the second display device 10 displays a "Stage A" image to indicate that the current performance stage is Stage A. A performance stage is a performance mode indicated by the background, and in this example, performance stages such as Stages A-C, Stage P, Stage SC, and Stage DB are given as examples. The left hand tile area 16-1 of the first display device 16 displays the "7" tile symbol based on the fact that a game ball has entered the symbol ball entry slot 13-13. Since there are no second or third ball entries, the middle hand tile area 16-2 and the right hand tile area 16-3 remain as star images.

[0285] (c) is a diagram showing that the second game ball has entered the game. Assume that the launched game ball did not pass through gate 14 but entered the symbol entry slot 13-4. The second performance display device 10 continues to display the middle shot notification. The second performance display device 10 also continues to display the "Stage A" image. The middle hand area 16-2 of the first performance display device 16 displays the "2" hand symbol based on the fact that the game ball entered the symbol entry slot 13-4. Since there is no third ball entry, the right hand area 16-3 remains the image of a star. Information that the game ball was launched but did not pass through gate 14 (information indicating that the launched game ball did not pass through the gate but entered the symbol entry slot, etc.) is used in the segment display described later.

[0286] (d) is a diagram showing that the third game ball has entered the game. Assume that the launched game ball passed through gate 14 and entered the symbol entry slots 13-13. The second display device 10 displays a discard navigation animation by character X recommending that the player discard "2". The discard navigation animation on the second display device 10 features character X, who announces, "Discard the "2"!!" The second display device 10 also continues to display the "Stage A" image. The right-hand tile area 16-3 of the first display device 16 displays the hand tile symbol "7" based on the game ball entering the symbol entry slots 13-13. After determining whether a winning hand has been formed (step 3506), it is determined that it is not a win, and one of the hand tile symbols must be discarded. Here, the first display device 16 is configured to perform a discard navigation animation where the "2" tile, which is not needed for a winning hand, is surrounded by a dashed line, highlighting the tile that should be discarded. Furthermore, in (d), if the game end button 26 is pressed, the game is forcibly terminated. In addition, if there are three tile symbols in the hand in (d) and it is determined that there is no possibility of forming a winning hand with one more ball shot (for example, in the case of 726), the game is configured to automatically terminate.

[0287] (e) is a diagram showing the state after the player has discarded the "2" tile from the middle hand area 16-2 by operating the discard button 19 in accordance with the discard navigation animation. The second animation display device 10 displays a launch navigation animation recommending that the player aim for "7". For example, it displays the image "Aim for 7!!". The second animation display device 10 also continues to display the "Stage A" image. The middle hand area 16-2 of the first animation display device 16 displays a star image. It is also possible to configure the system to rearrange the tile symbols displayed in the hand area 16 after the discard button 19 is operated. For example, the tile symbols are displayed in the left hand area 16-1 and the middle hand area 16-2, and the right hand area 16-3 is put into standby mode. By configuring the system in this way, if the player is in a ready hand state, it is possible to clearly indicate to the player that they are in a ready hand state. Furthermore, in (e), the system is configured so that the game cannot be forcibly terminated if the game end button 26 is pressed, but it may be configured to terminate the game. Also, in (e), if the player has two "7" hand symbols (for example, symbols obtained from the symbol entry slots 13-13, not symbols obtained from a special feature), the main control board 1000 controls the system to disable the discard operation of the "7" hand symbols. In this way, it is possible to provide a game machine that does not cause disadvantage to the player by the player accidentally discarding hand symbols that have the potential to result in a Big Bonus (BB) win.

[0288] (f) is a diagram showing that the fourth game ball has entered the target area. Assume that the launched game ball passed through gate 14 and entered the symbol entry slot 13-11. The second display device 10 displays a "Too bad" image indicating that a winning hand was not formed. The middle hand area 16-2 of the first display device 16 displays the "6" hand symbol based on the game ball entering the symbol entry slot 13-11. After determining whether a winning hand has been formed (step 3506), it is determined that it is not a win, so the game is automatically terminated. If the symbol entry slot 13 into which the ball entered was the symbol entry slot 13-13, the game is terminated after executing the winning hand determination process in step 3700 and the payout calculation process in step 3750.

[0289] Next, we will explain Game 1 in the special game state using Figure 30. In each round of the special game state (for example, BB1), if the game ball passes through gate 14 on the first ball and a winning combination of 25 medals is achieved, 5 medals are added to the number of medals acquired (totaling 30 medals). Therefore, the first ball should basically be fired aiming at the middle shooting area. From the second ball onward, since the game is designed to aim at the special ball entry point 11, the game ball should basically be fired aiming at the right-hand shooting area. In this example, we will explain assuming that activation symbol number 1 has been won. Note that the first ball should be fired aiming at the right-hand shooting area depending on the type of BB. For example, in rounds 5-8 of BB2, rounds 3-6 except for the final round, and BB7, the game is designed so that all shots, including the first ball, should aim at the right-hand shooting area.

[0290] (a) is a diagram showing the state after a winning combination for BB1 has been achieved and after the BET button 18 to start the game has been pressed, and the first round of BB1 has begun. The second display device 10 displays the "READY" image and an upward arrow image to perform a mid-game notification. If a shot is fired, it will display "GO", which will be described later. The second display device 10 also displays the "BB1 1 round" image to indicate that the current BB is BB1 and that it is the first round. The first display device 16 displays a star image in the hand area 16.

[0291] (b) is a diagram showing that the first ball has been launched by operating the launch handle and has entered the target area. Assume that the launched ball has passed through gate 14 and entered the symbol ball entry openings 13-13. The second display device 10 displays a "Aim Right" image indicating that the player should aim for the special ball entry opening 11 in the right-handed area, as well as a right arrow image indicating right-handed play. These displays are called right-handed play notifications. Either one of these displays may be used as the right-handed play notification, or a notification as shown in (e) may be used. In addition, the speaker and lamp are configured to emit a sound and lamp pattern appropriate for right-handed play when a right-handed play notification is issued. The second display device 10 also continuously displays the "BB1 1 round" image. The middle-handed play notification shown in (a) is configured to be erased when the first launched ball enters any of the target openings. The left-hand tile area 16-1 of the first display device 16 displays the "7" tile symbol based on the fact that a game ball has entered the symbol ball entry slot 13-13. Since the second and third balls have not been launched and have not entered the game, the middle tile area 16-2 and the right-hand tile area 16-3 remain as images of stars.

[0292] (c) is a diagram showing that the second game ball has entered the target area. Assume that the launched game ball passed through gate 14 and entered the symbol entry slot 13-4. The second display device 10 continues to display a right-hand shot notification. The second display device 10 also continues to display the "BB1 1 round" image. The middle hand area 16-2 of the first display device 16 displays the "2" hand symbol based on the game ball entering the symbol entry slot 13-4. Since there is no third ball entry, the right hand area 16-3 remains the image of a star. Note that in (c), the player should have aimed for the right-hand shot area, but mistakenly shot towards the middle shot area, and the launched game ball is detected at gate 14. If a game ball is detected at gate 14 in this game state, a warning notification may be issued. This allows the player to realize that they have made a shooting mistake and adjust the shooting intensity for the next shot.

[0293] (d) is a diagram showing that the third game ball has entered the game. Assume that the launched game ball has passed through gate 12 and entered the special entry slot 11. The second display device 10 displays a discard navigation animation recommending that the player discard "2". The second display device 10 also continues to display the "BB1 1 round" image. The right hand area 16-3 of the first display device 16 displays the "A" hand symbol based on the game ball entering the special entry slot 11. After determining whether a winning hand has been formed (step 3506), it is determined that the player has not won, and therefore must discard one or two (multiple hand symbols can be discarded) of the hand symbols. The discard navigation animation highlights the hand symbols that should be discarded by surrounding the "2" hand symbol, which is not needed for a winning hand, with a dashed line, thus informing the player which hand symbols to discard. Furthermore, in (d), if the game end button 26 is pressed, the game is configured to be forcibly terminated.

[0294] (e) is a diagram showing the state after the player has operated the discard button 19 in accordance with the discard navigation animation and discarded the "2" tile from the middle hand area 16-2. The second animation display device 10 displays the launch navigation animation for right-hand shot notification. For example, it displays the "Aim to the right!!" image and the right arrow image. The second animation display device 10 also continuously displays the "BB1 1 round" image. The middle hand area 16-2 of the first animation display device 16 displays a star image. It is also possible to configure the system to rearrange the tile symbols displayed in the hand area 16 after the discard button 19 is operated. For example, the tile symbols are displayed in the left hand area 16-1 and the middle hand area 16-2, and the right hand area 16-3 is put into standby mode. By configuring it in this way, if the player is in a ready hand state, it is possible to clearly indicate to the player that they are in a ready hand state. In addition, in (e), the system is configured so that the game cannot be forcibly terminated if the game end button 26 is pressed, but it may be configured to terminate the game.

[0295] (f) is a diagram showing that the fourth game ball has entered the game. Assume that the launched game ball has passed through gate 12 and entered the special ball entry opening 11. The second display device 10 displays an "Agari" image and a right arrow image to indicate that a winning hand has been achieved, but the right arrow image may be configured to disappear at this time. The second display device 10 also continues to display the "BB1 1 round" image, but this display may be configured to disappear at this time. The middle hand area 16-2 of the first display device 16 displays the "A" hand pattern based on the game ball entering the special ball entry opening 11. Note that "7·A·A" is the winning hand No. 22 (see Figure 20). Then, the payout calculation process in step 3750 is executed and the game ends.

[0296] Next, using Figure 31, we will explain Game 2 in the special game state. In the final round of the special game state (for example, BB2), the game is designed so that a promotion BB is achieved by getting 3 balls into the symbol entry slots 13-13 to line up BNS sevens. Therefore, the 21 balls that can be launched should basically be aimed at the middle shooting area. However, if there is no possibility of lining up BNS sevens when only 2 balls remain, it is more advantageous for the player to aim for the special entry slot 11, so the balls should basically be launched aiming at the right shooting area. In this example, we will explain assuming that the activated symbol number 35 was won when BB2 was activated.

[0297] (a) is a diagram showing the state after the 8 rounds of BB2 have finished and the BET button 18 to start the game has been pressed, and the final round of BB2 has started. The second display device 10 displays a middle-ball notification. Unlike previous middle-ball notifications, this one displays a "Aim for 7" image indicating that the player should aim for the "7" symbol entry slots 13-13, as well as a downward arrow image pointing to the "7" symbol entry slots 13-13. Either one of these displays may be used as the middle-ball notification. The second display device 10 also displays a "BB2 Final Round" image indicating that the current BB is BB2 and that it is the final round. The first display device 16 displays a star image in the hand area 16.

[0298] (b) is a diagram showing that the first game ball has entered the machine. Assume that the launched game ball passed through gate 14 and entered the symbol entry slot 13-13. The second display device 10 continues to display the middle shot notification. The second display device 10 also continues to display the "BB2 Final Round" image. The left hand area 16-1 of the first display device 16 displays the "7" hand symbol based on the game ball entering the symbol entry slot 13-13. Since there are no second or third balls, the middle hand area 16-2 and the right hand area 16-3 remain with the star image.

[0299] (c) is a diagram showing that the second game ball has entered the game. Assume that the launched game ball passed through gate 14 and entered the symbol entry slot 13-4. The second performance display device 10 continues to display the middle shot notification. The second performance display device 10 also continues to display the "BB2 Final Round" image. The middle hand area 16-2 of the first performance display device 16 displays the "2" hand symbol based on the game ball entering the symbol entry slot 13-4. Since there is no third ball entry, the right hand area 16-3 remains the image of the star.

[0300] (d) is a diagram showing that the third game ball has entered the game. Assume that the launched game ball passed through gate 14 and entered the symbol entry slot 13-13. The second display device 10 displays a discard navigation animation recommending that the player discard "2". The second display device 10 also continues to display the "BB2 Final Round" image. The right hand area 16-3 of the first display device 16 displays the hand symbol "7" based on the game ball entering the symbol entry slot 13-13. After determining whether a winning hand has been formed (step 3506), it is determined that there is no win, and one of the hand symbols must be discarded. As a discard navigation animation, the hand symbol to be discarded is highlighted by surrounding the "2" hand symbol, which is not needed for a winning hand, with a dashed line. Furthermore, in (d), if the game end button 26 is pressed, this operation is invalidated, and the game is not forcibly terminated. Furthermore, if there are three tiles in the hand and it is determined that there is no possibility of forming a winning hand by firing the remaining balls (for example, if there is one ball remaining and the result is "7-2-6"), the system is configured to execute a process to automatically terminate the game (in this case, it is a malfunction).

[0301] (e) is a diagram showing the state after the player has discarded the "2" tile from the middle hand area 16-2 by operating the discard button 19 in accordance with the discard navigation animation. The second animation display device 10 displays a launch navigation animation, which is a notification that the player should aim for "7". For example, it displays the image "Aim for 7!!". The second animation display device 10 also continues to display the image "BB2 Final Round". The middle hand area 16-2 of the first animation display device 16 displays a star image. It is also possible to configure the system to rearrange the tile symbols displayed in the hand area 16 after the discard button 19 is operated. For example, the tile symbols are displayed in the left hand area 16-1 and the middle hand area 16-2, and the right hand area 16-3 is put into standby mode. By configuring the system in this way, if the player is in a ready hand state, it is possible to clearly indicate to the player that they are in a ready hand state. Furthermore, in (e), if it is the final round of BB2 and the player has a "7" tile symbol obtained from something other than a special feature, the main control board 1000 is controlled to disable the discard operation of the "7" tile symbol. In this way, it is possible to provide a gaming machine that does not cause disadvantage to the player by the player accidentally discarding a tile symbol that could potentially lead to a BB promotion.

[0302] (f) is a diagram showing that the fourth game ball has entered the game. Assume that the launched game ball passed through gate 14 and entered the symbol entry slots 13-13. The second display device 10 displays a "Win" image indicating that a winning combination has been achieved. The second display device 10 also continues to display the "BB2 Final Round" image, but it may be configured to erase this display at this time. The middle hand area 16-2 of the first display device 16 displays the "7" hand symbol based on the game ball entering the symbol entry slots 13-13. The first display device 16 also displays a "777 Upgrade Bonus Combination Achieved" image indicating that a winning combination has been achieved with a BB combination that has been upgraded by matching BNS sevens. Then, the BB upgrade determination process in step 3720 and the payout calculation process in step 3750 are executed and the game ends.

[0303] Next, we will explain the chance symbol effect during normal gameplay using Figure 32. The chance symbol effect is an effect that is executed when BNS chance symbols 1-6 (activating symbol numbers 2-7), etc., are selected as a bonus pattern during normal gameplay. In this example, we will explain assuming that activation symbol number 2 is the winning symbol.

[0304] (a) is a diagram showing the state when a chance notification is executed in the game start animation state, which is the state when the game has started. In the game start animation state, the game start animation is performed, and in this example, a chance notification is performed. The chance notification is an animation that is performed when BNS chance eye 6, etc. (see the animation table in Figure 12) is determined as a winning combination, and it is an animation that notifies that BNS chance eye 1 to 6 may have been selected in the game. The second animation display device 10 displays a chance notification by character X. The second animation display device 10 also displays a "Stage B" image to indicate that the current stage is Stage B. The first animation display device 16 displays a star image in the hand area 16.

[0305] (b) is a diagram showing that all four balls have been launched, and that the fourth game ball has entered the target area. The second display device 10 displays the "Result is..." image by character X and executes the first stage of the winning combination indication in the chance combination indication. In the first stage of the winning combination indication, it is not announced whether or not a winning combination has been formed, but it may be announced if a winning combination has been formed. The second display device 10 also continues to display the "Stage B" image. The first display device 16 displays the "7-6-7" hand pattern.

[0306] (c) is a diagram showing the second stage of the winning hand indication effect. The second effect display device 10 displays a "Too bad?" image by character X to show the second stage of the winning hand indication effect. The second stage of the winning hand indication effect is designed to suggest that there is a high possibility that a winning hand has not been formed. The second effect display device 10 also continues to display the "Stage B" image. The first effect display device 16 continues to display the "7-6-7" hand pattern.

[0307] (d) is a diagram showing the button animation in the chance event animation. The second animation display device 10 displays a button image and executes the button animation in the chance event animation. The second animation display device 10 also continues to display the "Stage B" image. The first animation display device 16 continues to display the "7-6-7" hand pattern. The button animation may also be the third stage of the winning hand indication animation.

[0308] (e) is a diagram showing the third (final) stage of the winning combination indication sequence, which takes place after the sub-input button SB is pressed by the player in (d). The second display device 10 displays a "Chance combination achieved" image by character X and executes the third stage of the winning combination indication sequence. The third stage of the winning combination indication sequence is a result sequence that indicates the chance combination was achieved as a winning combination. The second display device 10 also continues to display the "Stage B" image. The first display device 16 displays the "7-7-6" hand pattern, which is a rearrangement of the "7-6-7" hand pattern. If the button sequence is considered the third stage of the winning combination indication sequence, then (e) corresponds to the fourth (final) stage of the winning combination indication sequence.

[0309] (f) is a diagram showing that the result of the game is a win. The second display device 10 executes a win notification animation by character X. The second display device 10 also continues to display the "Stage B" image. The first display device 16 continues to display the rearranged "7-7-6" hand symbols. Subsequently, the game ends after executing the winning hand determination process in step 3700 and the payout calculation process in step 3750.

[0310] Next, we will explain the SC (Super Chance) effect in normal gameplay using Figure 33. The SC effect is an effect that is executed when a bonus pattern such as BNS 1, BNS 2, or BNS 3 (with activation symbol number 21) is selected during normal gameplay. The SC effect is a mission-like effect that is completed in one game, presenting a mission such as "Aim for 111!", and if completed, a Big Bonus (BB) is guaranteed. In this example, we will explain assuming that activation symbol number 21 was selected.

[0311] (a) is a diagram showing the result of the game before the SC (Science Trigger) effect, and is a diagram showing the state of waiting for the game to start. The second effect display device 10 displays the "Unfortunate" image and the "Stage B" image. The first effect display device 16 displays the hand symbols that are not the winning combination of "7, 6, 4".

[0312] (b) is a diagram showing the game start preparation state after the BET button 18 has been operated. The game start preparation state is the game state during the period from when the BET button 18 is operated until the game start animation is executed. The second animation display device 10 executes a stage change animation. The first animation display device 16 displays a star image in the hand area 16. Here, the stage change to the SC animation can be done by the stage change animation or by an independent stage change animation. If the previous game was on a normal stage (for example, stages A to C) and the next game will execute the SC animation, the stage will change to SC via the stage change animation. However, if the previous game was on a special stage (for example, stage P) and the next game will execute the SC animation, the stage will change to SC without the stage change animation. The stage change animation may also be executed in the game start animation state shown in (c) below. The case of executing the SC animation from a special stage will be described later.

[0313] (c) is a diagram showing the state in which the SC performance is being executed in the game start performance state after the game start preparation state. In the game start performance state, the game start performance is configured to be executed, and in this example, the SC performance is executed. The SC performance is an effect that is executed when a BNS One match (see the performance table in Figure 12) is determined to be a winning combination, and in this example, it is an effect that foreshadows the possibility that a BNS One match, a BNS Two match, or a BNS Three match has been selected in the game. The second performance display device 10 displays the "111" image, the "222" image, and the "333" image. Although shown simply in the diagram, in reality the "Aim for 111!" image, the "Aim for 222!" image, and the "Aim for 333!" image are displayed. The second performance display device 10 also displays the "Stage SC" image to indicate that the current stage is Stage SC. The first performance display device 16 displays a star image in the hand area 16.

[0314] (d) is a diagram showing the timing after a predetermined time (for example, 6 seconds) has elapsed since entering the game start preparation state as shown in (b). When a predetermined time (for example, 6 seconds) has elapsed since entering the game start preparation state, the sub-control board 3000 controls the system to enter launch intensity monitoring state 1 if the game is in a state where SC effects are being executed (game start effect state) and no balls have been launched yet. In launch intensity monitoring state 1, if the launch intensity is in the strong range, which is a specific range (for example, if the launch intensity is within the range of intensity that launches into the right-hand shooting area), the second effect display device 10 displays the image "Please return to left-hand shooting" as an announcement effect corresponding to the game state. For example, if the launch intensity is in the strong range in launch intensity monitoring state 1, the possibility of the launched game ball entering the special ball entry opening 11 and entering the symbol ball entry openings 13-21~23 is reduced, so this left-hand shooting notification is performed. In addition, the speaker and lamps are configured to notify with sounds and lamp patterns for left-hand shooting. Furthermore, in firing intensity monitoring state 1, if the firing intensity moves from the appropriate range (the range within which firing is possible in the left-firing or middle-firing area) to the strong range, the "Please return to left-firing" image will be displayed. In firing intensity monitoring state 1, if the firing intensity moves from the strong range to the appropriate range, the "Please return to left-firing" image will be removed. Also, in firing intensity monitoring state 1, if the "Please return to left-firing" image is displayed and the SC performance game start animation has finished, firing intensity monitoring state 1 will be terminated and the "Please return to left-firing" image will be removed. By making appropriate announcements according to the game state in this way, the importance of the SC performance can be announced to the player, and by not making an announcement, disadvantages to the player can be minimized. It is preferable to configure the system to notify the player to shoot in the middle range when a predetermined time (for example, 6 seconds) has elapsed since entering the game start preparation state and the firing intensity is within the appropriate range.

[0315] (e) is a diagram showing that all four balls have been launched, and that the fourth game ball has entered the hole. The second display device 10 displays the "One Match Established!" image by character X and performs a winning combination suggestion animation. The winning combination suggestion animation here is a result animation showing that the BNS One Match combination was established as a winning combination. The second display device 10 also continues to display the "Stage SC" image. The first display device 16 displays the "1-1-1" hand pattern.

[0316] (f) is a diagram showing that the result of the game is a win. The second display device 10 executes a win notification animation by character X. The second display device 10 also continues to display the "Stage SC" image. The first display device 16 continues to display the "1-1-1" hand pattern. The first display device 16 also displays the "111 Bonus Role Established" image, indicating that a BNS 1 combination has been achieved and a win with the BB role has been established. Subsequently, the game ends after executing the win determination process in step 3700 and the payout calculation process in step 3750.

[0317] Next, Figure 34 will be used to explain the DB (Big Bonus) effect during normal gameplay. The DB effect is an effect that is executed when a bonus pattern with a total of 20 BNS (activating symbol number 22) is selected during normal gameplay. The DB effect is a one-game effect that indicates that a Big Bonus (BB) will be awarded if the sum of the numbers on the player's hand is equal to or greater than the dealer's sum. In this example, the explanation will assume that the activation symbol number 22 was selected.

[0318] (a) is a diagram showing the result of the game before the DB (Double Battle) animation, and is a diagram showing the game waiting state. The second animation display device 10 displays the "Unfortunate" image and the "Stage B" image. The first animation display device 16 displays the hand symbols that are not the winning combination of "7, 6, 4".

[0319] (b) is a diagram showing the game start preparation state after the BET button 18 has been operated. The second display device 10 executes a stage change animation. The first display device 16 displays a star image in the hand area 16. Here, the stage change to the DB animation can be done by the stage change animation or by an independent stage change animation. If the previous game was on a normal stage (for example, stages A to C) and the next game will execute the DB animation, the stage will be changed to stage DB by the stage change animation. However, if the previous game was on a special stage (for example, stage P) and the next game will execute the DB animation, the stage will be changed to stage DB without the stage change animation. The stage change animation may also be executed in the game start animation state shown in (c) below. The case of executing the DB animation from a special stage will be described later.

[0320] (c) is a diagram showing the state in which the DB performance is being executed in the game start performance state after the game start preparation state. In the game start performance state, the game start performance is configured to be executed, and in this example, the DB performance is executed. The DB performance is a mission-like performance that is completed in one game, and if completed, it results in a Big Bonus (BB). In this example, the DB performance is executed when the BNS total of 20 (see the performance table in Figure 12) is determined as a winning hand, and it is a performance that indicates that if the sum of the numbers of the player's hand tiles is 20 or more than the dealer's sum, it will result in a BB. The second performance display device 10 displays the dealer image, the "Can you make it 20 or more?" image, and the "20" image. The second performance display device 10 also displays the "Stage DB" image to indicate that the current stage is Stage DB. The first performance display device 16 displays a star image in the hand area 16.

[0321] (d) is a diagram showing that all four balls have been launched, and that the fourth game ball has entered the target area. The second display device 10 displays a "Too Bad" image to indicate that a winning combination was not achieved. The second display device 10 also continues to display the "Stage DB" image. The first display device 16 displays the "7-7-5" hand pattern. At this point, the temporary game state storage means 2100 temporarily stores game information A, indicating that a winning combination was not achieved in the DB animation. In this example, we have shown the case where a winning combination was not achieved after using four balls, but if a winning combination is not possible after using three balls and the game ends automatically, the game information is similarly temporarily stored. In this case, the temporary game state storage means 2100 temporarily stores game information B, indicating that a winning combination was not achieved in the DB animation.

[0322] (e) is a diagram showing the game start animation state for the next game after the BET button 18 has been operated following the DB animation. The second animation display device 10 executes the stage change animation. The first animation display device 16 displays a star image in the hand area 16. If a winning combination is not achieved in the DB animation, the stage will always change in the next game.

[0323] (f) is a diagram showing the game state after the first game following the DB (Double Bonus) animation, and after the stage has been changed to Stage C by the Stage Change animation. The second animation display device 10 executes a comment animation by character X. In this comment animation, it is possible to execute an animation that reflects the content of the game from the previous game (the content of the DB animation). For example, if the game ends without the player being able to achieve a winning combination in the DB animation, the next game's comment animation is configured to display a comment such as "That was too bad just now," which reflects the content of the game from the previous game (the content of the DB animation). Note that this comment is an animation based on temporarily stored game information A, and if the game information is B, it is configured to display a comment such as "You need a little more practice." By configuring it in this way, it is possible to provide the player with an animation that maintains a series of sequences over the course of multiple games.

[0324] Furthermore, the content of the comments is configured to differ based on the segment display described later. For example, a beginner will be shown the comment "That was unfortunate earlier," while an advanced player will be shown the comment "You still have a long way to go." By configuring it in this way, it is possible to provide players with a presentation that is linked to their current rank and gameplay.

[0325] Next, we will explain the presentation in Stage P using Figures 35 and 36. Stage P is a special stage that can only be accessed in the normal game state (non-BB state, where BB is not continuing) after the end of an upgraded BB (for example, BB7). Specifically, it is the stage to which the player transitions (the stage where the lion character shown in Figure 35(c) is displayed) based on the execution of a stage change animation (Figure 35(b)) in the game start animation state of the first game after the end of an upgraded BB (Figure 35(a)). Stage P is a stage that the player stays in for a period of multiple games (for example, a period of 10 games), and during the period of multiple games, stage changes are prohibited. Then, after the period of multiple games has elapsed (Figure 35(d)), the stage change animation (Figure 35(e)) is executed in the next game start animation state where the period of prohibition on stage changes has ended, and the player transitions to a different stage from Stage P (for example, Stage A shown in Figure 35(f)).

[0326] Furthermore, if you win an SC (Super Chance) or DB (Double Bonus) performance during a game that involves a stage change (Figure 36(b), Figure 36(e)), the stage change performance will not be performed during the game start performance state. Instead, the stage will be changed to Stage P during the game start preparation state (Figure 36(b), Figure 36(e)), and the SC performance (Figure 36(c)) or DB performance (Figure 36(f)) will be executed during the game start performance state.

[0327] Furthermore, if the SC performance is won in the game following Figure 36(a), the control is as follows: The sub-control board 3000 determines whether it is the first game immediately after the end of the upgraded BB. The sub-control board 3000 determines that the upgraded BB has ended even if the upgraded BB has failed. When the BET button 18 is operated, if the sub-control board 3000 determines that it is the first game immediately after the end of the upgraded BB and that the SC performance should be executed, it forcibly changes the stage to stage P without executing the stage change performance in the game start preparation state, and executes the display of the background of stage P, the output of the background music for stage P, and the lighting performance of the lamps for stage P. In this way, by not executing the stage change performance when the SC performance occurs in the first game after the end of the upgraded BB, it is possible to notify the player that the SC performance or DB performance has been won.

[0328] On the other hand, the DB effect is similar, and if the DB effect is won in the game following Figure 36(d), the control is as follows: The sub-control board 3000 determines whether it is the first game immediately after the end of the promotion BB. The sub-control board 3000 determines that the promotion BB has ended even if the promotion BB has failed. When the BET button 18 is operated, if the sub-control board 3000 determines that it is the first game immediately after the end of the promotion BB and that the DB effect should be executed, it forcibly changes the stage to stage P without executing the stage change effect in the game start preparation state, and executes the display of the background of stage P, the output of the background music for stage P, and the lighting effect of the lamps for stage P. In this way, by not executing the stage change effect when the DB effect occurs in the first game after the end of the promotion BB, it is possible to notify the player that the DB effect or SC effect has been won.

[0329] Furthermore, although Figure 35(e) explains that the stage change animation is executed in the next game start animation state after the stage change prohibition period has ended, and that the game transitions to a stage different from Stage P, if all four of the following conditions are met when the BET button 18 is operated, the stage may be forcibly rewritten to Stage A, and the background of Stage A, the BGM of Stage A, and the lighting animation of the lamps of Stage A may be executed. (1) The game is in a normal playing state. (2) The stage is Stage P. (3) It is not a period in which stage change effects are prohibited. (4) This is not the symbol number that triggers the SC effect or DB effect.

[0330] By configuring it in this way, if a stage change animation occurs when the period of prohibition on stage changes has ended, it can give players the expectation that they may have won a DB animation, SC animation, or similar.

[0331] Furthermore, as shown in Figure 35(f), the system may be configured to execute comment sequences that reflect the content of multiple games. In this comment sequence, it is possible to execute sequences that reflect the content of 10 games played in Stage P. For example, since character X is not displayed in Stage P, the system is configured to display a comment such as "It's been a while." It is preferable that this comment sequence is based on game information that temporarily stores the results of multiple games. By configuring the system in this way, it is possible to provide players with sequences that maintain a consistent flow even over a long period of time.

[0332] Furthermore, the content of the comments is structured to differ based on the segment display described later. For example, if a player had a chance to achieve a winning combination in the game five rounds prior to Stage P but failed to do so, a beginner would see the comment "You were so close in the game five rounds ago," while an advanced player would see the comment "That was terrible." This structure allows the system to provide players with a presentation that is linked to their current rank and gameplay.

[0333] Next, using Figure 37, we will explain an example of an announcement sequence corresponding to the game state (Example 1). The announcement sequence corresponding to the game state in Figure 37 is an announcement sequence corresponding to a special game state and is related to the windmill navigation sequence; therefore, we will also explain the windmill navigation sequence mentioned above.

[0334] Figure 37(a) shows the special game state, where the firing intensity in Figure 27(c) is 470. In the special game state, the second display device 10 is configured to display the image "READY" when it is in a predetermined game state 1.

[0335] The specified game state 1 is a game state that satisfies all of the following conditions (1) to (3). (1) The game state is a specific round of the special game (for example, all rounds of BB1 and BB7, and all rounds except the final round of BB2 to BB6). (2) Not a single shot was fired in a particular round. (3) The player operates the firing handle 4 with a predetermined firing intensity or higher (for example, 401 or higher), and the firing button 44 is in the OFF position.

[0336] Furthermore, if the firing intensity is less than a predetermined firing intensity (for example, less than 401), the "READY" image will not be displayed even if conditions (1) and (2) are met. Also, if the firing intensity falls below the predetermined firing intensity while the "READY" image is displayed, the system is configured to erase the "READY" image. Specifically, when the main control board 1000 determines that the game is in a predetermined state 1, it sends a command to the sub-control board 3000 for displaying "READY" in the control command transmission process of step 2006, and the sub-control board 3000 displays the "READY" image based on the command reception. On the other hand, when the main control board 1000 determines that the game is no longer in a predetermined state 1, it sends a command to the sub-control board 3000 for erasing "READY" in the control command transmission process of step 2006, and the sub-control board 3000 erases the "READY" image based on the command reception. It is also possible to display other visual effects images (arrow images in the diagram) at the same time as the "READY" image.

[0337] Figure 37(b) shows the special game state, where the firing intensity in Figure 27(c) is 470. In the special game state, the second display device 10 is configured to display the image "GO" when it is in a predetermined game state 2.

[0338] The specified game state 2 is a game state that satisfies all of the following conditions (1) to (4). (1) The game state is a specific round of the special game (for example, all rounds of BB1 and BB7, and all rounds except the final round of BB2 to BB6). (2) Not a single shot was fired in a particular round. (3) The player operates the firing handle 4 with a predetermined firing intensity or greater (for example, 401 or more). (4) The firing button 44 must be in the ON position.

[0339] When the "READY" image is displayed and the game enters a predetermined game state 2 (at which point one game ball is launched), the "READY" image is erased and the "GO" image is displayed. Alternatively, instead of erasing the "READY" image, the "GO" image may be displayed on top of or overwritten. Specifically, when the main control board 1000 determines that the game is in a predetermined game state 2, it sends a command to the sub-control board 3000 for displaying "GO" in the control command transmission process of step 2006, and the sub-control board 3000 displays the "GO" image based on the command reception. On the other hand, when the main control board 1000 determines that the game is no longer in a predetermined game state 2, it sends a command to the sub-control board 3000 for erasing "GO" in the control command transmission process of step 2006, and the sub-control board 3000 erases the "GO" image based on the command reception and displays the "READY" image if the game is in a predetermined game state 1. Furthermore, if a launched game ball is a foul ball, one game ball is set in the launching device, and when a predetermined game state 1 is reached, the "READY" image is displayed. Subsequently, when a predetermined game state 2 is reached, the "GO" image is displayed. In addition, other visual effects images (arrow images in the diagram) may be displayed simultaneously with the "GO" image.

[0340] By making appropriate announcements according to the game state, it is possible to inform players of the importance of the first ball in special games, and to prevent disadvantages to players by not making announcements. Furthermore, if the game ball passes through the score-increasing device 1 activation gate 14 on the first ball of a certain round, and a winning combination of 25 medals is achieved, 5 medals are added to the number of medals acquired (totaling 30 medals), making this a crucial launch operation for the player. Therefore, by implementing announcements according to the game state in this way, the game provides a gameplay experience that does not disadvantage players.

[0341] Next, using Figure 38, we will explain an example of an announcement sequence corresponding to the game state (Example 2). Figure 38 shows the announcement sequence corresponding to the game state during the final round of gameplay after the completion of 8 rounds in BB2 (BB3 to BB6 is also acceptable).

[0342] (a) is a diagram showing that the first two balls have been launched in the eighth round of BB2. The second display device 10 displays a "Aim to the right" image indicating that the player should aim for the special ball entry point 11 in the right-handed area, and also displays a right arrow image indicating that the player should aim to the right, thus performing a right-handed shot notification. The second display device 10 also displays a "BB2 8th round" image. The hand area 16 of the first display device 16 displays "7·A·Star".

[0343] (b) is a diagram showing that a winning hand was achieved in the 8th round of BB2. The second display device 10 displays a "Winning" image to indicate that a winning hand has been achieved. The second display device 10 also displays a "BB2 8th round" image. Furthermore, the second display device 10 displays a right arrow image to indicate a rightward shot. The hand area 16 of the first display device 16 displays "7·A·A", which constitutes the winning hand.

[0344] (c) is a diagram showing the round end processing state (the state in which payout processing for round games is performed) after the completion of the 8 rounds of BB2. After a predetermined time (for example, 3 seconds) has elapsed since entering the round end processing state, the sub-control board 3000 is controlled to enter the firing intensity monitoring state 2. In firing intensity monitoring state 2, if the firing intensity is above a predetermined intensity, the second display device 10 displays the image "Please return to left-handed shooting" as an announcement effect corresponding to the game state. Alternatively, the image "Please switch to center-handed shooting" may be displayed. Entering the final round of the game with the firing intensity of (b) (firing intensity when shooting to the right) carries a high risk of failure in the final round. Therefore, the system is configured to execute an announcement effect as a special message that focuses on returning the game state to one in which the firing handle 4 is fired into the left-handed area. It is preferable to configure the system to display the "Please return to left-handed shooting" image when the intensity is above a predetermined intensity, for example, 600 or more, to encourage firing into the left-handed area. In this case, if the firing strength of the firing handle is less than 600, the system may be configured to display the "Please operate the BET button" image. Alternatively, if the firing strength of the firing handle rises from less than 600 to 600 or higher, the system may be configured to display the "Please return to left-handed shooting" image. Furthermore, in state (c), if the firing strength of the firing handle falls below 600, the system may be configured to allow credit settlement. If settlement is performed, it is preferable to remove the "Please return to left-handed shooting" image and the "Please operate the BET button" image. By making appropriate announcements according to the game state in this way, the importance of the final round of the special game can be announced to the player, and by not making an announcement, disadvantages to the player can be minimized.

[0345] Furthermore, in (c), the main control board 1000 controls the system to perform a wait process for a predetermined period (for example, 5 seconds) after the round end processing state is reached. This wait process is different from the wait process in step 3180, but instead of steps 3180-2, 3180-4, and 3180-6, it determines whether or not 5 seconds have elapsed. If it determines that 5 seconds have not elapsed, the main control board 1000 performs a process to disable the operation of the BET button 18 (the same process as in step 3180-8). Also, if the system is not in a state where medal insertion is impossible, it drives the medal blocker to a state where medal insertion is possible and performs the same process as in steps 3180-10 and 12. On the other hand, if it determines that 5 seconds have elapsed, the main control board 1000 performs a process to enable the operation of the BET button 18 (the same process as in step 3180-14). Also, if the system is not in a state where medal insertion is impossible, it drives the medal blocker to a state where medal insertion is possible and performs the same process as in step 3180-16. In this way, preparations for playing the game, such as inserting tokens, can be made during the wait process, allowing for effective use of the previously unproductive wait time and enabling smooth gameplay after the wait process is released.

[0346] (d) is a diagram showing the game preparation state after the BET button 18 has been pressed following the end of the 8 rounds of BB2. The second display device 10 displays the "BB2 Final Round" image. The first display device 16 displays a star image in the hand area 16. The activated symbol number is 35.

[0347] (e) is a diagram showing the timing after a predetermined time (for example, 0.5 seconds) has elapsed since entering the game start preparation state as in (d). When a predetermined time (for example, 0.5 seconds) has elapsed since entering the game start preparation state, the sub-control board 3000 controls the game to enter the firing intensity monitoring state 3 if the game is in a state where the final round's effects are being performed and no balls have been fired yet. In the firing intensity monitoring state 3, if the firing intensity is above a predetermined intensity, the second effect display device 10 displays the image "Please return to left-handed shooting" as an announcement effect corresponding to the game state. Alternatively, the image "Please switch to center-handed shooting" may be displayed, and in the firing intensity monitoring state 3, if the firing intensity does not exceed the predetermined intensity but remains below it, a center-handed shooting notification such as the image "Next, center-handed shooting!" may be executed. In state (e), if the game enters the final round with the firing intensity of (b) (firing intensity when shooting to the right), there is a high risk of failure in the final round. Therefore, the system is configured to execute an announcement as a dedicated message that focuses on returning the launch handle 4 to the left-firing area during gameplay. Preferably, when the launch intensity exceeds a predetermined level, for example, 600 or more, the system is configured to display the "Please return to left-firing" image to encourage firing into the left-firing area. Alternatively, the system may be configured to display the "Please return to left-firing" image when the launch intensity of the launch handle changes from less than 600 to 600 or more. By making appropriate announcements according to the game state in this way, the importance of the final round of the special game can be conveyed to the player, and by not making an announcement, disadvantages to the player can be minimized.

[0348] (f) is a diagram showing the state after the appropriate firing intensity is achieved in the state of (e). The second display device 10 displays the "Aim for 7" image indicating that the target should be aimed at the symbol entry holes 13-13, and also performs a mid-shot notification by displaying a down arrow image. The second display device 10 also displays the "BB2 Final Round" image. The hand area 16 of the first display device 16 displays "Star, Star, Star".

[0349] Next, Figure 39 will be used to explain the player segment display (rank display). The player segment display shows five levels of skill based on the player's ability, and these five levels are (1) First time player, (2) Beginner, (3) Intermediate, (4) Advanced, and (5) Master. For example, the rank is displayed in the rank display area 16-10 of Figure 3 along with character X in Figure 39 (a). Note that in Figure 3, "Beginner" is simply displayed.

[0350] The segmentation is configured to determine the segment to which the current player belongs based on game data from a specific game period. The game data acquired for segmentation is (1) to (8) below, and this game data is acquired all at once at the end of each game. (1) The number of times when the launch strength at the time of launch is in the range of 400 to 500 when the ball is launched before the third ball enters the game in normal gameplay conditions (hereinafter referred to as the number of medium shots). (2) The number of times the first three balls pass through gate 14 during normal gameplay. (3) The number of games played in the normal game state. (4) The number of times Gate 14 is passed through during gameplay in the special game state (hereinafter referred to as the number of shots during BB). (5) The number of games in which a score can be increased during a special game state. (6) Number of BBs. (7) The total number of games played in the special game state. (8) The number of consecutive shots up to the third ball during a game in a special game state (determined by the number of shots up to the third ball entering the field, without determining whether it is a foul ball or not).

[0351] The initial decision is made after a predetermined period of 1 has elapsed since the start of the game, and the decision is made based on the following data. (1) Number of hits in the middle of the game. (2) The number of times the first three balls pass through gate 14 during normal gameplay. (3) The number of games played in the normal game state. (7) The total number of games played in the special game state.

[0352] The segment in the initial judgment is determined by two parameters: the success rate of hitting the middle target and the pass rate through gate 14. The success rate of hitting the middle target is calculated by (1) / {3×(3)}, and the pass rate through gate 14 is calculated by (2) / {3×(3)}.

[0353] Then, the segment is determined by referring to (a) to (c) below, and the determined segment is displayed in the rank display area 16-10. (a) If the success rate of hitting the target is 80% or less, and the success rate of passing through gate 14 is 33% or less, the player will be judged as a "beginner". (b) If the success rate of hitting the ball in the middle is 90% or higher, and the success rate of passing through gate 14 is 66% or higher, the player will be judged as an "advanced player". (c): Anyone other than (a) and (b) will be judged as "intermediate".

[0354] The second decision is made after a predetermined period of 2 has elapsed since the first decision, and the following data is acquired to make the decision. (1) Number of hits in the middle of the game. (2) The number of times the first three balls pass through gate 14 during normal gameplay. (3) The number of games played in the normal game state. (4) Number of hits during BB. (5) The number of games in which a score can be increased during a special game state. (6) Number of BBs. (7) The total number of games played in the special game state. (8) The number of consecutive shots up to the third ball during a game in a special game state (determined by the number of shots up to the third ball entering the field, without determining whether it is a foul ball or not).

[0355] The segment for the second judgment is determined by four parameters: the success rate of normal mid-shots, the rapid-fire rate, the success rate of precise shots during BBs, and the number of BBs. The success rate of normal mid-shots is calculated by (1) / {3×(3)}. The rapid-fire rate is calculated by (8) / (3). The success rate of precise shots during BBs is calculated by (4) / (5). The number of BBs is determined by referring to the number of BBs in (6).

[0356] First, refer to Figure 39(b) to determine whether the calculation result satisfies the value of the currently located segment. Next, refer to Figure 39(c) to determine how many of the four conditions in Figure 39(b) are satisfied, and determine a new segment. The determined segment is displayed in the rank display area 16-10. For the third and subsequent judgments, it is sufficient that the judgment is made at a predetermined time after the previous judgment has elapsed.

[0357] By configuring the system to calculate and display the player's skill level in this way, players will strive to reach higher segments, thereby enhancing the enjoyment of the game.

[0358] Next, using Figure 42, we will explain a display that appears during gameplay and suggests that a wait may occur.

[0359] (a) is a diagram showing the game in progress, 75 seconds after the 7th game and 175 seconds after the 20th game. Note that this is the same timing as in Figure 9(a). In this state, the second display device 10 displays an image of character X. The second display device 10 also displays the "Stage A" image. The first display device 16 displays the "7-star-7" hand pattern in its hand area.

[0360] (b) is an image diagram showing example 1 of a wait indication effect. If the BET button 18 is pressed to end the current game and start the next game during the period from Figure 42(a) to Figure 42(e), a wait process will occur. Therefore, the system is configured to perform a wait indication effect to inform the player in advance that a wait process may occur. In example 1, the second display device 10 displays the character X image and the "Let's take a break" image as a comment effect to inform the player to slightly delay the game. The second display device 10 also displays the "Stage A" image. The hand area of ​​the first display device 16 continuously displays the "7-star-7" hand pattern.

[0361] (c) is an image diagram showing example 2 of the wait occurrence indication effect. In example 2, the second display device 10 displays an image of character X. The second display device 10 also displays the "Stage A" image. The first display device 16 continues to display the "7-star-7" hand pattern in the hand area. The first display device 16 also displays the image "If you continue playing like this, a wait will occur" to indicate that a wait will occur.

[0362] (d) is an image diagram showing Example 3 of the wait occurrence indication effect. In Example 3, the second performance display device 10 displays an image of character X and a wait indication meter image. The wait indication meter image indicates the time remaining until a state in which no wait occurs, indicated by an indicator image shown in black. The indicator image is configured to shrink over time and disappear when the timing for no longer to occur to occur. The second performance display device 10 also displays the "Stage A" image. The hand area of ​​the first performance display device 16 continuously displays the "7-star-7" hand pattern.

[0363] (e) is a diagram showing the game in progress, at a timing of 81 seconds since the 7th game and 181 seconds since the 20th game. Note that this is the same timing as in Figure 9(b). In this state, the second display device 10 displays an image of character X and a "Firing OK" image to indicate to the player that there will be no wait time even if the game is ended by firing. The second display device 10 also displays the "Stage A" image. The hand area of ​​the first display device 16 displays the "7-Star-7" hand pattern.

[0364] (f) is a diagram showing that the fourth game ball has entered the target area. The second display device 10 displays a "Too bad" image indicating that a winning hand was not formed. The middle hand area 16-2 of the first display device 16 displays the "6" hand symbol based on the game ball entering the symbol ball entry slot 13-11. After determining whether a winning hand has been formed (step 3506), it is determined that it is not a win, so the process to automatically terminate the game is executed, and the game ends.

[0365] By implementing such suggestive effects, it is possible to allow players to proceed with the game at an appropriate speed. Furthermore, in (e), the timing at which the indicator image disappears may be set earlier than 81 seconds from the 7th game or 181 seconds from the 20th game. In this way, it is possible to prevent a wait from occurring when the game ends, allowing players to proceed with the game in an appropriate situation.

[0366] The conditions for ending the game are listed below. (1) If the number of remaining game balls becomes 0 when a hand of symbols is acquired, the game ends (automatic termination). (2) When a winning combination of tiles is obtained, the game ends when the player presses the BET button 18 without discarding any tiles. (3) If a winning combination of symbols is not displayed when a hand of symbols is acquired, and the player then presses the end game button 26 without performing a discard operation, the game is considered to have ended. (4) In a game started with the conditional continuation device not activated (normal game state), if a combination of symbols (BB combination) that would activate the conditional continuation device when a hand symbol is acquired is displayed, the game shall end (automatic termination). However, this shall not apply if the combination of symbols includes a hand symbol acquired by a special feature. (5) In a game started with the conditional continuation device activated (for example, BB2), if a combination of symbols that will activate a new conditional continuation device (a combination of symbols that will result in BB3) is displayed when a hand symbol is acquired, the game shall end (automatic termination). However, this shall not apply if the combination of symbols includes a hand symbol acquired by a special feature. (6) When a winning combination of symbols is obtained, if it is not displayed and it is impossible to display a winning combination of symbols even after using all remaining balls, the game will end (automatic termination). (7) When a winning combination of symbols is obtained (for example, "1-1-1"), and it is not possible to display a different winning combination of symbols (for example, "7-7-7") even after using all remaining balls, the game will end (automatic termination). (8) When the continuous condition device is operating, and a winning combination of symbols ("7·A·A") is displayed when the hand symbols are acquired, and it is confirmed that the maximum payout (30 coins) will be achieved, the game will end (automatic termination), however, it is not necessary to terminate the game automatically. (9) When a winning combination of tiles is obtained, the game ends when the player presses the end-of-game button 26 without discarding any tiles.

[0367] Furthermore, the image displayed on the first display device 16 may also be displayed on the second display device 10, and the image displayed on the second display device 10 may also be displayed on the first display device 16. In other words, the image described above may be displayed on either the first display device 16 or the second display device 10. Also, the first display device 16 and the second display device 10 may be used without distinction as a display device, display means, or notification means. In addition, although the lamp was exemplified as having lighting state 1 (on) and lighting state 2 (off), examples are also included in which lighting state 1 and lighting state 2 are distinguished by differences in color, flashing pattern, etc.

[0368] (summary) Furthermore, based on the configuration shown in the above embodiments, the following concepts can be extracted (listed). However, the concepts listed below are merely examples, and it is possible to combine or separate (create higher-level concepts) these listed concepts, as well as add concepts based on the further configurations shown in the above embodiments to these concepts.

[0369] The mahjong ball game machine according to this embodiment (1) is Multiple ball entry points are located within the game area, Multiple discarding means that can erase hand information when manipulated, A means of lighting that can be turned on and Equipped with, The system is configured so that when a game ball enters one of several ball entry points, the hand information corresponding to the entry point into which the ball entered can be stored. In the first situation, the lighting means is lit in a predetermined manner, and when the discard means corresponding to the stored predetermined hand information is operated, the predetermined hand information can be erased. In the second situation, if the lighting means is not lit in the predetermined manner, and the discard means corresponding to the predetermined hand information stored is operated, the predetermined hand information is not erased.

[0370] The mahjong ball game machine of this embodiment (1) is equipped with a plurality of symbol ball entry slots 13 arranged in the game area, a plurality of discard buttons 19 that can erase hand information when operated, and lamps of the discard buttons 19 that can be lit. When a game ball enters any of the plurality of symbol ball entry slots 13, the hand information corresponding to the symbol ball entry slot 13 into which the ball entered can be stored in the temporary hand information storage means 2103a. In the first situation (for example, a round other than the final round of BB2, and a situation in which the player has a seven symbol obtained by means other than a special item as a hand symbol), the lamps of the discard buttons 19 The lamp for the discard button 19 is configured to be lit in a predetermined manner, and if the discard button 19 corresponding to a seven symbol acquired by a machine other than the stored seven symbols is operated, the seven symbol acquired by a machine other than the stored seven symbols may be erased. In the second situation (for example, the final round of BB2, and the player has a seven symbol acquired by a machine other than the stored seven symbols as a discard symbol), the lamp for the discard button 19 is not lit in a predetermined manner, and if the discard button 19 corresponding to a seven symbol acquired by a machine other than the stored seven symbols is operated, the seven symbol acquired by a machine other than the stored seven symbols may not be erased.

[0371] The mahjong ball game machine according to this embodiment (2) is Multiple ball entry points are located within the game area, A first operating means that, when operated, can terminate the game, A second operating means that, when operated, can end the game. Equipped with, In the first situation, the game ends when the first operating means is operated, and the game also ends when the second operating means is operated. In the second situation, the game ends when the first operating means is operated, but the game does not end when the second operating means is operated.

[0372] The mahjong ball game machine of this embodiment (2) comprises a plurality of symbol ball entry slots 13 arranged in the game area, a first operating means (for example, a game end button 26) which can be operated to end the game, and a second operating means (for example, a win button) which can be operated to end the game. In the first situation (for example, a situation in which an upgraded BB role has been achieved), the game ends when the game end button 26 is operated, and the game also ends when the win button is operated. In the second situation (for example, a situation in which an upgraded BB role may be achieved with the remaining balls), the game ends when the game end button 26 is operated, but the game does not end when the win button is operated. The level meter image may be used as "information regarding firing intensity," or the numerical image of firing intensity displayed in the firing intensity display area 16-7 may be used as "information regarding firing intensity." Furthermore, a combination of a wind turbine image, a level meter image, and a numerical image of the launch intensity (for example, a wind turbine image + a level meter image) may be referred to as "information regarding the launch intensity." In addition, the displayed image itself may be referred to as "information regarding the launch intensity."

[0373] The sparrow ball game machine according to this embodiment (3) is A launching mechanism capable of firing a predetermined number of balls per game, Output means and A special game control means that enables the execution of a special game when a special game combination is achieved. Equipped with, The system is configured such that if a special game combination is achieved during the execution of a predetermined game in a special game, a new special game may be executed. In situations where a special game may be achieved with the remaining balls during the execution of a predetermined game in a special game, the system is configured to output first information via the output means. In situations where there is no possibility of achieving a special game combination with the remaining balls during the execution of a predetermined game in a special game, the system is configured to output second information via an output means.

[0374] The mahjong ball game machine of embodiment (3) 1 comprises a launching means capable of launching a predetermined number of balls per game, an output means (for example, a display device, lamp, or speaker), and a special game control means capable of executing a special game when a special game combination is achieved. The machine is configured such that in a first situation (for example, a situation where there is a possibility of achieving an upgraded big bonus with 2 balls remaining), the output means can output first information (for example, a middle-hit notification or a left-hit notification) regarding the optimal game method in the first situation. The machine is configured such that in a second situation (for example, a situation where an upgraded big bonus is not achieved with 2 balls remaining), the output means can output second information (for example, a right-hit notification) regarding the optimal game method in the second situation.

[0375] The mahjong ball game machine of embodiment (3) 2 is equipped with output means (for example, a display device, a lamp, or a speaker) and is configured to output first information (for example, displaying a "READY" image) regarding the optimal way to play in the first situation when a first situation is occurring (for example, when the game state is a specific round of a special game, no balls have been fired in that specific round, there has been an operation with a firing intensity of 401 or higher, and the firing button 44 is OFF) and is configured to output second information (for example, displaying a "GO" image) regarding the optimal way to play in the second situation when a second situation is occurring when a second situation is occurring (for example, when the game state is a specific round of a special game, no balls have been fired in that specific round, there has been an operation with a firing intensity of 401 or higher, and the firing button 44 is ON).

[0376] The mahjong ball game machine of embodiment (3) 3 is equipped with output means (for example, a display device, a lamp, or a speaker) and is configured to output first information (for example, left-handed shot notification) regarding the optimal game method in the first situation when an SC performance is in progress 6 seconds after the game start preparation state and the shot intensity is in the strong range, and is configured to output second information (for example, middle-handed shot notification) regarding the optimal game method in the second situation when an SC performance is in progress 6 seconds after the game start preparation state and the shot intensity is in the appropriate range.

[0377] The mahjong ball game machine of embodiment (3) 4 is equipped with output means (for example, a display device, a lamp, or a speaker) and is configured to output first information (for example, left-handed notification) regarding the optimal game method in a first situation (for example, a situation where the firing intensity in the round end processing state is greater than or equal to a predetermined intensity) via the output means, and is configured to output second information (for example, middle-handed notification) regarding the optimal game method in a second situation (for example, a situation where the firing intensity in the round end processing state is less than a predetermined intensity) via the output means.

[0378] The mahjong ball game machine according to this embodiment (4) is Multiple ball entry points are located within the game area, A launching means capable of launching game balls toward the game area, Information display means capable of displaying information, A predetermined operating means and Equipped with, The launching force of the game balls can be adjusted depending on how the launching mechanism is operated. The information display means is configured to be able to display information regarding the firing intensity of the firing means. The system is configured such that the display of information regarding the firing intensity can be changed by operating the predetermined operating means.

[0379] The mahjong ball game machine of this embodiment (4) comprises a plurality of symbol ball entry slots 13 arranged in the game area, a launching means (e.g., launching device, launching handle 4) capable of launching game balls toward the game area, a first performance display device 16 capable of displaying information, and a cross button SB-2. The launching intensity of the game balls can be adjusted depending on the operation of the launching means, and the first performance display device 16 can display information regarding the launching intensity of the launching means (e.g., a windmill image FG). The display (e.g., display position) of the information regarding the launching intensity (e.g., a windmill image FG) can be changed by operating the cross button SB-2.

[0380] The mahjong ball game machine according to this embodiment (5) is Multiple ball entry points are located within the game area, A launching means capable of launching game balls toward the game area, Output means and Equipped with, At a minimum, it is configured to store game information including the status of game balls entering multiple ball entry points over a predetermined period of time. The system is configured to output information corresponding to stored game information via an output means.

[0381] The mahjong ball game machine of this embodiment (5) comprises a plurality of symbol ball entry slots 13 arranged in the game area, a launching means (e.g., a launching device, a launching handle 4) capable of launching game balls toward the game area, and an output means (e.g., a display device), and is configured to store game information including the operation of the launching means over a predetermined period and the status of game balls entering the plurality of symbol ball entry slots 13, and is configured to provide notifications corresponding to the stored game information via the display device.

[0382] The mahjong ball game machine according to this embodiment (6) is A timekeeping device capable of measuring time, A storage means capable of storing gaming media, The game medium is a betting method that can be used as a betting tool. Equipped with, If the time measured by the timing means satisfies the predetermined conditions, the storage means and the betting means are activated. If the time measured by the timing means does not meet the predetermined conditions, the storage means is activated, while the betting means is deactivated.

[0383] The mahjong ball game machine of this embodiment (6) includes a timing means capable of measuring time (e.g., a timer), a storage means capable of storing game media (e.g., a means for adding the CRE counter value of the temporary medal information storage means 1201), and a betting means capable of betting game media (e.g., a means for adding the bet counter value of the temporary medal information storage means 1201). The storage means and the betting means are activated when the time measured by the timer satisfies predetermined conditions (e.g., wait condition 1 or wait condition 2). The storage means is activated while the betting means is disabled when the time measured by the timer does not satisfy predetermined conditions (e.g., wait condition 1 or wait condition 2).

[0384] The sparrow ball game machine according to this embodiment (7) is Multiple ball entry points are located within the game area, A launching means capable of launching game balls toward the game area, Information display means capable of displaying information, A predetermined operating means and Equipped with, The system is configured such that when the aforementioned predetermined operating means is being operated, a new power supply is turned on, and predetermined conditions are met, the system enters a predetermined state. In the aforementioned predetermined state, game balls can be launched by the launching means, but the game does not progress in response to game balls entering the multiple ball entry points.

[0385] The mahjong ball game machine of this embodiment (7) is equipped with a plurality of symbol ball entry slots 13 arranged in the game area, a launching device capable of launching game balls toward the game area, a display device capable of displaying information, and a RAM clear button. The machine is configured such that when the RAM clear button is operated, the power is newly turned on and predetermined conditions are met, and it enters an operation confirmation mode. In the operation confirmation mode, it is possible to launch game balls by the launching device, but the game does not progress in response to game balls entering the plurality of symbol ball entry slots 13.

[0386] The sparrow ball game machine according to this embodiment (8) is Multiple ball entry points are located within the game area, The main game unit controls the progress of the game, A sub-game unit that controls the display of effects on the effects display unit and Equipped with, The main gaming department is, The system is configured to transmit first and second pieces of information to the sub-game unit when a game ball enters one of several ball entry points. The auxiliary gaming department is, In the first situation, the system is configured to execute a predetermined performance based on the receipt of first information from the main game unit. In the second situation, the system is configured to execute the predetermined performance based on the receipt of the second information from the main game unit.

[0387] The mahjong ball game machine of this embodiment (8) comprises a plurality of symbol ball entry slots 13 arranged in the game area, a main game unit that controls the progress of the game, and a sub-game unit that controls the display of effects on the effect display unit. The main game unit is configured to transmit first information (e.g., a hand information command) and second information (e.g., a wait command) to the sub-game unit when a game ball enters any of the plurality of symbol ball entry slots 13. The sub-game unit is configured to execute a predetermined effect based on receiving a hand information command from the main game unit in a first situation (e.g., a situation where the hand area 16 is not yet filled with hand symbols), and to execute a predetermined effect based on receiving a wait command from the main game unit in a second situation (e.g., a situation where the hand area 16 is fully filled with hand symbols). [Explanation of Symbols]

[0388] 1000 Main control board, 1100 Communication control means 1101 Input signal receiving means, 1102 Information transmission means 1200 Medal management means, 1201 Medal information temporary storage means 1300 Game start determination means, 1600 BB pattern determination means 1601 BB Pattern Determination / Content Determination Table 1900 Game control means, 1901 Discard control means 1902 Self-printing tile control means, 1902a Self-printing game ball supply control means 1902b Remaining ball counter, 1903 Means for determining the winning combination 1904 Payout Calculation Method, 1904a Table of Prize Medals by Winning Hand 1905 Game termination control means, 1906 Special game control means 1906a Special game count counter 2100 Temporary storage means for game state, 2101 Temporary storage means for flags 2102 Temporary storage means for the number of game balls, 2103 Temporary storage means for tile information 2103a Hand information temporary storage means, 2103b Discarded tile information temporary storage means 2106 BB pattern temporary storage means, 2110 winning information temporary storage means 2110a Temporary storage means for winning combinations, 2110b Temporary storage means for the number of medals acquired 2111 Temporary storage means for special game-related information 2200 Payout control means, 2300 Game-related information storage means 2500 Information transmission and reception control means 3000 Sub-control board, 3100 Display control means 3120 Self-printed tile display control means 3130 Discarded tile display control means, 3140 Preview effect display control means 3150 Navigation display control means, 3160 Display-related information temporary storage means 3200 Information transmission and reception control means 10 Second performance display device 11 Special entrance 12 Special entrance gate 13-1, 13-2... Ball slots with designs 16 1st performance display device 18 BET button 19a Left button 19b Middle button 19c Right button 25. Coin payout button 4000 medal dispensing machine 36 Main display device

Claims

[Claim 1] Multiple ball entry points are located within the game area, A launching means capable of launching game balls toward the game area, Information display means capable of displaying information, A predetermined operating means and Equipped with, The launching force of the game balls can be adjusted depending on how the launching mechanism is operated. The information display means is configured to be able to display information regarding the firing intensity of the firing means. The system is configured such that the display of information regarding the firing intensity can be changed by operating the predetermined operating means. A mahjong ball game machine characterized by the following features.