Game machine

JP2025006651APending Publication Date: 2025-01-17SANYO BUSSAN KK

Patent Information

Application Number
JP2023107573
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-29
Publication Date
2025-01-17

AI Technical Summary

Benefits of technology

【0008】 この発明に係る遊技機によれば、特典付与の報知に関する遊技の興趣性を向上させることができる遊技機を提供することができる。

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Abstract

To provide a game machine improved in the amusement of a game related to a notification of giving a privilege.SOLUTION: When a determination result of a C time shortening lottery is a C time shortening 1 winning causing a C time shortening state 1 or a C time shortening 2 winning causing a C time shortening state 2, it is possible to get prize balls more than a prize ball number of four rounds (total 4000) which will be given in a case in which all special symbol 1 reservations of an upper limit number (4) results in a special symbol 1 jackpot result, depending on the number of times of passage detection by a special symbol 2 start port passage sensor 33ba which will generate a big winning prize ball acquisition chance with a winning probability 1 / 1, and a notification of this possibility is given by an acquisition potential prize ball number notification image H1005, or the like. When a specific phenomenon, such as an abnormal winning related to a ball entry into a special symbol 2 start winning device 33b in the C time shortening state 1 or C time shortening state 2, occurs, a reservation display by an abnormal V mode IJO, indicating the occurrence, or the like related to giving thousand prize balls per a special symbol 2 jackpot in the abnormal V mode IJO.SELECTED DRAWING: Figure 911
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]

[0002] BACKGROUND ART Conventionally, there are gaming machines that, when a predetermined benefit is awarded in a game, notify a player of the benefit to be awarded (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2006-280786 DISCLOSURE OF THE INVENTION [Problem to be solved by the invention]

[0004] However, the conventional case having such a configuration has the following problems. In other words, this type of gaming machine has the problem that it is difficult to further improve the entertainment value of the game in relation to the notification of the award of a special benefit.

[0005] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine that can increase the entertainment value of the game in relation to the notification of the award of a special benefit. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention has the following configuration. That is, the invention described in claim 1 is as follows: A game board having a game area in which game balls can flow down; A ball entrance through which game balls flowing down the game area can enter; An acquisition means for acquiring judgment information based on the establishment of a predetermined condition when a gaming ball enters the ball entrance; a storage means capable of retaining and storing a predetermined number of pieces of the determination information acquired by the acquisition means; A correct / incorrect determination means capable of determining whether or not to make the result a specific result based on the determination information; A special judgment means capable of executing a special judgment different from the pass / fail judgment based on the judgment information; A gaming machine equipped with a variable ball entry means that can change between a first state in which a gaming ball flowing down the gaming area can enter the game area and a second state in which the gaming ball cannot enter the game area, and that establishes a special condition different from the predetermined condition based on the entry of the gaming ball, a game value awarding means for awarding a game value when the specific result is achieved or when the special condition is met; a fulfillment count setting means for varying the number of times the special condition can be fulfilled depending on the result of the special determination; a bonus notification means for notifying a player of a second bonus corresponding to the number of times the special condition is established, the second bonus being a bonus that can provide a greater gaming value than a first bonus that is provided when all of the predetermined number of pieces of judgment information are the specific result; a state control means for controlling the variable ball entry means to be in an easy-to-enter state in which it is easier to allow game balls to enter the variable ball entry means than in a normal state until a specific number condition determined by the number of balls entering the variable ball entry means is met when a predetermined benefit is granted as a benefit corresponding to the result of the special determination; and a specific notification means for, when a specific event related to a ball scoring into the variable ball scoring means occurs in the easy-to-score state, executing a specific notification related to the awarding of a specific game value based on the ball scoring into the variable ball scoring means in a manner indicating that the specific event has occurred. It is characterized by:

[0007] [Operation and Effect] According to the invention described in claim 1, it is possible to provide a gaming machine that can increase the interest in the game regarding the notification of the award of a special benefit. [Effects of the Invention]

[0008] According to the gaming machine of the present invention, it is possible to provide a gaming machine that can increase the interest in the game regarding the notification of the award of a bonus. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Figure 2] FIG. 1 is a front perspective view of a pachinko machine. [Figure 3] FIG. 2 is a rear view of the pachinko machine. [Figure 4] FIG. 2 is a right side view of the pachinko machine. [Figure 5] FIG. 2 is a left side view of the pachinko machine. [Figure 6] FIG. 1 is a plan view of a pachinko machine. [Figure 7] FIG. [Figure 8] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 9] (a) shows the display content of the third pattern display device, and (b) is an explanatory diagram showing the hold display. [Figure 10] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 11] (a) is the table for the special chart 1 jackpot lottery, and (b) is the table for the special chart 2 jackpot lottery. [Figure 12] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 13] (a) is an example of the variable display effects for a normal jackpot reach and a normal miss reach, and (b) is an example of the variable display effects for a super jackpot reach and a super miss reach. [Figure 14] (a) is an example of the variable display effects of the jackpot super reach and the miss super reach, and (b) is an example of the variable display effects of the jackpot super reach and the miss super reach. [Figure 15] 10 is a table for determining an ending performance pattern. [Figure 16] 4 is a flowchart showing main processing by the main control device. [Figure 17] 10 is a flowchart showing normal processing by the main control device. [Figure 18] 10 is a flowchart showing the first pattern change processing. [Figure 19] 10 is a flowchart showing a fluctuation start process. [Figure 20] 10 is a flowchart showing the next game state setting process. [Figure 21] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 22] 10 is a flowchart showing a right-hit error determination process. [Figure 23] 10 is a flowchart showing a timer interrupt process. [Figure 24] A flowchart showing the start winning processing. [Figure 25] 10 is a flowchart showing a lottery process for advance reading. [Figure 26] 10 is a flowchart showing a launch control process. [Figure 27] 10 is a flowchart showing an NMI interrupt process. [Figure 28] 10 is a flowchart showing the main processing by the dispensing control device. [Figure 29] 10 is a flowchart showing a dispensing control process. [Figure 30] 10 is a flowchart showing a prize ball control process. [Figure 31] 10 is a flowchart showing a ball lending control process. [Figure 32] 10 is a flowchart showing main processing by the sub-control device. [Figure 33] 10 is a flowchart showing normal processing by the sub-control device. [Figure 34] 10 is a flowchart showing customer waiting effect processing by the sub-control device. [Figure 35] 10 is a flowchart showing frame button input monitoring and performance processing by the sub-control device. [Figure 36]10 is a flowchart showing a decision button input monitoring and performance process performed by the sub-control device. [Figure 37] 10 is a flowchart showing a selection button input monitoring and performance process performed by the sub-control device. [Figure 38] 10 is a flowchart showing a sound editing and output management process performed by the sub-control device. [Figure 39] 10 is a flowchart showing the performance execution management process performed by the sub-control device. [Figure 40] 10 is a flowchart showing a process of receiving a read-ahead fluctuation pattern designation command by the sub-control device. [Figure 41] 10 is a flowchart showing the opening and closing mode (jackpot) display setting process performed by the sub-control device. [Figure 42] 10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 43] 10 is a flowchart showing a process for setting the next game status display mode by the sub-control device. [Figure 44] A flowchart showing the right-hit error notification display mode setting process by the sub-control device. [Figure 45] 10 is a flowchart showing normal processing of the display control device. [Figure 46] 10 is a flowchart showing a process of switching a display mode or the like by a display control device. [Figure 47] 10 is a flowchart showing a pattern row variation display process performed by a display control device. [Figure 48] 10 is a flowchart showing a specific operation screen display process performed by the display control device. [Figure 49] 10 is a flowchart showing the jackpot opening round display process performed by the display control device. [Figure 50] 10 is a flowchart showing the big win ending display process performed by the display control device. [Figure 51] 10 is a flowchart showing a high probability support state transition display process performed by a display control device. [Figure 52]10 is a flowchart showing a low-probability / support state transition display process performed by a display control device. [Figure 53] 10 is a flowchart illustrating a specific operation period notification process performed by the display control device. [Figure 54] A figure explaining the display mode during a specific operation period in the third pattern display device. [Figure 55] A figure explaining the display mode during a specific operation period during high-speed fluctuation of the main decorative pattern. [Figure 56] FIG. 10 is a diagram illustrating a display mode during a specific operation period after a reach is achieved. [Figure 57] FIG. 57 is a diagram illustrating the display mode during the specific operation period after the reaching of a winning position, following FIG. 56. [Figure 58] A figure explaining the display mode when the decision button is left pressed during a specific operation period during high-speed fluctuation. [Figure 59] A figure explaining the display mode when the decision button and selection button are pressed during a specific operation period during high-speed fluctuation. [Figure 60] FIG. 10 is a front view of a game board showing a modified portion of Example 1. [Figure 61] (a) is a table for drawing the jackpot for special chart 1, and (b) is a table for drawing the jackpot for special chart 2. [Figure 62] (a) is a table for selecting a normal winning combination, and (b) is a table for selecting a normal symbol variation pattern (normal electric device opening pattern). [Figure 63] (a) is a table for selecting the main decorative pattern change pattern of special chart 2 (first consecutive win zone), and (b) is a table for selecting the main decorative pattern change pattern of special chart 2 (second to fifth consecutive win zone). [Figure 64] FIG. 10 is a diagram illustrating the flow of the game. [Figure 65] FIG. 10 is a front view of the board showing further characteristic parts of the first embodiment. [Figure 66] This is a diagram explaining the movable props and their surrounding components. [Figure 67] FIG. 10 is a diagram illustrating the operation of the movable props. [Figure 68] This is the table for the Special Chart 1 and Special Chart 2 jackpot lottery. [Figure 69] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Figure 70] 10 is a table detailing the control of the movable support component; [Figure 71] FIG. 1 is a schematic diagram illustrating the flow of a game. [Figure 72] 10 is a flowchart illustrating the reel origin position setting process, which is part of the normal processing of the sub-control device. [Figure 73] 10 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device. [Figure 74] 10 is a flowchart illustrating the reel lifting process, which is part of the processing of the sub-controller. [Figure 75] A diagram illustrating a modified example of a movable prop. [Figure 76] A diagram illustrating a modified example of a movable prop. [Figure 77] This is a table for selecting the main decorative pattern variation pattern of special chart 1 in a modified example. [Figure 78] 10 is a table illustrating details of control of a movable support part according to a modified example. [Figure 79] FIG. 10 is a schematic diagram illustrating the flow of a game according to a modified example. [Figure 80] 10 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device according to the modified example. [Figure 81] 10 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device according to the modified example. [Figure 82] A diagram explaining a movable accessory and its surrounding components in a modified example. [Figure 83] This is a diagram explaining the movable accessory of variant example 11 and its surrounding components, as well as the stopping mode of the movable accessory. [Figure 84] 10A to 10C are diagrams illustrating various effects of the gaming machine of this example. [Figure 85]This is a diagram explaining the movable accessory of variant 12, its surrounding components, and the stopping mode of the movable accessory. [Figure 86] 10A to 10C are diagrams illustrating various effects of the gaming machine of this example. [Figure 87] This is a diagram explaining the movable accessory and its surrounding parts of variant example 13, and another example of the movable accessory. [Figure 88] This is a diagram explaining the movable accessory and its surrounding parts of variant example 14. [Figure 89] FIG. 10 is a diagram illustrating a movable accessory and its peripheral components according to Example 2. [Figure 90] FIG. 10 is a diagram illustrating the operation of the movable props. [Figure 91] FIG. 10 is a diagram illustrating the operation of the movable props. [Figure 92] FIG. 10 is a diagram illustrating a movable accessory and its peripheral components according to Example 3. [Figure 93] FIG. 1 is a schematic diagram illustrating the flow of a game. [Figure 94] FIG. 2 is a schematic diagram illustrating a movement path of a movable body. [Figure 95] 10A and 10B are diagrams illustrating details of a movable body according to a modified example. [Figure 96] 10A and 10B are schematic diagrams illustrating the operation of a movable body according to a modified example. [Figure 97] FIG. 10 is a diagram illustrating a pachinko machine according to a fourth embodiment. [Figure 98] FIG. 2 is a diagram illustrating a configuration of a movable member and its surroundings. [Figure 99] 10A and 10B are diagrams showing details of the contact point on the right side of the support rod and the control of the movable support part. [Figure 100] 10(a) to 10(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern D. FIG. [Figure 101] 100. (d) to (f) are diagrams illustrating the operation of the movable member in expansion / contraction pattern D, continuing from FIG. [Figure 102] 10(a) to 10(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern E. FIG. [Figure 103]102(d) to (f) are diagrams illustrating the operation of the movable member in expansion / contraction pattern E, continuing from FIG. [Figure 104] 10(a) to 10(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern F. FIG. [Figure 105] 104(d) to (e) are diagrams illustrating the operation of the movable member in expansion / contraction pattern F, continuing from FIG. [Figure 106] 10(a) is a diagram showing the contact point on the right side of the support rod of Modification 1 and details of the control of the movable support part. FIG. [Figure 107] 10(a) and 10(b) are diagrams illustrating the operation of the movable member in the stretch pattern Dfake. [Figure 108] 10(d) and (e) are diagrams illustrating the operation of the movable member in the stretch pattern Efake. [Figure 109] 10(a) is an enlarged view of the contacted portion on the right side of the support rod of the second modified example. FIG. [Figure 110] A diagram explaining the operation of the movable member and the display mode of the third pattern display device in expansion / contraction pattern D. [Figure 111] A diagram explaining the operation of the movable member in expansion / contraction pattern E and the display mode of the third pattern display device. [Figure 112] A figure explaining the operation of the movable member and the display mode of the third pattern display device in the expansion / contraction pattern Dfake. [Figure 113] A diagram explaining the operation of the movable member in the expansion / contraction pattern Efake and the display mode of the third pattern display device. [Figure 114] An explanatory diagram showing an overview of various counters used in game control in Example 5. [Figure 115] (a) is a table for drawing the jackpot for special chart 1 and special chart 2 when the probability is low, (b) is a table for drawing the jackpot for special chart 1 and special chart 2 when the probability is high, (c) is a table for drawing the jackpot for the fall, and (d) is a table for drawing the special time-saving lottery for special chart 2. [Figure 116](a) is a table for selecting the special chart 2 variation pattern when the winner falls off after 1 to 30 spins, (b) is a table for selecting the special chart 2 variation pattern when the winner falls off, (c) is a table for selecting the special chart 2 variation pattern when the winner falls off after 31 spins or later, and (d) is a table for selecting the special chart 2 special time-saving variation pattern. [Figure 117] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 118] A flowchart showing the start winning processing. [Figure 119] 10 is a flowchart showing the first pattern change processing. [Figure 120] This is a flowchart showing the special chart 1 change start processing. [Figure 121] This is a flowchart showing the special chart 2 change start processing. [Figure 122] 10 is a flowchart showing the next game state setting process. [Figure 123] 10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 124] 10 is a flowchart showing a process of switching a display mode or the like by a display control device. [Figure 125] (a) is a table for the special time-saving lottery for special chart 2 of variant example 1, and (b) is a table for selecting the special time-saving lottery variation pattern for special chart 2 of variant example 1. [Figure 126] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 127] This is a flowchart showing the special chart 2 change start processing. [Figure 128] 10 is a flowchart showing the next game state setting process. [Figure 129] 10 is a flowchart showing the next game state setting process. [Figure 130] 10 is a flowchart showing the next game state setting process. [Figure 131] (a) is a table for selecting a special chart 2 variation pattern in which reserves of variant example 2 can be stored, and (b) is a table for selecting a special chart 2 variation pattern in which reserves of variant example 2 cannot be stored. [Figure 132]FIG. 1 is a schematic diagram showing the flow of a game. [Figure 133] 10 is a flowchart showing the next game state setting process. [Figure 134] 10 is a flowchart showing the next game state setting process. [Figure 135] 10 is a flowchart showing the next game state setting process. [Figure 136] FIG. 13 is a schematic diagram showing the flow of the game in Modification 7. [Figure 137] This is a flowchart showing the special chart 2 change start processing. [Figure 138] 10 is a flowchart showing the next game state setting process. [Figure 139] 10 is a flowchart showing the next game state setting process. [Figure 140] (a) is a time chart of Example 6 showing the flow of a game in which a player falls out of the accumulation mode and misses the jackpot lottery, (b) is a time chart of a game in which a player falls out of the accumulation mode and wins the jackpot lottery, and (c) is a time chart of Example 6 showing the flow of a game in which a player falls out of the accumulation mode and wins the jackpot lottery. [Figure 141] This is a time chart showing the flow of a game in which a drop-off win occurs from the consumption mode. [Figure 142] (a) and (b) are time charts different from FIG. 117, each showing the flow of a game in which a drop-out win occurs from the accumulation mode. [Figure 143] FIG. 140(b) is a diagram showing a display mode corresponding to FIG. 140(a). [Figure 144] FIG. 140 is a diagram showing a display mode corresponding to FIG. 140(b). [Figure 145] FIG. 140 is a diagram showing a display mode corresponding to FIG. 140(c). [Figure 146] FIG. 146 shows a display mode following FIG. 145. [Figure 147] A diagram showing the display mode when a drop-off win occurs from the consumption mode. [Figure 148] FIG. 142 is a diagram showing a display mode corresponding to FIG. 141. [Figure 149] This is a diagram showing the display mode following Figure 148. [Figure 150]This figure shows the display mode when a consecutive start win occurs accidentally in consumption mode and a drop win occurs. [Figure 151] FIG. 142(a) is a diagram showing a display mode corresponding to FIG. [Figure 152] FIG. 142(b) is a diagram showing a display mode corresponding to FIG. [Figure 153] (a) is a time chart of variant 1 showing the flow of play in which a player falls out of the accumulation mode and wins the special time-saving lottery (1 / 10), and (b) is a time chart of variant 1 showing the flow of play in which a player continues to lose the special time-saving lottery. [Fig. 154] FIG. 154 is a diagram showing a display mode corresponding to FIG. 153. [Figure 155] (a) is a time chart of variant 2 showing the flow of the game in which a special time-saving lottery (1 / 10) is held at the same time as a drop-out win from the accumulation mode, and the player ultimately wins, and (b) is a time chart of variant 2 showing the flow of the game in which the player continues to lose the special time-saving lottery. [Figure 156] FIG. 156 is a diagram showing a display mode corresponding to FIG. 155. [Figure 157] (a) is a time chart showing the flow of play in which a special time-saving lottery (1 / 10) is held at the same time as a fall-off win from the consumption mode and a win is made, and (b) is a time chart showing the flow of play in which a win is made in the special time-saving lottery. [Figure 158] FIG. 158 is a diagram showing a display mode corresponding to FIG. 157. [Figure 159] This is a time chart of Example 7 showing the flow of the game from the accumulation mode to the consumption mode / depletion mode, and then back to the accumulation mode from the depletion mode. [Figure 160] FIG. 159 is a diagram showing a display mode corresponding to FIG. [Figure 161] This is a time chart of variant 1 showing the flow of a game in which mode transition suggestion information is displayed only when transitioning from consumption mode to accumulation mode. [Figure 162] FIG. 162 is a diagram showing a display mode corresponding to FIG. 161. [Figure 163] FIG. 13 is a front view of a pachinko machine according to an eighth embodiment. [Fig. 164] FIG. 1 is a plan view of a pachinko machine. [Figure 165]FIG. 1 is a functional block diagram of a pachinko machine. [Figure 166] FIG. 2 is a schematic diagram illustrating a display screen of a mobile terminal. [Figure 167] FIG. 2 is a schematic diagram illustrating a display screen of a mobile terminal. [Figure 168] FIG. 1 is a schematic diagram illustrating the flow of a game. [Figure 169] 10 is a table for selecting a fish school occurrence pattern. [Figure 170] 10 is a flowchart illustrating a pairing communication establishment process on the mobile terminal side. [Figure 171] 10 is a flowchart illustrating processing during communication on the mobile terminal side. [Figure 172] 10 is a flowchart illustrating a disconnection process on the mobile terminal side. [Figure 173] 10 is a flowchart illustrating normal processing of the sub-control device. [Fig. 174] 10 is a flowchart illustrating performance execution process management. [Figure 175] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 176] 10 is a flowchart illustrating a mobile terminal input monitoring and rendering process. [Figure 177] 10 is a flowchart illustrating an NFC activation process. [Figure 178] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 179] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 180] 10 is a flowchart illustrating processing during communication (setting data change processing). [Figure 181] 10 is a flowchart illustrating processing during communication (screen capture processing). [Figure 182] 10 is a flowchart illustrating processing during communication (mission and game result output processing). [Figure 183] 10 is a flowchart illustrating a communication disconnection process. [Figure 184]FIG. 10 is an explanatory diagram regarding the effects when capturing a screen. [Figure 185] 10A is an explanatory diagram regarding the mission, and FIG. 10B is an explanatory diagram regarding the output of the game result. [Figure 186] 10 is a flowchart illustrating processing during communication (changing setting data) according to Modification 2. [Figure 187] 13 is a flowchart illustrating a pairing communication establishment process on the mobile terminal side according to Modification 3. [Figure 188] 188 is a flowchart illustrating the pairing communication establishment process on the side of a mobile terminal different from that shown in FIG. 187. [Figure 189] 13 is a flowchart illustrating an NFC activation process according to a fourth modification. [Figure 190] 189 is a flowchart illustrating an NFC activation process different from that shown in FIG. 189. [Figure 191] 13 is a flowchart illustrating a process during communication (screen capture process) according to Modification 5. [Figure 192] 13 is a flowchart illustrating a communication disconnection process according to Modification 6. [Figure 193] 193 is a flowchart illustrating a communication disconnection process different from that shown in FIG. 192. [Figure 194] FIG. 13 is a schematic diagram illustrating a modification in which a cutting NFC is placed in a hole according to Modification 7. [Figure 195] 10 is a flowchart illustrating a communication disconnection process. [Figure 196] 19 is a flowchart illustrating a disconnection process for preventing unauthorized multi-access according to Modification 8. [Figure 197] FIG. 13 is an explanatory diagram regarding the presentation according to Example 9. [Figure 198] 10 is a table for selecting a fish school occurrence pattern. [Figure 199] 10 is a flowchart illustrating a communication process (setting data change process). [Figure 200] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 201] FIG. 10 is an explanatory diagram regarding the effect according to the first modified example. [Figure 202] 10 is a flowchart illustrating processing during communication (setting data change processing). [Figure 203] 202. This is a flowchart illustrating the processing during communication, following FIG. [Figure 204] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 205] FIG. 10 is an explanatory diagram regarding the effect according to the second modified example. [Figure 206] FIG. 23 is an explanatory diagram of a display mode during an enter button row operation period according to a tenth embodiment. [Figure 207] 10A and 10B are schematic diagrams illustrating display modes during a period when the enter button is being operated. [Figure 208] 10 is a table for selecting a fish school occurrence pattern. [Figure 209] 10 is a flowchart illustrating a decision button input monitoring and performance process. [Figure 210] 10 is a flowchart illustrating a process of changing the volume and the like. [Figure 211] FIG. 16 is an explanatory diagram regarding the presentation according to Example 11. [Figure 212] 10 is a table for selecting a fish school occurrence pattern. [Figure 213] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 214] FIG. 10 is a schematic diagram illustrating the effects at the time of screen capture according to Modification 1. [Figure 215] 10 is a flowchart illustrating processing during communication (mission and game result output processing). [Figure 216] FIG. 10 is a schematic diagram illustrating the effect when there is no change in the predetermined number variation setting in Modification Example 2. [Figure 217] 10 is a flowchart illustrating processing during communication (setting data change processing). [Figure 218] This is a flowchart explaining the processing during communication following Figure 217. [Figure 219] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 220]FIG. 23 is a schematic diagram illustrating a display screen of a mobile terminal according to a twelfth embodiment. [Figure 221] FIG. 10 is a schematic diagram illustrating the flow of the presentation. [Figure 222] 10 is a table for selecting a fish school occurrence pattern. [Figure 223] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 224] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 225] FIG. 10 is a schematic diagram illustrating a process when communication is disconnected according to Modification 1. [Figure 226] FIG. 10 is a schematic diagram illustrating the flow of a game when communication is interrupted. [Figure 227] 10 is a table for selecting a fish school occurrence pattern. [Figure 228] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 229] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 230] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 231] FIG. 10 is a schematic diagram illustrating the flow of a game when a machine type according to Modification Example 2 has not been selected. [Figure 232] 10 is a table for selecting a fish school occurrence pattern. [Figure 233] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 234] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 235] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 236] FIG. 10 is a schematic diagram illustrating the flow of the presentation according to Modification 3. [Figure 237] 10 is a flowchart illustrating an invalid input display process during communication. [Figure 238] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 239] 10 is a flowchart illustrating processing during communication (re-input determination processing). [Figure 240] 10 is a flowchart illustrating a process when communication is disconnected. [Figure 241] FIG. 22 is a front view of the game board of the pachinko machine according to the thirteenth embodiment. [Figure 242] FIG. 1 is a schematic diagram illustrating the overall flow of the game. [Figure 243] These are the tables for the special chart 1 jackpot lottery and the special chart 2 jackpot lottery. [Figure 244] This is a table for regular lottery draws. [Figure 245] This is a table for changing the main decorative patterns of Special Chart 1 and Special Chart 2. [Figure 246] 10 is a table showing the operation patterns of the non-electrical release distributing movable object. [Figure 247] This is an explanatory diagram of the operation of the non-electrical opening distribution device related to time reduction A1 and time reduction A2. [Figure 248] This is an explanatory diagram of the operation of the non-electrical release distribution device related to time reduction B. [Figure 249] FIG. 10 is a front view illustrating the structure of the consecutive ball prevention mechanism. [Figure 250] FIG. 10 is a perspective view illustrating the structure of a consecutive ball prevention mechanism. [Figure 251] FIG. 10 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism in the case of a single winning ball. [Figure 252] FIG. 10 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls are illegally won. [Figure 253] FIG. 10 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls win without any cheating. [Figure 254] FIG. 10 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls win without any cheating. [Figure 255] FIG. 10 is a front view of a game board of a pachinko machine according to a modified example. [Figure 256] FIG. 10 is a front view illustrating the structure of a modified consecutive ball prevention mechanism. [Figure 257]10A and 10B are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Figure 258] 10A and 10B are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Figure 259] 10A and 10B are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Figure 260] FIG. 10 is a front view illustrating the structure of a modified consecutive ball prevention mechanism. [Figure 261] FIG. 10 is a front view illustrating the structure of a modified consecutive ball prevention mechanism. [Figure 262] FIG. 10 is a front view illustrating the structure of a modified consecutive ball prevention mechanism. [Figure 263] FIG. 20 is a front view of the game board of a pachinko machine according to Example 14. [Figure 264] FIG. 1 is a schematic diagram illustrating the overall flow of the game. [Figure 265] These are the tables for the special chart 1 jackpot lottery and the special chart 2 jackpot lottery. [Figure 266] 10 is a table showing the operation patterns of the non-electrical release distributing movable object. [Figure 267] FIG. 10 is a front view illustrating the structure of the consecutive ball prevention mechanism. [Figure 268] FIG. 10 is a perspective view illustrating the structure of a consecutive ball prevention mechanism. [Figure 269] 10A and 10B are schematic diagrams illustrating the operation of the consecutive ball prevention mechanism. [Figure 270] 10A and 10B are schematic diagrams illustrating the operation of the consecutive ball prevention mechanism. [Fig. 271] 10A and 10B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Fig. 272] 10A and 10B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Fig. 273] 10A and 10B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Fig. 274] 10A and 10B are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Figure 275] 10A and 10B are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Figure 276]10A and 10B are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Figure 277] FIG. 10 is a front view of a game board of a pachinko machine according to a modified example. [Fig. 278] A front view explaining the structure of the consecutive ball prevention mechanism related to the modified example of Figure 277. [Figure 279] A schematic diagram explaining the operation of the consecutive ball prevention mechanism related to the modified example of Figure 277. [Figure 280] Another schematic diagram explaining the operation of the consecutive ball prevention mechanism relating to the modified example of Figure 277. [Figure 281] FIG. 23 is a front view of the game board of Example 15. [Figure 282] This is a diagram showing the jackpot lottery tables for Special Chart 1 and Special Chart 2. [Figure 283] This is a diagram showing the jackpot lottery table in Special Chart 2. [Fig. 284] FIG. 10 is a diagram showing a special lottery table. [Figure 285] FIG. 10 is a diagram showing a table for normal symbol lottery. [Figure 286] This is a diagram showing a table for selecting the main decorative pattern variation pattern for Special Chart 1 and Special Chart 2. [Figure 287] 10 is a flowchart showing the first pattern change processing. [Figure 288] This is a flowchart showing the first pattern change processing following Figure 287. [Figure 289] This is a flowchart showing the first pattern change processing following Figure 288. [Figure 290] This is a flowchart showing the first pattern change processing following Figure 289. [Figure 291] 10 is a flowchart showing a fluctuation start process. [Figure 292] 10 is a flowchart showing the next game state setting process. [Figure 293] 10 is a flowchart showing a second symbol control process. [Fig. 294] 10 is a flowchart showing a next game status display mode setting process. [Figure 295] FIG. 20 is a front view of the game board of Example 16. [Figure 296] A diagram explaining the lighting display mode of the right hit lamp and status lamp. [Figure 297] A diagram explaining the changes in the lighting display mode of the right-hit lamp and status lamp. [Figure 298] 10 is a flowchart showing the process for setting the lighting display mode of the right-hit lamp and the status lamp. [Figure 299] A diagram explaining the lighting display mode of the right hit lamp and the status lamp in variant example 1. [Figure 300] A diagram explaining the changes in the lighting display mode of the right-hit lamp and status lamp. [Figure 301] A diagram explaining the lighting display mode of the right hit lamp and the status lamp in variant example 2. [Figure 302] A diagram explaining the changes in the lighting display mode of the right-hit lamp and status lamp. [Figure 303] A diagram explaining the changes in the lighting display mode of the right-hit lamp and status lamp. [Figure 304] A figure explaining the display mode for displaying the advance reading results of the special lottery in Example 17. [Figure 305] 10 is a flowchart showing a pre-reading lottery process. [Figure 306] 10 is a flowchart showing a read-ahead variation pattern designation command reception process; [Figure 307] This is a diagram illustrating a display mode in which the results of the special lottery are displayed after the results of the win / loss lottery are displayed. [Figure 308] A diagram illustrating a display mode in which the advance reading results of the special lottery are displayed / not displayed. [Figure 309] This is a diagram illustrating a display mode in which a countdown is performed after the preview results of a special lottery are displayed. [Figure 310] A figure explaining a display mode in which the countdown is stopped after the advance reading results of the special lottery are displayed. [Figure 311] This is a diagram illustrating a display mode in which a notification regarding the time-saving B state is made without using the advance reading results of the special lottery. [Figure 312]10 is a diagram illustrating a display mode for notifying about the time-saving state B at the start of the time-saving state A. FIG. [Figure 313] 10 is a diagram illustrating a display mode for notifying about the time-saving state B every time the time-saving state A changes. FIG. [Figure 314] 10 is a diagram illustrating a display mode in which notifications regarding the time-saving state B are given more frequently as the end of the time-saving state A approaches. FIG. [Figure 315] 10 is a diagram illustrating a display mode in which a notification regarding the time-saving B state is given when the specified number of times of the time-saving A state is reached. FIG. [Figure 316] FIG. 20 is a diagram showing a special lottery table according to the eighteenth embodiment. [Figure 317] This is a diagram explaining the display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 318] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 319] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 320] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 321] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 322] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 323] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 324] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 325] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 326] This is a modified example of the flowchart showing the first pattern change processing shown in Figure 288. [Figure 327] A flowchart showing the right-hit error flag setting process in Example 19. [Figure 328] 10 is a flowchart showing a right-hit error display process. [Figure 329] 10 is a flowchart showing a right-hit error flag setting process according to a first modified example. [Figure 330] 10 is a flowchart showing a right-hit error flag setting process according to a second modification. [Figure 331] 11 is a flowchart showing a right-hit error flag setting process according to a third modified example. [Figure 332] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 333] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 334] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 335] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 336] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 337] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 338] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 339] FIG. 10 is a diagram showing a special lottery table (final fluctuation of time-saving state A). [Figure 340] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 341] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 342] A figure showing the table for the special chart 1 and special chart 2 jackpot lottery in Example 20 (time-saving state A). [Figure 343] This is a diagram showing the table for the special chart 2 jackpot lottery (final fluctuation of time-saving A). [Figure 344] This is a table for selecting the special chart 2 decorative pattern change pattern that is referenced other than the final change of time-saving A. [Figure 345] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 346] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 347] This is a special lottery table for the final fluctuation of time-saving A. [Figure 348] This is a table for selecting the special chart 2 main decorative pattern change pattern that is referenced at the time of the final change of time-saving A. [Figure 349] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 350] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 351] This is a table for selecting the special chart 2 main decorative pattern change pattern that is referenced at the time of the final change of the time-saving A in the modified example. [Figure 352] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 353] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 354] This is a table for selecting the special chart 2 main decorative pattern change pattern that is referenced at the time of the final change of the time-saving A in the modified example. [Figure 355] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 356] This is a table for selecting the special chart 2 main decorative pattern change pattern referenced during the time-saving A state in Example 21. [Figure 357] A schematic diagram explaining the contents of the hold display displayed on the display screen. [Figure 358] This is a table for selecting messages related to the final change in time-saving A. [Figure 359] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 360] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 361] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 362] This is a table for selecting messages at the start of the final fluctuation. [Figure 363] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 364]10 is a table for selecting messages related to final changes. [Figure 365] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 366] FIG. 22 is a rear view of the pachinko machine according to the twenty-second embodiment. [Figure 367] 10 is a front view illustrating the configuration of the board box and the power supply board accommodated in the board box. FIG. [Figure 368] 2A and 2B are a perspective view of a power supply board, a perspective view of a glass tube fuse, and a front view of the glass tube fuse. [Figure 369] 22A and 22B are schematic diagrams showing a front view of a power supply substrate and an arrangement of dark areas, illustrating examples 1 and 2 which are specific examples of Example 22. [Figure 370] 22A and 22B are schematic diagrams showing the arrangement of dark areas and a front view of a power supply substrate for explaining Examples 3 and 4, which are specific examples of Example 22. [Figure 371] 22A and 22B are schematic diagrams showing the arrangement of dark areas and a front view of a power supply substrate for explaining Examples 5 and 6, which are specific examples of Example 22. [Figure 372] 22A and 22B are schematic diagrams showing the arrangement of dark areas and a front view of a power supply substrate for explaining Examples 7 and 8, which are specific examples of Example 22. [Figure 373] 22A and 22B are schematic diagrams showing front views of power supply substrates and the arrangement of dark areas, illustrating Examples 9 and 10, which are specific examples of Example 22. [Figure 374] FIG. 10 is a front view illustrating a power supply board according to a modified example. [Figure 375] FIG. 10 is a front view illustrating a circuit board box according to a modified example. [Figure 376] FIG. 10 is a front view illustrating a circuit board box according to a modified example. [Figure 377] FIG. 10 is a perspective view illustrating a card unit connection board according to a modified example. [Figure 378] FIG. 10 is a front view illustrating a card unit connection board according to a modified example. [Figure 379] FIG. 10 is a front view illustrating a power supply board according to a modified example. [Figure 380]10A and 10B are a front view and a schematic view illustrating a power supply board according to a modified example. [Figure 381] 23A and 23B are front views of a power supply substrate and a schematic diagram showing the arrangement of light color regions, illustrating examples 1 and 2 that are specific examples of Example 23. [Figure 382] 23A and 23B are front views of a power supply substrate and schematic diagrams showing the arrangement of light color regions, illustrating Examples 3 and 4, which are specific examples of Example 23. [Figure 383] 23A and 23B are front views of a power supply substrate and schematic diagrams showing the arrangement of light color regions, illustrating Examples 5 and 6, which are specific examples of Example 23. [Figure 384] 23A and 23B are front views of a power supply substrate and schematic diagrams showing the arrangement of light color regions, illustrating Examples 7 and 8, which are specific examples of Example 23. [Figure 385] FIG. 10 is a front view illustrating a power supply board according to a modified example. [Figure 386] FIG. 10 is a front view illustrating a circuit board box according to a modified example. [Figure 387] 20 is a schematic diagram showing glass tube fuses according to Examples 1, 2, and 3, which are specific examples of Example 24, and their peripheral electronic components. FIG. [Figure 388] 23 is a schematic diagram showing a glass tube fuse according to Example 4, which is a specific example of Example 24, and a modified example thereof, and its peripheral electronic components. FIG. [Figure 389] 25A and 25B are front views of a power supply substrate and schematic diagrams showing the arrangement of dark areas, illustrating examples 1 and 2 that are specific examples of Example 25. [Figure 390] 25A and 25B are front views of a power supply substrate and schematic diagrams showing the arrangement of dark areas, illustrating examples 3 and 4, which are specific examples of Example 25. [Figure 391] 25A and 25B are front views of a power supply substrate and schematic diagrams showing the arrangement of dark areas, illustrating Examples 5 and 6, which are specific examples of Example 25. [Figure 392] 25A and 25B are schematic diagrams showing front views of power supply substrates and arrangements of dark areas, illustrating examples 7 and 8, which are specific examples of Example 25. [Figure 393] 20 is a schematic diagram showing glass tube fuses according to Examples 1, 2, and 3, which are specific examples of Example 26, and their peripheral electronic components. FIG. [Figure 394] 20 is a schematic diagram showing glass tube fuses according to Examples 4, 5, and 6, which are specific examples of Example 26, and their peripheral electronic components. FIG. [Figure 395] 20 is a schematic diagram showing glass tube fuses according to Examples 7 and 8, which are specific examples of Example 26, and their peripheral electronic components. FIG. [Figure 396] 26 is a schematic diagram showing glass tube fuses according to Examples 9, 10, and 11, which are specific examples of Example 26, and their peripheral electronic components. FIG. [Figure 397] FIG. 27 is a front view of the game board of Example 27. [Figure 398] This is a diagram showing the mechanism surrounding the movable props. [Figure 399] A diagram showing the operation of the movable props. [Figure 400] A diagram showing the operation of the movable props. [Figure 401] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 402] A diagram showing the movement of the decorative components that make up the movable props. [Figure 403] A diagram showing the movement of the decorative components that make up the movable props. [Figure 404] 10 is a flowchart showing a performance management execution process. [Figure 405] 10 is a flowchart showing the expected performance control processing. [Figure 406] 10 is a flowchart showing a display mode switching process. [Figure 407] 10 is a flowchart showing the expected performance display processing. [Figure 408] A diagram showing the movement of the decorative members that make up the movable prop in the modified example. [Figure 409] A diagram showing the movement of the decorative members that make up the movable prop in the modified example. [Figure 410] 10 is a flowchart showing the expected performance control processing according to a modified example. [Figure 411] A diagram showing the movement of a movable prop in a modified example. [Figure 412] A diagram showing the movement of a movable prop in a modified example. [Figure 413] 10 is a flowchart showing the expected performance control processing according to a modified example. [Figure 414] A diagram showing the movement of a movable prop in a modified example. [Figure 415] A diagram showing the drive mechanism that constitutes the movable prop in the modified example. [Figure 416] FIG. 28 is a front view of the game board of Example 28. [Figure 417] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 418] A diagram showing the suggestion state in the expectation performance. [Fig. 419] A diagram showing the suggestion state in the expectation performance. [Figure 420] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Figure 421] This is a diagram showing the presentation pattern (Super Reach D) in the expected presentation. [Figure 422] This is a diagram showing the presentation pattern (Super Reach E0) in the expected presentation. [Figure 423] This is a diagram showing the presentation pattern (Super Reach E00) in the expected presentation. [Figure 424] This is a diagram showing the presentation pattern (Super Reach E1) in the expected presentation. [Figure 425] This is a diagram showing the presentation pattern (Super Reach E2) in the expected presentation. [Figure 426] This is a diagram showing the presentation pattern (Super Reach E3) in the expected presentation. [Figure 427] This is a diagram showing the presentation pattern in the expected presentation (Super Reach C2, falling operation failure). [Figure 428] This is a diagram showing the presentation pattern in the expected presentation (super reach E1, poor falling operation). [Figure 429] This is a diagram showing the presentation pattern (super reach E1, rotation malfunction) in the expected presentation. [Fig. 430]10 is a flowchart showing the expected performance control processing. [Figure 431] 10 is a flowchart showing the expected performance display processing. [Figure 432] A diagram showing the suggestion state in the expectation performance. [Figure 433] A diagram showing the suggestion state in the expectation performance. [Figure 434] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Figure 435] This is a diagram showing the presentation pattern (Super Reach D) in the expected presentation. [Figure 436] This is a diagram showing the presentation pattern (Super Reach E1) in the expected presentation. [Figure 437] This is a diagram showing the presentation pattern (Super Reach E2) in the expected presentation. [Fig. 438] This is a diagram showing the presentation pattern (Super Reach E3) in the expected presentation. [Figure 439] This is a diagram showing the presentation pattern in the expected presentation (Super Reach C2, falling operation failure). [Fig. 440] This is a diagram showing the presentation pattern in the expected presentation (super reach E1, poor falling operation). [Figure 441] This is a diagram showing the presentation pattern (super reach E1, rotation malfunction) in the expected presentation. [Figure 442] This is a diagram showing the presentation patterns (super reach Ea1, Ea2) in the expected presentation. [Figure 443] This is a diagram showing the presentation patterns (super reach Ea3, Ea4) in the expected presentation. [Figure 444] This is a diagram showing the presentation pattern in the expected presentation (super reach Ea4, poor falling operation). [Figure 445] A diagram explaining the movement of the decorative members that make up the movable props. [Figure 446] This is a diagram explaining the movement of the decorative members that make up the movable props. [Figure 447]10A and 10B are diagrams illustrating the effect of a light guide plate. [Figure 448] FIG. 29 is a front view of the game board of Example 29. [Figure 449] FIG. 2 is a diagram illustrating an attached sensor. [Figure 450] FIG. 10 is a schematic diagram illustrating the operation of a movable object. [Figure 451] 10 is a table illustrating an example of the operation of the expected effect. [Figure 452] FIG. 10 is a schematic diagram illustrating an example of the operation of the expected effect. [Figure 453] 10 is a flowchart illustrating the expected performance control process. [Figure 454] 10 is a time chart illustrating a configuration according to a modified example. [Figure 455] FIG. 30 is a front view of the game board of Example 30. [Figure 456] FIG. 2 is a diagram illustrating an attached sensor. [Figure 457] FIG. 2 is a diagram illustrating an attached sensor. [Figure 458] FIG. 10 is a diagram illustrating a light guide plate display. [Fig. 459] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Figure 460] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Figure 461] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Figure 462] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Figure 463] 10 is a flowchart illustrating the expected performance control process. [Fig. 464] 10 is a flowchart illustrating the expected performance control process. [Figure 465] FIG. 31 is a front view of the game board of Example 31. [Figure 466] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 467] A diagram showing the suggestion state in the expectation performance. [Fig. 468] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Figure 469] This is a diagram showing the presentation patterns (super reach E1, E2) in the expected presentation. [Figure 470] This is a diagram showing the presentation pattern (Super Reach C1, Malfunction) in the expected presentation. [Figure 471] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Figure 472] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Fig. 473] A diagram showing the suggestion state in the expectation performance. [Fig. 474] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Figure 475] This is a diagram showing the presentation patterns (super reach E1, E2, E3) in the expected presentation. [Figure 476] This is a diagram showing the presentation pattern (Super Reach C1, Malfunction) in the expected presentation. [Figure 477] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Figure 478] This is a diagram showing the presentation pattern (Super Reach E1, first malfunction) in the expected presentation. [Figure 479] This is a diagram showing the presentation patterns (second failure, third failure) in the expected presentation. [Figure 480] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Figure 481] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Figure 482] FIG. 10 is a front view of a modified game board. [Figure 483] FIG. 32 is a front view of the game board of Example 32. [Figure 484] A diagram showing the movement of movable props. [Figure 485] This is a diagram explaining the mechanism surrounding the movable props. [Figure 486]This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 487] A diagram showing the suggested state and failure state in the expected performance. [Figure 488] This is a diagram showing the presentation patterns (Super Reach C, D) in the expected presentation. [Figure 489] This is a diagram showing the presentation patterns (Super Reach E, F) in the expected presentation. [Fig. 490] This is a diagram showing the presentation pattern in the expected presentation (when Super Reach E and F fail). [Figure 491] FIG. 33 is a front view of a game board according to Example 33. [Figure 492] FIG. 2 is a rear view of the pachinko machine. [Figure 493] FIG. 1 is a functional block diagram illustrating a pachinko machine. [Figure 494] 4 is a flowchart illustrating main processing of the main control device. [Figure 495] 10 is a flowchart illustrating a scenario setting value change process. [Figure 496] 10 is a flowchart illustrating a payout rate setting value update process. [Figure 497] 10 is a flowchart illustrating a process for setting a school of fish effect. [Figure 498] 10 is a flowchart illustrating a process for determining whether to execute a school of fish effect. [Figure 499] 10 is a flowchart illustrating a fish school appearance rate update process. [Figure 500] 10 is a flowchart illustrating a process for setting a school of fish effect display mode. [Figure 501] 10 is a table illustrating output rate setting values. [Figure 502] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Figure 503] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Figure 504] 10 is a table for explaining a scenario. [Figure 505] FIG. 10 is a schematic diagram illustrating a demo display. [Figure 506] FIG. 10 is a schematic diagram illustrating the history of fish school appearances. [Figure 507] FIG. 10 is a schematic diagram illustrating the school of fish effect. [Figure 508] FIG. 10 is a schematic diagram illustrating the school of fish effect. [Figure 509] 10 is a table illustrating output rate setting values ​​according to a modified example. [Figure 510] 10 is a schematic diagram and table explaining the operating mode of the light-emitting device Da2 according to a modified example. [Figure 511] 10A and 10B are schematic diagrams illustrating a light emission setting and a light emission rate history according to a modified example. [Figure 512] 10A and 10B are schematic diagrams illustrating a table for explaining fish school settings according to a modified example. [Figure 513] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Figure 514] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Figure 515] 10 is a flowchart illustrating a process for setting a school of fish effect display mode. [Figure 516] FIG. 10 is a schematic diagram illustrating the school of fish effect. [Figure 517] 10 is a table illustrating setting values ​​according to a modified example. [Figure 518] 10 is a flowchart illustrating a launch control process according to a modified example. [Figure 519] 10 is a table illustrating setting values ​​according to a modified example. [Figure 520] 10 is a table illustrating setting values ​​according to a modified example. [Figure 521] 10 is a table illustrating setting values ​​according to a modified example. [Figure 522] 10 is a flowchart illustrating a main process according to a modified example. [Figure 523] 10 is a table illustrating a scenario according to a modified example. [Figure 524] 10 is a table illustrating a scenario according to a modified example. [Figure 525]10 is a table illustrating a scenario according to a modified example. [Figure 526] 10 is a table illustrating a scenario according to a modified example. [Figure 527] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Figure 528] 34 is a flowchart illustrating a payout rate setting value update process according to the thirty-fourth embodiment. [Figure 529] 10 is a table for explaining a scenario. [Fig. 530] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Figure 531] 10A and 10B are schematic diagrams illustrating a display on a display screen according to a modified example. [Fig. 532] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Figure 533] 35 is a table for explaining a scenario according to the thirty-fifth embodiment. [Fig. 534] 10 is a flowchart illustrating a payout rate setting value update process. [Fig. 535] 10 is a time chart illustrating a stage change. [Fig. 536] 10 is a time chart illustrating a stage change. [Figure 537] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 538] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 539] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 540] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 541] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 542] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 543] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 544]FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 545] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 546] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 547] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 548] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 549] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 550] 10 is a table for explaining a scenario. [Figure 551] 10 is a flowchart illustrating a payout rate setting value update process. [Figure 552] 10 is a time chart illustrating a stage change. [Figure 553] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 554] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 555] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 556] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 557] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 558] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 559] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 560] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 561] 10 is a table for explaining a scenario. [Figure 562] FIG. 2 is a schematic diagram illustrating a display on a display screen. [Fig. 563] 10 is a time chart illustrating a stage change. [Fig. 564]FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 565] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 566] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 567] 10 is a time chart illustrating a stage change. [Fig. 568] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 569] FIG. 2 is a schematic diagram illustrating a display on a display screen. [Fig. 570] 36 is a flowchart illustrating a payout rate setting value update process according to the thirty-sixth embodiment. [Figure 571] 10 is a time chart illustrating a stage change. [Figure 572] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 573] 10 is a time chart illustrating a stage change. [Figure 574] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 575] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 576] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 577] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 578] 10 is a time chart illustrating a stage change. [Figure 579] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 580] 37 is a table for a big win lottery according to Example 37. [Figure 581] 10 is a flowchart illustrating a fluctuation start process. [Fig. 582] 10 is a flowchart illustrating the variable display mode setting process. [Fig. 583] 10 is a flowchart explaining the change start process involving a setting change lottery. [Fig. 584] A schematic diagram explaining the main decorative pattern and pending display. [Figure 585] FIG. 10 is a schematic diagram illustrating a demo display. [Fig. 586] FIG. 10 is a schematic diagram illustrating the variable display mode. [Figure 587] FIG. 10 is a schematic diagram illustrating the variable display mode. [Figure 588] FIG. 10 is a schematic diagram illustrating the variable display mode. [Figure 589] 10 is a flowchart illustrating a fluctuation start process according to a modified example. [Fig. 590] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Figure 591] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Fig. 592] 10 is a flowchart illustrating a fluctuation start process according to a modified example. [Fig. 593] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Fig. 594] 10 is a flowchart illustrating a fluctuation start process according to a modified example. [Fig. 595] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Figure 596] FIG. 38 is a front view of the pachinko machine of the thirty-eighth embodiment. [Figure 597] 1A and 1B are right and left side views of a pachinko machine. [Fig. 598] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 599] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 600] 10 is a time chart for the simultaneous pressing effect. [Figure 601] 10 is a time chart for the simultaneous pressing effect. [Figure 602] 10 is a flowchart showing a menu button input monitoring and performance process. [Figure 603] 10 is a flowchart showing a menu button input monitoring and performance process. [Figure 604] 10 is a flowchart showing a decision button input monitoring and effect processing. [Figure 605] 10 is a flowchart showing a process for determining whether the menu button and the enter button are pressed simultaneously. [Figure 606] 10 is a flowchart showing the LCD performance execution management process. [Figure 607] 10 is a flowchart showing a variable display mode setting process. [Figure 608] 10 is a flowchart showing a simultaneous press effect display mode setting process. [Figure 609] 10 is a flowchart showing a simultaneous press effect display process. [Figure 610] A diagram showing the display mode of the simultaneous press effect. [Figure 611] A diagram showing the display mode of the simultaneous press effect. [Figure 612] A diagram showing the display mode of the simultaneous press effect. [Figure 613] A diagram showing the display mode of the simultaneous press effect. [Figure 614] A diagram showing the display mode of the simultaneous press effect. [Figure 615] A diagram showing the display mode of the simultaneous press effect. [Figure 616] A diagram showing the display mode of the simultaneous press effect. [Figure 617] A diagram showing the display mode of the simultaneous press effect. [Figure 618] A diagram showing the display mode of the simultaneous press effect. [Figure 619] A diagram showing the display mode of the simultaneous press effect. [Figure 620] A diagram showing the display mode of the simultaneous press effect. [Figure 621] A diagram showing the display mode of the simultaneous press effect. [Figure 622] A diagram showing the display mode of the simultaneous press effect. [Figure 623] A diagram showing the display mode of the simultaneous press effect. [Figure 624] 39 is a flowchart showing the menu button input monitoring and rendering process of the thirty-ninth embodiment. [Figure 625] 10 is a flowchart showing a decision button input monitoring and effect processing. [Figure 626] 10 is a flowchart showing a decision button input monitoring and effect processing. [Figure 627] 10 is a flowchart showing a decision button input monitoring and effect processing. [Figure 628] 10 is a flowchart showing a process for determining whether the menu button and the enter button are pressed simultaneously. [Figure 629] 10 is a flowchart showing a process for setting a rapid-hit effect display mode. [Figure 630] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 631] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 632] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 633] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 634] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 635] A figure showing the display mode of the rapid-fire execution effect. [Figure 636] A figure showing the display mode of the rapid-fire execution effect. [Figure 637] A figure showing the display mode of the rapid-fire execution effect. [Figure 638] A figure showing the display mode of the rapid-fire execution effect. [Figure 639] A figure showing the display mode of the rapid-fire execution effect. [Figure 640] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 641] FIG. 40 is a front view of a pachinko machine according to a fortieth embodiment. [Figure 642] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 643] 10 is a flowchart showing frame button input monitoring and effect processing. [Figure 644] 10 is a flowchart showing effect button input monitoring and effect processing. [Figure 645]10 is a flowchart showing an OK button input monitoring and performance process. [Figure 646] 10 is a flowchart showing the process of determining whether the menu button and the effect button are pressed simultaneously. [Figure 647] 10 is a flowchart showing a process for determining whether the menu button and the enter button are pressed simultaneously. [Figure 648] 10 is a flowchart showing a simultaneous press effect display mode setting process. [Figure 649] 10 is a flowchart showing a simultaneous press effect display process. [Figure 650] A diagram showing the display mode of the simultaneous press effect. [Figure 651] A diagram showing the display mode of the simultaneous press effect. [Figure 652] A diagram showing the display mode of the simultaneous press effect. [Figure 653] A diagram showing the display mode of the simultaneous press effect. [Figure 654] A diagram showing the display mode of the simultaneous press effect. [Figure 655] FIG. 41 is a front view of a pachinko machine according to a forty-first embodiment. [Figure 656] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 657] 10 is a flowchart showing a change button input monitoring and effect processing. [Figure 658] 10 is a flowchart showing a decision button input monitoring and effect processing. [Figure 659] 10 is a flowchart showing a process for determining whether the change button and the enter button are pressed simultaneously. [Figure 660] 10 is a flowchart showing a process for setting a rapid-hit effect display mode. [Figure 661] FIG. 10 is a diagram showing a table for selecting characters to be deployed, etc. [Figure 662] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 663] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 664] A figure showing the display mode of the rapid-fire execution effect. [Figure 665]FIG. 10 is a diagram showing a table for selecting characters to be deployed, etc. [Figure 666] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 667] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 668] A figure showing the display mode of the rapid-fire execution effect. [Figure 669] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 670] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 671] A figure showing the display mode of the rapid-fire execution effect. [Figure 672] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 673] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 674] A figure showing the display mode of the rapid-fire execution effect. [Figure 675] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 676] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 677] A figure showing the display mode of the rapid-fire execution effect. [Figure 678] FIG. 10 is a diagram showing the display mode of the battle presentation. [Figure 679] FIG. 10 is a diagram showing the display mode of the battle presentation. [Figure 680] FIG. 42 is a front view of the pachinko machine of Example 42. [Figure 681] 10 is a time chart showing the simultaneous pressing effect. [Figure 682] 10 is a time chart showing the simultaneous pressing effect. [Figure 683] 10 is a flowchart showing second effect button input monitoring and effect processing. [Figure 684] 10 is a flowchart showing second effect button input monitoring and effect processing. [Figure 685] 10 is a flowchart showing the process of determining whether the first effect button and the second effect button are pressed simultaneously. [Figure 686] 10 is a flowchart showing a simultaneous press effect display mode setting process. [Figure 687] 10 is a flowchart showing a simultaneous press effect display process. [Figure 688] A diagram showing the display mode of the simultaneous press effect. [Figure 689] A diagram showing the display mode of the simultaneous press effect. [Fig. 690] 10 is a flowchart showing a first effect button input monitoring and effect processing according to a modified example. [Figure 691] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 692] A flowchart showing the process of determining whether the first effect button and the second effect button have been pressed simultaneously in Example 43. [Figure 693] 10 is a flowchart showing a simultaneous press execution effect. [Figure 694] A figure showing the display mode of two simultaneous press execution effects in a modified example. [Figure 695] 10 is a timing chart of a demonstration screen including a specific demonstration screen of Example 44. [Figure 696] 10 is a flowchart showing the first pattern change processing. [Figure 697] 10 is a flowchart showing customer waiting effect processing. [Figure 698] 10 is a flowchart showing a command setting process for a specific demo screen. [Figure 699] 10 is a flowchart showing a display mode switching process. [Figure 700] 10 is a flowchart showing a specific demo screen display process. [Figure 701] This is a fortune-telling result table. [Figure 702] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Fig. 703] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Fig. 704] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Figure 705] This is how the default information changes to the change information. [Figure 706] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 707] 10 is a display mode of a fortune-telling performance comparing the size of playing cards according to a modified example. [Fig. 708] This is a table for selecting decorative symbols for predicting the outcome during rock-paper-scissors fortune-telling in a modified example. [Figure 709] This is a table for selecting decorative symbols for predicting the outcome during rock-paper-scissors fortune-telling in a modified example. [Fig. 710] 10 is a fortune-telling result table according to a modified example. [Figure 711] This is a table for selecting a normal decorative symbol during the rock-paper-scissors fortune-telling performance according to the modified example. [Fig. 712] This is a table for selecting low-rewrite decorative symbols during the rock-paper-scissors fortune-telling performance according to a modified example. [Fig. 713] This is a table for selecting highly rewritable decorative symbols during the rock-paper-scissors fortune-telling performance according to a modified example. [Fig. 714] 10 is a fortune-telling result table according to a modified example. [Fig. 715] This is a table for drawing a jackpot lottery during a rock-paper-scissors fortune-telling performance according to a modified example. [Fig. 716] This is a table for drawing a jackpot lottery during a rock-paper-scissors fortune-telling performance according to a modified example. [Fig. 717] 10 is a timing chart of a demo screen including a specific demo screen according to a modified example. [Fig. 718] 10 is a timing chart of a specific demonstration screen according to a modified example. [Fig. 719] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 720] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 721] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 722] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 723] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 724] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 725]This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 726] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 727] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 728] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 729] 10 is a timing chart of a specific demonstration screen in Example 45. [Fig. 730] 10 is a flowchart showing a command setting process for a specific demo screen. [Fig. 731] 10 is a flowchart showing a specific demo screen display process. [Fig. 732] It's a rock-paper-scissors fortune-telling table. [Fig. 733] 10 shows a display mode of a rock-paper-scissors fortune-telling standby screen. [Fig. 734] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Fig. 735] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Fig. 736] This is a display mode of the cheering effect after the rock-paper-scissors fortune-telling effect. [Fig. 737] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 738] FIG. 10 is a diagram showing a decision button according to a modified example. [Fig. 739] A flowchart showing the customer waiting performance processing of Example 46. [Fig. 740] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Fig. 741] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Fig. 742] This is a table for selecting special decorative symbols. [Fig. 743] This is a table showing fortune-telling results and benefits. [Fig. 744] 10 is a table showing fortune-telling results and benefits according to a modified example. [Fig. 745] 10 shows a table showing fortune-telling results and benefits according to a modified example, and the display format thereof. [Fig. 746] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 747] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 748] 10 is a timing chart of a specific demonstration screen according to a modified example. [Fig. 749] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 750] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 751] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 752] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 753] 10 shows a display mode of a quiz fortune-telling presentation according to a modified example. [Fig. 754] 10 shows a display mode of a quiz fortune-telling presentation according to a modified example. [Fig. 755] FIG. 10 is a diagram showing the relationship between rock-paper-scissors selection and prize balls in a modified example. [Fig. 756] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 757] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 758] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 759] FIG. 10 is a diagram showing the relationship between the rock-paper-scissors result and the fortune-telling result according to a modified example. [Fig. 760] 10 is a timing chart of a specific demonstration screen in Example 47. [Fig. 761] 10 is a flowchart showing customer waiting effect processing. [Fig. 762] 10 is a flowchart showing a command setting process for a specific demo screen. [Fig. 763] 10 is a flowchart showing a specific demo screen display process. [Fig. 764] 10 is a table for selecting a message when a cancel operation is performed. [Fig. 765] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Fig. 766] 10 is a flowchart showing a specific demonstration screen command setting process according to a modified example. [Fig. 767] 10 is a flowchart showing a specific demo screen display process according to a modified example. [Fig. 768] 10 shows a display mode of a rock-paper-scissors fortune-telling character according to a modified example. [Fig. 769] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 770] 10 is a table for selecting the upper limit number of cancellations according to a modified example. [Fig. 771] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 772] 10 is a table for selecting an opponent character according to a modified example. [Fig. 773] 10 is a table showing the relationship between the results of the variable display and the method of determining the partner character in a modified example. [Fig. 774] This is a table showing the relationship between the maximum number of cancellations and the cancellation performance period in a modified example. [Fig. 775] This is a game component that indicates the start of a rock-paper-scissors presentation according to a modified example. [Fig. 776] This is a game component that indicates the start of a rock-paper-scissors presentation according to a modified example. [Fig. 777] FIG. 10 is a front view of the game board of Example 48. [Fig. 778] This is the right-hand playing area of ​​the game board. [Fig. 779] FIG. 2 is a block diagram showing the main parts of the electrical configuration of the pachinko machine. [Fig. 780] A diagram explaining the third pattern display device. [Fig. 781] FIG. 10 is a diagram showing a jackpot lottery table. [Fig. 782] FIG. 10 is a diagram showing a jackpot lottery table. [Fig. 783] This is a diagram showing the variation pattern table for special chart 2 decorative patterns. [Fig. 784] This is a diagram showing a table for selecting a regular winning lottery, a special line opening lottery, and a special line fluctuation pattern. [Fig. 785] FIG. 10 is a diagram showing normal processing performed by the main control device. [Fig. 786] 10 is a flowchart showing a normal power release process. [Fig. 787] 10 is a flowchart showing a special power operating valve opening process. [Fig. 788] 10 is a flowchart showing a timer interrupt process. [Fig. 789] This is a flowchart showing the special call pattern start winning processing. [Fig. 790] 10 is a flowchart showing a special call image change process. [Fig. 791] 10 is a flowchart showing the special call image variable display mode setting process performed by the sub-control device. [Fig. 792] 10 is a flowchart showing the next game state setting process. [Fig. 793] A flowchart showing the process of opening the large prize opening. [Fig. 794] 10 is a flowchart showing a next game status display mode setting process. [Fig. 795] 10 is a flowchart showing a next game status display process. [Fig. 796] This is the right-hand playing area of ​​the game board when in special power support mode. [Fig. 797] This is the right-hand playing area of ​​the game board when special power is not supported. [Fig. 798] This is a timing chart showing the fluctuation of Special Diagram 2 and the opening timing of the special electric operating port. [Figure 799] This is a timing chart showing the fluctuation of Special Diagram 2 and the opening timing of the special electric operating port. [Figure 800] This is a timing chart showing the fluctuation of Special Diagram 2 and the opening timing of the special electric operating port. [Figure 801] This is a timing chart showing the fluctuation of Special Diagram 2 and the opening timing of the special electric operating port. [Figure 802] This is a timing chart showing the fluctuation of Special Diagram 2 and the opening timing of the special electric operating port. [Figure 803]This is a timing chart showing the fluctuation of Special Diagram 2 and the opening timing of the special electric operating port. [Figure 804] A diagram showing the display mode of the special call image change. [Figure 805] A diagram showing the display mode of the special call image change. [Figure 806] A diagram showing the display mode of the special call image change. [Figure 807] A diagram showing the display mode of the special call image change. [Figure 808] A diagram showing the display mode of the special call image change. [Figure 809] A diagram showing the display mode of the special call image change. [Figure 810] A diagram showing the display mode of the special call image change. [Figure 811] A diagram showing the display mode of the special call image change. [Figure 812] A diagram showing the display mode of the special call image change. [Figure 813] A diagram showing the display mode of the special call image change. [Fig. 814] A diagram showing the display mode of the special call image change. [Fig. 815] A diagram showing the display mode of the special call image change. [Figure 816] A diagram showing the display mode of the special call image change. [Fig. 817] A diagram showing the display mode of the special call image change. [Fig. 818] A diagram showing the display mode of the special call image change. [Fig. 819] A diagram showing the display mode of the special call image change. [Fig. 820] A diagram showing the display mode of the special call image change. [Fig. 821] A diagram showing the display mode of the special call image change. [Figure 822] A diagram showing the display mode of the special call image change. [Figure 823] A diagram showing the display mode of the special call image change. [Figure 824] A figure showing a table for selecting special line release lottery and special line fluctuation pattern. [Figure 825] A figure showing a suggestive image displayed during special signal fluctuation display. [Figure 826] A diagram showing the display mode of the special call image change. [Figure 827] A diagram showing the display mode of the special call image change. [Fig. 828] A diagram showing the display mode of the special call image change. [Fig. 829] A diagram showing the display mode of the special call image change. [Fig. 830] FIG. 10 is a front view of a modified game board. [Figure 831] This is the right-hand playing area of ​​the game board. [Figure 832] This is a table for the jackpot lottery and a table of the variation patterns of the special chart 2 decorative symbols. [Figure 833] This is the right-hand gaming area of ​​the gaming board when in normal power support mode. [Fig. 834] This is the right-hand playing area of ​​the game board when normal power support is not in effect. [Fig. 835] A diagram showing the display mode of the special call image change. [Fig. 836] A diagram showing the display mode of the special call image change. [Fig. 837] A diagram showing the display mode of the special call image change. [Fig. 838] A diagram showing the display mode of the special call image change. [Fig. 839] FIG. 10 is a front view of a modified game board. [Fig. 840] A diagram showing the right-side playing area of ​​the gaming board. [Fig. 841] 10 is a flowchart showing a jackpot lottery table. [Fig. 842] This is a table for selecting the variation pattern of decorative symbols. [Fig. 843] A diagram showing the display mode of the normal picture pattern change. [Fig. 844] A diagram showing the display mode of the normal picture pattern change. [Fig. 845] A diagram showing the display mode of the normal picture pattern change. [Fig. 846]A diagram showing the display mode of the normal picture pattern change. [Fig. 847] A diagram showing the display mode of the normal picture pattern change. [Fig. 848] A diagram showing the display mode of the normal picture pattern change. [Fig. 849] This is the right-side playing area of ​​a modified gaming board. [Fig. 850] This is the right-side playing area of ​​a modified gaming board. [Fig. 851] A figure explaining the display mode of the special chart 2 variable display. [Fig. 852] This is the right-hand playing area of ​​the game board. [Fig. 853] A figure showing the display mode of the special call image changing display. [Fig. 854] A figure showing the display mode of the special call image changing display. [Figure 855] A diagram explaining the third pattern display device. [Figure 856] FIG. 10 is a front view of the game board of Example 49. [Fig. 857] A diagram explaining the right-side playing area. [Fig. 858] A diagram explaining the flow of game balls in the right-side game area. [Fig. 859] A diagram explaining the flow of game balls in the right-side game area. [Fig. 860] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 861] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 862] This is a diagram showing the tables for the special drawing 1 and special drawing 2 jackpot lottery. [Figure 863] This is a diagram showing a table for normal winning lottery and a normal symbol variation pattern table. [Fig. 864] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 865] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 866] This is a diagram showing a table for selecting the variation pattern of the main decorative pattern of Special Chart 2. [Figure 867] 10 is a flowchart showing a fluctuation start process. [Fig. 868] 10 is a flowchart showing the next game state setting process. [Fig. 869] This is a flowchart showing timer interrupt processing and start winning processing. [Fig. 870] 10 is a flowchart showing a pre-reading lottery process. [Figure 871] 10 is a flowchart showing the processing performed when a pre-reading variation pattern designation command is received. [Figure 872] 10 is a flowchart showing the process of notifying the player of the prize balls that are likely to be won. [Figure 873] 10 is a flowchart showing a next game status display mode setting process. [Fig. 874] This is a figure showing a table for selecting special chart 1 and special chart 2 hold display patterns. [Figure 875] A figure showing the display mode of the prize ball expected to be won notification. [Figure 876] A figure showing the display mode of the prize ball expected to be won notification. [Figure 877] A figure showing the display mode of the prize ball expected to be won notification. [Figure 878] A figure showing the display mode of the prize ball expected to be won notification. [Figure 879] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 880] A figure showing the display mode of the prize ball expected to be won notification. [Figure 881] A figure showing the display mode of the prize ball expected to be won notification. [Figure 882] A figure showing the display mode of the prize ball expected to be won notification. [Figure 883] FIG. [Figure 884] This is a diagram showing the tables for the special drawing 1 and special drawing 2 jackpot lottery. [Figure 885] This is a diagram showing a table for selecting the variation pattern of the main decorative pattern of Special Chart 2. [Figure 886] 10 is a flowchart showing the process of notifying the player of the prize balls that are likely to be won. [Figure 887] This is a diagram showing a table for selecting special chart 2 hold display patterns. [Figure 888] A figure showing the display mode of the prize ball expected to be won notification. [Figure 889] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 890] A figure showing the display mode of the prize ball expected to be won notification. [Figure 891] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 892] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 893] A figure showing a table for selecting hold display patterns. [Fig. 894] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 895] A figure showing the display mode of the prize ball expected to be won notification. [Figure 896] A figure showing the display mode of the prize ball expected to be won notification. [Figure 897] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 898] A figure showing the display mode of the prize ball expected to be won notification. [Figure 899] A figure showing the display mode of the notification of the likely winning prize ball from the table for selecting the reserved display pattern. [Figure 900] A figure showing the display mode of the prize ball expected to be won notification. [Figure 901] A figure showing the display mode of the prize ball expected to be won notification. [Figure 902] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 903] FIG. 10 is a diagram showing a treasure hunt effect pattern selection table. [Figure 904] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 905] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 906] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 907] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 908] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 909] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 910] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 911] This is a diagram showing a table for selecting special chart 2 hold display patterns. [Figure 912] A diagram explaining the right-side playing area. [Figure 913] A diagram explaining the display mode when an abnormal win occurs. [Fig. 914] A flowchart showing the start winning processing. [Fig. 915] 10 is a flowchart showing a pre-reading lottery process. [Figure 916] 10 is a flowchart showing a process for receiving a command specifying a variation pattern for pre-reading. [Fig. 917] A diagram explaining the display mode of the prize ball expected to be won and the flow of the game. [Fig. 918] A figure showing the display mode of the prize ball expected to be won notification. [Figure 919] A flowchart showing the start winning processing. [Fig. 920] 10 is a flowchart showing a pre-reading lottery process. [Figure 921] 10 is a flowchart showing a process for receiving a command specifying a variation pattern for pre-reading. [Figure 922] A diagram explaining the right-side playing area. [Fig. 923] FIG. 10 is a diagram illustrating a display mode when a malfunction occurs. [Fig. 924] A flowchart showing the start winning processing. [Fig. 925] FIG. 2 is a flowchart showing fault detection processing. [Figure 926] FIG. 2 is a flowchart showing the fault command reception processing. [Figure 927] This is a flowchart showing the process of notifying the winning ball of special chart 2. [Figure 928]A figure showing the display mode of the prize ball expected to be won notification. [Figure 929] This is a flowchart showing the process of notifying the winning ball of special chart 2. [Fig. 930] A figure showing the display mode of the prize ball expected to be won notification. [Figure 931] This is a flowchart showing the process of notifying the winner of the confirmed prize ball in Special Chart 2. [Figure 932] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 933] 10 is a flowchart showing a C time-saving type notification process. [Fig. 934] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 935] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 936] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 937] 10 is a flowchart showing a C time-saving type notification process (when through-passing is detected). [Fig. 938] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 939] 10 is a flowchart showing a C time-saving type notification process. [Fig. 940] A diagram explaining the display mode of the prize ball expected to be won and the flow of the game. [Fig. 941] 10 is a flowchart showing the process of notifying a confirmed winning prize ball. [Fig. 942] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 943] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 944] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 945] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 946] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 947] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 948] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 949] 10 is a flowchart showing the process of notifying a confirmed winning prize ball. [Fig. 950] A figure showing the display mode of the prize ball expected to be won notification. [Figure 951] This is a flowchart showing the process of notifying the winning ball (special chart 1 advance reading). [Fig. 952] This is a flowchart showing the process of notifying the winning ball (special chart 2 advance reading). [Fig. 953] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 954] This is a special chart 2 jackpot lottery table and a table for selecting the special chart 2 hold display mode. [Figure 955] 10 is a flowchart showing a pre-reading lottery process. [Figure 956] This is a diagram showing the pre-reading notification mode when the fourth reserved display is displayed in Special Figure 2. [Fig. 957] This is a diagram showing the pre-reading notification mode when the fourth reserved display is displayed in Special Figure 2. [Fig. 958] This is a diagram showing the pre-reading notification mode when the fourth reserved display is displayed in Special Figure 2. [Figure 959] This is a diagram showing the pre-reading notification mode when the fourth reserved display is displayed in Special Figure 2. DETAILED DESCRIPTION OF THE INVENTION

[0010] This specification also discloses the following inventions relating to gaming machines and the problems that the inventions aim to solve.

[0011] <Assignment Va> Conventionally, this type of gaming machine has been equipped with, for example, a ball entry means through which a gaming ball enters the machine, and based on the entry of the gaming ball, numerical corresponding information is displayed during the variable display (for example, see page 10, Figure 10 of Patent Publication No. 2013-42936). However, the conventional example having such a configuration has the following problems. That is, in this type of conventional example, there is room for improvement in the display of the numerical correspondence information. The above-mentioned circumstances will be explained in more detail. Conventional gaming machines of this type include, for example, a ball-entering device that allows a gaming ball to enter the game. Based on the entry of the gaming ball, a variable display of numerically-corresponding information, in which additional information such as characters is attached to numerical symbols, is executed. However, conventional examples having such a configuration have the following problems. In other words, in this type of conventional example, in an attempt to improve the entertainment value of the variable display, there is a tendency to increase the number of characters that appear. However, there is no regularity in the display of numerically-corresponding information, such as characters. This is because the symbols corresponding to the displayed characters are determined by random numbers. Therefore, when the variable display and the lottery result display are repeated, even if a player wants to see their favorite character as soon as possible, they cannot predict which character will appear in the next variable display and lottery result display. As such, conventional configurations diminish the entertainment value of players who play while eagerly hoping to see their favorite character as soon as possible. As such, conventional gaming machines have room for improvement in the display of numerically-corresponding information. The invention according to (Va1) below has been made in view of the above circumstances, and aims to provide a gaming machine with improved display of numerical correspondence information. The invention according to (Va1) below has the following configuration to achieve the above object.

[0012] (Va1) A game board having a game area in which game balls can flow down; A ball entry means (special drawing 1 start winning device 33a, special drawing 2 start winning device 33b) provided on the game board for entering the game ball; A lottery means (main control device 261) that executes a lottery based on the game ball entering the ball entry means; A variable display control means (main control device 261) that executes a variable display based on the lottery result of the lottery means; During the variable display, when a predetermined sequence (a sequence of a miss or a win) is formed, a display means (third pattern display device 42) is displayed to display numerical information (main decorative pattern SZ) including numerical information (number part SZa) indicating predetermined game information and corresponding additional information (decorative part SZb); a display control means (display control device 45) for displaying the series of numerical correspondence information at a predetermined position on the display means in accordance with a predetermined rule (ascending order); When the variable display stops with a predetermined result (miss), the display control means updates the previously displayed numerical value corresponding information to the next numerical value corresponding information determined according to the predetermined rule and displays the next numerical value corresponding information at the predetermined position. A gaming machine characterized by:

[0013] According to the gaming machine described in (Va1) above, by devising the display of the numerical value corresponding information during the variable display, it is possible to provide a gaming machine with improved display of the numerical value corresponding information.

[0014] (Va2) In the gaming machine described in (Va1), The predetermined position includes at least a first display area on the left side and a second display area on the right side, The numerical information in the first display area is updated every time a predetermined number of the predetermined results are obtained. A gaming machine characterized by:

[0015] According to the gaming machine described in (Va2) above, by devising a way to display the numerical value corresponding information during the variable display, it is possible to provide a gaming machine with improved display of the numerical value corresponding information.

[0016] (Va3) In the gaming machine described in (Va1), The predetermined position includes at least a first display area on the left side and a second display area on the right side, The numerical information in the second display area is updated every time the predetermined result is obtained. A gaming machine characterized by:

[0017] According to the gaming machine described in (Va3) above, by devising a way to display the numerical value corresponding information during the variable display, it is possible to provide a gaming machine with improved display of the numerical value corresponding information.

[0018] (Va4) In the gaming machine described in (Va1), The predetermined position includes at least a first display area on the left side and a second display area on the right side, The numerical information in the first display area and the second display area is updated every time a predetermined number of the predetermined results are obtained. A gaming machine characterized by:

[0019] According to the gaming machine described in (Va4) above, by devising a way to display the numerical value corresponding information during the variable display, it is possible to provide a gaming machine with improved display of the numerical value corresponding information.

[0020] (Va5) In the gaming machine described in (Va1), When the display control means displays the numerical value corresponding information at the predetermined position, the display control means can display the numerical value corresponding information closer to the player than the display information displayed during the variable display. A gaming machine characterized by:

[0021] According to the gaming machine described in (Va5) above, by devising the display of the numerical value corresponding information during the variable display, it is possible to provide a gaming machine with improved display of the numerical value corresponding information.

[0022] (Va6) In the gaming machine described in (Va1), a game state control means for controlling the game state to a specific game state advantageous to a player when the result of the lottery is a specific result; The display control means updates the numerical value corresponding information displayed when the variable display stops with a predetermined result in the specific game state to the next numerical value corresponding information determined according to the predetermined rule, and displays the updated information at the predetermined position, when the variable display stops with the predetermined result. A gaming machine characterized by:

[0023] According to the gaming machine described in (Va6) above, by devising a way to display the numerical value corresponding information during the variable display, it is possible to provide a gaming machine with improved display of the numerical value corresponding information.

[0024] (Va7) In the gaming machine described in (Va1), The display control means updates the numerical information without changing the additional information when updating the numerical correspondence information. A gaming machine characterized by:

[0025] According to the gaming machine described in (Va7) above, by devising a way to display the numerical value corresponding information during the variable display, it is possible to provide a gaming machine with improved display of the numerical value corresponding information.

[0026] (Va8) In the gaming machine described in (Va1), The display control means displays the additional information at a position different from the display position of the numerical information. A gaming machine characterized by:

[0027] According to the gaming machine described in (Va8) above, by devising a way to display the numerical value corresponding information during the variable display, it is possible to provide a gaming machine with improved display of the numerical value corresponding information.

[0028] (Va9) In the gaming machine described in (Va1), When a power outage occurs in the gaming machine during the variable display, and when power supply is restored, the display control means displays, at the predetermined position, numerical value correspondence information that is the same as the numerical value correspondence information that would be displayed if no power outage occurred, or numerical value correspondence information that is different from the numerical value correspondence information that would be displayed if no power outage occurred. A gaming machine characterized by:

[0029] According to the gaming machine described in (Va9) above, by devising a way to display the numerical value corresponding information during the variable display, it is possible to provide a gaming machine with improved display of the numerical value corresponding information.

[0030] <Assignment Vb> Conventionally, this type of gaming machine has been equipped with, for example, a ball entry means through which a gaming ball enters the machine, and based on the entry of the gaming ball, numerical corresponding information is displayed during the variable display (for example, see page 10, Figure 10 of Patent Publication No. 2013-42936). However, the conventional example having such a configuration has the following problems. That is, in this type of prior art example, the display of the numerical correspondence information is not sufficiently interesting. The above-mentioned circumstances will be explained in more detail. Conventional gaming machines of this type include, for example, a ball-entering device that allows a gaming ball to enter the game. Based on the entry of the gaming ball, a variable display of numerically-corresponding information, in which additional information such as characters is attached to numerical symbols, is executed. However, conventional examples having such a configuration have the following problems. In other words, in this type of conventional example, in an attempt to improve the entertainment value of the variable display, there is a tendency to increase the number of characters that appear. However, there is no regularity in the display of numerically-corresponding information, such as characters. This is because the symbols corresponding to the displayed characters are determined by random numbers. Therefore, when the variable display and the lottery result display are repeated, even if a player wants to see their favorite character as soon as possible, they cannot predict which character will appear in the next variable display and lottery result display. Thus, conventional configurations diminish the entertainment value of players who play while eagerly hoping to see their favorite character as soon as possible. Thus, conventional gaming machines lack sufficient entertainment value in the display of numerically-corresponding information. The invention relating to (Vb1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine in which the display of numerical correspondence information is more entertaining. The invention according to (Vb1) below has the following configuration to achieve the above object.

[0031] (Vb1) a game board having a game area in which game balls can flow down; A ball entry means (special drawing 1 start winning device 33a, special drawing 2 start winning device 33b) provided on the game board for entering the game ball; A lottery means (main control device 261) that executes a lottery based on the game ball entering the ball entry means; A variable display control means (main control device 261) that executes a variable display based on the lottery result of the lottery means; During the variable display, when a predetermined sequence (a sequence of a miss or a win) is formed, a display means (third pattern display device 42) is displayed to display numerical information (main decorative pattern SZ) including numerical information (number part SZa) indicating predetermined game information and corresponding additional information (decorative part SZb); a display control means (display control device 45) for displaying the series of numerical correspondence information at a predetermined position on the display means in accordance with a predetermined rule (ascending order); When the variable display stops with a predetermined result (miss), the display control means updates the previously displayed numerical correspondence information to the next numerical correspondence information determined according to the predetermined rule, and displays the next numerical correspondence information at the predetermined position, and if the updated numerical correspondence information is in a specific sequence (11.1.1, etc.), executes a predetermined effect. A gaming machine characterized by:

[0032] According to the gaming machine described in (Vb1) above, it is possible to provide a gaming machine in which the entertainment value of the display of the numerical correspondence information is sufficiently enhanced, and the entertainment value of the display of the numerical correspondence information is improved.

[0033] (Vb2) In the gaming machine described in (Vb1), the specific sequence is of a plurality of types according to the predetermined rule, The specific arrangement is displayed in the order according to the predetermined rule each time the variable display is performed a specific number of times according to the predetermined rule. A gaming machine characterized by:

[0034] According to the gaming machine described in (Vb2) above, it is possible to provide a gaming machine in which the entertainment value of the display of the numerical correspondence information is sufficiently enhanced, and the entertainment value of the display of the numerical correspondence information is improved.

[0035] (Vb3) In the gaming machine described in (Vb1), the specific sequence is of a plurality of types according to the predetermined rule, The specific arrangement is such that the updated numerical correspondence information has a specific regularity according to the predetermined rule. A gaming machine characterized by:

[0036] According to the gaming machine described in (Vb3) above, it is possible to provide a gaming machine in which the entertainment value of the display of the numerical correspondence information is sufficiently enhanced, and the entertainment value of the display of the numerical correspondence information is improved.

[0037] (Vb4) In the gaming machine described in (Vb1), The predetermined effect changes the numerical correspondence information that has been arranged in the specific order, The change is to make the numerical value corresponding information light up, move, blink, or the like, so that the numerical value corresponding information is changed in a manner different from that before it was arranged in a specific order. A gaming machine characterized by:

[0038] According to the gaming machine described in (Vb4) above, it is possible to provide a gaming machine in which the entertainment value of the display of the numerical correspondence information is sufficiently enhanced, and the entertainment value of the display of the numerical correspondence information is improved.

[0039] (Vb5) In the gaming machine described in (Vb1), The predetermined effect changes the numerical information that has been arranged in the specific order. The change is to make the numerical information glow, move, blink, or otherwise change the numerical information so that it is in a different state from before it was arranged in a specific order. A gaming machine characterized by:

[0040] According to the gaming machine described in (Vb5) above, it is possible to provide a gaming machine in which the entertainment value of the display of the numerical correspondence information is sufficiently enhanced, and the entertainment value of the display of the numerical correspondence information is improved.

[0041] (Vb6) In the gaming machine described in (Vb1), The predetermined effect changes additional information when the specific sequence is achieved. The change is to make the additional information glow, move, blink, or otherwise change the additional information so that it is in a different state from before it was arranged in a specific order. A gaming machine characterized by:

[0042] According to the gaming machine described in (Vb6) above, it is possible to provide a gaming machine in which the entertainment value of the display of the numerical correspondence information is sufficiently enhanced, and the entertainment value of the display of the numerical correspondence information is improved.

[0043] (Vb7) In the gaming machine described in (Vb1), The predetermined effect is performed using display information other than the numerical correspondence information, or the numerical correspondence information and other display information. A gaming machine characterized by:

[0044] According to the gaming machine described in (Vb7) above, it is possible to provide a gaming machine in which the entertainment value of the display of the numerical correspondence information is sufficiently enhanced, and the entertainment value of the display of the numerical correspondence information is improved.

[0045] (Vb8) In the gaming machine described in (Vb1), The predetermined effect is performed using game components arranged on the game board, or the numerical correspondence information and the game components. A gaming machine characterized by:

[0046] According to the gaming machine described in (Vb8) above, it is possible to provide a gaming machine in which the entertainment value of the display of the numerical correspondence information is sufficiently enhanced, and the entertainment value of the display of the numerical correspondence information is improved.

[0047] (Vb9) In the gaming machine described in (Vb1), The predetermined effect displays the numerical corresponding information or display information other than the numerical corresponding information in a manner that makes it easy for a player to recognize that the specific sequence has been achieved. A gaming machine characterized by:

[0048] According to the gaming machine described in (Vb9) above, it is possible to provide a gaming machine in which the entertainment value of the display of the numerical correspondence information is sufficiently enhanced, and the entertainment value of the display of the numerical correspondence information is improved.

[0049] (Vb10) In the gaming machine described in (Vb1), The predetermined effect is an effect that changes the effect state to a different effect state from that before the numerical correspondence information becomes a specific arrangement. A gaming machine characterized by:

[0050] According to the gaming machine described in (Vb10) above, it is possible to provide a gaming machine in which the entertainment value of the display of the numerical correspondence information is sufficiently enhanced, and the entertainment value of the display of the numerical correspondence information is improved.

[0051] (Vb11) In the gaming machine described in (Vb1), The predetermined effect is executed in accordance with the timing when the updated numerical correspondence information is arranged in a specific order, The timing is immediately before, immediately after, or the same time as the timing when the updated numerical correspondence information is arranged in a specific order. A gaming machine characterized by:

[0052] According to the gaming machine described in (Vb11) above, it is possible to provide a gaming machine in which the entertainment value of the display of the numerical correspondence information is sufficiently enhanced, and the entertainment value of the display of the numerical correspondence information is improved.

[0053] (Vb12) In the gaming machine described in (Vb1), a game state control means for controlling the game state to a specific game state advantageous to a player when the result of the lottery is a specific result; When the variable display stops with a predetermined result in the specific game state, the display control means updates the previously displayed numerical correspondence information to the next numerical correspondence information determined according to the predetermined rule, and displays the updated numerical correspondence information at the predetermined position, and when the updated numerical correspondence information is in a specific sequence, executes a predetermined effect. A gaming machine characterized by:

[0054] According to the gaming machine described in (Vb12) above, it is possible to provide a gaming machine in which the entertainment value of the display of the numerical correspondence information is sufficiently enhanced, and the entertainment value of the display of the numerical correspondence information is improved.

[0055] <Assignment Vc> Conventionally, this type of gaming machine has been equipped with, for example, a ball entry means through which a gaming ball enters the machine, and based on the entry of the gaming ball, suggests the next gaming state during a variable display (see, for example, JP 2013-42936 A, pages 36-38, Figure 41). However, the conventional example having such a configuration has the following problems. That is, in this type of conventional example, the suggestion of the next game state is not sufficiently interesting. The invention relating to (Vc1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine with improved suggestive presentation. The invention according to (Vc1) below has the following configuration to achieve the above object.

[0056] (Vc1) A game board having a game area in which game balls can flow down; A ball entry means (special drawing 1 start winning device 33a, special drawing 2 start winning device 33b) provided on the game board for entering the game ball; A lottery means (main control device 261) that executes a lottery based on the game ball entering the ball entry means; A variable display control means (main control device 261) that executes a variable display based on the lottery result of the lottery means; During the variable display, when a predetermined sequence (a sequence of a miss or a win) is formed, a display means (third pattern display device 42) is displayed to display numerical information (main decorative pattern SZ) including numerical information (number part SZa) indicating predetermined game information and corresponding additional information (decorative part SZb); a display control means (display control device 45) for displaying the series of numerical correspondence information at a predetermined position on the display means in accordance with a predetermined rule (ascending order); When the variable display stops at a predetermined result, the display control means updates the previously displayed numerical value corresponding information to the next numerical value corresponding information determined according to the predetermined rule, and suggests the next game state when the next numerical value corresponding information is in a specific sequence (11, 1, 1, etc.). A gaming machine characterized by:

[0057] According to the gaming machine described in (Vc1) above, it is possible to provide a gaming machine in which the suggestive presentation of the next game state is sufficiently entertaining and the suggestive presentation of the next game state is more entertaining.

[0058] (Vc2) In the gaming machine described in (Vc1), The display control means indicates the next game state when the next numerical value corresponding information is in a specific sequence and there is a specific operation by the player, at an earlier timing than when there is no specific operation by the player. A gaming machine characterized by:

[0059] According to the gaming machine described in (Vc2) above, it is possible to provide a gaming machine in which the suggestive presentation of the next game state is sufficiently entertaining and the suggestive presentation of the next game state is more entertaining.

[0060] (Vc3) In the gaming machine described in (Vc1), The display control means, when the variable display stops with a predetermined result, updates the previously displayed numerical correspondence information to the next numerical correspondence information determined in accordance with the predetermined rule, and when the next numerical correspondence information is in a specific sequence, updates the numerical correspondence information in the specific sequence to the next numerical correspondence information determined in accordance with the predetermined rule or a rule different from the predetermined rule, thereby suggesting the next game state. A gaming machine characterized by:

[0061] According to the gaming machine described in (Vc3) above, it is possible to provide a gaming machine in which the entertainment value of the suggestive presentation of the next game state is sufficiently enhanced, and the entertainment value of the suggestive presentation of the next game state is improved.

[0062] (Vc4) In the gaming machine described in (Vc1), When the variable display stops at a predetermined result, the display control means updates the previously displayed numerical correspondence information to the next numerical correspondence information determined according to the predetermined rule, and if the specific sequence is achieved, suggests that the next game state will be advantageous to the player, and if the specific sequence is not achieved, suggests that the next game state will not be advantageous. A gaming machine characterized by:

[0063] According to the gaming machine described in (Vc4) above, it is possible to provide a gaming machine in which the entertainment value of the suggestive presentation of the next game state is sufficiently enhanced, and the entertainment value of the suggestive presentation of the next game state is improved.

[0064] (Vc5) In the gaming machine described in (Vc1), The display control means indicates a next game state when the next single numerical corresponding information is specific numerical corresponding information instead of the specific sequence. A gaming machine characterized by:

[0065] According to the gaming machine described in (Vc5) above, it is possible to provide a gaming machine in which the entertainment value of the suggestive presentation of the next game state is sufficiently enhanced, and the entertainment value of the suggestive presentation of the next game state is improved.

[0066] (Vc6) In the gaming machine described in (Vc1), The display control means, when the variable display stops with a predetermined result, updates the previously displayed numerical correspondence information to the next numerical correspondence information determined according to the predetermined rule, and performs a predetermined effect suggesting the next game state when the next numerical correspondence information is in a specific sequence. A gaming machine characterized by:

[0067] According to the gaming machine described in (Vc6) above, it is possible to provide a gaming machine in which the suggestive presentation of the next game state is sufficiently entertaining and the suggestive presentation of the next game state is more entertaining.

[0068] (Vc7) In the gaming machine described in (Vc1), a game state control means for controlling the game state to a specific game state advantageous to a player when the result of the lottery is a specific result; When the variable display stops with a predetermined result in the specific game state, the display control means updates the previously displayed numerical correspondence information to the next numerical correspondence information determined according to the predetermined rule, and the next numerical correspondence information indicates the next game state when it is in a specific sequence. A gaming machine characterized by:

[0069] According to the gaming machine described in (Vc7) above, it is possible to provide a gaming machine in which the suggestive presentation of the next game state is sufficiently entertaining and the suggestive presentation of the next game state is more entertaining.

[0070] (Vc8) In the gaming machine described in (Vc7), The specific gaming state is advantageous to the player depending on the type of the specific result, When the variable display stops with a predetermined result in the specific game state, the display control means updates the previously displayed numerical correspondence information to the next numerical correspondence information determined according to the predetermined rule, and the next numerical correspondence information indicates which specific game state the next game state will be based on a specific sequence. A gaming machine characterized by:

[0071] According to the gaming machine described in (Vc8) above, it is possible to provide a gaming machine in which the entertainment value of the suggestive presentation of the next game state is sufficiently enhanced, and the entertainment value of the suggestive presentation of the next game state is improved.

[0072] <Assignment Vd> Conventionally, this type of gaming machine has been equipped with, for example, a ball entry means through which a gaming ball enters the machine, and when a lottery based on the entry of the gaming ball is won, this triggers a suggestive performance that suggests the subsequent gaming state (for example, see JP 2013-42936 A, pages 36-38, Figure 41). However, the conventional example having such a configuration has the following problems. In other words, in this type of conventional example, the suggestive effects that suggest the game state after winning are not sufficiently interesting. The invention described below in (Vd1) was made in consideration of these circumstances, and aims to provide a gaming machine with improved entertainment value in suggesting the gaming status after winning. The invention according to (Vd1) below has the following configuration to achieve the above object.

[0073] (Vd1) A game board having a game area in which game balls can flow down; A ball entry means (special drawing 1 start winning device 33a, special drawing 2 start winning device 33b) provided on the game board for entering the game ball; A lottery means (main control device 261) that executes a lottery based on the game ball entering the ball entry means; A variable display control means (main control device 261) that executes a variable display based on the lottery result of the lottery means; During the variable display, when a predetermined sequence (a sequence of a miss or a win) is formed, a display means (third pattern display device 42) is displayed to display numerical information (main decorative pattern SZ) including numerical information (number part SZa) indicating predetermined game information and corresponding additional information (decorative part SZb); a display control means (display control device 45) for displaying the series of numerical correspondence information at a predetermined position on the display means in accordance with a predetermined rule (ascending order); When the variable display stops with a predetermined result (miss), the display control means updates the previously displayed numerical value corresponding information to the next numerical value corresponding information determined according to the predetermined rule and displays it at the predetermined position; When the variable display stops with a specific result (win), regardless of the predetermined rule, the next numerical corresponding information (main decorative pattern SZ that is the same as the main decorative pattern SZ that was aligned with the win) that suggests a game state (probable win state) that is advantageous to the player is displayed. A gaming machine characterized by:

[0074] According to the gaming machine described in (Vd1), the suggestive effects that suggest the gaming state after winning are made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the gaming state after winning are made more interesting.

[0075] (Vd2) In the gaming machine described in (Vd1), The particular outcome is more advantageous to the player than the predetermined outcome. A gaming machine characterized by:

[0076] According to the gaming machine described in (Vd2) above, the suggestive effects that suggest the gaming state after winning are made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the gaming state after winning are made more interesting.

[0077] (Vd3) In the gaming machine described in (Vd1), the predetermined rule is a rule that increases the numerical value correspondence information, The display control means, when the variable display stops at the specific result, reduces and displays the numerical corresponding information determined according to the predetermined rule. A gaming machine characterized by:

[0078] According to the gaming machine described in (Vd3) above, the suggestive effects that suggest the gaming state after winning are made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the gaming state after winning are made more interesting.

[0079] (Vd4) In the gaming machine described in (Vd1), the predetermined rule is a rule that reduces the numerical correspondence information, The display control means increases and displays the numerical corresponding information determined in accordance with the predetermined rule when the varying display stops at the specific result. A gaming machine characterized by:

[0080] According to the gaming machine described in (Vd4) above, the suggestive effects that suggest the gaming state after winning are made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the gaming state after winning are made more interesting.

[0081] (Vd5) In the gaming machine described in (Vd3) or (Vd4), The display control means displays numerical value corresponding information that is not adjacent to the numerical value corresponding information determined according to the predetermined rule, when the variable display stops at the specific result. A gaming machine characterized by:

[0082] According to the gaming machine described in (Vd5), the suggestive effects that suggest the gaming state after winning are made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the gaming state after winning are made more interesting.

[0083] (Vd6) In the gaming machine described in (Vd1), The display control means displays the numerical corresponding information at the predetermined position when the variable display stops at the specific result. A gaming machine characterized by:

[0084] According to the gaming machine described in (Vd6) above, the suggestive effects that suggest the gaming state after winning are made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the gaming state after winning are made more interesting.

[0085] (Vd7) In the gaming machine described in (Vd1), The display control means indicates a period during which the gaming state will continue by displaying the numerical value corresponding information when the variable display stops at the specific result. A gaming machine characterized by:

[0086] According to the gaming machine described in (Vd7) above, the suggestive effects that suggest the gaming state after winning are made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the gaming state after winning are made more interesting.

[0087] (Vd8) In the gaming machine described in (Vd1), The display control means indicates the game state with the additional information when the variable display stops with the specific result. A gaming machine characterized by:

[0088] According to the gaming machine described in (Vd8), the suggestive effects that suggest the gaming state after winning are made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the gaming state after winning are made more interesting.

[0089] (Vd9) In the gaming machine described in (Vd1), The display control means indicates the gaming state with the numerical information when the variable display stops at the specific result. A gaming machine characterized by:

[0090] According to the gaming machine described in (Vd9), the suggestive effects that suggest the gaming state after winning are made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the gaming state after winning are made more interesting.

[0091] <Task Ve> Conventionally, this type of gaming machine has been equipped with, for example, a ball entry means through which a gaming ball enters the machine, and when a lottery based on the entry of the gaming ball results in a winning result, this triggers a suggestive effect that suggests the type of winning result (see, for example, JP 2013-42936 A, pages 36-38, Figure 41). However, the conventional example having such a configuration has the following problems. That is, in this type of conventional example, the suggestive effects that suggest the type of win are not interesting enough. The invention relating to (Ve1) below was made in consideration of these circumstances, and aims to provide a gaming machine with improved entertainment value in suggesting the type of winning. The invention according to (Ve1) below has the following configuration in order to achieve the above object.

[0092] (Ve1) A game board having a game area in which game balls can flow down; A ball entry means (special drawing 1 start winning device 33a, special drawing 2 start winning device 33b) provided on the game board for entering the game ball; A lottery means (main control device 261) that executes a lottery based on the game ball entering the ball entry means; A variable display control means (main control device 261) that executes a variable display based on the lottery result of the lottery means; During the variable display, when a predetermined sequence (a sequence of a miss or a win) is formed, a display means (third pattern display device 42) is displayed to display numerical information (main decorative pattern SZ) including numerical information (number part SZa) indicating predetermined game information and corresponding additional information (decorative part SZb); a display control means (display control device 45) for displaying the series of numerical correspondence information at a predetermined position on the display means in accordance with a predetermined rule (ascending order); When the variable display stops with a predetermined result (miss), the display control means updates the previously displayed numerical value corresponding information to the next numerical value corresponding information determined according to the predetermined rule and displays it at the predetermined position; When the variable display stops with a specific result (win), regardless of the predetermined rule, the initial value of the numerical corresponding information defined for each type of the specific result ("8G" if it is a win with a probability change, and "1A" if it is a win with a time reduction) is set. A gaming machine characterized by:

[0093] According to the gaming machine described in (Ve1) above, the suggestive effects that suggest the type of win can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the type of win are made more interesting.

[0094] (Ve2) In the gaming machine described in (Ve1), The initial value is set to a value that is greater the more advantageous the type of the specific result is to the player. A gaming machine characterized by:

[0095] According to the gaming machine described in (Ve2) above, the suggestive effects that suggest the type of win can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the type of win are made more interesting.

[0096] (Ve3) In the gaming machine described in (Ve1), The initial value is included in the numerical value correspondence information displayed according to the predetermined rule. A gaming machine characterized by:

[0097] According to the gaming machine described in (Ve3) above, the suggestive effects that suggest the type of win can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the type of win are made more interesting.

[0098] (Ve4) In the gaming machine described in (Ve1), The display control means, when the variable display stops with the specific result (win), causes the display means to display numerical value corresponding information corresponding to the initial value, or causes the display means to set a predetermined value different from the initial value as the initial value and display the corresponding numerical value corresponding information. A gaming machine characterized by:

[0099] According to the gaming machine described in (Ve4) above, the suggestive effects that suggest the type of win can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the type of win are made more interesting.

[0100] (Ve5) In the gaming machine described in (Ve4), When the variable display stops at a predetermined result, the display control means updates the previously displayed numerical value corresponding to the predetermined value to the next numerical value corresponding information determined according to the predetermined rule and displays the next numerical value corresponding information at the predetermined position. A gaming machine characterized by:

[0101] According to the gaming machine described in (Ve5) above, the suggestive effects that suggest the type of win can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the type of win are made more interesting.

[0102] (Ve6) In the gaming machine described in (Ve1), The display control means, when the variable display stops with a predetermined result, causes the numerical corresponding information determined based on the predetermined rule to be displayed at a predetermined position, and when the variable display stops again with a predetermined result, causes the numerical corresponding information to be updated to the numerical corresponding information determined based on the initial value and displayed at a predetermined position. A gaming machine characterized by:

[0103] According to the gaming machine described in (Ve6) above, the suggestive effects that suggest the type of win can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the type of win are made more interesting.

[0104] (Ve7) In the gaming machine described in (Ve1), The display control means sets the initial value when the variable display stops with a specific result, and when the display means displays the numerical value corresponding information corresponding to the initial value, displays the numerical value corresponding information in a manner different from that when the display means previously updated the numerical value corresponding information. A gaming machine characterized by:

[0105] According to the gaming machine described in (Ve7) above, the suggestive effects that suggest the type of win can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the type of win are made more interesting.

[0106] (Ve8) In the gaming machine described in (Ve1), The display control means sets the initial value when the variable display stops at a specific result, and before causing the display means to display initial value correspondence information, which is numerical value correspondence information corresponding to the initial value, causes the display means to display intermediate numerical value correspondence information, which is numerical value correspondence information between the numerical value correspondence information last updated and the initial value correspondence information. A gaming machine characterized by:

[0107] According to the gaming machine described in (Ve8) above, the suggestive effects that suggest the type of win can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the type of win are made more interesting.

[0108] (Ve9) In the gaming machine described in (Ve8), The display control means, when displaying the intermediate numerical value correspondence information, switches and displays the intermediate numerical value correspondence information over time in a reverse order to the order in which the numerical value correspondence information was updated according to the predetermined rule. A gaming machine characterized by:

[0109] According to the gaming machine described in (Ve9) above, the suggestive effects that suggest the type of win can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive effects that suggest the type of win are made more interesting.

[0110] <Assignment Vf> Conventionally, this type of gaming machine has been equipped with, for example, a ball-entering means for the gaming ball to enter the game, and during the varying display based on the gaming ball entering the game, a suggestive effect is provided to indicate the subsequent gaming state (see, for example, JP 2013-42936 A, pages 36-38, Figure 41). However, the conventional example having such a configuration has the following problems. In other words, in this type of conventional example, the suggestive presentation that suggests the next game state during the changing display is not sufficiently interesting. The invention relating to (Vf1) below was made in consideration of these circumstances, and aims to provide a gaming machine with improved entertainment value in suggesting the next game state during the changing display. The invention according to (Vf1) below has the following configuration to achieve the above object.

[0111] (Vf1) A game board having a game area in which game balls can flow down; A ball entry means (special drawing 1 start winning device 33a, special drawing 2 start winning device 33b) provided on the game board for entering the game ball; A lottery means (main control device 261) that executes a lottery based on the game ball entering the ball entry means; A variable display control means (main control device 261) that executes a variable display based on the lottery result of the lottery means; During the variable display, when a predetermined sequence (a sequence of a miss or a win) is formed, a display means (third pattern display device 42) is displayed to display numerical information (main decorative pattern SZ) including numerical information (number part SZa) indicating predetermined game information and corresponding additional information (decorative part SZb); a display control means (display control device 45) for displaying the series of numerical correspondence information at a predetermined position on the display means in accordance with a predetermined rule (ascending order); The display control means, when the variable display stops with a predetermined result (miss), updates the previously displayed numerical value corresponding information to the next numerical value corresponding information determined according to the predetermined rule and displays it at the predetermined position, sets a period during which the variable display is temporarily stopped (period during which pseudo consecutive effects are performed) before the variable display stops with the predetermined result, and displays information (1, 2, 3, etc.) suggesting a game state (win) advantageous to the player as the next numerical value corresponding information within the period, regardless of the predetermined rule. A gaming machine characterized by:

[0112] According to the gaming machine described in (Vf1) above, the suggestive presentation that suggests the next game state during the changing display can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive presentation that suggests the next game state during the changing display is made more interesting.

[0113] (Vf2) In the gaming machine described in (Vf1), The display control means repeats the temporary stop and re-change a plurality of times within the period, and displays the numerical corresponding information each time the temporary stop is repeated, thereby suggesting a more advantageous gaming state for the player. A gaming machine characterized by:

[0114] According to the gaming machine described in (Vf2) above, the suggestive presentation that suggests the next game state during the changing display can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive presentation that suggests the next game state during the changing display is made more interesting.

[0115] (Vf3) In the gaming machine described in (Vf2), The display control means displays the same numerical corresponding information each time the temporary stop is repeated. A gaming machine characterized by:

[0116] According to the gaming machine described in (Vf3) above, the suggestive presentation that suggests the next game state during the changing display can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive presentation that suggests the next game state during the changing display is made more interesting.

[0117] (Vf4) In the gaming machine described in (Vf2), The display control means indicates a game state advantageous to the player by not making the display of the numerical corresponding information follow the predetermined rule each time the provisional stop is repeated. A gaming machine characterized by:

[0118] According to the gaming machine described in (Vf4) above, the suggestive presentation that suggests the next game state during the changing display can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive presentation that suggests the next game state during the changing display is made more interesting.

[0119] (Vf5) In the gaming machine described in (Vf2), The display control means displays the plurality of pieces of numerical corresponding information in the same order each time the temporary stop is repeated. A gaming machine characterized by:

[0120] According to the gaming machine described in (Vf5) above, the suggestive presentation that suggests the next game state during the changing display can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive presentation that suggests the next game state during the changing display is made more interesting.

[0121] (Vf6) In the gaming machine described in (Vf2), The display control means displays the numerical correspondence information in a different manner when the temporary stop is repeated. A gaming machine characterized by:

[0122] According to the gaming machine described in (Vf6) above, the suggestive presentation that suggests the next game state during the changing display can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive presentation that suggests the next game state during the changing display is made more interesting.

[0123] (Vf7) In the gaming machine described in (Vf2), The display control means, when the provisional stop is repeated, changes the display different from the display based on the numerical correspondence information, thereby suggesting a gaming state advantageous to the player. A gaming machine characterized by:

[0124] According to the gaming machine described in (Vf7) above, the suggestive presentation that suggests the next game state during the changing display can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive presentation that suggests the next game state during the changing display is made more interesting.

[0125] (Vf8) In the gaming machine described in (Vf2), The display control means displays the same numerical corresponding information during the re-variation as during the temporary stop. A gaming machine characterized by:

[0126] According to the gaming machine described in (Vf8) above, the suggestive presentation that suggests the next game state during the changing display can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive presentation that suggests the next game state during the changing display is made more interesting.

[0127] (Vf9) In the gaming machine described in (Vf2), If the lottery result of the lottery means is a specific result that is advantageous to the player, the number of repetitions of the provisional stop when the period is set is likely to be large, and if the lottery result of the lottery means is a result that is less advantageous to the player than the specific result, the number of repetitions of the provisional stop when the period is set is likely to be small. A gaming machine characterized by:

[0128] According to the gaming machine described in (Vf9) above, the suggestive presentation that suggests the next game state during the changing display can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive presentation that suggests the next game state during the changing display is made more interesting.

[0129] (Vf10) In the gaming machine described in (Vf2), The display control means changes the display of the additional information when the provisional stop is repeated, thereby suggesting a gaming state that is advantageous to the player. A gaming machine characterized by:

[0130] According to the gaming machine described in (Vf10), the suggestive presentation that suggests the next game state during the changing display can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive presentation that suggests the next game state during the changing display is made more interesting.

[0131] (Vf11) In the gaming machine described in (Vf1), The display control means determines whether or not to set the period by lottery by the lottery means, and when the period is set, determines the numerical corresponding information to be displayed during the temporary stop. A gaming machine characterized by:

[0132] According to the gaming machine described in (Vf11) above, the suggestive presentation that suggests the next game state during the changing display can be made sufficiently interesting, and a gaming machine can be provided in which the suggestive presentation that suggests the next game state during the changing display is made more interesting.

[0133] <Assignment WA> Conventionally, as this type of gaming machine, for example, there is one in which a movable object is moved along a predetermined moving path (for example, Japanese Patent Application Laid-Open No. 2012-70995). However, the conventional example having such a configuration has the following problems. That is, in this type of gaming machine, the movable object has a single, monotonous range of movement, and there is a problem in that it is not possible to further improve the entertainment value of games using the movable object. The invention of (WA1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that improves the entertainment value of games using movable objects. The invention according to (WA1) below has the following configuration to achieve the above object.

[0134] (WA1) First driving means (movable support parts W5R, W5L) capable of applying a driving force to move the movable object (movable members W1, W2) along a predetermined movement path; A plurality of abutment means (abutment members W13, W15) each having an abutment portion (abutment surface W14, W16) and provided so that the movable object has a plurality of movement widths when the movable object abuts against the abutment portion; second driving means (movable support members W6R, W6L, W7R, W7L) for moving predetermined contact means among the plurality of contact means by driving force; a control means (CPU 551 of the sub-control device 262) that controls the second driving means to set the moving width of the movable object to one of a plurality of types; The control means controls the second driving means to switch between a first state (extended state) in which the contact portion of the predetermined contact means contacts the movable object moved along the movement path, and a second state (contracted state) in which the contact portion of the predetermined contact means does not contact the movable object moved along the movement path. A gaming machine characterized by:

[0135] According to the gaming machine described in (WA1) above, the movable object comes into contact with the contact portion of a predetermined contact means among the multiple contact means, resulting in multiple types of movement range for the movable object. This solves the problem that the movement range of the movable object is single and monotonous, making it impossible to further improve the entertainment value of games using movable objects, and makes it possible to provide a gaming machine that improves the entertainment value of games using movable objects.

[0136] (WA2) In the gaming machine described in (WA1), The plurality of contact means are provided along a movement path of the movable object, and each of the contact portions of the plurality of contact means is capable of contacting the movable object that moves along the predetermined movement path and approaches the movable object, thereby changing the movement width. A gaming machine characterized by:

[0137] According to the gaming machine described in (WA2) above, the movable object moves along a predetermined movement path and approaches, and comes into contact with the contact portion of a predetermined contact means among the plurality of contact means, resulting in a plurality of different movement ranges for the movable object. This solves the problem that the movement range of the movable object is uniform and monotonous, making it impossible to further improve the entertainment value of games using movable objects, and makes it possible to provide a gaming machine that improves the entertainment value of games using movable objects.

[0138] (WA3) In the gaming machine described in (WA1), The control means controls the second driving means to set the predetermined contact means and a specific contact means provided downstream of the predetermined contact means on the movement path to the first state simultaneously or at different timings. A gaming machine characterized by:

[0139] According to the gaming machine described in (WA3), the movement range of the movable object changes at the timing when a predetermined contact means and a specific contact means reach the first state, thereby solving the problem that the movement range of the movable object is uniform and monotonous, and the entertainment value of games using movable objects cannot be further improved, and it is possible to provide a gaming machine that improves the entertainment value of games using movable objects.

[0140] (WA4) In the gaming machine described in (WA1) to (WA3), The change in state of the contact means is visible to the player. A gaming machine characterized by:

[0141] According to the gaming machine described in (WA4) above, the change in the range of movement of the movable object can be visually confirmed, which solves the problem that the range of movement of the movable object is uniform and monotonous, and the entertainment value of games using movable objects cannot be further improved, and it is possible to provide a gaming machine that improves the entertainment value of games using movable objects.

[0142] (WA5) In the gaming machine described in (WA4), The visibility of the change in the state of each contact means is different between the contact means. A gaming machine characterized by:

[0143] According to the gaming machine described in (WA5) above, the changes in the movement range of the movable object are seen differently, so the problem that the movement range of the movable object is uniform and monotonous and the entertainment value of games using movable objects cannot be further improved is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0144] (WA6) In the gaming machine described in (WA4), The operation modes of the contact means are different from each other. A gaming machine characterized by:

[0145] According to the gaming machine described in (WA6) above, the way in which the range of movement of the movable object changes is different, so the problem that the range of movement of the movable object is uniform and monotonous and the entertainment value of games using movable objects cannot be further improved is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0146] (WA7) In the gaming machine described in (WA1), The movement range of the movable means can be changed by contacting any of the contact means with the movable object. A gaming machine characterized by:

[0147] According to the gaming machine described in (WA7) above, the location where the range of movement of the movable object changes changes, so the range of movement of the movable object is uniform and monotonous, and the interest level of games using movable objects cannot be further improved. This solves the problem, and it is possible to provide a gaming machine that improves the interest level of games using movable objects.

[0148] (WA8) In the gaming machine described in (WA1), a first benefit granting means (CPU 501 of the main control device 261) capable of granting a first benefit (for example, a big win state, a probability variable state) advantageous to a player; When the movable object has passed through the predetermined movement path, it is possible to notify or suggest that the first benefit will be provided. A gaming machine characterized by:

[0149] According to the gaming machine described in (WA8), the granting of the first benefit is announced or suggested when the movable object has completed passing through a predetermined movement path, thereby solving the problem that the movement range of the movable object is uniform and monotonous, and the entertainment value of games using movable objects cannot be further improved, and it is possible to provide a gaming machine that improves the entertainment value of games using movable objects.

[0150] (WA9) In the gaming machine described in (WA8), When the movable object has not yet reached the end of the predetermined moving path, the performance control means is less likely to notify or suggest the awarding of the first benefit compared to when the movable object has completed passing through the predetermined moving path. A gaming machine characterized by:

[0151] According to the gaming machine described in (WA9), the notification or indication is given in a different way depending on whether the movable object has not reached the end of the specified path of movement or whether the movable object has completed passing through the specified path of movement. This solves the problem that the movement range of the movable object is uniform and monotonous, making it impossible to further improve the entertainment value of games using movable objects, and makes it possible to provide a gaming machine that improves the entertainment value of games using movable objects.

[0152] (WA10) In the gaming machine described in (WA1), a second benefit granting means (CPU 501 of the main control device 261) capable of granting a second benefit (for example, a big win state, a time-saving state) that is different from the first benefit and is advantageous to the player; When the movable object has not reached the end of the predetermined moving path, it is possible to notify or suggest that a second benefit will be given. A gaming machine characterized by:

[0153] According to the gaming machine described in (WA10), when the movable object has not reached the end of the specified movement path, the granting of the second benefit is announced or suggested, thereby solving the problem that the movement range of the movable object is uniform and monotonous, and the entertainment value of games using movable objects cannot be further improved, and it is possible to provide a gaming machine that improves the entertainment value of games using movable objects.

[0154] (WA11) In the gaming machine described in (WA1), a first benefit granting means for granting a first benefit that is advantageous to a player; When the movable object has not reached the end of the predetermined moving path, it is possible to notify or suggest that the first benefit will be given. A gaming machine characterized by:

[0155] According to the gaming machine described in (WA11), the awarding of the first benefit is announced or suggested when the movable object has not reached the end of the predetermined movement path. This solves the problem that the movement range of the movable object is uniform and monotonous, and the interest of games using movable objects cannot be further improved, and a gaming machine with improved interest in games using movable objects can be provided. In other words, according to the gaming machine described in (WA11), after the movement of the movable object is presented to the player, the player can be made to hope that the movable object will not pass through the movement path. This configuration allows the player to focus on the movable object, making the game more interesting.

[0156] (WA12) In the gaming machine described in (WA1), The apparatus further includes an error notification means for notifying an error when the movable object continues to be able to contact the contact means even though the second driving means has been controlled to prevent the movable object from contacting the contact means. A gaming machine characterized by:

[0157] According to the gaming machine described in (WA12) above, it is also possible to deal with an error in which a movable object remains able to contact the contact means even though the second drive means has been controlled to prevent the movable object from contacting the contact means.

[0158] (WA13) In the gaming machine described in (WA8), The movement of the movable object along the predetermined movement path is executable when it is determined that at least the first benefit is to be granted. A gaming machine characterized by:

[0159] According to the gaming machine described in (WA13) above, it is possible to provide a gaming machine that increases the interest of playing with movable objects when it is determined that the first benefit will be awarded.

[0160] (WA14) In the gaming machine described in (WA1), The predetermined movement path is a path caused by the fall of the movable object due to its own weight. A gaming machine characterized by:

[0161] According to the gaming machine described in (WA14) above, it is possible to provide a gaming machine that improves the entertainment value of a game using a movable object that falls under its own weight.

[0162] (WA15) In the gaming machine described in (WA1), The contact means is driven in a direction perpendicular to the predetermined movement path. A gaming machine characterized by:

[0163] According to the gaming machine described in (WA15), it is possible to provide a gaming machine that enhances the entertainment value of a game using a movable object that comes into contact from a direction perpendicular to a predetermined moving path.

[0164] <Assignment WB> Conventionally, as this type of gaming machine, for example, there is one in which a movable object is moved along a predetermined moving path (for example, Japanese Patent Application Laid-Open No. 2012-70995). However, the conventional example having such a configuration has the following problems. That is, in this type of gaming machine, the movable object has a single, monotonous range of movement, and there is a problem in that it is not possible to further improve the entertainment value of games using the movable object. The invention of (WB1) below was made in consideration of the above circumstances, and aims to provide a gaming machine that improves the entertainment value of games using movable objects. The invention according to (WB1) below has the following configuration to achieve the above object.

[0165] (WB1) First driving means (movable support parts W5R, W5L) capable of applying a driving force to move the movable object (movable members W1, W2) along a predetermined movement path; A plurality of abutment means (abutment members W13, W15) each having an abutment portion (abutment surface W14, W16) and provided so that the movable object has a plurality of movement widths when the movable object abuts against the abutment portion; second driving means (movable support members W6R, W6L, W7R, W7L) for moving predetermined contact means among the plurality of contact means by driving force; A control means (CPU 551 of the sub-control device 262) that controls the second driving means to set the moving width of the movable object to one of a plurality of types; A bonus awarding means (CPU 501 of the main control device 261) capable of awarding a bonus advantageous to a player, the control means controls the second driving means to switch between a first state (extended state) in which the contact portion of the predetermined contact means contacts the movable object moved along the movement path, and a second state (contracted state) in which the contact portion of the predetermined contact means does not contact the movable object moved along the movement path, The granting of a benefit that is advantageous to the player can be notified or suggested according to the movement mode of the movable object moving along the predetermined movement path. A gaming machine characterized by:

[0166] According to the gaming machine described in (WB1) above, the problem that the range of movement of the movable object is uniform and monotonous, and the entertainment value of games using movable objects cannot be further improved, is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0167] The benefit granting means is at least one of a first benefit granting means and a second benefit granting means.

[0168] (WB2) A gaming machine described in (WB1) above, characterized in that it has the configuration described in (WA2) to (WA15).

[0169] According to the gaming machine described in (WB2) above, it is possible to provide a gaming machine having the features described in (WA2) to (WA15) above.

[0170] <Assignment WC> Conventionally, as this type of gaming machine, for example, there is one in which a movable object is moved along a predetermined moving path (for example, Japanese Patent Application Laid-Open No. 2012-70995). However, the conventional example having such a configuration has the following problems. That is, in this type of gaming machine, the movable object has a single, monotonous range of movement, and there is a problem in that it is not possible to further improve the entertainment value of games using the movable object. The invention of (WC1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that improves the entertainment value of games using movable objects. The invention according to (WC1) below has the following configuration to achieve the above object.

[0171] (WC1) First driving means (movable support members W5R, W5L) capable of applying a driving force to move the movable object along a predetermined movement path; A plurality of abutment means (abutment members W13, W15) each having an abutment portion (abutment surface W14, W16) and provided so that the movable object has a plurality of movement widths when the movable object abuts against the abutment portion; second driving means (movable support members W6R, W6L, W7R, W7L) for moving predetermined contact means among the plurality of contact means by driving force; a control means (CPU 551 of the sub-control device 262) that controls the second driving means to set the moving width of the movable object to one of a plurality of types; the control means controls the second driving means to switch between a first state (extended state) in which the contact portion of the predetermined contact means contacts the movable object moved along the movement path, and a second state (contracted state) in which the contact portion of the predetermined contact means does not contact the movable object moved along the movement path, The control means can control the second driving means to bring the predetermined contact means (contact member W13) and a specific contact means (contact member W15) provided downstream of the predetermined contact means on the movement path into the first state simultaneously or at different timings. A gaming machine characterized by:

[0172] According to the gaming machine described in (WC1) above, the problem that the range of movement of the movable object is uniform and monotonous, and the entertainment value of games using movable objects cannot be further improved, is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0173] (WC2) A gaming machine described in (WC1) above, characterized in that it has the configuration described in (WA2) to (WA15) above.

[0174] According to the gaming machine described in (WC2) above, it is possible to provide a gaming machine having the features described in (WA2) to (WA15) above.

[0175] <Task WD> Conventionally, as this type of gaming machine, for example, there is one in which a movable object is moved along a predetermined moving path (for example, Japanese Patent Application Laid-Open No. 2012-70995). However, the conventional example having such a configuration has the following problems. That is, in this type of gaming machine, the moving path of the movable object is single and monotonous, and there is a problem in that it is not possible to further improve the entertainment value of games using the movable object. The invention of (WD1) below was made in consideration of the above circumstances, and aims to provide a gaming machine that improves the entertainment value of games using movable objects. The invention according to (WD1) below has the following configuration to achieve the above object.

[0176] (WD1) First driving means (movable support members W5R, W5L) capable of applying a driving force to move the movable object (movable members W1b, W2, W2a) along a predetermined movement path (third movement path); A plurality of abutment means (abutment members W13, W15) each having an abutment portion (abutment surface W14, W16) and provided so that the movable object has a plurality of movement paths when the movable object abuts against the abutment portion; second driving means (movable support members W6, W7) for moving predetermined contact means among the plurality of contact means by driving force; a control means for controlling the second driving means to make the moving path of the movable object a different path (a first moving path or a second moving path) from the predetermined moving path, The control means controls the second driving means to switch between a first state (extended state) in which the contact portion of the predetermined contact means contacts the movable object, and a second state (contracted state) in which the contact portion of the predetermined contact means does not contact the movable object. A gaming machine characterized by:

[0177] According to the gaming machine described in (WD1), the movable object comes into contact with the contact portion of a predetermined contact means among the plurality of contact means, resulting in a plurality of different movement paths for the movable object. This solves the problem that the movement path of the movable object is single and monotonous, making it impossible to further improve the entertainment value of games using movable objects, and makes it possible to provide a gaming machine that improves the entertainment value of games using movable objects.

[0178] (WD2) In the gaming machine described in (WD1), The moving distance of the movable object is different between the predetermined moving path and the alternative path. A gaming machine characterized by:

[0179] According to the gaming machine described in (WD2) above, the problem that the moving path of the movable object is single and monotonous and the entertainment value of games using movable objects cannot be further improved is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0180] (WD3) In the gaming machine described in (WD2), It is possible to notify or suggest the granting of a benefit that is different in advantage to the player depending on the moving distance. A gaming machine characterized by:

[0181] According to the gaming machine described in (WD3) above, the problem that the moving path of the movable object is single and monotonous and the entertainment value of games using movable objects cannot be further improved is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0182] (WD4) In the gaming machine described in (WD1), The moving direction of the movable object is different between the predetermined moving path and the alternative path. A gaming machine characterized by:

[0183] According to the gaming machine described in (WD4) above, the problem that the moving path of the movable object is single and monotonous and the entertainment value of games using movable objects cannot be further improved is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0184] (WD5) In the gaming machine described in (WD4), It is possible to notify or suggest the granting of a benefit that is different in advantage to the player depending on the moving direction. A gaming machine characterized by:

[0185] According to the gaming machine described in (WD5) above, the problem that the moving path of the movable object is single and monotonous and the entertainment value of games using movable objects cannot be further improved is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0186] (WD6) In the gaming machine described in (WD1), the plurality of contact means are provided along the predetermined movement path and move the movable object to one of the other paths, It is possible to notify or suggest the granting of a benefit that is different in advantage to the player depending on whether the player passes through the predetermined movement route or the alternative route. A gaming machine characterized by:

[0187] According to the gaming machine described in (WD6) above, the problem that the moving path of the movable object is single and monotonous and the entertainment value of games using movable objects cannot be further improved is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0188] (WD7) In the gaming machine described in (WD1), The abutment means moves the movable object along the predetermined movement path when in the first state, and moves the movable object along the different path when in the second state. A gaming machine characterized by:

[0189] According to the gaming machine described in (WD7) above, the problem that the moving path of the movable object is single and monotonous and the entertainment value of games using movable objects cannot be further improved is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0190] (WD8) In the gaming machine described in (WD1), The abutment means moves the movable object along the predetermined movement path when in the second state, and moves the movable object along the different path when in the first state. A gaming machine characterized by:

[0191] According to the gaming machine described in (WD8) above, the problem that the moving path of the movable object is single and monotonous and the entertainment value of games using movable objects cannot be further improved is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0192] (WD9) In the gaming machine described in (WD1), a plurality of the contact means are provided along the predetermined movement path; The periods during which the states of the contact means are switched are different among the plurality of contact means. A gaming machine characterized by:

[0193] According to the gaming machine described in (WD9) above, the problem that the moving path of the movable object is single and monotonous and the entertainment value of games using movable objects cannot be further improved is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0194] (WD10) In the gaming machine described in (WD1), There are a plurality of the alternative paths, and a plurality of the abutment means are provided according to the types of the alternative paths, The pattern in which the state of the first contact means for a first alternative path among the plurality of alternative paths is switched is different from the pattern in which the state of the second contact means for a second alternative path is switched. A gaming machine characterized by:

[0195] According to the gaming machine described in (WD10) above, the problem that the moving path of the movable object is single and monotonous and the entertainment value of games using movable objects cannot be further improved is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0196] (WD11) In the gaming machine described in (WD10), while the movable object is passing through the first alternative path, the control means switches the state of the first contact means so as to pass the movable object through the first alternative path, but does not switch the state of the second contact means; while the movable object is passing through the second alternative path, the control means switches the state of the second contact means so as to pass the movable object through the second alternative path, but does not switch the state of the first contact means; While the movable object is passing through the predetermined movement path, the control means does not switch the states of the first contact means and the second contact means so as to pass the movable object through the predetermined movement path. A gaming machine characterized by:

[0197] According to the gaming machine described in (WD11) above, the problem that the moving path of the movable object is single and monotonous and the entertainment value of games using movable objects cannot be further improved is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0198] <Issue WE> Conventionally, as this type of gaming machine, for example, there is one in which a movable object is moved along a predetermined moving path (for example, Japanese Patent Application Laid-Open No. 2012-70995). However, the conventional example having such a configuration has the following problems. That is, in this type of gaming machine, the moving path of the movable object is single and monotonous, and there is a problem in that it is not possible to further improve the entertainment value of games using the movable object. The invention of (WE1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that improves the entertainment value of games using movable objects. The invention according to (WE1) below has the following configuration to achieve the above object.

[0199] (WE1) First driving means (movable support members W5R, W5L) capable of applying a driving force to move the movable object (movable members W1b, W2, W2a) along a predetermined movement path (third movement path); A plurality of abutment means (abutment members W13, W15) each having an abutment portion (abutment surface W14, W16) and provided so that the movable object has a plurality of movement paths when the movable object abuts against the abutment portion; second driving means (movable support members W6, W7) for moving predetermined contact means among the plurality of contact means by driving force; A control means (CPU 551 of the sub-control device 262) that controls the second driving means to make the moving path of the movable object a different path (first moving path or second moving path) from the predetermined moving path; A bonus awarding means (CPU 501 of the main control device 261) capable of awarding a bonus advantageous to a player, the control means controls the second driving means to switch between a first state (extended state) in which the contact portion of the predetermined contact means contacts the movable object, and a second state (contracted state) in which the contact portion of the predetermined contact means does not contact the movable object; It is possible to notify or suggest the granting of a benefit that is advantageous to the player depending on whether the player passes through the predetermined movement route or the alternative route. A gaming machine characterized by:

[0200] According to the gaming machine described in (WE1) above, the problem that the moving path of the movable object is single and monotonous and the entertainment value of games using movable objects cannot be further improved is solved, and a gaming machine can be provided in which the entertainment value of games using movable objects is improved.

[0201] (WE2) A gaming machine characterized in that the gaming machine described in (WE1) above has the configuration described in (WD2) to (WD11).

[0202] According to the gaming machine described in (WE2) above, it is possible to provide a gaming machine having the features described in (WD2) to (WD11) above.

[0203] <Issue WF> Conventionally, as this type of gaming machine, for example, there is one in which a movable object is moved along a predetermined moving path (for example, Japanese Patent Application Laid-Open No. 2012-70995). However, the conventional example having such a configuration has the following problems. That is, this type of gaming machine has the problem that it is not possible to further improve the entertainment value of games using movable objects. The invention of (WF1) below was made in consideration of the above circumstances, and aims to provide a gaming machine that improves the entertainment value of games using movable objects. The invention according to (WF1) below has the following configuration to achieve the above object.

[0204] (WF1) First driving means (movable support parts W5R, W5L) that apply driving force to move the movable object along a predetermined movement path; a contact means (contact members W13, W15) having a contact portion (tip portion) that contacts the movable object; second driving means (movable support members W6R, W6L, W7R, W7L) for moving the contact means by a driving force; a control means (CPU 551 of the sub-control device 262) for controlling the second driving means to switch between a first state (extended state) in which the contact portion is brought into contact with the movable object moved along the movement path and a second state (contracted state) in which the contact portion is not brought into contact with the movable object moved along the movement path, When the control means controls the second drive means to generate the first state, it becomes possible to make the player recognize the difference in advantage depending on the positional relationship between the movable object and the abutment portion when the movable object abuts on the abutment portion. A gaming machine characterized by:

[0205] According to the gaming machine described in (WF1) above, the difference in advantage can be recognized depending on the positional relationship between the movable object and the abutment portion when the movable object moving along a predetermined moving path abuts on the abutment portion of the abutment means. Therefore, the interest of games using movable objects can be improved.

[0206] (WF2) In the gaming machine described in (WF1), The movement pattern of the movable object changes depending on the positional relationship between the movable object and the contact portion so that the player can recognize the difference in advantage. A gaming machine characterized by:

[0207] According to the gaming machine described in (WF2) above, the movement of the movable object changes depending on which part of the movable object the contact part comes into contact with. Therefore, the player can recognize the difference in the advantage from the difference in the movement of the movable object.

[0208] (WF3) In the gaming machine described in (WF2), When the movable object abuts on the abutment portion, it becomes possible to make the player recognize the difference in advantage depending on whether the movable object moves downstream of the movement path or not. A gaming machine characterized by:

[0209] According to the gaming machine described in (WF3) above, the player can recognize the difference in advantage depending on whether or not the moving object moves downstream of the movement path when it comes into contact with the moving object.

[0210] (WF4) In the gaming machine described in (WF1), The corresponding portions (contacted portions Wf3L, Wf3R) of the movable object that come into contact with the contact portion include at least a first portion (lower contact surface Wf3b) and a second portion (upper contact surface Wf3a), When the contact portion contacts the first location, the player can be made to recognize that it will be advantageous, When the contact portion contacts the second location, it is possible to make the player aware that it will be disadvantageous to the player. A gaming machine characterized by:

[0211] According to the gaming machine described in (WF4) above, the player can recognize whether it will be advantageous or disadvantageous depending on whether the contact portion contacts a first point on the movable object or a second point on the movable object.

[0212] (WF5) In the gaming machine described in (WF4), The first location is vertically lower than the second location. A gaming machine characterized by:

[0213] According to the gaming machine described in (WF5) above, the first location that is advantageous to the player is located vertically below the second location that is disadvantageous to the player, so it is possible to make the player recognize that it is advantageous when the contact part contacts the first location that is vertically below the second location. This allows the player to recognize the advantage depending on whether the first location is vertically below the second location when the movable object contacts it.

[0214] (WF6) In the gaming machine described in (WF1), It is possible to make a player recognize the difference in advantage depending on the movement distance (movement width f, g or movement width h, i) of the abutment portion relative to the movable object when the movable object abuts on the abutment portion. A gaming machine characterized by:

[0215] According to the gaming machine described in (WF6) above, the player can recognize the advantage depending on the distance traveled by the contact portion when the movable object contacts the contact portion.

[0216] (WF7) In the gaming machine described in (WF6), When the movement distance of the contact part is short (when the movement distance is g), it is possible to make the player realize that it is more disadvantageous than when the movement distance of the contact part is long (when the movement distance is f). A gaming machine characterized by:

[0217] According to the gaming machine described in (WF7) above, the player can recognize that it is disadvantageous if the moving distance of the contact portion when the movable object contacts the contact portion is short.

[0218] (WF8) In the gaming machine described in (WF6), When the movement distance of the contact part that contacts the movable object is the shortest (when the movement width is the shortest i), it is possible to make the player realize that it is disadvantageous. A gaming machine characterized by:

[0219] According to the gaming machine described in (WF8) above, the player can recognize that it is disadvantageous if the moving distance of the contact portion when the movable object contacts the contact portion is the shortest.

[0220] (WF9) In the gaming machine described in (WF1), It is possible to make the player recognize that an advantageous benefit (jackpot state, time-saving state, probability variable state) will be given depending on the movement mode of the movable object determined by the positional relationship between the movable object and the abutting portion. A gaming machine characterized by:

[0221] According to the gaming machine described in (WF9) above, the player can recognize whether or not a special benefit will be awarded to the player based on the movement pattern of the movable object, which is determined by the positional relationship between the movable object and the contact portion.

[0222] (WF10) In the gaming machine described in (WF1), Depending on the movement mode of the movable object determined by the positional relationship between the movable object and the abutment portion, whether or not a predetermined notification or suggestion (display of advantageous images Wf6a, Wf6b) that can make the player recognize that it is advantageous for the player is made differs. A gaming machine characterized by:

[0223] According to the gaming machine described in (WF10) above, the player can recognize a predetermined notification or suggestion that can make the player realize that it is advantageous to the player depending on the movement pattern of the movable object.

[0224] (WF11) In the gaming machine described in (WF1), The moving manner of the movable object when it comes into contact with the contact portion is configured to be more easily visible to a player than the contact between the movable object and the contact portion. A gaming machine characterized by:

[0225] According to the gaming machine described in (WF11), the player can easily recognize the difference in advantage to the player by visually checking the movement pattern of the movable object when it comes into contact with the contact portion.

[0226] (WF12) In the gaming machine described in (WF11), The contact between the movable object and the contact portion is also configured to be visible to the player. A gaming machine characterized by:

[0227] According to the gaming machine described in (WF12) above, the player can easily see the contact between the movable object and the contact portion.

[0228] <Issues WG> Conventionally, as this type of gaming machine, for example, there is one in which a movable object is moved along a predetermined moving path (for example, Japanese Patent Application Laid-Open No. 2012-70995). However, the conventional example having such a configuration has the following problems. That is, this type of gaming machine has the problem that it is not possible to further improve the entertainment value of games using movable objects. The invention of (WG1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that improves the entertainment value of games using movable objects. The invention according to (WG1) below has the following configuration to achieve the above object.

[0229] (WG1) First driving means (movable support parts W5R, W5L) that applies driving force to move the movable object along a predetermined movement path; a contact means (contact members W13, W15) having a contact portion (tip portion) that contacts the movable object; second driving means (movable support members W6R, W6L, W7R, W7L) for moving the contact means by a driving force; a control means (CPU 551 of the sub-control device 262) for controlling the second driving means to switch between a first state (extended state) in which the contact portion is brought into contact with the movable object moved along the movement path and a second state (contracted state) in which the contact portion is not brought into contact with the movable object moved along the movement path, When the control means controls the second drive means to generate the first state, it becomes possible to make the player recognize the difference in advantage depending on the positional relationship between the movable object and the abutment portion when the movable object abuts on the abutment portion, The contact between the movable object and the contact portion is configured to be visible to a player. A gaming machine characterized by:

[0230] According to the gaming machine described in (WG1), the contact between the movable object and the contact portion is configured to be visible to the player, so the player can recognize the difference in advantage by visually checking the positional relationship between the movable object and the contact portion when the movable object moving along a predetermined moving path contacts the contact portion of the contact means. Therefore, the interest in games using movable objects can be improved.

[0231] (WG2) A gaming machine described in (WG1) above, characterized in that it has the configuration described in (WF2) to (WF10) above.

[0232] According to the gaming machine described in (WG2), it is possible to provide a gaming machine having the features described in (WF2) to (WF10).

[0233] <Assignment XA> Conventionally, as a gaming machine of this type, for example, when a gaming ball enters a ball entry means, a lottery is held and the gaming state transitions from a first gaming state to a more advantageous second gaming state (for example, JP 2013-42936 A (page 9, Figure 38)). In addition, some gaming machines of this type hold a special lottery that is unrelated to the lottery regarding the transition of the gaming state. However, the conventional example having such a configuration has the following problems. That is, in the conventional gaming machine, the game using the special lottery in the second gaming state is monotonous and does not sufficiently enhance the interest. The invention of (XA1) below was made in consideration of the above circumstances, and aims to provide a gaming machine that improves the entertainment value of games using special lotteries. The invention according to (XA1) below has the following configuration to achieve this object.

[0234] (XA1) A game board having a game area where game balls flow down; A ball entry means (special drawing 1, special drawing 2 winning hole) into which the game ball arranged on the game board can enter; a lottery means capable of executing a win / loss lottery to determine whether or not a specific result is to be determined based on the ball entering the ball entering means; A game state control means (next game state setting process, special chart 2 variation start process) that can control a first game state (normal state) and a second game state (probability variable state) that is more advantageous than the first game state; and a special lottery means capable of executing a special lottery (fall lottery) that is drawn regardless of the result of the winning / losing lottery when controlled in the second gaming state, The gaming state control means is capable of transitioning to the first gaming state when a special condition (fall-out winning) is established as a result of the special lottery at a predetermined stage (consumer mode) in the second gaming state, When the special condition is established in a specific stage (accumulation mode or consumption mode) in the second gaming state, it is possible to transition to a third gaming state (special time-saving state) which is more advantageous than the first gaming state. A gaming machine characterized by:

[0235] According to the gaming machine described in (XA1) above, winning the falling lottery, which would normally be an opportunity to move into an unfavorable state, can be an opportunity to move into an advantageous state under specific conditions.

[0236] (XA2) In the gaming machine described in (XA1), The third gaming state is less advantageous to the player than the second gaming state. A gaming machine characterized by:

[0237] According to the gaming machine described in (XA2) above, the special time-saving state can be made less advantageous to the player than the probability-changing state.

[0238] (XA3) In the gaming machine described in (XA1), The third gaming state is more advantageous to the player than the second gaming state. A gaming machine characterized by:

[0239] According to the gaming machine described in (XA3) above, the special time-saving state can be made more advantageous to the player than the probability change state.

[0240] (XA4) In the gaming machine described in any one of (XA1) to (XA3), The gaming state control means is capable of preventing the transition to the first gaming state if the special condition is not met at the predetermined stage. A gaming machine characterized by:

[0241] According to the gaming machine described in (XA4) above, the probability variable state can be set so as not to transition to the normal state unless the player wins the fall lottery in the fall lottery.

[0242] (XA5) In the gaming machine described in any one of (XA1) to (XA4), An operation means for receiving an operation from a player is provided, The predetermined stage and the specific stage are stages that occur by operating the operating means. A gaming machine characterized by:

[0243] According to the gaming machine described in (XA5) above, predetermined stages and specific stages can be generated by the player's operation.

[0244] (XA6) In the gaming machine described in (XA5), The operation means is a means for receiving an operation of a player to shoot a game ball, The predetermined stage and the specific stage are stages that occur when a specific operation is performed through the operating means and a gaming ball is launched into the specific gaming area. A gaming machine characterized by:

[0245] According to the gaming machine described in (XA6) above, a predetermined stage and a specific stage can be generated by the player's operation to launch a gaming ball into a gaming area where a start winning device 33b for special chart 2 is provided.

[0246] (XA7) In the gaming machine described in any one of (XA1) to (XA6), The ball entry means includes a first ball entry means and a second ball entry means that can be changed between an open state in which the game ball is easy to enter and a closed state in which the game ball is difficult to enter, The special lottery means executes the special lottery when a gaming ball enters the second ball entry means. A gaming machine characterized by:

[0247] According to the gaming machine described in (XA7) above, a falling lottery can be executed using a starting winning device 33b for special chart 2 that can be changed between an open state in which it is easy for the gaming ball to enter and a closed state in which it is difficult for the gaming ball to enter.

[0248] (XA8) In the gaming machine described in any one of (XA1) to (XA7), The gaming state control means is capable of newly generating the second gaming state without transitioning to the third gaming state when the special condition is established and the result of the winning / losing lottery becomes a specific result (winning) in the specific stage of the second gaming state. A gaming machine characterized by:

[0249] According to the gaming machine described in (XA8), when the falling lottery is won and the result of the jackpot lottery is a jackpot, a new probability variable state can be generated.

[0250] (XA9) In the gaming machine described in any one of (XA1) to (XA8), The lottery means and the special lottery means operate based on different random numbers. A gaming machine characterized by:

[0251] According to the gaming machine described in (XA9) above, the falling lottery can be drawn without being affected by the result of the big win lottery.

[0252] <Assignment XB> Conventionally, there has been a gaming machine of this type in which, for example, when a gaming ball enters a ball entry means, a lottery is held, and if a certain condition is met when the gaming state shifts from a first gaming state to a more advantageous second gaming state, a bonus is awarded (for example, JP 2013-42936 A (page 9, Figure 38)). However, the conventional example having such a configuration has the following problems. That is, in the conventional gaming machine, the game relating to the awarding of the benefit in the second gaming state is monotonous, and it is not possible to sufficiently improve the interest. The invention of (XB1) below was made in consideration of the above circumstances, and aims to provide a gaming machine that improves the entertainment value of the game regarding the awarding of benefits in the second gaming state. The invention according to (XB1) below has the following configuration to achieve this object.

[0253] (XB1) A game board having a game area where game balls flow down; A ball entry means (special drawing 1, special drawing 2 winning hole) into which the game ball arranged on the game board can enter; a lottery means capable of executing a win / loss lottery to determine whether or not a specific result is to be determined based on the ball entering the ball entering means; A game state control means (next game state setting process, special chart 2 variation start process) that can be controlled to a first game state (normal state) in which the winning / losing lottery is executed at a first probability, and a second game state (probability variable state) in which the winning / losing lottery is executed at a second probability that is higher than the first probability, A special lottery means is provided which, when controlled in the second gaming state, is capable of executing a special lottery (fall lottery) different from the winning / losing lottery, The game state control means (special chart 2 variation start processing) increases the rate of transition to the first game state without granting a specific benefit (10,000 time reductions) when a special condition (fall-out winning) is established as a result of the special lottery during a predetermined period (a state in which reserved items cannot be saved) in the second game state, compared to when the special condition is established during a specific period (a state in which reserved items can be saved) different from the predetermined period, When the special condition is established during the specific period in the second gaming state, the rate at which the specific benefit is granted is higher than when the special condition is established during the predetermined period; If a predetermined condition (falling out of the lottery) different from the special condition is met as a result of the special lottery during the predetermined period and the specific period, the next lottery to be held will be held with the second probability. A gaming machine characterized by:

[0254] According to the gaming machine described in (XB1), if the player wins the lottery for falling during a period when reserved balls cannot be accumulated, the probability of transitioning to the normal state increases, and if the player wins the lottery for falling during a period when reserved balls can be accumulated, the probability of being granted 10,000 time-saving rounds increases. If the player loses the lottery for falling during a period when reserved balls cannot be accumulated and a period when reserved balls can be accumulated, the jackpot lottery can be executed with a probability higher than a predetermined probability.

[0255] (XB2) In the gaming machine described in (XB1), The state in which the specific benefit is granted is less advantageous to the player than the second gaming state. A gaming machine characterized by:

[0256] According to the gaming machine described in (XB2) above, the state in which 10,000 time reductions are granted can be made a state less advantageous to the player than the probability change state.

[0257] (XB3) In the gaming machine described in (XB1), The state in which the specific benefit is granted is more advantageous to the player than the second gaming state. A gaming machine characterized by:

[0258] According to the gaming machine described in (XB3) above, the state in which 10,000 time reductions are granted can be made more advantageous to the player than the probability change state.

[0259] (XB4) In the gaming machine described in any one of (XB1) to (XB3), The gaming state control means is capable of preventing the transition to the first gaming state if the special condition is not met within the predetermined period. A gaming machine characterized by:

[0260] According to the gaming machine described in (XB4) above, the probability variable state can be set so as not to transition to the normal state unless the player wins the fall lottery.

[0261] (XB5) In the gaming machine described in any one of (XB1) to (XB4), An operation means for receiving an operation from a player is provided, The predetermined period and the specific period are periods that occur due to the operation of the operating means. A gaming machine characterized by:

[0262] According to the gaming machine described in (XB5) above, a period in which reserved money cannot be accumulated and a period in which reserved money can be accumulated can be generated by the player's operation.

[0263] (XB6) In the gaming machine described in (XB5), The operation means is a means for receiving an operation of a player to shoot a game ball, The predetermined period and the specific period are periods that occur when a specific operation is performed through the operating means and a gaming ball is launched into the specific gaming area. A gaming machine characterized by:

[0264] According to the gaming machine described in (XB6) above, the player can operate the game ball to launch it into the gaming area where the special chart 2 starting winning device 33b is located, thereby generating a period in which reserves cannot be accumulated and a period in which reserves can be accumulated.

[0265] (XB7) In the gaming machine described in any one of (XB1) to (XB6), The ball entry means includes a first ball entry means and a second ball entry means that can be changed between an open state in which the game ball is easy to enter and a closed state in which the game ball is difficult to enter, The special lottery means executes the special lottery when a gaming ball enters the second ball entry means. A gaming machine characterized by:

[0266] According to the gaming machine described in (XB7), a falling lottery can be executed using a starting winning device 33b for special chart 2, which can be changed between an open state in which it is easy for the gaming ball to enter and a closed state in which it is difficult for the gaming ball to enter.

[0267] (XB8) In the gaming machine described in any one of (XB1) to (XB7), The gaming state control means may not grant the specific benefit if the special condition is met and the result of the winning / losing lottery is a specific result (win) during the specific period in the second gaming state. A gaming machine characterized by:

[0268] According to the gaming machine described in (XB8), when the drop lottery is won and the jackpot lottery results in a jackpot, a new probability variable state can be generated.

[0269] (XB9) In the gaming machine described in any one of (XB1) to (XB8), The lottery means and the special lottery means operate based on different random numbers. A gaming machine characterized by:

[0270] According to the gaming machine described in (XB9) above, the falling lottery can be drawn without being affected by the result of the big win lottery.

[0271] <Assignment XC> Conventionally, as a gaming machine of this type, for example, when a gaming ball enters a ball entry means, a lottery is held and the gaming state transitions from a first gaming state to a more advantageous second gaming state (for example, JP 2012-70995 A). Among such gaming machines, there is one that transitions from one stage to another stage in the second gaming state. However, the conventional case having such a configuration has the following problems. That is, in this type of gaming machine, the presentation relating to the transition of stages in the second gaming state is monotonous, and it is not possible to sufficiently improve the interest. The invention of (XC1) below was made in consideration of such circumstances, and aims to provide a gaming machine with improved entertainment value in the presentation of the transition between stages during the second gaming state. The invention according to (XC1) below has the following configuration to achieve this object.

[0272] (XC1) a game board having a game area where game balls flow down; A ball entry means (special drawing 1, special drawing 2 winning hole) into which the game ball arranged on the game board can enter; a lottery means capable of executing a win / loss lottery to determine whether or not a specific result is to be determined based on the ball entering the ball entering means; A game state control means capable of controlling a first game state (normal state) and a second game state (probability variable state) having a higher advantage than the first game state; A special lottery means capable of executing a special lottery (fall lottery) that is drawn regardless of the result of the win / loss lottery when controlled in the second gaming state; The gaming state control means is capable of transitioning to the first gaming state when a special condition (a falling win) is established as a result of the special lottery at a predetermined stage in the second gaming state (a consumption mode from the 31st spin onwards), and is capable of transitioning to a third gaming state (a time-saving mode of 10,000 times) which is more advantageous than the first gaming state when the special condition is established at a specific stage in the second gaming state (an accumulation mode from the 1st spin to the 30th spin or a consumption mode based on the reserved amount at the 30th spin), A display means (third symbol display device 42) for displaying the lottery result of the lottery means; The display control means (display control function by the CPU 551 of the sub-control device 262) controls the display means to execute a predetermined display (display of mode transition information xc8) in accordance with the transition of the stage, and executes a specific display (display of mode transition suggestion information xc9) capable of suggesting the transition of the stage before the transition of the stage. A gaming machine characterized by:

[0273] (XC2) In the gaming machine described in (XC1), The display control means causes the display means to execute the specific display before transitioning from the predetermined stage to the specific stage. A gaming machine characterized by:

[0274] (XC3) In the gaming machine described in (XC1), The display control means does not cause the display means to execute the specific display before transitioning from the specific stage to the predetermined stage. A gaming machine characterized by:

[0275] (XC4) In the gaming machine described in (XC1), In the case of a first transition from the predetermined stage to the specific stage, the display means can be caused to execute the specific display during a predetermined period including the time point of the stage transition. A gaming machine characterized by:

[0276] (XC5) In the gaming machine described in (XC4), In the case of a second transition from the specific stage to the predetermined stage, the specific display can be executed in the predetermined period more inconspicuously than in the first transition. A gaming machine characterized by:

[0277] (XC6) In the gaming machine described in (XC1), The transition of the stage occurs when the winning / losing lottery is performed multiple times, The specific display indicates that the transition to the stage is approaching each time the winning / losing lottery is executed. A gaming machine characterized by:

[0278] (XC7) In the gaming machine described in (XC6), the specific display is executed before and after the transition of the stage, and before the transition of the stage, the specific display is changed as the transition of the stage approaches; After the transition to the next stage, the specific display indicates that the transition to the next stage has been completed. A gaming machine characterized by:

[0279] (XC8) In the gaming machine described in (XC1), The transition of the stage occurs when the winning / losing lottery is performed multiple times (for example, 30 times), The specific display is executed over multiple times (for example, three variations before the transition) of the winning / losing lottery. A gaming machine characterized by:

[0280] (XC9) In the gaming machine described in (XC1), By making the specific display more recognizable to the player than the predetermined display, it is suggested that the player has gained an advantage. A gaming machine characterized by:

[0281] <Assignment Ya> Conventionally, as this type of gaming machine, there is, for example, one that outputs information that can be recognized by a player in different modes (for example, see JP 2018-130333 A (pages 79 to 83, FIGS. 51 to 56)). However, the conventional case having such a configuration has the following problems. In other words, in this type of gaming machine, when a change in the output mode of this information is accepted, the information is output in the changed output mode, but there is still room for improvement regarding the change in the output mode of information. The invention according to (Ya1) below has been made in view of the above circumstances, and aims to provide a gaming machine that is suitable for changing the information output mode. The invention according to (Ya1) below has the following configuration to achieve this object.

[0282] (Ya1) A variable display means (third symbol display device 42) that displays a variable indication of identification information based on the establishment of a start condition; an information output control means (for example, a function to control the display control device 45 based on the fish school presentation mode setting process by the CPU 551 of the sub-control device 262) for controlling the output of information (for example, image information, sound information, light information, vibration information such as the fish school Yg displayed in the fish school presentation) that allows the player to recognize the fish school occurrence frequency in different ways (for example, "normal", "many", "very many", etc.), including information regarding the variable display of the identification information; A setting means (for example, a function to read out a set table from a plurality of tables for selecting a school of fish occurrence pattern stored in the ROM 552, which is performed by the CPU 551 of the sub-control device 262 as part of a fish school presentation mode setting process) that has a plurality of settings (for example, 30%, 50%, 70%) associated with the output mode of the information (display mode of the school of fish presentation) and can set any one of the plurality of settings; an approachable member (a mobile terminal approach surface Y1a of the NFC communication unit Y1) to which a target object (a mobile terminal) can be brought close; Approach detection means (a function for detecting a response signal in the NFC operation process by the NFC communication unit Y1 and the CPU 551 of the sub-control device 262) capable of detecting an approach operation in which the target object is brought close to the approachable member by the player; a change receiving means (a function of starting wireless communication with the mobile terminal in pairing and communication establishment processing in the wireless PAN communication unit Y2 and the CPU 551 of the sub-control device 262) that, based on the detection result of the approach operation by the approach detection means (that an NFC response signal from the mobile terminal is present and normal) (if the NFC response signal is present and normal, a wireless PAN communication connection response signal is also present and normal), brings the mobile terminal into an acceptance state (wireless PAN communication connection state) for accepting change information regarding a change in the output mode of the information, and when a predetermined input regarding the setting (transmission of setting data or the like via the mobile terminal) is made in the acceptance state, can accept a change in the output mode of the information that is made at least during the variable display of the identification information (for example, until the reaching stops); and an output mode change means (for example, a function to execute a setting data change process executed as one of the processes during communication by the CPU 551 of the sub-control device 262) that changes the output mode of the information executed during the variable display of at least the identification information based on the change information (input data entered through a mobile terminal to change the frequency of fish school occurrence) accepted by the change acceptance means in the acceptance state, The information output control means, in a state where the change has been made (for example, a state where the setting has been changed from "normal" to "very many"), changes a predetermined setting (for example, a setting of 30%, 50%, 70%, etc.) from the plurality of settings to a predetermined specific setting (for example, a setting of 60%) different from the predetermined setting, on the condition that a predetermined condition (for example, an input related to a setting related to fish school customization is made at a specific timing from 0.5 seconds before the end of the reach until the end of the reach) is met, and is capable of outputting the information (for example, a school of fish effect) in a manner based on the specific setting (for example, a "slightly many" frequency of fish school occurrence). A gaming machine characterized by:

[0283] According to the gaming machine described in (Ya1), an approaching operation by a player in which an object is brought closer to an approachable member is detected, and based on the detection result of this approaching operation, the gaming machine is put into an acceptance state in which change information regarding a change in the information output mode is accepted, so that the player can accept change information regarding a change in the information output mode with the simple operation of bringing the object closer to the approachable member, and once this acceptance state is entered, change information regarding a change in the information output mode can be accepted easily and repeatedly during play without the need for an approaching operation. If this change information can be accepted easily and repeatedly during play in this way, an event may occur in which change information is accepted at the last possible timing when changing the output mode based on the change information while the identification information is being variably displayed. Even in such a case, in this acceptance state, when the change in the information output mode has been made, it is possible to change a predetermined setting among the multiple settings to a predetermined specific setting that is different from this predetermined setting, and output information in a mode based on this specific setting, provided that predetermined conditions are met.Therefore, when a change in the information output mode is accepted, it is not simply the timing at which the change is accepted that determines whether or not the information is output in the changed output mode, so it is possible to provide a gaming machine that is suitable for changing the information output mode.

[0284] (Ya2) In the gaming machine described in (Ya1), A predetermined event detection means (a function for detecting input at this specific timing in the processing when mobile terminal data is received during communication processing by the CPU 551 of the sub-control device 262 and in the processing for changing setting data) is provided to detect a predetermined event (input related to settings related to fish school customization at a specific timing from 0.5 seconds before the end of the reach until the end of the reach), When the predetermined event occurs, the predetermined condition (when there is input regarding settings related to fish school customization from the specific timing (0.5 seconds before the reach stops) to the reach stops) is met. A gaming machine characterized by:

[0285] According to the gaming machine described in (Ya2) above, when a specified event that can be detected by a specified event detection means occurs, information can be output in a manner based on the specific settings described above, as a specified condition is met.

[0286] (Ya3) In the gaming machine described in (Ya2), The predetermined event is the passage of time (0.5 seconds before the reach stops). A gaming machine characterized by:

[0287] According to the gaming machine described in (Ya3), when a predetermined event (input related to settings related to fish school customization at a specific timing from 0.5 seconds before the reach stops to the time when the predetermined event detection means detects the occurrence of the event over time) a predetermined condition is met and information can be output in a manner based on the above-mentioned specific settings.

[0288] (Ya4) In the gaming machine described in (Ya2), The predetermined event is an event that prevents the output of the information in the output mode corresponding to the change to the predetermined setting (the predetermined event occurs at a specific timing from 0.5 seconds before the reach stops until the reach stops, and therefore prevents the display of the school of fish effect at the fish school occurrence frequency corresponding to "normal," "many," or "very many"). A gaming machine characterized by:

[0289] According to the gaming machine described in (Ya4), even when the output of information in an output mode corresponding to a change to a specified setting is prevented, information can be output in an output mode different from the output of information in the output mode corresponding to a change to a specified setting.

[0290] (Ya5) In the gaming machine described in (Ya1), The identification information is such that the symbols in multiple rows can change in a predetermined direction in a manner that is difficult for a player to identify (high-speed change of the decorative symbols SZ), The change accepting means is capable of accepting a change in the output mode of the information while the symbols are fluctuating in a manner that is difficult for the player to distinguish (for example, it is possible to accept customization of a school of fish up to 0.5 seconds before the end of a reach). A gaming machine characterized by:

[0291] According to the gaming machine described in (Ya5), it is possible to accept a change in the information output mode while the symbols in multiple rows are changing in a manner that is difficult for the player to distinguish. Therefore, it is possible to accept a change in the settings while the identification information is changing.

[0292] (Ya6) In the gaming machine described in (Ya1), The change acceptance means is capable of accepting a re-change of the output mode of the information while the symbols are fluctuating in a manner that is difficult for the player to identify (for example, it is possible to accept a re-change of the school of fish customization up to 0.5 seconds before the end of the reach). A gaming machine characterized by:

[0293] According to the gaming machine described in (Ya6), it is possible to accept a re-change of the information output mode while the symbols are changing in a manner that is difficult for the player to distinguish. Therefore, it is possible to accept a re-change of the setting while the identification information is changing.

[0294] (Ya7) In the gaming machine described in (Ya1), The change acceptance means recognizes the change information by accepting one of the setting information (for example, input data of "normal", "many", "very many") belonging to a predetermined group (frequency of fish school occurrence) by the player. A gaming machine characterized by:

[0295] According to the gaming machine described in (Ya7) above, it is possible for a player to change the settings for each predetermined group.

[0296] (Ya8) In the gaming machine described in (Ya7), The change acceptance means accepts the player's selection for each of a plurality of groups (for example, customization of schools of fish, reach screen climax capture, and fish school occurrence jackpot mission). A gaming machine characterized by:

[0297] According to the gaming machine described in (Ya8), the settings can be changed for each of the multiple groups.

[0298] (Ya9) In the gaming machine described in (Ya1), The change acceptance means can notify the player that acceptance of the change has been completed (by displaying the set-up completed school of fish Ys). A gaming machine characterized by:

[0299] According to the gaming machine described in (Ya9) above, it is possible to confirm that the setting has been changed normally.

[0300] (Ya10) In the gaming machine described in (Ya1), The change acceptance means selects the type of change (for example, customizing a school of fish, recording game results) from the player to be accepted depending on whether or not a predetermined game is being played (for example, during a change or round). A gaming machine characterized by:

[0301] According to the gaming machine described in (Ya10), the type of setting that can be changed can be changed depending on whether or not a predetermined game is played.

[0302] (Ya11) In the gaming machine described in (Ya1), The approach detection means detects an approach operation when the target object is brought close to the approachable member from at least a predetermined direction (upper or left side of the NFC communication unit Y1). A gaming machine characterized by:

[0303] According to the gaming machine described in (Ya11), when a proximity operation is detected, it is difficult to detect a proximity operation from a direction other than the specified direction, so when other gaming parts are arranged around the approached member, it is difficult to approach from the direction in which those gaming parts are arranged.

[0304] (Ya12) In the gaming machine described in (Ya1), The approachable member is arranged so that the target object can be easily approached from a predetermined direction and so that the target object cannot be easily approached from any direction other than the predetermined direction (a decision button 81 large enough to prevent a mobile terminal from approaching is arranged immediately to the right of the NFC communication unit Y1). A gaming machine characterized by:

[0305] According to the gaming machine described in (Ya12), when a player makes an object approach the approachable member, it is easy for the player to approach the object from a predetermined direction, so when other gaming parts are arranged around the approachable member, it is difficult for the object to approach from the direction in which those gaming parts are arranged.

[0306] (Ya13) In the gaming machine described in (Ya1), The approach detection means is capable of outputting the detection result to the change acceptance means, which causes the change acceptance means to enter the acceptance state, when the target object approaches the approached member for a predetermined time (a time (e.g., one second) for determining that an NFC response signal from the mobile terminal is present and normal and that a connection response request for wireless PAN communication is present and normal). A gaming machine characterized by:

[0307] According to the gaming machine described in (Ya13) above, the acceptance state can be established by a simple operation of bringing the object close to the approachable member for a predetermined time.

[0308] (Ya14) In the gaming machine described in (Ya1), The approach detection means is configured to output the detection result, which causes the change acceptance means to enter the acceptance state, to the change acceptance means when the object approaches the approached member while the variable display means is executing a predetermined display (demo screen (normal screen), variable display of main decorative symbol SZ), and to disable the change acceptance means from outputting the detection result, which causes the change acceptance means to enter the acceptance state, to the change acceptance means when the object approaches the approached member while the variable display means is executing a specific display (variable display of development symbol HZ (reach performance display)). A gaming machine characterized by:

[0309] According to the gaming machine described in (Ya14) above, whether or not the machine can be set to an acceptance state depends on whether a predetermined display or a specific display is being executed on the variable display means, so it is easy to tell whether or not the machine can be set to an acceptance state.

[0310] (Ya15) In the gaming machine described in (Ya13), The approach detection means does not output the detection result to the change acceptance means, which causes the change acceptance means to enter the acceptance state, unless a specific condition (pairing has not been completed) is met, even if the object approaches the approached member for a predetermined time. A gaming machine characterized by:

[0311] According to the gaming machine described in (Ya15) above, it is possible to prevent unexpected situations from occurring due to the acceptance state being established as long as the object is in close proximity to the approachable member for a predetermined period of time.

[0312] (Ya16) In the gaming machine described in (Ya1), The approach detection means continues to detect the approaching operation for a predetermined period (10 retries or one more second after the detection time has elapsed) even when it is difficult to detect the approach of the object to the approached member and the approaching operation cannot be detected (when the mobile terminal is too far away from the NFC communication unit Y1, when the time during which the mobile terminal is touched to the NFC communication unit Y1 is too short, or when a pachinko machine linked application is not installed on the mobile terminal touched to the NFC communication unit Y1). A gaming machine characterized by:

[0313] According to the gaming machine described in (Ya16) above, even if the first approach operation is not detected, there is a possibility that the second approach operation will be detected, so that change information can be accepted smoothly.

[0314] (Ya17) In the gaming machine described in (Ya1), The approached member emits electromagnetic waves (radio waves for NFC communication, infrared rays for infrared communication) to be radiated toward the object, and transmits a signal (a response signal for NFC, a response signal for infrared communication) indicating the approach operation of the object to the approach detection means. A gaming machine characterized by:

[0315] According to the gaming machine described in (Ya17), the operation of approaching an object is detected by electromagnetic waves emitted toward the object, so that change information regarding changes to the information output mode can be easily accepted during play.

[0316] (Ya18) In the gaming machine described in (Ya1), The inner side of the approachable member in the approaching direction is provided with a transmitting means (antenna and a transmitting circuit of the NFC control unit) for transmitting electromagnetic waves to the target object, and a receiving means (antenna and a receiving circuit of the NFC control unit) for receiving electromagnetic waves. A gaming machine characterized by:

[0317] According to the gaming machine described in (Ya18) above, the target object can be smoothly brought closer to the approaching member in the approaching direction without having to worry about the transmitting means or the receiving means.

[0318] (Ya19) In the gaming machine described in (Ya18), Storage means (ROM, RAM) for storing transmission information (device name, address, password of wireless PAN communication unit) transmitted via electromagnetic waves or received information (information indicating the presence or absence of a pachinko machine-linked application included in a response signal from a mobile terminal) is provided. A gaming machine characterized by:

[0319] According to the gaming machine described in (Ya19) above, the approaching operation is detected in a manner in which predetermined transmission information and reception information are transmitted and received via electromagnetic waves, thereby increasing the reliability of the detection of the approaching operation.

[0320] (Ya20) In the gaming machine described in (Ya1), The approached member is a member that brings the target object into contact or out of contact (the mobile terminal approach surface Y1a of the NFC communication unit Y1, which may bring the mobile terminal into contact or out of contact to the extent that the mobile terminal is slightly lifted), The approach detection means detects an approach operation by the player of the object by contacting or not contacting the approached member. A gaming machine characterized by:

[0321] According to the gaming machine described in (Ya20), whether the player's operation is to bring the object into contact with the approachable member or to bring the object closer without contact, it can be detected as an approach operation, making it easy to operate even while playing.

[0322] (Ya21) In the gaming machine described in (Ya1), The approached member is a member that the target object comes into contact with (a mobile terminal contact surface of the NFC communication unit Y1, which is a very short-distance device that cannot perform NFC communication unless the mobile terminal is brought into contact with the member), The approach detection means detects a contact operation by a player that brings the object into contact with the approachable member. A gaming machine characterized by:

[0323] According to the gaming machine described in (Ya21) above, unless the player's operation is a contact operation that brings the target object into contact with the approachable member, it will not be detected, so the player can be made to operate it properly to avoid detection errors.

[0324] <Assignment Yb> Conventionally, as this type of gaming machine, there is one that outputs information that can be recognized by a player in different modes (for example, see JP 2018-130333 A (pages 79 to 83, FIGS. 51 to 56)). However, the conventional case having such a configuration has the following problems. In other words, in this type of gaming machine, when a change in the output mode of this information is accepted, the information is output in the changed output mode, but there is still room for improvement in the processing after the output mode of the information is changed. The invention relating to (Yb1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that is suitable for processing after changing the information output mode. The invention according to (Yb1) below has the following configuration to achieve this object.

[0325] (Yb1) A variable display means (third symbol display device 42) that displays a variable indication of identification information based on the establishment of a start condition; an information output control means (for example, a function to control the display control device 45 based on the fish school presentation mode setting process by the CPU 551 of the sub-control device 262) for controlling the output of information (for example, image information, sound information, light information, vibration information such as the fish school Yg displayed in the fish school presentation) that allows the player to recognize the fish school occurrence frequency in different ways (for example, "normal", "many", "very many", etc.), including information regarding the variable display of the identification information; A setting means (for example, a function to read out a set table from a plurality of tables for selecting a school of fish occurrence pattern stored in the ROM 552, which is performed by the CPU 551 of the sub-control device 262 as part of a fish school presentation mode setting process) that has a plurality of settings (for example, 30%, 50%, 70%) associated with the output mode of the information (display mode of the school of fish presentation) and can set any one of the plurality of settings; an approachable member (a mobile terminal approach surface Y1a of the NFC communication unit Y1) to which a target object (a mobile terminal) can be brought close; Approach detection means (a function for detecting a response signal in the NFC operation process by the NFC communication unit Y1 and the CPU 551 of the sub-control device 262) capable of detecting an approach operation in which the target object is brought close to the approachable member by the player; a change receiving means (a function of starting wireless communication with the mobile terminal in pairing and communication establishment processing in the wireless PAN communication unit Y2 and the CPU 551 of the sub-control device 262) that, based on the detection result of the approach operation by the approach detection means (that an NFC response signal from the mobile terminal is present and normal) (if the NFC response signal is present and normal, a wireless PAN communication connection response signal is also present and normal), brings the mobile terminal into an acceptance state (wireless PAN communication connection state) for accepting change information regarding a change in the output mode of the information, and when a predetermined input regarding the setting (transmission of setting data or the like via the mobile terminal) is made in the acceptance state, can accept a change in the output mode of the information that is made at least during the variable display of the identification information (for example, until the reaching stops); and an output mode change means (for example, a function to execute a setting data change process executed as one of the processes during communication by the CPU 551 of the sub-control device 262) that changes the output mode of the information executed during the variable display of at least the identification information based on the change information (input data entered through the mobile terminal to change the fish school occurrence rate) accepted by the change acceptance means in the acceptance state, The information output control means outputs the information (e.g., a school of fish effect) in a first mode (e.g., a 50% frequency of fish school occurrence) when the player changes the output mode of the information (e.g., changes the setting from "normal" to "high") in a predetermined state (e.g., during high-speed fluctuation), After the information is output in the first mode, it is possible to change the output mode of the information from the first mode to a second mode (for example, a 10% frequency of fish school occurrence) different from the first mode and output the information without relying on the player's operation (when a start winning that develops into a premium reach is held in abeyance, and then during the premium reach performance based on that hold). A gaming machine characterized by:

[0326] According to the gaming machine described in (Yb1), an approaching operation by a player in which an object is brought closer to the approachable member is detected, and based on the detection result of this approaching operation, the gaming machine is put into an acceptance state in which change information regarding a change in the information output mode is accepted. Therefore, the player can accept change information regarding a change in the information output mode with the simple operation of bringing the object closer to the approachable member. If this acceptance state is entered, change information regarding a change in the information output mode can be easily accepted many times during play without the need for an approaching operation. Even in this acceptance state, if a change in the information output mode by a player is accepted in a predetermined state, information is output in a first mode. However, after information is output in the first mode, the information output mode can be changed from the first mode to a second mode and output without the player's operation. Therefore, if the output mode of the information is changed and information is output in the changed output mode, unless the output mode of the information is changed thereafter, the information does not simply continue to be output in the changed output mode. Therefore, a gaming machine suitable for processing after a change in the information output mode can be provided.

[0327] (Yb2) In the gaming machine described in (Yb1), The first and second modes are defined by at least a common setting value (fish school occurrence frequency) related to the output of information. A gaming machine characterized by:

[0328] According to the gaming machine described in (Yb2) above, the first mode and the second mode can be defined by varying the frequency of fish school appearance.

[0329] (Yb3) In the gaming machine described in (Yb1), When the information output control means changes the output mode to the second mode (during the display of a premium reach fluctuation), a command regarding the change of the setting is not output from the change acceptance means to the setting change means. A gaming machine characterized by:

[0330] According to the gaming machine described in (Yb3) above, the output mode can be changed to the second mode without relying on a command to change the setting to the setting change means.

[0331] (Yb4) In the gaming machine described in (Yb3), When the information output control means changes the output mode to the second mode, the change acceptance means receives no input from the player for a predetermined period (during high-speed fluctuation in the fluctuation display of the premium reach) (the player cannot input via the mobile terminal). A gaming machine characterized by:

[0332] According to the gaming machine described in (Yb4) above, when there is no input from the player to the change receiving means for a predetermined period of time, the output mode can be changed to the second mode.

[0333] (Yb5) In the gaming machine described in (Yb3), When the information output control means changes the output mode to the second mode, the acceptance by the player of the change acceptance means is invalidated. A gaming machine characterized by:

[0334] According to the gaming machine described in (Yb5), when the premium reach changes, acceptance by the NFC communication unit Y1 and the wireless PAN communication unit Y2 becomes invalid, and it is possible to prevent the player from customizing the school of fish through the mobile terminal.

[0335] (Yb6) In the gaming machine described in (Yb1), At least after the variable display ends when the change acceptance means accepts a change in the output mode of the information from the player, the information output control means can change the mode to the second mode. A gaming machine characterized by:

[0336] According to the gaming machine described in (Yb6) above, the information output mode can be changed to the second mode from the next variable display following the variable display at the time of accepting a change in the information output mode from the player, and the information can be output.

[0337] (Yb7) In the gaming machine described in (Yb1), The information output control means is capable of changing the output mode to the second mode during a variable display in which the information is output in the first mode. A gaming machine characterized by:

[0338] According to the gaming machine described in (Yb7) above, when information is output in the first mode, the variable display can be changed to the second mode and the information can be output.

[0339] (Yb8) In the gaming machine described in (Yb2), The first and second modes have different common setting values ​​(for example, the first mode has a normal school of fish Yg with a frequency, color, and number of schools of fish, while the second mode has a special school of fish Yg with a frequency, color, and number of schools of fish), which allows the degree of recognition of the information output to the player to differ. A gaming machine characterized by:

[0340] According to the gaming machine described in (Yb8), the common setting values ​​are different when outputting information in the first mode and when outputting information in the second mode, which makes the degree of recognition to the player when the information is output different. For example, it is possible to make the information output in the second mode easier to recognize than the information output in the first mode, or to make the information output in the first mode easier to recognize than the information output in the second mode.

[0341] (Yb9) The gaming machine described in (Yb1) above, characterized in that it has the configuration described in (Ya11) to (Ya21) above.

[0342] According to the gaming machine described in (Yb9), it is possible to achieve the same effects as those of the configurations described in (Ya11) to (Ya21) above.

[0343] <Assignment Yc> Conventionally, as this type of gaming machine, there is, for example, one that outputs information that can be recognized by a player in different modes (for example, see JP 2018-130333 A (pages 79 to 83, FIGS. 51 to 56)). However, the conventional case having such a configuration has the following problems. In other words, in this type of gaming machine, when a change in the output mode of this information is accepted based on the player's operation, the above-mentioned information is output in the changed output mode, but there is still room for improvement regarding the relationship between the player's operation and the change in the output mode of the information. The invention related to (Yc1) below was made in consideration of these circumstances, and aims to provide a gaming machine in which the relationship between the player's operation and changes in the information output mode is favorable. The invention according to (Yc1) below has the following configuration to achieve this object.

[0344] (Yc1) A variable display means (third symbol display device 42) that displays a variable indication of identification information based on the establishment of a start condition; An information output control means (e.g., the CPU 551 of the sub-control device 262) for controlling the output of information (e.g., image information, sound information, light information, and vibration information such as the school of fish Yg displayed in the school of fish performance) that allows the player to recognize the school of fish in different ways (e.g., "normal," "many," "very many," etc.), including information related to the variable display of the identification information; A setting means (a function for controlling the display control device 45 based on the fish school presentation mode setting process by the CPU 551 of the sub-control device 262) that has multiple settings (for example, "normal," "many," and "very many") associated with the output mode of the information (the display mode of the fish school presentation) and can set any one of the multiple settings; an approachable member (a mobile terminal approach surface Y1a of the NFC communication unit Y1) to which a target object (a mobile terminal) can be brought close; Approach detection means (a function for detecting a response signal in the NFC operation process by the NFC communication unit Y1 and the CPU 551 of the sub-control device 262) capable of detecting an approach operation in which the target object is brought close to the approachable member by the player; a change receiving means (a function of starting wireless communication with the mobile terminal in pairing and communication establishment processing in the wireless PAN communication unit Y2 and the CPU 551 of the sub-control device 262) that, based on the detection result of the approach operation by the approach detection means (that an NFC response signal from the mobile terminal is present and normal) (because if an NFC response signal is present and normal, a wireless PAN communication connection response signal is also present and normal), brings the mobile terminal into an acceptance state (wireless PAN communication connection state) in which change information regarding a change in the output mode of the information is received, and that, when a predetermined input regarding the setting (transmission of setting data or the like via the mobile terminal) is received in the acceptance state, receives a change in the output mode of the information that is carried out at least during the variable display of the identification information (for example, until the reaching stops); and an output mode change means (for example, a function to execute a setting data change process executed as one of the processes during communication by the CPU 551 of the sub-control device 262) that changes the output mode of the information executed during the variable display of at least the identification information based on the change information (input data entered through a mobile terminal to change the frequency of fish school occurrence) accepted by the change acceptance means in the acceptance state, The information output control means can change the output mode of the information to the second output mode (for example, an 80% fish school occurrence frequency) and output the information in the second output mode, even when the player has changed the output mode to a first output mode (a fish school occurrence frequency of either "normal," "many," or "very many") by using a predetermined operation mode (a setting change operation on the mobile terminal) (for example, a setting change from "normal" to "very many"), when a request for a change to a second output mode (a fish school occurrence frequency of either "slightly many" or "very many") is made (for example, a setting change to "very many") that is not dependent on the predetermined operation mode (for example, by operating the decision button 81, left selection button 82, or right selection button 83). A gaming machine characterized by:

[0345] According to the gaming machine described in (Yc1), an approaching operation by a player in which an object approaches a approached member is detected, and based on the detection result of this approaching operation, the gaming machine is placed in an acceptance state for accepting change information regarding a change in the information output mode, so that the player can accept change information regarding a change in the information output mode with the simple operation of bringing the object closer to the approached member, and this acceptance state makes it possible to easily accept change information regarding a change in the information output mode multiple times during play without performing an approaching operation. Even in this acceptance state, if a change to a first output mode by a player in a predetermined operation mode is accepted and a request for a change to a second output mode independent of the predetermined operation mode is made, it is possible to change the information output mode to the second output mode and output information in the second output mode. Therefore, when a change in the information output mode is accepted in a predetermined operation mode, information is not simply output in the output mode accepted in the predetermined operation mode, and a gaming machine can be provided in which the relationship between the player's operation and a change in the information output mode is favorable.

[0346] (Yc2) In the gaming machine described in (Yc1), the predetermined operation mode is an operation mode of a first operation means (e.g., a mobile terminal), The operation modes that do not depend on the predetermined operation modes are operation modes of the second operation means (for example, the decision button 81, the left selection button 82, and the right selection button 83). A gaming machine characterized by:

[0347] According to the gaming machine described in (Yc2) above, a change to a first output mode is accepted by operating the first operating means, a request to change to a second output mode is made by operating the second operating means, the output mode of information is changed to the second output mode, and information is output in the second output mode.

[0348] (Yc3) In the gaming machine described in (Yc1), A first control means (for example, the CPU 551 of the sub-control device 262) that performs first control related to the game; a second control means (for example, a display control device 45) that receives various signals from the first control means and executes second control; The request is generated based on a predetermined signal belonging to the various signals issued based on the operation of the second operating means (for example, a signal for changing the frequency of fish school occurrence based on the operation of the decision button 81, the left selection button 82, or the right selection button 83). A gaming machine characterized by:

[0349] According to the gaming machine described in (Yc3) above, a predetermined signal belonging to various signals issued based on the operation of the second operating means can be used to request a change to the second output mode in the operating mode of the second operating means.

[0350] (Yc4) In the gaming machine described in (Yc3), The predetermined signal is a signal that is generated when a predetermined change in the game is caused based on the operation of the second operating means (for example, a change in the frequency of fish school occurrence based on the operation of the decision button 81, the left selection button 82, or the right selection button 83). A gaming machine characterized by:

[0351] According to the gaming machine described in (Yc4) above, a predetermined signal can be generated when a predetermined change is caused in the game based on the operation of the second operating means.

[0352] (Yc5) In the gaming machine described in (Yc4), The predetermined change is a change in the state of the game that can be recognized by the player (for example, a change in the frequency, color, or number of fish schools in the fish school Yg). A gaming machine characterized by:

[0353] According to the gaming machine described in (Yc5) above, it is possible to make the player aware of a predetermined change.

[0354] (Yc6) In the gaming machine described in (Yc1), The information output control means changes to a second output mode that is independent of the predetermined operation mode, regardless of whether or not a variable display of the identification information is being executed based on the establishment of a start condition (during the execution of the variable display of the symbol (during high-speed variation)). A gaming machine characterized by:

[0355] According to the gaming machine described in (Yc6) above, regardless of whether the variable display of the identification information is executed based on the establishment of the starting condition, it is possible to execute a change to the second output mode that is independent of the predetermined operation mode.

[0356] (Yc7) In the gaming machine described in (Yc1), The information output control means is configured to determine whether or not a player's operation in the predetermined operation mode prevents the execution of a change to a second output mode that is independent of the predetermined operation mode. A gaming machine characterized by:

[0357] According to the gaming machine described in (Yc7) above, the execution of the change to the second output mode, which is independent of the specified operation mode, can be prevented from being hindered by the player's operation in the specified operation mode.

[0358] (Yc8) In the gaming machine described in (Yc1), When the information output control means is executing the variable display of the identification information based on the establishment of the start condition, the information output control means does not execute the change to the second output mode that is independent of the predetermined operation mode. A gaming machine characterized by:

[0359] According to the gaming machine described in (Yc8), the change to the second output mode, which is not dependent on a predetermined operation mode, can be prevented from being executed when the variable display of the identification information based on the establishment of the start condition is being executed.

[0360] (Yc9) In the gaming machine described in (Yc1), The second output mode is a single predetermined output mode (for example, the frequency of fish school occurrence such as "normal," "slightly many," or "very many"). A gaming machine characterized by:

[0361] According to the gaming machine described in (Yc9) above, the second output mode can be output in a single predetermined output mode.

[0362] (Yc10) In the gaming machine described in (Yc1), The second output mode can be set to be more easily recognized by a player than the first output mode. A gaming machine characterized by:

[0363] According to the gaming machine described in (Yc10) above, the second output mode can be set to be more easily recognized by the player than the first output mode.

[0364] (Yc11) The gaming machine described in (Yc1) above, characterized in that it has the configuration described in (Ya11) to (Ya21) above.

[0365] According to the gaming machine described in (Yc11), it is possible to achieve the same effects as those of the configurations described in (Ya11) to (Ya21) above.

[0366] <Assignment Yd> Conventionally, as this type of gaming machine, there is, for example, one that outputs information that can be recognized by a player in different modes (for example, see JP 2018-130333 A (pages 79 to 83, FIGS. 51 to 56)). However, the conventional case having such a configuration has the following problems. In other words, in this type of gaming machine, if a change in the output mode of this information is accepted while a specified gaming process is being executed, the information is output in the changed output mode, but there is still room for improvement regarding the gaming process and the change in the output mode of information. The invention of (Yd1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that is suitable for changing game processing and information output modes. The invention according to (Yd1) below has the following configuration to achieve this object.

[0367] (Yd1) A variable display means (third symbol display device 42) that displays a variable indication of identification information based on the establishment of a start condition; an information output control means (for example, a function to control the display control device 45 based on the fish school presentation mode setting process by the CPU 551 of the sub-control device 262) for controlling the output of information (for example, image information, sound information, light information, vibration information such as the fish school Yg displayed in the fish school presentation) that allows the player to recognize the fish school occurrence frequency in different ways (for example, "normal", "many", "very many", etc.), including information regarding the variable display of the identification information; A setting means (for example, a function to read out a set table from a plurality of tables for selecting a school of fish occurrence pattern stored in the ROM 552, which is performed as part of the fish school presentation mode setting process by the CPU 551 of the sub-control device 262) that has a plurality of settings (for example, 50%, 80%, 90%) associated with the output mode of the information (display mode of the school of fish presentation) and can set any one of the plurality of settings; an approachable member (a mobile terminal approach surface Y1a of the NFC communication unit Y1) to which a target object (a mobile terminal) can be brought close; Approach detection means (a function for detecting a response signal in the NFC operation process by the NFC communication unit Y1 and the CPU 551 of the sub-control device 262) capable of detecting an approach operation in which the target object is brought close to the approachable member by the player; a change receiving means (a function of starting wireless communication with the mobile terminal in pairing and communication establishment processing in the wireless PAN communication unit Y2 and the CPU 551 of the sub-control device 262) that, based on the detection result of the approach operation by the approach detection means (that an NFC response signal from the mobile terminal is present and normal) (because if an NFC response signal is present and normal, a wireless PAN communication connection response signal is also present and normal), puts the mobile terminal into an acceptance state (wireless PAN communication connection state) in which change information regarding a change in the output mode of the information is received, and, when a predetermined input regarding the setting (transmission of setting data, etc. via the mobile terminal) is made in the acceptance state, receives a change in the output mode of the information that is made at least during the variable display of the identification information (for example, until the reaching stops); an output mode change means (for example, a function to execute a setting data change process executed as one of the communication processes by the CPU 551 of the sub-control device 262) that changes the output mode of the information executed during the variable display of at least the identification information based on the change information (input data entered through a mobile terminal to change the frequency of fish school occurrence) accepted by the change acceptance means in the acceptance state; and a control means (for example, the CPU 501 of the main control device 261) that executes various processes related to the game, including at least a first process (for example, a first symbol / third symbol variable display process) and a second process (for example, a start winning process) that is different from the first process. The information output control means is capable of changing the output mode of the information to a first output mode (for example, a fish school occurrence frequency such as "normal", "many", "very many") and allowing the player to play the game if the player instructs to change the output mode of the information (for example, by operating the mobile terminal to change the fish school occurrence frequency) during the period when the first process is being executed (for example, during high-speed fluctuations) during which the change acceptance means can accept a change in the output mode of the information by the player, and when the second process is executed, changing the output mode of the information to a predetermined second output mode (for example, a fish school occurrence frequency such as "very few", "few") and outputting the information in the second output mode. A gaming machine characterized by:

[0368] According to the gaming machine described in (Yd1), an approach operation by the player in which the object approaches the approachable member is detected, and based on the detection result of this approach operation, the machine is put into an acceptance state in which change information regarding a change in the information output mode is accepted.Therefore, with the simple operation of the player bringing the object closer to the approachable member, the change information regarding a change in the information output mode can be accepted, and once this acceptance state is entered, change information regarding a change in the information output mode can be accepted easily any number of times during play, without the need for an approach operation. In this manner, in the acceptance state, if a change instruction from the player is accepted during the period when the first process is being executed, during which the change acceptance means can accept a change in the information output mode by the player, the information output mode can be changed to the first output mode and the game can be played thereafter. However, when the second process is executed, the information output mode can be set to a predetermined second output mode and the information can be output in the second output mode. Therefore, if a change instruction from the player is accepted during the period when the first process is being executed, the information output mode is not simply changed to the first output mode and the information continues to be output in the first output mode, so a gaming machine that is suitable for game processing and changing the information output mode can be provided.

[0369] (Yd2) In the gaming machine described in (Yd1), The first process is a process of executing the variable display when the starting condition is met, or a process of executing a specific game that is advantageous to the player when the variable display results in a specific result. A gaming machine characterized by:

[0370] According to the gaming machine described in (Yd2), the first process is a process of executing a variable display when a starting condition is met, or a process of executing a specific game that is advantageous to the player when the variable display results in a specific result, so if a change instruction is received from the player while the variable display is being executed or while the specific game is being executed, the information output mode can be changed to the first output mode and the subsequent game can be played.

[0371] (Yd3) In the gaming machine described in (Yd1), The second processing is a processing executed during the execution of the variable display, or a processing executed during the execution of the specific game. A gaming machine characterized by:

[0372] According to the gaming machine described in (Yd3), the second processing is a processing executed while the variable display is being executed or while a specific game is being executed, so that while the variable display is being executed or while a specific game is being executed, the output mode of information can be set to a predetermined second output mode, and information can be output in the second output mode.

[0373] (Yd4) In the gaming machine described in (Yd3), The second process is a process that does not require the player to perform an operation to change the manner in which the information is output (for example, a start-up winning process). A gaming machine characterized by:

[0374] According to the gaming machine described in (Yd4), the second processing is a processing that does not require the player to perform any operation to change the information output mode, so even if there is no operation to change the information output mode, the information output mode can be set to a predetermined second output mode and the information can be output in the second output mode.

[0375] (Yd5) In the gaming machine described in (Yd1), The second process is a process that is executed when a predetermined period of time has elapsed since the last change in the information output mode was accepted by the player during the period when the first process is being executed. A gaming machine characterized by:

[0376] According to the gaming machine described in (Yd5), the second process is a process that is executed when a predetermined period of time has passed since the player's last request to change the information output mode was accepted while the first process was being executed, so that when a predetermined period of time has passed since the player's last request to change the information output mode was accepted while the first process was being executed, the information output mode can be set to a predetermined second output mode, and information can be output in the second output mode.

[0377] (Yd6) In the gaming machine described in (Yd1), The first processing is a processing executed in a game (first symbol variable display processing, normal processing), The second process is an interrupt process that is executed when an interrupt occurs during the execution of the first process (the start winning process is an interrupt process during the execution of the first symbol variation display process). A gaming machine characterized by:

[0378] According to the gaming machine described in (Yd6), the first process is a process executed during a game, and the second process is an interrupt process executed when an interrupt occurs during execution of the first process, so that the second process can be executed during execution of the first process, the information output mode can be set to a predetermined second output mode, and information can be output in the second output mode.

[0379] (Yd7) In the gaming machine described in (Yd1), The second output mode is a single predetermined output mode that satisfies a predetermined standard (for example, a "low" fish school occurrence frequency), or one of a plurality of predetermined output modes (for example, a "very low" or "low" fish school occurrence frequency) that correspond to the content of the second process. A gaming machine characterized by:

[0380] According to the gaming machine described in (Yd7), the second output mode is a predetermined single output mode that satisfies a predetermined criterion, or one of a plurality of output modes that are predetermined according to the content of the second processing, so information can be output in a predetermined single output mode that satisfies a predetermined criterion, or one of a plurality of output modes that are predetermined according to the content of the second processing.

[0381] (Yd8) In the gaming machine described in (Yd6), The second process is executed when a predetermined notification is made to make the player aware of a change in the game state (a zone change due to a premium reach fluctuation pattern command being entered into the reserve). A gaming machine characterized by:

[0382] According to the gaming machine described in (Yd8), the second process is executed when a predetermined notification is made to make the player aware of a change in the game status, so that it is possible to notify the player that an interruption has occurred while the first process is being executed.

[0383] (Yd9) In the gaming machine described in (Yd1), The first output mode and the second output mode are defined by at least a common setting value related to the output of information (for example, the frequency of fish school occurrence). A gaming machine characterized by:

[0384] According to the gaming machine described in (Yd9), the first output mode and the second output mode are determined by at least a common setting value related to the output of information, and therefore, information can be output in the first output mode and the second output mode determined by the common setting value.

[0385] (Yd10) In the gaming machine described in (Yd1), When the second process is executed, the change acceptance means has not accepted a change in the output mode of the information from the player. A gaming machine characterized by:

[0386] According to the gaming machine described in (Yd10), when the second process is executed, the change acceptance means does not accept a change to the information output mode by the player, so when the second process is executed, information can be prevented from being output in the first output mode.

[0387] (Yd11) In the gaming machine described in (Yd1), The second process disables the acceptance of the change from the player to the change acceptance means until a predetermined event occurs (premium reach display) triggered by the execution of the second process. A gaming machine characterized by:

[0388] According to the gaming machine described in (Yd11), the second process invalidates acceptance of player changes at the change acceptance means until a specified event occurs, triggered by the execution of the second process, so that acceptance can be invalidated until the specified event occurs.

[0389] (Yd12) The gaming machine described in (Yd1) above, characterized in that it has the configuration described in (Ya11) to (Ya21) above.

[0390] According to the gaming machine described in (Yd12), it is possible to achieve the same effects as those of the configurations described in (Ya11) to (Ya21) above.

[0391] <Issue Ye> Conventionally, as this type of gaming machine, there is, for example, one that outputs information that can be recognized by a player in different modes (for example, see JP 2018-130333 A (pages 79 to 83, FIGS. 51 to 56)). However, the conventional case having such a configuration has the following problems. That is, in this type of gaming machine, when a predetermined operation is performed, a change in the output mode of this information is accepted and the information is output in the changed output mode, but there is still room for improvement regarding the relationship between the predetermined operation and the change in the output mode of the information. The invention relating to (Ye1) below has been made in consideration of such circumstances, and aims to provide a gaming machine that is suitable in terms of the relationship between a predetermined operation and a change in the information output mode. The invention according to (Ye1) below has the following configuration to achieve this object.

[0392] (Ye1) A variable display means (third symbol display device 42) that displays a variable indication of identification information based on the establishment of a start condition; an information output control means (for example, a function to control the display control device 45 based on the fish school presentation mode setting process by the CPU 551 of the sub-control device 262) for controlling the output of information (for example, image information, sound information, light information, vibration information such as the fish school Yg displayed in the fish school presentation) that allows the player to recognize the fish school occurrence frequency in different ways (for example, "normal", "many", "very many", etc.), including information regarding the variable display of the identification information; A setting means (for example, a function to read out a set table from a plurality of tables for selecting a school of fish occurrence pattern stored in the ROM 552, which is performed by the CPU 551 of the sub-control device 262 as part of a fish school presentation mode setting process) that has a plurality of settings (for example, 30%, 50%, 70%) associated with the output mode of the information (display mode of the school of fish presentation) and can set any one of the plurality of settings; A determination means (for example, a function for executing a selected data model name matching process performed as one of the processes during communication by the CPU 551 of the sub-control device 262) for determining whether the input by the player (operation of selecting the model name of the mobile terminal, customization, etc.) is a predetermined operation (operation of selecting the correct model name, customization, etc.); an approachable member (a mobile terminal approach surface Y1a of the NFC communication unit Y1) to which a target object (a mobile terminal) can be brought close; Approach detection means (a function for detecting a response signal in the NFC operation process by the NFC communication unit Y1 and the CPU 551 of the sub-control device 262) capable of detecting an approach operation in which the target object is brought close to the approachable member by the player; a change receiving means (a function of starting wireless communication with the mobile terminal in pairing and communication establishment processing in the wireless PAN communication unit Y2 and the CPU 551 of the sub-control device 262) that, based on the detection result of the approach operation by the approach detection means (that an NFC response signal from the mobile terminal is present and normal) (because if an NFC response signal is present and normal, a wireless PAN communication connection response signal is also present and normal), puts the mobile terminal into an acceptance state (wireless PAN communication connection state) for receiving change information regarding a change in the output mode of the information, and when a predetermined input regarding the setting (transmission of setting data, etc. via the mobile terminal) is made in the acceptance state, receives a change in the output mode of...

Claims

[Claim 1] A game board having a game area in which game balls can flow down; A ball entry port through which a game ball flowing down the game area can enter; An acquisition means for acquiring judgment information based on the establishment of a predetermined condition when a game ball enters the ball entrance, and the establishment of the predetermined condition; A storage means capable of retaining and storing a predetermined number of pieces of the judgment information acquired by the acquisition means; A right / wrong determination means capable of performing a right / wrong determination as to whether or not to make the specific result based on the determination information; A special judgment means capable of executing a special judgment different from the pass / fail judgment based on the judgment information; A game machine having a variable ball entry means that can change between a first state in which a game ball flowing down the game area can enter the game area and a second state in which the game ball cannot enter the game area, and that establishes a special condition different from the predetermined condition based on the game ball entering the game area, a game value awarding means for awarding a game value when the specific result is achieved or when the special condition is established; a fulfillment possible number setting means for varying the number of times the special condition can be fulfilled depending on a result of the special determination; a bonus notification means for notifying a player of a second bonus corresponding to a number of times the special condition is satisfied, the second bonus being a bonus that can provide a larger game value than a first bonus that is provided when all of the predetermined number of pieces of judgment information are the specific result; and a state control means for controlling the variable ball entry means to be in an easy-ball entry state in which it is easier to allow game balls to enter the variable ball entry means than in a normal state until a specific number condition determined by the number of balls entering the variable ball entry means is satisfied when a predetermined special benefit is granted as a special benefit corresponding to the result of the special determination; and a specific notification means for executing a specific notification related to the awarding of a specific game value based on the ball scoring into the variable ball scoring means in a manner indicating the occurrence of a specific event related to the ball scoring into the variable ball scoring means in the easy-to-score state. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2006280786A

Cited By

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