Game machine
The gaming machine enhances marketability by differentiating volume control and display outputs based on player and store clerk operations, providing a more engaging gaming experience through tailored effects and adjustments.
Patent Information
- Application Number
- JP2024021046
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-15
- Publication Date
- 2025-08-28
AI Technical Summary
Existing gaming machines with volume adjustment capabilities lack enhancements that improve marketability and provide a more engaging gaming experience through differentiated volume control and display mechanisms based on player and store clerk operations.
The gaming machine incorporates state control means to differentiate volume adjustments and display outputs based on player and store clerk operations, allowing for specific volume changes, confirmation sounds, and volume value displays in different game states, enhancing the gaming environment with tailored effects.
This approach provides a more engaging and marketable gaming experience by accurately executing various effects corresponding to player operations, thereby creating a suitable gaming environment with enhanced interactivity.
Smart Images

Figure 2025125578000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine that is capable of adjusting the volume. [Background technology]
[0002] Gaming machines that allow the player to adjust the volume have been known for some time. For example, Patent Document 1 discloses a gaming machine that allows the player to change the output volume (FIG. 12). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-200511 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in gaming machines that allow players to change the output volume.
[0005] The present invention has been made against this background, and its object is to improve the marketability of gaming machines that allow volume adjustment. [Means for solving the problem]
[0006] A gaming machine for playing games, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated in a scene in which background music and a ready sound are output in the special state, the output volumes of the background music and the ready sound are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene in which the BGM and the reach sound are output in the special state, the output volumes of the BGM and the reach sound are changed and the confirmation sound is not output; The display means When the player volume adjustment operation means is operated in a scene in which the BGM and the reach sound are output in the special state, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the BGM and the reach sound are output in the special state, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player's volume adjustment operation means (volume button) is operated, the output volume of the background music and reach sound in the special state being output changes, a confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player's volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 189, Figure 190 Special Condition: High Base Condition BGM:BGM24 Reach sound: Reach completion sound H1, Reach completion sound H2 Volume value display: Volume display
[0007] Furthermore, the present invention may have only the invention-specific matters set forth in the claims of the present invention, or may have the invention-specific matters set forth in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] FIG. 10 is an explanatory diagram showing the contents of a VRAM. [Figure 4] FIG. [Figure 5] FIG. 10 is an explanatory diagram of display priorities. [Figure 6] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 7] FIG. 2 is an explanatory diagram showing each random number. [Figure 8] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 10] FIG. 10 is an explanatory diagram of a deviation fluctuation pattern. [Figure 11] An explanatory diagram of the jackpot fluctuation pattern. [Figure 12] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 13] An explanatory diagram of a loss fluctuation pattern determination table. [Figure 14] An explanatory diagram of a loss fluctuation pattern determination table. [Figure 15] An explanatory diagram of a fluctuation pattern determination table for jackpots. [Figure 16] FIG. 10 is an explanatory diagram of a game control data storage area. [Figure 17] FIG. 10 is an explanatory diagram of a performance control data storage area. [Figure 18] 10 is a flowchart showing an example of a game control main process. [Figure 19] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 20] 10 is a flowchart illustrating an example of a special symbol process. [Figure 21] 10 is a flowchart showing an example of a start winning determination process. [Figure 22]10 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 23] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 24] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 25] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 26] A flowchart showing an example of processing during jackpot release. [Figure 27] A flowchart showing an example of a jackpot end process. [Figure 28] 10 is a flowchart showing an example of a performance control main process. [Figure 29] 10 is a flowchart showing an example of a performance control process. [Figure 30] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 31] A flowchart showing an example of a performance process during a jackpot. [Figure 32] FIG. 10 is an explanatory diagram of effects that can be performed during variable display. [Figure 33] FIG. 10 is an explanatory diagram of effects that can be performed during variable display. [Figure 34] FIG. 10 is an explanatory diagram of effects that can be performed during variable display. [Figure 35] An explanatory diagram of the game states in which each effect can be executed and the effects that are displayed. [Figure 36] An explanatory diagram of the game states in which each effect can be executed and the effects that are displayed. [Figure 37] (A) is an explanatory diagram of the determination ratio of whether or not a hold display effect is executed and the effect pattern, and (B) is an explanatory diagram of the determination ratio of the timing of change in the display mode of the hold display. [Figure 38] An explanatory diagram of the determination ratio of whether or not to execute the decorative pattern enlargement effect when the variable display starts. [Figure 39] An explanatory diagram of the decision ratio for whether or not to execute a dialogue preview performance and the decision ratio for the dialogue to be displayed. [Figure 40] (A) is an explanatory diagram of the pattern determination ratio of weak super reach title effects, and (B) is an explanatory diagram of the pattern determination ratio of strong super reach title effects. [Figure 41] FIG. 10 is an explanatory diagram of whether or not a cut-in effect is executed and the effect pattern determination ratio. [Figure 42] This is a presentation diagram showing the display mode when variable display begins. [Figure 43] This is a presentation diagram showing the display mode when the decorative pattern enlargement presentation is executed at the start of variable display. [Figure 44] This is a presentation diagram showing the display mode when the expansion effect is executed when the pattern stops. [Figure 45] This is a presentation diagram showing the display mode when the expansion effect is executed when the pattern stops. [Figure 46] This is a presentation diagram showing the display mode when the first line preview presentation is executed. [Figure 47] This is a presentation diagram showing the display mode when the second line preview presentation is executed. [Figure 48] This is a presentation diagram showing the display mode when a pseudo-consecutive presentation is executed. [Figure 49] This is a presentation diagram showing the display mode when pseudo-consecutive presentation is not being executed. [Figure 50] This is a presentation diagram showing the display mode when a normal reach presentation is executed. [Figure 51] This is a presentation diagram showing the display mode when the weak super reach title presentation is executed. [Figure 52] This is a presentation diagram showing the display mode when a weak super reach presentation is executed. [Figure 53] This is a presentation diagram showing the display mode when the advanced presentation is executed. [Figure 54] This is a presentation diagram showing the display mode when the strong super reach title presentation is executed. [Figure 55] This is a presentation diagram showing the display mode when the strong super reach title presentation is executed. [Figure 56] This is a presentation diagram showing the display mode when a cut-in presentation is performed. [Figure 57] This is a presentation diagram showing the display mode when a cut-in presentation is performed. [Figure 58] This is a presentation diagram showing the display mode when the deciding button presentation is executed. [Figure 59] This is a presentation diagram showing the display mode when the pattern matching presentation is executed. [Figure 60] This is a presentation diagram showing the display mode when the variable display result is a miss. [Figure 61] This is a presentation diagram showing the display mode when the first line preview presentation is executed. [Figure 62] This is a presentation diagram showing the display mode when the second line preview presentation is executed. [Figure 63] This is a presentation diagram showing the display mode when a reach suggestion presentation is executed. [Figure 64] This is a presentation diagram showing the display mode when the strong super reach title presentation is executed. [Figure 65] This is a presentation diagram showing the display mode when the strong super reach title presentation is executed. [Figure 66] This is a presentation diagram showing the display mode when a cut-in presentation is performed. [Figure 67] This is a presentation diagram showing the display mode when the deciding button presentation is executed. [Figure 68] This is a presentation diagram showing the display mode when the pattern matching presentation is executed. [Figure 69] This is a presentation diagram showing the display mode when a fanfare presentation is being performed. [Figure 70] This is a presentation diagram showing the display mode when a fanfare presentation is being performed. [Figure 71] This is a presentation diagram showing the display mode when the first right-hit display presentation is executed. [Figure 72] This is a presentation diagram showing the display mode when the V Challenge presentation is executed. [Figure 73] This is a presentation diagram showing the display mode when the V Challenge presentation and the V Challenge success presentation are executed. [Figure 74] This is a presentation diagram showing the display mode when the V winning presentation is executed. [Figure 75] This is a presentation diagram showing the display mode when the ending presentation is executed. [Figure 76] This is a presentation diagram showing the display mode when the first left-hit display presentation is executed. [Figure 77] This is a presentation diagram showing the display mode when the second left-hit display presentation is executed. [Figure 78] This is a presentation diagram showing the display mode when the first prize ball number announcement presentation and the second prize ball number announcement presentation are executed. [Figure 79] This is a presentation diagram showing the display mode when the hold consecutive suggestion presentation and hold consecutive notification presentation are executed. [Figure 80] This is a presentation diagram showing the display mode when the hold consecutive suggestion presentation and hold consecutive notification presentation are executed. [Figure 81] This is a presentation diagram showing the display mode when a demo presentation is performed. [Figure 82] This is a presentation diagram showing the display mode when a demo presentation is performed. [Figure 83] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 84] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 85] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 86] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 87] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 88] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 89] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 90] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 91] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 92] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 93] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 94] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 95] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 96] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 97] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 98] FIG. 10 is an explanatory diagram of a decorative effect. [Figure 99] FIG. 10 is an explanatory diagram of a decorative effect. [Figure 100] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 101] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 102] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 103] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 104] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 105] An explanatory diagram showing an example of a variable display based on the variation pattern of a super reach. [Figure 106] An explanatory diagram showing an example of a variable display based on the variation pattern of a super reach. [Figure 107] An explanatory diagram showing an example of a variable display based on the variation pattern of a super reach. [Figure 108] An explanatory diagram showing an example of a variable display based on the variation pattern of a super reach. [Figure 109] 1 is an explanatory diagram showing a specific example of a ball supply tray of a gaming machine as viewed from above. [Figure 110] This is a schematic diagram of the performance control board when the gaming machine is viewed from the back. [Figure 111] FIG. 10 is an explanatory diagram showing a specific example of performance changeover switch data. [Figure 112] FIG. 10 is an explanatory diagram showing a specific example of the volume display after the effect changeover switch is operated. [Figure 113] FIG. 10 is an explanatory diagram showing a specific example of an operation type. [Figure 114] 10 is a flowchart showing an example of a main process for controlling performance in the characteristic part 02TM. [Figure 115] 10 is a flowchart illustrating an example of a store-side volume setting process. [Figure 116]10 is a flowchart showing an example of a demo performance control process. [Figure 117] 10 is a flowchart showing an example of a demo performance control process. [Figure 118] 10 is a flowchart showing an example of a demo performance control process. [Figure 119] 10 is a flowchart showing an example of a demo performance control process. [Figure 120] 10 is a flowchart showing an example of a demo performance control process. [Figure 121] 10 is a flowchart illustrating an example of a menu display control process. [Figure 122] 10 is a flowchart illustrating an example of a volume setting process. [Figure 123] 10 is a flowchart illustrating an example of a volume setting process. [Figure 124] FIG. 10 is an explanatory diagram of a transition flow of a customer waiting state. [Figure 125] (A) A presentation diagram showing a specific example of what happens when a first player operates while waiting for the first customer, and (B) a presentation diagram showing a specific example of what happens when a second player operates while waiting for the first customer. [Figure 126] (C) A presentation diagram showing a specific example of an operation performed by the first store clerk when the first customer is waiting, and (D) a presentation diagram showing a specific example of an operation performed by the second store clerk when the first customer is waiting. [Figure 127] (A) A presentation diagram showing a specific example of what happens when a first player operates while waiting for a second customer, and (B) a presentation diagram showing a specific example of what happens when a second player operates while waiting for a second customer. [Figure 128] (C) A presentation diagram showing a specific example of an operation performed by the first store clerk when the second customer is waiting, and (D) a presentation diagram showing a specific example of an operation performed by the second store clerk when the second customer is waiting. [Figure 129] (A) A presentation diagram showing a specific example of what happens when a first player operates while waiting for a third customer, and (B) a presentation diagram showing a specific example of what happens when a second player operates while waiting for a third customer. [Figure 130](C) A presentation diagram showing a specific example of an operation performed by the first store clerk when the third customer is waiting, and (D) a presentation diagram showing a specific example of an operation performed by the second store clerk when the third customer is waiting. [Figure 131] (A) A presentation diagram showing a specific example of when a first player operation is performed while waiting for the fourth customer, and (B) a presentation diagram showing a specific example of when a second player operation is performed while waiting for the fourth customer. [Figure 132] (C) A presentation diagram showing a specific example of an operation performed by the first store clerk when the fourth customer is waiting, and (D) a presentation diagram showing a specific example of an operation performed by the second store clerk when the fourth customer is waiting. [Figure 133] (A1) is a presentation diagram showing a specific example of a case where a player operation is performed in the first customer waiting state, and (A2) is a presentation diagram showing a specific example of a case where a player operation is performed in the second customer waiting state. [Figure 134] (A3) is a presentation diagram showing a specific example of a case where a player operation is performed in the third customer waiting state, and (A4) is a presentation diagram showing a specific example of a case where a player operation is performed in the fourth customer waiting state. [Figure 135] FIG. 2 is an explanatory diagram showing a specific example of audio data. [Figure 136] FIG. 2 is an explanatory diagram showing a specific example of audio data. [Figure 137] FIG. 2 is an explanatory diagram showing a specific example of audio data. [Figure 138] FIG. 2 is an explanatory diagram showing a specific example of audio data. [Figure 139] FIG. 2 is an explanatory diagram showing a specific example of audio data. [Figure 140] FIG. 10 is an explanatory diagram showing a specific example of dialogue sound data. [Figure 141] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the low B customer waiting effect. [Figure 142] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a store clerk operates the effect of waiting for a low-B customer. [Figure 143]This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the low B customer waiting effect. [Figure 144] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the low B fluctuation start effect. [Figure 145] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the effect at the start of low B fluctuation. [Figure 146] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the low B fluctuation start effect. [Figure 147] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during a low B preview effect. [Figure 148] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during a low B preview effect. [Figure 149] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during a low B preview effect. [Figure 150] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player performs an operation in a low B reach formation effect. [Figure 151] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during a low B reach formation effect. [Figure 152] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player or a store clerk operates in a low B reach formation effect. [Figure 153] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player operates the low B button appearance effect. [Fig. 154] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a store clerk operates the low B button appearance effect. [Figure 155] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player or store clerk operates during the low B button appearance effect. [Figure 156] 10 is an explanatory diagram and timing chart showing specific examples of each effect when a player performs an operation during the low B button press suggestion effect. [Figure 157] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a store clerk operates during the low B button press suggestion effect. [Figure 158] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player or store clerk operates during the low B button press suggestion effect. [Figure 159] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player performs an operation in the effect after pressing the low B button. [Figure 160] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a store clerk operates the effect after the low B button is pressed. [Figure 161] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player or store clerk performs an operation in the effect after the low B button is pressed. [Figure 162] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates the low B movable body effect. [Figure 163] An explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the low B movable object effect. [Fig. 164] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during a low B movable object effect. [Figure 165] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates the low B jackpot name notification effect. [Figure 166]This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the low B jackpot name notification effect. [Figure 167] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the low B jackpot name notification effect. [Figure 168] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during a low B jackpot attacker winning effect. [Figure 169] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during a low B jackpot attacker winning effect. [Figure 170] This is an explanatory diagram and timing chart showing specific examples of each effect when player operations and store clerk operations are performed during the low B jackpot attacker winning effect. [Figure 171] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during a low B jackpot over-winning effect. [Fig. 172] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during a low B jackpot over-winning effect. [Figure 173] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during a low B jackpot over-winning effect. [Fig. 174] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the low B excess notification effect. [Figure 175] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the low B excess notification effect. [Figure 176] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the low B excess notification effect. [Figure 177]This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the low B jackpot transition mode effect. [Figure 178] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during the low B jackpot transition mode effect. [Figure 179] This is an explanatory diagram and timing chart showing specific examples of each effect when player operations and store clerk operations are performed in the low B jackpot transition mode effect. [Figure 180] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the high-B customer waiting effect. [Figure 181] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a store clerk operates the effect of waiting for a high-ranking B customer. [Figure 182] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the high-B customer waiting effect. [Figure 183] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the high B fluctuation start effect. [Figure 184] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the effect at the start of high B fluctuation. [Figure 185] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the high B fluctuation start effect. [Figure 186] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during a high B preview effect. [Figure 187] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during the high B preview effect. [Figure 188] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during a high B preview effect. [Figure 189] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player operates during a high B reach formation effect. [Figure 190] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during a high B reach formation effect. [Figure 191] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player operation and a store clerk operation are performed in the high B reach formation effect. [Figure 192] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player operates the high B button appearance effect. [Figure 193] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a store clerk operates the high B button appearance effect. [Figure 194] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player operation and a store clerk operation are performed during the high B button appearance effect. [Figure 195] This is an explanatory diagram and timing chart showing specific examples of each effect when a player performs an operation during the high B button press suggestion effect. [Figure 196] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during the high B button press suggestion effect. [Figure 197] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the high B button press suggestion effect. [Figure 198] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player performs an operation in the effect after pressing the high B button. [Figure 199] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during the effect after pressing the high B button. [Figure 200]This is an explanatory diagram and timing chart showing specific examples of each effect when a player operation and a store clerk operation are performed in the effect after the high B button is pressed. [Figure 201] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates the high B movable object effect. [Figure 202] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the high B movable object effect. [Figure 203] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during a high B movable object effect. [Figure 204] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates the high B jackpot name notification effect. [Figure 205] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the high B jackpot name notification effect. [Figure 206] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the high B jackpot name notification effect. [Figure 207] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the high B jackpot attacker winning effect. [Figure 208] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during the high B jackpot attacker winning effect. [Figure 209] This is an explanatory diagram and timing chart showing specific examples of each effect when player operations and store clerk operations are performed during the high B jackpot attacker winning effect. [Figure 210] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during a high B jackpot over-winning effect. [Figure 211]This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during a high B jackpot over-winning effect. [Figure 212] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during a high B jackpot over-winning effect. [Figure 213] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player operates during the high B excess notification effect. [Figure 214] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the high B excess notification effect. [Figure 215] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the high B excess notification effect. [Figure 216] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the high B jackpot transition mode effect. [Figure 217] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during the high B jackpot transition mode effect. [Figure 218] This is an explanatory diagram and timing chart showing specific examples of each effect when player operations and store clerk operations are performed in the high B jackpot transition mode effect. [Figure 219] FIG. 1 is an explanatory diagram showing a specific example of the state of players and staff in an amusement arcade where gaming machines are installed. [Figure 220] FIG. 1 is an explanatory diagram showing a specific example of the state of players and staff in an amusement arcade where gaming machines are installed. [Figure 221] FIG. 10 is an explanatory diagram showing specific examples of the behavior of players and store staff in an amusement arcade where gaming machines for different scenes are installed. [Figure 222] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a low bass state. [Figure 223]This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a low bass state. [Figure 224] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a low bass state. [Figure 225] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a low bass state. [Figure 226] 10A and 10B are explanatory diagrams showing specific examples of each effect when a player requests a store clerk to adjust the volume in a low bass state. [Figure 227] 10A and 10B are explanatory diagrams showing specific examples of each effect when a player requests a store clerk to adjust the volume in a low bass state. [Figure 228] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a high bass state. [Figure 229] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a high bass state. [Figure 230] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a high bass state. [Figure 231] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a high bass state. [Figure 232] 10A and 10B are explanatory diagrams showing specific examples of each effect when a player requests a store clerk to adjust the volume in a high bass state. [Figure 233] 10A and 10B are explanatory diagrams showing specific examples of each effect when a player requests a store clerk to adjust the volume in a high bass state. [Figure 234] 10 is an explanatory diagram showing an example of a case where a volume display is superimposed on a performance image by a store clerk operation. FIG. Features for carrying out the invention
[0009] [Feature 1] [Demo Timer] The gaming machine with feature 1 is A gaming machine for playing games, A store clerk operation means; A player operation means is provided, Counters can be updated, The counter starts updating from the starting value, and when the updating result reaches a specific value, the demonstration display starts. When the player operation means is operated while the counter is being updated, the counter is set to a starting value; If the store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value. It is characterized by the following. According to this feature, when waiting for the start of a demonstration display (demo movie display), a gaming environment can be provided in which appropriate control related to the demonstration display (demo movie display) is performed depending on whether an operation is performed by the player or by a store clerk. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Counter: Demo movie start waiting timer Demonstration display: Demo movie display
[0010] [Feature 2] [Guidance display timer] The gaming machine with feature 2 is A gaming machine for playing games, A store clerk operation means; A player operation means is provided, Counters can be updated, The counter is updated from the starting value, and when the updated value reaches a specific value, a guide display corresponding to the game adjustment is started. When the player operation means is operated while the counter is being updated, the counter is set to a starting value; If the store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value. It is characterized by the following. According to this feature, when waiting for the start of the guidance display, a gaming environment can be provided in which appropriate control related to the guidance display is performed depending on whether an operation is performed by the player or by a store clerk. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Counter: Guidance display start waiting timer
[0011] [Feature 3] [Timer until power saving display] The gaming machine with feature 3 is: A gaming machine for playing games, A store clerk operation means; A player operation means is provided, Counters can be updated, The counter starts updating from the starting value, and when the updating result reaches a specific value, the power saving display corresponding to the power saving starts, When the player operation means is operated while the counter is being updated, the counter is set to a starting value; If the store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value. It is characterized by the following. According to this feature, when waiting for the power-saving display to start, a gaming environment can be provided in which appropriate control related to the power-saving display is performed depending on whether an operation is performed by the player or by a store clerk. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Counter: Demo movie run count counter
[0012] [Feature 4] [Demo Disposal] The gaming machine with feature 4 is: A gaming machine for playing games, A store clerk operation means; A player operation means is provided, When a demonstration display is being performed, the demonstration display is terminated by operating the player operation means, When the demonstration display is being displayed, the demonstration display does not end even if the store clerk operation means is operated. It is characterized by the following. According to this feature, a gaming environment can be provided in which appropriate control related to the demonstration display (demo movie display) is performed depending on whether an operation is performed by the player or by a store clerk when the demonstration display (demo movie display) is being executed. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Demonstration display: Demo movie display
[0013] [Feature 5] [Information display] The gaming machine with feature 5 is: A gaming machine for playing games, A store clerk operation means; A player operation means is provided, When a guidance display corresponding to a game adjustment is being displayed, the guidance display is terminated by operating the player operation means, When the guidance display is on, the guidance display does not end even if the store clerk operation means is operated. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which appropriate control related to the guidance display is performed depending on whether an operation is performed by the player or by a store clerk when the guidance display is being executed. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120
[0014] [Feature 6] [Power saving display] The gaming machine with feature 6 is: A gaming machine for playing games, A store clerk operation means; A player operation means is provided, When a power saving display corresponding to power saving is on, the power saving display is ended by operating the player operation means, When the power saving display is on, the power saving display does not end when the store clerk operation means is operated. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which appropriate control related to the power-saving display is carried out depending on whether an operation is performed by the player or by a store clerk when the power-saving display is being executed. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120
[0015] [Feature 7] [Demo Timer] The seventh feature of the gaming machine is A gaming machine for playing games, A store clerk operation means; a first player operation means; a second player operation means; Counters can be updated, The counter starts updating from the starting value, and when the updating result reaches a specific value, the demonstration display starts. When the first player operation means is operated while the counter is being updated, the counter is set to a starting value; When the second player operation means is operated while the counter is being updated, the counter is not set to the starting value, If the store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value. It is characterized by the following. According to this feature, a gaming environment can be provided in which suitable control related to the demonstration display (demo movie display) is performed depending on the type of operation performed when waiting for the start of the demonstration display (demo movie display). Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Counter: Demo movie start waiting timer Demonstration display: Demo movie display
[0016] [Feature 8] [Timer until guidance display] The eighth feature of the gaming machine is A gaming machine for playing games, A store clerk operation means; a first player operation means; a second player operation means; Counters can be updated, The counter is updated from the starting value, and when the updated value reaches a specific value, a guide display corresponding to the game adjustment is started. When the first player operation means is operated while the counter is being updated, the counter is set to a starting value; When the second player operation means is operated while the counter is being updated, the counter is not set to the starting value, If the store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which suitable control relating to the guidance display is performed in accordance with the type of operation performed while waiting for the guidance display to start. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Counter: Guidance display start waiting timer
[0017] [Feature 9] [Timer until power saving display] The 9th feature of the gaming machine is A gaming machine for playing games, A store clerk operation means; a first player operation means; a second player operation means; Counters can be updated, The counter starts updating from the starting value, and when the updating result reaches a specific value, the power saving display corresponding to the power saving starts, When the first player operation means is operated while the counter is being updated, the counter is set to a starting value; When the second player operation means is operated while the counter is being updated, the counter is not set to the starting value, If the store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which suitable control relating to the power-saving display is performed in accordance with the type of operation performed while waiting for the start of the power-saving display. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Counter: Demo movie run count counter
[0018] [Feature 10][Demo Disposal] The tenth feature of the gaming machine is A gaming machine for playing games, A store clerk operation means; a first player operation means; a second player operation means; When a demonstration display is being performed, the demonstration display is terminated by operating the first player operation means, When the demonstration display is being displayed, the demonstration display is not terminated by operating the second player operation means, When the demonstration display is being displayed, the demonstration display does not end even if the store clerk operation means is operated. It is characterized by the following. According to this feature, a gaming environment can be provided in which appropriate control related to the demonstration display (demo movie display) is performed depending on the type of operation performed while the demonstration display (demo movie display) is being executed. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Demonstration display: Demo movie display
[0019] [Feature 11] [Information display] The 11th feature of the gaming machine is A gaming machine for playing games, A store clerk operation means; a first player operation means; a second player operation means; When a guidance display corresponding to a game adjustment is being displayed, the guidance display is terminated by operating the first player operation means, When the guidance display is on, the guidance display does not end by operating the second player operation means, When the guidance display is on, the guidance display does not end even if the store clerk operation means is operated. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which suitable control relating to the guidance display is performed in accordance with the type of operation performed when the guidance display is being executed. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120
[0020] [Feature 12] [Power saving display] The gaming machine with feature 12 is A gaming machine for playing games, A store clerk operation means; a first player operation means; a second player operation means; When a power saving display corresponding to power saving is on, the power saving display is ended by operating the first player operation means, When the power saving display is on, the power saving display does not end when the second player operation means is operated, When the power saving display is on, the power saving display does not end when the store clerk operation means is operated. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which suitable control relating to the power-saving display is performed in accordance with the type of operation performed while the power-saving display is being executed. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120
[0021] [Feature 13] [Demo Timer] The 13th feature of the gaming machine is A gaming machine for playing games, a first store clerk operation means; A second store clerk operation means; A player operation means is provided, Counters can be updated, The counter starts updating from the starting value, and when the updating result reaches a specific value, the demonstration display starts. When the player operation means is operated while the counter is being updated, the counter is set to a starting value; If the first store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value, If the second store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value. It is characterized by the following. According to this feature, a gaming environment can be provided in which suitable control related to the demonstration display (demo movie display) is performed depending on the type of operation performed when waiting for the start of the demonstration display (demo movie display). Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Counter: Demo movie start waiting timer Demonstration display: Demo movie display
[0022] [Feature 14] [Timer until guidance display] The gaming machine with feature 14 is: A gaming machine for playing games, a first store clerk operation means; A second store clerk operation means; A player operation means is provided, Counters can be updated, The counter is updated from the starting value, and when the updated value reaches a specific value, a guide display corresponding to the game adjustment is started. When the player operation means is operated while the counter is being updated, the counter is set to a starting value; If the first store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value, If the second store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which suitable control relating to the guidance display is performed in accordance with the type of operation performed while waiting for the guidance display to start. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Counter: Guidance display start waiting timer
[0023] [Feature 15] [Timer until power saving display] The 15th feature of the gaming machine is A gaming machine for playing games, a first store clerk operation means; A second store clerk operation means; A player operation means is provided, Counters can be updated, The counter starts updating from the starting value, and when the updating result reaches a specific value, the power saving display corresponding to the power saving starts, When the player operation means is operated while the counter is being updated, the counter is set to a starting value; If the first store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value, If the second store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which suitable control relating to the power-saving display is performed in accordance with the type of operation performed while waiting for the start of the power-saving display. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Counter: Demo movie run count counter
[0024] [Feature 16][Demo Disposal] The 16th feature of the gaming machine is A gaming machine for playing games, a first store clerk operation means; A second store clerk operation means; A player operation means is provided, When a demonstration display is being performed, the demonstration display is terminated by operating the player operation means, When the demonstration display is being displayed, the demonstration display is not terminated by operating the first store clerk operation means, When the demonstration display is being displayed, the demonstration display does not end even if the second store clerk operation means is operated. It is characterized by the following. According to this feature, a gaming environment can be provided in which appropriate control related to the demonstration display (demo movie display) is performed depending on the type of operation performed while the demonstration display (demo movie display) is being executed. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Demonstration display: Demo movie display
[0025] [Feature 17] [Information display] The 17th feature of the gaming machine is A gaming machine for playing games, a first store clerk operation means; A second store clerk operation means; A player operation means is provided, When a guidance display corresponding to a game adjustment is being displayed, the guidance display is terminated by operating the player operation means, When the guidance display is being displayed, the guidance display is not terminated by operating the first store clerk operation means, When the guidance display is being displayed, the guidance display is not terminated by operating the second store clerk operation means. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which suitable control relating to the guidance display is performed in accordance with the type of operation performed when the guidance display is being executed. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120
[0026] [Feature 18] [Power saving display] The 18th feature of the gaming machine is A gaming machine for playing games, a first store clerk operation means; A second store clerk operation means; A player operation means is provided, When a power saving display corresponding to power saving is on, the power saving display is ended by operating the player operation means, When the power saving display is on, the power saving display does not end when the first store clerk operation means is operated, When the power saving display is on, the power saving display does not end when the second store clerk operation means is operated. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which suitable control relating to the power-saving display is performed in accordance with the type of operation performed while the power-saving display is being executed. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120
[0027] [Feature 19] [Demo Timer] The 19th feature of the gaming machine is A gaming machine for playing games, a first store clerk operation means; A second store clerk operation means; a first player operation means; a second player operation means; Counters can be updated, The counter starts updating from the starting value, and when the updating result reaches a specific value, the demonstration display starts. When the first player operation means is operated while the counter is being updated, the counter is set to a starting value; When the second player operation means is operated while the counter is being updated, the counter is not set to the starting value, If the first store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value, If the second store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value. It is characterized by the following. According to this feature, a gaming environment can be provided in which suitable control related to the demonstration display (demo movie display) is performed depending on the type of operation performed when waiting for the start of the demonstration display (demo movie display). Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Counter: Demo movie start waiting timer Demonstration display: Demo movie display
[0028] [Feature 20] [Timer until guidance display] The 20 feature gaming machines are: A gaming machine for playing games, a first store clerk operation means; A second store clerk operation means; a first player operation means; a second player operation means; Counters can be updated, The counter is updated from the starting value, and when the updated value reaches a specific value, a guide display corresponding to the game adjustment is started. When the first player operation means is operated while the counter is being updated, the counter is set to a starting value; When the second player operation means is operated while the counter is being updated, the counter is not set to the starting value, If the first store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value, If the second store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which suitable control relating to the guidance display is performed in accordance with the type of operation performed while waiting for the guidance display to start. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Counter: Guidance display start waiting timer
[0029] [Feature 21] [Power saving display timer] The 21st feature of the gaming machine is A gaming machine for playing games, a first store clerk operation means; A second store clerk operation means; a first player operation means; a second player operation means; Counters can be updated, The counter starts updating from the starting value, and when the updating result reaches a specific value, the power saving display corresponding to the power saving starts, When the first player operation means is operated while the counter is being updated, the counter is set to a starting value; When the second player operation means is operated while the counter is being updated, the counter is not set to the starting value, If the first store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value, If the second store clerk operation means is operated while the counter is being updated, the counter is not set to the starting value. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which suitable control relating to the power-saving display is performed in accordance with the type of operation performed while waiting for the start of the power-saving display. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Counter: Demo movie run count counter
[0030] [Feature 22][Demo Disposal] The gaming machine with feature 22 is A gaming machine for playing games, a first store clerk operation means; A second store clerk operation means; a first player operation means; a second player operation means; When a demonstration display is being performed, the demonstration display is terminated by operating the first player operation means, When the demonstration display is being displayed, the demonstration display is not terminated by operating the second player operation means, When the demonstration display is being displayed, the demonstration display is not terminated by operating the first store clerk operation means, When the demonstration display is being displayed, the demonstration display does not end even if the second store clerk operation means is operated. It is characterized by the following. According to this feature, a gaming environment can be provided in which appropriate control related to the demonstration display (demo movie display) is performed depending on the type of operation performed while the demonstration display (demo movie display) is being executed. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120 Demonstration display: Demo movie display
[0031] [Feature 23] [Information display] The 23 feature gaming machines are: A gaming machine for playing games, a first store clerk operation means; A second store clerk operation means; a first player operation means; a second player operation means; When a guidance display corresponding to a game adjustment is being displayed, the guidance display is terminated by operating the first player operation means, When the guidance display is on, the guidance display is terminated by operating the second player operation means, When the guidance display is being displayed, the guidance display is not terminated by operating the first store clerk operation means, When the guidance display is being displayed, the guidance display is not terminated by operating the second store clerk operation means. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which suitable control relating to the guidance display is performed in accordance with the type of operation performed when the guidance display is being executed. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120
[0032] [Feature 24] [Power saving display] The 24 feature gaming machines are: A gaming machine for playing games, a first store clerk operation means; A second store clerk operation means; a first player operation means; a second player operation means; When a power saving display corresponding to power saving is on, the power saving display is ended by operating the first player operation means, When the power saving display is on, the power saving display does not end when the second player operation means is operated, When the power saving display is on, the power saving display does not end when the first store clerk operation means is operated, When the power saving display is on, the power saving display does not end when the second store clerk operation means is operated. It is characterized by the following. According to this feature, it is possible to provide a gaming environment in which suitable control relating to the power-saving display is performed in accordance with the type of operation performed while the power-saving display is being executed. Corresponding drawings: Figure 116, Figure 117, Figure 118, Figure 119, Figure 120
[0033] [Feature 25] [Volume setting by the player] The 25 feature gaming machines are: A gaming machine for playing games, a sound output means; A volume adjustment operation means for a player is provided, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; In a scene where the first sound and the second sound are output, when the player volume adjustment operation means is operated, the timing at which the output volumes of the first sound and the second sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the first and second sounds changes based on the operation of the player volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 144 First sound: BGM02 2nd sound: Fluctuation start sound L1, Fluctuation start sound L2
[0034] [Feature 26] [Volume setting by player] [BGM variable display start sound] The gaming machine with feature 26 is A gaming machine for playing games, a sound output means; A volume adjustment operation means for a player is provided, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; In a scene where background music and a variable display start sound are output, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the variable display start sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and variable display start sound changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 144 BGM:BGM02 Variable display start sound: Variable start sound L1, Variable start sound L2
[0035] [Feature 27] [Volume setting by player] [BGM preview sound] The 27th feature of the gaming machine is A gaming machine for playing games, a sound output means; A volume adjustment operation means for a player is provided, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; In a scene where background music and a sound corresponding to a warning are output, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the sound corresponding to a warning are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and the preview response sound changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 147 BGM:BGM03 Preview sound: 1st line preview L1, 1st line preview sound L2
[0036] [Feature 28] [Player Volume Setting] [BGM Reach Sound] The 28 feature gaming machines are: A gaming machine for playing games, a sound output means; A volume adjustment operation means for a player is provided, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; In a scene where the background music and the ready sound are output, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the ready sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and reach sounds changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 150 BGM:BGM04 Reach sound: Reach completion sound L1, Reach completion sound L2
[0037] [Feature 29] [Volume setting by player] [BGM button appearance sound] The 29th feature of the gaming machine is A gaming machine for playing games, a sound output means; A volume adjustment operation means for a player is provided, It is possible to execute an action promotion effect that encourages the player to take an action, By performing an action corresponding to the action prompting performance, a post-action performance can be executed, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; It is possible to output a motion prompting sound corresponding to the motion prompting performance, When the player volume adjustment operation means is operated in a scene in which background music and the action prompting sound are output, the timing at which the output volumes of the background music and the action prompting sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and action prompting sounds changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawings: Figure 153, Figure 156, Figure 159 Action promotion effect: Low B button appearance effect, low B button press suggestion effect Post-action effect: Post-action effect after pressing the low B button BGM:BGM05 Operation prompt sound: Button formation sound L1, Button formation sound L2
[0038] [Feature 30] [Player volume setting] [BGM button press sound] The gaming machine with 30 features is A gaming machine for playing games, a sound output means; A volume adjustment operation means for a player is provided, It is possible to execute an action promotion effect that encourages the player to take an action, By performing an action corresponding to the action prompting performance, a post-action performance can be executed, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; When an action corresponding to the action prompting performance is performed, an action corresponding sound can be output, When the player volume adjustment operation means is operated in a scene in which background music and the action-responsive sound are output, the timing at which the output volumes of the background music and the action-responsive sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and action-responsive sounds changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawings: Figure 153, Figure 156, Figure 159 Action promotion effect: Low B button appearance effect, low B button press suggestion effect Post-action effect: Post-action effect after pressing the low B button BGM:BGM06 Action sounds: Press suggestion sound L1, Press suggestion sound L2, Press response sound L1, Press response sound L2
[0039] [Feature 31] [Volume setting by player] [BGM sound after pressing button] The gaming machine with 31 features is A gaming machine for playing games, a sound output means; A volume adjustment operation means for a player is provided, It is possible to execute an action promotion effect that encourages the player to take an action, By performing an action corresponding to the action prompting performance, a post-action performance can be executed, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; It is possible to output a post-action effect sound corresponding to the post-action effect, In a scene in which the background music and the post-action sound effect are output, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the post-action sound effect are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and post-action sound changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawings: Figure 153, Figure 156, Figure 159 Action promotion effect: Low B button appearance effect, low B button press suggestion effect Post-action effect: Post-action effect after pressing the low B button BGM:BGM07 Post-action sound effects: Big hit notification sound L3, Big hit notification sound L4
[0040] [Feature 32] [Player volume setting] [BGM variable sound] The gaming machine with feature 32 is A gaming machine for playing games, A movable body and a sound output means; A volume adjustment operation means for a player is provided, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; A movement sound corresponding to the movement of the movable body can be output, In a scene where the background music and the movable sound are output, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the movable sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and movable sounds changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 162 BGM:BGM08 Movable sound: Big hit notification sound L1, Big hit notification sound L2
[0041] [Feature 33] [Volume setting by player] [BGM advantageous state name notification sound] The gaming machine with 33 features is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a sound output means; A volume adjustment operation means for a player is provided, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; It is possible to output an advantageous state name notification sound that notifies the name of the advantageous state, In a scene in which the background music and the advantageous state name notification sound are output, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the advantageous state name notification sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and advantageous state name notification sound changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 165 BGM:BGM09 Advantageous state name notification sound: jackpot name notification sound L1, jackpot name notification sound L2
[0042] [Feature 34] [Volume setting by player] [BGM: Big prize winning sound] The gaming machine with feature 34 is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a sound output means; A volume adjustment operation means for a player is provided, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; It is possible to output a grant sound corresponding to the game medium passing through a specific area during the advantageous state and game value being awarded, In a scene where the background music and the additional sound are output, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the additional sound are changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and added sounds changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 168 BGM:BGM10 Added sound: Attacker winning sound L1, Attacker winning sound L2
[0043] [Feature 35] [Player Volume Setting] [BGM Over Winning Sound] The 35th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a sound output means; A volume adjustment operation means for a player is provided, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; When the number of times that the game medium passes through the specific area during the advantageous state exceeds a specified number, a sound indicating that the specified number has been exceeded can be output. In a scene where the BGM and the prescribed number excess added sound are output, when the player volume adjustment operation means is operated, the timing at which the output volumes of the BGM and the prescribed number excess added sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and the sound for exceeding the specified number based on the operation of the player's volume adjustment operation means (volume button) changes is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 171 BGM:BGM11 Sounds given when the specified number is exceeded: Over-winning sound L1, Over-winning sound L2
[0044] [Feature 36] [Player volume setting] [BGM acquisition notification sound] The gaming machine with feature 36 is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a sound output means; A volume adjustment operation means for a player is provided, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; When the amount of awarded game value reaches a predetermined amount during the advantageous state, an arrival sound can be output; In a scene where the background music and the arrival sound are output, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the arrival sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and arrival sounds changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 174 BGM:BGM12 Arrival sound: Exceeded alarm sound L1, Exceeded alarm sound L2
[0045] [Feature 37] [Volume setting by player] [BGM special state name notification sound] The gaming machine with feature 37 is A gaming machine for playing games, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; a special state name notification sound for notifying the name of the special state can be output; In a scene in which the background music and the special state name notification sound are output, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the special state name notification sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and special state name notification sound changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 177 BGM:BGM13 Special state name notification sound: Transition notification sound L1, Transition notification sound L2
[0046] [Feature 38] [Differences between player and store clerk volume settings] The gaming machine with 38 features is A gaming machine for playing games, A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, The sound output means In a scene in which the first sound and the second sound are output, when the player volume adjustment operation means is operated, the output volumes of the first sound and the second sound are changed and a confirmation sound is output; In a scene where the first sound and the second sound are output, when the store clerk volume adjustment operation means is operated, the output volumes of the first sound and the second sound are changed and the confirmation sound is not output; The display means When the player volume control operation means is operated in a scene in which the first sound and the second sound are output, a volume value display is displayed; In a scene where the first sound and the second sound are output, when the store clerk volume adjustment operation means is operated, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the first and second sounds being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 144, Figure 145 First sound: BGM02 2nd sound: Fluctuation start sound L1, Fluctuation start sound L2 Volume value display: Volume display
[0047] [Feature 39] [Difference between player and store clerk volume settings] [BGM variable display start sound] The 39th feature of the gaming machine is A gaming machine for playing games, A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, The sound output means When the player volume adjustment operation means is operated in a scene in which background music and a variable display start sound are output, the output volumes of the background music and the variable display start sound are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene in which the background music and the variable display start sound are output, the output volumes of the background music and the variable display start sound are changed, and the confirmation sound is not output; The display means When the player volume adjustment operation means is operated in a scene where the background music and the variable display start sound are output, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the variable display start sound are output, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music being output and the variable display start sound changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 144, Figure 145 BGM:BGM02 Variable display start sound: Variable start sound L1, Variable start sound L2 Volume value display: Volume display
[0048] [Feature 40] [Difference between player and store clerk volume settings] [BGM preview sound] The gaming machine with 40 features is A gaming machine for playing games, A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, The sound output means When the player volume adjustment operation means is operated in a scene in which background music and a sound corresponding to a preview are output, the output volumes of the background music and the sound corresponding to a preview are changed and a confirmation sound is output; In a scene in which the background music and the advance notice response sound are output, when the store clerk volume adjustment operation means is operated, the output volumes of the background music and the advance notice response sound are changed and the confirmation sound is not output; The display means When the player volume adjustment operation means is operated in a scene in which the background music and the advance notice sound are output, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the advance notice sound are output, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and preview sound being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 147, Figure 148 BGM:BGM03 Preview sound: First line preview sound L1, First line preview sound L2 Volume value display: Volume display
[0049] [Feature 41] [Differences between player and store clerk volume settings] [BGM Reach sound] The gaming machine with feature 41 is A gaming machine for playing games, A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, The sound output means When the player volume adjustment operation means is operated in a scene where background music and a ready sound are output, the output volumes of the background music and the ready sound are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene where the background music and the ready sound are output, the output volumes of the background music and the ready sound are changed and the confirmation sound is not output; The display means When the player volume adjustment operation means is operated in a scene where the background music and the reach sound are output, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the reach sound are output, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player's volume adjustment operation means (volume button) is operated, the output volume of the background music and reach sound being output changes, a confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player's volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 150, Figure 151 BGM:BGM04 Reach sound: Reach completion sound L1, Reach completion sound L2 Volume value display: Volume display
[0050] [Feature 42] [Difference between player and store clerk volume settings] [BGM button appearance sound] The gaming machine with feature 42 is A gaming machine for playing games, A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, It is possible to execute an action promotion effect that encourages the player to take an action, By performing an action corresponding to the action prompting performance, a post-action performance can be executed, The sound output means It is possible to output a motion prompting sound corresponding to the motion prompting performance, When the player volume adjustment operation means is operated in a scene in which background music and the action prompting sound are output, the output volumes of the background music and the action prompting sound are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene in which the background music and the action prompting sound are output, the output volumes of the background music and the action prompting sound are changed and the confirmation sound is not output; The display means When the player volume control operation means is operated in a scene in which the background music and the action prompting sound are output, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the action prompting sound are output, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and action prompt sound being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 153, Figure 154, Figure 156, Figure 157, Figure 159, Figure 160 Action promotion effect: Low B button appearance effect, low B button press suggestion effect Post-action effect: Post-action effect after pressing the low B button BGM:BGM05 Operation prompt sound: Button formation sound L1, Button formation sound L2 Volume value display: Volume display
[0051] [Feature 43] [Difference between player and store clerk volume settings] [BGM button press sound] The gaming machine with 43 features is A gaming machine for playing games, A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, It is possible to execute an action promotion effect that encourages the player to take an action, By performing an action corresponding to the action prompting performance, a post-action performance can be executed, The sound output means When an action corresponding to the action prompting performance is performed, an action corresponding sound can be output, When the player volume adjustment operation means is operated in a scene in which background music and the action-responsive sound are output, the output volumes of the background music and the action-responsive sound are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene in which the background music and the action-responsive sound are output, the output volumes of the background music and the action-responsive sound are changed and the confirmation sound is not output; The display means When the player volume adjustment operation means is operated in a scene in which the background music and the action-responsive sound are output, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the action-responsive sound are output, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and action-responsive sounds being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 153, Figure 154, Figure 156, Figure 157, Figure 159, Figure 160 Action promotion effect: Low B button appearance effect, low B button press suggestion effect Post-action effect: Post-action effect after pressing the low B button BGM:BGM06 Action sounds: Press suggestion sound L1, Press suggestion sound L2, Press response sound L1, Press response sound L2 Volume value display: Volume display
[0052] [Feature 44] [Difference between player and store clerk volume settings] [Sound effects after pressing BGM button] The gaming machine with 44 features is A gaming machine for playing games, A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, It is possible to execute an action promotion effect that encourages the player to take an action, By performing an action corresponding to the action prompting performance, a post-action performance can be executed, The sound output means It is possible to output a post-action effect sound corresponding to the post-action effect, When the player volume adjustment operation means is operated in a scene in which background music and the post-action sound effect are output, the output volumes of the background music and the post-action sound effect are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene in which the background music and the post-action sound are output, the output volumes of the background music and the post-action sound are changed, and the confirmation sound is not output; The display means When the player volume adjustment operation means is operated in a scene in which the background music and the post-action effect sound are output, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the post-action sound are output, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music being output and the post-action effect sound changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 153, Figure 154, Figure 156, Figure 157, Figure 159, Figure 160 Action promotion effect: Low B button appearance effect, low B button press suggestion effect Post-action effect: Post-action effect after pressing the low B button BGM:BGM07 Post-action sound effects: Big hit notification sound L3, Big hit notification sound L4 Volume value display: Volume display
[0053] [Feature 45] [Difference between player and store clerk volume settings] [BGM variable sound] The gaming machine with 45 features is A gaming machine for playing games, A movable body and A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, The sound output means A movement sound corresponding to the movement of the movable body can be output, When the player volume adjustment operation means is operated in a scene in which background music and the movable sound are output, the output volumes of the background music and the movable sound are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene where the background music and the movable sound are output, the output volumes of the background music and the movable sound are changed and the confirmation sound is not output; The display means When the player volume control operation means is operated in a scene in which the background music and the movable sound are output, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the movable sound are output, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and movable sounds being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 162, Figure 163 BGM:BGM08 Movable sound: Big hit notification sound L1, Big hit notification sound L2 Volume value display: Volume display
[0054] [Feature 46] [Differences between player and store clerk volume settings] [BGM advantageous state name notification sound] The gaming machine with feature 46 is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, The sound output means It is possible to output an advantageous state name notification sound that notifies the name of the advantageous state, When the player volume adjustment operation means is operated in a scene in which background music and the advantageous state name notification sound are output, the output volumes of the background music and the advantageous state name notification sound are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene where the background music and the advantageous state name notification sound are output, the output volumes of the background music and the advantageous state name notification sound are changed, and the confirmation sound is not output; The display means When the player volume adjustment operation means is operated in a scene where the background music and the advantageous state name notification sound are output, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the advantageous state name notification sound are output, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player's volume adjustment operation means (volume button) is operated, the output volume of the background music and advantageous state name notification sound being output changes, a confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player's volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 165, Figure 166 BGM:BGM09 Advantageous state name notification sound: jackpot name notification sound L1, jackpot name notification sound L2 Volume value display: Volume display
[0055] [Feature 47] [Difference between player and store staff volume settings] [BGM: Big Winning Slot Sound] The gaming machine with 47 features is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, The sound output means It is possible to output a grant sound corresponding to the game medium passing through a specific area during the advantageous state and game value being awarded, When the player volume adjustment operation means is operated in a scene in which background music and the additional sound are output, the output volumes of the background music and the additional sound are changed and a confirmation sound is output; In a scene in which the background music and the additional sound are output, when the store clerk volume adjustment operation means is operated, the output volumes of the background music and the additional sound are changed and the confirmation sound is not output; The display means When the player volume adjustment operation means is operated in a scene in which the background music and the additional sound are output, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the additional sound are output, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and added sounds being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 168, Figure 169 BGM:BGM10 Added sound: Attacker winning sound L1, Attacker winning sound L2 Volume value display: Volume display
[0056] [Feature 48] [Differences between player and store clerk volume settings] [BGM over-the-top winning sound] The gaming machine with 48 features is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, The sound output means When the number of times that the game medium passes through the specific area during the advantageous state exceeds a specified number, a sound indicating that the specified number has been exceeded can be output. When the player volume adjustment operation means is operated in a scene in which background music and the predetermined number excess added sound are output, the output volumes of the background music and the predetermined number excess added sound are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene in which the background music and the predetermined number excess added sound are output, the output volumes of the background music and the predetermined number excess added sound are changed, and the confirmation sound is not output; The display means When the player volume adjustment operation means is operated in a scene in which the background music and the predetermined number excess added sound are output, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the predetermined number excess sound are output, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music being output and the sound that is added when the specified number is exceeded changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 171, Figure 172 BGM:BGM11 Sounds given when the specified number is exceeded: Over-winning sound L1, Over-winning sound L2 Volume value display: Volume display
[0057] [Feature 49] [Difference between player and store clerk volume settings] [BGM acquisition notification sound] The gaming machine with 49 features is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, The sound output means When the amount of awarded game value reaches a predetermined amount during the advantageous state, an arrival sound can be output; When the player volume adjustment operation means is operated in a scene in which background music and the arrival sound are output, the output volumes of the background music and the arrival sound are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene in which the background music and the arrival sound are output, the output volumes of the background music and the arrival sound are changed and the confirmation sound is not output; The display means When the player volume control operation means is operated in a scene in which the background music and the arrival sound are output, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the arrival sound are output, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and arrival sound being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 174, Figure 175 BGM:BGM12 Arrival sound: Exceeded alarm sound L1, Exceeded alarm sound L2 Volume value display: Volume display
[0058] [Feature 50] [Difference between player and store clerk volume settings] [BGM special status name notification sound] The 50 feature gaming machines are: A gaming machine for playing games, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means a special state name notification sound for notifying the name of the special state can be output; When the player volume adjustment operation means is operated in a scene in which background music and the special state name notification sound are output, the output volumes of the background music and the special state name notification sound are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene where the background music and the special state name notification sound are output, the output volumes of the background music and the special state name notification sound are changed, and the confirmation sound is not output; The display means When the player volume control operation means is operated in a scene where the background music and the special state name notification sound are output, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the special state name notification sound are output, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and special state name notification sound being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 177, Figure 178 BGM:BGM13 Special state name notification sound: Transition notification sound L1, Transition notification sound L2 Volume value display: Volume display
[0059] [Feature 51] [Volume value display] The gaming machine with feature 51 is A gaming machine for playing games, A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, The display means When the player volume adjustment operation means is operated while the volume value display is being displayed, the display period of the volume value display is extended and displayed; When the volume adjustment operation means for the store clerk is operated while the volume value display is being displayed, the display period of the volume value display is extended and the display is not performed. It is characterized by the following. According to this feature, when the player's volume adjustment operation means (volume button) is operated, the execution of the volume value display can be extended for the player, and when the store clerk's volume adjustment operation means (effect changeover switch) is operated, the execution of the volume value display for the player is not extended, thereby preventing interference with play. Corresponding drawings: Figure 115, Figure 122, Figure 123 Volume value display: Volume display
[0060] [Feature 52] [Volume value display update] The gaming machine with feature 52 is A gaming machine for playing games, A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, The display means When the player volume adjustment operation means is operated once while the volume value display is being displayed, the mode of the volume value display is not updated by multiple levels at once, When the volume value display is being displayed, if the store clerk volume adjustment operation means is operated once, the mode of the volume value display can be updated by multiple levels at once. It is characterized by the following. According to this feature, by operating the player's volume adjustment operation means (volume button), it is possible to make detailed settings for the volume value display, and by operating the store clerk's volume adjustment operation means (effect changeover switch), it is possible to control the volume value display to an appropriate value according to the store clerk's volume adjustment operation means. Corresponding drawing: Figure 227 Volume value display: Volume display
[0061] [Feature 53] [Player Volume Setting] [High Bass] The gaming machine with feature 53 is A gaming machine for playing games, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; In a scene in which the first sound and the second sound are output in the special state, when the player volume adjustment operation means is operated, the timing at which the output volumes of the first sound and the second sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the first and second sounds changes based on the operation of the player volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 183 Special Condition: High Base Condition First sound: BGM22 2nd sound: Fluctuation start sound H1, Fluctuation start sound H2
[0062] [Feature 54] [Player volume setting] [BGM variable display start sound] [High bass] The gaming machine with feature 54 is A gaming machine for playing games, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; In a scene in which the background music and the variable display start sound are output in the special state, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the variable display start sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and variable display start sound in a special state changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 183 Special Condition: High Base Condition BGM:BGM22 Variable display start sound: Variable start sound H1, Variable start sound H2
[0063] [Feature 55] [Player volume setting] [BGM preview sound] [High bass] The 55 feature gaming machines are: A gaming machine for playing games, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; In the scene where the background music and the advance notice corresponding sound are output in the special state, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the advance notice corresponding sound are changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and the preview sound in a special state changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 186 Special Condition: High Base Condition BGM:BGM23 Preview sound: 1st line preview H1, 1st line preview sound H2
[0064] [Feature 56] [Player Volume Setting] [BGM Reach Sound] [High Bass] The gaming machine with feature 56 is A gaming machine for playing games, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; In a scene in which the BGM and the reach sound are output in the special state, when the player volume adjustment operation means is operated, the timing at which the output volumes of the BGM and the reach sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and reach sounds in a special state based on the player's volume adjustment operation means (play volume button) changes is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 189 Special Condition: High Base Condition BGM:BGM24 Reach sound: Reach completion sound H1, Reach completion sound H2
[0065] [Feature 57] [Player volume setting] [BGM button appearance sound] [High bass] The gaming machine with feature 57 is A gaming machine for playing games, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, It is possible to execute an action promotion effect that encourages the player to take an action, By performing an action corresponding to the action prompting performance, a post-action performance can be executed, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; It is possible to output a motion prompting sound corresponding to the motion prompting performance, In the scene where the background music and the action prompting sound are output in the special state, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the action prompting sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and action prompting sound in a special state changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawings: Figure 192, Figure 195, Figure 197 Special Condition: High Base Condition Action promotion effect: High B button appearance effect, High B button press suggestion effect Post-action effect: After pressing the high B button BGM:BGM25 Operation prompt sound: Button forming sound H1, Button forming sound H2
[0066] [Feature 58] [Player volume setting] [BGM button press sound] [High bass] The gaming machine with feature 58 is A gaming machine for playing games, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, It is possible to execute an action promotion effect that encourages the player to take an action, By performing an action corresponding to the action prompting performance, a post-action performance can be executed, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; When an action corresponding to the action prompting performance is performed, an action corresponding sound can be output, In a scene in which the background music and the action-responsive sound are output in the special state, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the action-responsive sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and action-responsive sounds in a special state changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawings: Figure 192, Figure 195, Figure 197 Special Condition: High Base Condition Action promotion effect: High B button appearance effect, High B button press suggestion effect Post-action effect: After pressing the high B button BGM:BGM26 Action response sounds: Press suggestion sound H1, Press suggestion sound H2, Press response sound H1, Press response sound H2
[0067] [Feature 59] [Volume setting by player] [BGM button press sound effect] [High bass] The 59th feature of the gaming machine is A gaming machine for playing games, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, It is possible to execute an action promotion effect that encourages the player to take an action, By performing an action corresponding to the action prompting performance, a post-action performance can be executed, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; It is possible to output a post-action effect sound corresponding to the post-action effect, In a scene in which the background music and the post-action sound effect are output in the special state, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the post-action sound effect are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and post-action sound in a special state changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawings: Figure 192, Figure 195, Figure 197 Special Condition: High Base Condition Action promotion effect: High B button appearance effect, High B button press suggestion effect Post-action effect: After pressing the high B button BGM:BGM27 Post-action sound effects: Big hit notification sound H3, Big hit notification sound H4
[0068] [Feature 60] [Player volume setting] [BGM variable sound] [High bass] The gaming machine with 60 features is A gaming machine for playing games, A movable body and state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; A movement sound corresponding to the movement of the movable body can be output, In the scene where the BGM and the movable sound are output in the special state, when the player volume adjustment operation means is operated, the timing at which the output volumes of the BGM and the movable sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and movable sounds in a special state changes based on the operation of the player's volume adjustment operation means (volume button) is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 201 Special Condition: High Base Condition BGM:BGM28 Movable sound: Big hit notification sound H1, Big hit notification sound H2
[0069] [Feature 61] [Player volume setting] [BGM advantageous state name notification sound] [High bass] The gaming machine with feature 61 is A gaming machine for playing games, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; It is possible to output an advantageous state name notification sound that notifies the name of the advantageous state, In a scene in which the background music and the advantageous state name notification sound are output in the special state, when the player volume adjustment operation means is operated, the timing at which the output volumes of the background music and the advantageous state name notification sound are changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and advantageous state name notification sound in a special state based on the operation of the player's volume adjustment operation means (volume button) changes is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 204 Special Condition: High Base Condition BGM:BGM29 Advantageous state name notification sound: jackpot name notification sound H1, jackpot name notification sound H2
[0070] [Feature 62] [Player Volume Setting] [BGM: Large Winning Slot Sound] [High Bass] The gaming machine with feature 62 is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; It is possible to output a grant sound corresponding to the game medium passing through a specific area during the advantageous state and game value being awarded, In a scene in which the BGM and the additional sound are output in the advantageous state controlled in the special state, when the player volume adjustment operation means is operated, the timing at which the output volume of the BGM and the additional sound is changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and additional sounds in a special advantageous state controlled based on the operation of the player's volume adjustment operation means (volume button) changes is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 207 Special Condition: High Base Condition BGM:BGM30 Added sound: Attacker winning sound H1, Attacker winning sound H2
[0071] [Feature 63] [Player Volume Setting] [BGM Over-the-top Winning Sound] [High Bass] The gaming machine with feature 63 is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; When the number of times that the game medium passes through the specific area during the advantageous state exceeds a specified number, a sound indicating that the specified number has been exceeded can be output. In a scene in which the BGM and the prescribed number excess grant sound are output in the advantageous state controlled in the special state, when the player volume adjustment operation means is operated, the timing at which the output volume of the BGM and the prescribed number excess grant sound is changed is made different from the timing at which the confirmation sound is output. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and the sound for exceeding the specified number in an advantageous state controlled in a special state based on the operation of the player's volume adjustment operation means (volume button) changes is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 210 Special Condition: High Base Condition BGM:BGM31 Sounds given when the specified number is exceeded: Over-winning sound H1, Over-winning sound H2
[0072] [Feature 64] [Player Volume Setting] [BGM Acquisition Notification Sound] [High Bass] The gaming machine with 64 features is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; When the amount of awarded game value reaches a predetermined amount during the advantageous state, an arrival sound can be output; In a scene in which the BGM and the arrival sound are output in the advantageous state controlled in the special state, when the player volume adjustment operation means is operated, the timing at which the output volumes of the BGM and the arrival sound are changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and arrival sounds in a special advantageous state controlled based on the operation of the player's volume adjustment operation means (volume button) changes is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 213 Special Condition: High Base Condition BGM:BGM32 Arrival sound: Exceeded alarm sound H1, Exceeded alarm sound H2
[0073] [Feature 65] [Player Volume Setting] [BGM Special Status Name Notification Sound] [High Bass] The gaming machine with 65 features is A gaming machine for playing games, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; a special state name notification sound for notifying the name of the special state can be output; In a scene in which the BGM and the special state name notification sound are output in the advantageous state controlled in the special state, when the player volume adjustment operation means is operated, the timing at which the output volumes of the BGM and the special state name notification sound are changed and the timing at which the confirmation sound is output are made different. It is characterized by the following. According to this feature, the timing at which the output volume of the background music and special state name notification sound in an advantageous state controlled in a special state based on the operation of the player's volume adjustment operation means (volume button) changes is different from the timing at which the confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, making it possible to more clearly both recognize the change in the actual output volume and hear the confirmation sound, thereby providing a suitable gaming environment. Corresponding drawing: Figure 216 Special Condition: High Base Condition BGM:BGM33 Special state name notification sound: Transition notification sound H1, Transition notification sound H2
[0074] [Feature 66] [Difference between player volume settings and store clerk volume settings] [High bass] The gaming machine with 66 features is A gaming machine for playing games, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means In a scene in which the first sound and the second sound are output in the special state, when the player volume adjustment operation means is operated, the output volumes of the first sound and the second sound are changed and a confirmation sound is output; In a scene where the first sound and the second sound are output in the special state, when the store clerk volume adjustment operation means is operated, the output volumes of the first sound and the second sound are changed and no confirmation sound is output; The display means In a scene in which the first sound and the second sound are output in the special state, when the player volume adjustment operation means is operated, a volume value display is displayed; In a scene where the first sound and the second sound are output in the special state, when the store clerk volume adjustment operation means is operated, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the first and second sounds in the special state being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 183, Figure 184 Special Condition: High Base Condition First sound: BGM22 2nd sound: Fluctuation start sound H1, Fluctuation start sound H2 Volume value display: Volume display
[0075] [Feature 67] [Difference between player and store clerk volume settings] [BGM variable display start sound] [High bass] The gaming machine with feature 67 is A gaming machine for playing games, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means In a scene in which background music and a variable display start sound are output in the special state, when the player volume adjustment operation means is operated, the output volumes of the background music and the variable display start sound are changed and a confirmation sound is output; In a scene in which the background music and the variable display start sound are output in the special state, when the store clerk volume adjustment operation means is operated, the output volumes of the background music and the variable display start sound are changed, and the confirmation sound is not output; The display means In a scene in which the BGM and the variable display start sound are output in the special state, when the player volume adjustment operation means is operated, a volume value display is displayed; In a scene where the background music and the variable display start sound are output in the special state, when the store clerk volume adjustment operation means is operated, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and variable display start sound in the special state being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 183, Figure 184 Special Condition: High Base Condition BGM:BGM22 Variable display start sound: Variable start sound H1, Variable start sound H2 Volume value display: Volume display
[0076] [Feature 68] [Difference between player and store clerk volume settings] [BGM preview sound] [High bass] The gaming machine with 68 features is A gaming machine for playing games, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means In a scene in which background music and a sound corresponding to a prior notice are output in the special state, when the player volume adjustment operation means is operated, the output volumes of the background music and the sound corresponding to a prior notice are changed and a confirmation sound is output; In a scene in which the background music and the advance notice response sound are output in the special state, when the store clerk volume adjustment operation means is operated, the output volumes of the background music and the advance notice response sound are changed and the confirmation sound is not output; The display means In a scene in which the background music and the advance notice sound are output in the special state, when the player volume adjustment operation means is operated, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the advance notice sound are output in the special state, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and preview response sound in the special state being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 186, Figure 187 Special Condition: High Base Condition BGM:BGM23 Preview sound: 1st line preview sound H1, 1st line preview sound H2 Volume value display: Volume display
[0077] [Feature 69] [Difference between player and store clerk volume settings] [BGM reach sound] [High bass] The gaming machine with feature 69 is A gaming machine for playing games, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated in a scene in which background music and a ready sound are output in the special state, the output volumes of the background music and the ready sound are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene in which the BGM and the reach sound are output in the special state, the output volumes of the BGM and the reach sound are changed and the confirmation sound is not output; The display means When the player volume adjustment operation means is operated in a scene in which the BGM and the reach sound are output in the special state, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the BGM and the reach sound are output in the special state, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player's volume adjustment operation means (volume button) is operated, the output volume of the background music and reach sound in the special state being output changes, a confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player's volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 189, Figure 190 Special Condition: High Base Condition BGM:BGM24 Reach sound: Reach completion sound H1, Reach completion sound H2 Volume value display: Volume display
[0078] [Feature 70] [Difference between player and store clerk volume settings] [BGM button appearance sound] [High bass] The gaming machine with 70 features is A gaming machine for playing games, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, It is possible to execute an action promotion effect that encourages the player to take an action, By performing an action corresponding to the action prompting performance, a post-action performance can be executed, The sound output means It is possible to output a motion prompting sound corresponding to the motion prompting performance, When the player volume adjustment operation means is operated in a scene in which the background music and the action prompting sound are output in the special state, the output volumes of the background music and the action prompting sound are changed and a confirmation sound is output; In a scene in which the background music and the action prompting sound are output in the special state, when the store clerk volume adjustment operation means is operated, the output volumes of the background music and the action prompting sound are changed and the confirmation sound is not output; The display means In a scene in which the background music and the action prompting sound are output in the special state, when the player volume adjustment operation means is operated, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the action prompting sound are output in the special state, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and action prompting sound in the special state being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 192, Figure 193, Figure 195, Figure 196, Figure 198, Figure 199 Special Condition: High Base Condition Action promotion effect: High B button appearance effect, High B button press suggestion effect Post-action effect: After pressing the high B button BGM:BGM25 Operation prompt sound: Button forming sound H1, Button forming sound H2 Volume value display: Volume display
[0079] [Feature 71] [Difference between player and store clerk volume settings] [BGM button press sound] [High bass] The gaming machine with 71 features is A gaming machine for playing games, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, It is possible to execute an action promotion effect that encourages the player to take an action, By performing an action corresponding to the action prompting performance, a post-action performance can be executed, The sound output means When an action corresponding to the action prompting performance is performed, an action corresponding sound can be output, When the player volume adjustment operation means is operated in a scene in which the background music and the action-responsive sound are output in the special state, the output volumes of the background music and the action-responsive sound are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene in which the background music and the action-responsive sound are output in the special state, the output volumes of the background music and the action-responsive sound are changed and the confirmation sound is not output; The display means In a scene in which the background music and the action-responsive sound are output in the special state, when the player volume adjustment operation means is operated, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the action-responsive sound are output in the special state, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and action-responsive sounds in the special state being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 192, Figure 193, Figure 195, Figure 196, Figure 198, Figure 199 Special Condition: High Base Condition Action promotion effect: High B button appearance effect, High B button press suggestion effect Post-action effect: After pressing the high B button BGM:BGM26 Operation prompt sound: Press suggestion sound H1, Press suggestion sound H2, Press response sound H1, Press response sound H2 Volume value display: Volume display
[0080] [Feature 72] [Difference between player and store clerk volume settings] [BGM button press sound effect] [High bass] The gaming machine with 72 features is A gaming machine for playing games, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, It is possible to execute an action promotion effect that encourages the player to take an action, By performing an action corresponding to the action prompting performance, a post-action performance can be executed, The sound output means It is possible to output a post-action effect sound corresponding to the post-action effect, When the player volume adjustment operation means is operated in a scene in which the background music and the post-action sound effect are output in the special state, the output volumes of the background music and the post-action sound effect are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene in which the background music and the post-action sound effect are output in the special state, the output volumes of the background music and the post-action sound effect are changed, and the confirmation sound is not output; The display means In a scene in which the BGM and the post-action effect sound are output in the special state, when the player volume adjustment operation means is operated, a volume value display is displayed; In a scene where the background music and the post-action sound are output in the special state, when the store clerk volume adjustment operation means is operated, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and post-action effect sound in the special state being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 192, Figure 193, Figure 195, Figure 196, Figure 198, Figure 199 Special Condition: High Base Condition Action promotion effect: High B button appearance effect, High B button press suggestion effect Post-action effect: After pressing the high B button BGM:BGM27 Operation prompt sound: Big hit notification sound H3, Big hit notification sound H4 Volume value display: Volume display
[0081] [Feature 73] [Difference between player and store clerk volume settings] [BGM movement sounds] [High bass] The gaming machine with 73 features is A gaming machine for playing games, A movable body and state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means A movement sound corresponding to the movement of the movable body can be output, When the player volume adjustment operation means is operated in a scene in which the background music and the movable sound are output in the special state, the output volumes of the background music and the movable sound are changed and a confirmation sound is output; In a scene in which the background music and the movable sound are output in the special state, when the store clerk volume adjustment operation means is operated, the output volumes of the background music and the movable sound are changed and the confirmation sound is not output; The display means In a scene in which the background music and the movable sound are output in the special state, when the player volume adjustment operation means is operated, a volume value display is displayed; In a scene where the background music and the movable sound are output in the special state, when the store clerk volume adjustment operation means is operated, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and movable sounds in the special state being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 201, Figure 202 Special Condition: High Base Condition BGM:BGM28 Movable sound: Big hit notification sound H1, Big hit notification sound H2 Volume value display: Volume display
[0082] [Feature 74] [Difference between player and store clerk volume settings] [BGM advantageous state name notification sound] [High bass] The gaming machine with 74 features is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means It is possible to output an advantageous state name notification sound that notifies the name of the advantageous state, In a scene in which background music and the advantageous state name notification sound are output in the special state, when the player volume adjustment operation means is operated, the output volumes of the background music and the advantageous state name notification sound are changed and a confirmation sound is output; In a scene in which the background music and the advantageous state name notification sound are output in the special state, when the store clerk volume adjustment operation means is operated, the output volumes of the background music and the advantageous state name notification sound are changed, and the confirmation sound is not output; The display means In a scene in which the BGM and the advantageous state name notification sound are output in the special state, when the player volume adjustment operation means is operated, a volume value display is displayed; In a scene in which the background music and the advantageous state name notification sound are output in the special state, when the store clerk volume adjustment operation means is operated, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player's volume adjustment operation means (volume button) is operated, the output volume of the background music and advantageous state name notification sound in the special state being output changes, a confirmation sound corresponding to the operation of the player's volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player's volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 204, Figure 205 Special Condition: High Base Condition BGM:BGM29 Advantageous state name notification sound: jackpot name notification sound H1, jackpot name notification sound H2 Volume value display: Volume display
[0083] [Feature 75] [Difference between player and store staff volume settings] [BGM: Big Winning Slot Sound] [High Bass] The 75 feature gaming machines are: A gaming machine that can be controlled to an advantageous state that is advantageous to a player, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means It is possible to output a grant sound corresponding to the game medium passing through a specific area during the advantageous state and game value being awarded, In a scene in which the background music and the additional sound are output in the advantageous state controlled in the special state, when the player volume adjustment operation means is operated, the output volumes of the background music and the additional sound are changed and a confirmation sound is output; In a scene in which the background music and the additional sound are output in the advantageous state controlled in the special state, when the store clerk volume adjustment operation means is operated, the output volumes of the background music and the additional sound are changed and the confirmation sound is not output; The display means In a scene in which the BGM and the additional sound are output in the advantageous state controlled in the special state, when the player volume adjustment operation means is operated, a volume value display is displayed; In a scene where the BGM and the additional sound are output in the advantageous state controlled in the special state, when the volume adjustment operation means for the store clerk is operated, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and added sounds in the advantageous state controlled in the special state being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figure 207, Figure 208 Special Condition: High Base Condition BGM:BGM30 Added sound: Attacker winning sound H1, Attacker winning sound H2 Volume value display: Volume display
[0084] [Feature 76] [Difference between player and store clerk volume settings] [BGM over-the-top winning sound] [High bass] The gaming machine with 76 features is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the number of times that the game medium passes through the specific area during the advantageous state exceeds a specified number, a sound indicating that the specified number has been exceeded can be output. In a scene in which background music and the prescribed number excess sound are output in the advantageous state controlled in the special state, when the player volume adjustment operation means is operated, the output volumes of the background music and the prescribed number excess sound are changed and a confirmation sound is output; In a scene in which the BGM and the prescribed number excess sound are output in the advantageous state controlled in the special state, when the store clerk volume adjustment operation means is operated, the output volumes of the BGM and the prescribed number excess sound are changed and the confirmation sound is not output; The display means In a scene in which the BGM and the prescribed number excess addition sound are output in the advantageous state controlled in the special state, when the player volume adjustment operation means is operated, a volume value display is displayed; In a scene in which the background music and the predetermined number excess sound are output in the advantageous state controlled in the special state, when the store clerk volume adjustment operation means is operated, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and the sound of exceeding the specified number in the advantageous state controlled during the special state being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are executed appropriately, thereby providing a suitable gaming environment. Corresponding drawings: Figure 210, Figure 211 Special Condition: High Base Condition BGM:BGM31 Sounds given when the specified number is exceeded: Over-winning sound H1, Over-winning sound H2 Volume value display: Volume display
[0085] [Feature 77] [Difference between player and store clerk volume settings] [BGM acquisition notification sound] [High bass] The gaming machine with 77 features is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the amount of awarded game value reaches a predetermined amount during the advantageous state, an arrival sound can be output; In a scene in which the background music and the arrival sound are output in the advantageous state controlled in the special state, when the player volume adjustment operation means is operated, the output volumes of the background music and the arrival sound are changed and a confirmation sound is output; In a scene in which the background music and the arrival sound are output in the advantageous state controlled in the special state, when the store clerk volume adjustment operation means is operated, the output volumes of the background music and the arrival sound are changed and the confirmation sound is not output; The display means In a scene in which the BGM and the arrival sound are output in the advantageous state controlled in the special state, when the player volume adjustment operation means is operated, a volume value display is displayed; When the store clerk volume adjustment operation means is operated in a scene where the background music and the arrival sound are output in the advantageous state controlled in the special state, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and arrival sound in the advantageous state controlled in the special state being output changes, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 213, Figure 214 Special Condition: High Base Condition BGM:BGM32 Arrival sound: Exceeded alarm sound H1, Exceeded alarm sound H2 Volume value display: Volume display
[0086] [Feature 78] [Difference between player and store clerk volume settings] [BGM special status name notification sound] [High bass] The gaming machine with 78 features is A gaming machine for playing games, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means a special state name notification sound for notifying the name of the special state can be output; In a scene in which background music and the special state name notification sound are output in the advantageous state controlled in the special state, when the player volume adjustment operation means is operated, the output volumes of the background music and the special state name notification sound are changed and a confirmation sound is output; In a scene in which the background music and the special state name notification sound are output in the advantageous state controlled in the special state, when the store clerk volume adjustment operation means is operated, the output volumes of the background music and the special state name notification sound are changed and the confirmation sound is not output; The display means a volume value display is displayed when the player volume adjustment operation means is operated in a scene in which the background music and the special state name notification sound are output in the advantageous state controlled in the special state; When the store clerk volume adjustment operation means is operated in a scene where the background music and the special state name notification sound are output in the advantageous state controlled in the special state, the volume value display is not displayed. It is characterized by the following. According to this feature, when the player volume adjustment operation means (volume button) is operated, the output volume of the background music and special state name notification sound changes in a controlled advantageous state in the special state being output, a confirmation sound corresponding to the operation of the player volume adjustment operation means (volume button) is output, and a volume value display corresponding to the operation of the player volume adjustment operation means (volume button) is displayed, so that various effects corresponding to the player's active operation are accurately executed, thereby providing a suitable gaming environment. Corresponding drawings: Figure 216, Figure 217 Special Condition: High Base Condition BGM:BGM33 Special state name notification sound: Transition notification sound H1, Transition notification sound H2 Volume value display: Volume display
[0087] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described below.
[0088] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0089] Incidentally, the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Incidentally, variations also include the display of a certain symbol in a flashing manner. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Incidentally, variable display may also be expressed as variable display or variation.
[0090] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." It is to be noted that there may be only one type of special symbol display device that variably displays the special symbol.
[0091] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.
[0092] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display.
[0093] In addition, a display area 5S is provided in the upper left corner of the display screen (display area) of the image display device 5 for displaying the first reserved memory number (for example, the number "0"), the second reserved memory number (for example, the number "4") and small patterns corresponding to the decorative pattern, and the small patterns are displayed variably in response to the variable display of the decorative pattern.
[0094] In addition, the first reserved memory number, second reserved memory number, reserved display, small symbol, error display (not shown) indicating an error state that has occurred in the pachinko game machine 1, right-hit notification image that encourages the player to perform a right-hit operation, and remaining time-saving display that indicates the number of remaining time-saving times may be displayed in front of (higher layer than) the performance images (object images) such as characters, thereby preventing the performance images from overlapping and reducing the visibility of the first reserved memory number, second reserved memory number, small symbol and error display, while the decorative symbol may be displayed behind (lower layer than) the performance images, thereby preventing the decorative symbol from overlapping and reducing the visibility of the performance images.
[0095] The small symbol is also referred to as the fourth symbol. The fourth symbol is a symbol indicating that the special symbols (first special symbol, second special symbol) are being variably displayed. It is variably displayed by a constant operation in a manner that is always visible on a display device such as the image display device 5. The variably displayed fourth symbol allows the player to recognize whether the decorative symbol is currently being variably displayed, even if the decorative symbol is difficult to recognize, such as when the effect content, including the variably displayed decorative symbol, momentarily disappears from the screen or when the movable body 32 completely or partially covers the screen of the image display device 5. The effect control CPU 120, upon receiving the first variable display start command, operates the image display device 5 to variably display the fourth symbol corresponding to the first special symbol. Furthermore, upon receiving the second variable display start command, the effect control CPU 120 operates the image display device 5 to variably display the fourth symbol corresponding to the second special symbol.
[0096] The lower part of the screen of the image display device 5 is provided with display areas (special symbol pending memory display area 5U, active display area 5F) for displaying pending displays corresponding to variable displays whose execution is pending and active displays corresponding to variable displays currently being executed. The pending displays and active displays are collectively referred to as variable display-compatible displays corresponding to variable displays. In this embodiment, a special symbol pending memory display area 5U is provided that is common to the first and second special symbols. However, a first special symbol pending memory display area in which a first pending display representing a variable display whose execution of the first special symbol is pending is displayed, and a second special symbol pending memory display area in which a second pending display representing a variable display whose execution of the second special symbol is pending may also be provided separately. In this embodiment, the special symbol pending memory display area 5U is a display area that displays a pending display corresponding to the first special symbol when the game is in a normal state, and a display area that displays a pending display corresponding to the second special symbol when the game is in a time-saving state or a probability variable state. Furthermore, the active display area 5F is a display area that displays an active display corresponding to the first special symbol when the game state is in the normal state, and is a display area that displays an active display corresponding to the second special symbol when the game state is in the time-saving state or the special state.
[0097] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0098] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0099] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0100] The variable winning ball device 6B (a normal electric device) forms a second start winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 2). The variable winning ball device 6B, for example, includes an electric device with a movable piece that can be opened and closed. When the solenoid 81 is in the off state, the movable piece is in an upright position, thereby creating a closed state in which game balls cannot enter the second start winning opening (also referred to as the second start winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable winning ball device 6B is in a tilted position, thereby creating an open state in which game balls can enter the second start winning opening (also referred to as the second start winning opening being in an open state). When a game ball enters the second start winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B is not limited to the above, as long as it can be changed between a closed state and an open state.
[0101] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0102] Between the winning ball device 6A and the variable winning ball device 6B are provided a first special variable winning ball device 7A and a second special variable winning ball device 7B, each having a large winning opening. The first special variable winning ball device 7A has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 2), and forms a first large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door, and the second special variable winning ball device 7B has a large winning opening door that is driven to open and close by a solenoid 83 (see Figure 2), and forms a second large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door.
[0103] In the first special variable winning ball device 7A, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the first large prize opening, and game balls cannot enter (pass through) the first large prize opening. On the other hand, in the first special variable winning ball device 7A, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the first large prize opening, and game balls can easily enter the first large prize opening.
[0104] Similarly, in the second special variable winning ball device 7B, when the solenoid 83 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the second large prize opening, preventing game balls from entering (passing through) the second large prize opening. On the other hand, in the second special variable winning ball device 7B, when the solenoid 83 for the large prize opening door is in the on state, the large prize opening door opens the second large prize opening, making it easier for game balls to enter the second large prize opening.
[0105] A gaming ball that enters the first large prize opening is detected by a first count switch 23 (see FIG. 2), and a gaming ball that enters the second large prize opening is detected by a second count switch 24 (see FIG. 2). When a gaming ball is detected by the first count switch 23 or the second count switch 24, that is, when a gaming ball enters the large prize opening, a predetermined number of gaming balls (for example, 15) are paid out as prize balls. When a gaming ball enters the large prize opening, more prize balls are paid out than when a gaming ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0106] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0107] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, at the lower left of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and variably displays normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0108] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0109] A normal symbol hold indicator 25C is provided below the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0110] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0111] In addition, the game area in this embodiment is composed of a left game area 2L, which is an area formed to the left of the image display device 5, where game balls can flow down and enter the general winning port 10 and the first starting winning port formed by the winning ball device 6A, and a right game area 2R, which is an area formed to the right of the image display device 5, where game balls can flow down and enter the second starting winning port formed by the variable winning ball device 6B and the first large winning port and second large winning port formed by the special variable winning ball device 7, and can pass through the passing gate 41.
[0112] In addition, the normal state in this embodiment is a game state in which the player mainly shoots game balls toward the left game area 2L, and the time-saving state, special mode state, and jackpot game state in this embodiment are game states in which the player shoots game balls toward the right game area 2R.
[0113] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and side lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area, and a button lamp 9e is provided below the gaming board 2. The main lamp 9a, side lamps 9b, and button lamps 9e provided in the gaming machine frame 3 are also referred to as "frame lamps."
[0114] A movable body 32 that operates according to the effects is provided at a predetermined position on the gaming board 2 (above the image display device 5 in FIG. 1), and a movable body lamp 9d is provided on the movable body 32. An attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2, and a decorative lamp 9f is provided on the left side of the gaming board 2. The attacca lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the gaming board 2 are also referred to as "board lamps." The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f may be collectively referred to as the game effect lamp 9. The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f are each configured to include an LED. The various lamps will be described later.
[0115] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.
[0116] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray from which prize balls are paid out when the upper tray is full.
[0117] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).
[0118] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0119] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0120] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).
[0121] In this normal game, if a specific normal symbol (a normal winning symbol) is stopped and displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is stopped and displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).
[0122] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0123] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0124] Furthermore, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a predetermined upper limit number (for example, 4).
[0125] In special game games, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol differs depending on the type of jackpot described below) is displayed as a confirmed special symbol, it is a "jackpot," and if a special symbol other than the jackpot symbol (a losing symbol, for example, "-") is displayed as a confirmed special symbol, it is a "miss."
[0126] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.
[0127] In the jackpot game state, the first and second large prize openings formed by the special variable prize ball device 7 are opened in a predetermined manner. This open state continues until either a predetermined period (e.g., 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize openings reaches a predetermined number (e.g., 9), whichever comes first. The predetermined period is the maximum period during which the large prize openings can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize openings are opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (e.g., 10 times, 6 times, etc.) is reached.
[0128] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.
[0129] In addition, a jackpot type is set for a "jackpot." For example, there are prepared a plurality of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. As the jackpot type, there may be provided a jackpot type in which many prize balls can be obtained, a jackpot type in which few prize balls can be obtained, or a jackpot type in which almost no prize balls can be obtained.
[0130] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0131] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0132] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0133] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).
[0134] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).
[0135] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.
[0136] In this embodiment, the large prize entry port that opens in a specific round (for example, the 6th round) differs depending on the type of jackpot, and in the type of jackpot in which the second prize entry port opens in that specific round, the game ball enters the second large prize entry port, that is, the game state is controlled to a high probability, high base state after the jackpot game ends based on the detection by the second count switch 24.
[0137] (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may also be performed using audio output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or any other effect device including some or all of these.
[0138] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).
[0139] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.
[0140] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.
[0141] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0142] When the display result of the special symbol game is a "miss," the state of the variable display of the decorative symbol does not become a reach state, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative symbol becomes a reach state, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").
[0143] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0144] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.
[0145] During the jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. As the jackpot effect, an effect to notify the player of the number of rounds or an improvement effect to indicate that the value of the jackpot gaming state is increasing may be executed.
[0146] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).
[0147] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards, such as a payout control board, an information terminal board, and a launch control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.
[0148] A power switch 91 is connected to the power supply board 17, and by operating the power switch 91 (turning it on), power from an AC power source such as an external power source such as a commercial power supply, such as AC 100V, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0149] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0150] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106.
[0151] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.
[0152] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0153] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0154] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), first count switch 23, second count switch 24) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0155] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch 92 provided on the power supply board 17.
[0156] The output circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 or the solenoids 82 and 83) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoids 82 and 83 for the big prize opening door.
[0157] The pachinko gaming machine 1 in this embodiment is also provided with a payout control board (not shown). The payout control board is connected to a payout device that is driven to pay out a predetermined number of game balls (for example, 3, 5, 10, 15, etc.) to a player based on the receipt of a payout signal, and a game ball detection sensor that is provided in a payout passage through which the game balls paid out by the payout device pass, and is capable of stopping the operation of the payout device according to the state of the game ball detection signal received from the game ball detection sensor.
[0158] In addition, a handle sensor for detecting the amount of operation by the player and a touch ring (touch sensor) for detecting that the player is gripping the ball-hitting operation handle 30 are connected to the payout control board, and based on signals input from these sensors, the payout control board controls a launching device capable of launching game balls onto the game board 2. In addition, a signal indicating whether or not the touch ring is detected and a signal indicating that a game ball has been launched by the launching device are input from the payout control board to the game control microcomputer 100 of the main board 11.
[0159] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0160] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.
[0161] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0162] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0163] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0164] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0165] The display control unit 123, based on an instruction to execute a performance from the performance control CPU 120, supplies the image display device 5 with a video signal corresponding to the performance to be executed, thereby displaying a performance image on the image display device 5. The display control unit 123 also performs display processing to output image data in the display image creation area of the VRAM area specified by the display register as a video signal. In this embodiment, the display image creation area and the drawing area are switched for each V blank. Therefore, drawing is performed in the area assigned as the drawing area in one V blank, and then switched to the display image creation area in the next V blank, so that the image data drawn in the previous V blank is displayed and output, while drawing is performed in the other area during that time.
[0166] 3, the display control unit 123 generates an image to be displayed on the image display device 5 by superimposing (compositing) a plurality of layers, and therefore the VRAM area is provided with a layer image drawing area for drawing and arranging the images of each layer, and a display image creation area for further superimposing (compositing) the images drawn and arranged in each layer image drawing area to generate an image to be displayed on the image display device 5. Note that each layer image drawing area has a concept of upper, middle, and lower, and the higher the layer image drawing area, the higher the display priority is set on the image display device 5, and the lower the layer image drawing area, the lower the display priority is set on the image display device 5.
[0167] As shown in FIG. 4, the VRAM area includes a layer 1 image drawing area for drawing and arranging a background image as an image of layer 1, a layer 2 image drawing area for drawing and arranging a decorative pattern as an image of layer 2, a layer 3 image drawing area for drawing and arranging an object image such as a character as an image of layer 3, a layer 4 image drawing area for drawing and arranging an enlargement effect image as an image of layer 4, which will be described later, a layer 5 image drawing area for drawing and arranging a decorative effect image as an image of layer 5, which will be described later, a layer 6 image drawing area for drawing and arranging a break precursor image (glass plate image, etc.) as an image of layer 6, and a glass plate image A as an image to be broken that is displayed in place of the glass plate image and a layer 7 image for drawing and arranging an image to be displayed when glass plate image A is broken. Layer 7 image drawing area for drawing and placing the fragment images that are generated by the above process, Layer 8 image drawing area for drawing and placing the operation effect image described later as the image of Layer 8, Layer 9 image drawing area for drawing and placing the whiteout image 003SG303 described later as the image of Layer 9, Layer 10 image drawing area for drawing and placing the operation prompt image described later as the image of Layer 10, Layer 11 image drawing area for drawing and placing the variable display compatible display (hold display and active display) as the image of Layer 11, Layer 12 image drawing area for drawing and placing the right-hit display and left-hit display images described later as the image of Layer 12, and Layer 13 image drawing area for drawing and placing the small pattern (4th pattern) as the image of Layer 13.
[0168] In this embodiment, the enlargement effect is an image that resembles (is similar to) the target image in each effect and is enlarged over time. The image has a higher transparency than the target image and gradually increases as the image enlarges (see Figures 83 to 97). In this embodiment, the decorative effect is an image that differs in shape from the target image in each effect and has the same transparency as the target image at least at the start of display (0% transparency) (see Figures 98 and 99). Furthermore, the development cost of the enlargement effect is lower than that of the decorative effect. Specifically, the creation of a decorative effect requires a certain amount of time because it requires the preparation of dedicated material data and then processing that material data appropriately. However, the enlargement effect can be created in a short period of time because it can be created by reusing material data for decorative patterns. In other words, the enlargement effect is an image that can effectively highlight a target image that you want to draw attention to, while requiring low development costs.
[0169] In this embodiment, it is possible to generate an image to be displayed on the display screen of the image display device 5 by superimposing the images drawn and arranged in these layer 1 image drawing area to layer 13 image drawing area. Also, as shown in Figures 4 and 5, the image drawn in the layer 1 image drawing area is set to have the lowest display priority, the image drawn in the layer 2 image drawing area is set to have a higher display priority than the image drawn in the layer 1 image drawing area, the image drawn in the layer 3 image drawing area is set to have a higher display priority than the image drawn in the layer 2 image drawing area, the image drawn in the layer 4 image drawing area is set to have a higher display priority than the image drawn in the layer 3 image drawing area, the image drawn in the layer 5 image drawing area is set to have a higher display priority than the image drawn in the layer 4 image drawing area, the image drawn in the layer 6 image drawing area is set to have a higher display priority than the image drawn in the layer 5 image drawing area, and the image drawn in the layer 7 image drawing area is set to have a higher display priority than the image drawn in the layer 6 image drawing area. images drawn in the Layer 8 image drawing area have a higher display priority than images drawn in the Layer 7 image drawing area, images drawn in the Layer 9 image drawing area have a higher display priority than images drawn in the Layer 8 image drawing area, images drawn in the Layer 10 image drawing area have a higher display priority than images drawn in the Layer 9 image drawing area, images drawn in the Layer 11 image drawing area have a higher display priority than images drawn in the Layer 10 image drawing area, images drawn in the Layer 12 image drawing area have a higher display priority than images drawn in the Layer 11 image drawing area, and images drawn in the Layer 13 image drawing area have a higher display priority than images drawn in the Layer 12 image drawing area.
[0170] That is, the image drawn in the layer 1 image drawing area is the image displayed at the lowest level in the image display device 5, the image drawn in the layer 2 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 1 image drawing area in the image display device 5, the image drawn in the layer 3 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 2 image drawing area in the image display device 5, the image drawn in the layer 4 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 3 image drawing area in the image display device 5, the image drawn in the layer 5 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 4 image drawing area in the image display device 5, the image drawn in the layer 6 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 5 image drawing area in the image display device 5, and the image drawn in the layer 7 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 6 image drawing area in the image display device 5. an image drawn in the layer 8 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 7 image drawing area in the image display device 5; an image drawn in the layer 9 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 8 image drawing area in the image display device 5; an image drawn in the layer 10 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 9 image drawing area in the image display device 5; an image drawn in the layer 11 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 10 image drawing area in the image display device 5; an image drawn in the layer 12 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 11 image drawing area in the image display device 5; and an image drawn in the layer 13 image drawing area is an image that is displayed at the topmost level in the image display device 5.
[0171] The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the lamp on / off mode) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0172] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0173] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.
[0174] Furthermore, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0175] The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0176] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0177] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.
[0178] FIG. 6(A) is an explanatory diagram showing an example of the contents of a performance control command used in this embodiment. The performance control command is, for example, two bytes in length, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "0," and the first bit of the EXT data is set to "0." Note that the command format shown in FIG. 6(A) is merely an example, and other command formats may also be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.
[0179] In the example shown in FIG. 6(A), command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variable pattern specification command that specifies the variable pattern (variable display time (variable display time)) of decorative symbols (also called effect symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5 in response to the variable display of special symbols in the special symbol game. Here, XXH represents an unspecified hexadecimal number and may be any value set according to the instructions of the effect control command. Note that the variable pattern specification command sets different EXT data depending on the specified variable pattern, etc.
[0180] Command 8CXXH is a variable display result specification command, which is a presentation control command that specifies variable display results such as special symbols, decorative symbols, etc. In the variable display result specification command, different EXT data is set depending on the determination result (predetermined result) of whether the variable display result (also called variable display result) is a "miss" or a "jackpot," and the determination result of which of several types of jackpot type will be used if the variable display result is a "jackpot" (jackpot type determination result), for example, as shown in Figure 6(B).
[0181] For example, as shown in FIG. 6(B), in the variable display result designation command, command 8C00H is a first variable display result designation command indicating a predetermined result that the variable display result will be "miss." Command 8C01H is a second variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "jackpot A." Command 8C02H is a third variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "jackpot B." Command 8C03H is a fourth variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "jackpot C."
[0182] Command 8F00H is a symbol determination command that specifies the stopping (determination) of the variation of decorative symbols in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5. Command 95XXH is a game state designation command that specifies the current game state of the pachinko gaming machine 1. In the game state designation command, different EXT data is set depending on the current game state of the pachinko gaming machine 1, for example. As a specific example, command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state), and command 9502H is a third game state designation command corresponding to a game state in which time-saving control and probability variable control are performed (high probability high base state, probability variable state). In addition, the high probability high base state may be simply referred to as the "probability change state."
[0183] Command A0XXH is a start-of-jackpot command (also called a "fanfare command") that specifies the display of an effect image indicating the start of a jackpot game. Command A1XXH is a large prize opening notification command that notifies the player that the large prize opening is in an open state during a jackpot game. Command A2XXH is a large prize opening post-opening notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game. Command A3XXH is a end-of-jackpot command that specifies the display of an effect image at the end of a jackpot game.
[0184] In the hit start designation command and the hit end designation command, different EXT data may be set according to the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result designation command. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the large prize opening notification command and the large prize opening after opening notification command, for example, different EXT data is set according to the number of rounds executed in the jackpot state (for example, "0" to "10") described later.
[0185] Command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established, based on the occurrence of a start winning (first start winning) when a gaming ball that has passed through (entered) the first start port formed by the winning ball device 6A is detected by the first start port switch 22A. Command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established, based on the occurrence of a start winning (second start winning) when a gaming ball that has passed through (entered) the second start port formed by the variable winning ball device 6B is detected by the second start port switch 22B. Command B300H is a large prize opening entry designation command that notifies that 15 prize balls will be paid out based on the fact that a game ball that has passed through (entered) the first large prize opening or the second large prize opening of the special variable prize ball device 7 is detected by the first count switch 23 or the second count switch 24 and a prize has been won.
[0186] Command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the number of reserved special symbols can be specified. Command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the number of reserved special symbols can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a first start port entry designation command is transmitted, for example, based on the first start condition being met when a gaming ball passes (enters) the first start port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a second start port entry designation command is transmitted, for example, based on the second start condition being met when a gaming ball passes (enters) the second start port. In addition, the first pending memory number notification command and the second pending memory number notification command may be sent in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the pending memory number decreases).
[0187] Commands C4XXH and C6XXH are presentation control commands (commands specifying the result of judgment at the time of winning) that indicate the content of the judgment result at the time of winning. Of these, command C4XXH is a design specification command that indicates the result of judgment at the time of winning, whether the variable display result will be a "jackpot" or not, and the type of jackpot (probable win, non-probable win, or sudden probability win). Furthermore, command C6XXH is a variation category command that indicates the result of judgment at the time of winning, that is, whether the random number value for determining the variation pattern will be a "non-reach," "super reach," or "other (normal reach)."
[0188] Instead of the first reserved memory number notification command or the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be sent. In other words, a total reserved memory number notification command may be used to notify an increase (or decrease) in the total reserved memory number.
[0189] Command D000H is a V entry notification command for notifying that a gaming ball has entered the second large entry port during a jackpot game, that is, that a gaming ball has been detected by the second count switch 24. Hereinafter, in this embodiment, the detection of a gaming ball by the second count switch 24 during a jackpot game may be referred to as a "V entry." In this embodiment, "V entry" refers to the execution of both time-saving control and probability variable control in the high base state after the end of the jackpot game in which the entry occurred (being controlled to a high probability high base state).
[0190] Command 9F00H is a customer waiting demonstration display designation command for designating the execution of a customer waiting demonstration display (customer waiting demonstration).
[0191] 6(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning slot, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of variable display times for which the probability variable control or time-saving control is executed, etc. may be provided.
[0192] 7 is an explanatory diagram illustrating an example of random number values counted on the main board 11. As shown in FIG. 7, on the main board 11, the following numerical data are controlled to be countable: a random number value MR1 for determining the special symbol display result, a random number value MR2 for determining the type of jackpot, a random number value MR3 for determining the type of variation pattern, a random number value MR4 for determining the variation pattern, a random number value MR5 for determining the normal symbol display result, and a random number value MR6 for determining the initial value of the random number value MR5. Note that random number values other than these may be used to enhance the gaming effect. Such random numbers used to control the progress of the game are also called gaming random numbers.
[0193] The random number circuit 104 may count the numerical data indicating some or all of these random number values MR1 to MR6. The CPU 103 may count the numerical data indicating some of the random number values MR1 to MR6 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown).
[0194] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the game state to a jackpot by treating the variable display result of a special symbol or the like in a special symbol game as a "jackpot," and takes a value in the range of, for example, "0" to "65536." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type as either "jackpot A," "jackpot B," or "jackpot C" when the variable display result is a "jackpot," and takes a value in the range of, for example, "0" to "99."
[0195] The random number value MR3 for determining the type of variation pattern is a random number value used to determine the type of variation pattern in the variable display of special patterns and decorative patterns as either "non-reach," "normal reach," or "super reach," and takes a value in the range of "0" to "4095," for example.
[0196] The random number value MR4 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns to one of several types prepared in advance, and takes a value in the range of "0" to "255", for example.
[0197] The random number value MR5 for determining the normal symbol display result is a random number value used to determine whether the variable display result in the normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.
[0198] The random number value MR6 for determining the MR initial value is a random number value used to determine the initial value of the random number value MR5, and takes a value in the range of "3" to "13", for example.
[0199] 8 shows an example of the configuration of the display result determination table stored in the ROM 101. In the present embodiment, a common display result determination table is used for the first special symbol and the second special symbol, but the present invention is not limited to this, and individual display result determination tables may be used for the first special symbol and the second special symbol.
[0200] The display result determination table is a table that is referenced to determine whether or not to control the variable display result into a jackpot game state as a "jackpot" based on a random number value MR1 for determining the special pattern display result before a confirmed special pattern that is a variable display result is derived and displayed in a special pattern game using the first special pattern by the first special pattern display device 4A or a special pattern game using the second special pattern by the second special pattern display device 4B.
[0201] In the display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state) or a special chart state (high probability state).
[0202] In the display result determination table, table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to set the special symbol display result as a "jackpot" and control it to a jackpot gaming state. In the display result determination table, when the gaming state is a probability variable state (high probability state), more determination values are assigned to the special symbol display result of "jackpot" than when it is in a normal state or a time-saving state (low probability state). As a result, the probability that the pachinko gaming machine 1 determines that the special symbol display result is a "jackpot" and controls it to a jackpot gaming state is higher (approximately 1 / 30 in this embodiment) than the probability that it determines that the special symbol display result is a "jackpot" and controls it to a jackpot gaming state when it is in a time-saving state (low probability state) (approximately 1 / 300 in this embodiment). In other words, in the display result determination table, determination data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.
[0203] 9A shows an example of the configuration of a jackpot type determination table stored in ROM 101. The jackpot type determination table in this embodiment is a table that is referenced to determine one of a plurality of jackpot types based on the random number value MR2 for jackpot type determination when it is determined that the special symbol display result is a "jackpot" and that the jackpot game state is to be controlled. In the jackpot type determination table, a number (determination value) that is compared with the random number value MR2 for jackpot type determination is assigned to a plurality of jackpot types, such as "jackpot A," "jackpot B," and "jackpot C," depending on whether the special symbol that is variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).
[0204] Here, the types of jackpots in this embodiment will be explained using Figure 9 (B). In this embodiment, the types of jackpots are jackpot A, jackpot B, and jackpot C, for which time-saving control is executed for a maximum of 100 variable displays after the end of the jackpot gaming state. In addition, these jackpots A, jackpot B, and jackpot C are also jackpots for which probability variable control is executed for a maximum of 100 variable displays after the end of the jackpot gaming state by the game ball entering the second large winning slot (so-called V entry) in the sixth round of the jackpot gaming state.
[0205] The jackpot game state resulting from "Jackpot A" is a jackpot game state (6 rounds and a jackpot where V cannot be won) in which rounds that change the first large prize entry port to an open state advantageous to the player are repeated 6 times in rounds 1 to 6; the jackpot game state resulting from "Jackpot B" is a jackpot game state (6 lands and a jackpot where V can be won) in which the first large prize entry port is changed to an open state advantageous to the player in rounds 1 to 5, while the second large prize entry port is changed to an open state advantageous to the player in round 6; and the jackpot game state resulting from "Jackpot C" is a jackpot game state (10 lands and a jackpot where V can be won) in which the first large prize entry port is changed to an open state advantageous to the player in rounds 1 to 5 and rounds 7 to 10, while the second large prize entry port is changed to an open state advantageous to the player in round 6.
[0206] In this embodiment, at least the time-saving control is executed after the jackpot game state ends, and if a jackpot occurs while the time-saving control is being executed, the time-saving control (and the special rate control) is executed again after the jackpot game state ends, resulting in a so-called consecutive jackpot state in which the jackpot game state occurs continuously without going through the normal state.
[0207] In this embodiment, an example is given in which there are three types of jackpots, jackpot A to jackpot C, but the present invention is not limited to this, and there may be two or less types of jackpots, or four or more types of jackpots.
[0208] 9(A), in the jackpot type determination table, the allocation of determination values to the jackpot types of "jackpot A," "jackpot B," and "jackpot C" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. In other words, when the variably displayed special chart is the first special chart, a predetermined range of determination values (values in the range of "0" to "49") is assigned to the jackpot types of "jackpot A" and "jackpot B" with fewer rounds, while when the variably displayed special chart is the second special chart, no determination value is assigned to the jackpot types of "jackpot A" and "jackpot B." By setting it this way, when determining the jackpot type as one of a plurality of types in a special game using the first special symbol by the first special symbol display device 4A, and when determining the jackpot type as one of a plurality of types in a special game using the second special symbol by the second special symbol display device 4B, the proportion of the jackpot type determined as a "jackpot A" or "jackpot B" with a small number of rounds can be made different. In particular, in a special game using the second special symbol, the jackpot type is not determined to be "jackpot A" or "jackpot B" with a small number of rounds, so that, for example, in a game state where game balls are likely to enter the second start winning hole formed by the variable winning ball device 6B due to the high opening control accompanying the time-saving control, frequent occurrence of a jackpot state with a small number of prize balls can be avoided, thereby preventing a decrease in game interest.
[0209] 10 and 11 are explanatory diagrams showing specific examples of the fluctuation patterns in this embodiment. The fluctuation patterns in this embodiment are roughly divided into a loss fluctuation pattern in which the variable display result is a loss and a jackpot fluctuation pattern in which the variable display result is a jackpot.
[0210] As shown in Figure 10, the miss fluctuation patterns can be broadly divided into a non-reach miss fluctuation pattern in which no reach performance is executed and a miss occurs (fluctuation pattern type: non-reach fluctuation pattern), a normal reach fluctuation pattern in which a normal reach reach performance is executed and a miss occurs (fluctuation pattern type: normal reach fluctuation pattern), a low base weak super reach fluctuation pattern in which a low base weak super reach A reach performance or a low base weak super reach B reach performance is executed in a normal state (low base state) and a miss occurs (fluctuation pattern type: low base weak super reach fluctuation pattern), a low base strong super reach A fluctuation pattern in which a low base strong super reach A reach performance is finally executed in a normal state (low base state) and a miss occurs (fluctuation pattern type: low base strong super reach A fluctuation pattern), and a low base strong super reach B fluctuation pattern in which a low base strong super reach B reach performance is finally executed and a miss occurs in a normal state (low base state) (fluctuation pattern type: low base strong super reach B fluctuation pattern). Fluctuation pattern of low base strong Super Reach B in which the reach performance of low base strong Super Reach C is finally executed in normal state (low base state) and results in a miss (fluctuation pattern type: low base strong Super Reach C fluctuation pattern); Fluctuation pattern of low base strongest Super Reach in which the reach performance of low base strongest Super Reach is finally executed in normal state (low base state) and results in a miss (fluctuation pattern type: low base strongest Super Reach fluctuation pattern); Fluctuation pattern of high base Super Reach A in which the reach performance of high base Super Reach A is finally executed and results in a miss in time-saving state or probability variable state (high base state) (fluctuation pattern type: high base Super Reach A fluctuation pattern); Fluctuation pattern of high base Super Reach B in which the reach performance of high base Super Reach B is finally executed and results in a miss in time-saving state or probability variable state (high base state) (fluctuation pattern type: high base Super Reach B fluctuation pattern);In the time-saving state or the probability variable state (high base state), a high base super reach C fluctuation pattern (fluctuation pattern type is high base super reach C fluctuation pattern) is provided in which the reach performance of the high base super reach C is finally executed and results in a miss, and in the time-saving state or the probability variable state (high base state), a high base super reach D fluctuation pattern (fluctuation pattern type is high base super reach D fluctuation pattern) is provided in which the reach performance of the high base super reach D is finally executed and results in a miss.
[0211] There are four types of fluctuation patterns for non-reach fluctuation patterns: PA1-1, in which the special chart fluctuation time is 12000 ms and no reach performance is executed when the number of reserved memories of the target special chart for variable display is two or less in normal state; PA1-2, in which the special chart fluctuation time is 5000 ms and no reach performance is executed when the number of reserved memories of the target special chart for variable display is three in normal state; PA1-3, in which the special chart fluctuation time is 2000 ms and no reach performance is executed during time-saving control (time-saving state or special variable state); and PA1-4, in which the special chart fluctuation time is 8000 ms and no reach performance is executed during time-saving control (time-saving state or special variable state).
[0212] There are three types of fluctuation patterns for the normal reach fluctuation pattern type: PA2-1A, where the special chart fluctuation time is 20,000 ms and the normal reach reach performance is executed resulting in a miss; PA2-1B, where the special chart fluctuation time is 35,000 ms and the normal reach reach performance is executed after one pseudo consecutive performance is executed resulting in a miss; and PA2-1C, where the special chart fluctuation time is 50,000 ms and the normal reach reach performance is executed after two pseudo consecutive performances are executed resulting in a miss.
[0213] The fluctuation patterns for the low base weak super reach type are PA2-2, in which the special chart fluctuation time is 73,000 ms, and after two pseudo consecutive performances are executed, a normal reach reach performance and a low base weak super reach A reach performance are executed, resulting in a miss; and PA2-3, in which the special chart fluctuation time is 83,000 ms, and after two pseudo consecutive performances are executed, a normal reach reach performance and a low base weak super reach B reach performance are executed, resulting in a miss.
[0214] The fluctuation pattern type of low base strong super reach A is 103,000 ms, which is the special chart fluctuation time of 93,000 ms plus the miss notification period of 10,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, the low base strong super reach A reach performance is executed and it is a miss, PA2-4, and the special chart fluctuation time is 113,000 ms, which is the special chart fluctuation time of 103,000 ms plus the miss notification period of 10,000 ms. There are three types of variation patterns: PA2-5, in which two pseudo consecutive performances, a normal reach performance, and a low base weak super reach B reach performance are executed, followed by a low base strong super reach A reach performance, resulting in a miss; and PA2-6, in which the special chart variation time is 40,000 ms plus the miss notification period of 10,000 ms, totaling 50,000 ms, in which a normal reach reach performance is executed, followed by a low base strong super reach A reach performance, resulting in a miss.
[0215] The fluctuation pattern type of low base strong super reach B is 118,000 ms, which is the special chart fluctuation time of 108,000 ms plus the miss notification period of 10,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, the low base strong super reach B reach performance is executed and it is a miss. PA2-7, the special chart fluctuation time is 113,000 ms plus the miss notification period of 10,000 ms, which is 123,000 ms. There are three types of variation patterns: PA2-8, in which two pseudo consecutive performances, a normal reach performance, and a low base weak super reach B reach performance are executed, followed by a low base strong super reach B reach performance, resulting in a miss; and PA2-9, in which the special chart variation time is 45,000 ms plus the miss notification period of 10,000 ms, totaling 55,000 ms, in which a normal reach reach performance is executed, followed by a low base strong super reach B reach performance, resulting in a miss.
[0216] The fluctuation pattern type of low base strong super reach C is 128,000 ms, which is the special chart fluctuation time of 118,000 ms plus the miss notification period of 10,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach C reach performance is executed and it is a miss, PA2-10, and the special chart fluctuation time is 133,000 ms, which is the special chart fluctuation time of 123,000 ms plus the miss notification period of 10,000 ms. There are three types of variation patterns: PA2-11, in which two pseudo consecutive performances, a normal reach performance, and a low base weak super reach B reach performance are executed, followed by a low base strong super reach C reach performance, resulting in a miss; and PA2-12, in which the special chart variation time is 50,000 ms plus the miss notification period of 10,000 ms, totaling 60,000 ms, in which a normal reach reach performance is executed, followed by a low base strong super reach C reach performance, resulting in a miss.
[0217] The fluctuation pattern type of the low base strongest super reach is 138,000 ms, which is the special chart fluctuation time of 128,000 ms plus the miss notification period of 10,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, the low base strongest super reach reach performance is executed and becomes a miss, PA2-13, and the special chart fluctuation time is 143,000 ms, which is the special chart fluctuation time of 133,000 ms plus the miss notification period of 10,000 ms. There are three types of variation patterns: PA2-14, in which two pseudo consecutive performances, a normal reach performance, and a low base weak super reach B reach performance are executed, followed by a low base strongest super reach reach performance, resulting in a miss; and PA2-15, in which the special chart variation time is 60,000 ms plus the miss notification period of 10,000 ms, totaling 70,000 ms, in which a normal reach reach performance is executed, followed by a low base strongest super reach reach performance, resulting in a miss.
[0218] For the variation pattern type of high base super reach A, there is one variation pattern PA2-16, in which the special chart variation time is 30,000 ms plus the miss notification period of 10,000 ms, for a total of 40,000 ms, and after the reach performance of normal reach is executed, the reach performance of high base super reach A is executed, resulting in a miss.For the variation pattern type of high base super reach B, there is one variation pattern PA2-17, in which the special chart variation time is 30,000 ms plus the miss notification period of 10,000 ms, for a total of 40,000 ms, and after the reach performance of normal reach is executed, the reach performance of high base super reach B is executed, resulting in a miss. The variation pattern type of high base super reach C is PA2-18, where the special chart variation time is 30,000 ms plus the miss notification period of 10,000 ms, for a total of 40,000 ms, and after the reach performance of normal reach is executed, the reach performance of high base super reach C is executed, resulting in a miss. The variation pattern type of high base super reach D is PA2-19, where the special chart variation time is 30,000 ms plus the miss notification period of 10,000 ms, for a total of 40,000 ms, and after the reach performance of normal reach is executed, the reach performance of high base super reach D is executed, resulting in a miss.
[0219] Also, as shown in Figure 11, as for the jackpot fluctuation patterns, similar to the miss fluctuation patterns, there are fluctuation patterns of the following types: low base strong super reach A, low base strong super reach B, low base strong super reach C, low base strongest super reach, high base super reach A, high base super reach B, high base super reach C, and high base super reach D.
[0220] More specifically, as shown in FIG. 11, the fluctuation pattern type of the low base strong super reach A is PB1-2, where the special chart fluctuation time is 93000 ms plus the jackpot notification period of 15000 ms, that is, 108000 ms, and after two pseudo consecutive performances, the normal reach reach performance, and the base weak super reach A reach performance are executed, and the low base strong super reach A reach performance is executed, resulting in a jackpot. There are three types of fluctuation patterns: PB1-3, which has a special chart fluctuation time of 18,000 ms, in which two pseudo consecutive performances, a normal reach performance, and a low base weak super reach B reach performance are executed, followed by a low base strong super reach A reach performance, resulting in a jackpot; and PB1-4, which has a special chart fluctuation time of 55,000 ms, which is the sum of 40,000 ms and the jackpot notification period of 15,000 ms, in which a normal reach reach performance is executed, followed by a low base strong super reach A reach performance, resulting in a jackpot.
[0221] The fluctuation pattern type is low base strong super reach B, the special chart fluctuation time is 108000ms plus 15000ms of the jackpot notification period, totaling 123000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach B reach performance is executed and a jackpot is reached. PB1-5, the special chart fluctuation time is 113000ms plus 15000ms of the jackpot notification period, totaling 128000ms. There are three types of fluctuation patterns: PB1-6, in which two pseudo consecutive performances, a normal reach performance, and a low base weak super reach B reach performance are executed, followed by a low base strong super reach B reach performance, resulting in a jackpot; and PB1-7, in which the special chart fluctuation time is 45,000 ms plus the jackpot notification period of 15,000 ms, totaling 60,000 ms, in which a normal reach reach performance is executed, followed by a low base strong super reach B reach performance, resulting in a jackpot.
[0222] The fluctuation pattern type is low base strong super reach C, the special chart fluctuation time is 118000ms plus 15000ms of the jackpot notification period, which is 133000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach C reach performance is executed and a jackpot is reached. PB1-8, the special chart fluctuation time is 123000ms plus 15000ms of the jackpot notification period, which is 138000ms. There are three types of fluctuation patterns: PB1-9, which has a special chart fluctuation time of 50,000 ms plus the jackpot notification period of 15,000 ms, and after two pseudo-consecutive effects, a normal reach reach effect, and a low base weak super reach B reach effect, a low base strong super reach C reach effect is executed, resulting in a jackpot; and PB1-10, which has a special chart fluctuation time of 65,000 ms, which is 50,000 ms plus the jackpot notification period of 15,000 ms, and after a normal reach reach effect, a low base strong super reach C reach effect is executed, resulting in a jackpot.
[0223] The fluctuation pattern type is the low base strongest super reach fluctuation pattern, the special chart fluctuation time is 128000ms plus 15000ms of the jackpot notification period, which is 143000ms, and after two pseudo consecutive performances, the normal reach reach performance and the low base weak super reach A reach performance are executed, the low base strongest super reach reach performance is executed and a jackpot is reached. PB1-11, the special chart fluctuation time is 133000ms plus 15000ms of the jackpot notification period, which is 148000ms. There are three types of fluctuation patterns: PB1-12, which has a special chart fluctuation time of 60,000 ms plus the jackpot notification period of 15,000 ms, and after two pseudo consecutive effects, a normal reach effect, and a low base weak super reach B effect, a low base strongest super reach effect is executed, resulting in a jackpot; and PB1-13, which has a special chart fluctuation time of 75,000 ms, which is 60,000 ms plus the jackpot notification period of 15,000 ms, and after a normal reach effect, a low base strongest super reach effect is executed, resulting in a jackpot.
[0224] The variation pattern type of high base super reach A is PB1-14, where the special chart variation time is 30,000 ms plus the jackpot notification period of 15,000 ms, for a total of 45,000 ms, and the high base super reach A reach performance is executed after the normal reach reach performance, resulting in a jackpot. The variation pattern type of high base super reach B is PB1-15, where the special chart variation time is 30,000 ms plus the jackpot notification period of 15,000 ms, for a total of 45,000 ms, and the high base super reach B reach performance is executed after the normal reach reach performance, resulting in a jackpot. The variation pattern type of high base super reach C is PB1-16, where the special chart variation time is 30,000 ms plus the jackpot notification period of 15,000 ms, for a total of 45,000 ms, and the high base super reach C reach performance is executed after the normal reach reach performance, resulting in a jackpot. The variation pattern type of high base super reach D is PB1-17, where the special chart variation time is 30,000 ms plus the jackpot notification period of 15,000 ms, for a total of 45,000 ms, and the high base super reach D reach performance is executed after the normal reach reach performance, resulting in a jackpot.
[0225] The judgment table stored in ROM101 includes a plurality of fluctuation pattern type judgment tables for determining the type of fluctuation pattern according to the game status and the variable display result, and a plurality of fluctuation pattern type judgment tables for determining the fluctuation pattern according to the fluctuation pattern determined in the fluctuation pattern type judgment table, the game status, the variable display result, and the number of reserved memories of special patterns that execute the variable display (number of reserved memories that are subject to variable display).
[0226] In this embodiment, a variation pattern type determination table is selected according to the game state and the variable display result. Next, the selected variation pattern type determination table is compared with the read random number value MR3 to determine the variation pattern type.
[0227] For example, if the game state is normal and the variable display result is a miss, the miss variation pattern type determination table A shown in Figure 12 (A) is selected, and the value of the miss variation pattern type determination table A is compared with the value of the random number value MR3 to determine the variation pattern type. If the value of the random number value MR3 is in the range of 0 to 3299, the fluctuation pattern type is determined to be "non-reach", if the value of the random number value MR3 is in the range of 3300 to 4053, the fluctuation pattern type is determined to be "normal reach", if the value of the random number value MR3 is in the range of 4054 to 4073, the fluctuation pattern type is determined to be "low base weak super reach", if the value of the random number value MR3 is in the range of 4074 to 4081, the fluctuation pattern type is determined to be "low base strong super reach A", if the value of the random number value MR3 is in the range of 4082 to 4089, the fluctuation pattern type is determined to be "low base strong super reach B", if the value of the random number value MR3 is in the range of 4090 to 4094, the fluctuation pattern type is determined to be "low base strong super reach C", and if the value of the random number value MR3 is in the range of 4095, the fluctuation pattern type is determined to be "low base strongest super reach".
[0228] In addition, if the game state is a time-saving state or a probability variable state and the variable display result is a miss, the miss variation pattern type determination table B shown in Figure 12 (B) is selected, and the value of the miss variation pattern type determination table B is compared with the value of the random number value MR3 to determine the variation pattern type. If the value of the random number value MR3 is in the range of 0 to 3849, the fluctuation pattern type is determined to be "non-reach", if the value of the random number value MR3 is in the range of 3850 to 4048, the fluctuation pattern type is determined to be "normal reach", if the value of the random number value MR3 is in the range of 4049 to 4066, the fluctuation pattern type is determined to be "high base super reach A", if the value of the random number value MR3 is in the range of 4067 to 4083, the fluctuation pattern type is determined to be "high base super reach B", if the value of the random number value MR3 is in the range of 4084 to 4094, the fluctuation pattern type is determined to be "high base super reach C", and if the value of the random number value MR3 is in the range of 4095, the fluctuation pattern type is determined to be "high base super reach D".
[0229] Also, when the game state is the normal state and the variable display result is a big win, select the big win variable pattern type determination table A shown in FIG. 12(C), and compare the big win variable pattern type determination table A with the value of the random number MR3 to determine the variable pattern type. When the value of the random number MR3 is in the range of 0 to 75, determine the variable pattern type as "low base strong super reach A"; when the value of the random number MR3 is in the range of 976 to 2075, determine the variable pattern type as "low base strong super reach B"; when the value of the random number MR3 is in the range of 2076 to 3380, determine the variable pattern type as "low base strong super reach C"; when the value of the random number MR3 is in the range of 3381 to 4095, determine the variable pattern type as "low base strongest super reach".
[0230] Also, when the game state is the time-saving state or the probability-variable state and the variable display result is a big win, select the big win variable pattern type determination table B shown in FIG. 12(D), and compare the big win variable pattern type determination table B with the value of the random number MR3 to determine the variable pattern type. When the value of the random number MR3 is in the range of 0 to 975, determine the variable pattern type as "high base super reach A"; when the value of the random number MR3 is in the range of 976 to 2075, determine the variable pattern type as "high base super reach B"; when the value of the random number MR3 is in the range of 2076 to 3380, determine the variable pattern type as "high base super reach C"; when the value of the random number MR3 is in the range of 3381 to 4095, determine the variable pattern type as "high base super reach D".
[0231] After determining the variable pattern type as described above, select one of the variable pattern determination tables shown in FIGS. 13 to 15 according to the game state, the variable display result, and the number of reserved memories of the special symbol for executing the variable display (the number of reserved objects for variable display), compare the selected variable pattern determination table with the read random number MR4, and determine the variable pattern.
[0232] For example, if the variable display result is a loss, the game state is normal, and the number of variable display target reserved memories is 0 to 2, the loss variation pattern determination table A shown in Figure 13 (A) is selected, and the loss variation pattern determination table A is compared with the value of the random number value MR4 to determine the variation pattern. At this time, if the determined variation pattern type is non-reach, if the value of the random number value MR4 is within the range of 0 to 255, the variation pattern is determined to be PA1-1. If the determined variation pattern type is normal reach, if the value of the random number value MR4 is within the range of 0 to 140, the variation pattern is determined to be PA2-1A, if the value of the random number value MR4 is within the range of 141 to 220, the variation pattern is determined to be PA2-1B, and if the value of the random number value MR4 is within the range of 221 to 255, the variation pattern is determined to be PA2-1C. If the determined type of fluctuation pattern is a low base weak super reach, if the value of the random number value MR4 is within the range of 0 to 199, the fluctuation pattern is determined to be PA2-2, and if the value of the random number value MR4 is within the range of 200 to 255, the fluctuation pattern is determined to be PA2-3.
[0233] If the determined fluctuation pattern type is low base strong super reach A, if the value of the random number value MR4 is within the range of 0 to 88, the fluctuation pattern is determined to be PA2-4, if the value of the random number value MR4 is within the range of 89 to 173, the fluctuation pattern is determined to be PA2-4, and if the value of the random number value MR4 is within the range of 174 to 255, the fluctuation pattern is determined to be PA2-5. If the determined fluctuation pattern type is low base strong super reach B, if the value of the random number value MR4 is within the range of 0 to 88, the fluctuation pattern is determined to be PA2-7, if the value of the random number value MR4 is within the range of 89 to 173, the fluctuation pattern is determined to be PA2-8, and if the value of the random number value MR4 is within the range of 174 to 255, the fluctuation pattern is determined to be PA2-9.
[0234] If the determined fluctuation pattern type is low base strong super reach C, if the value of the random number value MR4 is within the range of 0 to 88, the fluctuation pattern is determined to be PA2-10, if the value of the random number value MR4 is within the range of 89 to 173, the fluctuation pattern is determined to be PA2-11, and if the value of the random number value MR4 is within the range of 174 to 255, the fluctuation pattern is determined to be PA2-12. If the determined fluctuation pattern type is low base strongest super reach, if the value of the random number value MR4 is within the range of 0 to 88, the fluctuation pattern is determined to be PA2-13, if the value of the random number value MR4 is within the range of 89 to 173, the fluctuation pattern is determined to be PA2-14, and if the value of the random number value MR4 is within the range of 1743 to 255, the fluctuation pattern is determined to be PA2-15.
[0235] Also, if the variable display result is a loss, the game state is normal, and the number of variable display target reserved memories is 3, the loss variation pattern determination table B shown in Figure 13 (B) is selected, and the loss variation pattern determination table B is compared with the value of the random number value MR4 to determine the variation pattern. At this time, if the determined variation pattern type is non-reach, if the value of the random number value MR4 is within the range of 0 to 255, the variation pattern is determined to be PA1-2. If the determined variation pattern type is normal reach, if the value of the random number value MR4 is within the range of 0 to 140, the variation pattern is determined to be PA2-1A, if the value of the random number value MR4 is within the range of 141 to 220, the variation pattern is determined to be PA2-1B, and if the value of the random number value MR4 is within the range of 221 to 255, the variation pattern is determined to be PA2-1C.
[0236] If the determined fluctuation pattern type is low base strong super reach A, if the value of the random number value MR4 is within the range of 0 to 88, the fluctuation pattern is determined to be PA2-4, if the value of the random number value MR4 is within the range of 89 to 173, the fluctuation pattern is determined to be PA2-4, and if the value of the random number value MR4 is within the range of 173 to 255, the fluctuation pattern is determined to be PA2-5. If the determined fluctuation pattern type is low base strong super reach B, if the value of the random number value MR4 is within the range of 0 to 88, the fluctuation pattern is determined to be PA2-7, if the value of the random number value MR4 is within the range of 89 to 173, the fluctuation pattern is determined to be PA2-8, and if the value of the random number value MR4 is within the range of 174 to 255, the fluctuation pattern is determined to be PA2-9.
[0237] If the determined fluctuation pattern type is low base strong super reach C, if the value of the random number value MR4 is within the range of 0 to 88, the fluctuation pattern is determined to be PA2-10, if the value of the random number value MR4 is within the range of 89 to 173, the fluctuation pattern is determined to be PA2-11, and if the value of the random number value MR4 is within the range of 174 to 255, the fluctuation pattern is determined to be PA2-12. If the determined fluctuation pattern type is low base strongest super reach, if the value of the random number value MR4 is within the range of 0 to 88, the fluctuation pattern is determined to be PA2-13, if the value of the random number value MR4 is within the range of 89 to 173, the fluctuation pattern is determined to be PA2-14, and if the value of the random number value MR4 is within the range of 174 to 255, the fluctuation pattern is determined to be PA2-15.
[0238] Also, if the variable display result is a miss and the game state is a time-saving state or a probability variable state, the miss variation pattern determination table C shown in Figure 14 is selected, and the value of the miss variation pattern determination table C is compared with the value of the random number value MR4 to determine the variation pattern. At this time, if the determined variation pattern type is a non-reach, if the value of the random number value MR4 is within the range of 0 to 200, the variation pattern is determined to be PA1-3, and if the value of the random number value MR4 is within the range of 201 to 255, the variation pattern is determined to be PA1-4. If the determined variation pattern type is a normal reach, if the value of the random number value MR4 is within the range of 0 to 255, the variation pattern is determined to be PA2-1A.
[0239] If the determined fluctuation pattern type is high base super reach A, the fluctuation pattern is determined to be PA2-16 if the value of random number value MR4 is within the range of 0 to 255. If the determined fluctuation pattern type is high base super reach B, the fluctuation pattern is determined to be PA2-17 if the value of random number value MR4 is within the range of 0 to 255. If the determined fluctuation pattern type is high base super reach C, the fluctuation pattern is determined to be PA2-18 if the value of random number value MR4 is within the range of 0 to 255. If the determined fluctuation pattern type is high base super reach D, the fluctuation pattern is determined to be PA2-19 if the value of random number value MR4 is within the range of 0 to 255.
[0240] Also, if the variable display result is a jackpot and the game state is normal, the jackpot fluctuation pattern determination table A shown in Figure 15 (A) is selected, and the jackpot fluctuation pattern determination table A is compared with the value of the random number value MR4 to determine the fluctuation pattern. At this time, if the determined fluctuation pattern type is low base strong super reach A, if the value of the random number value MR4 is within the range of 0 to 81, the fluctuation pattern is determined to be PB1-2, if the value of the random number value MR4 is within the range of 82 to 166, the fluctuation pattern is determined to be PB1-3, and if the value of the random number value MR4 is within the range of 167 to 255, the fluctuation pattern is determined to be PB1-4. If the determined fluctuation pattern type is low base strong super reach B, if the value of the random number value MR4 is within the range of 0 to 81, the fluctuation pattern is determined to be PB1-5, if the value of the random number value MR4 is within the range of 82 to 166, the fluctuation pattern is determined to be PB1-6, and if the value of the random number value MR4 is within the range of 167 to 255, the fluctuation pattern is determined to be PB1-7.
[0241] If the determined fluctuation pattern type is low base strong super reach C, if the value of the random number value MR4 is within the range of 0 to 81, the fluctuation pattern is determined to be PB1-8, if the value of the random number value MR4 is within the range of 82 to 166, the fluctuation pattern is determined to be PB1-9, and if the value of the random number value MR4 is within the range of 167 to 255, the fluctuation pattern is determined to be PB1-10. If the determined fluctuation pattern type is low base strongest super reach, if the value of the random number value MR4 is within the range of 0 to 81, the fluctuation pattern is determined to be PB1-11, if the value of the random number value MR4 is within the range of 82 to 166, the fluctuation pattern is determined to be PB1-12, and if the value of the random number value MR4 is within the range of 167 to 255, the fluctuation pattern is determined to be PB1-13.
[0242] Also, if the variable display result is a jackpot and the game state is a time-saving state or a probability variable state, the jackpot fluctuation pattern determination table B shown in Figure 15 (B) is selected, and the jackpot fluctuation pattern determination table B is compared with the value of the random number value MR4 to determine the fluctuation pattern. At this time, if the determined fluctuation pattern type is high base super reach A, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PB1-14. If the determined fluctuation pattern type is high base super reach B, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PB1-15. If the determined fluctuation pattern type is high base super reach C, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PB1-16. If the determined fluctuation pattern type is high base super reach D, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PB1-17.
[0243] By determining the type of fluctuation pattern and the fluctuation pattern as described above, in this embodiment, when the game state is normal (low base state), the probability that the variable display result will be a jackpot (expected jackpot) is set to be the highest when the low base strongest super reach reach effect is finally executed, and when the low base strong super reach C reach effect is finally executed, the probability that the variable display result will be a jackpot is set to be lower than when the low base strongest super reach reach effect is finally executed.
[0244] Furthermore, when the reach effect of low base strong super reach B is finally executed, the probability that the variable display result will be a jackpot is set lower than when the reach effect of low base strong super reach C is finally executed, and when the reach effect of low base strong super reach A is finally executed, the probability that the variable display result will be a jackpot is set lower than when the reach effect of low base strong super reach B is finally executed (expected jackpot in low base state: low base strongest super reach > low base strong super reach C > low base strong super reach B > low base strong super reach A).
[0245] In addition, when the game state is a time-saving state or a special state (high base state), the probability that the variable display result will be a jackpot is set to be the highest when the high base super reach D reach effect is finally executed, and when the high base super reach C reach effect is finally executed, the probability that the variable display result will be a jackpot is set to be lower than when the high base super reach D reach effect is finally executed.
[0246] Furthermore, when the reach performance of high base super reach B is finally executed, the probability that the variable display result will be a jackpot is set lower than when the reach performance of high base super reach C is finally executed, and when the reach performance of high base super reach A is finally executed, the probability that the variable display result will be a jackpot is set lower than when the reach performance of high base super reach B is finally executed (expected jackpot in high base state: high base super reach D > high base super reach C > high base super reach B > high base super reach A).
[0247] In this embodiment, an example is given in which there are no cases where a normal reach-to-win effect is executed to result in a jackpot or a non-reach jackpot in both cases where the gaming state is a low base state and a high base state, but the present invention is not limited to this, and there may be cases where a normal reach-to-win effect is executed to result in a jackpot or a non-reach jackpot.Furthermore, there may be cases where a normal reach-to-win effect is executed to result in a jackpot or a non-reach jackpot in both cases where the gaming state is a low base state and a high base state, or only one of them.
[0248] The RAM 102 provided in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM, part or all of which is backed up by a backup power supply created on a predetermined power supply board. In other words, even if the power supply to the pachinko gaming machine 1 is stopped, part or all of the contents of the RAM 102 are preserved for a predetermined period (until the capacitor serving as the backup power supply discharges and the backup power supply is no longer able to supply power). In particular, at least data corresponding to the game status, i.e., the control status of the game control means (such as a special symbol process flag) and data indicating the number of unpaid balls should be stored in the backup RAM. The data corresponding to the control status of the game control means is data necessary to restore the control status to the state before the power outage, etc., based on that data, when power is restored after a power outage, etc. Furthermore, the data corresponding to the control status and the data indicating the number of unpaid balls are defined as data indicating the progress of the game.
[0249] In such RAM 102, for example, a game control data holding area 003SG150 as shown in Fig. 16 is provided as an area for holding various data used to control the progress of the game in the pachinko game machine 1. The game control data holding area 003SG150 shown in Fig. 16 includes a first special symbol reserve memory unit 003SG151A, a second special symbol reserve memory unit 003SG151B, a normal symbol reserve memory unit 003SG151C, a game control flag setting unit 003SG152, a game control timer setting unit 003SG153, a game control counter setting unit 003SG154, and a game control buffer setting unit 003SG155.
[0250] The first special symbol pending memory unit 003SG151A stores pending data of special symbol games (special symbol games using the first special symbol in the first special symbol display device 4A) in order of winning, in which a game ball has passed (entered) the first starting winning port formed by the winning ball device 6A, resulting in a starting winning (first starting winning), but which have not yet started.
[0251] The second special symbol pending memory unit 003SG151B stores pending data of special symbol games (special symbol games using the second special symbol in the second special symbol display device 4B) in order of winning, in which a game ball has passed (entered) the second start winning port formed by the variable winning ball device 6B and a start winning (second start winning) has occurred but has not yet started.
[0252] As an example, the first special chart reserve memory unit 003SG151A associates the order of winning (the order of detection of the game ball) into the first start entry port with a reserve number, and stores numerical data indicating a random number value MR1 for determining the variable display result, a random number value MR2 for determining the type of win, a random number value MR3 for determining the type of fluctuation pattern, and a random number value MR4 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the first start condition when the game ball passes (enters), as reserve data until the number of memories reaches a predetermined upper limit value (for example, "4"). In addition, the second special chart reserve memory unit 003SG151B associates the reserved number with the order of winning (the order of detection of the game ball) into the second start entry port, and stores numerical data indicating the random number value MR1 for determining the variable display result, the random number value MR2 for determining the type of win, the random number value MR3 for determining the type of fluctuation pattern, and the random number value MR4 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104 etc. based on the establishment of the first start condition when the game ball passes (enters), as reserved data until the number of memories reaches a predetermined upper ...
Claims
[Claim 1] A gaming machine for playing games, state control means; A display means; a sound output means; A volume adjustment operation means for a player; A volume adjustment operation means for a store clerk, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated in a scene in which background music and a ready sound are output in the special state, the output volumes of the background music and the ready sound are changed and a confirmation sound is output; When the store clerk volume adjustment operation means is operated in a scene in which the BGM and the reach sound are output in the special state, the output volumes of the BGM and the reach sound are changed and the confirmation sound is not output; The display means When the player volume adjustment operation means is operated in a scene in which the BGM and the reach sound are output in the special state, a volume value display is displayed; In the scene where the BGM and the reach sound are output in the special state, the volume value display is not displayed when the store clerk volume adjustment operation means is operated.
Citation Information
Patent Citations
Game machine
JP2024005472A
Game machine
JP2011200511A