Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2022-06-30
- Publication Date
- 2026-06-26
AI Technical Summary
【0008】 この発明に係る遊技機によれば、設定値調整機能付き遊技機における遊技の興趣性が向上された遊技機を提供することができる。
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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] 2. Description of the Related Art Conventionally, as this type of gaming machine, there is, for example, a gaming machine with a setting value adjustment function that allows a predetermined setting value to be adjusted in stages. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-129873 A (see paragraphs 0050 to 0054, FIG. 5) DISCLOSURE OF THEINVENTION [Problem to be solved by the invention]
[0004] However, the conventional case having such a configuration has the following problems. In other words, there is a problem in this type of gaming machine that it is difficult to further improve the entertainment value of the game in a gaming machine with a setting value adjustment function.
[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine with a setting value adjustment function that can increase the entertainment value of the game. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention has the following configuration. That is, the invention described in claim 1 is as follows: A display means for displaying information related to a game; A game control means for controlling a game; An operation means for inputting a selection regarding a game; an initialization means for initializing the gaming machine when a specific operation is executed when power is turned on to the gaming machine; a game state setting means for setting a game state of the gaming machine to a predetermined game state when the gaming machine is initialized by the initialization means; a setting means for setting a predetermined setting value among a plurality of setting values regarding a control performed by the game control means, the setting value being set to a plurality of setting values when the game machine is initialized by the initialization means; A change means for changing the predetermined set value in the predetermined game state without depending on the operation of the operation means, the change means changes a first setting value among the plurality of setting values to a higher second setting value without depending on an operation of the operation means when a first condition is established in the predetermined game state; The first condition is a condition that can be satisfied at least when the power supply of the gaming machine is not interrupted and the predetermined gaming state continues, and is a condition that can be satisfied while the display related to the game is being executed; The game control means executes a display related to the game in the predetermined game state, and when the predetermined condition is satisfied, continues the display related to the game, and performs control related to the game in a manner that reflects the second setting value that has been changed without depending on the operation of the operation means from the point in time when the predetermined condition is satisfied. It is characterized by the above.
[0007] [Function and Effect] According to the invention described in claim 1, it is possible to provide a gaming machine with a setting value adjustment function that improves the entertainment value of the game. Effect of the Invention
[0008] According to the gaming machine of the present invention, it is possible to provide a gaming machine with a setting value adjustment function that improves the entertainment value of the game. [Brief description of the drawings]
[0009] [Figure 1]FIG. 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Diagram 2] FIG. 2 is a front perspective view of a pachinko machine. [Diagram 3] FIG. 2 is a rear view of the pachinko machine. [Figure 4] FIG. [Diagram 5] FIG. [Figure 6] FIG. 1 is a plan view of a pachinko machine. [Figure 7] FIG. [Figure 8] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 9] FIG. 1(a) shows the display contents of the third symbol display device, and FIG. 1(b) is an explanatory diagram showing the hold display. [Figure 10] 2 is an explanatory diagram showing an overview of various counters used in game control. FIG. [Figure 11] (a) is a table for drawing the jackpot for special chart 1, and (b) is a table for drawing the jackpot for special chart 2. [Figure 12] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 13] (a) is an example of the variable display presentation for a normal jackpot reach and a normal miss reach, and (b) is an example of the variable display presentation for a super jackpot reach and a super miss reach. [Figure 14] 13A is an example of the variable display presentation of a jackpot super reach and a miss super reach, and FIG. 13B is an example of the variable display presentation of a jackpot super reach and a miss super reach. [Figure 15] This is a table for determining an ending performance pattern. [Figure 16] 4 is a flowchart showing main processing by a main control device. [Figure 17] 4 is a flowchart showing normal processing by the main control device. [Figure 18] 13 is a flowchart showing the first pattern change processing. [Figure 19] 13 is a flowchart showing a fluctuation start process. [Figure 20] 13 is a flowchart showing a next game state setting process. [Figure 21] A flowchart showing the process of opening and closing the large prize opening. [Figure 22] 13 is a flowchart showing a right-hit error determination process. [Figure 23] 13 is a flowchart showing a timer interrupt process. [Figure 24] A flowchart showing the start winning processing. [Diagram 25] 13 is a flowchart showing a lottery process for pre-reading. [Figure 26] 13 is a flowchart showing a launch control process. [Figure 27] 13 is a flowchart showing an NMI interrupt process. [Figure 28] 13 is a flowchart showing the main processing by the dispensing control device. [Figure 29] 13 is a flowchart showing a dispensing control process. [Diagram 30] 13 is a flowchart showing a prize ball control process. [Diagram 31] 13 is a flowchart showing a ball loan control process. [Diagram 32] 13 is a flowchart showing main processing by a sub-control device. [Diagram 33] 13 is a flowchart showing normal processing by a sub-control device. [Diagram 34] 13 is a flowchart showing customer waiting presentation processing by the sub-control device. [Diagram 35] 13 is a flowchart showing frame button input monitoring and performance processing by the sub-control device. [Diagram 36] 13 is a flowchart showing a decision button input monitoring and performance process by the sub-control device. [Figure 37] 13 is a flowchart showing a selection button input monitoring and presentation process performed by the sub-control device. [Figure 38] 13 is a flowchart showing a sound editing and output management process performed by the sub-control device. [Figure 39] 13 is a flowchart showing a performance execution management process performed by the sub-control device. [Diagram 40] 13 is a flowchart showing a read-ahead fluctuation pattern designation command reception process performed by the sub-control device. [Diagram 41] 13 is a flowchart showing an opening / closing mode (jackpot) display setting process by the sub-control device. [Diagram 42] 13 is a flowchart showing a variable display mode setting process by the sub-control device. [Diagram 43] 13 is a flowchart showing a next game status display mode setting process by the sub-control device. [Diagram 44] 13 is a flowchart showing the right-hit error notification display mode setting process by the sub-control device. [Diagram 45] 4 is a flowchart showing normal processing of the display control device. [Diagram 46] 4 is a flowchart showing a process of switching a display mode or the like by a display control device. [Figure 47] 13 is a flowchart showing a pattern row variation display process performed by a display control device. [Figure 48] 13 is a flowchart showing a specific operation screen display process performed by the display control device. [Figure 49] 13 is a flowchart showing a jackpot opening round display process performed by a display control device. [Figure 50] 13 is a flowchart showing the big win ending display process performed by the display control device. [Figure 51] 13 is a flowchart showing high probability / support state transition display processing by a display control device. [Figure 52] 13 is a flowchart showing a low probability / support state transition display process performed by a display control device. [Figure 53] 13 is a flowchart showing a specific operation period notifying process performed by the display control device. [Figure 54] A figure explaining the display mode during a specific operation period in the third pattern display device. [Figure 55]A figure explaining the display mode during a specific operation period during high-speed fluctuation of the main decorative pattern. [Figure 56] FIG. 13 is a diagram illustrating the display mode during a specific operation period after a reach is achieved. [Figure 57] FIG. 57 is a diagram illustrating the display mode during a specific operation period following the establishment of a reach win, which follows FIG. 56. [Figure 58] 13 is a diagram illustrating the display mode when the decision button is left pressed during a specific operation period during high-speed fluctuation. FIG. [Figure 59] 13 is a diagram illustrating the display mode when the decision button and the selection button are pressed during a specific operation period during high-speed fluctuation. FIG. [Figure 60] 11 is a flowchart showing a decision button input monitoring and performance process performed by the sub-control device of the first embodiment. [Figure 61] 13 is a flowchart showing a variable display mode setting process by the sub-control device. [Figure 62] 13 is a flowchart showing a long button press effect setting process performed by the sub-control device. [Figure 63] 13 is a flowchart showing a button long press effect display process performed by the display control device. [Figure 64] 13 is a time chart showing the long press response performance when a long press operation is performed. [Figure 65] A time chart showing the long press response performance when a long press operation is performed in a manner different from that of Figure 64. [Figure 66] This is a time chart showing the long press response performance when a long press operation is performed in a manner different from that of Figures 64 and 65. [Figure 67] A figure showing the display mode of the long press response effect when a long press operation is performed. [Figure 68] A figure showing the display mode of the long press response effect when a long press operation different from that shown in Figure 67 is performed. [Figure 69] A figure showing the display mode of the long press response effect when a long press operation different from that shown in Figures 67 and 68 is performed. [Figure 70]FIG. 13 is a diagram showing the display mode of the long press response effect when a long press operation is performed in the second embodiment. [Figure 71] FIG. 13 is a diagram showing the display mode of the long press response effect when a long press operation is performed in the third embodiment. [Figure 72] 13 is a flowchart showing a decision button input monitoring and performance process performed by the sub-control device of the fifth embodiment. [Figure 73] 13 is a flowchart showing a variable display mode setting process by the sub-control device. [Figure 74] 13 is a flowchart showing the processing performed by the sub-control device when a look-ahead fluctuation pattern designation command is received. [Figure 75] 1A is a diagram explaining hold display pattern A, and FIG. 1B is a diagram explaining hold display pattern B. [Figure 76] 13 is a flowchart showing a hand-releasing effect display process performed by the display control device. [Figure 77] 13 is a time chart showing the long press response performance when the first hand-releasing operation is performed. [Figure 78] 13 is a time chart showing the long press response effect when the following hand-releasing operation is performed. [Figure 79] 13 is a time chart showing the long press response performance when the final hand-releasing operation is performed. [Figure 80] FIG. 79 is a time chart showing the long press response effect when the hand-release operation is held for too long. [Figure 81] A figure showing the display mode of the long press response effect when the first hand-releasing operation is performed. [Figure 82] A figure showing the display mode of the long press response effect when the next hand-releasing operation is performed. [Figure 83] 13 is a time chart showing the display mode of the long press response effect when the final hand-releasing operation is performed. [Figure 84] FIG. 84 is a diagram showing the display mode of the long press response effect when the hand-release operation in FIG. 83 is held for too long. [Figure 85] 13 is a flowchart showing a hand-releasing effect display process performed by a display control device according to a sixth embodiment. [Figure 86] 13 is a time chart showing the long press response performance when the first hand-releasing operation is performed. [Figure 87] 13 is a time chart showing the long press response effect when the following hand-releasing operation is performed. [Figure 88] 13 is a time chart showing the long press response performance when the final hand-releasing operation is performed. [Figure 89] A figure showing the display mode of the long press response effect when the first hand-releasing operation is performed. [Figure 90] A figure showing the display mode of the long press response effect when the next hand-releasing operation is performed. [Figure 91] A figure showing the display mode of the long press response effect when the final hand-releasing operation is performed. [Figure 92] 13 is a flowchart showing a hand-releasing effect display process performed by a display control device according to a seventh embodiment. [Figure 93] 13 is a flowchart showing a long press effect sound setting process by the sub-control device. [Figure 94] A figure showing the display mode of the long press response effect when the first hand-releasing operation is performed. [Figure 95] A figure showing the display mode of the long press response effect when the next hand-releasing operation is performed. [Figure 96] A figure showing the display mode of the long press response effect when the final hand-releasing operation is performed. [Figure 97] 13 is a flowchart showing a decision button input monitoring and performance process by the sub-control device 262 of the eighth embodiment. [Figure 98] This is a table for selecting a charge pattern in a long press charge effect. [Figure 99] A figure showing the display mode of the long press response effect when the long press operation is performed without interruption. [Figure 100] A figure showing the display mode of the long press response effect when the long press operation is interrupted for a moment. [Figure 101] FIG. 13 is a diagram showing the display mode of the long press effect in the ninth embodiment. [Figure 102] A figure showing the display mode of the long press mode presentation in Example 10. [Figure 103] 23 is a flowchart showing the variable display mode setting process by the sub-control device of Example 11. [Figure 104] 13 is a flowchart showing a decision button input monitoring and performance process by the sub-control device. [Figure 105] 13 is a flowchart showing a color change lottery process by the sub-control device. [Fig. 106] 106 is a flowchart showing the color change lottery processing following FIG. 105. [Figure 107] 13 is a flowchart showing a long press color change effect setting process performed by the CPU of the sub-control device. [Figure 108] 13 is a flowchart showing a long press color change effect display process performed by a CPU of the display control device. [Figure 109] 13 is a table for selecting a color change pattern. [Figure 110] This is a color change lottery table. [Figure 111] 11 is a graph showing a color change display for each color change pattern. [Figure 112] 11A to 11C are diagrams illustrating display modes of color changes for each color change pattern. [Figure 113] 13 is a graph showing color changes for each color change pattern when an operation other than a long press operation is performed. [Fig. 114] A figure explaining the display mode of the long press color change effect of color change pattern A. [Figure 115] A figure explaining the display mode of the long press color change effect of color change pattern B. [Fig. 116] A figure explaining the display mode of the long press color change effect of color change pattern C. [Figure 117] A figure explaining the display mode of the long press color change effect of color change pattern D. [Figure 118] 23 is a graph showing color changes for each color change pattern when an operation different from the long press operation of Example 12 is performed. [Figure 119]11A to 11C are diagrams illustrating display modes of color changes for each color change pattern. [Figure 120] 23 is a flowchart showing a decision button input monitoring and performance process performed by the sub-control device of the thirteenth embodiment. [Figure 121] 13 is a table for selecting a point-getting pattern. [Figure 122] This is a table for determining long press points for each point-getting pattern. [Figure 123] These are the results of the long press point lottery for each point-getting pattern. [Figure 124] 13 is a time chart of point get pattern A. [Fig. 125] 125 is another time chart of the point get pattern A shown in FIG. 124. [Fig. 126] 13 is a time chart of point getting pattern C. [Figure 127] 127 is another time chart of the point get pattern C shown in FIG. 126. [Figure 128] FIG. 125 is a diagram showing a display form corresponding to FIG. 124 of point get pattern A. [Figure 129] FIG. 127 is a diagram showing a display mode corresponding to FIG. 125 of point get pattern A. [Fig. 130] FIG. 127 is a diagram showing a display mode corresponding to FIG. 126 of point get pattern C. [Fig. 131] FIG. 127 is a diagram showing a display form corresponding to FIG. 127 of point get pattern C. [Fig. 132] 13A is a table for selecting a point-getting pattern in the fourteenth embodiment, and FIG. 13B is a drawing result of a long press point drawing for the point-getting pattern S. [Fig. 133] 13 is a time chart of a point getting pattern S. [Fig. 134] 13 is a time chart of another point-getting pattern similar to point-getting pattern S. [Fig. 135] This is a display mode corresponding to the point-getting pattern S. [Fig. 136] This is a display mode corresponding to another point-getting pattern that is very similar to the point-getting pattern S. [Fig. 137] 23 is a time chart of a point get pattern A shown in the sixteenth embodiment. [Fig. 138] FIG. 13 is a diagram showing a display mode corresponding to a point get pattern A. [Fig. 139] 23 is a time chart showing a point get pattern of the eighteenth embodiment. [Fig. 140] FIG. 141 is a diagram showing the display mode of the point-getting pattern in FIG. 139. [Fig. 141] 23 is a flowchart showing normal processing by the sub-control device of the nineteenth embodiment. [Fig. 142] 13 is a flowchart showing a performance execution management process performed by the sub-control device. [Fig. 143] 13 is a flowchart showing a display / sub counter consistency confirmation process performed by the sub-control device. [Fig. 144] 13 is a flowchart showing a button long press effect display process performed by the display control device. [Fig. 145] 13 is a flowchart showing a display count information error display process performed by the display control device. [Fig. 146] 13A and 13B are diagrams illustrating a display mode of a display count information error. [Fig. 147] 13 is a flowchart showing the display-sub counter consistency confirmation process performed by the sub-control device of the 20th embodiment. [Fig. 148] 13 is a flowchart showing a pattern row variation display process performed by a display control device. [Figure 149] 13A and 13B are diagrams illustrating a display mode of a remaining change count information error. [Fig. 150] FIG. 23 is a front view of the game board of Example 21. [Fig. 151] (a) is a table for drawing the jackpot for special chart 1, and (b) is a table for drawing the jackpot for special chart 2. [Fig. 152](a) is a table for selecting a normal winning combination, and (b) is a table for selecting a normal symbol variation pattern (normal electric device release pattern). [Fig. 153] (a) is a table for selecting the main decorative pattern change pattern of the special chart 2 (first consecutive win zone), and (b) is a table for selecting the main decorative pattern change pattern of the special chart 2 (second to fifth consecutive win zones). [Fig. 154] FIG. 1 is a diagram illustrating the flow of a game. [Fig. 155] This is a time chart showing the flow of the game relating to Special Chart 1 and Special Chart 2. [Fig. 156] This is a time chart showing the flow of the game relating to Special Chart 1 and Special Chart 2. [Fig. 157] This is a time chart showing the flow of the game relating to Special Chart 1 and Special Chart 2. [Fig. 158] This is a time chart showing the flow of the game according to Special Chart 2. [Fig. 159] This is a time chart showing the flow of the game according to Special Chart 2. [Fig. 160] This is a time chart showing the flow of the game relating to Special Chart 1 and Special Chart 2. [Fig. 161] This is a time chart showing the flow of the game relating to Special Chart 1 and Special Chart 2. [Fig. 162] A flowchart showing the start winning processing. [Fig. 163] 13 is a flowchart showing the first pattern change processing. [Fig. 164] A flowchart showing the special chart 2 change start processing. [Fig. 165] This is a flowchart showing the special chart 2 pattern change processing. [Fig. 166] 13 is a flowchart showing the second pattern change start processing. [Fig. 167] This is a flowchart showing the normal electric accessory opening and closing process. [Fig. 168] 13 is a flowchart showing a next game state setting process. [Fig. 169]A flowchart showing the next game status setting process following Figure 168. [Fig. 170] 13 is a flowchart showing a next game status display mode setting process. [Fig. 171] 13 is a flowchart showing a display mode switching process. [Fig. 172] This is a time chart showing the first variable display and the big win round in the consecutive win zone of Example 22. [Fig. 173] This is a time chart showing the second change display and the jackpot round in the consecutive win zone. [Fig. 174] This is a time chart showing the fifth change display and the jackpot round in the consecutive win zone. [Fig. 175] This is a table for determining consecutive win suggestion display patterns. [Fig. 176] This is a flowchart showing the special chart 2 advance reading lottery processing. [Fig. 177] A flowchart showing the process of receiving a command specifying a variable pattern for pre-reading special chart 2. [Fig. 178] 13 is a flowchart showing a display mode switching process. [Fig. 179] A figure showing the display mode of the consecutive win suggestion effect corresponding to the time chart of Figure 172. [Fig. 180] A figure showing the display mode of the consecutive win suggestion effect corresponding to the time chart of Figure 173. [Fig. 181] A figure showing the display mode of the consecutive win suggestion effect corresponding to the time chart of Figure 174. [Fig. 182] FIG. 182 shows a display mode of consecutive win suggestion effects different from those shown in FIGS. 179 to 181. [Fig. 183] FIG. 182 shows a different display mode of consecutive win suggestion effects from those shown in FIGS. 179 to 182. [Fig. 184] FIG. 187 is a diagram showing a display mode of consecutive win suggestion effects different from those in FIGS. 179 to 183. [Fig. 185] FIG. 187 is a diagram showing a display mode of consecutive win suggestion effects different from those in FIGS. 179 to 184. [Fig. 186] FIG. 187 is a diagram showing a display mode of consecutive win suggestion effects different from those in FIGS. 179 to 185. [Fig. 187] 23 is a table for determining an ending time according to the twenty-third embodiment. [Fig. 188] This is a table for determining an ending performance pattern. [Fig. 189] A figure explaining the display mode of the consecutive win suggestion effect in the ending effect. [Fig. 190] This is a figure explaining the display mode of consecutive win suggestion effects, including a display mode different from that of Figure 189. [Fig. 191] 23(a) and (b) show a table for determining the V winning opening opening pattern in Example 24. [Fig. 192] FIG. 13 is a diagram showing the flow of the game. [Fig. 193] This is a diagram showing the table for the special chart 1 jackpot lottery. [Fig. 194] This is a diagram showing a different game flow from that shown in Figure 192. [Fig. 195] 13(a) and (b) are diagrams showing another example of a table for determining the V winning opening opening / closing pattern. [Fig. 196] A figure showing another example of a table for drawing a jackpot for Special Chart 2. [Figure 197] This is a table for the special chart 2 jackpot lottery in Example 25. [Figure 198] FIG. 1 is a diagram illustrating the flow of a game. [Figure 199] A figure showing the display mode of the consecutive win suggestion effect. [Figure 200] A figure showing a display mode of a consecutive win suggestion effect different from that of Figure 199. [Figure 201] A figure showing the display mode of the consecutive win suggestion effect following Figure 200. [Fig. 202] FIG. 26 is a front view of the game board of Example 26. [Fig. 203] (a) is a table for drawing the jackpot for special chart 1, and (b) is a table for drawing the jackpot for special chart 2. [Fig. 204]This is the table for the other special chart 2 jackpot lottery. [Fig. 205] (a) and (b) are tables for selecting a normal winning combination, and (c) is a table for selecting a normal symbol variation pattern combination. [Fig. 206] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 2. [Fig. 207] 1 is a time chart showing the flow of a game. [Fig. 208] 1 is a time chart showing the flow of a game. [Fig. 209] FIG. 1 is a schematic diagram showing the flow of a game. [Fig. 210] A flowchart showing the start winning processing. [Fig. 211] 13 is a flowchart showing the first pattern change processing. [Fig. 212] A flowchart showing the special chart 2 change start processing. [Fig. 213] 13 is a flowchart showing the second pattern change start processing. [Fig. 214] This is a flowchart showing the normal electric accessory opening and closing process. [Fig. 215] 13 is a flowchart showing a next game state setting process. [Fig. 216] A flowchart showing the next game status setting process following Figure 215. [Fig. 217] 13 is a flowchart showing a next game status display mode setting process. [Fig. 218] 13 is a flowchart showing a display mode switching process. [Fig. 219] 27(a) is a table for drawing the jackpot for special chart 1 in Example 27, and (b) is a table for drawing the jackpot for special chart 2. [Fig. 220] (a) is a table for drawing lots for other special chart 2 jackpots, and (b) is a table for selecting the special chart 1 main decorative pattern variation pattern. [Fig. 221] (a) is a table for selecting a normal pattern change pattern, and (b) is a table for selecting a special pattern 2 main decorative pattern change pattern. [Fig. 222]FIG. 1 is a schematic diagram showing the flow of a game. [Fig. 223] 1 is a time chart showing the flow of a game. [Fig. 224] This is a flowchart showing special chart 1 change processing. [Fig. 225] This is a flowchart showing the special chart 1 change start processing. [Fig. 226] A figure showing the display mode of the transition suggestion effect in Example 28. [Fig. 227] A figure showing the display mode of the transition suggestion effect executed following Figure 226. [Fig. 228] A figure showing the display mode of the transition suggestion effect executed following Figure 227. [Fig. 229] A figure showing the display mode of the transition suggestion effect in Example 29. [Fig. 230] A figure showing the display mode of the transition suggestion effect in Example 30. [Fig. 231] A figure showing the display mode of the transition suggestion effect executed following Figure 230. [Fig. 232] A figure showing the display mode of the transition suggestion effect in Example 31. [Fig. 233] A figure showing the display mode of the transition suggestion effect in Example 32. [Fig. 234] A figure showing the display mode of the transition suggestion effect in Example 33. [Fig. 235] A figure showing the display mode of the transition suggestion effect executed following Figure 234. [Fig. 236] A figure showing the display mode of the transition suggestion effect executed following Figure 235. [Fig. 237] 34(a) is a table for drawing the jackpot for special chart 1 in Example 34, and (b) is a table for drawing the jackpot for special chart 2. [Fig. 238] (a) and (b) are tables for drawing lots for normal winnings during the time-saving state and during the non-time-saving state, and (c) is a table for drawing lots for normal symbol fluctuation patterns. [Fig. 239] (a) and (b) are tables for selecting the variation pattern of the main decorative pattern of Special Chart 2 in the time-saving A state and the time-saving B state. [Fig. 240] This is a time chart showing the operation of a gaming machine when transitioning from time-saving state A to time-saving state B based on the satisfaction of a specified condition (number of reserved balls: 1). [Fig. 241] 11 is a time chart showing the operation of the gaming machine in the time-saving B state. [Fig. 242] FIG. 35 is a front view of the game board of Example 35. [Fig. 243] FIG. 13 is a diagram illustrating the mechanism for operating the notification device. [Fig. 244] This is a table for the jackpot lottery relating to Special Chart 1 and Special Chart 2. [Fig. 245] This is a table for selecting the main decorative pattern change pattern for Special Chart 1 and Special Chart 2. [Fig. 246] FIG. 13 is a schematic diagram illustrating a performance using an announcement device. [Fig. 247] FIG. 13 is a schematic diagram illustrating a performance using an announcement device. [Fig. 248] FIG. 13 is a schematic diagram illustrating a performance using an announcement device. [Fig. 249] 13 is a time chart explaining the flow of a game in a reach effect. [Fig. 250] 13 is a time chart explaining the flow of a game in a reach effect. [Fig. 251] 13 is a flowchart explaining the reel origin position setting process. [Fig. 252] 13 is a flowchart explaining the expected performance control process. [Fig. 253] 13 is a flowchart explaining the expected performance control process. [Fig. 254] 13 is a flowchart explaining the expected performance control process. [Figure 255] FIG. 23 is a schematic diagram for explaining the configuration of Modification 1 according to the thirty-fifth embodiment. [Fig. 256] 4 is a time chart illustrating the configuration of the first modified example. [Fig. 257] FIG. 23 is a schematic diagram illustrating a configuration of Modification 2 according to the thirty-fifth embodiment. [Fig. 258]23 is a flowchart illustrating the first expected performance control process of the modified example 10 relating to the embodiment 35. [Fig. 259] 23 is a flowchart illustrating the first expected performance control process of the modified example 10 relating to the embodiment 35. [Fig. 260] 23 is a flowchart for explaining the second expectation performance control process of the modified example 10 relating to the embodiment 35. [Fig. 261] 23 is a flowchart for explaining the second expectation performance control process of the modified example 10 relating to the embodiment 35. [Fig. 262] FIG. 21 is a schematic diagram for explaining the configuration of a modified example 17 according to the thirty-fifth embodiment. [Fig. 263] FIG. 23 is a schematic diagram for explaining the configuration of Modification 18 according to the thirty-fifth embodiment. [Fig. 264] FIG. 23 is a schematic diagram for explaining the configuration of a modified example 19 according to the thirty-fifth embodiment. [Fig. 265] FIG. 23 is a schematic diagram illustrating the configuration of Modification Example 19. [Fig. 266] 23 is a time chart for explaining the flow of a game in a reach effect according to the nineteenth modification example. [Fig. 267] 13 is a flowchart explaining the expected performance control process according to a modified example. [Fig. 268] 13 is a flowchart explaining the expectation performance control processing relating to the modified example 19. [Fig. 269] 13 is a flowchart explaining the expectation performance control processing relating to the modified example 19. [Fig. 270] FIG. 23 is a schematic diagram for explaining the configuration of a modification 20 according to the thirty-fifth embodiment. [Fig. 271] 23 is a time chart illustrating the configuration of Modification 20. [Fig. 272] FIG. 23 is a schematic diagram for explaining the configuration of a modified example 21 according to the thirty-fifth embodiment. [Fig. 273] 23 is a time chart illustrating the configuration of the twenty-first modification. [Fig. 274] A figure showing the performance display and the movement of the movable object when an operation is performed in Example 36. [Fig. 275]A diagram showing the performance display and the movement of the movable object when no operation is performed. [Fig. 276] 13 is a diagram showing the change in the motion pattern of a movable object. FIG. [Fig. 277] A diagram showing a performance display and the movement of multiple movable objects. [Fig. 278] 13A to 13C are diagrams showing a display that accumulates points and the movement of a movable object. [Fig. 279] 13A to 13C are diagrams showing a display effect that does not allow points to be accumulated and the movement of a movable object. [Fig. 280] FIG. 13 is a diagram showing a case in which points awarded in an expected performance are continuously awarded. [Fig. 281] A front view of the game board for the pachinko machine of Example 37. [Fig. 282] FIG. 2 is an exploded perspective view of the center frame as viewed from the rear side. [Fig. 283] FIG. 2 is a perspective view of the stage device as viewed from the front. [Fig. 284] FIG. 2 is a perspective view of the stage device as seen from the rear side. [Fig. 285] This is a front view of the stage device with the movable decorative part in the operating position (protruding position). [Fig. 286] A front view of the stage device with the movable decorative part in the retracted position. [Fig. 287] A top view of the stage device with the movable decorative part in the operating position (protruding position). [Fig. 288] A top view of the stage device with the movable decorative part in the retracted position. [Fig. 289] FIG. [Fig. 290] FIG. 4 is an exploded perspective view of a second support portion. [Fig. 291] 3(a), (b), and (c) show the main parts of the support shaft attachment detection section, the functional block section, and the display mode of the occurrence of a reel error. [Fig. 292] 13 is a flowchart showing a reel error discrimination process. [Fig. 293]4(a), 4(b), and 4(c) show the main parts of the stage attachment detection unit, the functional block unit, and the display mode when a stage attachment error occurs. [Fig. 294] 13 is a flowchart showing a stage attachment error determination process. [Fig. 295] (a), (b), and (c) show key parts such as the reel operation position detection unit, the functional block unit, and the display mode of the occurrence of a reel operation error. [Fig. 296] 13 is a flowchart showing a reel operation error discrimination process. [Fig. 297] 13 is a flowchart showing a movable decorative part operation control process. [Fig. 298] FIG. 23 is a diagram showing a decorative pattern / catchphrase correspondence table according to the thirty-eighth embodiment. [Figure 299] A diagram showing a third pattern display device. [Figure 300] A figure showing a variable display mode in which there is regularity in the left decorative pattern column. [Fig. 301] A figure showing a variable display mode in which there is regularity in the left decorative pattern column. [Fig. 302] A figure showing a variable display mode in which there is regularity in the right decorative pattern column. [Fig. 303] A figure showing a variable display mode in which there is regularity in the left decorative pattern row and the right decorative pattern row. [Fig. 304] A figure showing the stopping pattern of the left decorative pattern row. [Fig. 305] A figure showing the stopping patterns of the left decorative pattern row at different timings. [Fig. 306] A figure showing the stopping pattern of the left decorative pattern row at a high expectancy. [Fig. 307] A figure showing the stopping mode after the button for the left decorative pattern row is pressed. [Fig. 308] A figure showing the stopping mode after the button for the left decorative pattern row is pressed. [Fig. 309] A figure showing a variable display mode in which there is regularity in the left decorative pattern row only during a favorable gaming state. [Fig. 310] A figure showing a variable display mode in which the numbers have regularity without changing the decorative part. [Fig. 311]2 is an explanatory diagram showing an overview of various counters used in game control. FIG. [Fig. 312] (a) is a table for drawing the jackpot for special chart 1, and (b) is a table for drawing the jackpot for special chart 2. [Fig. 313] This is a table for selecting the variation pattern of the main decorative pattern. [Fig. 314] This is a table for selecting a jackpot symbol stopping pattern of the main decorative symbol. [Fig. 315] This is a table for selecting a missing pattern stopping pattern of the main decorative pattern. [Fig. 316] 13 is a flowchart showing a timer interrupt process. [Fig. 317] A flowchart showing the start winning processing. [Fig. 318] A figure showing the variable display mode indicating the occurrence of a chance eye in Example 39. [Fig. 319] A figure showing a variable display mode indicating that a chance combination has not been achieved. [Fig. 320] A figure showing a variable display mode in which chance symbols appear in succession. [Fig. 321] A figure showing a variable display mode in which different chance symbols appear in succession. [Fig. 322] A figure showing a variable display mode that emphasizes the number part of the chance eye. [Figure 323] A figure showing the variable display mode in which the decorative parts of the chance eyes are changed. [Fig. 324] This is a diagram showing the variable display mode in which the reel operates when a chance symbol is formed. [Fig. 325] This is a table for selecting a missing pattern stopping pattern of the main decorative pattern. [Fig. 326] 13 is a flowchart showing a fluctuation start process. [Fig. 327] A figure showing the variable display mode indicating the occurrence of a chance eye in Example 40. [Figure 328] This is a diagram showing the variable display mode when a chance symbol is formed and a button is pressed. [Fig. 329] A figure showing a variable display mode in which the same chance symbol appears consecutively. [Fig. 330] This figure shows a variable display mode in which the same pattern appears continuously only at the left stopping position. [Fig. 331] A figure showing the variable display mode indicating the occurrence of different chance symbols. [Fig. 332] A figure showing a variable display mode in which the left decorative pattern column in Example 41 violates the rules. [Figure 333] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Fig. 334] 13 is a flowchart showing a fluctuation start process. [Figure 335] A figure showing a variable display mode in which the left decorative pattern column in Example 42 violates the rules. [Fig. 336] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Figure 337] A figure showing a variable display mode in which the left decorative pattern row violates the rules halfway through. [Figure 338] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Fig. 339] 13 is a flowchart showing a fluctuation start process. [Fig. 340] A figure showing the variable display mode indicating two pseudo consecutive wins (miss) in Example 43. [Fig. 341] A diagram showing the variable display mode indicating three pseudo consecutive wins (wins). [Fig. 342] This is a diagram showing a variable display mode indicating 1 to 3 pseudo consecutive wins (changing decorative patterns). [Figure 343] This is a diagram showing a variable display mode indicating three pseudo consecutive reaches (wins). [Fig. 344] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 345] A figure showing the variable display pattern in which the pending display in Example 44 has regularity. [Fig. 346] This figure shows a variable display pattern in which pending displays continue in an irregular manner. [Figure 347] A figure showing a variable display pattern in which the pending display changes irregularly. [Fig. 348]A front view of the board to explain the pachinko machine of Example 45. [Fig. 349] This is a diagram explaining the movable parts and their surrounding components. [Fig. 350] FIG. 13 is a diagram explaining the operation of the movable props. [Fig. 351] This is the table for the special chart 1 and special chart 2 jackpot lottery. [Fig. 352] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Figure 353] 4 is a table outlining details of the control of the movable support part; [Fig. 354] FIG. 1 is a schematic diagram illustrating the flow of a game. [Figure 355] 13 is a flowchart explaining the reel origin position setting process which is part of the normal processing of the sub-control device. [Figure 356] 13 is a flowchart explaining the expected performance control process, which is part of the processing of the sub-control device. [Figure 357] 13 is a flowchart explaining the reel lifting process, which is part of the processing of the sub-controller. [Figure 358] A diagram illustrating a modified example of a movable part. [Figure 359] A diagram illustrating a modified example of a movable part. [Figure 360] This is a table for selecting the special chart 1 main decorative pattern variation pattern in a modified example. [Fig. 361] 10 is a table for explaining details of control of a movable support part according to a modified example. [Fig. 362] FIG. 13 is a schematic diagram illustrating the flow of a game according to a modified example. [Figure 363] 13 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device in the modified example. [Figure 364] 13 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device in the modified example. [Figure 365] A diagram explaining a movable part and its surrounding parts in a modified example. [Fig. 366]This is a diagram explaining the movable part of variant 11 and its surrounding parts, and the stopping mode of the movable part. [Figure 367] 10A to 10C are diagrams illustrating various effects of the gaming machine of this example. [Figure 368] This is a diagram explaining the movable part of variant 12 and its surrounding parts, and the stopping mode of the movable part. [Figure 369] 10A to 10C are diagrams illustrating various effects of the gaming machine of this example. [Figure 370] This is a diagram explaining the movable parts and their surrounding parts of variant example 13, and another example of the movable parts. [Fig. 371] This is a diagram explaining the movable parts and their surrounding parts in the modified example 14. [Fig. 372] A diagram explaining the movable parts and their surrounding parts in Example 46. [Fig. 373] FIG. 13 is a diagram explaining the operation of the movable props. [Fig. 374] FIG. 13 is a diagram explaining the operation of the movable props. [Figure 375] A diagram explaining the movable parts and their surrounding parts in Example 47. [Figure 376] FIG. 1 is a schematic diagram illustrating the flow of a game. [Figure 377] FIG. 4 is a schematic diagram illustrating a moving path of a movable body. [Figure 378] 13A and 13B are diagrams illustrating details of a movable body according to a modified example. [Figure 379] 10A to 10C are schematic diagrams illustrating the operation of a movable body according to a modified example. [Figure 380] A diagram explaining a pachinko machine according to Example 48. [Figure 381] FIG. 2 is a diagram illustrating a configuration of a movable member and its surroundings. [Figure 382] 13A and 13B are diagrams showing details of the contact point on the right side of the support rod and the control of the movable support part. [Figure 383] 13(a) to 13(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern D. [Figure 384]38(d) to (f) are diagrams illustrating the operation of the movable member in expansion / contraction pattern D, continuing from FIG. 383. [Figure 385] 13(a) to 13(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern E. FIG. [Figure 386] 385(d) to (f) are diagrams illustrating the operation of the movable member in expansion / contraction pattern E, continuing from FIG. 385. [Figure 387] 13(a) to 13(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern F. [Figure 388] 387(d) to (e) are diagrams illustrating the operation of the movable member in expansion / contraction pattern F following FIG. 387. [Figure 389] 13A is a diagram showing the contact point on the right side of the support rod in the first modified example and details of the control of the movable support part. FIG. [Figure 390] 13(a) and (b) are diagrams illustrating the operation of the movable member in the stretch pattern Dfake. [Figure 391] 13(d) and (e) are diagrams illustrating the operation of the movable member in the stretch pattern Efake. [Figure 392] 13A is an enlarged view of the contact area on the right side of the support rod of the second modified example. FIG. [Figure 393] A diagram explaining the operation of the movable part in the expansion / contraction pattern D and the display mode of the third pattern display device. [Figure 394] A diagram explaining the operation of the movable part in the expansion / contraction pattern E and the display mode of the third pattern display device. [Figure 395] A figure explaining the operation of the movable part and the display mode of the third pattern display device in the stretch pattern Dfake. [Figure 396] A diagram explaining the operation of the movable part in the stretch pattern Efake and the display mode of the third pattern display device. [Figure 397] An explanatory diagram showing an overview of various counters used in game control in Example 49. [Figure 398](a) is a table for drawing the jackpots of Special Chart 1 and Special Chart 2 when the probability is low, (b) is a table for drawing the jackpots of Special Chart 1 and Special Chart 2 when the probability is high, (c) is a table for drawing the jackpots of Special Chart 1 and Special Chart 2 when the probability is high, (d) is a table for drawing the special time-saving lottery of Special Chart 2. [Figure 399] (a) is a table for selecting the special chart 2 fluctuation pattern when the winner falls off after 1 to 30 spins, (b) is a table for selecting the special chart 2 fluctuation pattern when the winner falls off, (c) is a table for selecting the special chart 2 fluctuation pattern when the winner falls off after 31 spins or later, and (d) is a table for selecting the special chart 2 special time-saving fluctuation pattern. [Figure 400] FIG. 1 is a schematic diagram showing the flow of a game. [Fig. 401] A flowchart showing the start winning processing. [Fig. 402] 13 is a flowchart showing the first pattern change processing. [Fig. 403] This is a flowchart showing the special chart 1 change start processing. [Fig. 404] A flowchart showing the special chart 2 change start processing. [Fig. 405] 13 is a flowchart showing a next game state setting process. [Fig. 406] 13 is a flowchart showing a variable display mode setting process by the sub-control device. [Fig. 407] 4 is a flowchart showing a process of switching a display mode or the like by a display control device. [Fig. 408] 1A is a table for selecting the special time-saving lottery variation pattern for the special chart 2 of the modified example 1, and FIG. 1B is a table for selecting the special time-saving lottery variation pattern for the special chart 2 of the modified example 1. [Fig. 409] FIG. 1 is a schematic diagram showing the flow of a game. [Fig. 410] A flowchart showing the special chart 2 change start processing. [Fig. 411] 13 is a flowchart showing a next game state setting process. [Fig. 412] 13 is a flowchart showing a next game state setting process. [Fig. 413] 13 is a flowchart showing a next game state setting process. [Fig. 414] 13A is a table for selecting a special chart 2 variation pattern in which reserves of variant example 2 can be stored, and FIG. 13B is a table for selecting a special chart 2 variation pattern in which reserves of variant example 2 cannot be stored. [Fig. 415] FIG. 1 is a schematic diagram showing the flow of a game. [Fig. 416] 13 is a flowchart showing a next game state setting process. [Fig. 417] 13 is a flowchart showing a next game state setting process. [Fig. 418] 13 is a flowchart showing a next game state setting process. [Fig. 419] FIG. 23 is a schematic diagram showing the flow of the game in variant example 7. [Fig. 420] A flowchart showing the special chart 2 change start processing. [Fig. 421] 13 is a flowchart showing a next game state setting process. [Fig. 422] 13 is a flowchart showing a next game state setting process. [Fig. 423] 50 is a time chart showing the game flow of falling out of the accumulation mode and missing the jackpot lottery, (b) the game flow of falling out of the accumulation mode and winning the jackpot lottery, and (c) the game flow of falling out of the accumulation mode and winning the jackpot lottery. [Fig. 424] This is a time chart showing the flow of a game in which a drop-out win occurs from a consumption mode. [Fig. 425] 400. (a) and (b) are time charts different from FIG. 400, which show the flow of a game in which a drop-down win occurs from the accumulation mode. [Fig. 426] FIG. 423(a) is a diagram showing a display mode corresponding to FIG. [Fig. 427] A diagram showing a display mode corresponding to FIG. 423(b). [Fig. 428] A diagram showing a display mode corresponding to FIG. 423(c). [Fig. 429] This is a diagram showing the display mode following Figure 428. [Fig. 430]A diagram showing the display mode when a drop-out win occurs from the consumption mode. [Fig. 431] FIG. 425 is a diagram showing a display mode corresponding to FIG. 424. [Fig. 432] This is a diagram showing the display mode following Figure 431. [Fig. 433] A figure showing the display mode when a consecutive start win occurs accidentally in consumption mode and a drop-off win occurs. [Fig. 434] FIG. 425(a) is a diagram showing a display mode corresponding to FIG. [Fig. 435] FIG. 425(b) is a diagram showing a display mode corresponding to FIG. [Fig. 436] (a) is a time chart of variant example 1 showing the game flow in which a player falls out of the accumulation mode and wins the special time-saving lottery (1 / 10), and (b) is a time chart of variant example 1 showing the game flow in which a player continues to lose the special time-saving lottery. [Fig. 437] A diagram showing a display mode corresponding to FIG. 436. [Fig. 438] (a) is a time chart of variant example 2, showing the flow of play in which a special time-saving lottery (1 / 10) is held at the same time as a drop-out win from the accumulation mode, and the player ultimately wins, and (b) is a time chart of variant example 2, showing the flow of play in which the player continues to lose the special time-saving lottery. [Fig. 439] A diagram showing a display mode corresponding to FIG. 438. [Fig. 440] (a) is a time chart showing the flow of play in which a special time-saving lottery (1 / 10) is held at the same time as a drop-out win from the consumption mode and a win is made, and (b) is a time chart showing the flow of play in which a win is not made in the special time-saving lottery. [Fig. 441] FIG. 440 shows a display mode corresponding to FIG. [Fig. 442] This is a time chart of Example 51 showing the flow of play from the accumulation mode to the consumption mode / consumption mode, and then returning from the consumption mode to the accumulation mode. [Figure 443] A diagram showing a display form corresponding to FIG. 442. [Figure 444] This is a time chart of variant example 1 showing the flow of a game in which mode transition suggestion information is displayed only when transitioning from the consumption mode to the accumulation mode. [Figure 445] A diagram showing a display mode corresponding to FIG. 444. [Fig. 446] A front view of a pachinko machine of Example 52. [Figure 447] FIG. 1 is a plan view of a pachinko machine. [Figure 448] FIG. 2 is a functional block diagram of a pachinko machine. [Figure 449] FIG. 2 is a schematic diagram illustrating a display screen of a mobile terminal. [Fig. 450] FIG. 2 is a schematic diagram illustrating a display screen of a mobile terminal. [Fig. 451] FIG. 1 is a schematic diagram illustrating the flow of a game. [Fig. 452] 13 is a table for selecting a fish school occurrence pattern. [Fig. 453] 10 is a flowchart illustrating a pairing communication establishment process on the mobile terminal side. [Fig. 454] 11 is a flowchart illustrating a process during communication on the mobile terminal side. [Fig. 455] 13 is a flowchart illustrating a disconnection process on the mobile terminal side. [Fig. 456] 10 is a flowchart illustrating normal processing of the sub-control device. [Fig. 457] 13 is a flowchart illustrating performance execution process management. [Fig. 458] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Fig. 459] 13 is a flowchart illustrating a mobile terminal input monitoring and performance process. [Fig. 460] 11 is a flowchart illustrating an NFC activation process. [Fig. 461] 11 is a flowchart illustrating a pairing and communication establishment process. [Fig. 462] 13 is a flowchart for explaining processing during communication (processing when receiving data from a mobile terminal). [Fig. 463] 13 is a flowchart illustrating a process during communication (a setting data change process). [Fig. 464] 13 is a flowchart for explaining a process during communication (screen capture process). [Fig. 465] 13 is a flowchart explaining processing during communication (mission and game result output processing). [Fig. 466] 11 is a flowchart illustrating a communication disconnection process. [Fig. 467] FIG. 11 is an explanatory diagram regarding effects when capturing a screen. [Fig. 468] 13A is an explanatory diagram regarding the missions, and FIG. 13B is an explanatory diagram regarding the output of game results. [Fig. 469] 13 is a flowchart illustrating a process during communication (changing setting data) according to the second modification. [Fig. 470] 13 is a flowchart illustrating a pairing communication establishment process on a mobile terminal side according to Modification 3. [Fig. 471] 470 is a flowchart illustrating the pairing communication establishment process on the side of a mobile terminal different from that shown in FIG. [Fig. 472] 13 is a flowchart illustrating an NFC operation process according to Modification 4. [Fig. 473] A flowchart explaining an NFC activation process different from that shown in FIG. 472. [Fig. 474] 13 is a flowchart for explaining a process during communication (screen capture process) according to Modification 5. [Fig. 475] 13 is a flowchart illustrating a communication disconnection process according to Modification 6. [Fig. 476] 476 is a flowchart illustrating a disconnection process of a communication different from that shown in FIG. 475. [Fig. 477] FIG. 13 is a schematic diagram illustrating a modification in which a cutting NFC is installed in a hole according to modification 7. [Fig. 478] 11 is a flowchart illustrating a communication disconnection process. [Fig. 479] 23 is a flowchart illustrating a disconnection process for preventing unauthorized multi-access according to Modification 8. [Fig. 480] An explanatory diagram regarding the production related to Example 53. [Figure 481] 13 is a table for selecting a fish school occurrence pattern. [Figure 482] 13 is a flowchart illustrating a communication process (setting data change process). [Figure 483] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 484] FIG. 11 is an explanatory diagram regarding the presentation according to the first modified example. [Figure 485] 13 is a flowchart illustrating a process during communication (a setting data change process). [Figure 486] This is a flowchart explaining the processing during communication following Figure 485. [Figure 487] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 488] FIG. 11 is an explanatory diagram regarding the presentation according to the modified example 2. [Figure 489] An explanatory diagram of the display mode during the decision button stage operation period in Example 54. [Fig. 490] 13A and 13B are schematic diagrams illustrating a display mode during an operation of the enter button. [Figure 491] 13 is a table for selecting a fish school occurrence pattern. [Fig. 492] 13 is a flowchart illustrating a decision button input monitoring and performance process. [Figure 493] 11 is a flowchart illustrating a process of changing the volume, etc. [Figure 494] An explanatory diagram regarding the production related to Example 55. [Fig. 495] 13 is a table for selecting a fish school occurrence pattern. [Figure 496] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 497] FIG. 13 is a schematic diagram for explaining effects at the time of screen capture according to Modification 1. [Figure 498] 13 is a flowchart explaining processing during communication (mission and game result output processing). [Figure 499] FIG. 13 is a schematic diagram illustrating the presentation when there is no change in the predetermined number fluctuation setting in Modification Example 2. [Figure 500]13 is a flowchart illustrating a process during communication (a setting data change process). [Fig. 501] 500 is a flowchart illustrating processing during communication. [Figure 502] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 503] A schematic diagram explaining the display screen of a portable terminal in Example 56. [Figure 504] FIG. 13 is a schematic diagram illustrating the flow of the presentation. [Figure 505] 13 is a table for selecting a fish school occurrence pattern. [Figure 506] 13 is a flowchart for explaining processing during communication (processing when receiving data from a mobile terminal). [Figure 507] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 508] FIG. 11 is a schematic diagram illustrating a process when communication is disconnected according to the first modification. [Figure 509] FIG. 13 is a schematic diagram illustrating the flow of a game when a communication interruption occurs. [Fig. 510] 13 is a table for selecting a fish school occurrence pattern. [Figure 511] 13 is a flowchart for explaining processing during communication (processing when receiving data from a mobile terminal). [Figure 512] 11 is a flowchart illustrating a pairing and communication establishment process. [Figure 513] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 514] FIG. 13 is a schematic diagram illustrating the flow of a game when a machine type related to Modification Example 2 has not been selected. [Figure 515] 13 is a table for selecting a fish school occurrence pattern. [Fig. 516] 11 is a flowchart illustrating a pairing and communication establishment process. [Figure 517] 13 is a flowchart for explaining processing during communication (processing when receiving data from a mobile terminal). [Fig. 518] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Fig. 519] FIG. 13 is a schematic diagram illustrating the flow of presentation according to Modification Example 3. [Fig. 520] 13 is a flowchart illustrating an invalid input display process during communication. [Fig. 521] 11 is a flowchart illustrating a pairing and communication establishment process. [Figure 522] 13 is a flowchart illustrating processing during communication (re-input determination processing). [Figure 523] 11 is a flowchart illustrating a process when communication is disconnected. [Figure 524] A front view of the game board of a pachinko machine of Example 57. [Figure 525] FIG. 2 is a schematic diagram illustrating the overall flow of the game. [Fig. 526] This is a table for the special chart 1 jackpot lottery and a table for the special chart 2 jackpot lottery. [Figure 527] This is a table for normal lottery. [Figure 528] This is a table for changing the main decorative patterns of Special Chart 1 and Special Chart 2. [Figure 529] 13 is a table showing operation patterns of distributing movable objects for non-electrical release. [Fig. 530] This is an explanatory diagram of the operation of the non-electrical release distribution device related to time reduction A1 and time reduction A2. [Fig. 531] This is an explanatory diagram of the operation of the non-electrical release distribution device related to time reduction B. [Figure 532] FIG. 4 is a front view illustrating the structure of the consecutive ball prevention mechanism. [Figure 533] FIG. 2 is a perspective view illustrating the structure of a consecutive ball prevention mechanism. [Fig. 534] 13 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism in the case of a single winning ball. [Fig. 535] FIG. 13 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls are illegally won. [Fig. 536] FIG. 13 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls win without any cheating. [Figure 537]FIG. 13 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls win without any cheating. [Figure 538] FIG. 13 is a front view of a game board of a pachinko machine according to a modified example. [Figure 539] 13 is a front view illustrating the structure of a consecutive ball prevention mechanism according to a modified example. FIG. [Fig. 540] 13A to 13C are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Figure 541] 13A to 13C are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Fig. 542] 13A to 13C are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Figure 543] 13 is a front view illustrating the structure of a consecutive ball prevention mechanism according to a modified example. FIG. [Fig. 544] 13 is a front view illustrating the structure of a consecutive ball prevention mechanism according to a modified example. FIG. [Figure 545] 13 is a front view illustrating the structure of a consecutive ball prevention mechanism according to a modified example. FIG. [Fig. 546] A front view of the game board of a pachinko machine of Example 58. [Figure 547] FIG. 2 is a schematic diagram illustrating the overall flow of the game. [Figure 548] This is a table for the special chart 1 jackpot lottery and a table for the special chart 2 jackpot lottery. [Figure 549] 13 is a table showing operation patterns of distributing movable objects for non-electrical release. [Fig. 550] FIG. 4 is a front view illustrating the structure of the consecutive ball prevention mechanism. [Fig. 551] FIG. 2 is a perspective view illustrating the structure of a consecutive ball prevention mechanism. [Figure 552] 11A and 11B are schematic diagrams illustrating the operation of the consecutive ball prevention mechanism. [Figure 553] 11A and 11B are schematic diagrams illustrating the operation of the consecutive ball prevention mechanism. [Fig. 554] 13A and 13B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Figure 555] 13A and 13B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Fig. 556]13A and 13B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Figure 557] 13A to 13C are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Figure 558] 13A to 13C are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Figure 559] 13A to 13C are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Fig. 560] FIG. 13 is a front view of a game board of a pachinko machine according to a modified example. [Fig. 561] A front view explaining the structure of a consecutive ball prevention mechanism related to the modified example of Figure 560. [Fig. 562] A schematic diagram explaining the operation of the consecutive ball prevention mechanism related to the modified example of Figure 560. [Fig. 563] Another schematic diagram explaining the operation of the consecutive ball prevention mechanism relating to the modified example of Figure 560. [Fig. 564] FIG. 11 is a front view of the game board of Example 59. [Fig. 565] This is a diagram showing the jackpot lottery tables for Special Chart 1 and Special Chart 2. [Fig. 566] This is a diagram showing the jackpot lottery table for Special Chart 2. [Figure 567] FIG. 13 is a diagram showing a special lottery table. [Figure 568] A diagram showing a table for normal pattern lottery. [Fig. 569] This is a figure showing a table for selecting the main decorative pattern change pattern of Special Chart 1 and Special Chart 2. [Fig. 570] 13 is a flowchart showing the first pattern change processing. [Fig. 571] This is a flowchart showing the first pattern change processing following Figure 570. [Fig. 572] This is a flowchart showing the first pattern change processing following Figure 571. [Fig. 573] This is a flowchart showing the first pattern change processing following Figure 572. [Figure 574] 13 is a flowchart showing a fluctuation start process. [Figure 575]13 is a flowchart showing a next game state setting process. [Fig. 576] 11 is a flowchart showing a second symbol control process. [Figure 577] 11 is a flowchart showing a next game state display mode setting process. [Figure 578] FIG. 13 is a front view of the game board of Example 60. [Fig. 579] A diagram explaining the lighting display mode of the right hit lamp and the status lamp. [Fig. 580] A diagram explaining the changes in the lighting display mode of the right hit lamp and the status lamp. [Fig. 581] 13 is a flowchart showing the process of setting the right hit lamp and status lamp lighting display mode. [Fig. 582] A diagram explaining the lighting display mode of the right hit lamp and the status lamp in variant example 1. [Fig. 583] A diagram explaining the changes in the lighting display mode of the right hit lamp and the status lamp. [Fig. 584] A figure explaining the lighting display mode of the right hit lamp and the status lamp in variant example 2. [Figure 585] A diagram explaining the changes in the lighting display mode of the right hit lamp and the status lamp. [Fig. 586] A diagram explaining the changes in the lighting display mode of the right hit lamp and the status lamp. [Figure 587] A figure explaining the display mode for displaying the preview results of the special lottery in Example 61. [Figure 588] 13 is a flowchart showing a pre-reading lottery process. [Figure 589] 13 is a flowchart showing a read-ahead fluctuation pattern designation command reception process. [Fig. 590] This is a diagram illustrating a display mode in which the results of a special lottery are displayed after the results of a win / lose lottery are displayed. [Fig. 591] A diagram explaining a display mode in which the advance reading results of a special lottery are displayed / not displayed. [Fig. 592]A figure explaining a display mode in which a countdown is performed after the preview results of a special lottery are displayed. [Fig. 593] A figure explaining a display mode in which the countdown is stopped after the preview results of the special lottery are displayed. [Figure 594] A figure explaining a display mode for notifying about the time-saving B state without using the advance reading results of the special lottery. [Fig. 595] 13 is a diagram illustrating a display mode for notifying about the time-saving B state at the start of the time-saving A state. FIG. [Fig. 596] 13 is a diagram illustrating a display mode for notifying the user of the time-saving B state each time the time-saving A state changes. FIG. [Figure 597] 13 is a diagram illustrating a display mode in which notifications regarding the time-saving state B are given more frequently as the end of the time-saving state A approaches. FIG. [Figure 598] 13 is a diagram illustrating a display mode in which a notification regarding time-saving state B is given when a specified number of times of time-saving state A is reached. FIG. [Figure 599] A figure showing a special lottery table for Example 62. [Figure 600] This is a diagram explaining a display mode in which the special lottery result is predicted upon the final change in the time-saving A state. [Fig. 601] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Fig. 602] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 603] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 604] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Fig. 605] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Fig. 606] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Fig. 607]This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 608] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 609] This is a modified example of the flowchart showing the first pattern change processing shown in Figure 571. [Figure 610] 13 is a flowchart showing the right-hit error flag setting process of Example 63. [Figure 611] 13 is a flowchart showing a right-hit error display process. [Figure 612] 13 is a flowchart showing a right-hit error flag setting process according to the first modified example. [Figure 613] 13 is a flowchart showing a right-hit error flag setting process according to a second modified example. [Figure 614] 13 is a flowchart showing a right-hit error flag setting process according to a third modified example. [Fig. 615] FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 616] FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 617] FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 618] FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 619] FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 620] FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 621] FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 622] A diagram showing a special lottery table (final fluctuation of time-saving A state). [Fig. 623] FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 624] FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 625] A figure showing the table for the special chart 1 and special chart 2 jackpot lottery in Example 64 (time-saving A state). [Fig. 626]This is a diagram showing the table for the special chart 2 jackpot lottery (final fluctuation of time-saving A). [Figure 627] This is a table for selecting the special chart 2 decorative pattern change pattern that is referenced other than the final change of the time-saving A. [Fig. 628] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Figure 629] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Fig. 630] This is a special lottery table for the final fluctuation of time-saving A. [Fig. 631] This is a table for selecting the special chart 2 main decorative pattern change pattern that is referenced at the time of the final change of time-saving A. [Figure 632] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Figure 633] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Figure 634] This is a table for selecting the special chart 2 main decorative pattern change pattern that is referenced at the time of the final change of the time-saving A in the modified example. [Fig. 635] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Fig. 636] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Figure 637] This is a table for selecting the special chart 2 main decorative pattern change pattern that is referenced at the time of the final change of the time-saving A in the modified example. [Fig. 638] 11 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Figure 639] This is a table for selecting the special chart 2 main decorative pattern change pattern referenced during the time-saving A state in Example 65. [Fig. 640] A schematic diagram explaining the contents of the hold display displayed on the display screen. [Fig. 641] This is a table for selecting messages related to the final fluctuation of time-saving A. [Fig. 642] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Fig. 643]13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Fig. 644] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Fig. 645] This is a table for selecting messages at the start of the final fluctuation. [Fig. 646] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Fig. 647] 13 is a table for selecting messages related to final changes. [Fig. 648] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Fig. 649] A rear view of the pachinko machine of Example 66. [Fig. 650] 11 is a front view illustrating the configuration of the board box and the power supply board accommodated in the board box. FIG. [Fig. 651] 2A is a perspective view of a power supply board, a perspective view of a glass tube fuse, and a front view of the glass tube fuse. FIG. [Fig. 652] FIG. 2 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas to explain Examples 1 and 2, which are specific examples of Example 66. [Fig. 653] FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas to explain Examples 3 and 4, which are specific examples of Example 66. [Fig. 654] FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas to explain Examples 5 and 6, which are specific examples of Example 66. [Fig. 655] FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas to explain Examples 7 and 8, which are specific examples of Example 66. [Fig. 656] FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas to explain Examples 9 and 10, which are specific examples of Example 66. [Fig. 657] FIG. 13 is a front view illustrating a power supply board according to a modified example. [Fig. 658] FIG. 13 is a front view illustrating a board box according to a modified example. [Fig. 659]FIG. 13 is a front view illustrating a board box according to a modified example. [Fig. 660] FIG. 13 is a perspective view illustrating a card unit connection board according to a modified example. [Fig. 661] FIG. 13 is a front view illustrating a card unit connection board according to a modified example. [Fig. 662] FIG. 13 is a front view illustrating a power supply board according to a modified example. [Fig. 663] 13A and 13B are a front view and a schematic diagram illustrating a power supply board according to a modified example. [Fig. 664] FIG. 13 is a schematic diagram showing a front view of a power supply substrate and an arrangement of light areas, illustrating examples 1 and 2 which are specific examples of Example 67. [Fig. 665] 13 is a schematic diagram showing a front view of a power supply substrate and an arrangement of light areas, illustrating examples 3 and 4 which are specific examples of Example 67. FIG. [Fig. 666] 13 is a schematic diagram showing a front view of a power supply substrate and an arrangement of light areas, illustrating examples 5 and 6 which are specific examples of Example 67. FIG. [Fig. 667] 13 is a schematic diagram showing a front view of a power supply substrate and an arrangement of light areas, illustrating Examples 7 and 8, which are specific examples of Example 67. FIG. [Fig. 668] FIG. 13 is a front view illustrating a power supply board according to a modified example. [Fig. 669] FIG. 13 is a front view illustrating a board box according to a modified example. [Fig. 670] FIG. 2 is a schematic diagram showing glass tube fuses according to Examples 1, 2, and 3, which are specific examples of Example 68, and their peripheral electronic components. [Fig. 671] FIG. 13 is a schematic diagram showing a glass tube fuse and its peripheral electronic components according to Example 4 and a modified example which are specific examples of Example 68. [Fig. 672] FIG. 2 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas to explain Examples 1 and 2, which are specific examples of Example 69. [Fig. 673] FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas to explain Examples 3 and 4, which are specific examples of Example 69. [Fig. 674]FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas to explain Examples 5 and 6, which are specific examples of Example 69. [Fig. 675] FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas to explain Examples 7 and 8, which are specific examples of Example 69. [Fig. 676] FIG. 2 is a schematic diagram showing glass tube fuses according to Examples 1, 2, and 3, which are specific examples of Example 70, and their peripheral electronic components. [Fig. 677] FIG. 13 is a schematic diagram showing glass tube fuses and their peripheral electronic components according to Examples 4, 5, and 6, which are specific examples of Example 70. [Fig. 678] FIG. 13 is a schematic diagram showing glass tube fuses and their peripheral electronic components according to Examples 7 and 8, which are specific examples of Example 70. [Fig. 679] FIG. 13 is a schematic diagram showing glass tube fuses according to Examples 9, 10, and 11, which are specific examples of Example 70, and their peripheral electronic components. [Fig. 680] FIG. 11 is a front view of the game board of Example 71. [Fig. 681] A diagram showing the mechanism surrounding the movable parts. [Fig. 682] A diagram showing the operation of the movable props. [Fig. 683] A diagram showing the operation of the movable props. [Fig. 684] This is a diagram showing a table for selecting the main decorative pattern change pattern of Special Chart 1. [Fig. 685] A diagram showing the movement of the decorative parts that make up the movable props. [Fig. 686] A diagram showing the movement of the decorative parts that make up the movable props. [Fig. 687] 13 is a flowchart showing a performance management execution process. [Figure 688] 13 is a flowchart showing the expected performance control processing. [Figure 689] 13 is a flowchart showing a display mode switching process. [Fig. 690] 13 is a flowchart showing the expected performance display processing. [Fig. 691]A diagram showing the movement of the decorative members that constitute the movable props in the modified example. [Fig. 692] A diagram showing the movement of the decorative members that constitute the movable props in the modified example. [Fig. 693] 13 is a flowchart showing an expectation performance control process according to a modified example. [Fig. 694] A diagram showing the movement of a movable prop in a modified example. [Fig. 695] A diagram showing the movement of a movable prop in a modified example. [Fig. 696] 13 is a flowchart showing an expectation performance control process according to a modified example. [Fig. 697] A diagram showing the movement of a movable prop in a modified example. [Fig. 698] A diagram showing a drive mechanism that constitutes a movable part in a modified example. [Figure 699] FIG. 11 is a front view of the game board of Example 72. [Fig. 700] This is a diagram showing a table for selecting the main decorative pattern change pattern of Special Chart 1. [Fig. 701] A diagram showing the suggested state in the expectation performance. [Fig. 702] A diagram showing the suggested state in the expectation performance. [Fig. 703] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Fig. 704] This is a diagram showing the presentation pattern (Super Reach D) in the expected presentation. [Fig. 705] A diagram showing a presentation pattern (Super Reach E0) in an expected presentation. [Fig. 706] This is a diagram showing the presentation pattern (Super Reach E00) in the expected presentation. [Fig. 707] This is a diagram showing a presentation pattern (Super Reach E1) in an expected presentation. [Fig. 708] This is a diagram showing a presentation pattern (Super Reach E2) in an expected presentation. [Fig. 709] This is a diagram showing the presentation pattern (Super Reach E3) in the expected presentation. [Fig. 710] This is a diagram showing the performance pattern in the expected performance (Super Reach C2, falling operation failure). [Fig. 711] This is a diagram showing the performance pattern in the expected performance (super reach E1, falling operation failure). [Fig. 712] This is a diagram showing the performance pattern (super reach E1, rotation malfunction) in the expected performance. [Fig. 713] 13 is a flowchart showing the expected performance control processing. [Fig. 714] 13 is a flowchart showing the expected performance display processing. [Fig. 715] A diagram showing the suggested state in the expectation performance. [Fig. 716] A diagram showing the suggested state in the expectation performance. [Fig. 717] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Fig. 718] This is a diagram showing the presentation pattern (Super Reach D) in the expected presentation. [Fig. 719] This is a diagram showing a presentation pattern (Super Reach E1) in an expected presentation. [Fig. 720] This is a diagram showing a presentation pattern (Super Reach E2) in an expected presentation. [Fig. 721] This is a diagram showing the presentation pattern (Super Reach E3) in the expected presentation. [Fig. 722] This is a diagram showing the performance pattern in the expected performance (Super Reach C2, falling operation failure). [Fig. 723] This is a diagram showing the performance pattern in the expected performance (super reach E1, falling operation failure). [Fig. 724] This is a diagram showing the performance pattern (super reach E1, rotation malfunction) in the expected performance. [Fig. 725] A diagram showing the presentation patterns (super reach Ea1, Ea2) in the expected presentation. [Fig. 726]A diagram showing the presentation patterns (super reach Ea3, Ea4) in the expected presentation. [Fig. 727] This is a diagram showing the performance pattern in the expected performance (super reach Ea4, poor falling operation). [Fig. 728] A diagram explaining the movement of the decorative members that make up the movable props. [Fig. 729] A diagram explaining the movement of the decorative members that make up the movable props. [Fig. 730] 11A and 11B are diagrams illustrating the effect of a light guide plate. [Fig. 731] FIG. 11 is a front view of the game board of Example 73. [Fig. 732] FIG. 2 is a diagram illustrating an attached sensor. [Fig. 733] FIG. 2 is a schematic diagram illustrating the movement of a movable object. [Fig. 734] 13 is a table for explaining an example of the operation of the expected performance. [Fig. 735] FIG. 13 is a schematic diagram illustrating an example of the operation of the expectation performance. [Fig. 736] 13 is a flowchart explaining the expected performance control process. [Fig. 737] 10 is a time chart illustrating a configuration according to a modified example. [Fig. 738] FIG. 11 is a front view of the game board of Example 74. [Fig. 739] FIG. 2 is a diagram illustrating an attached sensor. [Fig. 740] FIG. 2 is a diagram illustrating an attached sensor. [Fig. 741] FIG. 1 is a diagram illustrating a light guide plate display. [Fig. 742] 1A to 1C are diagrams illustrating the operation mode of a movable object. [Fig. 743] 1A to 1C are diagrams illustrating the operation mode of a movable object. [Fig. 744] 1A to 1C are diagrams illustrating the operation mode of a movable object. [Fig. 745] 1A to 1C are diagrams illustrating the operation mode of a movable object. [Fig. 746] 13 is a flowchart explaining the expected performance control process. [Fig. 747]13 is a flowchart explaining the expected performance control process. [Fig. 748] FIG. 11 is a front view of the game board of Example 75. [Fig. 749] This is a diagram showing a table for selecting the main decorative pattern change pattern of Special Chart 1. [Fig. 750] A diagram showing the suggested state in the expectation performance. [Fig. 751] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Fig. 752] This is a diagram showing the presentation patterns (super reach E1, E2) in the expected presentation. [Fig. 753] This is a diagram showing the performance pattern (super reach C1, failure) in the expected performance. [Fig. 754] This is a diagram showing the performance pattern (Super Reach E1, failure) in the expected performance. [Fig. 755] This is a diagram showing the performance pattern (Super Reach E1, failure) in the expected performance. [Fig. 756] A diagram showing the suggested state in the expectation performance. [Fig. 757] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Fig. 758] This is a diagram showing the presentation patterns (super reach E1, E2, E3) in the expected presentation. [Fig. 759] This is a diagram showing the performance pattern (super reach C1, failure) in the expected performance. [Fig. 760] This is a diagram showing the performance pattern (Super Reach E1, failure) in the expected performance. [Fig. 761] This is a diagram showing the performance pattern (super reach E1, first failure) in the expected performance. [Fig. 762] This is a diagram showing the performance patterns (second failure, third failure) in the expected performance. [Fig. 763] This is a diagram showing the performance pattern (Super Reach E1, failure) in the expected performance. [Fig. 764]This is a diagram showing the performance pattern (Super Reach E1, failure) in the expected performance. [Fig. 765] FIG. 13 is a front view of a modified game board. [Fig. 766] FIG. 11 is a front view of the game board of Example 76. [Fig. 767] A diagram showing the movement of movable props. [Fig. 768] This is a diagram explaining the mechanism surrounding the movable parts. [Fig. 769] This is a diagram showing a table for selecting the main decorative pattern change pattern of Special Chart 1. [Fig. 770] A diagram showing the suggested state and failure state in the expectation performance. [Fig. 771] This is a diagram showing the presentation patterns (Super Reach C, D) in the expected presentation. [Fig. 772] This is a diagram showing the performance patterns (Super Reach E, F) in the expected performance. [Fig. 773] This is a diagram showing the performance pattern in the expected performance (when super reach E and F fail). [Fig. 774] A front view of the game board of Example 77. [Fig. 775] FIG. 2 is a rear view of the pachinko machine. [Fig. 776] FIG. 2 is a functional block diagram illustrating a pachinko machine. [Fig. 777] 4 is a flowchart illustrating a main process of a main control device. [Fig. 778] 13 is a flowchart illustrating a scenario setting value change process. [Fig. 779] 13 is a flowchart illustrating a payout rate setting value update process. [Fig. 780] 13 is a flowchart illustrating a fish school effect setting process. [Fig. 781] 13 is a flowchart illustrating a process for determining whether or not a school of fish effect is to be performed. [Fig. 782] 13 is a flowchart illustrating a fish school appearance rate update process. [Fig. 783] 13 is a flowchart illustrating a process for setting a school of fish effect display mode. [Fig. 784] 11 is a table illustrating output rate setting values. [Fig. 785] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Fig. 786] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Fig. 787] 11 is a table for explaining a scenario. [Fig. 788] FIG. 13 is a schematic diagram illustrating a demo display. [Fig. 789] FIG. 13 is a schematic diagram illustrating the history of fish school appearances. [Fig. 790] FIG. 13 is a schematic diagram illustrating the school of fish effect. [Fig. 791] FIG. 13 is a schematic diagram illustrating the school of fish effect. [Fig. 792] 13 is a table illustrating output rate setting values according to a modified example. [Fig. 793] 13 is a schematic diagram and table explaining the operating mode of the light-emitting device Da2 according to the modified example. [Fig. 794] 13A and 13B are schematic diagrams illustrating a light emission setting and a light emission rate history according to a modified example. [Fig. 795] 13 is a schematic diagram showing a table for explaining fish school settings according to a modified example. FIG. [Fig. 796] 13 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 797] 13 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 798] 13 is a flowchart illustrating a process for setting a school of fish effect display mode. [Fig. 799] FIG. 13 is a schematic diagram illustrating the school of fish effect. [Figure 800] 13 is a table illustrating setting values according to a modified example. [Fig. 801] 10 is a flowchart illustrating a launch control process according to a modified example. [Fig. 802] 13 is a table illustrating setting values according to a modified example. [Fig. 803]13 is a table illustrating setting values according to a modified example. [Fig. 804] 13 is a table illustrating setting values according to a modified example. [Fig. 805] 13 is a flowchart illustrating a main process according to a modified example. [Fig. 806] 13 is a table for explaining a scenario according to a modified example. [Fig. 807] 13 is a table for explaining a scenario according to a modified example. [Fig. 808] 13 is a table for explaining a scenario according to a modified example. [Fig. 809] 13 is a table for explaining a scenario according to a modified example. [Fig. 810] 13 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 811] 13 is a flowchart explaining the payout rate setting value update process according to the seventy-eighth embodiment. [Fig. 812] 11 is a table for explaining a scenario. [Fig. 813] 13 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 814] 13A and 13B are schematic diagrams illustrating displays on a display screen according to a modified example. [Fig. 815] 13 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 816] 13 is a table explaining a scenario related to Example 79. [Fig. 817] 13 is a flowchart illustrating a payout rate setting value update process. [Fig. 818] 11 is a time chart illustrating a stage change. [Fig. 819] 11 is a time chart illustrating a stage change. [Fig. 820] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 821] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 822]13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 823] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 824] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 825] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 826] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 827] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 828] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 829] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 830] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 831] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 832] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 833] 11 is a table for explaining a scenario. [Fig. 834] 13 is a flowchart illustrating a payout rate setting value update process. [Fig. 835] 11 is a time chart illustrating a stage change. [Fig. 836] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 837] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 838] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 839] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 840] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 841] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 842]13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 843] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 844] 11 is a table for explaining a scenario. [Fig. 845] FIG. 2 is a schematic diagram illustrating a display on a display screen. [Fig. 846] 11 is a time chart illustrating a stage change. [Fig. 847] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 848] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 849] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 850] 11 is a time chart illustrating a stage change. [Fig. 851] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 852] FIG. 2 is a schematic diagram illustrating a display on a display screen. [Fig. 853] 13 is a flowchart explaining the payout rate setting value update process according to Example 80. [Fig. 854] 11 is a time chart illustrating a stage change. [Fig. 855] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 856] 11 is a time chart illustrating a stage change. [Fig. 857] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 858] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 859] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 860] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 861] 11 is a time chart illustrating a stage change. [Fig. 862] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 863] 8 is a table for determining a big win in Example 81. [Fig. 864] 13 is a flowchart explaining the fluctuation start process. [Fig. 865] 13 is a flowchart explaining the variable display mode setting process. [Fig. 866] 13 is a flowchart explaining the change start process involving a setting change lottery. [Fig. 867] A schematic diagram explaining the main decorative pattern and pending display. [Fig. 868] FIG. 13 is a schematic diagram illustrating a demo display. [Fig. 869] FIG. 13 is a schematic diagram illustrating the variable display mode. [Fig. 870] FIG. 13 is a schematic diagram illustrating the variable display mode. [Fig. 871] FIG. 13 is a schematic diagram illustrating the variable display mode. [Fig. 872] 13 is a flowchart explaining a fluctuation start process according to a modified example. [Fig. 873] 13 is a schematic diagram illustrating a variable display mode according to a modified example. FIG. [Fig. 874] 13 is a schematic diagram illustrating a variable display mode according to a modified example. FIG. [Fig. 875] 13 is a flowchart explaining a fluctuation start process according to a modified example. [Fig. 876] 13 is a schematic diagram illustrating a variable display mode according to a modified example. FIG. [Fig. 877] 13 is a flowchart explaining a fluctuation start process according to a modified example. [Fig. 878] 13 is a schematic diagram illustrating a variable display mode according to a modified example. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] This specification also discloses the following invention relating to a gaming machine and the problem that the invention aims to solve.
[0011] <Assignment P> Conventionally, as an example of this type of gaming machine, there is a gaming machine that executes a specific operation-responsive presentation during a predetermined display presentation when an operation means such as an operation button or an operation lever is operated in a specific manner within a valid period during which the operation of the operation means is valid (for example, JP 2015-112124 A (pages 39-40, FIG. 20)). However, the conventional example having such a configuration has the following problems. In other words, the problem is that it is not possible to suitably improve the interest of the specific operation-responsive presentation. The inventions relating to (P1-0), (P2-0), and (P4-0) below have been made in consideration of the above circumstances, and aim to provide a gaming machine that can optimally increase the interest of specific operation-responsive presentations. The inventions relating to the following (P1-0), (P2-0), and (P4-0) have the following configurations in order to achieve the above object.
[0012] (P1-0) an operation means for receiving an operation by a player; A main control means for performing main control regarding a game; A game machine including: a performance execution means for causing a display means to execute a predetermined display performance based on a result of the determination by the main control means; The performance execution means includes: When the operation of the operation means is performed in a specific manner within a valid period during which the operation of the operation means is valid, a specific operation corresponding performance can be executed during the predetermined display performance, Even if it is determined that the operation in the specific mode is not performed within a period in which the presence or absence of the operation of the operating means in the specific mode is determined, the execution of the specific operation corresponding performance is continued. A gaming machine characterized by:
[0013] According to the gaming machine described in (P1-0), even if the operation of the operation means in the specific mode is interrupted after the specific operation corresponding performance is started, if the operation in the specific mode is resumed within the period in which the presence or absence of the operation in the specific mode is judged, the execution of the specific operation corresponding performance will continue, so there is no need to restart the operation of the operation means from scratch and wait for the time until the specific operation corresponding performance returns to the state before the interruption. As a result, the interest of the specific operation corresponding performance can be suitably improved.
[0014] (P1-1) In the gaming machine described in (P1-0), The performance execution means includes: an operation detection means for detecting an operation of the operation means by a player at a predetermined interval during the valid period; When the operation of the operation means is performed in a specific manner, a determination is made as to whether or not to continue the execution of the specific operation corresponding effect based on whether or not the operation of the operation means by the player is detected at a determination timing set at each specific interval longer than the predetermined interval. A gaming machine characterized by:
[0015] According to the gaming machine described in (P1-1) above, even if the detection of the player's operation is interrupted after the specific operation corresponding performance is started, if the player resumes the operation of the operation means by the judgment timing, the execution of the specific operation corresponding performance will continue, so there is no need to restart the operation of the operation means from scratch and wait for the specific operation corresponding performance to return to the state before the interruption. As a result, the interest of the specific operation corresponding performance can be appropriately improved.
[0016] (P1-2) In the gaming machine described in (P1-1), The gaming machine is characterized in that the effect execution means continues to execute the specific operation-responsive effect even after the judgment timing based on detection of operation of the operation means by the player at the judgment timing after the operation of the operation means is performed in a specific manner.
[0017] According to the gaming machine described in (P1-2) above, even if the detection of the player's operation is interrupted after the specific operation corresponding performance is started, if the player resumes the operation of the operation means by the judgment timing, the execution of the specific operation corresponding performance will continue after this judgment timing, so there is no need to restart the operation of the operation means from scratch and wait for the specific operation corresponding performance to return to the state before the interruption. As a result, the interest of the specific operation corresponding performance can be appropriately improved.
[0018] (P1-3) In the gaming machine described in (P1-1) or (P1-2), The gaming machine is characterized in that the effect execution means ends the specific operation-responsive effect at the judgment timing based on the fact that no operation of the operation means by the player is detected at the judgment timing after the operation of the operation means is performed in a specific manner.
[0019] According to the gaming machine described in (P1-3), after the specific operation corresponding presentation is started, if the player does not resume the operation of the operation means by the judgment timing after the detection of the player's operation is interrupted, the specific operation corresponding presentation ends at this judgment timing, so that the player is less likely to neglect the operation. As a result, the interest of the specific operation corresponding presentation can be suitably improved.
[0020] (P1-4) In the gaming machine described in any one of (P1-1) to (P1-3), The effect execution means continues to execute the specific operation corresponding effect until the judgment timing arrives when the operation of the operating means is performed in a specific manner and no operation is detected other than at the judgment timing.
[0021] According to the gaming machine described in (P1-4) above, even if the detection of the player's operation is interrupted after the specific operation corresponding performance is started, the player can enjoy the specific operation corresponding performance until the judgment timing arrives. As a result, the interest of the specific operation corresponding performance can be appropriately improved.
[0022] (P1-5) In the gaming machine described in (P1-4), The effect execution means continues executing the specific operation corresponding effect until the judgment timing arrives when, after the operation of the operating means is performed in a specific manner, no operation is detected other than at the judgment timing, and further continues executing the specific operation corresponding effect based on the detection of operation of the operating means by the player at the judgment timing.
[0023] According to the gaming machine described in (P1-5) above, even if the detection of the player's operation is interrupted after the specific operation corresponding effect is started, the player can enjoy the specific operation corresponding effect until the judgment timing arrives, and if the player resumes the operation, the player can further enjoy the specific operation corresponding effect. As a result, the interest of the specific operation corresponding effect can be appropriately improved.
[0024] (P1-6) In the gaming machine described in (P1-4) or (P1-5), The effect execution means continues executing the specific operation-responsive effect until the judgment timing arrives when, after the operation of the operating means is performed in a specific manner, no operation is detected at any time other than the judgment timing, and terminates the execution of the specific operation-responsive effect at the judgment timing based on the fact that no operation of the operating means by the player is detected at the judgment timing.
[0025] According to the gaming machine described in (P1-6), even if the detection of the player's operation is interrupted after the specific operation corresponding performance is started, the specific operation corresponding performance can be enjoyed until the judgment timing arrives, but if the operation is neglected, the specific operation corresponding performance can no longer be enjoyed. As a result, the interest of the specific operation corresponding performance can be appropriately improved.
[0026] (P1-7) In the gaming machine described in (P1-4), The effect execution means continues executing the specific operation corresponding effect until the judgment timing arrives when, after the operation of the operating means is performed in a specific manner, no operation is detected other than at the judgment timing, and at the judgment timing, a lottery is conducted based on the detection of operation of the operating means by the player, and if the result of the lottery is a winning result, further continues executing the specific operation corresponding effect.
[0027] According to the gaming machine described in (P1-7) above, even if the detection of the player's operation is interrupted after the specific operation corresponding performance is started, the player can enjoy the specific operation corresponding performance until the judgment timing arrives, and if the player resumes the operation and wins the lottery, the player can further enjoy the specific operation corresponding performance. As a result, the interest of the specific operation corresponding performance can be appropriately improved.
[0028] (P1-8) In the gaming machine described in (P1-7), The effect execution means continues executing the specific operation corresponding effect until the judgment timing arrives when, after the operation of the operating means is performed in a specific manner, no operation is detected other than at the judgment timing, and at the judgment timing, a lottery is conducted based on the detection of operation of the operating means by the player, and if the result of the lottery is a loss, the execution of the specific operation corresponding effect is terminated.
[0029] According to the gaming machine described in (P1-8) above, even if the detection of the player's operation is interrupted after the specific operation corresponding presentation starts, the player can enjoy the specific operation corresponding presentation until the judgment timing arrives, and if the player resumes the operation and wins the lottery, the player can further enjoy the specific operation corresponding presentation, but if the player loses, the player cannot further enjoy the specific operation corresponding presentation. As a result, the interest of the specific operation corresponding presentation can be suitably improved.
[0030] (P2-0) an operation means for receiving an operation by a player; A main control means for performing main control regarding a game; A game machine including: a performance execution means for causing a display means to execute a predetermined display performance based on a result of the determination by the main control means; The performance execution means includes: When the operation of the operation means is performed in a specific manner within a valid period during which the operation of the operation means is valid, a specific operation corresponding performance is executed during the predetermined display performance, Even if an operation different from the operation in the specific mode is performed within a period in which the presence or absence of the operation of the operation means in the specific mode is determined, the execution of the specific operation corresponding performance is continued. A gaming machine characterized by:
[0031] According to the gaming machine described in (P2-0) above, even if an operation different from the operation in the specific mode is performed after the specific operation corresponding performance is started, the execution of the specific operation corresponding performance continues, so there is no need to start over the operation of the operating means just because an operation different from the operation in the specific mode is performed. As a result, the interest of the specific operation corresponding performance can be suitably improved.
[0032] (P2-00) an operation means for receiving an operation by a player; A main control means for performing main control regarding a game; A game machine including: a performance execution means for causing a display means to execute a predetermined display performance based on a result of the determination by the main control means; The performance execution means includes: When the operation of the operation means is performed in a specific manner within a valid period during which the operation of the operation means is valid, a specific operation corresponding performance is executed during the predetermined display performance, When an operation different from the operation in the specific mode is performed within a period in which the presence or absence of an operation in the specific mode of the operating means is determined, a performance different from the specific operation corresponding performance is executed while continuing the execution of the specific operation corresponding performance. A gaming machine characterized by:
[0033] According to the gaming machine described in (P2-00) above, even if an operation different from the operation in the specific mode is performed after the specific operation corresponding performance is started, the specific operation corresponding performance continues to be executed, and a performance different from the specific operation corresponding performance is executed, so that it is easy to recognize that there is no need to start over from scratch with the operation of the operating means just because an operation different from the operation in the specific mode is performed. As a result, the interest of the specific operation corresponding performance can be suitably improved.
[0034] (P2-000) An operation means for receiving an operation by a player; A main control means for performing main control regarding a game; A game machine including: a performance execution means for causing a display means to execute a predetermined display performance based on a result of the determination by the main control means; The performance execution means includes: When the operation of the operation means is performed in a specific manner within a valid period during which the operation of the operation means is valid, a specific operation corresponding performance is executed during the predetermined display performance; Even if an operation other than the operation in the specific mode is performed within a period in which the presence or absence of the operation of the operation means in the specific mode is determined, the execution of the specific operation corresponding performance is continued, showing the results of the different operations during execution of one of the predetermined display effects; A gaming machine characterized in that the result of the different operation shown during the execution of one of the specified display effects is also displayed during the execution of the next specified display effect or during the execution of any subsequent specified display effect.
[0035] According to the gaming machine described in (P2-000), the results of different operations performed during the execution of one predetermined display performance are displayed during the execution of the first predetermined display performance and during the execution of the subsequent predetermined display performance. This makes it possible to appropriately improve the interest of the specific operation corresponding performance through different operations.
[0036] (P2-0A) In the gaming machine described in (P2-0), The performance execution means includes: showing the results of the different operations during execution of one of the predetermined display effects; A gaming machine characterized in that the result of the different operation shown during the execution of one of the specified display effects is also displayed during the execution of the next specified display effect or during the execution of any subsequent specified display effect.
[0037] According to the gaming machine described in (P2-0A), the results of different operations performed during the execution of one predetermined display effect are displayed during the execution of the first predetermined display effect and during the execution of subsequent predetermined display effects. This makes it possible to appropriately improve the interest of the specific operation corresponding effect through different operations.
[0038] (P2-0B) In the gaming machine described in (P2-0), The performance execution means includes: The display mode of the specific operation corresponding performance is changed according to a predetermined condition obtained as a result of the judgment, The specific operation corresponding presentation is characterized in that, when the operation of the operating means is performed in a specific manner and then an operation different from the specific manner is performed, the difference in the display manner of the specific operation corresponding presentation suggests the predetermined condition obtained as a result of the judgment. A gaming machine characterized by:
[0039] According to the gaming machine described in (P2-0B), the interest of the specific operation corresponding performance can be appropriately improved by the difference in the display mode of the specific operation corresponding performance according to the predetermined condition obtained as a result of the judgment. Also, during the specific operation corresponding performance, an operation different from the operation of the specific mode is performed, and a suggestion of the predetermined condition obtained as a result of the judgment is given, which is an interesting feature. As a result, the interest of the specific operation corresponding performance can be appropriately improved.
[0040] (P2-1) In the gaming machine described in (P2-0B), The effect execution means changes the display mode of the specific operation corresponding effect depending on a predetermined condition obtained as a result of the judgment.
[0041] According to the gaming machine described in (P2-1) above, the interest of the specific operation response presentation can be appropriately improved by changing the display mode of the specific operation response presentation according to the predetermined condition obtained as a result of the judgment.
[0042] (P2-2) In the gaming machine described in (P2-1), The specific operation corresponding presentation is characterized in that, when the operation of the operating means is performed in a specific manner and then an operation different from the specific manner is performed, the difference in the display manner of the specific operation corresponding presentation suggests the predetermined condition obtained as a result of the judgment.
[0043] According to the gaming machine described in (P2-2) above, during the specific operation corresponding presentation, an interesting element is created in that a suggestion of a predetermined condition obtained as a result of a judgment made by performing an operation different from the specific mode of operation is given.
[0044] (P2-3) In the gaming machine described in (P2-0) or (P2-1), The specific operation-responsive presentation is characterized in that the display mode differs when no operation of the operation means by the player is detected at the judgment timing after the operation of the operation means is performed in a specific manner.
[0045] According to the gaming machine described in (P2-3) above, when the operation of the operating means is released after the specific operation corresponding presentation has started, the interest of the specific operation corresponding presentation can be suitably increased by the difference in the display mode after the release.
[0046] (P2-4) In the gaming machine described in (P2-0) or (P2-3), The specific operation responsive presentation is characterized in that the way in which the display mode changes differs when, after the operation of the operation means is performed in a specific manner, no operation of the operation means by the player is detected at the judgment timing.
[0047] According to the gaming machine described in (P2-4) above, when the operation of the operating means is released after the specific operation corresponding presentation has started, the interest of the specific operation corresponding presentation can be suitably improved by the difference in the way in which the display mode changes after the release.
[0048] (P2-5) In the gaming machine described in (P2-0) or (P2-3), The specific operation-responsive presentation is characterized in that, after the operation of the operation means is performed in a specific manner, the manner in which the display mode changes differs when there is no detection of operation of the operation means by the player at the judgment timing, and when there is detection of operation of the operation means by the player after the judgment timing.
[0049] According to the gaming machine described in (P2-5) above, after a specific operation-responsive presentation has started, the operation of the operating means is released, but if the operation is then resumed, the way in which the display mode changes can suitably improve the interest of the specific operation-responsive presentation.
[0050] (P2-6) In the gaming machine described in (P2-0) or (P2-3), The specific operation-responsive presentation is a gaming machine characterized in that, after the operation of the operating means is performed in a specific manner, there is no detection of operation of the operating means by the player at the judgment timing, and the execution or non-execution of a specific notification differs depending on whether or not there is detection of operation of the operating means by the player after the judgment timing.
[0051] According to the gaming machine described in (P2-6) above, after a specific operation-responsive presentation has started, the operation of the operating means is released, but if the operation is then resumed, the interest of the specific operation-responsive presentation can be suitably improved depending on whether or not a specific notification is executed.
[0052] (P2-7) In the gaming machine described in (P2-6), The specific notification is a notification of whether or not the specific operation corresponding presentation will resume.
[0053] According to the gaming machine described in (P2-7) above, after a specific operation-responsive presentation has started, the operation of the operating means is released, but if the operation is then resumed, the interest of the specific operation-responsive presentation can be suitably increased by notification of whether the specific operation-responsive presentation has resumed or not.
[0054] (P2-8) In the gaming machine described in any one of (P2-0) or (P2-1) to (P2-7), The predetermined condition is an expectation that the result of the judgment will be a specific result.
[0055] According to the gaming machine described in (P2-8) above, the difference in the display mode of the specific operation corresponding presentation indicates the expectation that the judgment result will be a specific result, so that the interest of the specific operation corresponding presentation can be preferably improved.
[0056] (P2-9) In the gaming machine described in (P2-8), The gaming machine is characterized in that the predetermined condition is a change pattern of the display mode of the specific operation corresponding presentation determined according to the expectation level.
[0057] According to the gaming machine described in (P2-9) above, the difference in the change pattern of the display mode of the specific operation corresponding presentation indicates the expectation that the judgment result will be a specific result, so that the interest of the specific operation corresponding presentation can be preferably improved.
[0058] (P3-1) In the gaming machine described in (P1-1), The effect execution means executes a predetermined effect for a predetermined period of time without terminating the specific operation corresponding effect when no operation of the operation means is detected during execution of the specific operation corresponding effect.
[0059] According to the gaming machine described in (P3-1) above, even if the detection of the player's operation is interrupted during the execution of a specific operation-responsive presentation after the operation of the operating means is performed in a specific manner, the specific operation-responsive presentation is not terminated and the specific presentation is executed for a specified period of time, so that the interest of the specific operation-responsive presentation can be improved more effectively than if the presentation were terminated when the detection of the operation was interrupted.
[0060] (P3-2) In the gaming machine described in (P3-1), The gaming machine is characterized in that the predetermined effect is an effect that continues the specific operation corresponding effect for the predetermined period.
[0061] According to the gaming machine described in (P3-2) above, even if detection of the player's operation is interrupted during execution of the specific operation-responsive presentation after the operation of the operating means is performed in a specific manner, the specific operation-responsive presentation continues for a predetermined period of time. Therefore, there is a unity of presentation before and after the operation detection is interrupted, and the interest of the specific operation-responsive presentation can be improved more effectively than if the presentation were to end at the point in time when the operation detection is interrupted.
[0062] (P3-3) In the gaming machine described in (P3-2), The gaming machine is characterized in that the predetermined effect is an effect that continues to change the display mode of the specific operation corresponding effect for the predetermined period.
[0063] According to the gaming machine described in (P3-3) above, even if detection of the player's operation is interrupted during execution of the specific operation-responsive presentation after the operation means is performed in a specific manner, the change in the display mode continues for a predetermined period of time. Therefore, since there is continuity in the change in the display mode before and after detection of the operation is interrupted, the interest of the specific operation-responsive presentation can be improved more effectively than if the presentation were to end when detection of the operation is interrupted.
[0064] (P4-0) an operation means for receiving an operation by a player; A main control means for performing main control regarding a game; A game machine including: a performance execution means for causing a display means to execute a predetermined display performance based on a result of the determination by the main control means; The performance execution means includes: When the operation of the operation means is performed in a specific manner within a valid period during which the operation of the operation means is valid, a specific operation corresponding performance is executed during the predetermined display performance, A gaming machine characterized in that, when an operation different from the specific operation mode is performed after the operation means is operated in a specific mode, the result of the judgment can be suggested by the mode of another mode different from the specific operation corresponding mode executed during the specific operation corresponding mode and the mode of the specific operation corresponding mode. A gaming machine characterized by:
[0065] According to the gaming machine described in (P4-0), during the specific operation corresponding performance, an operation different from the specific mode of the specific operation corresponding performance is performed, and the mode of the specific operation corresponding performance and the mode of the specific operation corresponding performance are given as a hint of the result of the judgment, which is interesting. As a result, the interest of the specific operation corresponding performance can be suitably improved.
[0066] (P4-00) an operation means for receiving an operation by a player; A main control means for performing main control regarding a game; A game machine including: a performance execution means for causing a display means to execute a predetermined display performance based on a result of the determination by the main control means; The performance execution means includes: When the operation of the operation means is performed in a specific manner within a valid period during which the operation of the operation means is valid, a specific operation corresponding performance is executed during the predetermined display performance, and a specific suggestion that can suggest the result of the determination is executed depending on the performance mode; The specific operation corresponding performance can also execute the specific suggestion by a different performance mode from the specific operation corresponding performance executed during the specific operation corresponding performance when an operation different from the specific operation mode is performed after the operation of the operation means is performed in a specific mode. A gaming machine characterized by:
[0067] According to the gaming machine described in (P4-00), not only when a specific mode of operation is performed during a specific operation corresponding performance, but also when an operation different from the specific mode of operation is performed, a suggestion (specific suggestion) of the same judgment result as when the specific mode of operation is performed is given by a different mode of performance different from the specific operation corresponding performance, which is interesting. As a result, the interest of the specific operation corresponding performance can be suitably improved.
[0068] (P4-1) In the gaming machine described in (P3-1), The predetermined effect is a different effect from the specific operation corresponding effect that is executed for the predetermined period of time.
[0069] According to the gaming machine described in (P4-1) above, even if detection of the player's operation is interrupted during execution of a specific operation-responsive presentation after the operation of the operating means is performed in a specific manner, a presentation different from the specific operation-responsive presentation is executed for a predetermined period of time, so that the interest of the specific operation-responsive presentation can be improved more effectively by using a presentation effect different from the specific operation-responsive presentation than if the presentation were to end when detection of the operation was interrupted.
[0070] (P4-2) In the gaming machine described in (4-0) or (P4-1), The gaming machine is characterized in that the separate effect is an effect that is executed for the specified period of time and that suggests or notifies the player that there has been no more operation of the operating means.
[0071] According to the gaming machine described in (P4-2) above, when the operation of the operating means is performed in a specific manner and detection of the player's operation is interrupted during execution of a specific operation-responsive presentation, a different presentation can be displayed to inform the player that he or she needs to resume the operation for a specified period of time. This can preferably improve the interest of the specific operation-responsive presentation compared to the case where the presentation is ended when detection of the operation is interrupted.
[0072] (P4-3) In the gaming machine described in (4-0) or (P4-1), The effect execution means executes the predetermined effect for the predetermined period until the judgment timing arrives.
[0073] According to the gaming machine described in (P4-3) above, even if detection of the player's operation is interrupted during execution of a specific operation-responsive presentation after the operation of the operating means is performed in a specific manner, the specific operation-responsive presentation is executed for a specified period until the judgment timing arrives, so that the interest of the specific operation-responsive presentation can be improved more effectively than if the presentation were to end when detection of the operation was interrupted.
[0074] (P4-4) In the gaming machine described in (P4-3), The effect execution means executes the predetermined effect for the predetermined period until the judgment timing arrives, and then, at the judgment timing, suggests or notifies the player that there is no longer any operation of the operating means.
[0075] According to the gaming machine described in (P4-4) above, even if detection of the player's operation is interrupted during execution of a specific operation-responsive presentation after the operation of the operating means is performed in a specific manner, the specific presentation is executed for a specified period until the judgment timing arrives, and then the player can be informed at the judgment timing that he or she needs to resume operation. This makes it possible to preferably improve the interest of the specific operation-responsive presentation compared to the case where the presentation is ended when detection of the operation is interrupted.
[0076] (P4-5) In the gaming machine described in (P4-3), The effect execution means executes the predetermined effect for the predetermined period until the judgment timing arrives, and then executes an effect that suggests or notifies the player of the end of the specific operation corresponding effect at the judgment timing.
[0077] According to the gaming machine described in (P4-5) above, even if detection of the player's operation is interrupted during the execution of a specific operation-responsive presentation after the operation of the operating means is performed in a specific manner, the specific presentation is executed for a specified period until the judgment timing arrives, and then the player can be informed of the end of the presentation at the judgment timing. This makes it possible to preferably improve the interest of the specific operation-responsive presentation compared to the case where the presentation is ended when detection of the operation is interrupted.
[0078] (P5-0) In the gaming machine described in any one of (P1-0) to (P4-5), The performance execution means includes: and a performance continuation selection means for selecting whether or not to continue the operation-responsive performance during a period during which the operation of the operation means is valid and during which the operation of the operation means is being performed in a specific mode, A gaming machine characterized in that when the operation means is operated in a specific manner, if it is determined that the player is subsequently operating the operation means at a judgment timing set at each specific interval longer than the predetermined interval, and if the result of the presentation continuation lottery is to continue the execution of the specific operation corresponding presentation, the execution of the specific operation corresponding presentation is continued from the next specific interval onwards.
[0079] According to the gaming machine described in (P5-0), the execution of the specific operation corresponding presentation is continued based on the detection of an operation at the judgment timing and the result of the presentation continuation lottery, so that the interest of the specific operation corresponding presentation can be improved more effectively than if the execution of the specific operation corresponding presentation were to continue if the detection of the operation continues.
[0080] (P5-1) In the gaming machine described in (P1-1), The effect execution means is provided with an effect continuation lottery means for drawing lots to determine whether or not to continue the operation-responsive effect within a valid period during which operation of the operating means is valid and during a period during which the operating means is operated in a specific manner, and if it is determined that the player is operating the operating means at the judgment timing and the result of the effect continuation lottery is to continue the execution of the specific operation-responsive effect, the gaming machine continues the execution of the specific operation-responsive effect at the next specific interval.
[0081] According to the gaming machine described in (P5-1) above, the execution of the specific operation corresponding presentation is continued based on the detection of an operation at the judgment timing and the result of the presentation continuation lottery, so that the interest of the specific operation corresponding presentation can be improved more effectively than if the execution of the specific operation corresponding presentation were to continue if the detection of the operation continues.
[0082] (P5-2) In the gaming machine described in (P5-0) or (P5-1), The effect continuation lottery means is configured to draw a lottery at the judgment timing as to whether or not to continue the operation-responsive effect at the next specific interval.
[0083] According to the gaming machine described in (P5-2) above, a lottery for determining whether the performance will continue is held at the judgment timing, so there are more opportunities to hold a lottery than if the specific operation-responsive performance were determined by lottery at the start of the performance, thereby making it possible to preferably improve the interest of the specific operation-responsive performance.
[0084] (P5-3) In the gaming machine described in (P5-0) or (P5-1), The effect continuation lottery means is characterized in that it draws, at an interval shorter than the specific interval, whether or not to continue the operation-responsive effect at the next specific interval.
[0085] According to the gaming machine described in (P5-3) above, the lottery for the continuation of the performance is conducted at intervals shorter than the specific interval, so that the opportunities for the lottery are increased compared to when the lottery is conducted at the judgment timing, thereby making it possible to preferably improve the interest of the specific operation corresponding performance.
[0086] (P5-4) In the gaming machine described in (P5-0) or (P5-1), The gaming machine is characterized in that, when the operation of the operating means is performed in a specific manner and there is no longer any detection of operation of the operating means by the player within the valid period, the effect execution means continues the operation-responsive effect even after there is no longer any detection of operation of the operating means based on the result of the effect continuation lottery.
[0087] According to the gaming machine described in (P5-4) above, if detection of the player's operation is interrupted after the specific operation corresponding presentation has begun, whether or not to continue the execution of the specific operation corresponding presentation is determined according to the result of the presentation continuation lottery. Therefore, since the variety of presentations when detection of the player's operation is interrupted is expanded, the interest of the specific operation corresponding presentation can be improved in an optimal manner.
[0088] (P6-00) A main control means for performing main control regarding games; A game machine including: a performance execution means for causing a display means to execute a predetermined display performance based on a result of the determination by the main control means; The performance execution means includes: A method for displaying predetermined information on the display means during execution of the predetermined display performance, When the player's operation is performed in a specific manner within a valid period during which the player's operation is valid, a specific operation corresponding performance is executed during the predetermined display performance, and when an operation different from the operation in the specific manner is executed within a period during which the presence or absence of an operation in the specific manner is determined, the result of the operation different from the operation in the specific manner is reflected while continuing the execution of the specific operation corresponding performance. A gaming machine characterized by:
[0089] According to the gaming machine described in (P6-00) above, even if an operation different from that in the specific mode is performed after the execution of the specific operation corresponding performance is started, the result of the operation different from that in the specific mode is reflected while the execution of the specific operation corresponding performance is continued, so that the player can be made to recognize without discomfort within the specific operation corresponding performance that there is no need to start over from scratch with the operation of the operating means just because an operation different from that in the specific mode is performed. As a result, the interest of the specific operation corresponding performance can be suitably improved.
[0090] (P6-0) a main control means for performing main control regarding games; A game machine including: a performance execution means for causing a display means to execute a predetermined display performance based on a result of the determination by the main control means; The performance execution means includes: A method for displaying predetermined information on the display means during execution of the predetermined display performance, When the player's operation is performed in a specific manner within a valid period during which the player's operation is valid, a specific operation corresponding performance is executed during the predetermined display performance, and when an operation different from the operation in the specific manner is executed within a period during which the presence or absence of an operation in the specific manner is determined, the execution of the specific operation corresponding performance is continued, The predetermined information is displayed in a manner that allows the presence or absence of an operation in the specific mode to be recognized during the execution of the specific operation corresponding performance, and when an operation different from the operation in the specific mode is performed, the predetermined information is displayed in a manner that allows the presence or absence of an operation in the specific mode to be recognized. A gaming machine characterized by:
[0091] According to the gaming machine described in (P6-0), even if an operation different from the operation in the specific mode is performed after the execution of the specific operation corresponding performance is started, the execution of the specific operation corresponding performance continues, so there is no need to redo the operation of the operation means from scratch just because an operation different from the operation in the specific mode is performed. In addition, the specific information displayed on the display means during the execution of the specific display performance is displayed in a manner that allows the presence or absence of an operation in the specific mode to be recognized during the execution of the specific operation corresponding performance, so it is easy to confirm whether or not an operation in the specific mode is being performed. In addition, the specific information displayed on the display means during the execution of the specific display performance is displayed in a manner that allows the presence or absence of an operation in the specific mode to be recognized when an operation different from the operation in the specific mode is performed, so it is possible to visually recognize that there is no need to redo the operation of the operation means from scratch. As a result, the interest of the specific operation corresponding performance can be suitably improved.
[0092] (P6-1) In the gaming machine described in (P6-0), The gaming machine is characterized in that the specified information is first information that is displayed in a manner that allows the presence or absence of an operation in the specific mode to be recognized during execution of the specific operation corresponding presentation, and second information that is displayed in a manner that allows the presence or absence of an operation in the specific mode to be recognized as having been performed when an operation other than an operation in the specific mode is performed.
[0093] According to the gaming machine described in (P6-1) above, during the execution of the specific operation corresponding performance, the first information is displayed in a manner that allows the presence or absence of an operation in the specific mode to be recognized, so that it is possible to easily confirm whether or not an operation in the specific mode has been performed. Also, when an operation different from the operation in the specific mode is performed, the second information is displayed in a manner that allows the presence or absence of an operation in the specific mode to be recognized, so that it is possible to visually and easily recognize that there is no need to operate the operating means again from scratch.
[0094] (P6-2) In the gaming machine described in (P6-1), The first information is first operation information that is displayed in a manner that imitates an operation means so that the presence or absence of an operation in the specific manner can be recognized during the execution of the specific operation corresponding performance, The gaming machine is characterized in that the second information is second operation information that is displayed in a manner that mimics an operating means so that, when an operation other than the operation in the specific mode is performed, it can be recognized that an operation in the specific mode is being performed.
[0095] According to the gaming machine described in (P6-2) above, during execution of the specific operation corresponding performance, the first information is displayed in a manner imitating the operation means so that the presence or absence of an operation in the specific mode can be recognized, so that it is possible to intuitively recognize whether or not an operation in the specific mode is being performed. Also, when an operation different from the operation in the specific mode is performed, the second information is displayed in a manner imitating the operation means so that it is possible to recognize that an operation in the specific mode is being performed, so that it is possible to intuitively recognize that it is not necessary to operate the operation means again from scratch.
[0096] (P6-3) In the gaming machine described in (P6-1), The first information is first specific operation corresponding information that is displayed in a manner that allows the presence or absence of an operation in the specific manner to be recognized during the execution of the specific operation corresponding performance, and is a target of the specific operation corresponding performance; The gaming machine is characterized in that the second information is second specific operation corresponding information which is the object of the specific operation corresponding presentation and is displayed in a manner that allows recognition that an operation in the specific mode has been performed when an operation different from the operation in the specific mode is performed.
[0097] According to the gaming machine described in (P6-3) above, during execution of the specific operation corresponding presentation, the first specific operation corresponding information, which is the object of the specific operation corresponding presentation, is displayed in a manner that allows the presence or absence of an operation in a specific mode to be recognized, so that while enjoying the object of the specific operation corresponding presentation, it is possible to intuitively recognize whether or not an operation in the specific mode has been performed. Also, when an operation different from the operation in the specific mode is performed, the second specific operation corresponding information, which is the object of the specific operation corresponding presentation, is displayed in a manner that allows the presence or absence of an operation in the specific mode to be recognized, so that while enjoying the object of the specific operation corresponding presentation, it is possible to intuitively recognize that it is not necessary to operate the operation means again from scratch.
[0098] (P7-0) an operation means for receiving an operation by a player; A main control means for performing main control regarding a game; A game machine including: a performance execution means for causing a display means to execute a predetermined display performance based on a result of the determination by the main control means; The performance execution means includes: When the operation of the operation means is performed in a specific manner within a valid period during which the operation of the operation means is valid, a specific operation corresponding performance is executed during the predetermined display performance, When an operation different from the operation in the specific mode is performed within a period in which the presence or absence of an operation in the specific mode of the operating means is determined, a performance different from the specific operation corresponding performance is executed while continuing the execution of the specific operation corresponding performance, The different effect can be continued even after the end of the predetermined display effect including the specific operation corresponding effect. A gaming machine characterized by:
[0099] According to the gaming machine described in (P7-0) above, even if an operation different from the operation in the specific mode is performed after the specific operation corresponding performance is started, the specific operation corresponding performance is continued and a different performance from the specific operation corresponding performance is executed, so that it is easy to recognize that there is no need to start over from scratch with the operation of the operating means just because an operation different from the operation in the specific mode is performed. Since the different performance can be continued even after the end of the predetermined display performance that included the specific operation corresponding performance, the different performance that occurred during the specific operation corresponding performance can be enjoyed for a long time even after the end of the predetermined display performance that included the specific operation corresponding performance. As a result, the interest of the specific operation corresponding performance can be suitably improved.
[0100] (P7-1) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), The different presentation is ended when an operation for ending the different presentation is performed. A gaming machine characterized by:
[0101] According to the gaming machine described in (P7-1) above, the different performance is ended when an operation to end the different performance is performed, so when the different performance is executed, it is possible to make the player recognize that an operation to end the different performance is necessary. Note that, in the above-mentioned (P2-000), the different performance is a performance that is performed as a result of a different operation.
[0102] (P7-2) In the gaming machine described in (P7-1) or (P7-0), The different performance can be continued even after the execution of the specific operation corresponding performance is completed, unless an operation to end the different performance is performed. A gaming machine characterized by:
[0103] According to the gaming machine described in (P7-2), the different presentation can be continued even after the execution of the specific operation corresponding presentation has finished if no operation is performed to end the different presentation. Therefore, if a different presentation is executed even after the specific operation corresponding presentation has finished, it can be recognized that an operation to end the different presentation is required.
[0104] (P7-3) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), The different effects can be executed multiple times in succession during the execution of the specific operation corresponding effects. A gaming machine characterized by:
[0105] According to the gaming machine described in (P7-3) above, different effects can be executed multiple times in succession while the specific operation corresponding effect is being executed, so that the different effects can be enjoyed for a long time during the specific operation corresponding effect.
[0106] (P7-4) In the gaming machine described in (P2-0) to (P6-3) or (P7-0), The different effect is continued during the predetermined display effect in which the specific operation corresponding effect was included. A gaming machine characterized by:
[0107] According to the gaming machine described in (P7-4) above, the specific operation response effect is continued during the specified display effect that included the specific operation response effect, so that the player can enjoy a different effect for a long time even in the specified display effect to which the player returns after the specific operation response effect ends.
[0108] (P7-5) In the gaming machine described in (P2-0) to (P6-3), The different effect can be continued even after the end of the predetermined display effect including the specific operation corresponding effect. A gaming machine characterized by:
[0109] According to the gaming machine described in (P7-5) above, the different presentation can continue even after the end of the specified display presentation that included the specific operation compatible presentation, so that the different presentation that occurs during the specific operation compatible presentation can be enjoyed for a long time even after the end of the specified display presentation that included the specific operation compatible presentation.
[0110] (P7-6) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), The different effect can be ended when the specific operation corresponding effect is ended. A gaming machine characterized by:
[0111] According to the gaming machine described in (P7-6) above, the different presentation can be ended when the specific operation corresponding presentation has ended, so that the different presentation can be executed only during the specific operation corresponding presentation.
[0112] (P7-7) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), The different presentation can be ended when the predetermined display presentation is ended. A gaming machine characterized by:
[0113] According to the gaming machine described in (P7-7) above, the different presentation can be ended when the specified display presentation has ended, so that the different presentation can be executed only during the specified display presentation.
[0114] (P7-8) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), The different effect can be continued in a state where the previously executed different effect is taken over when the different operation is performed again within a period in which the specific operation corresponding effect is executed. A gaming machine characterized by:
[0115] According to the gaming machine described in (P7-8) above, if a different operation is performed within the period in which a specific operation corresponding effect is executed again, the different effect can be continued in a state in which the previously executed different effect is inherited, so that the player can enjoy the previously executed different effect by continuing it.
[0116] (P7-9) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), The different performance can be continued in the next predetermined display performance to be executed after the previously executed predetermined display performance is ended. A gaming machine characterized by:
[0117] According to the gaming machine described in (P7-9) above, a different presentation can be continued in the next specified display presentation after the previously executed specified display presentation has ended, so that the different presentation that was being executed during the previous specified display presentation can be continued in the next specified display presentation, allowing the player to enjoy it.
[0118] (P7-10) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), The different performance can be continued in the specific operation corresponding performance to be executed next after the specific operation corresponding performance executed first in one of the predetermined display performances is ended. A gaming machine characterized by:
[0119] According to the gaming machine described in (P7-10) above, a different presentation can be continued in a specific operation corresponding presentation executed next in a given display presentation after the end of a specific operation corresponding presentation executed previously, so that in a given display presentation, a different presentation executed during a previous specific operation corresponding presentation can be continued during the next specific operation corresponding presentation, allowing the player to enjoy the presentation.
[0120] (P7-11) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), When the timing at which the different operation is executed is the end of the specific operation corresponding effect, the different effect can be continued even after the execution of the specific operation corresponding effect has ended. A gaming machine characterized by:
[0121] According to the gaming machine described in (P7-11) above, if the different operation is executed toward the end of the specific operation corresponding presentation, the different presentation can continue even after the specific operation corresponding presentation has finished being executed. Therefore, if the different operation is performed at a late timing, the period after the specific operation corresponding presentation can also be utilized to enjoy the different presentation.
[0122] (P7-12) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), When the timing at which the different operation is executed is the final stage of the predetermined display performance, the different performance can be continued even after the execution of the predetermined display performance has ended. A gaming machine characterized by:
[0123] According to the gaming machine described in (P7-12) above, if the different operation is executed toward the end of the specified display performance, the different performance can continue even after the execution of the specified display performance has ended. Therefore, if the different operation is performed at a late timing, the period after the specified display performance can also be utilized to allow the player to enjoy the different performance.
[0124] (P8-0) an operation means for receiving an operation by a player; A main control means for performing main control regarding a game; A game machine including: a performance execution means for causing a display means to execute a predetermined display performance based on a result of the determination by the main control means; The performance execution means includes: When the operation of the operation means is performed in a specific manner within a valid period during which the operation of the operation means is valid, a specific operation corresponding performance is executed during the predetermined display performance, When an operation different from the operation in the specific mode is performed within a period in which the presence or absence of an operation in the specific mode of the operating means is determined, a performance different from the specific operation corresponding performance is executed while continuing the execution of the specific operation corresponding performance, The different effects are effects using values that change based on the different operations. A gaming machine characterized by:
[0125] According to the gaming machine described in (P8-0), even if an operation different from the operation in the specific mode is performed after the specific operation corresponding performance is started, the specific operation corresponding performance is continued and a performance different from the specific operation corresponding performance is executed, so that it is easy to recognize that there is no need to operate the operation means again from scratch just because an operation different from the operation in the specific mode is performed. Since the different performance is a performance using a numerical value that changes based on a different operation, it is easy to recognize that an operation different from the specific mode is being performed by showing the numerical value change even though a different operation is performed. As a result, the interest of the specific operation corresponding performance can be suitably improved.
[0126] (P8-1) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), (P8-0), The different effect is a display of specific visual information that visually indicates that the different operation has been performed. A gaming machine characterized by:
[0127] According to the gaming machine described in (P8-1) above, the different presentation is a display of specific visual information that visually indicates that a different operation has been performed. Therefore, by visually indicating that a specific operation-compatible presentation is being executed despite a different operation having been performed, it is possible to make it easier to visually recognize that an operation different from the specific pattern is being performed.
[0128] (P8-2) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), (P8-0), The different effect is an output of specific auditory information that auditorily indicates that the different operation has been performed. A gaming machine characterized by:
[0129] According to the gaming machine described in (P8-2) above, the different presentation is the output of specific auditory information that auditorily indicates that a different operation has been performed. Therefore, by auditorily indicating that a specific operation-compatible presentation is being executed despite a different operation having been performed, it is possible to make it easier to auditorily recognize that an operation different from the specific mode is being performed.
[0130] (P8-3) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), The different effects are effects using values that change based on the different operations. A gaming machine characterized by:
[0131] According to the gaming machine described in (P8-3) above, the different effects are effects using values that change based on different operations, so by showing the change in values even when a different operation is performed, it is possible to easily recognize that an operation different from the specific mode is being performed. Note that this effect may be an effect using information that indicates a change based on a different operation, such as an indicator that changes based on a different operation.
[0132] (P8-4) In the gaming machine described in (P8-0) or (P8-3), When one of the different effects is executed and then another of the different effects is executed, a performance using a numerical value that changes based on the one of the different operations is performed using the numerical value that changes based on the other of the different operations. A gaming machine characterized by:
[0133] According to the gaming machine described in (P8-4) above, when one different presentation is executed and then another different presentation is executed, a presentation is executed using a numerical value that has changed based on one different operation, and a numerical value that changes based on another different operation. Therefore, by allowing the numerical value to continue to change despite a different operation having been performed, it is possible to make it easier to recognize that operations different from the specific mode are continuing to be performed.
[0134] (P8-5) In the gaming machine described in (P8-0) or (P8-3), In the specific operation corresponding performance after the different performance is executed, the specific operation corresponding performance is continued using the numerical value changed based on the different operation. A gaming machine characterized by:
[0135] According to the gaming machine described in (P8-5) above, in the specific operation corresponding presentation after a different presentation is executed, the specific operation corresponding presentation continues using the numerical values that have changed based on the different operation, so that even if a different operation is not performed in the specific corresponding presentation after a different presentation is executed, it is easy to recognize that an operation different from the specific mode has already been performed.
[0136] (P8-6) In the gaming machine described in (P8-0) or (P8-3), After the different performance is executed in one of the predetermined display performances, the specific operation corresponding performance is continued in another of the predetermined display performances using the numerical value that has changed based on the different operation. A gaming machine characterized by:
[0137] According to the gaming machine described in (P8-6) above, after a different presentation is executed in one specified display presentation, a specific operation corresponding presentation is continued in another specified display presentation using a numerical value that has changed based on the different operation, so that even if a different operation is not performed in the specified display presentation after the different presentation is executed, it is easy to recognize that an operation different from the specific mode has already been performed.
[0138] (P8-7) In the gaming machine described in (P8-6), When a different performance is executed in the other predetermined display performance, a change in a numerical value is performed using a numerical value that has been changed based on the different operation in the one predetermined display performance. A gaming machine characterized by:
[0139] According to the gaming machine described in (P8-7) above, when a different presentation is executed in another specified display presentation, the numerical value is changed using the numerical value that has changed based on a different operation in one specified display presentation, so that when a different presentation is executed in another specified display presentation, it is easy to recognize that an operation different from the specific mode has already been performed.
[0140] (P9-0) an operating means for receiving an operation by a player; A main control means for performing main control regarding a game; A game machine including: a performance execution means for causing a display means to execute a predetermined display performance based on a result of the determination by the main control means; The performance execution means includes: When the operation of the operation means is performed in a specific manner within a valid period during which the operation of the operation means is valid, a specific operation corresponding performance is executed during the predetermined display performance, When an operation different from the operation in the specific mode is performed within a period in which the presence or absence of an operation in the specific mode of the operating means is determined, a performance different from the specific operation corresponding performance is executed while continuing the execution of the specific operation corresponding performance, The different effect can be executed across one of the predetermined display effects in which the different effect is executed and the next predetermined display effect. A gaming machine characterized by:
[0141] According to the gaming machine described in (P9-0) above, even if an operation different from the operation in the specific mode is performed after the specific operation corresponding performance is started, the specific operation corresponding performance is continued and a performance different from the specific operation corresponding performance is executed, so that it is easy to recognize that there is no need to start over the operation of the operating means just because an operation different from the operation in the specific mode is performed. Since a different performance is possible across one predetermined display performance in which a different performance is executed and the next predetermined display performance, it is easy to recognize that an operation different from the specific mode is being performed across a predetermined possession performance. As a result, the interest of the specific operation corresponding performance can be favorably improved.
[0142] (P9-1) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0) and (P8-0), The different effect can be executed across one of the predetermined display effects in which the different effect is executed and the next predetermined display effect. A gaming machine characterized by:
[0143] According to the gaming machine described in (P9-1) above, the different effects can be executed across one specified display effect in which the different effect was executed and the next specified display effect, making it easy to recognize that an operation different from a specific mode is being performed across specified possession effects.
[0144] (P9-2) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), (P8-0), and (P9-0), The different effect is executed across the specific operation corresponding effect in which the different effect was executed and the specific operation corresponding effect to be executed next. A gaming machine characterized by:
[0145] According to the gaming machine described in (P9-2) above, the different presentation is executed across the specific operation corresponding presentation in which the different presentation was executed and the specific operation corresponding presentation that is executed next, making it easy to recognize that an operation different from the specific mode is being performed across from the specific operation corresponding presentation to the next specific operation corresponding presentation.
[0146] (P9-3) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), (P8-0), and (P9-0), The different performance is executed across the specific operation corresponding performance in one of the predetermined display performances in which the different performance is executed and the specific operation corresponding performance in another of the predetermined display performances that is executed next. A gaming machine characterized by:
[0147] According to the gaming machine described in (P9-3), the different presentation is executed across a specific operation corresponding presentation in one predetermined display presentation in which the different presentation is executed, and a specific operation corresponding presentation in another predetermined display presentation which is executed next, making it easy to recognize that an operation different from the specific mode is being performed across from the specific operation corresponding presentation to the specific operation corresponding presentation in the next predetermined display presentation.
[0148] (P10-0) an operation means for receiving an operation by a player; A main control means for performing main control regarding a game; A game machine including: a performance execution means for causing a display means to execute a predetermined display performance based on a result of the determination by the main control means; The performance execution means includes: When the operation of the operation means is performed in a specific manner within a valid period during which the operation of the operation means is valid, a specific operation corresponding performance is executed during the predetermined display performance, When an operation different from the operation in the specific mode is performed within a period in which the presence or absence of an operation in the specific mode of the operating means is determined, a performance different from the specific operation corresponding performance is executed while continuing the execution of the specific operation corresponding performance, The different effect notifies a player that the different operation has been performed in a manner that is easier for the player to recognize than the specific operation-corresponding effect being performed when the different operation is performed while an operation in the specific mode is being performed. A gaming machine characterized by:
[0149] According to the gaming machine described in (P10-0) above, even if an operation different from the operation in the specific mode is performed after the specific operation corresponding performance is started, the specific operation corresponding performance is continued and a performance different from the specific operation corresponding performance is executed, so that it is easy to recognize that there is no need to operate the operating means again from scratch just because an operation different from the operation in the specific mode is performed. When a different operation is performed while an operation in the specific mode is being performed, the different performance notifies the player that a different operation has been performed in a manner that is easier for the player to recognize than the specific operation corresponding performance being executed, so that the player can clearly recognize that a different operation has been performed. As a result, the interest of the specific operation corresponding performance can be suitably improved.
[0150] (P10-1) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), (P8-0), (P9-0), and (P10-0), When the different operation is performed while the operation in the specific mode is being performed, the different performance notifies the user that the different operation has been performed at a volume that is louder than the volume that is output during the execution of the specific operation-corresponding performance. A gaming machine characterized by:
[0151] In the gaming machine described in (P10-1) above, when a different operation is performed while an operation in a specific mode is being executed, the different presentation notifies the player that a different operation has been performed at a volume louder than the volume output during execution of the specific operation-compatible presentation, thereby allowing the player to clearly audibly recognize that a different operation has been performed.
[0152] (P10-2) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), (P8-0), (P9-0), and (P10-0), When the different operation is performed while the operation in the specific mode is being performed, the different performance notifies the user that the different operation has been performed in a display area on the near side of a display area in which an image of the specific operation corresponding performance is being displayed. A gaming machine characterized by:
[0153] In the gaming machine described in (P10-2) above, when a different operation is performed while an operation in a specific mode is being executed, the fact that a different operation has been performed is notified in a display area closer to the player than the display area in which the image of the specific operation corresponding performance being executed is displayed, so that the fact that a different operation has been performed can be clearly visually recognized.
[0154] (P10-3) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), (P8-0), (P9-0), and (P10-0), When the different operation is performed beyond one of the predetermined display effects while the operation in the specific mode is being performed, the different effect notifies the user that the different operation has been performed across one of the predetermined display effects and the next predetermined display effect. A gaming machine characterized by:
[0155] In the gaming machine described in (P10-3) above, when a different operation is performed beyond one specified display presentation while an operation is being performed in a specific mode, the different presentation notifies the player that a different operation has been performed across one specified display presentation and the next specified display presentation, so that the player can clearly recognize even when a different operation has been performed beyond one specified display presentation.
[0156] (P10-4) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), (P8-0), (P9-0), and (P10-0), The different effect notifies the user that the different operation has been performed when a predetermined condition that is satisfied by the continuation of the operation in the specific mode is satisfied. A gaming machine characterized by:
[0157] In the gaming machine described in (P10-4) above, the different presentation notifies the player that a different operation has been performed when a predetermined condition that is established by continuing an operation in a specific mode is met, so that when an operation in a specific mode is continued, the player can clearly recognize that a different operation has been performed.
[0158] <Assignment Q> Conventionally, as this type of gaming machine, there is a gaming machine that executes a numerical value change effect during a specified display effect, in which numerical information changes in response to an operation such as pressing an operation button or pulling an operation lever during a valid operation period (for example, JP 2015-116229 A (pages 99-100, FIG. 83)). However, the conventional example having such a configuration has the following problems. In other words, there is a problem in that this type of gaming machine cannot improve the entertainment value of the display effects that accompany the numerical value change effects any further. The invention related to (Q0) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of display effects accompanied by numerical change effects. The invention related to (Q0) below has the following configuration in order to achieve the above object.
[0159] (Q0) an operating means for receiving an operation by a player; A main control means for performing main control regarding a game; A game machine including: a performance execution means for causing a display means to execute a predetermined display performance based on a result of the determination by the main control means; The performance execution means includes: a numerical information display performance execution means for executing a numerical information display performance in which numerical information is displayed during the predetermined display performance based on the operation of the operation means within a valid period during which the operation of the operation means is valid; The numerical information display performance execution means executes a specific change performance in which, when predetermined numerical information is displayed in the numerical information display performance, the predetermined numerical information is changed to different specific information. A gaming machine characterized by:
[0160] According to the gaming machine described in (Q0) above, it is possible to improve the entertainment value of the display effects that accompany the numerical value change effects.
[0161] (Q1) In the gaming machine described in (Q0), The numerical information display performance execution means executes the specific change performance so that the numerical information displayed as a result of the numerical information display performance does not become specific suggestive information that suggests the specific information.
[0162] According to the gaming machine described in (Q1) above, misunderstandings about the results of the display performance can be reduced and the reliability of the display performance can be improved, thereby making the display performance involving numerical change performance more entertaining.
[0163] (Q2) In the gaming machine described in (Q1), The specific change presentation is characterized in that when the numerical information displayed as a result of the numerical information display presentation becomes the specific suggestion information as a result of increasing or decreasing the numerical information based on the operation of the operating means, the specific suggestion information is changed to non-specific information that does not suggest the specific information.
[0164] According to the gaming machine described in (Q2) above, it is possible to improve the reliability of the display performance.
[0165] (Q3) In the gaming machine described in (Q1), The specific change presentation is characterized in that, when the numerical information displayed as a result of the numerical information display presentation becomes the specific suggestion information as a result of increasing or decreasing the numerical information based on the operation of the operating means, non-specific information that does not suggest the specific information is added to the specific suggestion information.
[0166] According to the gaming machine described in (Q3) above, it is possible to improve the reliability of the display performance.
[0167] (Q4) In the gaming machine described in any one of (Q1) to (Q3), A gaming machine characterized in that the numerical information display effect is a numerical change effect in which the numerical information displayed during the specified display effect increases or decreases based on the operation of the operating means within a valid period in which the operation of the operating means is valid.
[0168] According to the gaming machine described in (Q4) above, it is possible to improve the reliability of the display effects that involve numerical value change effects.
[0169] (Q5) In the gaming machine described in (Q4), The gaming machine is characterized in that the numerical value change presentation increases or decreases a numerical value according to the number of times the operating means is operated.
[0170] According to the gaming machine described in (Q5) above, it is possible to improve the reliability of the display effects that involve numerical value change effects that change numerical information in accordance with the number of times the operating means is operated.
[0171] <Assignment R> Conventionally, as this type of gaming machine, for example, there is a gaming machine that executes a presentation that changes predetermined information during a display presentation (for example, JP2015-116229A (pages 99-100, FIG. 83)). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, there is a problem in that changes in the specified information may not be displayed correctly, making it impossible to improve the reliability of the display performance including changes in the specified information. The invention of (R0) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the reliability of display presentation, including changes in specified information. The invention relating to (R0) below has the following configuration in order to achieve the above object.
[0172] (R0) an operating means for receiving an operation by a player; A main control means for performing main control regarding a game; A display control means for outputting a display command for causing the display means to display a display performance including predetermined information; a sub-control means for outputting an instruction command to the display control means to instruct the display control means to change the predetermined information from one piece of information to another piece of information, based on a result of the determination by the main control means or based on an operation of the operation means, an error determination means for determining whether an error has occurred in which the other information designated by the designation command does not match the predetermined information displayed by the display command; and an error handling means for performing a predetermined error handling process corresponding to the error when the error occurs. A gaming machine characterized by:
[0173] According to the gaming machine described in (R0) above, when an instruction is given to change the specified information from one piece of information to another piece of information based on the result of judgment by the main control means or the operation of the operating means, if the other piece of information does not match the specified information displayed by the display control means, an error handling process corresponding to the error is carried out, so that it is possible to reduce the loss of enthusiasm of the player due to the error and to improve the interest of the display presentation including the change in the specified information.
[0174] (R1) In the gaming machine described in (R0), A gaming machine comprising an error notification means for notifying an occurrence of the error.
[0175] According to the gaming machine described in (R1) above, the occurrence of the error is notified, thereby improving the reliability of the presentation that changes the specified information, thereby making it possible to improve the interest of the display presentation that includes changes in the specified information.
[0176] (R2) In the gaming machine described in (R1), the display control means includes means for outputting, when the change in the predetermined information has been executed, a completion command indicating that the change in the predetermined information has been executed to the sub-control means; The sub-control means includes the error determination means for determining whether or not an error has occurred in which the other information specified by the instruction command does not match the predetermined information indicated by the completion command. A gaming machine characterized by:
[0177] According to the gaming machine described in (R2) above, when the sub-control means has instructed a change to other information but the display control means is unable to execute a change to the specified information, the occurrence of the error is reported, thereby improving the reliability of the presentation that changes the specified information, and thereby improving the interest of the display presentation that includes a change to the specified information.
[0178] (R3) In the gaming machine described in (R1) or (R2), The predetermined information is game display information that changes based on the result of judgment by the main control means.
[0179] According to the gaming machine described in (R3) above, when the sub-control means has instructed a change in the gaming display information but the display control means is unable to execute the change in the gaming display information, the occurrence of the error is notified, thereby improving the reliability of the presentation that changes the gaming display information, and thereby improving the interest of the display presentation including the change in the gaming display information.
[0180] (R4) In the gaming machine described in (R3), A gaming machine characterized in that the game display information is game numerical information that changes based on the result of judgment by the main control means.
[0181] According to the gaming machine described in (R4) above, when the sub-control means has instructed a change in the gaming numerical information but the display control means is unable to execute the change in the gaming numerical information, the occurrence of the error is notified, thereby improving the reliability of the presentation that changes the gaming numerical information, and thereby improving the interest of the display presentation including the change in the gaming numerical information.
[0182] The game value information is, for example, the number of remaining fluctuations or the number of fluctuations that have been consumed in a special state or a time-saving state.
[0183] (R5) In the gaming machine described in (R1) or (R2), The predetermined information is operation display information which changes based on the operation of the operating means.
[0184] According to the gaming machine described in (R5) above, when the sub-control means has instructed a change in the operation display information but the display control means is unable to execute the change in the operation display information, the occurrence of the error is notified, improving the reliability of the presentation that changes the operation display information, thereby making it possible to improve the interest of the display presentation that includes a change in the operation display information.
[0185] (R6) In the gaming machine described in (R5), A gaming machine characterized in that the operation display information is operation numerical information which changes based on the operation of the operating means.
[0186] According to the gaming machine described in (R6) above, when the sub-control means has instructed a change in the operation numerical information but the display control means is unable to execute the change in the operation numerical information, the occurrence of the error is notified, thereby improving the reliability of the presentation that changes the operation numerical information, and thereby improving the interest of the display presentation that includes a change in the operation numerical information.
[0187] (R7) In the gaming machine according to any one of (R1) to (R6), The error notification means displays the error as a display information error image during a display performance.
[0188] According to the gaming machine described in (R7) above, since an error is displayed as a display information error image during a display performance, it is possible to make the occurrence of an error easily noticeable.
[0189] <Task Sa> Conventionally, as a gaming machine of this type, there is a type that, after a predetermined winning result occurs as a result of a variable display, provides a bonus such as a time-saving state or a special state (for example, JP 2013-42936 A, page 9, FIG. 43). However, the conventional example having such a configuration has the following problems. In other words, in this type of gaming machine, even if special benefits such as a time-saving state or a probability-changing state are provided, the game tends to become monotonous, and there is a problem in that it is difficult to further increase the interest of the game. The invention relating to (Sa1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine with improved entertainment value. The invention relating to (Sa1) below has the following configuration in order to achieve the above object.
[0190] (Sa1) a game board having a game area in which game balls can flow down; A start winning device (33a for special drawing 1, 33b for special drawing 2) that allows a game ball flowing down the game area to enter the game area and that makes the game ball enter the game area meet a predetermined condition (a navel winning, an electric chute winning), A storage means (RAM 503) capable of storing up to a predetermined number of start information for starting the variable display of the symbols based on the establishment of the predetermined condition; A lottery means (CPU 501 of the main control device 261) for performing a lottery based on the start information; A variable display means (third pattern display device 42) for displaying a variable pattern based on the result of the lottery by the lottery means; A state control means (CPU 501 of the main control device 261) is provided that can set the state after the result of the variable display becomes a specific result (time reduction (2) hit) to a first state (continuous win zone), The state control means includes: The condition for ending the first state may be that the result of the variable display in the first state is equal to or less than a predetermined upper limit number of times, or that the result is more likely to occur than the specific result and has a lower value to the player than the specific result (time-saving 1, normal win, etc.); In response to the result of the final variable display in the first state becoming the predetermined result, the state after the end of the first state can be made to be a state different from the first state (a heart-pounding zone, a normal game state), In response to the result of the variable display in the first state becoming the specific result, the state after the end of the first state can be changed to the first state. A gaming machine characterized by:
[0191] According to the gaming machine described in (Sa1), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa1), the first state that occurs after the result of the variable display becomes a specific result does not end until the result of the variable display becomes a predetermined result consecutively, so that the player can reliably play the game related to the first state until the result of the variable display becomes a predetermined result consecutively.
[0192] (Sa2) In the gaming machine described in (Sa1), The number of times that the predetermined result is reached in the first state is equal to or less than the predetermined upper limit number of times, and is equal to or less than the number of pieces of start information that are stored before the result of the variable display that is first executed is reached. A gaming machine characterized by:
[0193] According to the gaming machine described in (Sa2), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa2), the number of predetermined results in the first state does not exceed the number stored in advance, and the rarity of the first state is increased. In this way, a premium feeling can be given to the player regarding the first state, thereby increasing the entertainment value of the game.
[0194] (Sa3) In the gaming machine described in (Sa1) or (Sa2), The different state is a second state that is more advantageous than the normal state and provides a different value than the first state. A gaming machine characterized by:
[0195] According to the gaming machine described in (Sa3), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa3), the different state that follows the first state is different from both the normal state and the first state, so that the variety of states that occur in the game increases, thereby increasing the entertainment value of the game.
[0196] (Sa4) In the gaming machine according to any one of (Sa1) to (Sa3), The different state has an end condition different from that of the first state. A gaming machine characterized by:
[0197] According to the gaming machine described in (Sa4), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa4), the first state and a state different from the first state have different ending states, so that the player can immerse himself in the game while switching between the game for the first state and the game for the different state, thereby increasing the entertainment value of the game.
[0198] (Sa5) In the gaming machine described in (Sa3) or (Sa4), The state control means continues the second state after the end of the second state when the result of the variable display in the second state becomes a first winning result (a winning result with time reduction (1)). A gaming machine characterized by:
[0199] According to the gaming machine described in (Sa5), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa5), since a route for continuing the second state is secured, the player will try to continue the second state and will become engrossed in playing during the second state, thereby increasing the entertainment value of the game.
[0200] (Sa6) In the gaming machine according to any one of (Sa3) to (Sa5), The state control means sets the state after the end of the second state to a normal state when the result of the variable display in the second state becomes a second winning result (normal winning). A gaming machine characterized by:
[0201] According to the gaming machine described in (Sa6), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa6), since a route for the second state to fall to the normal state is secured, the player will be engrossed in playing in the second state in order to prevent the second state from falling to the normal state, and this will increase the entertainment value of the game.
[0202] (Sa7) In the gaming machine according to any one of (Sa3) to (Sa6), The state control means controls the state to the first state after the end of the second state when the result of the variable display in the second state becomes a third winning result (a winning result with time reduction (2)). A gaming machine characterized by:
[0203] According to the gaming machine described in (Sa7), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa7), since a route for upgrading the second state to the first state is secured, the player will be engrossed in playing in the second state in an attempt to upgrade the second state to the first state, and this will increase the entertainment value of the game.
[0204] (Sa8) In the gaming machine according to any one of (Sa1) to (Sa7), The starting ball entry means includes a starting variable ball entry means (special drawing 2 starting winning device 33b) that can be changed between a closed state in which the game ball flowing down the game area is difficult to enter and an open state in which the game ball is easy to enter, In the first state, the variable display resulting in the predetermined result is performed based on the ball entering the game ball that is established in a state in which the starting variable ball entering means is likely to be in the open state. A gaming machine characterized by:
[0205] According to the gaming machine described in (Sa8), the interest of the gaming machine can be reliably improved. That is, according to the gaming machine described in (Sa8), the variable display related to the first state is started by the operation of the starting variable ball entry means, so that the interest of the gaming machine can be reliably improved by setting the starting variable ball entry means.
[0206] (Sa9) In the gaming machine described in (Sa8), A passage detection means (gate) through which the game ball flowing down the game area can pass; A normal pattern change display means (second pattern display device 41) for displaying a normal pattern different from the pattern based on the passage detection by the passage detection means, When the variable display of the normal pattern is selected, the starting variable ball entry means is more likely to be in the open state than in the normal state. A gaming machine characterized by:
[0207] According to the gaming machine described in (Sa9), the interest of the gaming machine can be reliably improved. That is, according to the gaming machine described in (Sa9), when the variable display of the normal pattern is won, the start variable winning means is likely to be in an open state, so the start variable winning means can reliably improve the interest of the gaming machine.
[0208] (Sa10) In the gaming machine according to any one of (Sa1) to (Sa9), A variable time setting means (CPU 501) is provided for setting a variable time in the variable display means based on the establishment of the predetermined condition, The variable display in the case where the predetermined result is obtained a number of times equal to or less than the predetermined upper limit number of times in the first state is set to a time shorter than the variable time of the variable display in a state before the first state is entered. A gaming machine characterized by:
[0209] According to the gaming machine described in (Sa10), the entertainment value of the gaming machine can be reliably improved. That is, according to the gaming machine described in (Sa10), the predetermined result can be generated consecutively in a short variable time in the first state, so that the predetermined result becomes more likely to be generated, and the entertainment value of the gaming machine is reliably improved.
[0210] (Sa11) In the gaming machine according to any one of (Sa1) to (Sa10), The state control means can change the state after the end of the first state to the different state, the end condition of which is that the result of the variable display does not become the first predetermined result, in response to the result of the final variable display in the first state becoming a first predetermined result (time-saving (1) hit) among the predetermined results, or can change the state after the end of the first state to the state before the specific result was obtained, in response to the result of the final variable display in the first state becoming a second predetermined result (normal hit). A gaming machine characterized by:
[0211] According to the invention described in (Sa11) above, depending on whether the result of the final variable display in the first state is the first predetermined result or the second predetermined result, it is possible to anticipate whether the subsequent state will again be a state in which the result of the variable display will be the predetermined result.
[0212] (Sa12) In the gaming machine described in (Sa11), The state control means is capable of changing a state after the end of the first state to a state at the start of the first state in response to a result of the variable display in the first state becoming a third predetermined result (a hit of the time reduction (2)). A gaming machine characterized by:
[0213] According to the invention described in (Sa12) above, depending on whether the result of the variable display in the first state becomes the third predetermined result, it is possible to anticipate whether the state will become the state at the start of the first state.
[0214] (Sa13) In the gaming machine described in (Sa11) or (Sa12), The state control means is capable of maintaining the different state, setting the different state to the first state, or setting the different state to the state before the establishment of the predetermined condition, depending on the benefit given by the variable display in the different state. A gaming machine characterized by:
[0215] According to the invention described in (Sa13) above, depending on the result of the variable display in the different state, one of three actions is performed: maintain the different state, set the different state as the first state, or set the different state as the state before the establishment of the predetermined condition. Since there are various types of results of the variable display that can be taken after the different state, the interest of the variable display in the different state can be improved.
[0216] (Sa14) In the gaming machine according to any one of (Sa1) to (Sa10), The state control means is capable of changing a state after the end of the first state to a state before the specific result occurs in response to a result of the final variable display in the first state becoming a second predetermined result. A gaming machine characterized by:
[0217] According to the invention described in (Sa14) above, depending on whether the result of the final variable display in the first state is the second predetermined result, it is possible to anticipate whether the state before the specific result will occur.
[0218] (Sa15) In the gaming machine according to any one of (Sa1) to (Sa11), The state control means is capable of varying the display a number of times in the first state, the upper limit of which is a predetermined number of times; The state control means enables the variable display to be continued a number of times greater than the predetermined number of times in response to the result of the variable display in the first state becoming the specific result. A gaming machine characterized by:
[0219] According to the invention described in (Sa15) above, by obtaining a specific result in the first state, it is possible to make the variable display continue beyond the upper limit of the number of consecutive variable displays.
[0220] (Sa16) In the gaming machine according to any one of (Sa1) to (Sa15), The first state is a state in terms of presentation, The state control means includes: The state after the result of the variable display becomes a specific result (time reduction (2) hit) can be the first state (a consecutive win zone in the performance), The end condition of the first state in terms of presentation can be that the result of the variable display in the first state in terms of presentation becomes a predetermined result (a win with one time reduction, a normal win, or a miss) that is more likely to occur than the specific result and has a lower value to the player than the specific result a number of times not exceeding a predetermined upper limit number of times, In response to the result of the variable display at the end or at a predetermined timing until the end in the first state in terms of presentation becoming the predetermined result, the state after the end of the first state in terms of presentation can be made into a presentation state different from the first state (a heart-pounding zone in terms of presentation). A gaming machine characterized by:
[0221] According to the gaming machine described in (Sa16), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa16), the first state in the presentation that occurs after the result of the variable display becomes a specific result may not end until the result of the variable display becomes a predetermined result in succession, or may end at a predetermined timing until the end is reached, so that the player can enjoy the presentation related to the first state without fail until the result of the variable display becomes a predetermined result in succession. Also, when it is predicted that the result will be unfavorable to the player, it is not necessary to continue showing the presentation related to the first state to the end, so the player can enjoy the presentation related to a state different from the first state at a predetermined timing until the result of the variable display becomes the final result.
[0222] <Subject Sb> Conventionally, as a gaming machine of this type, there is a type that, after a predetermined winning result occurs as a result of a variable display, provides a bonus such as a time-saving state or a special state (for example, JP 2013-42936 A, page 9). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, even if bonuses such as a time-saving state or a special state are provided, the game tends to become monotonous, and there is a problem in that it is not possible to further increase the interest of the game. The invention relating to (Sb1) below has been made in consideration of the above circumstances, and has an object to provide a gaming machine with improved entertainment value. The invention relating to (Sb1) below has the following configuration in order to achieve the above object.
[0223] (Sb1) a game board having a game area in which game balls can flow down; A variable display means (third pattern display device 42) for displaying a variable pattern based on the establishment of a predetermined condition; A state control means (CPU 501 of the main control device 261) capable of controlling a state related to a game is provided. The state control means is capable of generating at least a first state (a consecutive win zone) and a second state (an exciting zone) during a game, When the result of the variable display in the first state is a first specific result (normal win) or a second specific result (a win with time-saving (1)), the player is unlikely to be in a disadvantageous state thereafter, When the second specific result is won in the second state, the disadvantageous state is unlikely to occur thereafter, A state after winning the second specific result in the second state is an advantageous state for the player (exciting zone), A state after the first specific result is won in the second state is a state (normal state) that is less favorable to the player than a state after the second specific result is won in the second state. A gaming machine characterized by:
[0224] According to the gaming machine described in (Sb1), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sb1), whether the player is disadvantaged in a specific state after that depends on whether the first specific result is won in the first state or the first specific result is won in the second state, so that when a certain type of winning result is obtained, the subsequent state can be made diverse. As a result, it is possible to improve entertainment value of the game.
[0225] (Sb2) In the gaming machine described in (Sb1), If the disadvantageous state does not occur in the first state, a result advantageous to the player can occur, When the second state becomes the unfavorable state, it is a state in which the player falls from a state in which a favorable result is likely to occur. A gaming machine characterized by:
[0226] According to the gaming machine described in (Sb2) above, whether a state in which results advantageous to the player can occur consecutively is maintained or not depends on whether the first specific result is won in the first state or the second state, so even if the first specific result is obtained, the subsequent state can be made diverse.
[0227] (Sb3) In the gaming machine described in (Sb1) or (Sb2), A variable ball entry means (special drawing 2 start winning device 33b) is provided which can be changed between an open state in which the game ball flowing down the game area can be entered and a closed state in which the game ball cannot be entered; In the second state, a special benefit (time saving) is given to the variable ball entry means, which makes it easier to enter the ball. A gaming machine characterized by:
[0228] According to the gaming machine described in (Sb3) above, in the second state, a privilege is given in which it is easier for the ball to enter the variable ball entry means, so that the second state can be made to have gaming value for the player.
[0229] (Sb4) In the gaming machine described in (Sb3), The disadvantageous state occurring in the second state is a state in which the privilege is lost in the second state. A gaming machine characterized by:
[0230] According to the gaming machine described in (Sb4) above, when the first specific result is won in the second state, it becomes difficult for the ball to enter the variable ball entry means in the second state, so that a difference can be reliably made between the state after the first specific result is won in the first state and the state after the first specific result is won in the second state.
[0231] (Sb5) In the gaming machine described in (Sb4), When the result of the variable display in the second state is the second specific result, the benefit is continued, and when the result of the variable display in the second state is the first specific result, the benefit is lost. A gaming machine characterized by:
[0232] According to the gaming machine described in (Sb5) above, when the result of the variable display in the second state is the second specific result, the above-mentioned benefit continues, and when the result of the variable display in the second state is the first specific result, the benefit disappears, so that a sense of anticipation can be created as to whether the result of the variable display in the second state is the first specific result or the second specific result.
[0233] (Sb6) In the gaming machine according to any one of (Sb1) to (Sb5), When the first specific result is won in the first state, the player is then in an advantageous state. A gaming machine characterized by:
[0234] According to the gaming machine described in (Sb6) above, whether the specific state is advantageous to the player or not depends on whether the first specific result is won in the first state or the second state, so that when a certain type of winning result is obtained, the subsequent state can be made more diverse, thereby improving the entertainment value of the game.
[0235] (Sb7) In the gaming machine described in (Sb6), The state advantageous to the player that occurs in the first state continues to be a state that is likely to result in an advantageous result to the player in the next and subsequent variable displays. A gaming machine characterized by:
[0236] According to the gaming machine described in (Sb7) above, when the first specific result is won in the first state, a state that is likely to produce advantageous results for the player continues in the next and subsequent variable displays, making the first state more advantageous than the second state.
[0237] (Sb8) In the gaming machine according to any one of (Sb2) to (Sb7), The state control means continues the first state when a result of the variable display up to a specific number of times in the first state is the second specific result, and transitions the first state to the second state when a result of the variable display the specific number of times in the first state is the second specific result. A gaming machine characterized by:
[0238] According to the gaming machine described in (Sb8) above, the advantageous or disadvantageous state in the first state varies depending on whether the second specific result is won within a specific number of times or the second specific result is won in a specific number of times, so that even if the second specific result is won in the first state, the subsequent state can be varied. Note that the advantageous or disadvantageous state in the subsequent state means that if the second specific result is won within a specific number of times in the first state, the advantageous state in which the first state continues will continue, and if the second specific result is won in a specific number of times, even if the state is shifted to the second state, it will be an unfavorable state.
[0239] (Sb9) In the gaming machine according to any one of (Sb1) to (Sb8), The state control means continues the first state when the result of the variable display up to the specific number of times in the first state is the first specified result, and ends the first state when the result of the variable display of the variable display for the specific number of times in the first state is the first specified result. A gaming machine characterized by:
[0240] According to the gaming machine described in (Sb9) above, the advantageous or disadvantageous state in the first state varies depending on whether the first specific result is won within a specific number of times in the first state or the first specific result is won in a specific number of times, so that even if the first specific result is won in the first state, the subsequent state can be varied. Note that the advantageous or disadvantageous state in the subsequent state means that if the first specific result is won within a specific number of times in the first state, the first state will continue, which is an advantageous state, and if the first specific result is won in a specific number of times, the first state will end, which is an unfavorable state.
[0241] (Sb10) In the gaming machine according to any one of (Sb1) to (Sb9), the predetermined result includes a third identification result different from the first identification result and the second identification result, The state control means generates the first state anew when a result of the final variable display of the specific number of times in the first state is the third specific result, and ends the current first state and generates the first state anew when a result of the variable display up to the final variable display of the specific number of times in the first state is the third specific result. A gaming machine characterized by:
[0242] According to the gaming machine described in (Sb10) above, the advantage of the subsequent state differs depending on whether the third specific result is won at the end of the specific number of times in the first state, or whether the third specific result is won before the final variable display of the specific number of times is reached, so that even if the third specific result is won in the first state, the subsequent state can be made diverse. Note that the advantage of the subsequent state means that if the third specific result is won at the end of the specific number of times in the first state, the first state will be newly generated from that point onward, and if the third specific result is won before the final variable display of the specific number of times is reached, the first state will be generated for a shorter period of time than the above.
[0243] (Sb11) In the gaming machine according to any one of (Sb3) to (Sb10), In the first state, the benefit is given for a predetermined period, and in the second state, the benefit is given for a period shorter than the predetermined period. A gaming machine characterized by:
[0244] According to the invention described in (Sb11) above, the advantageous and disadvantageous conditions differ depending on whether the state is the first state or the second state, so the state related to the game itself can be made diverse. Note that the above-mentioned advantageous and disadvantageous conditions are that in the first state, the period during which the ball is likely to enter the variable ball entry means is long, and in the second state, the period during which the ball is likely to enter the variable ball entry means is short, which is an unfavorable condition.
[0245] (Sb12) In the gaming machine according to any one of (Sb3) to (Sb11), The state control means is capable of generating a third state in which the benefit is not granted, is capable of transitioning the first state to the third state when a result of the variable display a specific number of times in the first state is the first specific result, and is capable of not transitioning the first state to the third state when a result of the variable display up to the specific number of times in the first state is the first specific result. A gaming machine characterized by:
[0246] According to the gaming machine described in (Sb12) above, the advantageous or disadvantageous state in the first state differs depending on whether the first specific result is won in the specific number of times or by the specific number of times in the first state, so that even if the first specific result is won in the first state, the subsequent state can be varied. Note that the advantageous state in the subsequent state means that if the first specific result is won by the specific number of times in the first state, the first state is maintained and there is no transition to the third state, and the disadvantageous state in the subsequent state means that if the first specific result is won by the specific number of times, there is a transition to the third state in which the above-mentioned benefit is not given.
[0247] (Sb13) In the gaming machine described in (Sb12), The state control means is capable of transitioning the third state to the first state when a result of the variable display in the third state is the third specified result, and is capable of not transitioning the third state to the first state when a result of the variable display in the third state is the first specified result. A gaming machine characterized by:
[0248] According to the gaming machine described in (Sb13), in the third state, the advantage or disadvantage of the subsequent state can be varied depending on whether the third specific result or the first specific result is won. By configuring in this way, even if the first state falls to the third state, there is a possibility that the first state can be revived. Since there is a possibility that the game state of the third state will transition to the first state in which the above-mentioned benefit can be given, it is possible to increase the interest in the game in the third state.
[0249] (Sb14) In the gaming machine according to any one of (Sb1) to (Sb13), The probability that the result of the variable display in the first state will result in the unfavorable state is lower than the probability that the result of the variable display in the second state will result in the unfavorable state. A gaming machine characterized by:
[0250] According to the gaming machine described in (Sb14) above, since the probability of an unfavorable state in the first state is lower than the probability of an unfavorable state in the second state, the advantageous and unfavorable states after the predetermined result are varied, so that the states after the predetermined result are varied. Note that an advantageous state after the predetermined result is achieved means that the probability of an unfavorable state in the first state is low, so that the advantageous state for the player is likely to continue, and an unfavorable state after the predetermined result is achieved means that the probability of an unfavorable state in the second state is high, so that the advantageous state for the player is likely to end.
[0251] <Assignment Sc> Conventionally, as a gaming machine of this type, there is a type that, after a predetermined winning result occurs as a result of a variable display, provides a bonus such as a time-saving state or a special state (for example, JP 2013-42936 A, page 9, FIG. 43). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, even if bonuses such as a time-saving state or a special state are provided, the game tends to become monotonous, and there is a problem in that it is not possible to further increase the interest of the game. The invention relating to (Sc1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine with improved entertainment value. In order to achieve the above object, the invention relating to (Sc1) below has the following configuration.
[0252] (Sc1) A game board having a game area in which game balls can flow down; A first starting ball entry means (a special starting winning device 33a) for establishing a first predetermined condition (a navel winning) when a game ball flowing down the game area enters the game; A passage detection means (gate) for detecting the passage of a game ball flowing down the game area; A second starting ball entry means (a starting winning device 33b for special drawing 2) which can be changed between an open state and a closed state when the passing detection means detects the passing of the game ball, and which determines that the entry of the game ball flowing down the game area in the open state is a second predetermined condition (electric chute winning); A variable display means (a third pattern display device 42) capable of variably displaying a pattern based on the establishment of either a first predetermined condition or a second predetermined condition; When the result of the variable display becomes a predetermined result (win), an opening and closing ball winning means (V winning device 31, variable winning device 32) that can be opened and closed a predetermined number of times; The game machine is provided with a state control means (CPU 501 of the main control device 261) capable of generating at least a non-specific state (normal state), an opening and closing state in which the opening and closing ball entry means is opened and closed, and a specific state (time-saving state) that is more advantageous to the player than the non-specific state after the opening and closing state ends, The state control means includes: The second predetermined condition is set so that it is difficult to satisfy the second predetermined condition in the non-specific state and it is easy to satisfy the second predetermined condition in the specific state, The variable display is set so that the second predetermined condition is more likely to be generated when the second predetermined condition is satisfied than when the first predetermined condition is satisfied in the specific state, The specific state includes a first specific state (time-saving (1)) and a second specific state (time-saving (2)) that is more advantageous than the first specific state, The state control means includes: a state in which the second specified condition is easily satisfied for a predetermined period in the first specific state, and a state in which the second specified condition is easily satisfied for a period longer than the predetermined period in the second specific state; The second specific state is set so that a case where a result of a variable display based on the establishment of the first predetermined condition in the non-specific state becomes the predetermined result is more likely to occur than a case where a result of a variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result. A gaming machine characterized by:
[0253] According to the gaming machine described in (Sc1), it is possible to provide a gaming machine with improved interest in the game. That is, according to the gaming machine described in (Sc1), the specific state is more likely to occur when the result of the variable display based on the establishment of the first predetermined condition in a non-specific state becomes a predetermined result than when the result of the variable display based on the establishment of the second predetermined condition in a specific state becomes a predetermined result, so that the player can be highly interested not only in the result of the variable display in a specific state becoming a predetermined result, but also in the result of the variable display in a non-specific state becoming a predetermined result.
[0254] (Sc2) In the gaming machine described in (Sc1), The state control means is capable of generating the second specific state when a result of a variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result. A gaming machine characterized by:
[0255] According to the gaming machine described in (Sc2), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sc2), there are two ways for the second specific state to occur: a route for aiming at the establishment of the first predetermined condition, and a route for aiming at the establishment of the second predetermined condition. Therefore, whether the player is playing a game related to the first predetermined condition or a game related to the second predetermined condition, there is a possibility that the second specific state advantageous to the player will occur. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[0256] (Sc3) In the gaming machine described in (Sc1) or (Sc2), The state control means sets the first specific state and the second specific state to occur when the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result and the game ball flowing down the game area passes through a specific area (V winning hole 31a) provided in the game area. A gaming machine characterized by:
[0257] According to the gaming machine described in (Sc3), the entertainment value of the gaming machine can be reliably improved. That is, according to the gaming machine described in (Sc3), the first specific state and the second specific state occur when the gaming ball passes through the specific area, so that a route is provided that can cause either specific state. Therefore, the entertainment value of the gaming machine is reliably improved.
[0258] (Sc4) In the gaming machine described in (Sc3), The state control means sets the second specific state to be less likely to occur than the first specific state when a result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result and a game ball flowing down the game area passes through the specific area. A gaming machine characterized by:
[0259] According to the gaming machine described in (Sc4), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sc4), it is possible to generate a state in which a relatively advantageous second specific state is less likely to occur than a relatively unfavorable first specific state, and the rarity of the second specific state increases. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[0260] (Sc5) In the gaming machine according to any one of (Sc3) to (Sc4), The state control means includes: When the result of the variable display based on the establishment of the second predetermined condition in the specific state is a special result (direct hit jackpot) among the predetermined results, the second specific state is set to occur without the game ball entering the specific area. A gaming machine characterized by:
[0261] According to the gaming machine described in (Sc5), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sc5), during a game aiming to achieve the second predetermined condition, a special result is provided regardless of whether the ball enters a specific area. In this way, the difference between a game aiming to achieve the first predetermined condition and a game aiming to achieve the second predetermined condition becomes clear. With this configuration, it is possible to provide a gaming machine with improved entertainment value.
[0262] (Sc6) In the gaming machine described in (Sc5), The state control means includes: In the case where the result of the variable display based on the establishment of the first predetermined condition in the non-specific state is the predetermined result, and in the case where the result of the variable display based on the establishment of the second predetermined condition in the specific state is the special result, the second specific state is set to occur more easily than when the game ball enters the specific area. A gaming machine characterized by:
[0263] According to the gaming machine described in (Sc6), a gaming machine with improved entertainment value can be provided. That is, according to the gaming machine described in (Sc6), there are three methods for generating the second specific state: a route (normal route) generated when the result of the variable display based on the establishment of the first predetermined condition in a non-specific state becomes a predetermined result, a route (special route) generated when the result of the variable display based on the establishment of the second predetermined condition in a specific state becomes a special result, and a route (special route) that passes through a specific area when the result of the variable display based on the establishment of the second predetermined condition in a specific state becomes a predetermined result. By making the normal route and the special route more advantageous than the specific route in the sense that the second specific state is more likely to occur, it is possible to make the routes different from each other. By adopting such a configuration, a gaming machine with improved entertainment value can be provided.
[0264] (Sc7) In the gaming machine according to any one of (Sc1) to (Sc6), The state control means sets the time from the detection of the passage of the game ball to the opening of the variable ball entry means in the specific state to be shorter than the time from the detection of the passage of the game ball to the opening of the variable ball entry means in the non-specific state. A gaming machine characterized by:
[0265] According to the gaming machine described in (Sc7), the time from the detection of the passage of a gaming ball to the variable ball entry means opening in a specific state is shorter than the time from the detection of the passage of a gaming ball to the variable ball entry means opening in a non-specific state, so that the player can be made to take a high interest not only in the fact that the result of the variable display in a non-specific state is a predetermined result, but also in the fact that the result of the variable display in a specific state is a predetermined result.
[0266] (Sc8) In the gaming machine according to any one of (Sc1) to (Sc7), The state control means sets a game in which a game ball is made to enter the second start ball entry means for a predetermined period in the first specific state, and sets a game in which a game ball is made to enter the second start ball entry means for a period longer than the predetermined period in the second specific state. A gaming machine characterized by:
[0267] According to the gaming machine described in (Sc8), in the first specific state, the result of the lottery based on the detection of the passage of the gaming ball is made more likely to be a predetermined result for a predetermined period of time, and in the second specific state, the result of the lottery based on the detection of the passage of the gaming ball is made more likely to be a predetermined result for a period longer than the predetermined period. Therefore, the player can be made to take a high interest not only in the result of the variable display in a non-specific state being a predetermined result, but also in the result of the variable display in a specific state being a predetermined result.
[0268] (Sc9) In the gaming machine according to any one of (Sc1) to (Sc8), The state control means is capable of transitioning the non-specific state to the specific state as a result of a variable display accompanying the establishment of the first predetermined condition in the non-specific state, The variation display means operates according to the number of times the second predetermined condition is satisfied during a predetermined period starting before the start of the variation display in the specific state. A gaming machine characterized by:
[0269] According to the gaming machine described in (Sc9), the variable display is performed multiple times depending on the number of times the second specified condition is satisfied within a specified period starting before the transition to the specific state, so that the player can be made highly interested not only in the fact that the result of the variable display in a non-specific state is a specified result, but also in the fact that the result of the variable display in a specific state is a specified result.
[0270] (Sc10) In the gaming machine according to any one of (Sc1) to (Sc9), The state control means is capable of providing a benefit in which the time from the detection of the passage of the game ball to the opening of the variable ball entry means is shortened based on the result of the variable display, The benefit is more likely to be granted in the specific state than in the non-specific state. A gaming machine characterized by:
[0271] According to the gaming machine described in (Sc10), the benefit of shortening the time from the detection of the passage of the gaming ball to the opening of the variable ball entry means as a result of the variable display is likely to be given in a specific state, but is unlikely to be given in a non-specific state. Therefore, according to this gaming machine, it is possible to make the player highly interested not only in the result of the variable display in a non-specific state being a predetermined result, but also in the result of the variable display in a specific state being a predetermined result.
[0272] <Assignment Sd> Conventionally, this type of gaming machine has been known to award special benefits such as a time-saving state or a special probability state after a predetermined winning result occurs as a result of the variable display (for example, JP 2013-42936 A, page 9, FIG. 43). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, even if bonuses such as a time-saving state or a special state are provided, the game tends to become monotonous, and there is a problem in that it is not possible to further increase the interest of the game. The invention relating to (Sd1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine with improved entertainment value. The invention relating to (Sd1) below has the following configuration in order to achieve the above object.
[0273] (Sd1) a game board having a game area in which game balls can flow down; A first starting ball entry means (a special starting winning device 33a) for establishing a first predetermined condition (a navel winning) when a game ball flowing down the game area enters the game; A passage detection means (gate) for detecting the passage of a game ball flowing down the game area; A second starting ball entry means (a starting winning device 33b for special drawing 2) which can be changed between an open state and a closed state when the passing detection means detects the passing of the game ball, and which determines that the entry of the game ball flowing down the game area in the open state is a second predetermined condition (electric chute winning); A variable display means (a third pattern display device 42) capable of variably displaying a pattern based on the establishment of either a first predetermined condition or a second predetermined condition; When the result of the variable display becomes a predetermined result (win), an opening and closing ball winning means (V winning device 31, variable winning device 32) that can be opened and closed a predetermined number of times; The game machine is provided with a state control means (CPU 501 of the main control device 261) capable of generating at least a non-specific state (normal state), an opening and closing state in which the opening and closing ball entry means is opened and closed, and a specific state (time-saving state) that is more advantageous to the player than the non-specific state after the opening and closing state ends, The state control means includes: A case where the result of the variable display based on the establishment of the first predetermined condition in the non-specific state is a specific result (a win with time reduction) that generates the specific state among the predetermined results, is set to have a higher gaming value than a case where the result of the variable display based on the establishment of the second predetermined condition in the specific state is the specific result, The specific result includes at least a first specific result (a hit with time-saving (1)) and a second specific result (a hit with time-saving (2)) having a higher gaming value than the first specific result, The state setting means includes: The second specific result is set more easily when the result of the variable display based on the establishment of the first predetermined condition in the non-specific state becomes the predetermined result than when the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result. A gaming machine characterized by:
[0274] According to the gaming machine described in (Sd1), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sd1), a specific result that generates a specific state among the predetermined results in a non-specific state is more advantageous to the player than a specific result in a specific state, so that the significance of a specific result when a specific result occurs in a non-specific state and the significance of a specific result when a specific result occurs in a specific state can be made different from each other. By configuring in this way, it becomes easier for the player to understand the difference between a specific state and a non-specific state, and it is possible to provide a gaming machine with excellent entertainment value.
[0275] (Sd2) In the gaming machine described in (Sd1), The state control means is capable of generating the second specific result when a result of a variable display based on the establishment of the second predetermined condition in the specific state becomes the specific result. A gaming machine characterized by:
[0276] According to the gaming machine described in (Sd2), a gaming machine with improved entertainment value can be provided. That is, according to the gaming machine described in (Sd2), there are two ways for the second specific result to occur: a route for aiming at the establishment of the first predetermined condition, and a route for aiming at the establishment of the second predetermined condition. Therefore, whether the player is playing a game related to the first predetermined condition or a game related to the second predetermined condition, there is a possibility that the second specific result advantageous to the player will occur. With this configuration, a gaming machine with improved entertainment value can be provided.
[0277] (Sd3) In the gaming machine described in (Sd1) or (Sd2), The state control means sets the first specific result and the second specific result to occur when a result of a variable display based on the establishment of the second predetermined condition in the specific state becomes the specific result and when a game ball flowing down the game area passes through a specific area provided in the game area. A gaming machine characterized by:
[0278] According to the gaming machine described in (Sd3), the entertainment value of the gaming machine can be reliably improved. That is, according to the gaming machine described in (Sd3), the first specific state and the second specific state occur when the gaming ball passes through the specific area, so that a route is provided that can cause either specific state. Therefore, the entertainment value of the gaming machine is reliably improved.
[0279] (Sd4) In the gaming machine described in (Sd3), The state control means sets the second specific result to be less likely to occur than the first specific result when the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the specific result and the game ball flowing down the game area passes through a specific area provided in the game area. A gaming machine characterized by:
[0280] According to the gaming machine described in (Sd4), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sd4), it is possible to generate a state in which the relatively advantageous second specific state is less likely to occur than the relatively unfavorable first specific state, and the rarity of the second specific state increases. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[0281] (Sd5) In the gaming machine described in (Sd4), The state control means sets the state to generate a state (time-saving (2) state) identical to the second specific result without the game ball entering the specific area when the result of the variable display based on the establishment of the second specific condition in the specific state is a special result (a direct hit jackpot) among the specific results. A gaming machine characterized by:
[0282] According to the gaming machine described in (Sd5), a gaming machine with improved entertainment value can be provided. That is, according to the gaming machine described in (Sd5), a special result is provided during a game aiming to achieve the second predetermined condition, regardless of whether the ball enters a specific area. In this way, the difference between a game aiming to achieve the first predetermined condition and a game aiming to achieve the second predetermined condition becomes clear. With this configuration, a gaming machine with improved entertainment value can be provided.
[0283] (Sd6) In the gaming machine described in (Sd5), The state control means includes: In the case where the result of the variable display based on the establishment of the first predetermined condition in the non-specific state is the specific result, and in the case where the result of the variable display based on the establishment of the second predetermined condition in the specific state is the special result, the same state as the second specific result is set to occur more easily than when the game ball enters the specific area. A gaming machine characterized by:
[0284] According to the gaming machine described in (Sd6), a gaming machine with improved entertainment value can be provided. That is, according to the gaming machine described in (Sd6), there are three methods for generating the same state as the second specific result: a route (normal route) generated when the result of the variable display based on the establishment of the first predetermined condition in a non-specific state becomes a predetermined result, a route (special route) generated when the result of the variable display based on the establishment of the second predetermined condition in a specific state becomes a special result, and a route (special route) that passes through a specific area when the result of the variable display based on the establishment of the second predetermined condition in a specific state becomes a predetermined result. By making the normal route and the special route more advantageous than the specific route in the sense that it is easier to generate the same state as the second specific result, it is possible to make the routes different from each other. By adopting such a configuration, a gaming machine with improved entertainment value can be provided.
[0285] (Sd7) In the gaming machine according to any one of (Sd1) to (Sd6), The specific result is a benefit that the time from the start of the variation of the normal symbols triggered by the detection of the passage of the game ball to the opening of the second starting ball entry means due to the result of the variation of the normal symbols being a winning result is shortened. A gaming machine characterized by:
[0286] According to the gaming machine described in (Sd7) above, the specific result provides a benefit of shortening the time from when the passing detection means detects the passing of the gaming ball to when the second start ball entry means opens, so the specific result is advantageous to the player in both the non-specific state and the specific state. Furthermore, since the specific result in the non-specific state is more advantageous than the specific result in the specific state, the player can enjoy the benefits associated with the specific result while also obtaining further benefits depending on the state. In this way, a gaming machine with even greater interest can be provided.
[0287] (Sd8) In the gaming machine according to any one of (Sd1) to (Sd7), The state control means is capable of transitioning the non-specific state to the specific state as a result of a variable display accompanying the establishment of the first predetermined condition in the non-specific state, The variable display means operates according to the number of times the second predetermined condition is satisfied within a predetermined period starting before the transition to the specific state. A gaming machine characterized by:
[0288] According to the gaming machine described in (Sd8) above, when transitioning from a non-specific state to a specific state, a variable display is made according to the number of times the second specified condition is satisfied within a specified period starting before the transition to the specific state, thereby ensuring that the specified result in the non-specific state is favorable.
[0289] (Sd9) In the gaming machine according to any one of (Sd1) to (Sd8), The predetermined period is from the end of the performance associated with the predetermined result in the non-specific state to the start of the second variable display in the specific state. A gaming machine characterized by:
[0290] According to the gaming machine described in (Sd9), time is secured for the second predetermined condition to be satisfied multiple times, and multiple variable displays can be reliably executed in a specific state, so that the specific result in a non-specific state becomes even more favorable.
[0291] (Sd10) In the gaming machine described in (Sd8), The variable display means operates according to the number of times the second predetermined condition is satisfied during a specific period from the start of the variable display in the specific state to the start of the next variable display. A gaming machine characterized by:
[0292] According to the gaming machine described in (Sd10) above, the specific period for the specific state can be reliably shorter than the predetermined period for the non-specific state, so that the number of times the second predetermined condition is satisfied in the specific period can be reliably smaller than the number of times the second predetermined condition is satisfied in the predetermined period. Therefore, the specific result in the non-specific state becomes more favorable.
[0293] (Sd11) In the gaming machine according to any one of (Sd1) to (Sd10), The state control means sets the second predetermined condition so that it is difficult to satisfy the second predetermined condition in the non-specific state and so that it is easy to satisfy the second predetermined condition in the specific state. A gaming machine characterized by:
[0294] According to the gaming machine described in (Sd11), since the second predetermined condition is difficult to achieve in a non-specific state and the second predetermined condition is easy to achieve in a specific state, a value different from the gaming value related to the specific result is given not only to the non-specific state that is advantageous for the specific result but also to the specific state. By configuring in this way, it is possible to attract the interest of the player not only to the non-specific result but also to the specific result, and a gaming machine with excellent entertainment value can be provided.
[0295] (Sd12) In the gaming machine according to any one of (Sd1) to (Sd11), The state control means sets the variable display so that the variable display is more likely to occur when the second predetermined condition is satisfied than when the first predetermined condition is satisfied in the specific state. A gaming machine characterized by:
[0296] According to the gaming machine described in (Sd12), since it is easier to generate a variable display by satisfying the second predetermined condition in the specific state than by satisfying the first predetermined condition, the specific state is accompanied by a benefit different from the benefit given to the player in (Sd1). This makes it possible to make the player highly interested in the specific state as well as the non-specific state.
[0297] (Sd13) In the gaming machine according to any one of (Sd1) to (Sd10), The state control means sets the first specific result to a state advantageous to the player for a predetermined period, and sets the second specific result to a state advantageous to the player for a period longer than the predetermined period, and sets the specific result to occur more easily when the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result than when the result of the variable display based on the establishment of the first predetermined condition in the non-specific state becomes the predetermined result. A gaming machine characterized by:
[0298] According to the gaming machine described in (Sd13), the specific result is more likely to occur when the variable display based on the satisfaction of a second predetermined condition in a specific state results in a predetermined result than when the variable display based on the satisfaction of a first predetermined condition in a non-specific state results in a predetermined result. Therefore, it is possible to attract the player's attention not only to non-specific results but also to specific results, and a gaming machine with excellent entertainment value can be provided.
[0299] (Sd14) In the gaming machine according to any one of (Sd1) to (Sd13), The state control means sets the first identification result to a state in which the second predetermined condition is likely to be satisfied for a predetermined period, and sets the second identification result to a state in which the second predetermined condition is likely to be satisfied for a period longer than the predetermined period. A gaming machine characterized by:
[0300] According to the gaming machine described in (Sd14), the second predetermined condition is likely to be satisfied for a predetermined period in the first specific result occurring in the non-specific state, and the second predetermined condition is likely to be satisfied for a period longer than the predetermined period in the second specific result occurring in the specific state, so that the significance of the specific result occurring in the non-specific state and the significance of the specific result occurring in the specific state can be made different from each other. By configuring in this way, it becomes easier for the player to understand the difference between the specific state and the non-specific state, and a gaming machine with excellent entertainment value can be provided.
[0301] (Sd15) In the gaming machine according to any one of (Sd1) to (Sd14), The state control means sets the variable ball entry means in an open state for a predetermined period of time when the predetermined result is obtained after the first identification result is obtained, and sets the variable ball entry means in an open state for a period of time longer than the predetermined period of time when the predetermined result is obtained after the second identification result is obtained. A gaming machine characterized by:
[0302] According to the gaming machine described in (Sd15), if the result of the lottery based on the detection of the passage of a gaming ball after a first specific result related to a specific state is obtained is a predetermined result, the variable ball entry means is set to an open state for a predetermined period of time, and if the result of the lottery based on the detection of the passage of a gaming ball after a second specific result related to a non-specific state is obtained is a predetermined result, the variable ball entry means is set to an open state for a period longer than the predetermined period, making it easier for the player to understand the difference between a specific state and a non-specific state, and providing a gaming machine with excellent entertainment value.
[0303] (Sd16) In the gaming machine described in (Sd15), The state control means sets a time from detection of the passage of a gaming machine to the variable ball entry means being in an open state in the specific state to be shorter than a time from detection of the passage of a gaming machine to the variable ball entry means being in an open state in the non-specific state. A gaming machine characterized by:
[0304] According to the gaming machine described in (Sd16) above, the time from the detection of the passage of the gaming machine to the variable ball entry means opening in a specific state is shorter than the time from the detection of the passage of the gaming machine to the variable ball entry means opening in a non-specific state, making it easier for the player to understand the difference between the specific state and the non-specific state, and providing a gaming machine with excellent entertainment value.
[0305] (Sd17) In the gaming machine according to any one of (Sd1) to (Sd16), The state control means sets the state so that the predetermined result is likely to occur for a predetermined period after the first specified result is obtained, and sets the state so that the predetermined result is likely to occur for a period longer than the predetermined period after the second specified result is obtained. A gaming machine characterized by:
[0306] According to the gaming machine described in (Sd17), after a first specific result relating to a specific state is obtained, the result of a lottery based on the detection of the passage of a gaming ball is made more likely to be the specified result for a specified period of time, and after a second specific result relating to a specific state is obtained, the result of a lottery based on the detection of the passage of a gaming ball is made more likely to be the specified result for a period longer than the specified period of time. This makes it easier for players to understand the difference between a specific state and a non-specific state, and provides a gaming machine with excellent entertainment value.
[0307] <Assignment Se> Conventionally, there are gaming machines of this type that, for example, provide special benefits such as a time-saving state or a special bonus state after a predetermined winning result occurs as a result of a variable display (for example, JP 2013-42936 A, page 9, FIG. 43). However, the conventional example having such a configuration has the following problems. That is, in this type of gaming machine, the presentation that is performed when the above-mentioned benefit is awarded is monotonous, and there is a problem in that it is not possible to further increase the entertainment value of the game. The inventions relating to (Se0), (Se1), and (Se18) below have been made in consideration of the above circumstances, and aim to provide a gaming machine that can increase the entertainment value of the game. The inventions relating to the following (Se0), (Se1), and (Se18) have the following configurations in order to achieve the above object.
[0308] (Se0) A storage means capable of storing up to a predetermined number of pieces of start information (5: 1 execution area, 4 reservation areas) based on the establishment of a start condition; A lottery means for performing a lottery based on the start information; A variable display means for displaying a variable pattern based on the result of the lottery; a performance execution means for executing a predetermined performance based on the result of the lottery; A state control means for controlling a state related to a game, The state control means is capable of generating a specific state (a consecutive win zone) that is more advantageous to a player than a normal state as a subsequent state when the result of the variable display is a specific result (a hit with the time-saving (2)), The specific state is a state in which the result of the variable display is likely to be a predetermined result (normal hit, time-saving (1) hit, time-saving (2) hit) in succession, which occurs due to a state (time-saving state) in which the start condition is more likely to be established than in the normal state, The effect execution means is capable of executing a specific effect (consecutive win suggestion effect) indicating that the predetermined result may occur consecutively as a result of the variable display, based on the result of the lottery of the start information stored in the storage means, in the specific state. A gaming machine characterized by:
[0309] According to the gaming machine described in (Se0), in a specific state, based on the result of the lottery of the start information stored in the storage means, a specific presentation is executed, so that the player can recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display. Therefore, it is possible to prevent the presentation in the specific state from becoming monotonous, and to improve the interest of the game in the specific state.
[0310] (Se1) A storage means capable of storing up to a predetermined number of pieces of start information (5: 1 execution area, 4 reservation areas) based on the establishment of a start condition; A lottery means for performing a lottery based on the start information; A variable display means for displaying a variable pattern based on the result of the lottery; a read-ahead means for reading a result of the lottery based on the start information; A performance execution means capable of executing a predetermined performance based on the result of the look-ahead; A state control means for controlling a state related to a game, The state control means is capable of generating a specific state (a consecutive win zone) that is more advantageous to a player than a normal state as a subsequent state when the result of the variable display is a specific result (a hit with the time-saving (2)), The specific state is a state in which the result of the variable display is likely to be a predetermined result (normal hit, time-saving (1) hit, time-saving (2) hit) for the predetermined number (5) consecutive times, which occurs due to a state (time-saving state) in which the starting condition is more likely to be satisfied than in the normal state; The effect execution means is capable of executing a specific effect (consecutive win suggestion effect) indicating that the predetermined result may occur consecutively as a result of the variable display more than the predetermined number (5) (6 to 10) based on the result of the pre-reading of the start information stored in the storage means in the specific state. A gaming machine characterized by:
[0311] According to the gaming machine described in (Se1), in a specific state, based on the result of the pre-reading of the start information stored in the storage means, a specific presentation is executed, which allows the player to recognize that there is a possibility that a specific result will occur consecutively as a result of the variable display exceeding a specific number. Therefore, it is possible to prevent the presentation in the specific state from becoming monotonous, and to improve the interest of the game in the specific state.
[0312] (Se2) In the gaming machine described in (Se0) or (Se1), The specific state (consecutive win zone) is a state in which the start information can be stored in the storage means up to the predetermined number (5) in a state (time-saving state) in which the start condition is more likely to be established than in a normal state in the specific state, and the state (time-saving state) in which the start condition is more likely to be established ends when the predetermined condition is established (when the variable display is performed a predetermined number of times), and ends when the start information stored in the storage means is all consumed by the lottery, The start-up information stored in the specific state is such that the result of the variable display is likely to become the predetermined result. A gaming machine characterized by:
[0313] According to the gaming machine described in (Se2) above, since the start conditions are more likely to be satisfied in a specific state than in the normal state, it is possible to store up to a specified number of pieces of start information in the memory means, and since the start information stored in the specific state is such that the result of the variable display is likely to be a specified result, it is possible to continuously generate the specified result as a result of the variable display.
[0314] (Se3) In the gaming machine according to any one of (Se1) or (Se2), The performance execution means is capable of executing the specific performance based on the result of the pre-reading of the start information stored in the storage means at the predetermined number (5). A gaming machine characterized by:
[0315] According to the gaming machine described in (Se3) above, based on the result of the pre-reading of start information stored in the memory means at a predetermined number, it is possible to make the player recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display beyond the predetermined number of times that the start information can be stored.
[0316] (Se4) In the gaming machine according to any one of (Se1) or (Se2), The performance execution means is capable of executing the specific performance based on the result of the pre-reading of the start information stored in the storage means less than the predetermined number (1 to 4). A gaming machine characterized by:
[0317] According to the gaming machine described in (Se4), based on the result of the pre-reading of start information stored in the memory means less than a predetermined number, it is possible to make the player recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding the predetermined number of start information that can be stored.
[0318] (Se5) In the gaming machine according to any one of (Se0) to (Se4), The effect execution means is capable of varying the effect mode of the specific effect depending on the number of times the predetermined result occurs consecutively. A gaming machine characterized by:
[0319] According to the gaming machine described in (Se5) above, it is possible to make the player recognize how likely it is that a predetermined result will occur consecutively as a result of the variable display, depending on the presentation mode of a specific presentation.
[0320] (Se6) In the gaming machine according to any one of (Se0) to (Se5), a storage information display means for displaying storage information (including pending information) indicating that the start information is stored in the storage means; The performance execution means is capable of displaying, as the specific performance, special memory information (a change in reserve at the time of winning) indicating that the predetermined result may occur consecutively as a result of the variable display more than the predetermined number (5) (6 to 10). A gaming machine characterized by:
[0321] According to the gaming machine described in (Se6) above, by displaying special memory information as memory information indicating that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding a predetermined number, it is possible to make the player recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding the predetermined number for which start information can be stored.
[0322] (Se7) In the gaming machine according to any one of (Se0) to (Se6), an individual stored information display means (a hold lamp) for displaying individual stored information which individually indicates that the start information is stored in the storage means; The effect execution means is capable of displaying, as the specific effect, special memory information (rainbow display) indicating that the predetermined result may occur consecutively as a result of the variable display exceeding the predetermined number, as the individual memory information. A gaming machine characterized by:
[0323] According to the gaming machine described in (Se7) above, by displaying special memory information indicating that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding the predetermined number, as individual memory information, it is possible to make the player recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding the predetermined number for which start information can be stored.
[0324] (Se8) In the gaming machine described in (Se6) or (Se7), The effect execution means is capable of changing (holding change) the displayed memory information or the individual memory information to the special memory information as the specific effect. A gaming machine characterized by:
[0325] According to the gaming machine described in (Se8), by changing the displayed memory information or individual memory information to special memory information, it is possible to make the player recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display, exceeding the predetermined number of start information that can be stored.
[0326] (Se9) In the gaming machine according to any one of (Se0) to (Se8), The effect execution means changes the mode of the specific effect in a manner that is easily recognized by a player as the number of times the predetermined result occurs consecutively exceeds the predetermined number (5) (6 to 10) when there are a plurality of types of effects as the specific effect. A gaming machine characterized by:
[0327] According to the gaming machine described in (Se9) above, the more times a predetermined result occurs in succession beyond a predetermined number, the easier it becomes for the player to recognize a change in the form of the specific presentation.
[0328] (Se10) In the gaming machine according to any one of (Se0) to (Se9), The specific presentation indicating that the predetermined result may occur consecutively when the start information stored in the predetermined number (5) exceeds the predetermined number (5) (6, 10) is different in form from the presentation indicating that the start information stored in the predetermined number (5) does not exceed the predetermined number (5) and the predetermined result may occur consecutively (1 to 5). A gaming machine characterized by:
[0329] According to the gaming machine described in (Se10), the interest of the player can be aroused depending on whether the start information stored in the predetermined number results in a specific presentation mode indicating that there is a possibility that a predetermined result will occur consecutively beyond the predetermined number, or whether the start information stored in the predetermined number results in a presentation mode indicating that there is a possibility that a predetermined result will occur consecutively without exceeding the predetermined number.
[0330] (Se11) In the gaming machine according to any one of (Se0) to (Se10), The specific performance has different aspects, that is, a performance in which the start information stored in the predetermined number (5) indicates that the predetermined result may occur consecutively (6, 10) beyond the predetermined number (5), and a performance in which the start information stored in less than the predetermined number (1 to 4) indicates that the predetermined result may occur consecutively (6 to 9) beyond the predetermined number (5). A gaming machine characterized by:
[0331] According to the gaming machine described in (Se11) above, the specific presentation can arouse the player's interest depending on whether the start information stored at the specified number is a presentation mode indicating that there is a possibility that the specified result will occur consecutively beyond the specified number, or whether the start information stored below the specified number is a presentation mode indicating that there is a possibility that the specified result will occur consecutively beyond the specified number.
[0332] (Se12) In the gaming machine according to any one of (Se0) to (Se11), The specific presentation indicating that the start information stored below the predetermined number (1 to 4) may cause the predetermined result to occur consecutively (6 to 9) beyond the predetermined number (5) is different in presentation form from the presentation indicating that the start information stored below the predetermined number (1 to 4) may cause the predetermined result to occur consecutively (1 to 5) without exceeding the predetermined number (5). A gaming machine characterized by:
[0333] According to the gaming machine described in (Se12), the interest of the player can be aroused depending on whether the start information stored below the predetermined number results in a specific presentation mode indicating that there is a possibility that the predetermined result will occur consecutively by exceeding the predetermined number, or whether the start information stored below the predetermined number results in a presentation mode indicating that there is a possibility that the predetermined result will occur consecutively without exceeding the predetermined number.
[0334] (Se13A) In the gaming machine according to any one of (Se0) to (Se12), The performance execution means is capable of executing the specific performance at a predetermined timing during the variable display. A gaming machine characterized by: According to the gaming machine described in (Se13A) above, it is possible to recognize that at a predetermined timing during the varying display, there is a possibility that a predetermined result will occur consecutively as a result of the varying display more than a predetermined number of times.
[0335] (Se13B) In the gaming machine according to any one of (Se0) to (Se12), The performance execution means is capable of executing the specific performance at a predetermined timing before the start of the variable display. A gaming machine characterized by: According to the gaming machine described in (Se13B) above, at a predetermined timing before the start of the varying display, it is possible to recognize that there is a possibility that a predetermined result will occur consecutively as a result of the varying display more than a predetermined number of times.
[0336] (Se13) In the gaming machine according to any one of (Se0) to (Se12), When the result of the variable display is the predetermined result (normal win, win with time-saving (1), win with time-saving (2)), the state control means is capable of generating a special game state (jackpot state) in which a round game is played a prescribed number of times by setting the variable ball entrance to an open state in which it is easy for the game ball to enter, and then setting the variable ball entrance to a closed state in which it is difficult for the game ball to enter, The effect execution means is capable of executing the specific effect at a predetermined timing during the special game state. A gaming machine characterized by: According to the gaming machine described in (Se13) above, it is possible to recognize that at a predetermined timing during a special gaming state, there is a possibility that a predetermined result will occur consecutively as a result of the variable display in excess of a predetermined number.
[0337] (Se14) In the gaming machine described in (Se13), The effect execution means is capable of executing the specific effect during the round play in the special game state. A gaming machine characterized by: According to the gaming machine described in (Se14) above, during a round of play in a special game state, it is possible to recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display more than a predetermined number of times.
[0338] (Se15) In the gaming machine described in (Se13), The effect execution means is capable of executing the specific effect during an ending effect in the special game state. A gaming machine characterized by:
[0339] According to the gaming machine described in (Se15) above, during the ending presentation in the special game state, it is possible to recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding a predetermined number.
[0340] (Se16) In the gaming machine described in (Se13), The performance execution means is capable of varying the duration of the ending performance depending on the number of times (6 to 10) that the predetermined result occurs in succession exceeding the predetermined number (5). A gaming machine characterized by:
[0341] According to the gaming machine described in (Se16) above, it is possible to make the player aware of how many times a predetermined result is likely to occur consecutively as a result of the variable display exceeding a predetermined number, depending on the duration of the ending presentation.
[0342] (Se17) In the gaming machine described in (Se13), The effect execution means is capable of notifying the player of the result of the specific effect at different timings during the ending effect. A gaming machine characterized by:
[0343] According to the gaming machine described in (Se17) above, at various times during the ending presentation, it is possible to make the player recognize whether there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding a predetermined number.
[0344] (Se18) A storage means capable of storing up to a predetermined number (5) of start information based on the establishment of a start condition; A lottery means for performing a lottery based on the start information; A variable display means for displaying a variable pattern based on the result of the lottery; a performance execution means for executing a predetermined performance based on the result of the lottery; A state control means for controlling a state related to a game, The state control means is capable of generating a specific state (a consecutive win zone) that is more advantageous to a player than a normal state as a subsequent state when the result of the variable display is a specific result (a hit with the time-saving (2)), The specific state is a state in which the result of the variable display is likely to be a predetermined result (normal hit, time-saving (1) hit, time-saving (2) hit) in succession, which occurs due to a state (time-saving state) in which the start condition is more likely to be established than in the normal state, The effect execution means is capable of executing a specific effect indicating that a predetermined result is likely to occur a prescribed number (5) consecutively as a result of the variable display, based on the result of the lottery of the start information stored in the storage means, in the specific state. A gaming machine characterized by:
[0345] According to the gaming machine described in (Se18), in a specific state, based on the result of the lottery of the start information stored in the storage means, a specific presentation is executed, so that the player can be made aware that there is a possibility that a predetermined result will occur a specified number of times in succession as a result of the variable display. Therefore, it is possible to prevent the presentation in the specific state from becoming monotonous, and to improve the interest of the game in the specific state.
[0346] (Se19) In the gaming machine described in (Se18), The performance execution means is capable of executing the specific performance based on the result of the lottery of the start information stored in the storage means at the predetermined number (5). A gaming machine characterized by:
[0347] According to the gaming machine described in (Se19) above, based on the result of a lottery for start-up information stored in the memory means at a predetermined number, the player can be made to recognize that there is a possibility that a predetermined result will occur a prescribed number of times in succession as a result of the variable display.
[0348] (Se20) In the gaming machine described in (Se18), The performance execution means is capable of executing the specific performance based on the result of the lottery of the start information stored in the storage means less than the predetermined number (1 to 4). A gaming machine characterized by:
[0349] According to the gaming machine described in (Se20) above, based on the result of a lottery for start-up information stored in the memory means in less than a predetermined number, it is possible to make the player recognize that there is a possibility that a predetermined result will occur a prescribed number of times in succession as a result of the variable display.
[0350] (Se21) In the gaming machine according to any one of (Se18) to (Se20), The effect execution means is capable of varying the effect mode of the specific effect depending on the number of times the predetermined result occurs consecutively. A gaming machine characterized by:
[0351] According to the gaming machine described in (Se21) above, it is possible to make the player recognize how likely it is that a specified result will occur consecutively as a result of the variable display exceeding a specified number, depending on the presentation mode of a specific presentation.
[0352] (Se22) In the gaming machine according to any one of (Se18) to (Se21), a storage information display means for displaying storage information (including pending information) indicating that the start information is stored in the storage means; The performance execution means is capable of displaying, as the specific performance, special memory information (a change in reserve at the time of winning) indicating that the predetermined result may occur the specified number (5) consecutively as a result of the variable display. A gaming machine characterized by:
[0353] According to the gaming machine described in (Se22) above, by displaying special memory information indicating that a predetermined result may occur a specified number of times in succession as a result of the changing display as memory information, it is possible to make the player recognize that there is a possibility that a predetermined result may occur a specified number of times in succession as a result of the changing display.
[0354] (Se23) In the gaming machine according to any one of (Se18) to (Se22), an individual stored information display means (a hold lamp) for displaying individual stored information which individually indicates that the start information is stored in the storage means; The effect execution means is capable of displaying, as the specific effect, special memory information (rainbow display) indicating that the predetermined result may occur the specified number (5) consecutively as a result of the variable display, as the individual area memory information. A gaming machine characterized by:
[0355] According to the gaming machine described in (Se23) above, by displaying special memory information indicating that a predetermined result may occur a specified number of times in succession as a result of the changing display as individual area memory information, it is possible to make the player recognize that a predetermined result may occur a specified number of times in succession as a result of the changing display.
[0356] (Se24) In the gaming machine described in (Se22) or (Se23), The effect execution means is capable of changing (holding change) the displayed memory information or the individual memory information to the special memory information as the specific effect. A gaming machine characterized by:
[0357] According to the gaming machine described in (Se24) above, by changing the displayed memory information or individual memory information to special memory information, it is possible to make the player recognize that there is a possibility that a predetermined result will occur a prescribed number of times in succession as a result of the varying display.
[0358] (Se25) In the gaming machine according to any one of (Se18) to (Se24), The effect execution means changes the mode of the specific effect in a manner that is easily recognized by a player as the number of times the predetermined result occurs consecutively increases when there are a plurality of types of effects as the specific effect. A gaming machine characterized by:
[0359] According to the gaming machine described in (Se25) above, the more times a predetermined result occurs in succession beyond a predetermined number of times, the easier it becomes for the player to recognize a change in the form of the specific presentation.
[0360] (Se26) In the gaming machine according to any one of (Se18) to (Se25), The specific effect indicating that the predetermined result may occur the specified number (5) consecutively based on the start information stored in the specified number (5) is different in appearance from the effect indicating that the predetermined result may not occur the specified number (5) consecutively based on the start information stored in the specified number (5). A gaming machine characterized by:
[0361] According to the gaming machine described in (Se26) above, the player's interest can be aroused depending on whether a specific presentation mode is displayed which indicates that a predetermined result may occur a predetermined number of times in succession based on the start information stored in the predetermined number, or whether a presentation mode is displayed which indicates that a predetermined result may not occur a predetermined number of times in succession based on the start information stored in the predetermined number.
[0362] (Se27) In the gaming machine according to any one of (Se18) to (Se26), The specific performance has different aspects, that is, a performance indicating that the predetermined result may occur the specified number (5) consecutively based on the start information stored in the specified number (5) and a performance indicating that the predetermined result may occur the specified number (5) consecutively based on the start information stored in less than the specified number (1 to 4). A gaming machine characterized by:
[0363] According to the gaming machine described in (Se27) above, the player's interest can be aroused depending on whether the specific presentation is a presentation mode indicating that a predetermined result is likely to occur a predetermined number of times in succession based on start information stored at a predetermined number, or a presentation mode indicating that a predetermined result is likely to occur a predetermined number of times in succession based on start information stored less than the predetermined number.
[0364] (Se28) In the gaming machine according to any one of (Se18) to (Se27), The specific effect indicating that the predetermined result may occur the specified number (5) consecutively based on the start information stored in the range less than the specified number (1 to 4) is different in appearance from the effect indicating that the predetermined result may not occur the specified number (5) consecutively based on the start information stored in the range less than the specified number (1 to 4). A gaming machine characterized by:
[0365] According to the gaming machine described in (Se28) above, the p...
Claims
[Claim 1] A gaming machine configured to allow a moving body to move along a predetermined path in a predetermined direction, The gaming machine is, A contact member having a contact portion against which the moving body can be contacted, The system includes a driving means capable of generating a driving force to move the contact member, The gaming machine is, The system is configured such that at least two conditions can occur: a contact situation in which the moving body moving along the predetermined movement path in the predetermined direction comes into contact with the contact portion, and a non-contact situation in which the moving body moving along the predetermined movement path in the predetermined direction does not come into contact with the contact portion. In a predetermined contact situation, the degree of advantage for the player may differ depending on the positional relationship between the moving body and the contact portion when the moving body comes into contact with the contact portion. The gaming machine is, The system is configured such that the moving body can be held in a predetermined holding area before it moves along the predetermined movement path. The moving body held in the predetermined holding area is configured to be difficult for the player to see, The movable body held in the predetermined holding area is configured to be visible to the player when it is moved toward the predetermined movement path, The device is provided with a first region configured such that the first contact area to which the moving body, moving along the predetermined path in the predetermined direction, is contacted in the case of a first contact situation among the aforementioned contact situations, can be seen by the player, and a second region configured such that the second contact area, which is different from the first contact area to which the moving body, moving along the predetermined path in the predetermined direction, is contacted in the case of a second contact situation among the aforementioned contact situations, can be seen by the player less clearly than the first contact area in the case of a first contact situation. The contact condition is configured such that it may occur when the contact member is moved from a first position to a second position different from the first position. The contact portion is configured to be visible to the player in different ways at the first position and the second position. The movable body is configured to move toward a display unit that shows an indication of the advantage level while being visible to the player after the movable body has come into contact with the contact portion. When the starting conditions are met, one of the multiple variation patterns is determined, and the system is configured to display variations in identification information according to the determined variation pattern. The system is configured such that when a specific variation pattern is determined from among the plurality of variation patterns, a situation may arise in which the contact member can be moved. A plurality of the aforementioned specific variation patterns are configured as the aforementioned specific variation pattern, When a first specific variation pattern is determined from among the plurality of specific variation patterns, the movement of the contact member may be initiated after a first period has elapsed from the start of the variation display corresponding to the first specific variation pattern. When a second specific variation pattern is determined from the plurality of specific variation patterns, the movement of the contact member may be initiated after a second period, different from the first period, has elapsed from the start of the variation display corresponding to the second specific variation pattern. A gaming machine characterized by the following features.