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
- 2026-05-26
Smart Images

Figure 00000000_0000_ABST
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 can adjust a predetermined setting value in stages. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2019-129873 (see paragraphs 0050 to 0054, Figure 5) DISCLOSURE OF THE INVENTION [Problem to be solved by the invention]
[0004] However, the conventional case having such a configuration has the following problems. In other words, this type of gaming machine has the problem that it is difficult to further improve the entertainment value of the game in a gaming machine with a setting value adjustment function.
[0005] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine with a setting value adjustment function that can improve the entertainment value of playing 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 game board having a game area into which a game ball can enter; A ball entrance through which game balls flowing down the game area can enter; A detection means for detecting the entry of a game ball into the ball entry opening; a display means for displaying whether or not a specific game state advantageous to a player will occur as a result of an identification information variable game that is performed in response to detection by the detection means; A game control means for controlling the identification information variable game; an operable operating means; an initialization means for initializing the gaming machine when a specific operation is performed on the operation means 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; When the gaming machine is initialized by the initialization means, a setting means is provided that can set a setting value related to the identification information variable game, which is set in a plurality of stages, to a predetermined setting value among the plurality of setting values; The game control means a first determination means that can perform a first determination when it is detected that a game ball has entered the ball entrance, regardless of which of a plurality of stages of the set value is the set value; a second determination means capable of making a second determination based on which of a plurality of stages of setting values the setting value is, when the first determination results in a predetermined determination result; The identification information variable game can be performed based on the first determination and the second determination. It is characterized by the following.
[0007] [Operation 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. [Effects 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 explanation of the drawings]
[0009] [Figure 1]1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Figure 2] FIG. 1 is a front perspective view of a pachinko machine. [Figure 3] FIG. 2 is a rear view of the pachinko machine. [Figure 4] FIG. 2 is a right side view of the pachinko machine. [Figure 5] FIG. 2 is a left side view of the pachinko machine. [Figure 6] FIG. 1 is a plan view of a pachinko machine. [Figure 7] FIG. [Figure 8] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 9] (a) shows the display content of the third pattern display device, and (b) is an explanatory diagram showing the hold display. [Figure 10] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 11] (a) is the table for the special chart 1 jackpot lottery, and (b) is the table for the special chart 2 jackpot lottery. [Figure 12] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 13] (a) is an example of the variable display effects for a normal jackpot reach and a normal miss reach, and (b) is an example of the variable display effects for a super jackpot reach and a super miss reach. [Figure 14] (a) is an example of the variable display effects of the jackpot super reach and the miss super reach, and (b) is an example of the variable display effects of the jackpot super reach and the miss super reach. [Figure 15] 10 is a table for determining an ending performance pattern. [Figure 16] 4 is a flowchart showing main processing by the main control device. [Figure 17] 10 is a flowchart showing normal processing by the main control device. [Figure 18] 10 is a flowchart showing the first pattern change processing. [Figure 19] 10 is a flowchart showing a fluctuation start process. [Figure 20] 10 is a flowchart showing the next game state setting process. [Figure 21] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 22] 10 is a flowchart showing a right-hit error determination process. [Figure 23] 10 is a flowchart showing a timer interrupt process. [Figure 24] A flowchart showing the start winning processing. [Figure 25] 10 is a flowchart showing a lottery process for advance reading. [Figure 26] 10 is a flowchart showing a launch control process. [Figure 27] 10 is a flowchart showing an NMI interrupt process. [Figure 28] 10 is a flowchart showing the main processing by the dispensing control device. [Figure 29] 10 is a flowchart showing a dispensing control process. [Figure 30] 10 is a flowchart showing a prize ball control process. [Figure 31] 10 is a flowchart showing a ball lending control process. [Figure 32] 10 is a flowchart showing main processing by the sub-control device. [Figure 33] 10 is a flowchart showing normal processing by the sub-control device. [Figure 34] 10 is a flowchart showing customer waiting effect processing by the sub-control device. [Figure 35] 10 is a flowchart showing frame button input monitoring and performance processing by the sub-control device. [Figure 36] 10 is a flowchart showing a decision button input monitoring and performance process performed by the sub-control device. [Figure 37] 10 is a flowchart showing a selection button input monitoring and performance process performed by the sub-control device. [Figure 38] 10 is a flowchart showing a sound editing and output management process performed by the sub-control device. [Figure 39] 10 is a flowchart showing the performance execution management process performed by the sub-control device. [Figure 40] 10 is a flowchart showing a process of receiving a read-ahead fluctuation pattern designation command by the sub-control device. [Figure 41] 10 is a flowchart showing the opening and closing mode (jackpot) display setting process performed by the sub-control device. [Figure 42] 10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 43] 10 is a flowchart showing a process for setting the next game status display mode by the sub-control device. [Figure 44] A flowchart showing the right-hit error notification display mode setting process by the sub-control device. [Figure 45] 10 is a flowchart showing normal processing of the display control device. [Figure 46] 10 is a flowchart showing a process of switching a display mode or the like by a display control device. [Figure 47] 10 is a flowchart showing a pattern row variation display process performed by a display control device. [Figure 48] 10 is a flowchart showing a specific operation screen display process performed by the display control device. [Figure 49] 10 is a flowchart showing the jackpot opening round display process performed by the display control device. [Figure 50] 10 is a flowchart showing the big win ending display process performed by the display control device. [Figure 51] 10 is a flowchart showing a high probability support state transition display process performed by a display control device. [Figure 52] 10 is a flowchart showing a low-probability / support state transition display process performed by a display control device. [Figure 53] 10 is a flowchart illustrating a specific operation period notification process performed by the display control device. [Figure 54] A figure explaining the display mode during a specific operation period in the third pattern display device. [Figure 55]A figure explaining the display mode during a specific operation period during high-speed fluctuation of the main decorative pattern. [Figure 56] FIG. 10 is a diagram illustrating a display mode during a specific operation period after a reach is achieved. [Figure 57] FIG. 57 is a diagram illustrating the display mode during the specific operation period after the reaching of a winning position, following FIG. 56. [Figure 58] A figure explaining the display mode when the decision button is left pressed during a specific operation period during high-speed fluctuation. [Figure 59] A figure explaining the display mode when the decision button and selection button are pressed during a specific operation period during high-speed fluctuation. [Figure 60] 10 is a flowchart showing a decision button input monitoring and performance process performed by the sub-control device of the first embodiment. [Figure 61] 10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 62] 10 is a flowchart showing a long button press effect setting process performed by the sub-control device. [Figure 63] 10 is a flowchart showing a button long press effect display process performed by the display control device. [Figure 64] 10 is a time chart showing the long press response effects when a long press operation is performed. [Figure 65] This is a time chart showing the long press response effects when a long press operation is performed in a manner different from that shown in Figure 64. [Figure 66] This is a time chart showing the long press response effects 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. 10 is a diagram showing the display mode of the long press response effect when a long press operation is performed in Example 2. [Figure 71] FIG. 11 is a diagram showing the display mode of the long press response effect when a long press operation is performed in Example 3. [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] 10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 74] 10 is a flowchart showing the processing performed by the sub-control device when a read-ahead fluctuation pattern designation command is received. [Figure 75] 10A is a diagram illustrating hold display pattern A, and FIG. 10B is a diagram illustrating hold display pattern B. [Figure 76] 10 is a flowchart showing a hand-releasing effect display process performed by the display control device. [Figure 77] 10 is a time chart showing the long press response effect when the first hand-releasing operation is performed. [Figure 78] 10 is a time chart showing the long press response effect when the following hand-releasing operation is performed. [Figure 79] 10 is a time chart showing the long press response effect when the final hand-releasing operation is performed. [Figure 80] FIG. 79 is a time chart showing the effect of responding to a long press 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-release operation is performed. [Figure 83] This is a time chart showing the display mode of the long press response effect when the final hand-releasing operation is performed. [Figure 84] This figure shows the display mode of the long press response effect when the hand-release operation in Figure 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] 10 is a time chart showing the long press response effect when the first hand-releasing operation is performed. [Figure 87] 10 is a time chart showing the long press response effect when the following hand-releasing operation is performed. [Figure 88] 10 is a time chart showing the long press response effect 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-release 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-release effect display process performed by a display control device according to a seventh embodiment. [Figure 93] 10 is a flowchart showing a long press effect sound setting process performed 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-release 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 performed by the sub-control device 262 of the eighth embodiment. [Figure 98] This is a table for selecting a charge pattern in the 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 Example 9. [Figure 102] FIG. 23 is a diagram showing the display mode of the long press effect in Example 10. [Figure 103] 13 is a flowchart showing the variable display mode setting process by the sub-control device of Example 11. [Figure 104] 10 is a flowchart showing a decision button input monitoring and performance process performed by the sub-control device. [Figure 105] 10 is a flowchart showing a color change lottery process performed by the sub-control device. [Figure 106] 106 is a flowchart showing the color change lottery process following FIG. 105. [Figure 107] 10 is a flowchart showing a long press color change effect setting process performed by the CPU of the sub-control device. [Figure 108] 10 is a flowchart showing a long press color change effect display process performed by a CPU of the display control device. [Figure 109] 10 is a table for selecting a color change pattern. [Figure 110] This is a color change lottery table. [Figure 111] 10 is a graph showing color change displays for each color change pattern. [Figure 112] 10A to 10C are diagrams illustrating display modes of color changes for each color change pattern. [Figure 113] 10 is a graph showing color changes for each color change pattern when an operation other than a long press operation is performed. [Figure 114] 10A and 10B are diagrams illustrating the display mode of the long press color change effect of color change pattern A. [Figure 115] 10A and 10B are diagrams illustrating the display mode of the long press color change effect of color change pattern B. [Figure 116] 10A and 10B are diagrams illustrating 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]10A to 10C are diagrams illustrating display modes of color changes for each color change pattern. [Figure 120] 23 is a flowchart showing the decision button input monitoring and performance processing by the sub-control device of the thirteenth embodiment. [Figure 121] 10 is a table for selecting a point-getting pattern. [Figure 122] This is a table for drawing long press points for each point acquisition pattern. [Figure 123] These are the results of the long press point lottery for each point get pattern. [Figure 124] 10 is a time chart of point get pattern A. [Figure 125] 125 is another time chart of the point get pattern A shown in FIG. 124. [Figure 126] 10 is a time chart of point get 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 mode corresponding to FIG. 124 of point get pattern A. [Figure 129] FIG. 126 is a diagram showing a display mode corresponding to FIG. 125 of point get pattern A. [Figure 130] FIG. 127 is a diagram showing a display mode corresponding to FIG. 126 of point get pattern C. [Figure 131] FIG. 128 is a diagram showing a display mode corresponding to FIG. 127 of point get pattern C. [Figure 132] 14A is a table for selecting a point get pattern in the fourteenth embodiment, and FIG. 14B is a drawing result of a long press point drawing in the point get pattern S. [Figure 133] 10 is a time chart of point get pattern S. [Figure 134] 10 is a time chart of another point get pattern that is very similar to point get pattern S. [Figure 135] This is a display mode corresponding to the point-getting pattern S. [Figure 136] This is a display mode corresponding to another point-getting pattern that is very similar to the point-getting pattern S. [Figure 137] 20 is a time chart of a point get pattern A shown in the sixteenth embodiment. [Figure 138] FIG. 10 is a diagram showing a display mode corresponding to point get pattern A. [Figure 139] 20 is a time chart showing a point get pattern of the eighteenth embodiment. [Figure 140] FIG. 140 is a diagram showing the display mode of the point-getting pattern in FIG. 139. [Figure 141] 20 is a flowchart showing normal processing by the sub-control device of the nineteenth embodiment. [Figure 142] 10 is a flowchart showing the performance execution management process performed by the sub-control device. [Figure 143] 10 is a flowchart showing a process for checking consistency between display and sub counters by the sub-control device. [Figure 144] 10 is a flowchart showing a button long press effect display process performed by the display control device. [Figure 145] 10 is a flowchart showing a display count information error display process performed by the display control device. [Figure 146] 10A and 10B are diagrams illustrating a display mode of a display count information error. [Figure 147] 16 is a flowchart showing the display-sub counter consistency confirmation process performed by the sub-control device of the twentieth embodiment. [Figure 148] 10 is a flowchart showing a pattern row variation display process performed by a display control device. [Figure 149] 10A and 10B are diagrams illustrating a display mode of a remaining change count information error. [Figure 150] FIG. 21 is a front view of the game board of Example 21. [Figure 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. [Figure 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 opening pattern). [Figure 153] (a) is a table for selecting the main decorative pattern change pattern of special chart 2 (first consecutive win zone), and (b) is a table for selecting the main decorative pattern change pattern of special chart 2 (second to fifth consecutive win zone). [Fig. 154] FIG. 10 is a diagram illustrating the flow of the game. [Figure 155] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 156] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 157] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 158] This is a time chart showing the flow of the game related to Special Chart 2. [Figure 159] This is a time chart showing the flow of the game related to Special Chart 2. [Figure 160] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 161] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 162] A flowchart showing the start winning processing. [Figure 163] 10 is a flowchart showing the first pattern change processing. [Fig. 164] This is a flowchart showing the special chart 2 change start processing. [Figure 165] This is a flowchart showing the special chart 2 pattern change processing. [Figure 166] 10 is a flowchart showing the second pattern change start processing. [Figure 167] This is a flowchart showing the normal electric accessory opening and closing process. [Figure 168] 10 is a flowchart showing the next game state setting process. [Figure 169]This is a flowchart showing the next game status setting process following Figure 168. [Figure 170] 10 is a flowchart showing a next game status display mode setting process. [Figure 171] 10 is a flowchart showing a display mode switching process. [Fig. 172] This is a time chart showing the first variable display and 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 jackpot round in the consecutive win zone. [Figure 175] This is a table for determining consecutive win suggestion effect display patterns. [Figure 176] This is a flowchart showing the special chart 2 advance reading lottery processing. [Figure 177] This is a flowchart showing the process of receiving a command specifying a variable pattern for advance reading of Special Chart 2. [Figure 178] 10 is a flowchart showing a display mode switching process. [Figure 179] A figure showing the display mode of the consecutive win suggestion effect corresponding to the time chart of Figure 172. [Figure 180] This figure shows the display mode of the consecutive win suggestion effect corresponding to the time chart of Figure 173. [Figure 181] A figure showing the display mode of the consecutive win suggestion effect corresponding to the time chart of Figure 174. [Figure 182] This is a diagram showing a display mode of consecutive win suggestion effects different from those in Figures 179 to 181. [Figure 183] This is a diagram showing a display mode of consecutive win suggestion effects different from those in Figures 179 to 182. [Figure 184] This is a diagram showing a display mode of consecutive win suggestion effects different from those in Figures 179 to 183. [Figure 185] This is a diagram showing a display mode of consecutive win suggestion effects different from those in Figures 179 to 184. [Figure 186] This is a diagram showing a display mode of consecutive win suggestion effects different from those in Figures 179 to 185. [Figure 187] 23 is a table for determining an ending time according to the twenty-third embodiment. [Figure 188] 10 is a table for determining an ending performance pattern. [Figure 189] A figure explaining the display mode of the consecutive win suggestion effect in the ending effect. [Figure 190] This is a figure explaining the display mode of consecutive win suggestion effects, including a display mode different from that of Figure 189. [Figure 191] 24(a) and 24(b) are diagrams showing a table for determining the V winning opening opening and closing pattern in Example 24. [Figure 192] FIG. 10 is a diagram showing the flow of the game. [Figure 193] This is a diagram showing the table for the special chart 1 jackpot lottery. [Figure 194] This is a diagram showing a different game flow from that shown in Figure 192. [Figure 195] 10(a) and 10(b) are diagrams showing another example of a table for determining a V winning opening opening / closing pattern. [Figure 196] This is a diagram showing another example of a table for drawing the jackpot for Special Chart 2. [Figure 197] This is a table for the special chart 2 jackpot lottery in Example 25. [Figure 198] FIG. 10 is a diagram illustrating the flow of the game. [Figure 199] A diagram showing the display mode of the consecutive win suggestion effect. [Figure 200] This figure shows a display mode of a consecutive win suggestion effect different from that of Figure 199. [Figure 201] This is a diagram showing the display mode of the consecutive win suggestion effect following Figure 200. [Figure 202] FIG. 26 is a front view of the game board of Example 26. [Figure 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. [Figure 204]This is the table for the other special jackpot lottery. [Figure 205] (a) and (b) are tables for drawing lots for normal winnings, and (c) is a table for drawing lots for normal symbol variation patterns. [Figure 206] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 2. [Figure 207] 1 is a time chart showing the flow of a game. [Figure 208] 1 is a time chart showing the flow of a game. [Figure 209] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 210] A flowchart showing the start winning processing. [Figure 211] 10 is a flowchart showing the first pattern change processing. [Figure 212] This is a flowchart showing the special chart 2 change start processing. [Figure 213] 10 is a flowchart showing the second pattern change start processing. [Figure 214] This is a flowchart showing the normal electric accessory opening and closing process. [Figure 215] 10 is a flowchart showing the next game state setting process. [Figure 216] This is a flowchart showing the next game status setting process following Figure 215. [Figure 217] 10 is a flowchart showing a next game status display mode setting process. [Figure 218] 10 is a flowchart showing a display mode switching process. [Figure 219] (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. [Figure 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. [Figure 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. [Figure 222]FIG. 1 is a schematic diagram showing the flow of a game. [Figure 223] 1 is a time chart showing the flow of a game. [Figure 224] This is a flowchart showing the special diagram 1 change processing. [Figure 225] This is a flowchart showing the special chart 1 change start processing. [Figure 226] A figure showing the display mode of the transition suggestion effect in Example 28. [Figure 227] A figure showing the display mode of the transition suggestion effect executed following Figure 226. [Figure 228] A figure showing the display mode of the transition suggestion effect executed following Figure 227. [Figure 229] A figure showing the display mode of the transition suggestion effect in Example 29. [Figure 230] A figure showing the display mode of the transition suggestion effect in Example 30. [Figure 231] A figure showing the display mode of the transition suggestion effect executed following Figure 230. [Figure 232] A figure showing the display mode of the transition suggestion effect in Example 31. [Figure 233] A figure showing the display mode of the transition suggestion effect in Example 32. [Figure 234] A figure showing the display mode of the transition suggestion effect in Example 33. [Figure 235] A figure showing the display mode of the transition suggestion effect executed following Figure 234. [Figure 236] A figure showing the display mode of the transition suggestion effect executed following Figure 235. [Figure 237] (a) is a table for drawing the special jackpot for Special Chart 1 in Example 34, and (b) is a table for drawing the special jackpot for Special Chart 2. [Figure 238] (a) and (b) are tables for drawing lots for normal winnings during the time-saving state and non-time-saving state, and (c) is a table for drawing lots for normal symbol variation patterns. [Figure 239] (a) and (b) are tables for selecting the variation pattern of the main decorative pattern of special chart 2 in time-saving state A and time-saving state B. [Figure 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 fulfillment of a predetermined condition (number of reserved items: 1). [Figure 241] 10 is a time chart showing the operation of the gaming machine in time-saving state B. [Figure 242] FIG. 35 is a front view of the game board of Example 35. [Figure 243] FIG. 10 is a diagram illustrating the mechanism that operates the notification device. [Figure 244] This is a table for drawing jackpots for Special Chart 1 and Special Chart 2. [Figure 245] This is a table for selecting the main decorative pattern variation pattern for Special Chart 1 and Special Chart 2. [Figure 246] FIG. 10 is a schematic diagram illustrating a performance using an announcement device. [Figure 247] FIG. 10 is a schematic diagram illustrating a performance using an announcement device. [Figure 248] FIG. 10 is a schematic diagram illustrating a performance using an announcement device. [Figure 249] 10 is a time chart illustrating the flow of a game in a reach effect. [Figure 250] 10 is a time chart illustrating the flow of a game in a reach effect. [Figure 251] 10 is a flowchart illustrating the process of setting the origin position of a reel. [Figure 252] 10 is a flowchart illustrating the expected performance control process. [Figure 253] 10 is a flowchart illustrating the expected performance control process. [Figure 254] 10 is a flowchart illustrating the expected performance control process. [Figure 255] FIG. 22 is a schematic diagram illustrating the configuration of Modification 1 according to Example 35. [Figure 256] 10 is a time chart illustrating the configuration of Modification 1. [Figure 257] FIG. 20 is a schematic diagram illustrating the configuration of Modification 2 according to Example 35. [Figure 258]13 is a flowchart illustrating the first expected performance control process of the tenth variant of the thirty-fifth embodiment. [Figure 259] 13 is a flowchart illustrating the first expected performance control process of the tenth variant of the thirty-fifth embodiment. [Figure 260] 13 is a flowchart illustrating the second expected performance control process of the tenth modified example related to the thirty-fifth embodiment. [Figure 261] 13 is a flowchart illustrating the second expected performance control process of the tenth modified example related to the thirty-fifth embodiment. [Figure 262] FIG. 20 is a schematic diagram illustrating the configuration of a seventeenth modification of the thirty-fifth embodiment. [Figure 263] FIG. 20 is a schematic diagram illustrating the configuration of Modified Example 18 according to Example 35. [Figure 264] FIG. 20 is a schematic diagram illustrating the configuration of a nineteenth modification of the thirty-fifth embodiment. [Figure 265] FIG. 22 is a schematic diagram illustrating the configuration of Modification 19. [Figure 266] 19 is a time chart illustrating the flow of a game in a reach effect according to Modification 19. [Figure 267] 10 is a flowchart illustrating the expected performance control process according to a modified example. [Figure 268] 13 is a flowchart illustrating the expected performance control process according to the nineteenth modification example. [Figure 269] 13 is a flowchart illustrating the expected performance control process according to the nineteenth modification example. [Figure 270] FIG. 22 is a schematic diagram illustrating the configuration of a 20th modified example according to the 35th embodiment. [Figure 271] 23 is a time chart illustrating the configuration of Modification 20. [Fig. 272] FIG. 22 is a schematic diagram illustrating the configuration of a modified example 21 according to the thirty-fifth embodiment. [Fig. 273] 23 is a time chart illustrating the configuration of Modification 21. [Fig. 274] A figure showing the performance display and the movement of the movable object when an operation related to Example 36 is performed. [Figure 275]10A and 10B are diagrams showing the effect display and the movement of the movable object when no operation is performed. [Figure 276] 10A and 10B are diagrams illustrating changes in the motion pattern of a movable object. [Figure 277] 10A and 10B are diagrams illustrating the performance display and the movement of multiple movable objects. [Fig. 278] 10A and 10B are diagrams showing the effect display for accumulating points and the movement of a movable object. [Figure 279] 10A and 10B are diagrams showing the effect display and the movement of the movable object when points are not accumulated. [Figure 280] FIG. 10 is a diagram showing a case where points are continuously awarded to points awarded in an expected effect. [Figure 281] A front view of the game board for the pachinko machine of Example 37. [Figure 282] FIG. 2 is an exploded perspective view of the center frame as seen from the rear side. [Figure 283] FIG. 2 is a perspective view of the stage device as seen from the front side. [Fig. 284] FIG. 2 is a perspective view of the stage device as seen from the rear side. [Figure 285] FIG. 10 is a front view of the stage device with the movable decorative part in the operating position (protruding position). [Figure 286] FIG. 10 is a front view of the stage device with the movable decorative part in the retracted position. [Figure 287] FIG. 10 is a top view of the stage device with the movable decorative part in the operating position (protruding position). [Figure 288] FIG. 10 is a top view of the stage device with the movable decorative part in the retracted position. [Figure 289] FIG. 2 is an exploded perspective view of the stage device. [Figure 290] FIG. 4 is an exploded perspective view of a second support portion. [Figure 291] (a)(b)(c) show the main parts of the support shaft mounting detection section, the functional block section, and the display mode of the occurrence of a special device error. [Figure 292] 10 is a flowchart showing a reel error determination process. [Figure 293](a), (b), and (c) show the main parts of the stage installation detection unit, the functional block unit, and the display mode of the occurrence of a stage installation error. [Fig. 294] 10 is a flowchart showing a stage attachment error determination process. [Figure 295] (a)(b)(c) show the main parts such as the device operation position detection unit, the functional block unit, and the display mode when a device operation error occurs. [Figure 296] 10 is a flowchart showing a reel operation error determination process. [Figure 297] 10 is a flowchart showing a movable decorative part operation control process. [Figure 298] FIG. 13 is a diagram showing a decorative pattern / catchphrase correspondence table for Example 38. [Figure 299] A diagram showing a third pattern display device. [Figure 300] A figure showing a variable display pattern in which there is regularity in the left decorative pattern column. [Figure 301] A figure showing a variable display pattern in which there is regularity in the left decorative pattern column. [Figure 302] A figure showing a variable display pattern in which there is regularity in the right decorative pattern column. [Figure 303] A figure showing a variable display pattern in which there is regularity in the left decorative pattern row and the right decorative pattern row. [Figure 304] A figure showing the stopping pattern of the left decorative pattern row. [Figure 305] 10A and 10B are diagrams showing stop patterns of the left decorative pattern row at different timings. [Figure 306] This is a diagram showing the stopping pattern of the left decorative pattern row with high expectation. [Figure 307] A figure showing the stopping pattern of the left decorative pattern row after pressing the button. [Figure 308] A figure showing the stopping pattern of the left decorative pattern row after pressing the button. [Figure 309] This figure shows a variable display pattern in which the left decorative pattern row has regularity only during a favorable game state. [Figure 310] A figure showing a variable display mode in which the number part has regularity without changing the decorative part. [Figure 311]FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 312] (a) is the table for the special chart 1 jackpot lottery, and (b) is the table for the special chart 2 jackpot lottery. [Figure 313] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 314] This is a table for selecting a jackpot symbol stopping pattern of the main decorative symbol. [Figure 315] This is a table for selecting a missing symbol stopping pattern of the main decorative symbol. [Figure 316] 10 is a flowchart showing a timer interrupt process. [Figure 317] A flowchart showing the start winning processing. [Figure 318] A figure showing the variable display mode indicating the formation of a chance eye in Example 39. [Figure 319] A diagram showing the variable display mode indicating that a chance symbol has not been formed. [Figure 320] A diagram showing a variable display mode in which chance symbols appear consecutively. [Figure 321] A diagram showing a variable display mode in which different chance symbols appear in succession. [Figure 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 that changes the decorative part of the chance eye. [Figure 324] This is a diagram showing the variable display mode in which the device operates when a chance symbol is formed. [Figure 325] This is a table for selecting a missing symbol stopping pattern of the main decorative symbol. [Figure 326] 10 is a flowchart showing a fluctuation start process. [Figure 327] A figure showing the variable display mode indicating the formation 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. [Figure 329] A diagram showing a variable display mode in which the same chance symbol appears consecutively. [Figure 330] This is a diagram showing a variable display mode in which the same pattern appears continuously only at the left stop position. [Figure 331] FIG. 10 is a diagram showing a variable display mode indicating the formation of different chance symbols. [Figure 332] This figure shows the 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. [Figure 334] 10 is a flowchart showing a fluctuation start process. [Figure 335] This figure shows the variable display mode in which the left decorative pattern column in Example 42 violates the rules. [Figure 336] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Figure 337] This is a diagram showing a variable display mode in which the left decorative pattern row violates the rules from the middle. [Figure 338] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Figure 339] 10 is a flowchart showing a fluctuation start process. [Figure 340] A figure showing the variable display mode indicating two pseudo consecutive wins (misses) in Example 43. [Figure 341] This is a diagram showing the variable display mode indicating three pseudo consecutive wins (wins). [Figure 342] This is a diagram showing a variable display mode showing pseudo consecutive wins 1 to 3 times (changing decorative symbols). [Figure 343] This is a diagram showing the variable display mode indicating three pseudo consecutive reaches (wins). [Figure 344] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 345] A figure showing the variable display pattern with regularity in the pending display of Example 44. [Figure 346] This is a diagram showing a variable display pattern in which the pending display continues irregularly. [Figure 347] This is a diagram showing a variable display pattern in which the pending display changes irregularly. [Figure 348]A front view of the board to explain the pachinko machine of Example 45. [Figure 349] This is a diagram explaining the movable props and their surrounding components. [Figure 350] FIG. 10 is a diagram illustrating the operation of the movable props. [Figure 351] This is the table for the Special Chart 1 and Special Chart 2 jackpot lottery. [Figure 352] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Figure 353] 10 is a table detailing the control of the movable support component; [Figure 354] FIG. 1 is a schematic diagram illustrating the flow of a game. [Figure 355] 10 is a flowchart illustrating the reel origin position setting process, which is part of the normal processing of the sub-control device. [Figure 356] 10 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device. [Figure 357] 10 is a flowchart illustrating 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 prop. [Figure 359] A diagram illustrating a modified example of a movable prop. [Figure 360] This is a table for selecting the main decorative pattern variation pattern of special chart 1 in a modified example. [Figure 361] 10 is a table illustrating details of control of a movable support part according to a modified example. [Figure 362] FIG. 10 is a schematic diagram illustrating the flow of a game according to a modified example. [Figure 363] 10 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device according to the modified example. [Figure 364] 10 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device according to the modified example. [Figure 365] A diagram explaining a movable accessory and its surrounding components in a modified example. [Figure 366]This is a diagram explaining the movable accessory of variant example 11 and its surrounding components, as well as the stopping mode of the movable accessory. [Figure 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 accessory of variant 12, its surrounding components, and the stopping mode of the movable accessory. [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 accessory and its surrounding parts of variant example 13, and another example of the movable accessory. [Figure 371] This is a diagram explaining the movable accessory and its surrounding parts of variant example 14. [Figure 372] A diagram explaining the movable accessories and their surrounding parts related to Example 46. [Figure 373] FIG. 10 is a diagram illustrating the operation of the movable props. [Figure 374] FIG. 10 is a diagram illustrating the operation of the movable props. [Figure 375] A diagram explaining the movable accessories and their surrounding parts related to Example 47. [Figure 376] FIG. 1 is a schematic diagram illustrating the flow of a game. [Figure 377] FIG. 2 is a schematic diagram illustrating a movement path of a movable body. [Figure 378] 10A and 10B are diagrams illustrating details of a movable body according to a modified example. [Figure 379] 10A and 10B 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] 10A and 10B are diagrams showing details of the contact point on the right side of the support rod and the control of the movable support part. [Figure 383] 10(a) to 10(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern D. FIG. [Figure 384]38(d) to (f) are diagrams illustrating the operation of the movable member in expansion / contraction pattern D, following FIG. 383. [Figure 385] 10(a) to 10(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern E. FIG. [Figure 386] 38(d) to 38(f) are diagrams illustrating the operation of the movable member in expansion / contraction pattern E following FIG. 385. [Figure 387] 10(a) to 10(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern F. FIG. [Figure 388] 387(d) to (e) are diagrams illustrating the operation of the movable member in expansion / contraction pattern F, continuing from FIG. 387. [Figure 389] 10(a) is a diagram showing the contact point on the right side of the support rod of Modification 1 and details of the control of the movable support part. FIG. [Figure 390] 10(a) and 10(b) are diagrams illustrating the operation of the movable member in the stretch pattern Dfake. [Figure 391] 10(d) and (e) are diagrams illustrating the operation of the movable member in the stretch pattern Efake. [Figure 392] 10(a) is an enlarged view of the contacted portion on the right side of the support rod of the second modified example. FIG. [Figure 393] A diagram explaining the operation of the movable member and the display mode of the third pattern display device in expansion / contraction pattern D. [Figure 394] A diagram explaining the operation of the movable member in expansion / contraction pattern E and the display mode of the third pattern display device. [Figure 395] A figure explaining the operation of the movable member and the display mode of the third pattern display device in the expansion / contraction pattern Dfake. [Figure 396] A diagram explaining the operation of the movable member in the expansion / contraction pattern Efake and the display mode of the third pattern display device. [Figure 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 jackpot for special chart 1 and special chart 2 when the probability is low, (b) is a table for drawing the jackpot for special chart 1 and special chart 2 when the probability is high, (c) is a table for drawing the jackpot for the fall, and (d) is a table for drawing the special time-saving lottery for special chart 2. [Figure 399] (a) is a table for selecting the special chart 2 variation pattern when the winner falls off after 1 to 30 spins, (b) is a table for selecting the special chart 2 variation pattern when the winner falls off, (c) is a table for selecting the special chart 2 variation pattern when the winner falls off after 31 spins or later, and (d) is a table for selecting the special chart 2 special time-saving variation pattern. [Figure 400] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 401] A flowchart showing the start winning processing. [Figure 402] 10 is a flowchart showing the first pattern change processing. [Figure 403] This is a flowchart showing the special chart 1 change start processing. [Figure 404] This is a flowchart showing the special chart 2 change start processing. [Figure 405] 10 is a flowchart showing the next game state setting process. [Figure 406] 10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 407] 10 is a flowchart showing a process of switching a display mode or the like by a display control device. [Figure 408] (a) is a table for the special time-saving lottery of special chart 2 of variant example 1, and (b) is a table for selecting the special time-saving lottery variation pattern of special chart 2 of variant example 1. [Figure 409] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 410] This is a flowchart showing the special chart 2 change start processing. [Figure 411] 10 is a flowchart showing the next game state setting process. [Figure 412] 10 is a flowchart showing the next game state setting process. [Figure 413] 10 is a flowchart showing the next game state setting process. [Figure 414] (a) is a table for selecting a special chart 2 variation pattern in which reserves of variant example 2 can be stored, and (b) is a table for selecting a special chart 2 variation pattern in which reserves of variant example 2 cannot be stored. [Figure 415] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 416] 10 is a flowchart showing the next game state setting process. [Figure 417] 10 is a flowchart showing the next game state setting process. [Figure 418] 10 is a flowchart showing the next game state setting process. [Fig. 419] FIG. 13 is a schematic diagram showing the flow of the game in Modification 7. [Figure 420] This is a flowchart showing the special chart 2 change start processing. [Figure 421] 10 is a flowchart showing the next game state setting process. [Figure 422] 10 is a flowchart showing the next game state setting process. [Figure 423] (a) is a time chart of Example 50 showing the flow of a game in which a player falls out of the accumulation mode and misses the jackpot lottery, (b) is a time chart of a game in which a player falls out of the accumulation mode and wins the jackpot lottery, and (c) is a time chart of Example 50 showing the flow of a game in which a player falls out of the accumulation mode and wins the jackpot lottery. [Figure 424] This is a time chart showing the flow of a game in which a drop-off win occurs from the consumption mode. [Figure 425] (a) and (b) are time charts different from FIG. 400, each showing the flow of a game in which a drop-down win occurs from the accumulation mode. [Figure 426] FIG. 423(a) is a diagram showing a display mode corresponding to FIG. [Figure 427] FIG. 423(b) is a diagram showing a display mode corresponding to FIG. [Figure 428] FIG. 423(c) is a diagram showing a display mode corresponding to FIG. [Figure 429] This is a diagram showing the display mode following Figure 428. [Fig. 430]A diagram showing the display mode when a drop-off win occurs from the consumption mode. [Figure 431] FIG. 425 is a diagram showing a display mode corresponding to FIG. 424. [Figure 432] This is a diagram showing the display mode following Figure 431. [Figure 433] This figure shows the display mode when a consecutive start win occurs accidentally in consumption mode and a drop win occurs. [Fig. 434] FIG. 425(a) is a diagram showing a display mode corresponding to FIG. [Figure 435] FIG. 425(b) is a diagram showing a display mode corresponding to FIG. [Figure 436] (a) is a time chart of variant 1 showing the flow of play in which a player falls out of the accumulation mode and wins the special time-saving lottery (1 / 10), and (b) is a time chart of variant 1 showing the flow of play in which a player continues to lose the special time-saving lottery. [Figure 437] FIG. 437 is a diagram showing a display mode corresponding to FIG. 436. [Fig. 438] (a) is a time chart of variant 2 showing the flow of the game in which a special time-saving lottery (1 / 10) is held at the same time as a drop-out win from the accumulation mode, and the player ultimately wins, and (b) is a time chart of variant 2 showing the flow of the game in which the player continues to lose the special time-saving lottery. [Figure 439] FIG. 438 is a diagram showing a display mode corresponding to FIG. [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 fall-off win from the consumption mode and a win is made, and (b) is a time chart showing the flow of play in which a win is made in the special time-saving lottery. [Figure 441] FIG. 440 is a diagram showing a display mode corresponding to FIG. [Figure 442] This is a time chart of Example 51 showing the flow of play from the accumulation mode to the consumption mode / depletion mode, and then returning from the depletion mode to the accumulation mode. [Figure 443] FIG. 442 is a diagram showing a display mode corresponding to FIG. [Figure 444] This is a time chart of variant 1 showing the flow of a game in which mode transition suggestion information is displayed only when transitioning from consumption mode to accumulation mode. [Figure 445] FIG. 444 is a diagram showing a display mode corresponding to FIG. [Figure 446] A front view of a pachinko machine according to Example 52. [Figure 447] FIG. 1 is a plan view of a pachinko machine. [Figure 448] FIG. 1 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. [Figure 450] FIG. 2 is a schematic diagram illustrating a display screen of a mobile terminal. [Figure 451] FIG. 1 is a schematic diagram illustrating the flow of a game. [Figure 452] 10 is a table for selecting a fish school occurrence pattern. [Figure 453] 10 is a flowchart illustrating a pairing communication establishment process on the mobile terminal side. [Figure 454] 10 is a flowchart illustrating processing during communication on the mobile terminal side. [Figure 455] 10 is a flowchart illustrating a disconnection process on the mobile terminal side. [Figure 456] 10 is a flowchart illustrating normal processing of the sub-control device. [Figure 457] 10 is a flowchart illustrating performance execution process management. [Figure 458] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 459] 10 is a flowchart illustrating a mobile terminal input monitoring and rendering process. [Figure 460] 10 is a flowchart illustrating an NFC activation process. [Figure 461] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 462] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 463] 10 is a flowchart illustrating processing during communication (setting data change processing). [Fig. 464] 10 is a flowchart illustrating processing during communication (screen capture processing). [Figure 465] 10 is a flowchart illustrating processing during communication (mission and game result output processing). [Figure 466] 10 is a flowchart illustrating a communication disconnection process. [Figure 467] FIG. 10 is an explanatory diagram regarding the effects when capturing a screen. [Fig. 468] 10A is an explanatory diagram regarding the mission, and FIG. 10B is an explanatory diagram regarding the output of the game result. [Figure 469] 10 is a flowchart illustrating processing during communication (changing setting data) according to Modification 2. [Figure 470] 13 is a flowchart illustrating a pairing communication establishment process on the mobile terminal side according to Modification 3. [Figure 471] 470. This is a flowchart illustrating the pairing communication establishment process on the side of a mobile terminal different from that shown in FIG. [Figure 472] 13 is a flowchart illustrating an NFC activation process according to a fourth modification. [Fig. 473] This is a flowchart explaining an NFC activation process different from that shown in FIG. 472. [Fig. 474] 13 is a flowchart illustrating a process during communication (screen capture process) according to Modification 5. [Figure 475] 13 is a flowchart illustrating a communication disconnection process according to Modification 6. [Figure 476] 476 is a flowchart illustrating a communication disconnection process different from that shown in FIG. 475. [Figure 477] FIG. 13 is a schematic diagram illustrating a modification in which a cutting NFC is placed in a hole according to Modification 7. [Figure 478] 10 is a flowchart illustrating a communication disconnection process. [Figure 479] 19 is a flowchart illustrating a disconnection process for preventing unauthorized multi-access according to Modification 8. [Figure 480] An explanatory diagram regarding the presentation related to Example 53. [Figure 481] 10 is a table for selecting a fish school occurrence pattern. [Figure 482] 10 is a flowchart illustrating a communication process (setting data change process). [Figure 483] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 484] FIG. 10 is an explanatory diagram regarding the effect according to the first modified example. [Figure 485] 10 is a flowchart illustrating processing during communication (setting data change processing). [Figure 486] This is a flowchart explaining the processing during communication following Figure 485. [Figure 487] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 488] FIG. 10 is an explanatory diagram regarding the effect according to the second modified example. [Figure 489] An explanatory diagram of the display mode during the decision button row operation period in Example 54. [Figure 490] 10A and 10B are schematic diagrams illustrating display modes during a period when the enter button is being operated. [Figure 491] 10 is a table for selecting a fish school occurrence pattern. [Figure 492] 10 is a flowchart illustrating a decision button input monitoring and performance process. [Figure 493] 10 is a flowchart illustrating a process of changing the volume and the like. [Figure 494] An explanatory diagram regarding the presentation related to Example 55. [Figure 495] 10 is a table for selecting a fish school occurrence pattern. [Figure 496] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 497] FIG. 10 is a schematic diagram illustrating the effects at the time of screen capture according to Modification 1. [Figure 498] 10 is a flowchart illustrating processing during communication (mission and game result output processing). [Figure 499] FIG. 10 is a schematic diagram illustrating the effect when there is no change in the predetermined number variation setting in Modification Example 2. [Figure 500]10 is a flowchart illustrating processing during communication (setting data change processing). [Figure 501] 500 is a flowchart illustrating processing during communication. [Figure 502] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 503] FIG. 56 is a schematic diagram illustrating the display screen of a mobile terminal according to a fifty-sixth embodiment. [Figure 504] FIG. 10 is a schematic diagram illustrating the flow of the presentation. [Figure 505] 10 is a table for selecting a fish school occurrence pattern. [Figure 506] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 507] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 508] FIG. 10 is a schematic diagram illustrating a process when communication is disconnected according to Modification 1. [Figure 509] FIG. 10 is a schematic diagram illustrating the flow of a game when communication is interrupted. [Figure 510] 10 is a table for selecting a fish school occurrence pattern. [Figure 511] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 512] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 513] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 514] FIG. 10 is a schematic diagram illustrating the flow of a game when a machine type according to Modification Example 2 has not been selected. [Figure 515] 10 is a table for selecting a fish school occurrence pattern. [Figure 516] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 517] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 518] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 519] FIG. 10 is a schematic diagram illustrating the flow of the presentation according to Modification 3. [Figure 520] 10 is a flowchart illustrating an invalid input display process during communication. [Figure 521] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 522] 10 is a flowchart illustrating processing during communication (re-input determination processing). [Figure 523] 10 is a flowchart illustrating a process when communication is disconnected. [Figure 524] A front view of the game board of a pachinko machine related to Example 57. [Figure 525] FIG. 1 is a schematic diagram illustrating the overall flow of the game. [Figure 526] These are the tables for the special chart 1 jackpot lottery and the special chart 2 jackpot lottery. [Figure 527] This is a table for regular lottery draws. [Figure 528] This is a table for changing the main decorative patterns of Special Chart 1 and Special Chart 2. [Figure 529] 10 is a table showing the operation patterns of the non-electrical release distributing movable object. [Fig. 530] This is an explanatory diagram of the operation of the non-electrical opening distribution device related to time reduction A1 and time reduction A2. [Figure 531] This is an explanatory diagram of the operation of the non-electrical release distribution device related to time reduction B. [Fig. 532] FIG. 10 is a front view illustrating the structure of the consecutive ball prevention mechanism. [Figure 533] FIG. 10 is a perspective view illustrating the structure of a consecutive ball prevention mechanism. [Fig. 534] FIG. 10 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. 10 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls are illegally won. [Fig. 536] FIG. 10 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls win without any cheating. [Figure 537]FIG. 10 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls win without any cheating. [Figure 538] FIG. 10 is a front view of a game board of a pachinko machine according to a modified example. [Fig. 539] FIG. 10 is a front view illustrating the structure of a modified consecutive ball prevention mechanism. [Fig. 540] 10A and 10B are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Figure 541] 10A and 10B are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Fig. 542] 10A and 10B are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Figure 543] FIG. 10 is a front view illustrating the structure of a modified consecutive ball prevention mechanism. [Fig. 544] FIG. 10 is a front view illustrating the structure of a modified consecutive ball prevention mechanism. [Figure 545] FIG. 10 is a front view illustrating the structure of a modified consecutive ball prevention mechanism. [Figure 546] A front view of the game board of a pachinko machine related to Example 58. [Figure 547] FIG. 1 is a schematic diagram illustrating the overall flow of the game. [Figure 548] These are the tables for the special chart 1 jackpot lottery and the special chart 2 jackpot lottery. [Fig. 549] 10 is a table showing the operation patterns of the non-electrical release distributing movable object. [Fig. 550] FIG. 10 is a front view illustrating the structure of the consecutive ball prevention mechanism. [Figure 551] FIG. 10 is a perspective view illustrating the structure of a consecutive ball prevention mechanism. [Figure 552] 10A and 10B are schematic diagrams illustrating the operation of the consecutive ball prevention mechanism. [Figure 553] 10A and 10B are schematic diagrams illustrating the operation of the consecutive ball prevention mechanism. [Figure 554] 10A and 10B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Figure 555] 10A and 10B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Figure 556]10A and 10B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Figure 557] 10A and 10B are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Figure 558] 10A and 10B are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Figure 559] 10A and 10B are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Fig. 560] FIG. 10 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 a 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] A front view of the game board of Example 59. [Figure 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 in Special Chart 2. [Fig. 567] FIG. 10 is a diagram showing a special lottery table. [Fig. 568] FIG. 10 is a diagram showing a table for normal symbol lottery. [Fig. 569] This is a diagram showing a table for selecting the main decorative pattern variation pattern for Special Chart 1 and Special Chart 2. [Fig. 570] 10 is a flowchart showing the first pattern change processing. [Figure 571] This is a flowchart showing the first pattern change processing following Figure 570. [Figure 572] This is a flowchart showing the first pattern change processing following Figure 571. [Figure 573] This is a flowchart showing the first pattern change processing following Figure 572. [Figure 574] 10 is a flowchart showing a fluctuation start process. [Figure 575]10 is a flowchart showing the next game state setting process. [Fig. 576] 10 is a flowchart showing a second symbol control process. [Figure 577] 10 is a flowchart showing a next game status display mode setting process. [Figure 578] A front view of the game board of Example 60. [Figure 579] A diagram explaining the lighting display mode of the right hit lamp and status lamp. [Fig. 580] A diagram explaining the changes in the lighting display mode of the right-hit lamp and status lamp. [Figure 581] 10 is a flowchart showing the process for setting the lighting display mode of the right-hit lamp and the status lamp. [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 status lamp. [Fig. 584] A diagram 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 status lamp. [Fig. 586] A diagram explaining the changes in the lighting display mode of the right-hit lamp and status lamp. [Figure 587] A figure explaining the display mode for displaying the advance reading results of the special lottery in Example 61. [Figure 588] 10 is a flowchart showing a pre-reading lottery process. [Figure 589] 10 is a flowchart showing a read-ahead variation pattern designation command reception process; [Fig. 590] This is a diagram illustrating a display mode in which the results of the special lottery are displayed after the results of the win / loss lottery are displayed. [Fig. 591] A diagram illustrating a display mode in which the advance reading results of the special lottery are displayed / not displayed. [Fig. 592]This is a diagram illustrating 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 advance reading results of the special lottery are displayed. [Fig. 594] This is a diagram illustrating a display mode in which a notification regarding the time-saving B state is made without using the advance reading results of the special lottery. [Fig. 595] 10 is a diagram illustrating a display mode for notifying about the time-saving state B at the start of the time-saving state A. FIG. [Fig. 596] 10 is a diagram illustrating a display mode in which a notification regarding the time-saving B state is given every time the time-saving A state changes. FIG. [Figure 597] 10 is a diagram illustrating a display mode in which notifications regarding the time-saving state B are given more frequently as the end of the time-saving state A approaches. FIG. [Figure 598] 10 is a diagram illustrating a display mode in which a notification regarding the time-saving B state is given when the specified number of times of the time-saving A state is reached. FIG. [Figure 599] A figure showing a special lottery table for Example 62. [Figure 600] This is a diagram explaining the display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 601] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 602] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 603] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 604] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 605] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 606] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 607]This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 608] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 609] This is a modified example of the flowchart showing the first pattern change processing shown in Figure 571. [Figure 610] A flowchart showing the right-hit error flag setting process in Example 63. [Figure 611] 10 is a flowchart showing a right-hit error display process. [Figure 612] 10 is a flowchart showing a right-hit error flag setting process according to a first modified example. [Figure 613] 10 is a flowchart showing a right-hit error flag setting process according to a second modification. [Figure 614] 13 is a flowchart showing a right-hit error flag setting process according to a third modified example. [Figure 615] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 616] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 617] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 618] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 619] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 620] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 621] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 622] FIG. 10 is a diagram showing a special lottery table (final fluctuation of time-saving state A). [Figure 623] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 624] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 625] This is a figure showing the table for the special chart 1 and special chart 2 jackpot lottery in Example 64 (time-saving A state). [Figure 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 time-saving A. [Figure 628] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 629] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 630] This is a special lottery table for the final fluctuation of time-saving A. [Figure 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] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 633] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [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 time-saving A in the modified example. [Figure 635] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 636] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [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. [Figure 638] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [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. [Figure 641] This is a table for selecting messages related to the final change in time-saving A. [Figure 642] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 643]10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 644] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 645] This is a table for selecting messages at the start of the final fluctuation. [Figure 646] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 647] 10 is a table for selecting messages related to final changes. [Figure 648] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 649] A rear view of a pachinko machine according to Example 66. [Figure 650] 10 is a front view illustrating the configuration of the board box and the power supply board accommodated in the board box. FIG. [Figure 651] 2A and 2B are a perspective view of a power supply board, a perspective view of a glass tube fuse, and a front view of the glass tube fuse. [Figure 652] 10A and 10B are schematic diagrams showing a front view of a power supply board and the arrangement of dark areas, illustrating examples 1 and 2, which are specific examples of Example 66. [Figure 653] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and the arrangement of dark areas, illustrating examples 3 and 4, which are specific examples of Example 66. [Figure 654] 10A and 10B are schematic diagrams showing the arrangement of dark areas and a front view of a power supply substrate for explaining Examples 5 and 6, which are specific examples of Example 66. [Figure 655] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and the arrangement of dark areas, illustrating Examples 7 and 8, which are specific examples of Example 66. [Figure 656] 10 is a front view of a power supply substrate and a schematic diagram showing the arrangement of dark areas, illustrating Examples 9 and 10, which are specific examples of Example 66. FIG. [Figure 657] FIG. 10 is a front view illustrating a power supply board according to a modified example. [Figure 658] FIG. 10 is a front view illustrating a circuit board box according to a modified example. [Figure 659]FIG. 10 is a front view illustrating a circuit board box according to a modified example. [Figure 660] FIG. 10 is a perspective view illustrating a card unit connection board according to a modified example. [Figure 661] FIG. 10 is a front view illustrating a card unit connection board according to a modified example. [Figure 662] FIG. 10 is a front view illustrating a power supply board according to a modified example. [Figure 663] 10A and 10B are a front view and a schematic view illustrating a power supply board according to a modified example. [Figure 664] 10A and 10B are front views of a power supply substrate and a schematic diagram showing the arrangement of light color areas, illustrating examples 1 and 2 that are specific examples of Example 67. [Figure 665] 10A and 10B are front views of a power supply substrate and a schematic diagram showing the arrangement of light color areas, illustrating Examples 3 and 4, which are specific examples of Example 67. [Figure 666] 10A and 10B are front views of a power supply substrate and a schematic diagram showing the arrangement of light color areas, illustrating Examples 5 and 6, which are specific examples of Example 67. [Figure 667] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and the arrangement of light color areas, illustrating Examples 7 and 8, which are specific examples of Example 67. [Figure 668] FIG. 10 is a front view illustrating a power supply board according to a modified example. [Figure 669] FIG. 10 is a front view illustrating a circuit board box according to a modified example. [Figure 670] 10 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. [Figure 671] 10 is a schematic diagram showing a glass tube fuse according to Example 4 and a modified example, which are specific examples of Example 68, and peripheral electronic components. FIG. [Figure 672] 10A and 10B are schematic diagrams showing a front view of a power supply board and the arrangement of dark areas, illustrating examples 1 and 2, which are specific examples of Example 69. [Figure 673] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and the arrangement of dark areas, illustrating examples 3 and 4, which are specific examples of Example 69. [Figure 674]10A and 10B are schematic diagrams showing the arrangement of dark areas and a front view of a power supply substrate for explaining Examples 5 and 6, which are specific examples of Example 69. [Figure 675] 10 is a front view of a power supply substrate and a schematic diagram showing the arrangement of dark areas, illustrating Examples 7 and 8, which are specific examples of Example 69. FIG. [Figure 676] 10 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. [Figure 677] 10 is a schematic diagram showing glass tube fuses according to Examples 4, 5, and 6, which are specific examples of Example 70, and their peripheral electronic components. FIG. [Figure 678] FIG. 10 is a schematic diagram showing glass tube fuses according to Examples 7 and 8, which are specific examples of Example 70, and their peripheral electronic components. [Figure 679] 10 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. [Figure 680] A front view of the game board of Example 71. [Figure 681] This is a diagram showing the mechanism surrounding the movable props. [Figure 682] A diagram showing the operation of the movable props. [Figure 683] A diagram showing the operation of the movable props. [Figure 684] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 685] A diagram showing the movement of the decorative components that make up the movable props. [Figure 686] A diagram showing the movement of the decorative components that make up the movable props. [Figure 687] 10 is a flowchart showing a performance management execution process. [Figure 688] 10 is a flowchart showing the expected performance control processing. [Figure 689] 10 is a flowchart showing a display mode switching process. [Fig. 690] 10 is a flowchart showing the expected performance display processing. [Figure 691]A diagram showing the movement of the decorative members that make up the movable prop in the modified example. [Figure 692] A diagram showing the movement of the decorative members that make up the movable prop in the modified example. [Figure 693] 10 is a flowchart showing the expected performance control processing according to a modified example. [Figure 694] A diagram showing the movement of a movable prop in a modified example. [Figure 695] A diagram showing the movement of a movable prop in a modified example. [Figure 696] 10 is a flowchart showing the expected performance control processing according to a modified example. [Figure 697] A diagram showing the movement of a movable prop in a modified example. [Figure 698] A diagram showing the drive mechanism that constitutes the movable prop in the modified example. [Figure 699] FIG. 10 is a front view of the game board of Example 72. [Figure 700] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 701] A diagram showing the suggestion state in the expectation performance. [Figure 702] A diagram showing the suggestion 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. [Figure 705] This is a diagram showing the presentation pattern (Super Reach E0) in the expected presentation. [Figure 706] This is a diagram showing the presentation pattern (Super Reach E00) in the expected presentation. [Fig. 707] This is a diagram showing the presentation pattern (Super Reach E1) in the expected presentation. [Fig. 708] This is a diagram showing the presentation pattern (Super Reach E2) in the expected presentation. [Figure 709] This is a diagram showing the presentation pattern (Super Reach E3) in the expected presentation. [Fig. 710] This is a diagram showing the presentation pattern in the expected presentation (Super Reach C2, falling operation failure). [Figure 711] This is a diagram showing the presentation pattern in the expected presentation (super reach E1, poor falling operation). [Fig. 712] This is a diagram showing the presentation pattern (super reach E1, rotation malfunction) in the expected presentation. [Fig. 713] 10 is a flowchart showing the expected performance control processing. [Fig. 714] 10 is a flowchart showing the expected performance display processing. [Fig. 715] A diagram showing the suggestion state in the expectation performance. [Fig. 716] A diagram showing the suggestion 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 the presentation pattern (Super Reach E1) in the expected presentation. [Fig. 720] This is a diagram showing the presentation pattern (Super Reach E2) in the 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 presentation pattern in the expected presentation (Super Reach C2, falling operation failure). [Fig. 723] This is a diagram showing the presentation pattern in the expected presentation (super reach E1, poor falling operation). [Fig. 724] This is a diagram showing the presentation pattern (super reach E1, rotation malfunction) in the expected presentation. [Fig. 725] This is a diagram showing the presentation patterns (super reach Ea1, Ea2) in the expected presentation. [Fig. 726]This is a diagram showing the presentation patterns (super reach Ea3, Ea4) in the expected presentation. [Fig. 727] This is a diagram showing the presentation pattern in the expected presentation (super reach Ea4, poor falling operation). [Fig. 728] This is a diagram explaining the movement of the decorative members that make up the movable props. [Fig. 729] This is a diagram explaining the movement of the decorative members that make up the movable props. [Fig. 730] 10A and 10B are diagrams illustrating the effect of a light guide plate. [Fig. 731] FIG. 10 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. 10 is a schematic diagram illustrating the operation of a movable object. [Fig. 734] 10 is a table illustrating an example of the operation of the expected effect. [Fig. 735] FIG. 10 is a schematic diagram illustrating an example of the operation of the expected effect. [Fig. 736] 10 is a flowchart illustrating the expected performance control process. [Fig. 737] 10 is a time chart illustrating a configuration according to a modified example. [Fig. 738] 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. 10 is a diagram illustrating a light guide plate display. [Fig. 742] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Fig. 743] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Fig. 744] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Fig. 745] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Fig. 746] 10 is a flowchart illustrating the expected performance control process. [Fig. 747]10 is a flowchart illustrating the expected performance control process. [Fig. 748] 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 variation pattern of Special Chart 1. [Fig. 750] A diagram showing the suggestion 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 presentation pattern (Super Reach C1, Malfunction) in the expected presentation. [Fig. 754] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Fig. 755] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Fig. 756] A diagram showing the suggestion 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 presentation pattern (Super Reach C1, Malfunction) in the expected presentation. [Fig. 760] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Fig. 761] This is a diagram showing the presentation pattern (Super Reach E1, first malfunction) in the expected presentation. [Fig. 762] This is a diagram showing the presentation patterns (second failure, third failure) in the expected presentation. [Fig. 763] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Fig. 764]This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Fig. 765] FIG. 10 is a front view of a modified game board. [Fig. 766] 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 props. [Fig. 769] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Fig. 770] A diagram showing the suggested state and failure state in the expected 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 presentation patterns (Super Reach E, F) in the expected presentation. [Fig. 773] This is a diagram showing the presentation pattern in the expected presentation (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. 1 is a functional block diagram illustrating a pachinko machine. [Fig. 777] 4 is a flowchart illustrating main processing of the main control device. [Fig. 778] 10 is a flowchart illustrating a scenario setting value change process. [Fig. 779] 10 is a flowchart illustrating a payout rate setting value update process. [Fig. 780] 10 is a flowchart illustrating a process for setting a school of fish effect. [Fig. 781] 10 is a flowchart illustrating a process for determining whether to execute a school of fish effect. [Fig. 782] 10 is a flowchart illustrating a fish school appearance rate update process. [Fig. 783] 10 is a flowchart illustrating a process for setting a school of fish effect display mode. [Fig. 784] 10 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] 10 is a table for explaining a scenario. [Fig. 788] FIG. 10 is a schematic diagram illustrating a demo display. [Fig. 789] FIG. 10 is a schematic diagram illustrating the history of fish school appearances. [Fig. 790] FIG. 10 is a schematic diagram illustrating the school of fish effect. [Fig. 791] FIG. 10 is a schematic diagram illustrating the school of fish effect. [Fig. 792] 10 is a table illustrating output rate setting values according to a modified example. [Fig. 793] 10 is a schematic diagram and table explaining the operating mode of the light-emitting device Da2 according to a modified example. [Fig. 794] 10A and 10B are schematic diagrams illustrating a light emission setting and a light emission rate history according to a modified example. [Fig. 795] 10A and 10B are schematic diagrams illustrating a table for explaining fish school settings according to a modified example. [Fig. 796] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 797] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 798] 10 is a flowchart illustrating a process for setting a school of fish effect display mode. [Figure 799] FIG. 10 is a schematic diagram illustrating the school of fish effect. [Figure 800] 10 is a table illustrating setting values according to a modified example. [Figure 801] 10 is a flowchart illustrating a launch control process according to a modified example. [Figure 802] 10 is a table illustrating setting values according to a modified example. [Figure 803]10 is a table illustrating setting values according to a modified example. [Figure 804] 10 is a table illustrating setting values according to a modified example. [Figure 805] 10 is a flowchart illustrating a main process according to a modified example. [Figure 806] 10 is a table illustrating a scenario according to a modified example. [Figure 807] 10 is a table illustrating a scenario according to a modified example. [Figure 808] 10 is a table illustrating a scenario according to a modified example. [Figure 809] 10 is a table illustrating a scenario according to a modified example. [Figure 810] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Figure 811] 13 is a flowchart illustrating the payout rate setting value update process according to the seventy-eighth embodiment. [Figure 812] 10 is a table for explaining a scenario. [Figure 813] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 814] 10A and 10B are schematic diagrams illustrating a display on a display screen according to a modified example. [Fig. 815] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Figure 816] 13 is a table for explaining a scenario related to Example 79. [Fig. 817] 10 is a flowchart illustrating a payout rate setting value update process. [Fig. 818] 10 is a time chart illustrating a stage change. [Fig. 819] 10 is a time chart illustrating a stage change. [Fig. 820] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 821] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 822]FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 823] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 824] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 825] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 826] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 827] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 828] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 829] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 830] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 831] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 832] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 833] 10 is a table for explaining a scenario. [Fig. 834] 10 is a flowchart illustrating a payout rate setting value update process. [Fig. 835] 10 is a time chart illustrating a stage change. [Fig. 836] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 837] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 838] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 839] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 840] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 841] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 842]FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 843] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 844] 10 is a table for explaining a scenario. [Fig. 845] FIG. 2 is a schematic diagram illustrating a display on a display screen. [Fig. 846] 10 is a time chart illustrating a stage change. [Fig. 847] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 848] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 849] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 850] 10 is a time chart illustrating a stage change. [Fig. 851] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 852] FIG. 2 is a schematic diagram illustrating a display on a display screen. [Fig. 853] 13 is a flowchart illustrating the payout rate setting value update process according to the eighty-eighth embodiment. [Fig. 854] 10 is a time chart illustrating a stage change. [Figure 855] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 856] 10 is a time chart illustrating a stage change. [Fig. 857] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 858] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 859] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 860] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 861] 10 is a time chart illustrating a stage change. [Figure 862] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 863] 8 is a table for drawing a jackpot lottery according to Example 81. [Fig. 864] 10 is a flowchart illustrating a fluctuation start process. [Figure 865] 10 is a flowchart illustrating a variable display mode setting process. [Figure 866] 10 is a flowchart explaining the change start process involving a setting change lottery. [Figure 867] A schematic diagram explaining the main decorative pattern and pending display. [Figure 868] FIG. 10 is a schematic diagram illustrating a demo display. [Fig. 869] FIG. 10 is a schematic diagram illustrating the variable display mode. [Fig. 870] FIG. 10 is a schematic diagram illustrating the variable display mode. [Figure 871] FIG. 10 is a schematic diagram illustrating the variable display mode. [Figure 872] 10 is a flowchart illustrating a fluctuation start process according to a modified example. [Figure 873] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Fig. 874] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Figure 875] 10 is a flowchart illustrating a fluctuation start process according to a modified example. [Figure 876] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Figure 877] 10 is a flowchart illustrating a fluctuation start process according to a modified example. [Figure 878] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. DETAILED DESCRIPTION OF THE INVENTION
[0010] This specification also discloses the following inventions relating to gaming machines and the problems that the inventions aim to solve.
[0011] <Assignment P> Conventionally, there is a gaming machine of this type that executes a specific operation-responsive presentation during a predetermined display presentation when the operation of an operation means such as an operation button or an operation lever is performed 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, Figure 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 (P1-0), (P2-0), and (P4-0) below were made in consideration of these circumstances, and aim to provide a gaming machine that can suitably improve the interest of specific operation-responsive presentations. The inventions according to the following (P1-0), (P2-0), and (P4-0) have the following configurations to achieve the above object.
[0012] (P1-0) operation means for receiving operations by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means When the operation of the operation means is performed in a specific manner within a valid period in which the operation of the operation means is valid, a specific operation corresponding effect can be executed during the predetermined display effect, Even if it is determined that there is no operation in the specific mode within a period in which the presence or absence of 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 effect has 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 determined, the execution of the specific operation corresponding effect will continue, so there is no need to restart the operation of the operation means from scratch and wait for the specific operation corresponding effect to return to the state before the interruption. As a result, the interest of the specific operation corresponding effect can be suitably improved.
[0014] (P1-1) In the gaming machine described in (P1-0), The performance execution means operation detection means for detecting an operation of said operation means by a player at predetermined intervals during said valid period; When the operation of the operation means is performed in a specific manner, it is determined whether or not to continue the execution of the specific operation-responsive 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 start of the specific operation response effect, if the player resumes operating the operation means by the judgment timing, the execution of the specific operation response effect will continue, so there is no need to restart the operation of the operation means from scratch and wait for the specific operation response effect to return to the state before the interruption. As a result, the interest of the specific operation response effect can be suitably 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 the 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 start of the specific operation response effect, if the player resumes operating the operation means by the judgment timing, the execution of the specific operation response effect 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 response effect to return to the state before the interruption. As a result, the interest of the specific operation response effect can be suitably 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 corresponding 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 response effect has started, if the detection of the player's operation is interrupted and the player does not resume operating the operation means by the judgment timing, the specific operation response effect will end at this judgment timing, so that it becomes easier to reduce neglect of operation. As a result, the interest of the specific operation response effect can be suitably improved.
[0020] (P1-4) In the gaming machine described in any one of (P1-1) to (P1-3), The gaming machine is characterized in that the effect execution means continues to execute 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 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 effect has started, the specific operation corresponding effect can be enjoyed until the judgment timing arrives. As a result, the interest of the specific operation corresponding effect can be suitably improved.
[0022] (P1-5) In the gaming machine described in (P1-4), The gaming machine is characterized in that the effect execution means continues to execute 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 further continues to execute the specific operation-responsive 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 has started, the player can enjoy the specific operation corresponding effect until the judgment timing arrives, and if the operation is resumed, the player can further enjoy the specific operation corresponding effect. As a result, the interest of the specific operation corresponding effect can be suitably improved.
[0024] (P1-6) In the gaming machine described in (P1-4) or (P1-5), The effect execution means continues to execute the effect corresponding to the specific operation 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 effect corresponding to the specific operation 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 start of the specific operation corresponding effect, the player can still enjoy the specific operation corresponding effect until the judgment timing arrives, but if the player neglects the operation, the specific operation corresponding effect can no longer be enjoyed. As a result, the interest of the specific operation corresponding effect can be suitably improved.
[0026] (P1-7) In the gaming machine described in (P1-4), The gaming machine is characterized in that, when the operation of the operating means is performed in a specific manner and no operation is detected at any time other than the judgment timing, the effect execution means continues to execute the specific operation-responsive effect until the judgment timing arrives, and at the judgment timing, a lottery is held based on the detection of operation of the operating means by the player, and if the result of the lottery is a win, the execution of the specific operation-responsive effect is further continued.
[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 effect has started, the player can enjoy the specific operation corresponding effect until the judgment timing arrives, and if the player resumes the operation and wins the lottery, the player can enjoy the specific operation corresponding effect further. As a result, the interest of the specific operation corresponding effect can be suitably improved.
[0028] (P1-8) In the gaming machine described in (P1-7), The effect execution means continues to execute the effect corresponding to the specific operation 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 at the judgment timing, conducts a lottery based on the detection of operation of the operating means by the player, and if the result of the lottery is a loss, terminates the execution of the effect corresponding to the specific operation.
[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 effect has started, the player can enjoy the specific operation corresponding effect until the judgment timing arrives, and if the player resumes operation and wins the lottery, the player can further enjoy the specific operation corresponding effect, but if the player loses, the specific operation corresponding effect can no longer be enjoyed. As a result, the interest of the specific operation corresponding effect can be suitably improved.
[0030] (P2-0) operation means for receiving operations by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means 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 an 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 that in the specific mode is performed after the specific operation corresponding effect has started, the execution of the specific operation corresponding effect continues, so there is no need to start over from scratch just because an operation different from that in the specific mode is performed. As a result, the interest of the specific operation corresponding effect can be suitably improved.
[0032] (P2-00) operation means for receiving operations by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means 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, If an operation different from the operation in the specific mode is performed within a period in which the presence or absence of an operation of the operating means in the specific mode is determined, an effect different from the effect corresponding to the specific operation is executed while continuing the execution of the effect corresponding to the specific operation. A gaming machine characterized by:
[0033] According to the gaming machine described in (P2-00) above, even if an operation different from that in the specific mode is performed after the specific operation corresponding effect has started, the specific operation corresponding effect continues to be executed, and an effect different from that in the specific mode 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 that in the specific mode has been performed. As a result, the interest of the specific operation corresponding effect 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 games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means 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 effect is executed during the predetermined display effect; Even if 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 operation means is determined, the execution of the specific operation corresponding performance is continued, The results of the different operations are displayed 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 predetermined display effects is also displayed during the execution of the next predetermined display effect or during the execution of any subsequent predetermined 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 effect are displayed during the execution of that predetermined display effect and during the execution of subsequent predetermined display effects. This makes it possible to appropriately increase the interest of the specific operation-responsive effects through different operations.
[0036] (P2-0A) In the gaming machine described in (P2-0), The performance execution means The results of the different operations are displayed 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 predetermined display effects is also displayed during the execution of the next predetermined display effect or during the execution of any subsequent predetermined 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 increase the interest of the specific operation-responsive effects through different operations.
[0038] (P2-0B) In the gaming machine described in (P2-0), The performance execution means The display mode of the specific operation corresponding effect is changed according to a predetermined condition obtained as a result of the determination, 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 effect can be suitably improved by the difference in the display mode of the specific operation corresponding effect according to the predetermined condition obtained as a result of the judgment. Also, during the specific operation corresponding effect, 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 effect can be suitably 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 the 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 effects can be improved by changing the display mode of the specific operation response effects according to the predetermined conditions 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 an indication 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 is different 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.
[0045] According to the gaming machine described in (P2-3) above, when the operation of the operating means is released after the specific operation-responsive presentation has started, the interest of the specific operation-responsive presentation can be suitably improved 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 the display mode changes is different 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-responsive presentation has started, the interest of the specific operation-responsive presentation can be suitably improved by the difference in the way 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 a gaming machine characterized in that the way the display mode changes is different 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, and when operation of the operation means by the player is detected after the judgment timing.
[0049] According to the gaming machine described in (P2-5) above, after the 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 whether or not a specific notification is executed 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 the 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 the specific operation-responsive presentation has started, the operation of the operating means is released, but if the operation is then resumed, the interest in the specific operation-responsive presentation can be suitably improved by being notified 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, differences in the display mode of the specific operation-responsive presentation suggest the likelihood that the judgment result will be a specific result, thereby preferably improving the interest of the specific operation-responsive presentation.
[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 in the display mode of the specific operation-responsive presentation that is determined according to the degree of expectation.
[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 result of the judgment will be a specific result, so that the interest of the specific operation corresponding presentation can be suitably improved.
[0058] (P3-1) In the gaming machine described in (P1-1), The gaming machine is characterized in that, when operation of the operation means is no longer detected during execution of the specific operation-responsive effect, the effect execution means executes a predetermined effect for a predetermined period of time without terminating the specific operation-responsive 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 the 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, thereby making it possible to preferably improve the interest of the specific operation-responsive presentation compared to when the presentation is terminated when the detection of the operation is 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 the detection of the player's operation is interrupted during the 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, so that the presentation remains unified before and after the detection of the operation 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 when the detection of the operation 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 the detection of the player's operation is interrupted during the 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, so there is continuity in the change in the display mode before and after the detection of the operation 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 when the detection of the operation is interrupted.
[0064] (P4-0) operation means for receiving operations by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means 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 mode executed during the specific operation mode and the mode of the specific operation mode. A gaming machine characterized by:
[0065] According to the gaming machine described in (P4-0), during the specific operation corresponding effect, an operation different from the specific mode of operation is performed to produce a different effect different from the specific operation corresponding effect and a suggestion of the result of the judgment is given by the mode of the specific operation corresponding effect, which creates an interesting effect. As a result, the interest of the specific operation corresponding effect can be suitably improved.
[0066] (P4-00) operation means for receiving operations by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means 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 judgment is executed depending on the performance manner, 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 corresponding performance is performed after the operation of the operating 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-responsive presentation, 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 mode of a different presentation different from the specific operation-responsive presentation, which is interesting. As a result, the interest of the specific operation-responsive presentation 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 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, a presentation different from the specific operation-responsive presentation is executed for a predetermined period of time, and therefore, the entertainment value 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 the 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 predetermined 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, if the operation of the operating means is performed in a specific manner and the detection of the player's operation is interrupted during the execution of a specific operation-responsive presentation, the player can be notified by a different presentation for a specified period of time that the operation needs to be resumed, thereby making it possible to preferably improve the interest of the specific operation-responsive presentation compared to when the presentation is ended when the 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 determination timing arrives.
[0073] According to the gaming machine described in (P4-3) above, even if the detection of the player's operation is interrupted during the 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 is executed for a predetermined period until the judgment timing arrives, so that the interest of the specific operation-responsive presentation can be improved more suitably than if the presentation were to end when the detection of the operation was interrupted.
[0074] (P4-4) In the gaming machine described in (P4-3), The gaming machine is characterized in that 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 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 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 when the presentation is ended when the detection of the operation is interrupted.
[0076] (P4-5) In the gaming machine described in (P4-3), The gaming machine is characterized in that 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-responsive effect at the judgment timing.
[0077] According to the gaming machine described in (P4-5) 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 presentation is executed for a specified period until the judgment timing arrives, and then the player can be notified of the end of the presentation at the judgment timing, thereby preferably improving the interest of the specific operation-responsive presentation compared to when the presentation is ended when the 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 and a performance continuation lottery means for drawing lots to determine 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 manner, A gaming machine characterized in that when the operation means is operated in a specific manner, if it is determined that the player is operating the operation means at a judgment timing set at each specific interval longer than the predetermined interval, and if the result of the effect continuation lottery is to continue the execution of the specific operation corresponding effect, the execution of the specific operation corresponding effect will continue from the next specific interval onwards.
[0079] According to the gaming machine described in (P5-0) above, the execution of the specific operation corresponding presentation continues based on the detection of an operation at the judgment timing and the result of the presentation continuation lottery, so the interest of the specific operation corresponding presentation can be improved more suitably than if the execution of the specific operation corresponding presentation continues as long as the operation continues to be detected.
[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 during a valid period in which operation of the operating means is valid and during a period in which operation of the operating means is being performed 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 continues based on the detection of an operation at the judgment timing and the result of the presentation continuation lottery, so the interest of the specific operation corresponding presentation can be improved more suitably than if the execution of the specific operation corresponding presentation continues as long as the operation continues to be detected.
[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 determination timing as to whether or not the operation-responsive effect will be continued at the next specific interval.
[0083] According to the gaming machine described in (P5-2) above, the lottery for the continuation of the performance is held at the judgment timing, so there are more opportunities to draw the lottery than when the specific operation corresponding performance is decided by lottery at the start of the performance, and therefore the interest of the specific operation corresponding performance can be suitably improved.
[0084] (P5-3) In the gaming machine described in (P5-0) or (P5-1), The effect continuation lottery means is configured to draw lots at intervals shorter than the specific intervals to determine 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 continuing the performance is held at intervals shorter than the specific interval, so there are more opportunities to draw the lottery than when the lottery is drawn at the judgment timing, thereby preferably improving the interest of the specific operation-responsive 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 the operation of the operating means by the player is no longer detected within the valid period, the effect execution means continues the operation-responsive effect even after the operation of the operating means is no longer detected, based on the result of the effect continuation lottery.
[0087] According to the gaming machine described in (P5-4) above, if the detection of the player's operation is interrupted after the specific operation-responsive presentation has started, whether or not to continue the execution of the specific operation-responsive presentation is determined based on the result of the presentation continuation lottery. This increases the variety of presentations that can be given when the detection of the player's operation is interrupted, thereby suitably improving the interest of the specific operation-responsive presentation.
[0088] (P6-00) A main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means The display means displays predetermined information during the execution of the predetermined display performance, If the player's operation is performed in a specific manner within the validity period in which the player's operation is valid, a specific operation corresponding effect is executed during the predetermined display effect, and if an operation different from the operation in the specific manner is performed within the period in 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 the execution of the specific operation corresponding effect continues. 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 effect has started, the execution of the specific operation corresponding effect continues and the result of the operation different from that in the specific mode is reflected, so that the player can be made to realize without any sense of incongruity within the specific operation corresponding effect that there is no need to start over from scratch just because an operation different from that in the specific mode has been performed. As a result, the interest of the specific operation corresponding effect can be suitably improved.
[0090] (P6-0) a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means The display means displays predetermined information during the execution of the predetermined display performance, If 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 effect is executed during the predetermined display effect, and if an operation different from the operation in the specific manner is performed 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 effect 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 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-responsive effect has begun, the execution of the specific operation-responsive effect continues, so 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 was performed. Furthermore, the predetermined information displayed on the display means during the execution of the predetermined display effect is displayed in a manner that allows the player to recognize whether or not an operation in the specific mode has been performed during the execution of the specific operation-responsive effect, so it is easy to confirm whether or not the operation in the specific mode has been performed. Furthermore, the predetermined information displayed on the display means during the execution of the predetermined display effect is displayed in a manner that allows the player to recognize that an operation in the specific mode has been performed, so it is possible to visually recognize that there is no need to start over from scratch with the operation of the operating means. As a result, the interest of the specific operation-responsive effect can be favorably 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 while the specific operation-responsive presentation is being executed, 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 when an operation different from the 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 it is possible to easily confirm whether or not an operation in the specific mode has been performed. Furthermore, if 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 the beginning.
[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 execution of the specific operation corresponding performance, A gaming machine characterized in that the second information is second operation information that is displayed in a manner that imitates an operating means so that, when an operation different from 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 presentation, the first information is displayed in a manner imitating the operation means so that it is possible to recognize whether or not an operation in the specific mode has been performed, so that it is possible to intuitively recognize whether or not an operation in the specific mode has been performed. Furthermore, if an operation different from the operation in the specific mode has been 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 has been 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 execution of the specific operation corresponding effect, and is the object of the specific operation corresponding effect, A gaming machine characterized in that the second information is second specific operation corresponding information that is the purpose of the specific operation corresponding presentation, and is displayed in a manner that makes it possible to recognize 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, while the specific operation corresponding effect is being executed, the first specific operation corresponding information, which is the objective of the specific operation corresponding effect, is displayed in a manner that allows the player to recognize whether or not an operation in the specific mode has been performed, so that the player can intuitively recognize whether or not the operation in the specific mode has been performed while enjoying the objective of the specific operation corresponding effect. Also, if an operation different from the operation in the specific mode is performed, the second specific operation corresponding information, which is the objective of the specific operation corresponding effect, is displayed in a manner that allows the player to recognize that an operation in the specific mode has been performed, so that the player can intuitively recognize that there is no need to start over with operating the operating means while enjoying the objective of the specific operation corresponding effect.
[0098] (P7-0) operation means for receiving operations by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means 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 of the operating means in the specific mode is determined, an effect different from the effect corresponding to the specific operation is executed while continuing the execution of the effect corresponding to the specific operation, 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), even if an operation different from the operation in the specific mode is performed after the specific operation-responsive effect has begun, the execution of the specific operation-responsive effect continues, and the different effect is executed. This makes it easy to recognize that an operation different from the operation in the specific mode does not mean that the player needs to start over from scratch. The different effect can continue even after the end of the predetermined display effect that included the specific operation-responsive effect, so the player can enjoy the different effect that occurred during the specific operation-responsive effect for a long time even after the end of the predetermined display effect that included the specific operation-responsive effect. As a result, the interest of the specific operation-responsive effect can be improved.
[0100] (P7-1) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), The different effect is ended when an operation to end the different effect is performed. A gaming machine characterized by:
[0101] According to the gaming machine described in (P7-1) above, the different effects are ended when an operation to end the different effects is performed, so when a different effect is executed, it is possible to make the player recognize that an operation to end the different effect is required. Note that in the above (P2-000), the different effects are effects that are performed as a result of a different operation.
[0102] (P7-2) In the gaming machine described in (P7-1) or (P7-0), The different effect can be continued even after the execution of the specific operation corresponding effect has ended, unless an operation to end the different effect is performed. A gaming machine characterized by:
[0103] According to the gaming machine described in (P7-2), the different presentation can continue even after the execution of the specific operation-compatible presentation has finished, if no operation to end the different presentation is performed. Therefore, if a different presentation is executed even after the specific operation-compatible 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 player can enjoy the different effects 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 corresponding effect continues during the predetermined display effect that included the specific operation corresponding effect, so that the player can enjoy a different effect for a long time even in the predetermined display effect to which the player returns after the specific operation corresponding effect has ended.
[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 predetermined display presentation that included the specific operation-responsive presentation, so that the different presentation that occurred during the specific operation-responsive presentation can be enjoyed for a long time even after the end of the predetermined display presentation that included the specific operation-responsive 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 above in (P7-6), the different presentation can be ended when the specific operation corresponding presentation has ended, so it is also possible to execute the different presentation 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 effect can be ended when the predetermined display effect has 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 predetermined display presentation has ended, so that the different presentation can be executed only during the predetermined 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 the 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 the 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 inheriting it.
[0116] (P7-9) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), The different effect can be continued in the next predetermined display effect to be executed after the previously executed predetermined display effect has 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 predetermined display presentation after the previously executed predetermined display presentation has ended, so that the different presentation that was executed during the previous predetermined display presentation can be continued during the next predetermined 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 effect can be continued in the specific operation corresponding effect to be executed next after the specific operation corresponding effect executed first in one of the predetermined display effects has ended. A gaming machine characterized by:
[0119] According to the gaming machine described in (P7-10) above, a different effect can be continued in the next specific operation corresponding effect executed in one predetermined display effect after the end of the previously executed specific operation corresponding effect, so that in one predetermined display effect, a different effect that was executed during the previous specific operation corresponding effect can be continued during the next specific operation corresponding effect, allowing the player to enjoy it.
[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 timing at which the different operation is executed is the end of the specific operation corresponding effect, the different effect can continue even after the execution of the specific operation corresponding effect has finished. Therefore, if the different operation is executed at a late timing, the period after the specific operation corresponding effect can also be used to enjoy the different effect.
[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 effect, the different effect can be continued even after the execution of the predetermined display effect has ended. A gaming machine characterized by:
[0123] According to the gaming machine described in (P7-12) above, if the timing at which the different operation is executed is the end of the specified display effect, the different effect can continue even after the execution of the specified display effect has finished. Therefore, if the different operation is performed at a late timing, the period after the specified display effect can also be used to enjoy the different effect.
[0124] (P8-0) operation means for receiving operations by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means 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, an effect different from the effect corresponding to the specific operation is executed while continuing the execution of the effect corresponding to the specific operation, The different effects are effects using numerical values that change based on the different operations. A gaming machine characterized by:
[0125] According to the gaming machine described in (P8-0) above, even if an operation different from that in the specific mode is performed after the specific operation-responsive effect has started, the execution of the specific operation-responsive effect continues, and an effect different from that in the specific mode is executed. This makes it easy to recognize that an operation different from that in the specific mode does not require restarting the operation of the operating means from scratch. Since the different effect uses a numerical value that changes based on the different operation, by showing the numerical change even if a different operation is performed, it is easy to recognize that an operation different from that in the specific mode is being performed. As a result, the interest of the specific operation-responsive effect 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, and by visually indicating that a presentation corresponding to a specific operation is being executed even though a different operation has been performed, it is possible to make it easier to visually recognize that an operation different from the specific mode has been 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 the 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 audibly indicates that a different operation has been performed, and therefore, by audibly 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 has been 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 numerical values that change based on the different operations. A gaming machine characterized by:
[0131] According to the gaming machine described in (P8-3), the different effects are effects that use numerical values that change based on different operations, so by showing a change in numerical values even when a different operation is performed, it is possible to make it easier to recognize that an operation different from the specific mode is being performed. Note that this effect may also be an effect that uses 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), After one of the different effects is executed, when another of the different effects is executed, a performance using a numerical value that has changed based on one of the different operations is performed. 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 performed 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 continuing to change the numerical value even though a different operation has been performed, it is possible to make it easier to recognize that an operation different from the specific mode is being performed continuously.
[0134] (P8-5) In the gaming machine described in (P8-0) or (P8-3), In the specific operation corresponding effect after the different effect is executed, the specific operation corresponding effect is continued using the numerical value that has 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 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 effect is executed in one of the predetermined display effects, the specific operation corresponding effect is continued in another of the predetermined display effects 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 predetermined display presentation, a presentation corresponding to a specific operation is continued in another predetermined 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 predetermined 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 effect is executed in the other predetermined display effect, a change in the numerical value is performed using the numerical value that has changed based on the different operation in the one predetermined display effect. 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) operation means for receiving operations by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means 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, an effect different from the effect corresponding to the specific operation is executed while continuing the execution of the effect corresponding to the specific operation, The different effect can be executed across the predetermined display effect 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 that in the specific mode is performed after the specific operation-responsive effect has started, the execution of the specific operation-responsive effect continues, and an effect different from that in the specific mode is executed. This makes it easy to recognize that an operation different from that in the specific mode does not require restarting the operation of the operating means from scratch. Since different effects are possible across a predetermined display effect in which a different effect is executed and the next predetermined display effect, it is easy to recognize that an operation different from that in the specific mode is being performed across a predetermined display effect. As a result, the interest of the specific operation-responsive effect can be favorably improved.
[0142] (P9-1) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), (P8-0), The different effect can be executed across the predetermined display effect 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, different effects can be executed across one specified display effect in which a different effect is executed and the next specified display effect, making it easier 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 effects are executed across the specific operation corresponding effect in which the different effect was executed and the specific operation corresponding effect that is executed next, making it easier to recognize that an operation different from the specific mode is being performed across from the specific operation corresponding effect to the next specific operation corresponding effect.
[0146] (P9-3) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), (P8-0), (P9-0), The different effect is executed across the specific operation corresponding effect in one of the predetermined display effects in which the different effect is executed and the specific operation corresponding effect in another of the predetermined display effects that is executed next. A gaming machine characterized by:
[0147] According to the gaming machine described in (P9-3) above, different effects are executed across a specific operation corresponding effect in one predetermined display effect in which the different effect is executed and a specific operation corresponding effect in another predetermined display effect that is executed next, making it easier to recognize that an operation different from the specific mode is being performed across from the specific operation corresponding effect to the specific operation corresponding effect in the next predetermined display effect.
[0148] (P10-0) operation means for receiving operations by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means 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 of the operating means in the specific mode is determined, an effect different from the effect corresponding to the specific operation is executed while continuing the execution of the effect corresponding to the specific operation, When the different operation is performed while an operation in the specific mode is being performed, the different effect notifies the 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. A gaming machine characterized by:
[0149] According to the gaming machine described in (P10-0) above, even if an operation different from that in the specific mode is performed after the specific operation-responsive effect has started, the execution of the specific operation-responsive effect continues, and the different effect is executed, making it easier for the player to recognize that there is no need to start over with the operation of the operating means just because an operation different from that in the specific mode was performed. If a different operation is performed while an operation in the specific mode is being performed, the different effect 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-responsive effect currently being executed, allowing the player to clearly recognize that a different operation has been performed. As a result, the interest of the specific operation-responsive effect can be favorably 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), (P10-0), When the different operation is performed while the operation in the specific mode is being performed, the different effect 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 effect. 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, so that the player can clearly recognize audibly 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), (P10-0), When the different operation is performed while the operation in the specific mode is being performed, the different effect notifies the user that the different operation has been performed in a display area closer to the user than a display area in which an image of the specific operation corresponding effect being performed is 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 different effect notifies the player that a different operation has been performed in a display area closer to the player than the display area in which the image of the specific operation corresponding effect being executed is displayed, so that the player can clearly visually recognize that a different operation has been performed.
[0154] (P10-3) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), (P8-0), (P9-0), (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 predetermined display effect while an operation is being performed in a specific mode, the different effect notifies the player that a different operation has been performed across one predetermined display effect and the next predetermined display effect, so that the player can clearly recognize even when a different operation has been performed beyond one predetermined display effect.
[0156] (P10-4) In the gaming machine described in any one of (P2-0) to (P6-3) or (P7-0), (P8-0), (P9-0), (P10-0), The different effect notifies the user that the different operation has been performed when a predetermined condition that is established by continuing the operation in the specific mode is established. 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 the continuation of 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, there is a gaming machine of this type that, for example, when an operation button is pressed or an operation lever is pulled during the valid operation period, executes a numerical change effect during a predetermined display effect, changing numerical information in response to the operation (for example, JP 2015-116229 A (pages 99-100, Figure 83)). However, the conventional example having such a configuration has the following problems. In other words, this type of gaming machine has the problem that it is not possible to further improve the entertainment value of the display effects that accompany the numerical value change effects. The invention related to (Q0) below was made in consideration of these circumstances, and aims to provide a gaming machine that can improve the entertainment value of display effects that involve numerical change effects. The invention according to (Q0) below has the following configuration to achieve this object.
[0159] (Q0) operation means for receiving operations by a player; a main control means for performing main control regarding games; and a performance execution means for causing a display means to execute a predetermined display performance based on the result of the determination by the main control means. The performance execution means a numerical information display effect execution means for executing a numerical information display effect that displays numerical information during the predetermined display effect 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 effect execution means executes a specific change effect in which, when predetermined numerical information is displayed in the numerical information display effect, 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 effect execution means executes the specific change effect so that the numerical information displayed as a result of the numerical information display effect 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 effects can be reduced and the reliability of the display effects can be improved, thereby making the display effects that involve numerical change effects more interesting.
[0163] (Q2) In the gaming machine described in (Q1), The specific change effect is characterized in that, when the numerical information displayed as a result of the numerical information display effect 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, the reliability of the display effects can be improved.
[0165] (Q3) In the gaming machine described in (Q1), The specific change effect is characterized in that, when the numerical information displayed as a result of the numerical information display effect 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, the reliability of the display effects can be improved.
[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 operation means within the valid period in which the operation of the operation 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 effect increases or decreases the numerical value depending on 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 effect that involves a numerical value change effect that changes numerical information according to the number of times the operating means is operated.
[0171] <Assignment R> Conventionally, as this type of gaming machine, there is, for example, a gaming machine that executes an effect that changes predetermined information during a display effect (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, the problem with this type of gaming machine is that changes in the specified information may not be displayed correctly, making it impossible to improve the reliability of the display effects that include changes in the specified information. The invention (R0) below was made in consideration of these circumstances, and aims to provide a gaming machine that can improve the reliability of display presentations including changes in specified information. The invention according to (R0) below has the following configuration to achieve the above object.
[0172] (R0) operation means for receiving an operation by a player; a main control means for performing main control regarding games; a display control means for outputting a display command for causing the display means to display a display effect including predetermined information; a sub-control means for outputting an instruction command to 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 instructed other piece of information does not match the specified information displayed by the display control means, an error handling process is carried out to deal with the error, thereby reducing the loss of enthusiasm of the player due to the error and improving the interest of the display presentation including the change of the specified information.
[0174] (R1) In the gaming machine described in (R0), A gaming machine characterized by comprising an error notification means for notifying the occurrence of the error.
[0175] According to the gaming machine described in (R1), the occurrence of the error is notified, thereby improving the reliability of the presentation that changes the specified information, thereby increasing 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 of the predetermined information has been executed, a completion command indicating that the change of the predetermined information has been executed to the sub-control means; The sub-control means includes the error determination means for determining whether 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 instructs a change in other information but the display control means is unable to execute the change in the specified information, the occurrence of the error is reported, thereby improving the reliability of the presentation that changes the specified information, and thereby increasing the interest of the display presentation that includes a change in 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 the determination by the main control means.
[0179] According to the gaming machine described in (R3) above, when the sub-control means instructs a change in the game display information but the display control means is unable to execute the change in the game display information, the occurrence of the error is reported, thereby improving the reliability of the presentation that changes the game display information, and thereby improving the interest of the display presentation that includes a change in the game display information.
[0180] (R4) In the gaming machine described in (R3), The gaming machine is 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 instructs 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 reported, thereby improving the reliability of the presentation that changes the gaming numerical information, and thereby improving the interest of the display presentation that includes a change in the gaming numerical information.
[0182] The game value information is, for example, the number of remaining fluctuations or the number of consumed fluctuations 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 that changes based on the operation of the operating means.
[0184] According to the gaming machine described in (R5) above, when the sub-control means instructs 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 reported, 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), The operation display information is numerical operation information that changes based on the operation of the operating means.
[0186] According to the gaming machine described in (R6) above, when the sub-control means instructs 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 reported, 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 described in any one of (R1) to (R6), The error notification means displays the error as a display information error image during a display effect.
[0188] According to the gaming machine described in (R7) above, an error is displayed as a display information error image during the display performance, making it easier to notice the occurrence of an error.
[0189] <Task Sa> Conventionally, there are gaming machines of this type that, for example, grant bonuses such as a time-saving state or a special state after a predetermined winning result occurs as a result of a variable display (for example, JP 2013-42936 A, page 9, Figure 43). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, even if special benefits such as time-saving states or probability-changing states are provided, the game tends to become monotonous, making it difficult to further improve the interest of the game. The invention relating to (Sa1) below has been made in view of the above circumstances, and aims to provide a gaming machine with improved entertainment value. The invention according to (Sa1) below has the following configuration to achieve this object.
[0190] (Sa1) A game board having a game area in which game balls can flow down; A starting winning device (33a for special drawing 1, 33b for special drawing 2) that allows the game ball flowing down the game area to enter and makes the game ball enter 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 conditions; A lottery means (CPU 501 of the main control device 261) that performs a lottery based on the start information; A variable display means (third pattern display device 42) that displays a variable pattern based on the result of the lottery by the lottery means; The state control means (CPU 501 of the main control device 261) is capable of setting the state after the result of the variable display becomes a specific result (time reduction (2) hit) to the first state (consecutive win zone), The state control means The condition for ending the first state can be that the result of the variable display in the first state occurs a number of times equal to or less than a predetermined upper limit number of times, or a predetermined result (time-saving 1 win, normal win) that is more likely to occur than the specific result and has a lower value to the player than the specific result, In response to the result of the last variable display in the first state becoming the predetermined result, the state after the end of the first state can be made 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 set 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 occurs 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 stored before the result of the variable display that is first executed becomes the predetermined result. 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 increases. In this way, it is possible to give the player a sense of premium 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 value different from that of 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 described in 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 the player can immerse himself in the game by switching between a game for the first state and a 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 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), a route for continuing the second state is secured, so that the player tries to continue the second state and becomes engrossed in playing during the second state, thereby increasing the entertainment value of the game.
[0200] (Sa6) In the gaming machine described in any one of (Sa3) to (Sa5), When the result of the variable display in the second state is a second winning result (normal winning), the state control means sets the state after the end of the second state to a normal state. 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), a route for the second state to fall into the normal state is secured, so that the player will be absorbed in playing in the second state in order to prevent the second state from falling into the normal state, thereby increasing the entertainment value of the game.
[0202] (Sa7) In the gaming machine described in any one of (Sa3) to (Sa6), When the result of the variable display in the second state becomes a third winning result (a winning result with time reduction (2)), the state control means controls the state to the first state after the end of the second state. 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), a route for upgrading the second state to the first state is secured, so that the player will be engrossed in playing in the second state in an attempt to upgrade the second state to the first state, thereby increasing the entertainment value of the game.
[0204] (Sa8) In the gaming machine described in 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 game ball entering the game when the starting variable ball entry means is in a state where it is easy to open the starting variable ball entry means. A gaming machine characterized by:
[0205] According to the gaming machine described in (Sa8), the entertainment value of the gaming machine can be reliably improved. That is, according to the gaming machine described in (Sa8), the variable display relating to the first state is started by the operation of the start variable ball entry means, so that the entertainment value of the gaming machine can be reliably improved by setting the start variable ball entry means.
[0206] (Sa9) In the gaming machine described in (Sa8), A passage detection means (gate) through which game balls flowing down the game area can pass; A normal pattern variable display means (second pattern display device 41) for variably 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 won, 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 entertainment value 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 symbol is won, the start variable ball entry means is likely to be in the open state, so the start variable ball entry means can reliably improve the entertainment value of the gaming machine.
[0208] (Sa10) In the gaming machine described in 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, In the first state, when the predetermined result occurs a number of times equal to or less than the predetermined upper limit number of times, the variable display is set to a time that is shorter than the variable time of the variable display in a state before the first state is reached. A gaming machine characterized by:
[0209] According to the gaming machine described in (Sa10), it is possible to reliably improve the entertainment value of the gaming machine. That is, according to the gaming machine described in (Sa10), it is possible to generate predetermined results consecutively in a short variable time in the first state, so that the predetermined results become more likely to occur, and the entertainment value of the gaming machine is reliably improved.
[0210] (Sa11) In the gaming machine described in 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 last variable display in the first state becoming a first predetermined result (time-reduction (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 became, in response to the result of the last 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 last 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 the state after the end of the first state to the state at the start of the first state in response to the result of the variable display in the first state becoming a third predetermined result (time reduction (2) hit). A gaming machine characterized by:
[0213] According to the invention described in (Sa12) above, whether the result of the variable display in the first state becomes the third predetermined result can be used to predict 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 can maintain the different state, set the different state to the first state, or set the different state to the state before the predetermined condition is met, depending on the benefit granted 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 will be taken: maintain the different state, set the different state as the first state, or set the different state as the state before the predetermined condition is met. Since there are a variety of possible results of the variable display after the different state, the interest of the variable display in the different state can be improved.
[0216] (Sa14) In the gaming machine described in any one of (Sa1) to (Sa10), The state control means is capable of changing the state after the end of the first state to the state before the specific result was achieved in response to the result of the final variable display in the first state being 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 last variable display in the first state is the second predetermined result, it is possible to predict whether the state before the specific result will occur will be reached.
[0218] (Sa15) In the gaming machine described in any one of (Sa1) to (Sa11), The state control means is capable of varying the display multiple times in the first state, with an upper limit being 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 described in any one of (Sa1) to (Sa15), The first state is a state for presentation, The state control means The state after the result of the variable display becomes a specific result (time reduction (2) hit) can be the first state (consecutive chance 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 (win with time reduction 1, normal win, miss) that occurs more easily than the specific result and has less value to the player than the specific result a number of times less than a predetermined upper limit number of times, In response to the result of the variable display at the end of the first state in the presentation or at a predetermined timing until the end becoming the predetermined result, the state after the end of the first state in the presentation can be made into a presentation state (a heart-pounding zone in the presentation) different from the first state. 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 varying display becomes a specific result may not end until the result of the varying display successively becomes a predetermined result, or may end at a predetermined timing until the end is reached, so the player can reliably enjoy the presentation related to the first state until the result of the varying display successively becomes the predetermined result. Furthermore, if it is predicted that the result will be unfavorable to the player, there is no need to continue showing the presentation related to the first state to the end, so the player can also enjoy the presentation related to a state different from the first state at a predetermined timing until the result of the varying display becomes the final result.
[0222] <Task Sb> Conventionally, there are gaming machines of this type that, for example, grant bonuses such as a time-saving state or a special state after a predetermined winning result occurs as a result of a variable display (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 special benefits such as time-saving states or probability-changing states are provided, the game tends to become monotonous, and there is a problem in that it is not possible to further improve the interest of the game. The invention relating to (Sb1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine with improved entertainment value. The invention according to (Sb1) below has the following configuration to achieve this object.
[0223] (Sb1) A game board having a game area where game balls can flow down; A variable display means (third pattern display device 42) that displays 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 the state related to the 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; In the first state, if the result of the variable display is a first specific result (normal win) or a second specific result (a win with time reduction (1)), it is unlikely that the player will be in a disadvantageous state thereafter. If the second specific result is won in the second state, it is unlikely that the disadvantageous state will 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 winning the first specific result in the second state is a state (normal state) that is more disadvantageous to the player than a state after winning the second specific result 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 first specific result is won in the first state or the second state determines whether the player will subsequently be in an unfavorable state in the specific state, so that when a certain type of winning result is achieved, the subsequent state can be made more diverse. As a result, it is possible to improve entertainment value in 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 an advantageous 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 will differ depending on whether the first specific result is won in the first state or the second state, so even if the first specific result is won, the subsequent state can be 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 enter and a closed state in which the game ball is difficult to enter, In the second state, a special benefit (time reduction) is given that the variable ball entry means 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 special privilege is given in that 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 benefit 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 continues, 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), if the result of the variable display in the second state is the second specific result, the above-mentioned benefit continues, and if the result of the variable display in the second state is the first specific result, this 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 described in any one of (Sb1) to (Sb5), If the first specific result is won in the first state, the player will then be in an advantageous state. A gaming machine characterized by:
[0234] According to the gaming machine described in (Sb6), whether the first specific result is won in the first state or the second state determines whether the specific state will be advantageous to the player thereafter, so when a certain type of winning result is achieved, the subsequent state can be varied, thereby increasing the interest 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, the state in which the result is likely to be advantageous to 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 described in any one of (Sb2) to (Sb7), The state control means continues the first state when the 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 the 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 of the subsequent state differs depending on whether the second specific result is won within a specific number of tries in the first state or whether the second specific result is won the specific number of tries, 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 of the subsequent state means that if the second specific result is won within a specific number of tries in the first state, the advantageous state of the first state continues, but if the second specific result is won the specific number of tries, the state will be disadvantageous even if the game transitions to the second state.
[0239] (Sb9) In the gaming machine described in any one of (Sb1) to (Sb8), The state control means continues the first state when the result of the variable display up to a 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 tries or whether the first specific result is won the specific number of tries, 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 tries in the first state, the first state will continue, which is an advantageous state, and if the first specific result is won the specific number of tries, 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 the 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 the 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 varied. 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, a favorable state will be created in which 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, a favorable state will be created in which the first state will be generated for a shorter period than described above.
[0243] (Sb11) In the gaming machine according to any one of (Sb3) to (Sb10), In the first state, the benefit is granted for a predetermined period, and in the second state, the benefit is granted 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 game state itself can be varied. Note that the above-mentioned advantageous and disadvantageous conditions mean that in the first state, the period during which it is easy for the ball to score in the variable scoring means is long, while in the second state, the period during which it is easy for the ball to score in the variable scoring 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, and 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 varies depending on whether the first specific result is won in the specific number of tries or by the specific number of tries, so that even if the first specific result is won in the first state, the subsequent state can be varied. Note that an advantageous subsequent state means that if the first specific result is won by the specific number of tries in the first state, the first state is maintained and no transition to the third state is made, and an unfavorable subsequent state means that if the first specific result is won by the specific number of tries, a transition to the third state in which the above-mentioned benefit is not granted occurs.
[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 the 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 the 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) above, 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 manner, even if the player falls from the first state to the third state, there is a possibility that the first state can be restored. Since there is a possibility that the gaming state of the third state will transition to the first state in which the above-mentioned benefit can be awarded, it is possible to increase the interest in playing 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 will result in the unfavorable state in the second state. A gaming machine characterized by:
[0250] According to the gaming machine described in (Sb14) above, the probability of an unfavorable state occurring in the first state is lower than the probability of an unfavorable state occurring in the second state, so the advantageous and disadvantageous states after a predetermined result are varied, making it possible to diversify the states after a predetermined result is achieved. Note that an advantageous state after a predetermined result is achieved means that the probability of an unfavorable state occurring in the first state is low, making it easy for the advantageous state to continue for the player, and an unfavorable state after a predetermined result is achieved means that the probability of an unfavorable state occurring in the second state is high, making it easy for the advantageous state to end for the player.
[0251] <Assignment Sc> Conventionally, there are gaming machines of this type that, for example, grant bonuses such as a time-saving state or a special state after a predetermined winning result occurs as a result of a variable display (for example, JP 2013-42936 A, page 9, Figure 43). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, even if special benefits such as time-saving states or probability-changing states are provided, the game tends to become monotonous, and there is a problem in that it is not possible to further improve the interest of the game. The invention of (Sc1) below has been made in view of the above circumstances, and aims to provide a gaming machine that improves the entertainment value of the game. The invention according to (Sc1) below has the following configuration to achieve this object.
[0252] (Sc1) A game board having a game area in which game balls can flow down; A first starting ball entry means (special drawing 1 starting winning device 33a) that establishes the first predetermined condition (helix winning) when the game ball flowing down the game area enters; A passage detection means (gate) for detecting the passage of a game ball flowing down the game area; A second starting ball entry means (special drawing 2 starting winning device 33b) that can be changed between an open state and a closed state when the passing of the game ball is detected by the passing detection means, and that in the open state, the entry of the game ball flowing down the game area is considered to be the establishment of a second predetermined condition (electric chute winning); A variable display means (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 entry means (V winning device 31, variable winning device 32) can be opened and closed a predetermined number of times; The system 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 open / close state in which the open / close ball entry means is opened / closed, and a specific state (time-shortened state) that is more advantageous to the player than the non-specific state after the open / close state ends, The state control means 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 to be generated more easily 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 reduction (1)) and a second specific state (time reduction (2)) that is more advantageous than the first specific state, The state control means a state in which the second predetermined condition is likely to be satisfied for a predetermined period in the first specific state, and a state in which the second predetermined condition is likely to be satisfied for a period longer than the predetermined period in the second specific state; The second specific state is set to occur 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:
[0253] According to the gaming machine described in (Sc1), it is possible to provide a gaming machine with improved entertainment value. 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 a 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 a second predetermined condition in a specific state becomes a predetermined result, so that the player can be made 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 causing the second specific state to occur 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: one that aims to achieve the first predetermined condition, and one that aims to achieve 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, which is 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 opening 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 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 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 create a state in which the relatively advantageous second specific state is less likely to occur than the relatively unfavorable first specific state, thereby increasing the rarity of the second specific state. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[0260] (Sc5) In the gaming machine described in any one of (Sc3) to (Sc4), The state control means 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 a second predetermined condition, a special result is provided regardless of whether the ball lands in a specific area. In this way, the difference between a game aiming to achieve a first predetermined condition and a game aiming to achieve a second predetermined condition becomes clear. By adopting such a 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 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 a 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 gaming enjoyment 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) that is generated when the result of the variable display based on the establishment of a first predetermined condition in a non-specific state becomes a predetermined result; a route (special route) that is generated when the result of the variable display based on the establishment of a second predetermined condition in a specific state becomes a special result; and a route (specific route) that passes through a specific area when the result of the variable display based on the establishment of a 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 terms of making it easier to generate the second specific state, it is possible to differentiate between the routes. With this configuration, a gaming machine with improved gaming enjoyment can be provided.
[0264] (Sc7) In the gaming machine described in any one of (Sc1) to (Sc6), The state control means is set so that 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 is 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 the 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 the 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 described in 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 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 the 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 the predetermined result for a period longer than the predetermined period of time.Therefore, the player can be made to take a high interest not only in the result of the variable display in the non-specific state being the predetermined result, but also in the result of the variable display in the specific state being the predetermined result.
[0268] (Sc9) In the gaming machine described in 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 variable display means operates in accordance with the number of times the second predetermined condition is satisfied during a predetermined period that starts before the start of variable display in the specific state. A gaming machine characterized by:
[0269] According to the gaming machine described in (Sc9), the variable display is made multiple times depending on the number of times the second predetermined condition is met during a predetermined period starting before the transition to the 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 will be a predetermined result, but also in the fact that the result of the variable display in a specific state will be a predetermined result.
[0270] (Sc10) In the gaming machine described in any one of (Sc1) to (Sc9), The state control means can provide a benefit that shortens the time from when the passage of the game ball is detected until the variable ball entry means is in an open state 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), a benefit that shortens 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 awarded in a specific state, but is unlikely to be awarded in a non-specific state. Therefore, according to this gaming machine, it is possible to make the player highly interested not only in the fact that the result of the variable display in a non-specific state becomes a predetermined result, but also in the fact that the result of the variable display in a specific state becomes a predetermined result.
[0272] <Task Sd> Conventionally, this type of gaming machine has been known to grant bonuses such as a time-saving state or a special state after a predetermined winning result occurs as a result of the variable display (for example, JP 2013-42936 A, page 9, Figure 43). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, even if special benefits such as time-saving states or probability-changing states are provided, the game tends to become monotonous, and there is a problem in that it is not possible to further improve 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 that improves the entertainment value of the game. The invention according to (Sd1) below has the following configuration to achieve this object.
[0273] (Sd1) A game board having a game area in which game balls can flow down; A first starting ball entry means (special drawing 1 starting winning device 33a) that establishes the first predetermined condition (helix winning) when the game ball flowing down the game area enters; A passage detection means (gate) for detecting the passage of a game ball flowing down the game area; A second starting ball entry means (special drawing 2 starting winning device 33b) that can be changed between an open state and a closed state when the passing of the game ball is detected by the passing detection means, and that in the open state, the entry of the game ball flowing down the game area is considered to be the establishment of a second predetermined condition (electric chute winning); A variable display means (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 entry means (V winning device 31, variable winning device 32) can be opened and closed a predetermined number of times; The system 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 open / close state in which the open / close ball entry means is opened / closed, and a specific state (time-shortened state) that is more advantageous to the player than the non-specific state after the open / close state ends, The state control means In the non-specific state, when the result of the variable display based on the establishment of the first predetermined condition becomes a specific result (a win with time reduction) that causes the specific state among the predetermined results, the game value is set to be higher than when the result of the variable display based on the establishment of the second predetermined condition becomes the specific result, The specific result includes at least a first specific result (a win with time reduction (1)) and a second specific result (a win with time reduction (2)) having a higher gaming value than the first specific result, The state setting means The setting is made so that 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, the second specific result is more likely to occur 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 causes a specific state among predetermined results in a non-specific state is more advantageous to the player than a specific result in a specific state, so the significance of a specific result when it occurs in a non-specific state can be made different from the significance of a specific result when it occurs in a specific state. This configuration makes it 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 the result of the 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), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sd2), there are two ways for the second specific result to occur: one that aims to achieve the first predetermined condition, and one that aims to achieve 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 that is advantageous to the player will occur. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[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 the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the specific result and when the 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 create a state in which the relatively advantageous second specific state is less likely to occur than the relatively unfavorable first specific state, thereby increasing the rarity of the second specific state. 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 is configured so that, 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, a state identical to the second specific result (time-saving (2) state) occurs without the game ball entering the specific area. A gaming machine characterized by:
[0282] According to the gaming machine described in (Sd5), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sd5), during a game aiming to achieve the second predetermined condition, a special result is provided regardless of whether the ball lands in 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. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[0283] (Sd6) In the gaming machine described in (Sd5), The state control means 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 a 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 gaming enjoyment can be provided. That is, according to the gaming machine described in (Sd6), there are three methods for generating a state identical to the second specific result: a route (normal route) that occurs when the result of the variable display based on the fulfillment of a first predetermined condition in a non-specific state becomes a predetermined result; a route (special route) that occurs when the result of the variable display based on the fulfillment of a 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 fulfillment of a 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 terms of the likelihood of generating a state identical to the second specific result, it is possible to differentiate between the routes. This configuration makes it possible to provide a gaming machine with improved gaming enjoyment.
[0285] (Sd7) In the gaming machine described in any one of (Sd1) to (Sd6), The specified result is a benefit that shortens the time from the start of the normal symbol variation triggered by the detection of the passage of the game ball until the second starting ball entry means is opened as a result of the normal symbol variation becoming a winning result. 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 of the gaming ball is detected by the passing detection means 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 gaining further benefits depending on the state. In this way, a gaming machine with even greater entertainment value can be provided.
[0287] (Sd8) In the gaming machine described in 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 in accordance with the number of times the second predetermined condition is satisfied within a predetermined period that starts before the transition to the specific state. A gaming machine characterized by:
[0288] According to the gaming machine described in (Sd8), 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 met within a specified period starting before the transition to the specific state, thereby ensuring that the specified result in the non-specific state is advantageous.
[0289] (Sd9) In the gaming machine described in any one of (Sd1) to (Sd8), The predetermined period is from the end of the effect 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 met multiple times, and multiple variable displays can be reliably executed in a specific state, making the specific results in a non-specific state even more advantageous.
[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), the specific period for the specific state can be reliably made shorter than the predetermined period for the non-specific state, so that the number of times the second predetermined condition is met in the specific period can be reliably made smaller than the number of times the second predetermined condition is met in the predetermined period, thereby making the specific result in the non-specific state even more advantageous.
[0293] (Sd11) In the gaming machine described in 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 the non-specific state and the second predetermined condition is easy to achieve in the specific state, a value different from the gaming value related to the specific result is assigned not only to the non-specific state that is advantageous for the specific result but also to the specific state. By configuring it 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 described in any one of (Sd1) to (Sd11), The state control means sets the variable display so that the second predetermined condition is satisfied more easily than the first predetermined condition 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 when the second predetermined condition is met than when the first predetermined condition is met in the specific state, 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 described in 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 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 result of the variable display based on the satisfaction of the second predetermined condition in a specific state is a predetermined result than when the result of the variable display based on the satisfaction of the first predetermined condition in a non-specific state is a predetermined result.Therefore, the interest of the player can be attracted not only to the non-specific result but also to the specific result, and a gaming machine with excellent entertainment value can be provided.
[0299] (Sd14) In the gaming machine described in any one of (Sd1) to (Sd13), The state control means sets the first specified result to a state in which the second specified condition is likely to be satisfied for a predetermined period, and sets the second specified result to a state in which the second specified 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 of time for 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 for 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. This configuration makes it 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 described in any one of (Sd1) to (Sd14), The state control means is configured to open the variable ball entry means for a predetermined period when the predetermined result is obtained after the first specific result is obtained, and to open the variable ball entry means for a period longer than the predetermined period when the predetermined result is obtained after the second specific 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 the gaming ball after the first specific result regarding the 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 the gaming ball after the second specific result regarding the 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 of time, making it easier for players to understand the difference between the specific state and the 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 is set so that the time from the detection of the passage of a gaming machine to the opening of the variable ball entry means in the specific state is shorter than the time from the detection of the passage of a gaming machine to the opening of the variable ball entry means 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 players 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 described in any one of (Sd1) to (Sd16), The state control means sets the predetermined result to be more likely to occur for a predetermined period after the first specified result is obtained, and sets the predetermined result to be more 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 the lottery based on the detection of the passage of the 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 the lottery based on the detection of the passage of the gaming ball is made more likely to be the specified result for a period longer than the specified period of time, making it easier for players to understand the difference between a specific state and a non-specific state, and providing a gaming machine with excellent entertainment value.
[0307] <Assignment Se> Conventionally, there are gaming machines of this type that, for example, grant special benefits such as a time-saving state or a special chance state after a predetermined winning result occurs as a result of a variable display (for example, JP 2013-42936 A, page 9, Figure 43). However, the conventional example having such a configuration has the following problems. In other words, this type of gaming machine has the problem that the presentation that is performed when the above-mentioned bonus is awarded is monotonous, and therefore it is not possible to further improve the entertainment value of the game. The inventions (Se0), (Se1), and (Se18) below were made in consideration of these circumstances, and aim to provide a gaming machine that can increase the entertainment value of the game. The inventions according to (Se0), (Se1), and (Se18) below have the following configurations 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 gaming machine equipped with a state control means for controlling a state related to a game, When the result of the variable display is a specific result (a hit with time reduction (2)), the state control means can generate a specific state (a consecutive win zone) that is more advantageous to the player than the normal state as a subsequent state, The specific state occurs in response to a state (time-saving state) in which the starting condition is more likely to be established than in a normal state, and the result of the variable display is likely to be a predetermined result (normal hit, time-saving (1) hit, time-saving (2) hit), The effect execution means is capable of executing a specific effect (consecutive win suggestion effect) that indicates 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, a specific effect is executed, which makes the player aware that there is a possibility that a predetermined result will 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. Therefore, it is possible to prevent the effect in the specific state from becoming monotonous, and to increase 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 predictive means for predicting the result of the lottery based on the start information; a performance execution means for executing a predetermined performance based on the result of the pre-reading; A gaming machine equipped with a state control means for controlling a state related to a game, When the result of the variable display is a specific result (a hit with time reduction (2)), the state control means can generate a specific state (a consecutive win zone) that is more advantageous to the player than the normal state as a subsequent state, The specific state occurs in response to a state (time-saving state) in which the starting condition is more likely to be established than in a normal state, and 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. The effect execution means is capable of executing a specific effect (consecutive win suggestion effect) that indicates that the predetermined result may occur consecutively as a result of the variable display exceeding 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 advance reading of the start information stored in the storage means, a specific effect is executed, which makes the player aware that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding a predetermined number. Therefore, it is possible to prevent the effect in the specific state from becoming monotonous, and to increase 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 condition is more likely to be established than in a normal state in the specific state (time-shortened state) and the start information can be stored in the storage means up to the predetermined number (5), and when the predetermined condition is established (when the variable display is performed a predetermined number of times), the state in which the start condition is more likely to be established (time-shortened state) ends, and when the start information stored in the storage means is all consumed by the lottery, the state ends. 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, the specific state is more likely to satisfy the start conditions than the normal state, so that up to a predetermined number of start information items can be stored in the storage means, and the start information stored in the specific state is such that the result of the variable display is likely to become a predetermined result, so that the predetermined result can be generated continuously as a result of the variable display.
[0314] (Se3) In the gaming machine described in either (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), based on the results of the advance reading of the start information stored in the memory means at a predetermined number of times, 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 start information that can be stored.
[0316] (Se4) In the gaming machine described in either (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 to a number 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 results of the advance reading of start 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 consecutively as a result of the variable display beyond the predetermined number of start information that can be stored.
[0318] (Se5) In the gaming machine described in 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 aware of how many consecutive times a predetermined result is likely to occur as a result of the variable display, depending on the presentation mode of the specific presentation.
[0320] (Se6) In the gaming machine described in 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 effect execution means can display, as the specific effect, special memory information (a change in pending status at the time of winning) indicating that the predetermined result may occur consecutively as a result of the variable display exceeding 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 the predetermined number, it is possible to make the player aware that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding the predetermined number of times that the start information can be stored.
[0322] (Se7) In the gaming machine described in any one of (Se0) to (Se6), an individual stored information display means (hold lamp) for displaying individual stored information that 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 of times as individual memory information, it is possible to make the player aware that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding the predetermined number of times that the 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 into special memory information, it is possible to make the player aware 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 described in any one of (Se0) to (Se8), When there are a plurality of types of effects as the specific effect, 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). A gaming machine characterized by:
[0327] According to the gaming machine described in (Se9) above, the more times a predetermined result occurs consecutively beyond a predetermined number, the easier it becomes for the player to recognize the change in the form of the specific presentation.
[0328] (Se10) In the gaming machine described in any one of (Se0) to (Se9), The specific effect indicating that the predetermined result may occur consecutively (6, 10) when the start information stored in the predetermined number (5) exceeds the predetermined number (5) is different in form from the effect indicating that the predetermined result may occur consecutively (1 to 5) when the start information stored in the predetermined number (5) does not exceed the predetermined number (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 at the predetermined number results in a specific presentation mode indicating that there is a possibility that the predetermined result will occur consecutively beyond the predetermined number, or whether the start information stored at 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.
[0330] (Se11) In the gaming machine described in any one of (Se0) to (Se10), The specific effects have different modes of presentation, one 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 the other 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 interest of the player depending on whether the start information stored at the predetermined number is a presentation mode indicating that the predetermined result may occur consecutively beyond the predetermined number, or whether the start information stored below the predetermined number is a presentation mode indicating that the predetermined result may occur consecutively beyond the predetermined number.
[0332] (Se12) In the gaming machine described in any one of (Se0) to (Se11), The specific effect indicating that the start information stored in less than 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 form from the effect indicating that the start information stored in less than 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) above, the interest of the player can be aroused depending on whether the start information stored less than the predetermined number results in a specific presentation mode indicating that there is a possibility that the predetermined result will occur consecutively when the predetermined number is exceeded, or whether the start information stored less than 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 described in any one of (Se0) to (Se12), The effect execution means is capable of executing the specific effect at a predetermined timing during the varying 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 variable display, 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.
[0335] (Se13B) In the gaming machine described in any one of (Se0) to (Se12), The effect execution means is capable of executing the specific effect 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 variable display, 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.
[0336] (Se13) In the gaming machine described in 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 can generate a special game state (jackpot state) in which a round game is played a specified 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 exceeding 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 game 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 exceeding a predetermined number.
[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 effect execution means can vary the duration of the ending effect depending on the number of times the predetermined result occurs consecutively (6 to 10) exceeding the predetermined number (5). A gaming machine characterized by:
[0341] According to the gaming machine described in (Se16) above, depending on the duration of the ending presentation, it is possible to make the player aware of how many consecutive times a predetermined result is likely to occur as a result of the variable display exceeding a predetermined number.
[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 aware of the 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 gaming machine equipped with a state control means for controlling a state related to a game, When the result of the variable display is a specific result (a hit with time reduction (2)), the state control means can generate a specific state (a consecutive win zone) that is more advantageous to the player than the normal state as a subsequent state, The specific state occurs in response to a state (time-saving state) in which the starting condition is more likely to be established than in a normal state, and the result of the variable display is likely to be a predetermined result (normal hit, time-saving (1) hit, time-saving (2) hit), The effect execution means is capable of executing a specific effect indicating that a predetermined result may occur a specified number (5) of times in succession 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, a specific effect is executed to make the player 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 based on the result of the lottery of the start information stored in the storage means. Therefore, it is possible to prevent the effect in the specific state from becoming monotonous and to increase the interest of the game in the specific state.
[0346] (Se19) In the gaming machine described in (Se18), The effect execution means is capable of executing the specific effect 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), based on the result of the lottery for the start information stored in the memory means at a predetermined number of times, it is possible to make the player aware that there is a possibility that a predetermined result will occur a predetermined number of times in succession as a result of the variable display.
[0348] (Se20) In the gaming machine described in (Se18), The effect execution means is capable of executing the specific effect based on the result of the lottery of the start information stored in the storage means to a number less than the predetermined number (1 to 4). A gaming machine characterized by:
[0349] According to the gaming machine described in (Se20), based on the result of the lottery for start-up information stored in the memory means in less than a predetermined number, it is possible to make the player aware that there is a possibility that a predetermined result will occur a predetermined number of times in succession as a result of the variable display.
[0350] (Se21) In the gaming machine described in 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, depending on the presentation mode of a specific presentation, it is possible to make the player aware of how many consecutive times a predetermined result is likely to occur as a result of the variable display exceeding a predetermined number.
[0352] (Se22) In the gaming machine described in 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 effect execution means can display, as the specific effect, special memory information (a change in pending status at the time of winning) indicating that the predetermined result may occur the specified number (5) of times in succession 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 as memory information indicating that a predetermined result may occur a predetermined number of times in succession as a result of the variable display, it is possible to make the player aware that a predetermined result may occur a predetermined number of times in succession as a result of the variable display.
[0354] (Se23) In the gaming machine described in any one of (Se18) to (Se22), an individual stored information display means (hold lamp) for displaying individual stored information that 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) of times in succession 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 aware 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), by changing the displayed memory information or individual memory information into special memory information, it is possible to make the player aware that there is a possibility that a predetermined result will occur a specified number of times in succession as a result of the changing display.
[0358] (Se25) In the gaming machine described in any one of (Se18) to (Se24), When there are a plurality of types of effects as the specific effect, the effect execution means changes the mode of the specific effect in a manner that is more easily recognized by a player as the number of times the predetermined result occurs consecutively increases. A gaming machine characterized by:
[0359] According to the gaming machine described in (Se25) above, the more times a predetermined result occurs consecutively beyond a predetermined number, the easier it becomes for the player to recognize the change in the form of the specific presentation.
[0360] (Se26) In the gaming machine described in any one of (Se18) to (Se25), The specific effect indicating that the predetermined result may occur the predetermined number (5) of times in succession based on the start information stored in the predetermined number (5) is different in appearance from the effect indicating that the predetermined result may not occur the predetermined number (5) of times in succession based on the start information stored in the predetermined 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 described in any one of (Se18) to (Se26), The specific effect has different aspects, namely, an effect indicating that the predetermined result may occur the predetermined number (5) consecutively based on the start information stored in the predetermined number (5), and an effect indicating that the predetermined result may occur the predetermined number (5) consecutively based on the start information stored in less than the predetermined number (1 to 4). A gaming machine characterized by:
[0363] According to the gaming machine described in (Se27) above, the interest of the player can be aroused depending on whether the specific presentation is a presentation mode indicating that a predetermined result may 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 may occur a predetermined number of times in succession based on start information stored less than the predetermined number.
[0364] (Se28) In the gaming machine described in any one of (Se18) to (Se27), The specific effect indicating that the predetermined result may occur the predetermined number (5) consecutively based on the start information stored in the number less than the predetermined number (1 to 4) is different in appearance from the effect indicating that the predetermined result may not occur the predetermined number (5) consecutively based on the start information stored in the number less than the predetermined number (1 to 4). A gaming machine characterized by:
[0365] According to the gaming machine described in (Se28) above, the player's interest can be aroused depending on whether a specific presentation mode is displayed indicating that a predetermined result may occur a predetermined number of times in succession based on start information stored less than a predetermined number, or whether a presentation mode is displayed indicating that a predetermined result may not occur a predetermined number of times in succession based on start information stored less than a predetermined number.
[0366] (Se29A) In the gaming machine described in any one of (Se18) to (Se28), The effect execution means is capable of executing the specific effect at a predetermined timing during the varying display. A gaming machine characterized by: According to the gaming machine described in (Se29A) above, at a pre...
Claims
[Claim 1] A gaming machine equipped with a display means, configured to display changes in identification information based on the fulfillment of a starting condition, The gaming machine is, The system is configured to output information regarding the display of changes in the aforementioned identification information. It has multiple settings associated with numerical information corresponding to the output mode of the aforementioned information, The game is configured so that the target object can be brought closer to a predetermined position by the player. The system is configured such that a predetermined detection can be performed when the object is moved to the predetermined position. When a predetermined detection occurs in a situation in which one of the multiple settings can be set to one of the settings, a predetermined control including that setting is performed, and the output mode of the information output during the subsequent display of the change in the identification information can be the output mode corresponding to the numerical information associated with the one setting. When a specific object different from the aforementioned object is brought into proximity, the system is configured to be able to produce a specific output mode corresponding to a specific numerical information that is higher than the numerical information associated with each of the multiple settings, The system is configured such that the specific output mode can be maintained from the time the specific object is brought into close proximity until a predetermined operation that can eliminate the specific output mode is performed. When output is performed in the aforementioned specific output mode, the system is configured such that specific information can be transmitted in a mode different from both the output mode corresponding to the setting in 1 and the aforementioned specific output mode. In the situation where the output mode is set to the aforementioned specific state, only specific information different from the information output in the output mode corresponding to each of the numerical information associated with the plurality of settings is output, and the information output in the output mode corresponding to each of the numerical information associated with the plurality of settings is not output. A gaming machine characterized by the following features.