Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2022-08-31
- Publication Date
- 2026-06-08
AI Technical Summary
Conventional gaming machines face difficulties in validating inputs made by operating multiple operation buttons and continuing multiple processes, making them difficult to use effectively.
A gaming machine with a control system that sets a validity period for inputs, determines if subsequent inputs are made within this period, and allows for continuous processing when conditions are met, enabling easier validation and continuation of processes through multiple button operations.
The system enhances the effectiveness of input validation and process continuation using multiple operation buttons, making the gaming machine easier to use and more engaging.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Among conventional gaming machines, there is one that is equipped with multiple operation buttons, and when all of the multiple operation buttons are operated, and all inputs made by operating the multiple operation buttons are validated, performs multiple processes corresponding to each input (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-6400 A (see paragraphs 0511 to 0513, FIG. 107) DISCLOSURE OF THEINVENTION [Problem to be solved by the invention]
[0004] However, the conventional case having such a configuration has the following problems. In other words, this type of gaming machine has the problem that it is difficult to validate all inputs made by operating multiple operation buttons, and it is also difficult to continue multiple processes by inputs made by operating multiple operation buttons.
[0005] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine in which inputs made by operating multiple operating means are likely to be valid, and which can easily continue multiple processes by inputs made by operating multiple operating buttons. [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 where game balls flow down; A launch operation means capable of performing a launch operation to launch a game ball into the game area; A gaming machine having a plurality of operation means capable of performing an operation different from the firing operation, The plurality of operating means include at least a first operation means for performing a first input by performing a first operation; a second operation means for performing a second input by performing a second operation, The gaming machine includes: A control means is provided for executing a process related to a game, including a predetermined process; The control means a validity period setting means for setting a validity period for the first input so that the validity period for the first input starts when the second input is made; a determination means for determining, when the validity period starts, whether or not the first input has been made during the validity period; The control means When the first input is made within the validity period that is set after the second input is made, it is determined that a precondition for performing the predetermined process is satisfied; when it is determined that the precondition is satisfied and the first input and the second input are made in a predetermined manner, the predetermined process is executable; The predetermined process is performed for a specified period of time, When the second input is no longer received during the specified period, the predetermined process is interrupted regardless of whether the first input is received or not. When the second input is received again while the predetermined process is suspended, the predetermined process is resumed regardless of the presence or absence of the first input. It is characterized by:
[0007] [Action and Effect] According to the invention described in claim 1, it is possible to provide a gaming machine in which inputs made by operating multiple operating means are all likely to be valid, and which makes it easy to continue multiple processes by inputs made by operating multiple operating buttons. Effect of the Invention
[0008] According to the gaming machine of the present invention, it is possible to provide a gaming machine in which inputs made by operating multiple operating means are all likely to be valid, and which can easily continue multiple processes by inputs made by operating multiple operating buttons. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Diagram 2] FIG. 2 is a front perspective view of a pachinko machine. [Diagram 3] FIG. 2 is a rear view of the pachinko machine. [Figure 4] FIG. [Diagram 5] FIG. [Figure 6] FIG. 1 is a plan view of a pachinko machine. [Figure 7] FIG. [Figure 8] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 9] FIG. 1(a) shows the display contents of the third symbol display device, and FIG. 1(b) is an explanatory diagram showing the hold display. [Figure 10] 2 is an explanatory diagram showing an overview of various counters used in game control. FIG. [Figure 11] (a) is a table for drawing the jackpot for special chart 1, and (b) is a table for drawing the jackpot for special chart 2. [Figure 12] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 13] (a) is an example of the variable display presentation for a normal jackpot reach and a normal miss reach, and (b) is an example of the variable display presentation for a super jackpot reach and a super miss reach. [Figure 14] 13A is an example of the variable display presentation of a jackpot super reach and a miss super reach, and FIG. 13B is an example of the variable display presentation of a jackpot super reach and a miss super reach. [Figure 15] This is a table for determining an ending performance pattern. [Figure 16] 4 is a flowchart showing main processing by a main control device. [Figure 17] 4 is a flowchart showing normal processing by the main control device. [Figure 18] 13 is a flowchart showing the first pattern change processing. [Figure 19] 13 is a flowchart showing a fluctuation start process. [Figure 20] 13 is a flowchart showing a next game state setting process. [Figure 21] A flowchart showing the process of opening and closing the large prize opening. [Figure 22] 13 is a flowchart showing a right-hit error determination process. [Diagram 23] 13 is a flowchart showing a timer interrupt process. [Figure 24] A flowchart showing the start winning processing. [Diagram 25] 13 is a flowchart showing a lottery process for pre-reading. [Figure 26] 13 is a flowchart showing a launch control process. [Figure 27] 13 is a flowchart showing an NMI interrupt process. [Figure 28] 13 is a flowchart showing the main processing by the dispensing control device. [Figure 29] 13 is a flowchart showing a dispensing control process. [Diagram 30] 13 is a flowchart showing a prize ball control process. [Diagram 31] 13 is a flowchart showing a ball loan control process. [Diagram 32] 13 is a flowchart showing main processing by a sub-control device. [Diagram 33] 13 is a flowchart showing normal processing by a sub-control device. [Diagram 34] 13 is a flowchart showing customer waiting presentation processing by the sub-control device. [Diagram 35]13 is a flowchart showing frame button input monitoring and performance processing by the sub-control device. [Diagram 36] 13 is a flowchart showing a decision button input monitoring and performance process by the sub-control device. [Figure 37] 13 is a flowchart showing a selection button input monitoring and presentation process performed by the sub-control device. [Figure 38] 13 is a flowchart showing a sound editing and output management process performed by the sub-control device. [Figure 39] 13 is a flowchart showing the performance execution management process performed by the sub-control device. [Diagram 40] 13 is a flowchart showing a read-ahead fluctuation pattern designation command reception process performed by the sub-control device. [Diagram 41] 13 is a flowchart showing an opening / closing mode (jackpot) display setting process by the sub-control device. [Diagram 42] 13 is a flowchart showing a variable display mode setting process by the sub-control device. [Diagram 43] 13 is a flowchart showing a next game status display mode setting process performed by the sub-control device. [Diagram 44] 13 is a flowchart showing the right-hit error notification display mode setting process by the sub-control device. [Diagram 45] 4 is a flowchart showing normal processing of the display control device. [Figure 46] 4 is a flowchart showing a process of switching a display mode or the like by a display control device. [Figure 47] 13 is a flowchart showing a pattern row variation display process performed by a display control device. [Figure 48] 13 is a flowchart showing a specific operation screen display process performed by the display control device. [Figure 49] 13 is a flowchart showing a jackpot opening round display process performed by a display control device. [Figure 50] 13 is a flowchart showing the big win ending display process performed by the display control device. [Figure 51]13 is a flowchart showing high probability / support state transition display processing by a display control device. [Figure 52] 13 is a flowchart showing a low probability / support state transition display process performed by a display control device. [Figure 53] 13 is a flowchart showing a specific operation period notifying process performed by the display control device. [Figure 54] A figure explaining the display mode during a specific operation period in the third pattern display device. [Figure 55] A figure explaining the display mode during a specific operation period during high-speed fluctuation of the main decorative pattern. [Figure 56] FIG. 13 is a diagram illustrating the display mode during a specific operation period after a reach is achieved. [Figure 57] FIG. 57 is a diagram illustrating the display mode during a specific operation period following the establishment of a reach win, which follows FIG. 56. [Figure 58] 13 is a diagram illustrating the display mode when the decision button is left pressed during a specific operation period during high-speed fluctuation. FIG. [Figure 59] 13 is a diagram illustrating the display mode when the decision button and the selection button are pressed during a specific operation period during high-speed fluctuation. FIG. [Figure 60] FIG. 2 is a front view of the game board showing further characteristic parts of the first embodiment. [Figure 61] (a) is a table for drawing the jackpot for special chart 1, and (b) is a table for drawing the jackpot for special chart 2. [Figure 62] (a) is a table for selecting a normal winning combination, and (b) is a table for selecting a normal symbol variation pattern (normal electric device release pattern). [Figure 63] (a) is a table for selecting the main decorative pattern change pattern of the special chart 2 (first consecutive win zone), and (b) is a table for selecting the main decorative pattern change pattern of the special chart 2 (second to fifth consecutive win zones). [Figure 64] FIG. 1 is a diagram illustrating the flow of a game. [Figure 65] This is a time chart showing the flow of the game relating to Special Chart 1 and Special Chart 2. [Figure 66] This is a time chart showing the flow of the game relating to Special Chart 1 and Special Chart 2. [Figure 67] This is a time chart showing the flow of the game relating to Special Chart 1 and Special Chart 2. [Figure 68] This is a time chart showing the flow of the game according to Special Chart 2. [Figure 69] This is a time chart showing the flow of the game according to Special Chart 2. [Figure 70] This is a time chart showing the flow of the game relating to Special Chart 1 and Special Chart 2. [Figure 71] This is a time chart showing the flow of the game relating to Special Chart 1 and Special Chart 2. [Figure 72] A flowchart showing the start winning processing. [Figure 73] 13 is a flowchart showing the first pattern change processing. [Figure 74] A flowchart showing the special chart 2 change start processing. [Figure 75] This is a flowchart showing the special chart 2 pattern change processing. [Figure 76] 13 is a flowchart showing the second pattern change start processing. [Figure 77] This is a flowchart showing the normal electric accessory opening and closing process. [Figure 78] 13 is a flowchart showing a next game state setting process. [Figure 79] 78. This is a flowchart showing the next game state setting process following FIG. [Figure 80] 13 is a flowchart showing a next game status display mode setting process. [Figure 81] 13 is a flowchart showing a display mode switching process. [Figure 82] 13 is a time chart showing the first variable display and the big win round in the consecutive win zone in the second embodiment. [Figure 83] This is a time chart showing the second change display and the jackpot round in the consecutive win zone. [Figure 84]This is a time chart showing the fifth change display and the jackpot round in the consecutive win zone. [Figure 85] This is a table for determining consecutive win suggestion display patterns. [Figure 86] This is a flowchart showing the special chart 2 advance reading lottery processing. [Figure 87] A flowchart showing the process of receiving a command specifying a variable pattern for pre-reading special chart 2. [Figure 88] 13 is a flowchart showing a display mode switching process. [Figure 89] A figure showing the display mode of the consecutive win suggestion effect corresponding to the time chart of Figure 82. [Figure 90] A figure showing the display mode of the consecutive win suggestion effect corresponding to the time chart of Figure 83. [Figure 91] A figure showing the display mode of the consecutive win suggestion effect corresponding to the time chart of Figure 84. [Figure 92] FIG. 92 is a diagram showing a display mode of consecutive win suggestion effects different from those in FIGS. 89 to 91. [Figure 93] FIG. 93 is a diagram showing a display mode of consecutive win suggestion effects different from those in FIGS. 89 to 92. [Figure 94] FIG. 94 is a diagram showing a display mode of consecutive win suggestion effects different from those in FIGS. 89 to 93. [Figure 95] FIG. 95 is a diagram showing a display mode of consecutive win suggestion effects different from those in FIGS. 89 to 94. [Figure 96] FIG. 97 is a diagram showing a display mode of consecutive win suggestion effects different from those in FIGS. 89 to 95. [Figure 97] 13 is an ending time determination table according to the third embodiment. [Figure 98] This is a table for determining an ending performance pattern. [Figure 99] A figure explaining the display mode of the consecutive win suggestion effect in the ending effect. [Figure 100] A figure explaining the display mode of consecutive win suggestion effects, including a display mode different from that of Figure 99. [Figure 101]13(a) and (b) are diagrams showing a table for determining the V winning opening opening and closing pattern in Example 4. FIG. [Figure 102] FIG. 13 is a diagram showing the flow of the game. [Figure 103] This is a diagram showing the table for the special chart 1 jackpot lottery. [Figure 104] A diagram showing a different game flow from that shown in Figure 102. [Figure 105] 13(a) and (b) are diagrams showing another example of a table for determining the V winning opening opening / closing pattern. [Fig. 106] A figure showing another example of a table for drawing a jackpot for Special Chart 2. [Figure 107] This is a table for the special chart 2 jackpot lottery in Example 5. [Figure 108] FIG. 1 is a diagram illustrating the flow of a game. [Fig. 109] A figure showing the display mode of the consecutive win suggestion effect. [Figure 110] A figure showing a display mode of a consecutive win suggestion effect different from that of Figure 109. [Figure 111] A figure showing the display mode of the consecutive win suggestion effect following Figure 110. [Figure 112] FIG. 13 is a front view of the game board of the sixth embodiment. [Figure 113] (a) is a table for drawing the jackpot for special chart 1, and (b) is a table for drawing the jackpot for special chart 2. [Fig. 114] This is the table for the other special chart 2 jackpot lottery. [Figure 115] (a) and (b) are tables for selecting a normal winning combination, and (c) is a table for selecting a normal symbol variation pattern combination. [Fig. 116] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 2. [Fig. 117] 1 is a time chart showing the flow of a game. [Fig. 118] 1 is a time chart showing the flow of a game. [Figure 119] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 120] A flowchart showing the start winning processing. [Figure 121] 13 is a flowchart showing the first pattern change processing. [Figure 122] A flowchart showing the special chart 2 change start processing. [Figure 123] 13 is a flowchart showing the second pattern change start processing. [Figure 124] This is a flowchart showing the normal electric accessory opening and closing process. [Fig. 125] 13 is a flowchart showing a next game state setting process. [Fig. 126] A flowchart showing the next game state setting process following Figure 125. [Figure 127] 13 is a flowchart showing a next game status display mode setting process. [Figure 128] 13 is a flowchart showing a display mode switching process. [Figure 129] 13A is a table for drawing the jackpot for special chart 1 in the seventh embodiment, and FIG. 13B is a table for drawing the jackpot for special chart 2 in the seventh embodiment. [Fig. 130] (a) is a table for drawing lots for other special chart 2 jackpots, and (b) is a table for selecting the special chart 1 main decorative pattern variation pattern. [Fig. 131] (a) is a table for selecting a normal pattern change pattern, and (b) is a table for selecting a special pattern 2 main decorative pattern change pattern. [Fig. 132] FIG. 1 is a schematic diagram showing the flow of a game. [Fig. 133] 1 is a time chart showing the flow of a game. [Fig. 134] This is a flowchart showing special chart 1 change processing. [Fig. 135] This is a flowchart showing the special chart 1 change start processing. [Fig. 136] A figure showing the display mode of the transition suggestion effect in Example 8. [Fig. 137] A figure showing the display mode of the transition suggestion effect executed following Figure 136. [Figure 138] A figure showing the display mode of the transition suggestion effect executed following Figure 137. [Figure 139] A figure showing the display mode of the transition suggestion effect in Example 9. [Fig. 140] A figure showing the display mode of the transition suggestion effect in Example 10. [Fig. 141] A figure showing the display mode of the transition suggestion effect executed following Figure 140. [Fig. 142] A figure showing the display mode of the transition suggestion effect in Example 11. [Fig. 143] A figure showing the display mode of the transition suggestion effect in Example 12. [Fig. 144] A figure showing the display mode of the transition suggestion effect in Example 13. [Fig. 145] A figure showing the display mode of the transition suggestion effect executed following Figure 144. [Fig. 146] A figure showing the display mode of the transition suggestion effect executed following Figure 145. [Fig. 147] 14(a) is a table for drawing the jackpot for special chart 1 in the fourteenth embodiment, and (b) is a table for drawing the jackpot for special chart 2. [Fig. 148] (a) and (b) are tables for drawing lots for normal winnings during the time-saving state and during the non-time-saving state, and (c) is a table for drawing lots for normal symbol fluctuation patterns. [Figure 149] (a) and (b) are tables for selecting the variation pattern of the main decorative pattern of Special Chart 2 in the time-saving A state and the time-saving B state. [Fig. 150] This is a time chart showing the operation of a gaming machine when transitioning from time-saving state A to time-saving state B based on the satisfaction of a specified condition (number of reserved balls: 1). [Fig. 151] 11 is a time chart showing the operation of the gaming machine in the time-saving B state. [Fig. 152] FIG. 23 is a front view of the game board of the fifteenth embodiment. [Fig. 153] FIG. 13 is a diagram illustrating the mechanism for operating the notification device. [Fig. 154] This is a table for the jackpot lottery relating to Special Chart 1 and Special Chart 2. [Fig. 155] This is a table for selecting the main decorative pattern change pattern for Special Chart 1 and Special Chart 2. [Fig. 156] FIG. 13 is a schematic diagram illustrating a performance using an announcement device. [Fig. 157] FIG. 13 is a schematic diagram illustrating a performance using an announcement device. [Fig. 158] FIG. 13 is a schematic diagram illustrating a performance using an announcement device. [Fig. 159] 13 is a time chart explaining the flow of a game in a reach effect. [Fig. 160] 13 is a time chart explaining the flow of a game in a reach effect. [Fig. 161] 13 is a flowchart explaining the reel origin position setting process. [Fig. 162] 13 is a flowchart explaining the expected performance control process. [Fig. 163] 13 is a flowchart explaining the expected performance control process. [Fig. 164] 13 is a flowchart explaining the expected performance control process. [Fig. 165] FIG. 23 is a schematic diagram illustrating a configuration of a first modified example according to the fifteenth embodiment. [Fig. 166] 4 is a time chart illustrating the configuration of the first modified example. [Fig. 167] FIG. 23 is a schematic diagram illustrating a configuration of a modified example 2 according to the fifteenth embodiment. [Fig. 168] 13 is a flowchart for explaining the first expectation performance control process of the modified example 10 related to the embodiment 15. [Fig. 169] 13 is a flowchart for explaining the first expectation performance control process of the modified example 10 related to the embodiment 15. [Fig. 170] 13 is a flowchart for explaining the second expectation performance control process of the modified example 10 related to the embodiment 15. [Fig. 171] 13 is a flowchart for explaining the second expectation performance control process of the modified example 10 related to the embodiment 15. [Fig. 172] FIG. 21 is a schematic diagram illustrating the configuration of a modified example 17 according to the fifteenth embodiment. [Fig. 173] FIG. 23 is a schematic diagram for explaining the configuration of a modified example 18 according to the fifteenth embodiment. [Fig. 174] FIG. 21 is a schematic diagram for explaining the configuration of a modified example 19 according to the fifteenth embodiment. [Fig. 175] FIG. 23 is a schematic diagram illustrating the configuration of Modification Example 19. [Fig. 176] 23 is a time chart for explaining the flow of a game in a reach effect according to the nineteenth modification example. [Fig. 177] 13 is a flowchart explaining the expected performance control process according to a modified example. [Fig. 178] 13 is a flowchart explaining the expectation performance control processing relating to the modified example 19. [Fig. 179] 13 is a flowchart explaining the expectation performance control processing relating to the modified example 19. [Fig. 180] FIG. 23 is a schematic diagram illustrating the configuration of a modified example 20 according to the fifteenth embodiment. [Fig. 181] 23 is a time chart illustrating the configuration of Modification 20. [Fig. 182] FIG. 23 is a schematic diagram for explaining the configuration of a modified example 21 according to the fifteenth embodiment. [Fig. 183] 23 is a time chart illustrating the configuration of the twenty-first modification. [Fig. 184] A figure showing the performance display and the movement of the movable object when an operation is performed in Example 16. [Fig. 185] A diagram showing the performance display and the movement of the movable object when no operation is performed. [Fig. 186] 13 is a diagram showing the change in the motion pattern of a movable object. FIG. [Fig. 187] A diagram showing a performance display and the movement of multiple movable objects. [Fig. 188] 13A to 13C are diagrams showing a display that accumulates points and the movement of a movable object. [Fig. 189] 13A to 13C are diagrams showing a display effect that does not allow points to be accumulated and the movement of a movable object. [Fig. 190] FIG. 13 is a diagram showing a case in which points awarded in an expected performance are continuously awarded. [Fig. 191] A front view of the game board for the pachinko machine of Example 17. [Fig. 192] FIG. 2 is an exploded perspective view of the center frame as viewed from the rear side. [Fig. 193] FIG. 2 is a perspective view of the stage device as viewed from the front. [Fig. 194] FIG. 2 is a perspective view of the stage device as seen from the rear side. [Fig. 195] This is a front view of the stage device with the movable decorative part in the operating position (protruding position). [Fig. 196] A front view of the stage device with the movable decorative part in the retracted position. [Figure 197] A top view of the stage device with the movable decorative part in the operating position (protruding position). [Figure 198] A top view of the stage device with the movable decorative part in the retracted position. [Figure 199] FIG. [Figure 200] FIG. 4 is an exploded perspective view of a second support portion. [Figure 201] 3(a), (b), and (c) show the main parts of the support shaft attachment detection section, the functional block section, and the display mode of the occurrence of a reel error. [Figure 202] 13 is a flowchart showing a reel error discrimination process. [Fig. 203] 4(a), 4(b), and 4(c) show the main parts of the stage attachment detection unit, the functional block unit, and the display mode when a stage attachment error occurs. [Fig. 204] 13 is a flowchart showing a stage attachment error determination process. [Fig. 205] (a), (b), and (c) show key parts such as the reel operation position detection unit, the functional block unit, and the display mode of the occurrence of a reel operation error. [Fig. 206] 13 is a flowchart showing a reel operation error discrimination process. [Fig. 207] 13 is a flowchart showing a movable decorative part operation control process. [Fig. 208] FIG. 23 is a diagram showing a decorative pattern / catchphrase correspondence table according to the 18th embodiment. [Fig. 209] A diagram showing a third pattern display device. [Fig. 210]A figure showing a variable display mode in which there is regularity in the left decorative pattern column. [Fig. 211] A figure showing a variable display mode in which there is regularity in the left decorative pattern column. [Fig. 212] A figure showing a variable display mode in which there is regularity in the right decorative pattern column. [Fig. 213] A figure showing a variable display mode in which there is regularity in the left decorative pattern row and the right decorative pattern row. [Fig. 214] A figure showing the stopping pattern of the left decorative pattern row. [Fig. 215] A figure showing the stopping patterns of the left decorative pattern row at different timings. [Fig. 216] A figure showing the stopping pattern of the left decorative pattern row at a high expectancy. [Fig. 217] A figure showing the stopping mode after the button for the left decorative pattern row is pressed. [Fig. 218] A figure showing the stopping mode after the button for the left decorative pattern row is pressed. [Fig. 219] A figure showing a variable display mode in which there is regularity in the left decorative pattern row only during a favorable gaming state. [Fig. 220] A figure showing a variable display mode in which the numbers have regularity without changing the decorative part. [Fig. 221] 2 is an explanatory diagram showing an overview of various counters used in game control. FIG. [Fig. 222] (a) is a table for drawing the jackpot for special chart 1, and (b) is a table for drawing the jackpot for special chart 2. [Fig. 223] This is a table for selecting the variation pattern of the main decorative pattern. [Fig. 224] This is a table for selecting a jackpot symbol stopping pattern of the main decorative symbol. [Fig. 225] This is a table for selecting a missing pattern stopping pattern of the main decorative pattern. [Fig. 226] 13 is a flowchart showing a timer interrupt process. [Fig. 227] A flowchart showing the start winning processing. [Fig. 228] A figure showing the variable display mode indicating the occurrence of a chance eye in Example 19. [Fig. 229] A figure showing a variable display mode indicating that a chance combination has not been achieved. [Fig. 230] A figure showing a variable display mode in which chance symbols appear in succession. [Fig. 231] A figure showing a variable display mode in which different chance symbols appear in succession. [Fig. 232] A figure showing a variable display mode that emphasizes the number part of the chance eye. [Fig. 233] A figure showing the variable display mode in which the decorative parts of the chance eyes are changed. [Fig. 234] This is a diagram showing the variable display mode in which the reel operates when a chance symbol is formed. [Fig. 235] This is a table for selecting a missing pattern stopping pattern of the main decorative pattern. [Fig. 236] 13 is a flowchart showing a fluctuation start process. [Fig. 237] A figure showing the variable display mode indicating the occurrence of a chance eye in Example 20. [Fig. 238] This is a diagram showing the variable display mode when a chance symbol is formed and a button is pressed. [Fig. 239] A figure showing a variable display mode in which the same chance symbol appears consecutively. [Fig. 240] This figure shows a variable display mode in which the same pattern appears continuously only at the left stopping position. [Fig. 241] A figure showing the variable display mode indicating the occurrence of different chance symbols. [Fig. 242] A figure showing a variable display mode in which the left decorative pattern column in Example 21 violates the rules. [Fig. 243] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Fig. 244] 13 is a flowchart showing a fluctuation start process. [Fig. 245] A figure showing a variable display mode in which the left decorative pattern column in Example 22 violates the rules. [Fig. 246] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Fig. 247]A figure showing a variable display mode in which the left decorative pattern row violates the rules halfway through. [Fig. 248] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Fig. 249] 13 is a flowchart showing a fluctuation start process. [Fig. 250] A figure showing the variable display mode indicating two pseudo consecutive wins (miss) in Example 23. [Fig. 251] A diagram showing the variable display mode indicating three pseudo consecutive wins (wins). [Fig. 252] This is a diagram showing a variable display mode indicating 1 to 3 pseudo consecutive wins (changing decorative patterns). [Fig. 253] This is a diagram showing a variable display mode indicating three pseudo consecutive reaches (wins). [Fig. 254] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 255] A figure showing the variable display pattern in which the pending display in Example 24 has regularity. [Fig. 256] This figure shows a variable display pattern in which pending displays continue in an irregular manner. [Fig. 257] A figure showing a variable display pattern in which the pending display changes irregularly. [Fig. 258] A front view of the board to explain a pachinko machine of Example 25. [Fig. 259] This is a diagram explaining the movable parts and their surrounding components. [Fig. 260] FIG. 13 is a diagram explaining the operation of the movable props. [Fig. 261] This is the table for the special chart 1 and special chart 2 jackpot lottery. [Fig. 262] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Fig. 263] 4 is a table outlining details of the control of the movable support part; [Fig. 264] FIG. 1 is a schematic diagram illustrating the flow of a game. [Fig. 265] 13 is a flowchart explaining the reel origin position setting process which is part of the normal processing of the sub-control device. [Fig. 266] 13 is a flowchart explaining the expected performance control process, which is part of the processing of the sub-control device. [Fig. 267] 13 is a flowchart explaining the reel lifting process, which is part of the processing of the sub-controller. [Fig. 268] A diagram illustrating a modified example of a movable part. [Fig. 269] A diagram illustrating a modified example of a movable part. [Fig. 270] This is a table for selecting the special chart 1 main decorative pattern variation pattern in a modified example. [Fig. 271] 10 is a table for explaining details of control of a movable support part according to a modified example. [Fig. 272] FIG. 13 is a schematic diagram illustrating the flow of a game according to a modified example. [Fig. 273] 13 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device in the modified example. [Fig. 274] 13 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device in the modified example. [Fig. 275] A diagram explaining a movable part and its surrounding parts in a modified example. [Fig. 276] This is a diagram explaining the movable part of variant 11 and its surrounding parts, and the stopping mode of the movable part. [Fig. 277] 10A to 10C are diagrams illustrating various effects of the gaming machine of this example. [Fig. 278] This is a diagram explaining the movable part of variant 12 and its surrounding parts, and the stopping mode of the movable part. [Fig. 279] 10A to 10C are diagrams illustrating various effects of the gaming machine of this example. [Fig. 280] This is a diagram explaining the movable parts and their surrounding parts of variant example 13, and another example of the movable parts. [Fig. 281] This is a diagram explaining the movable parts and their surrounding parts in the modified example 14. [Fig. 282] A diagram explaining the movable parts and their surrounding parts in Example 26. [Fig. 283]FIG. 13 is a diagram explaining the operation of the movable props. [Fig. 284] FIG. 13 is a diagram explaining the operation of the movable props. [Fig. 285] A diagram explaining the movable parts and their surrounding parts in Example 27. [Fig. 286] FIG. 1 is a schematic diagram illustrating the flow of a game. [Fig. 287] FIG. 4 is a schematic diagram illustrating a moving path of a movable body. [Fig. 288] 13A and 13B are diagrams illustrating details of a movable body according to a modified example. [Fig. 289] 10A to 10C are schematic diagrams illustrating the operation of a movable body according to a modified example. [Fig. 290] FIG. 28 is a diagram illustrating a pachinko machine according to Example 28. [Fig. 291] FIG. 2 is a diagram illustrating a configuration of a movable member and its surroundings. [Fig. 292] 13A and 13B are diagrams showing details of the contact point on the right side of the support rod and the control of the movable support part. [Fig. 293] 13(a) to 13(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern D. [Fig. 294] 293(d) to (f) are diagrams illustrating the operation of the movable member in extension / contraction pattern D, continuing from FIG. 293. [Fig. 295] 13(a) to 13(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern E. FIG. [Fig. 296] 295(d) to (f) are diagrams illustrating the operation of the movable member in expansion / contraction pattern E, continuing from FIG. 295. [Fig. 297] 13(a) to 13(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern F. [Figure 298] 297(d) to (e) are diagrams illustrating the operation of the movable member in expansion / contraction pattern F, continuing from FIG. 297. [Figure 299] 13A is a diagram showing the contact point on the right side of the support rod in the first modified example and details of the control of the movable support part. FIG. [Figure 300]13(a) and (b) are diagrams illustrating the operation of the movable member in the stretch pattern Dfake. [Fig. 301] 13(d) and (e) are diagrams illustrating the operation of the movable member in the stretch pattern Efake. [Fig. 302] 13A is an enlarged view of the contact area on the right side of the support rod of the second modified example. FIG. [Fig. 303] A diagram explaining the operation of the movable part in the expansion / contraction pattern D and the display mode of the third pattern display device. [Fig. 304] A diagram explaining the operation of the movable part in the expansion / contraction pattern E and the display mode of the third pattern display device. [Fig. 305] A figure explaining the operation of the movable part and the display mode of the third pattern display device in the stretch pattern Dfake. [Fig. 306] A diagram explaining the operation of the movable part in the stretch pattern Efake and the display mode of the third pattern display device. [Fig. 307] An explanatory diagram showing an overview of various counters used in game control in Example 29. [Fig. 308] (a) is a table for drawing the jackpots of Special Chart 1 and Special Chart 2 when the probability is low, (b) is a table for drawing the jackpots of Special Chart 1 and Special Chart 2 when the probability is high, (c) is a table for drawing the jackpots of Special Chart 1 and Special Chart 2 when the probability is high, (d) is a table for drawing the special time-saving lottery of Special Chart 2. [Fig. 309] (a) is a table for selecting the special chart 2 fluctuation pattern when the winner falls off after 1 to 30 spins, (b) is a table for selecting the special chart 2 fluctuation pattern when the winner falls off, (c) is a table for selecting the special chart 2 fluctuation pattern when the winner falls off after 31 spins or later, and (d) is a table for selecting the special chart 2 special time-saving fluctuation pattern. [Fig. 310] FIG. 1 is a schematic diagram showing the flow of a game. [Fig. 311] A flowchart showing the start winning processing. [Fig. 312] 13 is a flowchart showing the first pattern change processing. [Fig. 313] This is a flowchart showing the special chart 1 change start processing. [Fig. 314] A flowchart showing the special chart 2 change start processing. [Fig. 315] 13 is a flowchart showing a next game state setting process. [Fig. 316] 13 is a flowchart showing a variable display mode setting process by the sub-control device. [Fig. 317] 4 is a flowchart showing a process of switching a display mode or the like by a display control device. [Fig. 318] 1A is a table for selecting the special time-saving lottery variation pattern for the special chart 2 of the modified example 1, and FIG. 1B is a table for selecting the special time-saving lottery variation pattern for the special chart 2 of the modified example 1. [Fig. 319] FIG. 1 is a schematic diagram showing the flow of a game. [Fig. 320] A flowchart showing the special chart 2 change start processing. [Fig. 321] 13 is a flowchart showing a next game state setting process. [Fig. 322] 13 is a flowchart showing a next game state setting process. [Fig. 323] 13 is a flowchart showing a next game state setting process. [Fig. 324] 13A is a table for selecting a special chart 2 variation pattern in which reserves of variant example 2 can be stored, and FIG. 13B is a table for selecting a special chart 2 variation pattern in which reserves of variant example 2 cannot be stored. [Fig. 325] FIG. 1 is a schematic diagram showing the flow of a game. [Fig. 326] 13 is a flowchart showing a next game state setting process. [Fig. 327] 13 is a flowchart showing a next game state setting process. [Fig. 328] 13 is a flowchart showing a next game state setting process. [Fig. 329] FIG. 23 is a schematic diagram showing the flow of the game in variant example 7. [Fig. 330] A flowchart showing the special chart 2 change start processing. [Fig. 331] 13 is a flowchart showing a next game state setting process. [Fig. 332]13 is a flowchart showing a next game state setting process. [Figure 333] 30 is a time chart showing the game flow in which (a) a player falls out of the accumulation mode and misses the jackpot lottery, (b) a player falls out of the accumulation mode and wins the jackpot lottery, and (c) a player falls out of the accumulation mode and wins the jackpot lottery. [Fig. 334] This is a time chart showing the flow of a game in which a drop-out win occurs from a consumption mode. [Figure 335] 310. (a) and (b) are time charts different from FIG. 310, which show the flow of the game in which a drop-down win occurs from the accumulation mode. [Fig. 336] A figure showing a display mode corresponding to Figure 333(a). [Figure 337] A figure showing a display mode corresponding to Figure 333(b). [Figure 338] A figure showing a display mode corresponding to Figure 333(c). [Figure 339] This is a diagram showing the display mode following Figure 338. [Fig. 340] A diagram showing the display mode when a drop-out win occurs from the consumption mode. [Fig. 341] A diagram showing a display form corresponding to FIG. 334. [Fig. 342] This is a diagram showing the display mode following Figure 341. [Figure 343] A figure showing the display mode when a consecutive start win occurs accidentally in consumption mode and a drop-off win occurs. [Fig. 344] A figure showing a display mode corresponding to Figure 335(a). [Figure 345] A figure showing a display mode corresponding to Figure 335(b). [Fig. 346] (a) is a time chart of variant example 1 showing the game flow in which a player falls out of the accumulation mode and wins the special time-saving lottery (1 / 10), and (b) is a time chart of variant example 1 showing the game flow in which a player continues to lose the special time-saving lottery. [Figure 347] A diagram showing a display mode corresponding to FIG. 346. [Fig. 348](a) is a time chart of variant example 2, showing the flow of play in which a special time-saving lottery (1 / 10) is held at the same time as a drop-out win from the accumulation mode, and the player ultimately wins, and (b) is a time chart of variant example 2, showing the flow of play in which the player continues to lose the special time-saving lottery. [Figure 349] A diagram showing a display mode corresponding to FIG. 348. [Fig. 350] (a) is a time chart showing the flow of play in which a special time-saving lottery (1 / 10) is held at the same time as a drop-out win from the consumption mode and a win is made, and (b) is a time chart showing the flow of play in which a win is not made in the special time-saving lottery. [Fig. 351] FIG. 351 is a diagram showing a display mode corresponding to FIG. 350. [Fig. 352] A time chart of Example 31 showing the flow of play from the accumulation mode to the consumption mode / consumption mode, and then returning from the consumption mode to the accumulation mode. [Figure 353] A diagram showing a display form corresponding to FIG. 352. [Fig. 354] This is a time chart of variant example 1 showing the flow of a game in which mode transition suggestion information is displayed only when transitioning from the consumption mode to the accumulation mode. [Figure 355] A diagram showing a display form corresponding to FIG. 354. [Fig. 356] A front view of a pachinko machine according to Example 32. [Figure 357] FIG. 1 is a plan view of a pachinko machine. [Figure 358] FIG. 2 is a functional block diagram of a pachinko machine. [Figure 359] FIG. 2 is a schematic diagram illustrating a display screen of a mobile terminal. [Figure 360] FIG. 2 is a schematic diagram illustrating a display screen of a mobile terminal. [Fig. 361] FIG. 1 is a schematic diagram illustrating the flow of a game. [Fig. 362] 13 is a table for selecting a fish school occurrence pattern. [Figure 363] 10 is a flowchart illustrating a pairing communication establishment process on the mobile terminal side. [Figure 364] 11 is a flowchart illustrating a process during communication on the mobile terminal side. [Figure 365] 13 is a flowchart illustrating a disconnection process on the mobile terminal side. [Fig. 366] 10 is a flowchart illustrating normal processing of the sub-control device. [Figure 367] 13 is a flowchart illustrating performance execution process management. [Figure 368] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 369] 13 is a flowchart illustrating a mobile terminal input monitoring and performance process. [Figure 370] 11 is a flowchart illustrating an NFC activation process. [Fig. 371] 11 is a flowchart illustrating a pairing and communication establishment process. [Fig. 372] 13 is a flowchart for explaining processing during communication (processing when receiving data from a mobile terminal). [Fig. 373] 13 is a flowchart illustrating a process during communication (a setting data change process). [Fig. 374] 13 is a flowchart for explaining a process during communication (screen capture process). [Figure 375] 13 is a flowchart explaining processing during communication (mission and game result output processing). [Figure 376] 11 is a flowchart illustrating a communication disconnection process. [Figure 377] FIG. 11 is an explanatory diagram regarding effects when capturing a screen. [Figure 378] 13A is an explanatory diagram regarding the missions, and FIG. 13B is an explanatory diagram regarding the output of game results. [Figure 379] 13 is a flowchart illustrating a process during communication (changing setting data) according to the second modification. [Figure 380] 13 is a flowchart illustrating a pairing communication establishment process on a mobile terminal side according to Modification 3. [Figure 381] 380 is a flowchart illustrating the pairing communication establishment process on the side of a mobile terminal different from that shown in FIG. [Figure 382]13 is a flowchart illustrating an NFC operation process according to Modification 4. [Figure 383] A flowchart explaining an NFC activation process different from that shown in FIG. 382. [Figure 384] 13 is a flowchart for explaining a process during communication (screen capture process) according to Modification 5. [Figure 385] 13 is a flowchart illustrating a communication disconnection process according to Modification 6. [Figure 386] 386 is a flowchart illustrating a disconnection process of a communication different from that shown in FIG. 385. [Figure 387] FIG. 13 is a schematic diagram illustrating a modification in which a cutting NFC is installed in a hole according to modification 7. [Figure 388] 11 is a flowchart illustrating a communication disconnection process. [Figure 389] 23 is a flowchart illustrating a disconnection process for preventing unauthorized multi-access according to Modification 8. [Figure 390] An explanatory diagram regarding the presentation related to Example 33. [Figure 391] 13 is a table for selecting a fish school occurrence pattern. [Figure 392] 13 is a flowchart illustrating a communication process (setting data change process). [Figure 393] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 394] FIG. 11 is an explanatory diagram regarding the presentation according to the first modified example. [Figure 395] 13 is a flowchart illustrating a process during communication (a setting data change process). [Figure 396] This is a flowchart explaining the processing during communication following Figure 395. [Figure 397] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 398] FIG. 11 is an explanatory diagram regarding the presentation according to the modified example 2. [Figure 399] FIG. 35 is an explanatory diagram of the display mode during the enter button stage operation period in Example 34. [Figure 400]13A and 13B are schematic diagrams illustrating a display mode during an operation of the enter button. [Fig. 401] 13 is a table for selecting a fish school occurrence pattern. [Fig. 402] 13 is a flowchart illustrating a decision button input monitoring and performance process. [Fig. 403] 11 is a flowchart illustrating a process of changing the volume etc. [Fig. 404] An explanatory diagram regarding the presentation related to Example 35. [Fig. 405] 13 is a table for selecting a fish school occurrence pattern. [Fig. 406] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Fig. 407] FIG. 13 is a schematic diagram for explaining effects at the time of screen capture according to Modification 1. [Fig. 408] 13 is a flowchart explaining processing during communication (mission and game result output processing). [Fig. 409] FIG. 13 is a schematic diagram illustrating the presentation when there is no change in the predetermined number fluctuation setting in Modification Example 2. [Fig. 410] 13 is a flowchart illustrating a process during communication (a setting data change process). [Fig. 411] 412 is a flowchart illustrating the processing during communication following FIG. [Fig. 412] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Fig. 413] FIG. 36 is a schematic diagram illustrating a display screen of a mobile terminal according to a thirty-sixth embodiment. [Fig. 414] FIG. 13 is a schematic diagram illustrating the flow of the presentation. [Fig. 415] 13 is a table for selecting a fish school occurrence pattern. [Fig. 416] 13 is a flowchart for explaining processing during communication (processing when receiving data from a mobile terminal). [Fig. 417] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Fig. 418] FIG. 11 is a schematic diagram illustrating a process when communication is disconnected according to the first modification. [Fig. 419] FIG. 13 is a schematic diagram illustrating the flow of a game when a communication interruption occurs. [Fig. 420] 13 is a table for selecting a fish school occurrence pattern. [Fig. 421] 13 is a flowchart for explaining processing during communication (processing when receiving data from a mobile terminal). [Fig. 422] 11 is a flowchart illustrating a pairing and communication establishment process. [Fig. 423] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Fig. 424] FIG. 13 is a schematic diagram illustrating the flow of a game when a machine type related to Modification Example 2 has not been selected. [Fig. 425] 13 is a table for selecting a fish school occurrence pattern. [Fig. 426] 11 is a flowchart illustrating a pairing and communication establishment process. [Fig. 427] 13 is a flowchart for explaining processing during communication (processing when receiving data from a mobile terminal). [Fig. 428] 13 is a flowchart illustrating a process for setting a school of fish effect mode. [Fig. 429] FIG. 13 is a schematic diagram illustrating the flow of presentation according to Modification 3. [Fig. 430] 13 is a flowchart illustrating an invalid input display process during communication. [Fig. 431] 11 is a flowchart illustrating a pairing and communication establishment process. [Fig. 432] 13 is a flowchart illustrating processing during communication (re-input determination processing). [Fig. 433] 11 is a flowchart illustrating a process when communication is disconnected. [Fig. 434] A front view of the game board of a pachinko machine of Example 37. [Fig. 435] FIG. 2 is a schematic diagram illustrating the overall flow of the game. [Fig. 436] This is a table for the special chart 1 jackpot lottery and a table for the special chart 2 jackpot lottery. [Fig. 437]This is a table for normal lottery. [Fig. 438] This is a table for changing the main decorative patterns of Special Chart 1 and Special Chart 2. [Fig. 439] 13 is a table showing operation patterns of distributing movable objects for non-electrical release. [Fig. 440] This is an explanatory diagram of the operation of the non-electrical release distribution device related to time reduction A1 and time reduction A2. [Fig. 441] This is an explanatory diagram of the operation of the non-electrical release distribution device related to time reduction B. [Fig. 442] FIG. 4 is a front view illustrating the structure of the consecutive ball prevention mechanism. [Figure 443] FIG. 2 is a perspective view illustrating the structure of a consecutive ball prevention mechanism. [Figure 444] 13 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism in the case of a single winning ball. [Figure 445] FIG. 13 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls are illegally won. [Fig. 446] FIG. 13 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls win without any cheating. [Figure 447] FIG. 13 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls win without any cheating. [Figure 448] FIG. 13 is a front view of a game board of a pachinko machine according to a modified example. [Figure 449] 13 is a front view illustrating the structure of a consecutive ball prevention mechanism according to a modified example. FIG. [Fig. 450] 13A to 13C are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Fig. 451] 13A to 13C are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Fig. 452] 13A to 13C are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Fig. 453] 13 is a front view illustrating the structure of a consecutive ball prevention mechanism according to a modified example. FIG. [Fig. 454] 13 is a front view illustrating the structure of a consecutive ball prevention mechanism according to a modified example. FIG. [Fig. 455]13 is a front view illustrating the structure of a consecutive ball prevention mechanism according to a modified example. FIG. [Fig. 456] A front view of the game board of a pachinko machine of Example 38. [Fig. 457] FIG. 2 is a schematic diagram illustrating the overall flow of the game. [Fig. 458] This is a table for the special chart 1 jackpot lottery and a table for the special chart 2 jackpot lottery. [Fig. 459] 13 is a table showing operation patterns of distributing movable objects for non-electrical release. [Fig. 460] FIG. 4 is a front view illustrating the structure of the consecutive ball prevention mechanism. [Fig. 461] FIG. 2 is a perspective view illustrating the structure of a consecutive ball prevention mechanism. [Fig. 462] 11A and 11B are schematic diagrams illustrating the operation of the consecutive ball prevention mechanism. [Fig. 463] 11A and 11B are schematic diagrams illustrating the operation of the consecutive ball prevention mechanism. [Fig. 464] 13A and 13B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Fig. 465] 13A and 13B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Fig. 466] 13A and 13B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Fig. 467] 13A to 13C are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Fig. 468] 13A to 13C are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Fig. 469] 13A to 13C are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Fig. 470] FIG. 13 is a front view of a game board of a pachinko machine according to a modified example. [Fig. 471] A front view explaining the structure of a consecutive ball prevention mechanism related to the modified example of Figure 470. [Fig. 472] A schematic diagram explaining the operation of the consecutive ball prevention mechanism related to the modified example of Figure 470. [Fig. 473] Another schematic diagram explaining the operation of the consecutive ball prevention mechanism related to the modified example of Figure 470. [Fig. 474]FIG. 39 is a front view of the game board of Example 39. [Fig. 475] This is a diagram showing the jackpot lottery tables for Special Chart 1 and Special Chart 2. [Fig. 476] This is a diagram showing the jackpot lottery table for Special Chart 2. [Fig. 477] FIG. 13 is a diagram showing a special lottery table. [Fig. 478] A diagram showing a table for normal pattern lottery. [Fig. 479] This is a figure showing a table for selecting the main decorative pattern change pattern of Special Chart 1 and Special Chart 2. [Fig. 480] 13 is a flowchart showing the first pattern change processing. [Figure 481] This is a flowchart showing the first pattern change processing following Figure 480. [Figure 482] This is a flowchart showing the first pattern change processing following Figure 481. [Figure 483] This is a flowchart showing the first pattern change processing following Figure 482. [Figure 484] 13 is a flowchart showing a fluctuation start process. [Figure 485] 13 is a flowchart showing a next game state setting process. [Figure 486] 11 is a flowchart showing a second symbol control process. [Figure 487] 11 is a flowchart showing a next game state display mode setting process. [Figure 488] FIG. 13 is a front view of the game board of Example 40. [Figure 489] A diagram explaining the lighting display mode of the right hit lamp and the status lamp. [Fig. 490] A diagram explaining the changes in the lighting display mode of the right hit lamp and the status lamp. [Figure 491] 13 is a flowchart showing the process of setting the right hit lamp and status lamp lighting display mode. [Fig. 492] A diagram explaining the lighting display mode of the right hit lamp and the status lamp in variant example 1. [Figure 493]A diagram explaining the changes in the lighting display mode of the right hit lamp and the status lamp. [Figure 494] A diagram explaining the lighting display mode of the right hit lamp and the status lamp in variant example 2. [Fig. 495] A diagram explaining the changes in the lighting display mode of the right hit lamp and the status lamp. [Figure 496] A diagram explaining the changes in the lighting display mode of the right hit lamp and the status lamp. [Figure 497] A figure explaining the display mode for displaying the preview results of the special lottery in Example 41. [Figure 498] 13 is a flowchart showing a pre-reading lottery process. [Figure 499] 13 is a flowchart showing a read-ahead variation pattern designation command reception process. [Figure 500] This is a diagram illustrating a display mode in which the results of a special lottery are displayed after the results of a win / lose lottery are displayed. [Fig. 501] A diagram explaining a display mode in which the advance reading results of a special lottery are displayed / not displayed. [Figure 502] A figure explaining a display mode in which a countdown is performed after the preview results of a special lottery are displayed. [Figure 503] A figure explaining a display mode in which the countdown is stopped after the preview results of the special lottery are displayed. [Figure 504] A figure explaining a display mode for notifying about the time-saving B state without using the advance reading results of the special lottery. [Figure 505] 13 is a diagram illustrating a display mode for notifying about the time-saving B state at the start of the time-saving A state. FIG. [Figure 506] 13 is a diagram illustrating a display mode for notifying the user of the time-saving B state each time the time-saving A state changes. FIG. [Figure 507] 13 is a diagram illustrating a display mode in which notifications regarding the time-saving state B are given more frequently as the end of the time-saving state A approaches. FIG. [Figure 508] 13 is a diagram illustrating a display mode in which a notification regarding time-saving state B is given when a specified number of times of time-saving state A is reached. FIG. [Figure 509] A figure showing a special lottery table for Example 42. [Fig. 510] This is a diagram explaining a display mode in which the special lottery result is predicted upon the final change in the time-saving A state. [Figure 511] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 512] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 513] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 514] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 515] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Fig. 516] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 517] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 518] This is a figure explaining another display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 519] This is a modified example of the flowchart showing the first pattern change processing shown in Figure 481. [Fig. 520] 13 is a flowchart showing the right-hit error flag setting process of Example 43. [Fig. 521] 13 is a flowchart showing a right-hit error display process. [Figure 522] 13 is a flowchart showing a right-hit error flag setting process according to the first modified example. [Figure 523] 13 is a flowchart showing a right-hit error flag setting process according to a second modified example. [Figure 524] 13 is a flowchart showing a right-hit error flag setting process according to a third modified example. [Figure 525]FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 526] FIG. 13 is a diagram showing a display mode of a right-hit error. [Figure 527] FIG. 13 is a diagram showing a display mode of a right-hit error. [Figure 528] FIG. 13 is a diagram showing a display mode of a right-hit error. [Figure 529] FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 530] FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 531] FIG. 13 is a diagram showing a display mode of a right-hit error. [Figure 532] A diagram showing a special lottery table (final fluctuation of time-saving A state). [Figure 533] FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 534] FIG. 13 is a diagram showing a display mode of a right-hit error. [Fig. 535] A figure showing the table for the special chart 1 and special chart 2 jackpot lottery in Example 44 (time-saving A state). [Fig. 536] This is a diagram showing the table for the special chart 2 jackpot lottery (final fluctuation of time-saving A). [Figure 537] This is a table for selecting the special chart 2 decorative pattern change pattern that is referenced other than the final change of the time-saving A. [Figure 538] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Figure 539] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Fig. 540] This is a special lottery table for the final fluctuation of time-saving A. [Figure 541] 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. [Fig. 542] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Figure 543] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Fig. 544]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 545] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Fig. 546] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Figure 547] 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 548] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Figure 549] This is a table for selecting the special chart 2 main decorative pattern change pattern referenced during the time-saving A state in Example 45. [Fig. 550] A schematic diagram explaining the contents of the hold display displayed on the display screen. [Fig. 551] This is a table for selecting messages related to the final fluctuation of time-saving A. [Fig. 552] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Figure 553] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Fig. 554] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Figure 555] This is a table for selecting messages at the start of the final fluctuation. [Fig. 556] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Figure 557] 13 is a table for selecting messages related to final changes. [Figure 558] 13 is a diagram explaining the display contents of the display screen along with the flow of the game. FIG. [Fig. 559] A rear view of the pachinko machine of Example 46. [Fig. 560] 11 is a front view illustrating the configuration of the board box and the power supply board accommodated in the board box. FIG. [Fig. 561]2A is a perspective view of a power supply board, a perspective view of a glass tube fuse, and a front view of the glass tube fuse. FIG. [Fig. 562] FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas to explain Examples 1 and 2, which are specific examples of Example 46. [Figure 563] FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas to explain Examples 3 and 4, which are specific examples of Example 46. [Fig. 564] FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas to explain Examples 5 and 6, which are specific examples of Example 46. [Fig. 565] FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas, illustrating Examples 7 and 8, which are specific examples of Example 46. [Fig. 566] FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas, illustrating Examples 9 and 10, which are specific examples of Example 46. [Figure 567] FIG. 13 is a front view illustrating a power supply board according to a modified example. [Figure 568] FIG. 13 is a front view illustrating a board box according to a modified example. [Fig. 569] FIG. 13 is a front view illustrating a board box according to a modified example. [Fig. 570] FIG. 13 is a perspective view illustrating a card unit connection board according to a modified example. [Fig. 571] FIG. 13 is a front view illustrating a card unit connection board according to a modified example. [Fig. 572] FIG. 13 is a front view illustrating a power supply board according to a modified example. [Fig. 573] 13A and 13B are a front view and a schematic diagram illustrating a power supply board according to a modified example. [Fig. 574] 13 is a schematic diagram showing a front view of a power supply substrate and an arrangement of light areas, illustrating examples 1 and 2 which are specific examples of Example 47. FIG. [Fig. 575] 13 is a schematic diagram showing a front view of a power supply substrate and an arrangement of light areas, illustrating examples 3 and 4 which are specific examples of Example 47. FIG. [Fig. 576]13 is a schematic diagram showing a front view of a power supply substrate and an arrangement of light areas, illustrating examples 5 and 6 which are specific examples of Example 47. FIG. [Figure 577] 13 is a schematic diagram showing a front view of a power supply substrate and an arrangement of light areas, illustrating Examples 7 and 8, which are specific examples of Example 47. FIG. [Figure 578] FIG. 13 is a front view illustrating a power supply board according to a modified example. [Fig. 579] FIG. 13 is a front view illustrating a board box according to a modified example. [Fig. 580] FIG. 13 is a schematic diagram showing glass tube fuses according to Examples 1, 2, and 3, which are specific examples of Example 48, and their peripheral electronic components. [Fig. 581] FIG. 13 is a schematic diagram showing a glass tube fuse according to Example 4 and a modified example which are specific examples of Example 48, and its peripheral electronic components. [Fig. 582] FIG. 13 is a schematic diagram 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 49. [Fig. 583] FIG. 13 is a schematic diagram showing a front view of a power supply board and an arrangement of dark areas, illustrating Examples 3 and 4, which are specific examples of Example 49. [Fig. 584] FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas, illustrating Examples 5 and 6, which are specific examples of Example 49. [Figure 585] FIG. 13 is a schematic diagram showing a front view of a power supply board and the arrangement of dark areas, illustrating Examples 7 and 8, which are specific examples of Example 49. [Fig. 586] FIG. 50 is a schematic diagram showing glass tube fuses and their peripheral electronic components according to Examples 1, 2, and 3, which are specific examples of Example 50. [Figure 587] FIG. 50 is a schematic diagram showing glass tube fuses and their peripheral electronic components according to Examples 4, 5, and 6, which are specific examples of Example 50. [Figure 588] FIG. 50 is a schematic diagram showing glass tube fuses according to Examples 7 and 8, which are specific examples of Example 50, and their surrounding electronic components. [Figure 589]FIG. 50 is a schematic diagram showing glass tube fuses and their peripheral electronic components according to Examples 9, 10, and 11, which are specific examples of Example 50. [Fig. 590] FIG. 51 is a front view of the game board of Example 51. [Fig. 591] A diagram showing the mechanism surrounding the movable parts. [Fig. 592] A diagram showing the operation of the movable props. [Fig. 593] A diagram showing the operation of the movable props. [Figure 594] This is a diagram showing a table for selecting the main decorative pattern change pattern of Special Chart 1. [Fig. 595] A diagram showing the movement of the decorative parts that make up the movable props. [Fig. 596] A diagram showing the movement of the decorative parts that make up the movable props. [Figure 597] 13 is a flowchart showing a performance management execution process. [Figure 598] 13 is a flowchart showing the expected performance control processing. [Figure 599] 13 is a flowchart showing a display mode switching process. [Figure 600] 13 is a flowchart showing the expected performance display processing. [Fig. 601] A diagram showing the movement of the decorative members that constitute the movable props in the modified example. [Fig. 602] A diagram showing the movement of the decorative members that constitute the movable props in the modified example. [Figure 603] 13 is a flowchart showing an expectation performance control process according to a modified example. [Fig. 604] A diagram showing the movement of the movable props in a modified example. [Fig. 605] A diagram showing the movement of the movable props in a modified example. [Fig. 606] 13 is a flowchart showing an expectation performance control process according to a modified example. [Fig. 607] A diagram showing the movement of the movable props in a modified example. [Figure 608] A diagram showing a drive mechanism that constitutes a movable part in a modified example. [Figure 609] FIG. 52 is a front view of the game board of Example 52. [Figure 610] This is a diagram showing a table for selecting the main decorative pattern change pattern of Special Chart 1. [Figure 611] A diagram showing the suggested state in the expectation performance. [Figure 612] A diagram showing the suggested state in the expectation performance. [Figure 613] A diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Figure 614] This is a diagram showing the presentation pattern (Super Reach D) in the expected presentation. [Fig. 615] A diagram showing a presentation pattern (Super Reach E0) in an expected presentation. [Fig. 616] This is a diagram showing the presentation pattern (Super Reach E00) in the expected presentation. [Fig. 617] This is a diagram showing a presentation pattern (Super Reach E1) in an expected presentation. [Fig. 618] This is a diagram showing a presentation pattern (Super Reach E2) in an expected presentation. [Fig. 619] This is a diagram showing the presentation pattern (Super Reach E3) in the expected presentation. [Fig. 620] This is a diagram showing the performance pattern in the expected performance (Super Reach C2, falling operation failure). [Fig. 621] This is a diagram showing the performance pattern in the expected performance (super reach E1, falling operation failure). [Fig. 622] This is a diagram showing the performance pattern (super reach E1, rotation malfunction) in the expected performance. [Fig. 623] 13 is a flowchart showing the expected performance control processing. [Fig. 624] 13 is a flowchart showing the expected performance display processing. [Fig. 625] A diagram showing the suggested state in the expectation performance. [Fig. 626] A diagram showing the suggested state in the expectation performance. [Figure 627]A diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Fig. 628] This is a diagram showing the presentation pattern (Super Reach D) in the expected presentation. [Fig. 629] This is a diagram showing a presentation pattern (Super Reach E1) in an expected presentation. [Fig. 630] This is a diagram showing a presentation pattern (Super Reach E2) in an expected presentation. [Fig. 631] This is a diagram showing the presentation pattern (Super Reach E3) in the expected presentation. [Fig. 632] This is a diagram showing the performance pattern in the expected performance (Super Reach C2, falling operation failure). [Figure 633] This is a diagram showing the performance pattern in the expected performance (super reach E1, falling operation failure). [Figure 634] This is a diagram showing the performance pattern (super reach E1, rotation malfunction) in the expected performance. [Fig. 635] A diagram showing the presentation patterns (super reach Ea1, Ea2) in the expected presentation. [Fig. 636] A diagram showing the presentation patterns (super reach Ea3, Ea4) in the expected presentation. [Figure 637] This is a diagram showing the performance pattern in the expected performance (super reach Ea4, poor falling operation). [Fig. 638] A diagram explaining the movement of the decorative members that make up the movable props. [Figure 639] A diagram explaining the movement of the decorative members that make up the movable props. [Fig. 640] 11A and 11B are diagrams illustrating the effect of a light guide plate. [Fig. 641] FIG. 53 is a front view of the game board of Example 53. [Fig. 642] FIG. 2 is a diagram illustrating an attached sensor. [Fig. 643] FIG. 2 is a schematic diagram illustrating the movement of a movable object. [Fig. 644] 13 is a table for explaining an example of the operation of the expected performance. [Fig. 645] FIG. 13 is a schematic diagram illustrating an example of the operation of the expectation performance. [Fig. 646] 13 is a flowchart explaining the expected performance control process. [Fig. 647] 10 is a time chart illustrating a configuration according to a modified example. [Fig. 648] FIG. 54 is a front view of the game board of Example 54. [Fig. 649] FIG. 2 is a diagram illustrating an attached sensor. [Fig. 650] FIG. 2 is a diagram illustrating an attached sensor. [Fig. 651] FIG. 1 is a diagram illustrating a light guide plate display. [Fig. 652] 1A to 1C are diagrams illustrating the operation mode of a movable object. [Fig. 653] 1A to 1C are diagrams illustrating the operation mode of a movable object. [Fig. 654] 1A to 1C are diagrams illustrating the operation mode of a movable object. [Fig. 655] 1A to 1C are diagrams illustrating the operation mode of a movable object. [Fig. 656] 13 is a flowchart explaining the expected performance control process. [Fig. 657] 13 is a flowchart explaining the expected performance control process. [Fig. 658] FIG. 55 is a front view of the game board of Example 55. [Fig. 659] This is a diagram showing a table for selecting the main decorative pattern change pattern of Special Chart 1. [Fig. 660] A diagram showing the suggested state in the expectation performance. [Fig. 661] A diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Fig. 662] This is a diagram showing the presentation patterns (super reach E1, E2) in the expected presentation. [Figure 663] This is a diagram showing the performance pattern (super reach C1, failure) in the expected performance. [Fig. 664] This is a diagram showing the performance pattern (Super Reach E1, failure) in the expected performance. [Fig. 665] This is a diagram showing the performance pattern (Super Reach E1, failure) in the expected performance. [Fig. 666] A diagram showing the suggested state in the expectation performance. [Fig. 667] A diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Fig. 668] This is a diagram showing the presentation patterns (super reach E1, E2, E3) in the expected presentation. [Fig. 669] This is a diagram showing the performance pattern (super reach C1, failure) in the expected performance. [Fig. 670] This is a diagram showing the performance pattern (Super Reach E1, failure) in the expected performance. [Fig. 671] This is a diagram showing the performance pattern (super reach E1, first failure) in the expected performance. [Fig. 672] This is a diagram showing the performance patterns (second failure, third failure) in the expected performance. [Fig. 673] This is a diagram showing the performance pattern (Super Reach E1, failure) in the expected performance. [Fig. 674] This is a diagram showing the performance pattern (Super Reach E1, failure) in the expected performance. [Fig. 675] FIG. 13 is a front view of a modified game board. [Fig. 676] FIG. 11 is a front view of the game board of Example 56. [Fig. 677] A diagram showing the movement of movable props. [Fig. 678] This is a diagram explaining the mechanism surrounding the movable parts. [Fig. 679] This is a diagram showing a table for selecting the main decorative pattern change pattern of Special Chart 1. [Fig. 680] A diagram showing the suggested state and failure state in the expectation performance. [Fig. 681] This is a diagram showing the presentation patterns (Super Reach C, D) in the expected presentation. [Fig. 682] This is a diagram showing the performance patterns (Super Reach E, F) in the expected performance. [Fig. 683] This is a diagram showing the performance pattern in the expected performance (when super reach E and F fail). [Fig. 684] A front view of a game board for Example 57. [Fig. 685] FIG. 2 is a rear view of the pachinko machine. [Fig. 686] FIG. 2 is a functional block diagram illustrating a pachinko machine. [Figure 687] 4 is a flowchart illustrating a main process of a main control device. [Fig. 688] 13 is a flowchart illustrating a scenario setting value change process. [Figure 689] 13 is a flowchart illustrating a payout rate setting value update process. [Fig. 690] 13 is a flowchart illustrating a fish school effect setting process. [Fig. 691] 13 is a flowchart illustrating a process for determining whether or not a school of fish effect is to be performed. [Fig. 692] 13 is a flowchart illustrating a fish school appearance rate update process. [Fig. 693] 13 is a flowchart illustrating a process for setting a school of fish effect display mode. [Fig. 694] 11 is a table illustrating output rate setting values. [Fig. 695] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Fig. 696] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Fig. 697] 11 is a table for explaining a scenario. [Fig. 698] FIG. 13 is a schematic diagram illustrating a demo display. [Figure 699] FIG. 13 is a schematic diagram illustrating the history of fish school appearances. [Fig. 700] FIG. 13 is a schematic diagram illustrating the school of fish effect. [Fig. 701] FIG. 13 is a schematic diagram illustrating the school of fish effect. [Fig. 702] 13 is a table illustrating output rate setting values according to a modified example. [Fig. 703] 13 is a schematic diagram and table explaining the operating mode of the light-emitting device Da2 according to a modified example. [Fig. 704] 13A and 13B are schematic diagrams illustrating a light emission setting and a light emission rate history according to a modified example. [Fig. 705] 13 is a schematic diagram showing a table for explaining fish school settings according to a modified example. FIG. [Fig. 706] 13 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 707] 13 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 708] 13 is a flowchart illustrating a process for setting a school of fish effect display mode. [Fig. 709] FIG. 13 is a schematic diagram for explaining the school of fish effect. [Fig. 710] 13 is a table illustrating setting values according to a modified example. [Fig. 711] 10 is a flowchart illustrating a launch control process according to a modified example. [Fig. 712] 13 is a table illustrating setting values according to a modified example. [Fig. 713] 13 is a table illustrating setting values according to a modified example. [Fig. 714] 13 is a table illustrating setting values according to a modified example. [Fig. 715] 13 is a flowchart illustrating a main process according to a modified example. [Fig. 716] 13 is a table for explaining a scenario according to a modified example. [Fig. 717] 13 is a table for explaining a scenario according to a modified example. [Fig. 718] 13 is a table for explaining a scenario according to a modified example. [Fig. 719] 13 is a table for explaining a scenario according to a modified example. [Fig. 720] 13 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 721] 13 is a flowchart explaining the payout rate setting value update process according to the fifty-eighth embodiment. [Fig. 722] 11 is a table for explaining a scenario. [Fig. 723] 13 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 724] 13A and 13B are schematic diagrams illustrating displays on a display screen according to a modified example. [Fig. 725] 13 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 726] A table explaining a scenario related to Example 59. [Fig. 727] 13 is a flowchart illustrating a payout rate setting value update process. [Fig. 728] 11 is a time chart illustrating a stage change. [Fig. 729] 11 is a time chart illustrating a stage change. [Fig. 730] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 731] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 732] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 733] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 734] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 735] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 736] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 737] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 738] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 739] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 740] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 741]13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 742] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 743] 11 is a table for explaining a scenario. [Fig. 744] 13 is a flowchart illustrating a payout rate setting value update process. [Fig. 745] 11 is a time chart illustrating a stage change. [Fig. 746] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 747] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 748] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 749] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 750] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 751] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 752] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 753] 13 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. FIG. [Fig. 754] 11 is a table for explaining a scenario. [Fig. 755] FIG. 2 is a schematic diagram illustrating a display on a display screen. [Fig. 756] 11 is a time chart illustrating a stage change. [Fig. 757] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 758] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 759] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 760] 11 is a time chart illustrating a stage change. [Fig. 761]13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 762] FIG. 2 is a schematic diagram illustrating a display on a display screen. [Fig. 763] 13 is a flowchart explaining the payout rate setting value update process according to Example 60. [Fig. 764] 11 is a time chart illustrating a stage change. [Fig. 765] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 766] 11 is a time chart illustrating a stage change. [Fig. 767] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 768] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 769] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 770] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 771] 11 is a time chart illustrating a stage change. [Fig. 772] 13 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 773] 13 is a table for determining a big win in Example 61. [Fig. 774] 13 is a flowchart explaining the fluctuation start process. [Fig. 775] 13 is a flowchart explaining the variable display mode setting process. [Fig. 776] 13 is a flowchart explaining the change start process involving a setting change lottery. [Fig. 777] A schematic diagram explaining the main decorative pattern and pending display. [Fig. 778] FIG. 13 is a schematic diagram illustrating a demo display. [Fig. 779] FIG. 13 is a schematic diagram illustrating the variable display mode. [Fig. 780] FIG. 13 is a schematic diagram illustrating the variable display mode. [Fig. 781]FIG. 13 is a schematic diagram illustrating the variable display mode. [Fig. 782] 13 is a flowchart explaining a fluctuation start process according to a modified example. [Fig. 783] 13 is a schematic diagram illustrating a variable display mode according to a modified example. FIG. [Fig. 784] 13 is a schematic diagram illustrating a variable display mode according to a modified example. FIG. [Fig. 785] 13 is a flowchart explaining a fluctuation start process according to a modified example. [Fig. 786] 13 is a schematic diagram illustrating a variable display mode according to a modified example. FIG. [Fig. 787] 13 is a flowchart explaining a fluctuation start process according to a modified example. [Fig. 788] 13 is a schematic diagram illustrating a variable display mode according to a modified example. FIG. [Fig. 789] FIG. 62 is a front view of the pachinko machine of the sixty-second embodiment. [Fig. 790] 1A and 1B are right and left side views of a pachinko machine. [Fig. 791] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 792] This is a diagram showing a table for selecting the main decorative pattern change pattern of Special Chart 1. [Fig. 793] 13 is a time chart relating to the simultaneous pressing performance. [Fig. 794] 13 is a time chart relating to the simultaneous pressing performance. [Fig. 795] 13 is a flowchart showing a menu button input monitoring and performance process. [Fig. 796] 13 is a flowchart showing a menu button input monitoring and performance process. [Fig. 797] 13 is a flowchart showing a decision button input monitoring and performance process. [Fig. 798] 13 is a flowchart showing a process for determining whether the menu button and the enter button have been pressed simultaneously. [Fig. 799] 13 is a flowchart showing the LCD performance execution management process. [Figure 800] 13 is a flowchart showing a variable display mode setting process. [Fig. 801] 13 is a flowchart showing a simultaneous press effect display mode setting process. [Fig. 802] 13 is a flowchart showing a simultaneous press effect display process. [Fig. 803] A figure showing the display form of the simultaneous press performance. [Fig. 804] A figure showing the display form of the simultaneous press performance. [Fig. 805] A figure showing the display form of the simultaneous press performance. [Fig. 806] A figure showing the display form of the simultaneous press performance. [Fig. 807] A figure showing the display form of the simultaneous press performance. [Fig. 808] A figure showing the display form of the simultaneous press performance. [Fig. 809] A figure showing the display form of the simultaneous press performance. [Fig. 810] A figure showing the display form of the simultaneous press performance. [Fig. 811] A figure showing the display form of the simultaneous press performance. [Fig. 812] A figure showing the display form of the simultaneous press performance. [Fig. 813] A figure showing the display form of the simultaneous press performance. [Fig. 814] A figure showing the display form of the simultaneous press performance. [Fig. 815] A figure showing the display form of the simultaneous press performance. [Fig. 816] A figure showing the display form of the simultaneous press performance. [Fig. 817] 13 is a flowchart showing the menu button input monitoring and performance processing of the sixty-third embodiment. [Fig. 818] 13 is a flowchart showing a decision button input monitoring and performance process. [Fig. 819] 13 is a flowchart showing a decision button input monitoring and performance process. [Fig. 820] 13 is a flowchart showing a decision button input monitoring and performance process. [Fig. 821]13 is a flowchart showing a process for determining whether the menu button and the enter button have been pressed simultaneously. [Fig. 822] 13 is a flowchart showing a process for setting a rapid-hit effect display mode. [Fig. 823] A figure showing the display mode of the rapid-fire effect. [Fig. 824] A figure showing the display mode of the rapid-fire effect. [Fig. 825] A figure showing the display mode of the rapid-fire effect. [Fig. 826] A figure showing the display mode of the rapid-fire effect. [Fig. 827] A figure showing the display mode of the rapid-fire effect. [Fig. 828] A figure showing the display mode of the rapid-fire execution effect. [Fig. 829] A figure showing the display mode of the rapid-fire execution effect. [Fig. 830] A figure showing the display mode of the rapid-fire execution effect. [Fig. 831] A figure showing the display mode of the rapid-fire execution effect. [Fig. 832] A figure showing the display mode of the rapid-fire execution effect. [Fig. 833] A figure showing the display mode of the rapid-fire effect. [Fig. 834] FIG. 64 is a front view of the pachinko machine of the sixth embodiment. [Fig. 835] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 836] 13 is a flowchart showing frame button input monitoring and performance processing. [Fig. 837] 13 is a flowchart showing a performance button input monitoring and performance process. [Fig. 838] 13 is a flowchart showing an OK button input monitoring and performance process. [Fig. 839] 13 is a flowchart showing the process of determining whether the menu button and the performance button have been pressed simultaneously. [Fig. 840] 13 is a flowchart showing a process for determining whether the menu button and the enter button have been pressed simultaneously. [Fig. 841] 13 is a flowchart showing a simultaneous press effect display mode setting process. [Fig. 842] 13 is a flowchart showing a simultaneous press effect display process. [Fig. 843] A figure showing the display form of the simultaneous press performance. [Fig. 844] A figure showing the display form of the simultaneous press performance. [Fig. 845] A figure showing the display form of the simultaneous press performance. [Fig. 846] A figure showing the display form of the simultaneous press performance. [Fig. 847] A figure showing the display form of the simultaneous press performance. [Fig. 848] A front view of the pachinko machine of Example 65. [Fig. 849] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 850] 13 is a flowchart showing a change button input monitoring and performance process. [Fig. 851] 13 is a flowchart showing a decision button input monitoring and performance process. [Fig. 852] 13 is a flowchart showing a process for determining whether the change button and the decision button have been pressed simultaneously. [Fig. 853] 13 is a flowchart showing a process for setting a rapid-hit effect display mode. [Fig. 854] A diagram showing a table for selecting characters to be deployed, etc. [Fig. 855] A figure showing the display mode of the rapid-fire effect. [Fig. 856] A figure showing the display mode of the rapid-fire effect. [Fig. 857] A figure showing the display mode of the rapid-fire execution effect. [Fig. 858] A diagram showing a table for selecting characters to be deployed, etc. [Fig. 859] A figure showing the display mode of the rapid-fire effect. [Fig. 860] A figure showing the display mode of the rapid-fire effect. [Fig. 861] A figure showing the display mode of the rapid-fire execution effect. [Fig. 862] A figure showing the display mode of the rapid-fire effect. [Fig. 863] A figure showing the display mode of the rapid-fire effect. [Fig. 864] A figure showing the display mode of the rapid-fire execution effect. [Fig. 865] A figure showing the display mode of the rapid-fire effect. [Fig. 866] A figure showing the display mode of the rapid-fire effect. [Fig. 867] A figure showing the display mode of the rapid-fire execution effect. [Fig. 868] A figure showing the display mode of the rapid-fire effect. [Fig. 869] A figure showing the display mode of the rapid-fire effect. [Fig. 870] A figure showing the display mode of the rapid-fire execution effect. [Fig. 871] FIG. 13 is a diagram showing a display mode of a battle effect. [Fig. 872] FIG. 13 is a diagram showing a display mode of a battle effect. [Fig. 873] A front view of the pachinko machine of Example 66. [Fig. 874] 13 is a time chart showing the simultaneous pressing effect. [Fig. 875] 13 is a time chart showing the simultaneous pressing effect. [Fig. 876] 13 is a flowchart showing a second effect button input monitoring and effect processing. [Fig. 877] 13 is a flowchart showing a second effect button input monitoring and effect processing. [Fig. 878] 11 is a flowchart showing the process of determining whether the first and second performance buttons have been pressed simultaneously. [Fig. 879] 13 is a flowchart showing a simultaneous press effect display mode setting process. [Fig. 880] 13 is a flowchart showing a simultaneous press effect display process. [Fig. 881] A figure showing the display form of the simultaneous press performance. [Fig. 882] A figure showing the display form of the simultaneous press performance. [Fig. 883] 13 is a flowchart showing a first effect button input monitoring / effect process according to a modified example. [Fig. 884] A figure showing the display mode of the rapid-fire effect. [Fig. 885] A flowchart showing the process of determining whether the first and second performance buttons have been pressed simultaneously in Example 67. [Fig. 886] 13 is a flowchart showing a simultaneous press execution effect. [Fig. 887] A figure showing the display mode of two simultaneous press execution effects in a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] This specification also discloses the following invention relating to a gaming machine and the problem that the invention aims to solve.
[0011] <Task Sa> Conventionally, as a gaming machine of this type, there is a type that, after a predetermined winning result occurs as a result of a variable display, provides a bonus such as a time-saving state or a special state (for example, JP 2013-42936 A, page 9, FIG. 43). However, the conventional example having such a configuration has the following problems. In other words, in this type of gaming machine, even if special benefits such as a time-saving state or a probability-changing state are provided, the game tends to become monotonous, and there is a problem in that it is difficult to further increase the interest of the game. The invention relating to (Sa1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine with improved entertainment value. The invention according to (Sa1) below has the following configuration in order to achieve the above object.
[0012] (Sa1) a game board having a game area in which game balls can flow down; A start winning device (33a for special drawing 1, 33b for special drawing 2) that allows a game ball flowing down the game area to enter the game area and that makes the game ball enter the game area meet a predetermined condition (a navel winning, an electric chute winning), A storage means (RAM 503) capable of storing up to a predetermined number of start information for starting the variable display of the symbols based on the establishment of the predetermined condition; A lottery means (CPU 501 of the main control device 261) for performing a lottery based on the start information; A variable display means (third pattern display device 42) for displaying a variable pattern based on the result of the lottery by the lottery means; A state control means (CPU 501 of the main control device 261) is provided that can set the state after the result of the variable display becomes a specific result (time reduction (2) hit) to a first state (continuous win zone), The state control means includes: The condition for ending the first state may be that the result of the variable display in the first state is equal to or less than a predetermined upper limit number of times, or that the result is more likely to occur than the specific result and has a lower value to the player than the specific result (time-saving 1, normal win, etc.); In response to the result of the final variable display in the first state becoming the predetermined result, the state after the end of the first state can be made to be a state different from the first state (a heart-pounding zone, a normal game state), In response to the result of the variable display in the first state becoming the specific result, the state after the end of the first state can be changed to the first state. A gaming machine characterized by:
[0013] 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.
[0014] (Sa2) In the gaming machine described in (Sa1), The number of times or less that the predetermined result occurs in the first state is equal to or less than the number of pieces of start-up information that are stored before the result of the variable display that is first executed becomes the predetermined result. A gaming machine characterized by:
[0015] According to the gaming machine described in (Sa2), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa2), the number of predetermined results in the first state does not exceed the number stored in advance, and the rarity of the first state is increased. In this way, a premium feeling can be given to the player regarding the first state, thereby increasing the entertainment value of the game.
[0016] (Sa3) In the gaming machine described in (Sa1) or (Sa2), The different state is a second state that is more advantageous than the normal state and provides a different value than the first state. A gaming machine characterized by:
[0017] 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.
[0018] (Sa4) In the gaming machine according to any one of (Sa1) to (Sa3), The different state has an end condition different from that of the first state. A gaming machine characterized by:
[0019] According to the gaming machine described in (Sa4), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa4), the first state and a state different from the first state have different ending states, so that the player can immerse himself in the game while switching between the game for the first state and the game for the different state, thereby increasing the entertainment value of the game.
[0020] (Sa5) In the gaming machine described in (Sa3) or (Sa4), The state control means continues the second state after the end of the second state when the result of the variable display in the second state becomes a first winning result (a winning result with time reduction (1)). A gaming machine characterized by:
[0021] According to the gaming machine described in (Sa5), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa5), since a route for continuing the second state is secured, the player will try to continue the second state and will become engrossed in playing during the second state, thereby increasing the entertainment value of the game.
[0022] (Sa6) In the gaming machine according to any one of (Sa3) to (Sa5), The state control means sets the state after the end of the second state to a normal state when the result of the variable display in the second state becomes a second winning result (normal winning). A gaming machine characterized by:
[0023] According to the gaming machine described in (Sa6), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa6), since a route for the second state to fall to the normal state is secured, the player will be engrossed in playing in the second state in order to prevent the second state from falling to the normal state, and this will increase the entertainment value of the game.
[0024] (Sa7) In the gaming machine according to any one of (Sa3) to (Sa6), The state control means controls the state to the first state after the end of the second state when the result of the variable display in the second state becomes a third winning result (a winning result with time reduction (2)). A gaming machine characterized by:
[0025] According to the gaming machine described in (Sa7), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa7), since a route for upgrading the second state to the first state is secured, the player will be engrossed in playing in the second state in an attempt to upgrade the second state to the first state, and this will increase the entertainment value of the game.
[0026] (Sa8) In the gaming machine according to any one of (Sa1) to (Sa7), The starting ball entry means includes a starting variable ball entry means (special drawing 2 starting winning device 33b) that can be changed between a closed state in which the game ball flowing down the game area is difficult to enter and an open state in which the game ball is easy to enter, In the first state, the variable display resulting in the predetermined result is performed based on the ball entering the game ball that is established in a state in which the starting variable ball entering means is likely to be in the open state. A gaming machine characterized by:
[0027] According to the gaming machine described in (Sa8), the interest of the gaming machine can be reliably improved. That is, according to the gaming machine described in (Sa8), the variable display related to the first state is started by the operation of the starting variable ball entry means, so that the interest of the gaming machine can be reliably improved by setting the starting variable ball entry means.
[0028] (Sa9) In the gaming machine described in (Sa8), A passage detection means (gate) through which the game ball flowing down the game area can pass; A normal pattern change display means (second pattern display device 41) for displaying a normal pattern different from the pattern based on the passage detection by the passage detection means, When the variable display of the normal pattern is selected, the starting variable ball entry means is more likely to be in the open state than in the normal state. A gaming machine characterized by:
[0029] According to the gaming machine described in (Sa9), the interest of the gaming machine can be reliably improved. That is, according to the gaming machine described in (Sa9), when the variable display of the normal pattern is won, the start variable winning means is likely to be in an open state, so the start variable winning means can reliably improve the interest of the gaming machine.
[0030] (Sa10) In the gaming machine according to any one of (Sa1) to (Sa9), A variable time setting means (CPU 501) is provided for setting a variable time in the variable display means based on the establishment of the predetermined condition, The variable display in the case where the predetermined result is obtained a number of times equal to or less than the predetermined upper limit number of times in the first state is set to a time shorter than the variable time of the variable display in a state before the first state is entered. A gaming machine characterized by:
[0031] According to the gaming machine described in (Sa10), the entertainment value of the gaming machine can be reliably improved. That is, according to the gaming machine described in (Sa10), the predetermined result can be generated consecutively in a short variable time in the first state, so that the predetermined result becomes more likely to be generated, and the entertainment value of the gaming machine is reliably improved.
[0032] (Sa11) In the gaming machine according to any one of (Sa1) to (Sa10), The state control means can change the state after the end of the first state to the different state, the end condition of which is that the result of the variable display does not become the first predetermined result, in response to the result of the final variable display in the first state becoming a first predetermined result (time-saving (1) hit) among the predetermined results, or can change the state after the end of the first state to the state before the specific result was obtained, in response to the result of the final variable display in the first state becoming a second predetermined result (normal hit). A gaming machine characterized by:
[0033] According to the invention described in (Sa11) above, depending on whether the result of the final variable display in the first state is the first predetermined result or the second predetermined result, it is possible to anticipate whether the subsequent state will again be a state in which the result of the variable display will be the predetermined result.
[0034] (Sa12) In the gaming machine described in (Sa11), The state control means is capable of changing a state after the end of the first state to a state at the start of the first state in response to a result of the variable display in the first state becoming a third predetermined result (a hit of the time reduction (2)). A gaming machine characterized by:
[0035] According to the invention described in (Sa12) above, depending on whether the result of the variable display in the first state becomes the third predetermined result, it is possible to anticipate whether the state will become the state at the start of the first state.
[0036] (Sa13) In the gaming machine described in (Sa11) or (Sa12), The state control means is capable of maintaining the different state, setting the different state to the first state, or setting the different state to the state before the establishment of the predetermined condition, depending on the benefit given by the variable display in the different state. A gaming machine characterized by:
[0037] According to the invention described in (Sa13) above, depending on the result of the variable display in the different state, one of three actions is performed: maintain the different state, set the different state as the first state, or set the different state as the state before the establishment of the predetermined condition. Since there are various types of results of the variable display that can be taken after the different state, the interest of the variable display in the different state can be improved.
[0038] (Sa14) In the gaming machine according to any one of (Sa1) to (Sa10), The state control means is capable of changing a state after the end of the first state to a state before the specific result occurs in response to a result of the final variable display in the first state becoming a second predetermined result. A gaming machine characterized by:
[0039] According to the invention described in (Sa14) above, depending on whether the result of the final variable display in the first state is the second predetermined result, it is possible to anticipate whether the state before the specific result will occur.
[0040] (Sa15) In the gaming machine according to any one of (Sa1) to (Sa11), The state control means is capable of varying the display a number of times in the first state, the upper limit of which is a predetermined number of times; The state control means enables the variable display to be continued a number of times greater than the predetermined number of times in response to the result of the variable display in the first state becoming the specific result. A gaming machine characterized by:
[0041] 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.
[0042] (Sa16) In the gaming machine according to any one of (Sa1) to (Sa15), The first state is a state in terms of presentation, The state control means includes: The state after the result of the variable display becomes a specific result (time reduction (2) hit) can be the first state (a consecutive win zone in the performance), The end condition of the first state in terms of presentation can be that the result of the variable display in the first state in terms of presentation becomes a predetermined result (a win with one time reduction, a normal win, or a miss) that is more likely to occur than the specific result and has a lower value to the player than the specific result a number of times not exceeding a predetermined upper limit number of times, In response to the result of the variable display at the end or at a predetermined timing until the end in the first state in terms of presentation becoming the predetermined result, the state after the end of the first state in terms of presentation can be made into a presentation state different from the first state (a heart-pounding zone in terms of presentation). A gaming machine characterized by:
[0043] According to the gaming machine described in (Sa16), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sa16), the first state in the presentation that occurs after the result of the variable display becomes a specific result may not end until the result of the variable display becomes a predetermined result in succession, or may end at a predetermined timing until the end is reached, so that the player can enjoy the presentation related to the first state without fail until the result of the variable display becomes a predetermined result in succession. Also, when it is predicted that the result will be unfavorable to the player, it is not necessary to continue showing the presentation related to the first state to the end, so the player can enjoy the presentation related to a state different from the first state at a predetermined timing until the result of the variable display becomes the final result.
[0044] <Subject Sb> Conventionally, as a gaming machine of this type, there is a machine that, for example, awards a bonus 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 bonuses such as a time-saving state or a special probability state are provided, the game tends to become monotonous, and there is a problem in that it is not possible to further increase the interest of the game. The invention relating to (Sb1) below has been made in consideration of the above circumstances, and has an object to provide a gaming machine with improved entertainment value. The invention relating to (Sb1) below has the following configuration in order to achieve the above object.
[0045] (Sb1) a game board having a game area in which game balls can flow down; A variable display means (third pattern display device 42) for displaying a variable pattern based on the establishment of a predetermined condition; A state control means (CPU 501 of the main control device 261) capable of controlling a state related to a game is provided. The state control means is capable of generating at least a first state (a consecutive win zone) and a second state (an exciting zone) during a game, When the result of the variable display in the first state is a first specific result (normal win) or a second specific result (a win with time-saving (1)), the player is unlikely to be in a disadvantageous state thereafter, When the second specific result is won in the second state, the disadvantageous state is unlikely to occur thereafter, A state after winning the second specific result in the second state is an advantageous state for the player (exciting zone), A state after the first specific result is won in the second state is a state (normal state) that is less favorable to the player than a state after the second specific result is won in the second state. A gaming machine characterized by:
[0046] According to the gaming machine described in (Sb1), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sb1), whether the player is disadvantaged in a specific state after that depends on whether the first specific result is won in the first state or the first specific result is won in the second state, so that when a certain type of winning result is obtained, the subsequent state can be made diverse. As a result, it is possible to improve entertainment value of the game.
[0047] (Sb2) In the gaming machine described in (Sb1), If the disadvantageous state does not occur in the first state, a result advantageous to the player can occur, When the second state becomes the unfavorable state, it is a state in which the player falls from a state in which a favorable result is likely to occur. A gaming machine characterized by:
[0048] According to the gaming machine described in (Sb2) above, whether a state in which results advantageous to the player can occur consecutively is maintained or not depends on whether the first specific result is won in the first state or the second state, so even if the first specific result is obtained, the subsequent state can be made diverse.
[0049] (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 a game ball flowing down the game area can be entered and a closed state in which the game ball cannot be entered; In the second state, a special benefit (time saving) is given to the variable ball entry means, which makes it easier to enter the ball. A gaming machine characterized by:
[0050] According to the gaming machine described in (Sb3) above, in the second state, a privilege is given in which it is easier for the ball to enter the variable ball entry means, so that the second state can be made to have gaming value for the player.
[0051] (Sb4) In the gaming machine described in (Sb3), The disadvantageous state occurring in the second state is a state in which the privilege is lost in the second state. A gaming machine characterized by:
[0052] 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.
[0053] (Sb5) In the gaming machine described in (Sb4), When the result of the variable display in the second state is the second specific result, the benefit is continued, and when the result of the variable display in the second state is the first specific result, the benefit is lost. A gaming machine characterized by:
[0054] According to the gaming machine described in (Sb5) above, when the result of the variable display in the second state is the second specific result, the above-mentioned benefit continues, and when the result of the variable display in the second state is the first specific result, the benefit disappears, so that a sense of anticipation can be created as to whether the result of the variable display in the second state is the first specific result or the second specific result.
[0055] (Sb6) In the gaming machine according to any one of (Sb1) to (Sb5), When the first specific result is won in the first state, the player is then in an advantageous state. A gaming machine characterized by:
[0056] According to the gaming machine described in (Sb6) above, whether the specific state is advantageous to the player or not depends on whether the first specific result is won in the first state or the second state, so that when a certain type of winning result is obtained, the subsequent state can be made more diverse, thereby improving the entertainment value of the game.
[0057] (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:
[0058] According to the gaming machine described in (Sb7) above, when the first specific result is won in the first state, a state that is likely to produce advantageous results for the player continues in the next and subsequent variable displays, making the first state more advantageous than the second state.
[0059] (Sb8) In the gaming machine according to any one of (Sb2) to (Sb7), The state control means continues the first state when a result of the variable display up to a specific number of times in the first state is the second specific result, and transitions the first state to the second state when a result of the variable display the specific number of times in the first state is the second specific result. A gaming machine characterized by:
[0060] According to the gaming machine described in (Sb8) above, the advantageous or disadvantageous state in the first state varies depending on whether the second specific result is won within a specific number of times or the second specific result is won in a specific number of times, so that even if the second specific result is won in the first state, the subsequent state can be varied. Note that the advantageous or disadvantageous state in the subsequent state means that if the second specific result is won within a specific number of times in the first state, the advantageous state in which the first state continues will continue, and if the second specific result is won in a specific number of times, even if the state is shifted to the second state, it will be an unfavorable state.
[0061] (Sb9) In the gaming machine according to any one of (Sb1) to (Sb8), The state control means continues the first state when the result of the variable display up to the specific number of times in the first state is the first specific 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 specific result. A gaming machine characterized by:
[0062] According to the gaming machine described in (Sb9) above, the advantageous or disadvantageous state in the first state varies depending on whether the first specific result is won within a specific number of times in the first state or the first specific result is won in a specific number of times, so that even if the first specific result is won in the first state, the subsequent state can be varied. Note that the advantageous or disadvantageous state in the subsequent state means that if the first specific result is won within a specific number of times in the first state, the first state will continue, which is an advantageous state, and if the first specific result is won in a specific number of times, the first state will end, which is an unfavorable state.
[0063] (Sb10) In the gaming machine according to any one of (Sb1) to (Sb9), the predetermined result includes a third identification result different from the first identification result and the second identification result, The state control means generates the first state anew when a result of the final variable display of the specific number of times in the first state is the third specific result, and ends the current first state and generates the first state anew when a result of the variable display up to the final variable display of the specific number of times in the first state is the third specific result. A gaming machine characterized by:
[0064] According to the gaming machine described in (Sb10) above, the advantage of the subsequent state differs depending on whether the third specific result is won at the end of the specific number of times in the first state, or whether the third specific result is won before the final variable display of the specific number of times is reached, so that even if the third specific result is won in the first state, the subsequent state can be made diverse. Note that the advantage of the subsequent state means that if the third specific result is won at the end of the specific number of times in the first state, the first state will be newly generated from that point onward, and if the third specific result is won before the final variable display of the specific number of times is reached, the first state will be generated for a shorter period of time than the above.
[0065] (Sb11) In the gaming machine according to any one of (Sb3) to (Sb10), In the first state, the benefit is given for a predetermined period, and in the second state, the benefit is given for a period shorter than the predetermined period. A gaming machine characterized by:
[0066] According to the invention described in (Sb11) above, the advantageous and disadvantageous conditions differ depending on whether the state is the first state or the second state, so the state related to the game itself can be made diverse. Note that the above-mentioned advantageous and disadvantageous conditions are that in the first state, the period during which the ball is likely to enter the variable ball entry means is long, and in the second state, the period during which the ball is likely to enter the variable ball entry means is short, which is an unfavorable condition.
[0067] (Sb12) In the gaming machine according to any one of (Sb3) to (Sb11), The state control means is capable of generating a third state in which the benefit is not granted, is capable of transitioning the first state to the third state when a result of the variable display a specific number of times in the first state is the first specific result, and is capable of not transitioning the first state to the third state when a result of the variable display up to the specific number of times in the first state is the first specific result. A gaming machine characterized by:
[0068] According to the gaming machine described in (Sb12) above, the advantageous or disadvantageous state in the first state differs depending on whether the first specific result is won in the specific number of times or by the specific number of times in the first state, so that even if the first specific result is won in the first state, the subsequent state can be varied. Note that the advantageous state in the subsequent state means that if the first specific result is won by the specific number of times in the first state, the first state is maintained and there is no transition to the third state, and the disadvantageous state in the subsequent state means that if the first specific result is won by the specific number of times, there is a transition to the third state in which the above-mentioned benefit is not given.
[0069] (Sb13) In the gaming machine described in (Sb12), The state control means is capable of transitioning the third state to the first state when a result of the variable display in the third state is the third specified result, and is capable of not transitioning the third state to the first state when a result of the variable display in the third state is the first specified result. A gaming machine characterized by:
[0070] According to the gaming machine described in (Sb13), in the third state, the advantage or disadvantage of the subsequent state can be varied depending on whether the third specific result or the first specific result is won. By configuring in this way, even if the first state falls to the third state, there is a possibility that the first state can be revived. Since there is a possibility that the game state of the third state will transition to the first state in which the above-mentioned benefit can be given, it is possible to increase the interest in the game in the third state.
[0071] (Sb14) In the gaming machine according to any one of (Sb1) to (Sb13), The probability that the result of the variable display in the first state will result in the unfavorable state is lower than the probability that the result of the variable display in the second state will result in the unfavorable state. A gaming machine characterized by:
[0072] According to the gaming machine described in (Sb14) above, since the probability of an unfavorable state in the first state is lower than the probability of an unfavorable state in the second state, the advantageous and unfavorable states after the predetermined result are varied, so that the states after the predetermined result are varied. Note that an advantageous state after the predetermined result is achieved means that the probability of an unfavorable state in the first state is low, so that the advantageous state for the player is likely to continue, and an unfavorable state after the predetermined result is achieved means that the probability of an unfavorable state in the second state is high, so that the advantageous state for the player is likely to end.
[0073] <Assignment Sc> Conventionally, as a gaming machine of this type, there is a type that, after a predetermined winning result occurs as a result of a variable display, provides a bonus such as a time-saving state or a special state (for example, JP 2013-42936 A, page 9, FIG. 43). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, even if bonuses such as a time-saving state or a special probability state are provided, the game tends to become monotonous, and there is a problem in that it is not possible to further increase the interest of the game. The invention relating to (Sc1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine with improved entertainment value. In order to achieve the above object, the invention related to (Sc1) below has the following configuration.
[0074] (Sc1) A game board having a game area in which game balls can flow down; A first starting ball entry means (a special starting winning device 33a) for establishing a first predetermined condition (a navel winning) when a game ball flowing down the game area enters the game; A passage detection means (gate) for detecting the passage of a game ball flowing down the game area; A second starting ball entry means (a starting winning device 33b for special drawing 2) which can be changed between an open state and a closed state when the passing detection means detects the passing of the game ball, and which determines that the entry of the game ball flowing down the game area in the open state is a second predetermined condition (electric chute winning); A variable display means (a third pattern display device 42) capable of variably displaying a pattern based on the establishment of either a first predetermined condition or a second predetermined condition; When the result of the variable display becomes a predetermined result (win), an opening and closing ball winning means (V winning device 31, variable winning device 32) that can be opened and closed a predetermined number of times; The game machine is provided with a state control means (CPU 501 of the main control device 261) capable of generating at least a non-specific state (normal state), an opening and closing state in which the opening and closing ball entry means is opened and closed, and a specific state (time-saving state) that is more advantageous to the player than the non-specific state after the opening and closing state ends, The state control means includes: The second predetermined condition is set so that it is difficult to satisfy the second predetermined condition in the non-specific state and it is easy to satisfy the second predetermined condition in the specific state, The variable display is set so that the second predetermined condition is more likely to be generated when the second predetermined condition is satisfied than when the first predetermined condition is satisfied in the specific state, The specific state includes a first specific state (time-saving (1)) and a second specific state (time-saving (2)) that is more advantageous than the first specific state, The state control means includes: a state in which the second specified condition is easily satisfied for a predetermined period in the first specific state, and a state in which the second specified condition is easily satisfied for a period longer than the predetermined period in the second specific state; The second specific state is set so that a case where a result of a variable display based on the establishment of the first predetermined condition in the non-specific state becomes the predetermined result is more likely to occur than a case where a result of a variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result. A gaming machine characterized by:
[0075] According to the gaming machine described in (Sc1), it is possible to provide a gaming machine with improved interest in the game. That is, according to the gaming machine described in (Sc1), the specific state is more likely to occur when the result of the variable display based on the establishment of the first predetermined condition in a non-specific state becomes a predetermined result than when the result of the variable display based on the establishment of the second predetermined condition in a specific state becomes a predetermined result, so that the player can be highly interested not only in the result of the variable display in a specific state becoming a predetermined result, but also in the result of the variable display in a non-specific state becoming a predetermined result.
[0076] (Sc2) In the gaming machine described in (Sc1), The state control means is capable of generating the second specific state when a result of a variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result. A gaming machine characterized by:
[0077] According to the gaming machine described in (Sc2), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sc2), there are two ways for the second specific state to occur: a route for aiming at the establishment of the first predetermined condition, and a route for aiming at the establishment of the second predetermined condition. Therefore, whether the player is playing a game related to the first predetermined condition or a game related to the second predetermined condition, there is a possibility that the second specific state advantageous to the player will occur. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[0078] (Sc3) In the gaming machine described in (Sc1) or (Sc2), The state control means sets the first specific state and the second specific state to occur when the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result and the game ball flowing down the game area passes through a specific area (V winning hole 31a) provided in the game area. A gaming machine characterized by:
[0079] 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.
[0080] (Sc4) In the gaming machine described in (Sc3), The state control means sets the second specific state to be less likely to occur than the first specific state when a result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result and a game ball flowing down the game area passes through the specific area. A gaming machine characterized by:
[0081] According to the gaming machine described in (Sc4), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sc4), it is possible to generate a state in which a relatively advantageous second specific state is less likely to occur than a relatively unfavorable first specific state, and the rarity of the second specific state increases. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[0082] (Sc5) In the gaming machine according to any one of (Sc3) to (Sc4), The state control means includes: When the result of the variable display based on the establishment of the second predetermined condition in the specific state is a special result (direct hit jackpot) among the predetermined results, the second specific state is set to occur without the game ball entering the specific area. A gaming machine characterized by:
[0083] According to the gaming machine described in (Sc5), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sc5), during a game aiming to achieve the second predetermined condition, a special result is provided regardless of whether the ball enters a specific area. In this way, the difference between a game aiming to achieve the first predetermined condition and a game aiming to achieve the second predetermined condition becomes clear. With this configuration, it is possible to provide a gaming machine with improved entertainment value.
[0084] (Sc6) In the gaming machine described in (Sc5), The state control means includes: In the case where the result of the variable display based on the establishment of the first predetermined condition in the non-specific state is the predetermined result, and in the case where the result of the variable display based on the establishment of the second predetermined condition in the specific state is the special result, the second specific state is set to occur more easily than when the game ball enters the specific area. A gaming machine characterized by:
[0085] According to the gaming machine described in (Sc6), a gaming machine with improved entertainment value can be provided. That is, according to the gaming machine described in (Sc6), there are three methods for generating the second specific state: a route (normal route) generated when the result of the variable display based on the establishment of the first predetermined condition in a non-specific state becomes a predetermined result, a route (special route) generated when the result of the variable display based on the establishment of the second predetermined condition in a specific state becomes a special result, and a route (special route) that passes through a specific area when the result of the variable display based on the establishment of the second predetermined condition in a specific state becomes a predetermined result. By making the normal route and the special route more advantageous than the specific route in the sense that the second specific state is more likely to occur, it is possible to make the routes different from each other. By adopting such a configuration, a gaming machine with improved entertainment value can be provided.
[0086] (Sc7) In the gaming machine according to any one of (Sc1) to (Sc6), The state control means sets the time from the detection of the passage of the game ball to the opening of the variable ball entry means in the specific state to be shorter than the time from the detection of the passage of the game ball to the opening of the variable ball entry means in the non-specific state. A gaming machine characterized by:
[0087] According to the gaming machine described in (Sc7), the time from the detection of the passage of a gaming ball to the variable ball entry means opening in a specific state is shorter than the time from the detection of the passage of a gaming ball to the variable ball entry means opening in a non-specific state, so that the player can be made to take a high interest not only in the fact that the result of the variable display in a non-specific state is a predetermined result, but also in the fact that the result of the variable display in a specific state is a predetermined result.
[0088] (Sc8) In the gaming machine according to any one of (Sc1) to (Sc7), The state control means sets a game in which a game ball is made to enter the second start ball entry means for a predetermined period in the first specific state, and sets a game in which a game ball is made to enter the second start ball entry means for a period longer than the predetermined period in the second specific state. A gaming machine characterized by:
[0089] According to the gaming machine described in (Sc8), in the first specific state, the result of the lottery based on the detection of the passage of the gaming ball is made more likely to be a predetermined result for a predetermined period of time, and in the second specific state, the result of the lottery based on the detection of the passage of the gaming ball is made more likely to be a predetermined result for a period longer than the predetermined period. Therefore, the player can be made to take a high interest not only in the result of the variable display in a non-specific state being a predetermined result, but also in the result of the variable display in a specific state being a predetermined result.
[0090] (Sc9) In the gaming machine according to any one of (Sc1) to (Sc8), The state control means is capable of transitioning the non-specific state to the specific state as a result of a variable display accompanying the establishment of the first predetermined condition in the non-specific state, The variation display means operates according to the number of times the second predetermined condition is satisfied during a predetermined period starting before the start of the variation display in the specific state. A gaming machine characterized by:
[0091] According to the gaming machine described in (Sc9), the variable display is performed multiple times depending on the number of times the second specified condition is satisfied within a specified period starting before the transition to the specific state, so that the player can be made highly interested not only in the fact that the result of the variable display in a non-specific state is a specified result, but also in the fact that the result of the variable display in a specific state is a specified result.
[0092] (Sc10) In the gaming machine according to any one of (Sc1) to (Sc9), The state control means is capable of providing a benefit in which the time from the detection of the passage of the game ball to the opening of the variable ball entry means is shortened based on the result of the variable display, The benefit is more likely to be granted in the specific state than in the non-specific state. A gaming machine characterized by:
[0093] According to the gaming machine described in (Sc10), the benefit of shortening the time from the detection of the passage of the gaming ball to the opening of the variable ball entry means as a result of the variable display is likely to be given in a specific state, but is unlikely to be given in a non-specific state. Therefore, according to this gaming machine, it is possible to make the player highly interested not only in the result of the variable display in a non-specific state being a predetermined result, but also in the result of the variable display in a specific state being a predetermined result.
[0094] <Assignment Sd> Conventionally, this type of gaming machine has been known to award 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, FIG. 43). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, even if bonuses such as a time-saving state or a special probability state are provided, the game tends to become monotonous, and there is a problem in that it is not possible to further increase the interest of the game. The invention relating to (Sd1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine with improved entertainment value. The invention relating to (Sd1) below has the following configuration in order to achieve the above object.
[0095] (Sd1) a game board having a game area in which game balls can flow down; A first starting ball entry means (a special starting winning device 33a) for establishing a first predetermined condition (a navel winning) when a game ball flowing down the game area enters the game; A passage detection means (gate) for detecting the passage of a game ball flowing down the game area; A second starting ball entry means (a starting winning device 33b for special drawing 2) which can be changed between an open state and a closed state when the passing detection means detects the passing of the game ball, and which determines that the entry of the game ball flowing down the game area in the open state is a second predetermined condition (electric chute winning); A variable display means (a third pattern display device 42) capable of variably displaying a pattern based on the establishment of either a first predetermined condition or a second predetermined condition; When the result of the variable display becomes a predetermined result (win), an opening and closing ball winning means (V winning device 31, variable winning device 32) that can be opened and closed a predetermined number of times; The game machine is provided with a state control means (CPU 501 of the main control device 261) capable of generating at least a non-specific state (normal state), an opening and closing state in which the opening and closing ball entry means is opened and closed, and a specific state (time-saving state) that is more advantageous to the player than the non-specific state after the opening and closing state ends, The state control means includes: A case where the result of the variable display based on the establishment of the first predetermined condition in the non-specific state is a specific result (a win with time reduction) that generates the specific state among the predetermined results, is set to have a higher gaming value than a case where the result of the variable display based on the establishment of the second predetermined condition in the specific state is the specific result, The specific result includes at least a first specific result (a hit with time-saving (1)) and a second specific result (a hit with time-saving (2)) having a higher gaming value than the first specific result, The state setting means includes: The second specific result is set more easily when the result of the variable display based on the establishment of the first predetermined condition in the non-specific state becomes the predetermined result than when the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result. A gaming machine characterized by:
[0096] According to the gaming machine described in (Sd1), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sd1), a specific result that generates a specific state among the predetermined results in a non-specific state is more advantageous to the player than a specific result in a specific state, so that the significance of a specific result when a specific result occurs in a non-specific state and the significance of a specific result when a specific result occurs in a specific state can be made different from each other. By configuring in this way, it becomes easier for the player to understand the difference between a specific state and a non-specific state, and it is possible to provide a gaming machine with excellent entertainment value.
[0097] (Sd2) In the gaming machine described in (Sd1), The state control means is capable of generating the second specific result when a result of a variable display based on the establishment of the second predetermined condition in the specific state becomes the specific result. A gaming machine characterized by:
[0098] According to the gaming machine described in (Sd2), a gaming machine with improved entertainment value can be provided. That is, according to the gaming machine described in (Sd2), there are two ways for the second specific result to occur: a route for aiming at the establishment of the first predetermined condition, and a route for aiming at the establishment of the second predetermined condition. Therefore, whether the player is playing a game related to the first predetermined condition or a game related to the second predetermined condition, there is a possibility that the second specific result advantageous to the player will occur. With this configuration, a gaming machine with improved entertainment value can be provided.
[0099] (Sd3) In the gaming machine described in (Sd1) or (Sd2), The state control means sets the first specific result and the second specific result to occur when a result of a variable display based on the establishment of the second predetermined condition in the specific state becomes the specific result and when a game ball flowing down the game area passes through a specific area provided in the game area. A gaming machine characterized by:
[0100] 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.
[0101] (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:
[0102] According to the gaming machine described in (Sd4), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sd4), it is possible to generate a state in which the relatively advantageous second specific state is less likely to occur than the relatively unfavorable first specific state, and the rarity of the second specific state increases. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[0103] (Sd5) In the gaming machine described in (Sd4), The state control means sets the state to generate a state (time-saving (2) state) identical to the second specific result without the game ball entering the specific area when the result of the variable display based on the establishment of the second specific condition in the specific state is a special result (a direct hit jackpot) among the specific results. A gaming machine characterized by:
[0104] According to the gaming machine described in (Sd5), a gaming machine with improved entertainment value can be provided. That is, according to the gaming machine described in (Sd5), a special result is provided during a game aiming to achieve the second predetermined condition, regardless of whether the ball enters a specific area. In this way, the difference between a game aiming to achieve the first predetermined condition and a game aiming to achieve the second predetermined condition becomes clear. With this configuration, a gaming machine with improved entertainment value can be provided.
[0105] (Sd6) In the gaming machine described in (Sd5), The state control means includes: In the case where the result of the variable display based on the establishment of the first predetermined condition in the non-specific state is the specific result, and in the case where the result of the variable display based on the establishment of the second predetermined condition in the specific state is the special result, the same state as the second specific result is set to occur more easily than when the game ball enters the specific area. A gaming machine characterized by:
[0106] According to the gaming machine described in (Sd6), a gaming machine with improved entertainment value can be provided. That is, according to the gaming machine described in (Sd6), there are three methods for generating the same state as the second specific result: a route (normal route) generated when the result of the variable display based on the establishment of the first predetermined condition in a non-specific state becomes a predetermined result, a route (special route) generated when the result of the variable display based on the establishment of the second predetermined condition in a specific state becomes a special result, and a route (special route) that passes through a specific area when the result of the variable display based on the establishment of the second predetermined condition in a specific state becomes a predetermined result. By making the normal route and the special route more advantageous than the specific route in the sense that it is easier to generate the same state as the second specific result, it is possible to make the routes different from each other. By adopting such a configuration, a gaming machine with improved entertainment value can be provided.
[0107] (Sd7) In the gaming machine according to any one of (Sd1) to (Sd6), The specific result is a benefit that the time from the start of the variation of the normal symbols triggered by the detection of the passage of the game ball to the opening of the second starting ball entry means due to the result of the variation of the normal symbols being a winning result is shortened. A gaming machine characterized by:
[0108] According to the gaming machine described in (Sd7) above, the specific result provides a benefit of shortening the time from when the passing detection means detects the passing of the gaming ball to when the second start ball entry means opens, so the specific result is advantageous to the player in both the non-specific state and the specific state. Furthermore, since the specific result in the non-specific state is more advantageous than the specific result in the specific state, the player can enjoy the benefits associated with the specific result while also obtaining further benefits depending on the state. In this way, a gaming machine with even greater interest can be provided.
[0109] (Sd8) In the gaming machine according to any one of (Sd1) to (Sd7), The state control means is capable of transitioning the non-specific state to the specific state as a result of a variable display accompanying the establishment of the first predetermined condition in the non-specific state, The variable display means operates according to the number of times the second predetermined condition is satisfied within a predetermined period starting before the transition to the specific state. A gaming machine characterized by:
[0110] According to the gaming machine described in (Sd8) above, when transitioning from a non-specific state to a specific state, a variable display is made according to the number of times the second specified condition is satisfied within a specified period starting before the transition to the specific state, thereby ensuring that the specified result in the non-specific state is favorable.
[0111] (Sd9) In the gaming machine according to any one of (Sd1) to (Sd8), The predetermined period is from the end of the performance associated with the predetermined result in the non-specific state to the start of the second variable display in the specific state. A gaming machine characterized by:
[0112] According to the gaming machine described in (Sd9), time is secured for the second predetermined condition to be satisfied multiple times, and multiple variable displays can be reliably executed in a specific state, so that the specific result in a non-specific state becomes even more favorable.
[0113] (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:
[0114] According to the gaming machine described in (Sd10) above, the specific period for the specific state can be reliably shorter than the predetermined period for the non-specific state, so that the number of times the second predetermined condition is satisfied in the specific period can be reliably smaller than the number of times the second predetermined condition is satisfied in the predetermined period. Therefore, the specific result in the non-specific state becomes more favorable.
[0115] (Sd11) In the gaming machine according to any one of (Sd1) to (Sd10), The state control means sets the second predetermined condition so that it is difficult to satisfy the second predetermined condition in the non-specific state and so that it is easy to satisfy the second predetermined condition in the specific state. A gaming machine characterized by:
[0116] According to the gaming machine described in (Sd11), since the second predetermined condition is difficult to achieve in a non-specific state and the second predetermined condition is easy to achieve in a specific state, a value different from the gaming value related to the specific result is given not only to the non-specific state that is advantageous for the specific result but also to the specific state. By configuring in this way, it is possible to attract the interest of the player not only to the non-specific result but also to the specific result, and a gaming machine with excellent entertainment value can be provided.
[0117] (Sd12) In the gaming machine according to any one of (Sd1) to (Sd11), The state control means sets the variable display so that the variable display is more likely to occur when the second predetermined condition is satisfied than when the first predetermined condition is satisfied in the specific state. A gaming machine characterized by:
[0118] According to the gaming machine described in (Sd12), since it is easier to generate a variable display by satisfying the second predetermined condition in the specific state than by satisfying the first predetermined condition, the specific state is accompanied by a benefit different from the benefit given to the player in (Sd1). This makes it possible to make the player highly interested in the specific state as well as the non-specific state.
[0119] (Sd13) In the gaming machine according to any one of (Sd1) to (Sd10), The state control means sets the first specific result to a state advantageous to the player for a predetermined period, and sets the second specific result to a state advantageous to the player for a period longer than the predetermined period, and sets the specific result to occur more easily when the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result than when the result of the variable display based on the establishment of the first predetermined condition in the non-specific state becomes the predetermined result. A gaming machine characterized by:
[0120] According to the gaming machine described in (Sd13), the specific result is more likely to occur when the variable display based on the satisfaction of a second predetermined condition in a specific state results in a predetermined result than when the variable display based on the satisfaction of a first predetermined condition in a non-specific state results in a predetermined result. Therefore, it is possible to attract the player's attention not only to non-specific results but also to specific results, and a gaming machine with excellent entertainment value can be provided.
[0121] (Sd14) In the gaming machine according to any one of (Sd1) to (Sd13), The state control means sets the first identification result to a state in which the second predetermined condition is likely to be satisfied for a predetermined period, and sets the second identification result to a state in which the second predetermined condition is likely to be satisfied for a period longer than the predetermined period. A gaming machine characterized by:
[0122] According to the gaming machine described in (Sd14), the second predetermined condition is likely to be satisfied for a predetermined period in the first specific result occurring in the non-specific state, and the second predetermined condition is likely to be satisfied for a period longer than the predetermined period in the second specific result occurring in the specific state, so that the significance of the specific result occurring in the non-specific state and the significance of the specific result occurring in the specific state can be made different from each other. By configuring in this way, it becomes easier for the player to understand the difference between the specific state and the non-specific state, and a gaming machine with excellent entertainment value can be provided.
[0123] (Sd15) In the gaming machine according to any one of (Sd1) to (Sd14), The state control means sets the variable ball entry means in an open state for a predetermined period of time when the predetermined result is obtained after the first identification result is obtained, and sets the variable ball entry means in an open state for a period of time longer than the predetermined period of time when the predetermined result is obtained after the second identification result is obtained. A gaming machine characterized by:
[0124] According to the gaming machine described in (Sd15), if the result of the lottery based on the detection of the passage of a gaming ball after a first specific result related to a specific state is obtained is a predetermined result, the variable ball entry means is set to an open state for a predetermined period of time, and if the result of the lottery based on the detection of the passage of a gaming ball after a second specific result related to a non-specific state is obtained is a predetermined result, the variable ball entry means is set to an open state for a period longer than the predetermined period, making it easier for the player to understand the difference between a specific state and a non-specific state, and providing a gaming machine with excellent entertainment value.
[0125] (Sd16) In the gaming machine described in (Sd15), The state control means sets a time from detection of the passage of a gaming machine to the variable ball entry means being in an open state in the specific state to be shorter than a time from detection of the passage of a gaming machine to the variable ball entry means being in an open state in the non-specific state. A gaming machine characterized by:
[0126] According to the gaming machine described in (Sd16) above, the time from the detection of the passage of the gaming machine to the variable ball entry means opening in a specific state is shorter than the time from the detection of the passage of the gaming machine to the variable ball entry means opening in a non-specific state, making it easier for the player to understand the difference between the specific state and the non-specific state, and providing a gaming machine with excellent entertainment value.
[0127] (Sd17) In the gaming machine according to any one of (Sd1) to (Sd16), The state control means sets the state so that the predetermined result is likely to occur for a predetermined period after the first specified result is obtained, and sets the state so that the predetermined result is likely to occur for a period longer than the predetermined period after the second specified result is obtained. A gaming machine characterized by:
[0128] According to the gaming machine described in (Sd17), after a first specific result relating to a specific state is obtained, the result of a lottery based on the detection of the passage of a gaming ball is made more likely to be the specified result for a specified period of time, and after a second specific result relating to a specific state is obtained, the result of a lottery based on the detection of the passage of a gaming ball is made more likely to be the specified result for a period longer than the specified period of time. This makes it easier for players to understand the difference between a specific state and a non-specific state, and provides a gaming machine with excellent entertainment value.
[0129] <Assignment Se> Conventionally, there are gaming machines of this type that, for example, provide special benefits such as a time-saving state or a special bonus state after a predetermined winning result occurs as a result of a variable display (for example, JP 2013-42936 A, page 9, FIG. 43). However, the conventional example having such a configuration has the following problems. That is, in this type of gaming machine, the presentation that is performed when the above-mentioned benefit is awarded is monotonous, and there is a problem in that it is not possible to further increase the entertainment value of the game. The inventions relating to (Se0), (Se1), and (Se18) below have been made in consideration of the above circumstances, and aim to provide a gaming machine that can increase the entertainment value of the game. The inventions relating to the following (Se0), (Se1), and (Se18) have the following configurations in order to achieve the above object.
[0130] (Se0) A storage means capable of storing up to a predetermined number of pieces of start information (5: 1 execution area, 4 reservation areas) based on the establishment of a start condition; A lottery means for performing a lottery based on the start information; A variable display means for displaying a variable pattern based on the result of the lottery; a performance execution means for executing a predetermined performance based on the result of the lottery; A state control means for controlling a state related to a game, The state control means is capable of generating a specific state (a consecutive win zone) that is more advantageous to a player than a normal state as a subsequent state when the result of the variable display is a specific result (a hit with the time-saving (2)), The specific state is a state in which the result of the variable display is likely to be a predetermined result (normal hit, time-saving (1) hit, time-saving (2) hit) in succession, which occurs due to a state (time-saving state) in which the start condition is more likely to be established than in the normal state, The effect execution means is capable of executing a specific effect (consecutive win suggestion effect) indicating that the predetermined result may occur consecutively as a result of the variable display, based on the result of the lottery of the start information stored in the storage means, in the specific state. A gaming machine characterized by:
[0131] According to the gaming machine described in (Se0), in a specific state, based on the result of the lottery of the start information stored in the storage means, a specific presentation is executed, so that the player can recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display. Therefore, it is possible to prevent the presentation in the specific state from becoming monotonous, and to improve the interest of the game in the specific state.
[0132] (Se1) A storage means capable of storing up to a predetermined number of pieces of start information (5: 1 execution area, 4 reservation areas) based on the establishment of a start condition; A lottery means for performing a lottery based on the start information; A variable display means for displaying a variable pattern based on the result of the lottery; a read-ahead means for reading a result of the lottery based on the start information; A performance execution means capable of executing a predetermined performance based on the result of the look-ahead; A state control means for controlling a state related to a game, The state control means is capable of generating a specific state (a consecutive win zone) that is more advantageous to a player than a normal state as a subsequent state when the result of the variable display is a specific result (a hit with the time-saving (2)), The specific state is a state in which the result of the variable display is likely to be a predetermined result (normal hit, time-saving (1) hit, time-saving (2) hit) for the predetermined number (5) consecutive times, which occurs due to a state (time-saving state) in which the starting condition is more likely to be satisfied than in the normal state; The effect execution means is capable of executing a specific effect (consecutive win suggestion effect) indicating that the predetermined result may occur consecutively as a result of the variable display more than the predetermined number (5) (6 to 10) based on the result of the pre-reading of the start information stored in the storage means in the specific state. A gaming machine characterized by:
[0133] According to the gaming machine described in (Se1), in a specific state, based on the result of the pre-reading of the start information stored in the storage means, a specific presentation is executed, which allows the player to recognize that there is a possibility that a specific result will occur consecutively as a result of the variable display exceeding a specific number. Therefore, it is possible to prevent the presentation in the specific state from becoming monotonous, and to improve the interest of the game in the specific state.
[0134] (Se2) In the gaming machine described in (Se0) or (Se1), The specific state (consecutive win zone) is a state in which the start information can be stored in the storage means up to the predetermined number (5) in a state (time-saving state) in which the start condition is more likely to be established than in a normal state in the specific state, and the state (time-saving state) in which the start condition is more likely to be established ends when the predetermined condition is established (when the variable display is performed a predetermined number of times), and ends when the start information stored in the storage means is all consumed by the lottery, The start-up information stored in the specific state is such that the result of the variable display is likely to become the predetermined result. A gaming machine characterized by:
[0135] According to the gaming machine described in (Se2) above, since the start conditions are more likely to be satisfied in a specific state than in the normal state, it is possible to store up to a specified number of pieces of start information in the memory means, and since the start information stored in the specific state is such that the result of the variable display is likely to be a specified result, it is possible to continuously generate the specified result as a result of the variable display.
[0136] (Se3) In the gaming machine according to any one of (Se1) or (Se2), The performance execution means is capable of executing the specific performance based on the result of the pre-reading of the start information stored in the storage means at the predetermined number (5). A gaming machine characterized by:
[0137] According to the gaming machine described in (Se3) above, based on the result of the pre-reading of start information stored in the memory means at a predetermined number, it is possible to make the player recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display beyond the predetermined number of times that the start information can be stored.
[0138] (Se4) In the gaming machine according to any one of (Se1) or (Se2), The performance execution means is capable of executing the specific performance based on the result of the pre-reading of the start information stored in the storage means less than the predetermined number (1 to 4). A gaming machine characterized by:
[0139] According to the gaming machine described in (Se4), based on the result of the pre-reading of start information stored in the memory means less than a predetermined number, it is possible to make the player recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding the predetermined number of start information that can be stored.
[0140] (Se5) In the gaming machine according to any one of (Se0) to (Se4), The effect execution means is capable of varying the effect mode of the specific effect depending on the number of times the predetermined result occurs consecutively. A gaming machine characterized by:
[0141] According to the gaming machine described in (Se5) above, it is possible to make the player recognize how likely it is that a predetermined result will occur consecutively as a result of the variable display, depending on the presentation mode of a specific presentation.
[0142] (Se6) In the gaming machine according to any one of (Se0) to (Se5), a storage information display means for displaying storage information (including pending information) indicating that the start information is stored in the storage means; The performance execution means is capable of displaying, as the specific performance, special memory information (a change in reserve at the time of winning) indicating that the predetermined result may occur consecutively as a result of the variable display more than the predetermined number (5) (6 to 10). A gaming machine characterized by:
[0143] According to the gaming machine described in (Se6) above, by displaying special memory information as memory information indicating that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding a predetermined number, it is possible to make the player recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding the predetermined number for which start information can be stored.
[0144] (Se7) In the gaming machine according to any one of (Se0) to (Se6), an individual stored information display means (a hold lamp) for displaying individual stored information which individually indicates that the start information is stored in the storage means; The effect execution means is capable of displaying, as the specific effect, special memory information (rainbow display) indicating that the predetermined result may occur consecutively as a result of the variable display exceeding the predetermined number, as the individual memory information. A gaming machine characterized by:
[0145] According to the gaming machine described in (Se7) above, by displaying special memory information indicating that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding the predetermined number, as individual memory information, it is possible to make the player recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding the predetermined number for which start information can be stored.
[0146] (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:
[0147] According to the gaming machine described in (Se8), by changing the displayed memory information or individual memory information to special memory information, it is possible to make the player recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display, exceeding the predetermined number of start information that can be stored.
[0148] (Se9) In the gaming machine according to any one of (Se0) to (Se8), The effect execution means changes the mode of the specific effect in a manner that is easily recognized by a player as the number of times the predetermined result occurs consecutively exceeds the predetermined number (5) (6 to 10) when there are a plurality of types of effects as the specific effect. A gaming machine characterized by:
[0149] According to the gaming machine described in (Se9) above, the more times a predetermined result occurs in succession beyond a predetermined number of times, the easier it becomes for the player to recognize a change in the form of the specific presentation.
[0150] (Se10) In the gaming machine according to any one of (Se0) to (Se9), The specific presentation indicating that the predetermined result may occur consecutively when the start information stored in the predetermined number (5) exceeds the predetermined number (5) (6, 10) is different in form from the presentation indicating that the start information stored in the predetermined number (5) does not exceed the predetermined number (5) and the predetermined result may occur consecutively (1 to 5). A gaming machine characterized by:
[0151] According to the gaming machine described in (Se10), the interest of the player can be aroused depending on whether the start information stored in the predetermined number results in a specific presentation mode indicating that there is a possibility that a predetermined result will occur consecutively beyond the predetermined number, or whether the start information stored in the predetermined number results in a presentation mode indicating that there is a possibility that a predetermined result will occur consecutively without exceeding the predetermined number.
[0152] (Se11) In the gaming machine according to any one of (Se0) to (Se10), The specific performance has different aspects, that is, a performance in which the start information stored in the predetermined number (5) indicates that the predetermined result may occur consecutively (6, 10) beyond the predetermined number (5), and a performance in which the start information stored in less than the predetermined number (1 to 4) indicates that the predetermined result may occur consecutively (6 to 9) beyond the predetermined number (5). A gaming machine characterized by:
[0153] According to the gaming machine described in (Se11) above, the specific presentation can arouse the player's interest depending on whether the start information stored at the specified number is a presentation mode indicating that there is a possibility that the specified result will occur consecutively beyond the specified number, or whether the start information stored below the specified number is a presentation mode indicating that there is a possibility that the specified result will occur consecutively beyond the specified number.
[0154] (Se12) In the gaming machine according to any one of (Se0) to (Se11), The specific presentation indicating that the start information stored below the predetermined number (1 to 4) may cause the predetermined result to occur consecutively (6 to 9) beyond the predetermined number (5) is different in presentation form from the presentation indicating that the start information stored below the predetermined number (1 to 4) may cause the predetermined result to occur consecutively (1 to 5) without exceeding the predetermined number (5). A gaming machine characterized by:
[0155] According to the gaming machine described in (Se12), the interest of the player can be aroused depending on whether the start information stored below the predetermined number results in a specific presentation mode indicating that there is a possibility that the predetermined result will occur consecutively by exceeding the predetermined number, or whether the start information stored below the predetermined number results in a presentation mode indicating that there is a possibility that the predetermined result will occur consecutively without exceeding the predetermined number.
[0156] (Se13A) In the gaming machine according to any one of (Se0) to (Se12), The performance execution means is capable of executing the specific performance at a predetermined timing during the variable display. A gaming machine characterized by: According to the gaming machine described in (Se13A) above, it is possible to recognize that at a predetermined timing during the varying display, there is a possibility that a predetermined result will occur consecutively as a result of the varying display more than a predetermined number of times.
[0157] (Se13B) In the gaming machine according to any one of (Se0) to (Se12), The performance execution means is capable of executing the specific performance at a predetermined timing before the start of the variable display. A gaming machine characterized by: According to the gaming machine described in (Se13B) above, at a predetermined timing before the start of the varying display, it is possible to recognize that there is a possibility that a predetermined result will occur consecutively as a result of the varying display more than a predetermined number of times.
[0158] (Se13) In the gaming machine according to any one of (Se0) to (Se12), When the result of the variable display is the predetermined result (normal win, win with time-saving (1), win with time-saving (2)), the state control means is capable of generating a special game state (jackpot state) in which a round game is played a prescribed number of times by setting the variable ball entrance to an open state in which it is easy for the game ball to enter, and then setting the variable ball entrance to a closed state in which it is difficult for the game ball to enter, The effect execution means is capable of executing the specific effect at a predetermined timing during the special game state. A gaming machine characterized by: According to the gaming machine described in (Se13) above, it is possible to recognize that at a predetermined timing during a special gaming state, there is a possibility that a predetermined result will occur consecutively as a result of the variable display in excess of a predetermined number.
[0159] (Se14) In the gaming machine described in (Se13), The effect execution means is capable of executing the specific effect during the round play in the special game state. A gaming machine characterized by: According to the gaming machine described in (Se14) above, during a round of play in a special game state, it is possible to recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display more than a predetermined number of times.
[0160] (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:
[0161] 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.
[0162] (Se16) In the gaming machine described in (Se13), The performance execution means is capable of varying the duration of the ending performance depending on the number of times the predetermined result occurs consecutively exceeding the predetermined number (5) (6 to 10). A gaming machine characterized by:
[0163] According to the gaming machine described in (Se16) above, it is possible to make the player aware of how many times a predetermined result is likely to occur consecutively as a result of the variable display exceeding a predetermined number, depending on the duration of the ending presentation.
[0164] (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:
[0165] According to the gaming machine described in (Se17) above, at various times during the ending presentation, it is possible to make the player recognize whether there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding a predetermined number.
[0166] (Se18) A storage means capable of storing up to a predetermined number (5) of start information based on the establishment of a start condition; A lottery means for performing a lottery based on the start information; A variable display means for displaying a variable pattern based on the result of the lottery; a performance execution means for executing a predetermined performance based on the result of the lottery; A state control means for controlling a state related to a game, The state control means is capable of generating a specific state (a consecutive win zone) that is more advantageous to a player than a normal state as a subsequent state when the result of the variable display is a specific result (a hit with the time-saving (2)), The specific state is a state in which the result of the variable display is likely to be a predetermined result (normal hit, time-saving (1) hit, time-saving (2) hit) in succession, which occurs due to a state (time-saving state) in which the start condition is more likely to be established than in the normal state, The effect execution means is capable of executing a specific effect indicating that a predetermined result is likely to occur a prescribed number (5) consecutively as a result of the variable display, based on the result of the lottery of the start information stored in the storage means, in the specific state. A gaming machine characterized by:
[0167] According to the gaming machine described in (Se18), in a specific state, based on the result of the lottery of the start information stored in the storage means, a specific presentation is executed, so that the player can be made aware that there is a possibility that a predetermined result will occur a specified number of times in succession as a result of the variable display. Therefore, it is possible to prevent the presentation in the specific state from becoming monotonous, and to improve the interest of the game in the specific state.
[0168] (Se19) In the gaming machine described in (Se18), The performance execution means is capable of executing the specific performance based on the result of the lottery of the start information stored in the storage means at the predetermined number (5). A gaming machine characterized by:
[0169] According to the gaming machine described in (Se19) above, based on the result of a lottery for start-up information stored in the memory means at a predetermined number, the player can be made to recognize that there is a possibility that a predetermined result will occur a prescribed number of times in succession as a result of the variable display.
[0170] (Se20) In the gaming machine described in (Se18), The performance execution means is capable of executing the specific performance based on the result of the lottery of the start information stored in the storage means less than the predetermined number (1 to 4). A gaming machine characterized by:
[0171] According to the gaming machine described in (Se20) above, based on the result of a lottery for start-up information stored in the memory means in less than a predetermined number, it is possible to make the player recognize that there is a possibility that a predetermined result will occur a prescribed number of times in succession as a result of the variable display.
[0172] (Se21) In the gaming machine according to any one of (Se18) to (Se20), The effect execution means is capable of varying the effect mode of the specific effect depending on the number of times the predetermined result occurs consecutively. A gaming machine characterized by:
[0173] According to the gaming machine described in (Se21) above, it is possible to make the player recognize how likely it is that a specified result will occur consecutively as a result of the variable display exceeding a specified number of times, depending on the presentation mode of a specific presentation.
[0174] (Se22) In the gaming machine according to any one of (Se18) to (Se21), a storage information display means for displaying storage information (including pending information) indicating that the start information is stored in the storage means; The performance execution means is capable of displaying, as the specific performance, special memory information (a change in reserve at the time of winning) indicating that the predetermined result may occur the specified number (5) consecutively as a result of the variable display. A gaming machine characterized by:
[0175] According to the gaming machine described in (Se22) above, by displaying special memory information indicating that a predetermined result may occur a specified number of times in succession as a result of the changing display as memory information, it is possible to make the player recognize that there is a possibility that a predetermined result may occur a specified number of times in succession as a result of the changing display.
[0176] (Se23) In the gaming machine according to any one of (Se18) to (Se22), an individual stored information display means (a hold lamp) for displaying individual stored information which individually indicates that the start information is stored in the storage means; The effect execution means is capable of displaying, as the specific effect, special memory information (rainbow display) indicating that the predetermined result may occur the specified number (5) consecutively as a result of the variable display, as the individual area memory information. A gaming machine characterized by:
[0177] According to the gaming machine described in (Se23) above, by displaying special memory information indicating that a predetermined result may occur a specified number of times in succession as a result of the changing display as individual area memory information, it is possible to make the player recognize that a predetermined result may occur a specified number of times in succession as a result of the changing display.
[0178] (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:
[0179] According to the gaming machine described in (Se24) above, by changing the displayed memory information or individual memory information to special memory information, it is possible to make the player recognize that there is a possibility that a predetermined result will occur a prescribed number of times in succession as a result of the varying display.
[0180] (Se25) In the gaming machine according to any one of (Se18) to (Se24), The effect execution means changes the mode of the specific effect in a manner that is easily recognized by a player as the number of times the predetermined result occurs consecutively increases when there are a plurality of types of effects as the specific effect. A gaming machine characterized by:
[0181] According to the gaming machine described in (Se25) above, the more times a predetermined result occurs in succession beyond a predetermined number of times, the easier it becomes for the player to recognize a change in the form of the specific presentation.
[0182] (Se26) In the gaming machine according to any one of (Se18) to (Se25), The specific effect indicating that the predetermined result may occur the specified number (5) consecutively based on the start information stored in the specified number (5) is different in appearance from the effect indicating that the predetermined result may not occur the specified number (5) consecutively based on the start information stored in the specified number (5). A gaming machine characterized by:
[0183] 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.
[0184] (Se27) In the gaming machine according to any one of (Se18) to (Se26), The specific performance has different aspects, that is, a performance indicating that the predetermined result may occur the specified number (5) consecutively based on the start information stored in the specified number (5) and a performance indicating that the predetermined result may occur the specified number (5) consecutively based on the start information stored in less than the specified number (1 to 4). A gaming machine characterized by:
[0185] According to the gaming machine described in (Se27) above, the player's interest can be aroused depending on whether the specific presentation is a presentation mode indicating that a predetermined result is likely to occur a predetermined number of times in succession based on start information stored at a predetermined number, or a presentation mode indicating that a predetermined result is likely to occur a predetermined number of times in succession based on start information stored less than the predetermined number.
[0186] (Se28) In the gaming machine according to any one of (Se18) to (Se27), The specific effect indicating that the predetermined result may occur the specified number (5) consecutively based on the start information stored in the range less than the specified number (1 to 4) is different in appearance from the effect indicating that the predetermined result may not occur the specified number (5) consecutively based on the start information stored in the range less than the specified number (1 to 4). A gaming machine characterized by:
[0187] 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.
[0188] (Se29A) In the gaming machine described in any one of (Se18) to (Se28), The performance execution means is capable of executing the specific performance at a predetermined timing during the variable display. A gaming machine characterized by: According to the gaming machine described in (Se29A) above, it is possible to recognize that at a predetermined timing during the varying display, there is a possibility that a predetermined result will occur consecutively as a result of the varying display more than a predetermined number of times.
[0189] (Se29B) In the gaming machine according to any one of (Se18) to (Se28), The performance execution means is capable of executing the specific performance at a predetermined timing before the start of the variable display. A gaming machine characterized by: According to the gaming machine described in (Se29B) 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.
[0190] (Se29) In the gaming machine according to any one of (Se18) to (Se28), When the result of the variable display is the predetermined result (normal win, win with time-saving (1), win with time-saving (2)), the state control means is capable of generating a special game state (jackpot state) in which a round game is played a prescribed number of times by setting the variable ball entrance to an open state in which it is easy for the game ball to enter, and then setting the variable ball entrance to a closed state in which it is difficult for the game ball to enter, The effect execution means is capable of executing the specific effect at a predetermined timing during the special game state. A gaming machine characterized by: According to the gaming machine described in (Se29) 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.
[0191] (Se30) In the gaming machine described in (Se29), The effect execution means is capable of executing the specific effect during the round play in the special game state. A gaming machine characterized by: According to the gaming machine described in (Se30) above, during a round of play in a special game state, it is possible to recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display more than a predetermined number of times.
[0192] (Se31) In the gaming machine described in (Se29), 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:
[0193] According to the gaming machine described in (Se31) 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.
[0194] (Se32) In the gaming machine described in (Se29), The performance execution means is capable of varying the duration of the ending performance depending on the number of times the predetermined result occurs consecutively. A gaming machine characterized by:
[0195] According to the gaming machine described in (Se32) above, it is possible to make the player aware of how many times a predetermined result is likely to occur consecutively as a result of the variable display exceeding a predetermined number, depending on the duration of the ending presentation.
[0196] (Se33) In the gaming machine described in (Se29), 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:
[0197] According to the gaming machine described in (Se33) above, at various times during the ending presentation, it is possible to make the player recognize whether there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding a predetermined number.
[0198] <Task Sf> Conventionally, as a gaming machine of this type, there is a type that, after a predetermined winning result occurs as a result of a variable display, provides a bonus such as a time-saving state or a special state (for example, JP 2013-42936 A, page 9, FIG. 43). However, the conventional example having such a configuration has the following problems. In other words, in this type of gaming machine, even if the above-mentioned predetermined winning result occurs again while a bonus such as a time-saving state or a special probability state is being awarded, and a new bonus such as a time-saving state or a special probability state is awarded, the game tends to become monotonous, making it difficult to further increase the interest of the game. The invention relating to (Sf1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine with improved entertainment value. The invention relating to (Sf1) below has the following configuration in order to achieve this object.
[0199] (Sf1) a game board having a game area in which game balls can flow down; A first starting ball entry means (a special starting winning device 33a) for establishing a first predetermined condition (a navel winning) when a game ball flowing down the game area enters the game; A passage detection means for detecting the passage of a game ball flowing down the game area; A second starting ball entry means (a starting winning device 33b for special drawing 2) which can be changed between an open state and a closed state when the passing detection means detects the passing of the game ball, and which determines that the entry of the game ball flowing down the game area in the open state is a second predetermined condition (electric chute winning) that is more advantageous to the player than the first predetermined condition; A storage means (RAM 503) capable of storing up to a predetermined number of first start-up information based on the first predetermined condition and second start-up information based on the establishment of the second predetermined condition; A variable display means for displaying a variable pattern based on the first start information or the second start information; When the result of the variable display becomes a predetermined result (a win with time reduction (1) or a normal win), an opening and closing winning means (variable winning device 32) is opened and closed a predetermined number of times; A state control means (CPU 501) capable of controlling a state related to a game, The state control means includes: In a normal state, when the result of the variable display based on the first start information becomes a specific result (a hit with time reduction (2)), a first specific state (a first special RUSH state) can be generated; When the result of the variable display based on the second start information in the first specific state becomes the specific result, a second specific state (a second special RUSH state) can be generated; The value of the first specific state is made different from the value of the second specific state. A gaming machine characterized by:
[0200] According to the gaming machine described in (Sf1), the value of a first specific state that occurs when the result of the variable display based on the first start information in the normal state becomes a specific result is different from the value of a second specific state that occurs when the result of the variable display based on the second start information in this first specific state becomes a specific result, thereby making the game more interesting in the specific state compared to a gaming machine in which this difference is not made.
[0201] (Sf2) In the gaming machine described in (Sf1), In the first specific state, the result of the variable display based on the second start-up information is likely to be the predetermined result a predetermined number of times (1 to 4 times), In the second specific state, the result of the variable display based on the second start information is likely to become the predetermined result a number of times (5 times) different from the predetermined number of times. A gaming machine characterized by:
[0202] According to the gaming machine described in (Sf2), the number of times that the result of the variable display based on the second start information in the first specific state becomes a predetermined result is likely to differ from the number of times that the result of the variable display based on the second start information in the second specific state becomes a predetermined result, making the game more interesting in the specific state than with a gaming machine in which this difference is less likely to occur.
[0203] (Sf3) In the gaming machine described in (Sf1) or (Sf2), The state control means includes: In the first specific state and the second specific state, when the result of the variable display based on the second start information becomes the specific result and the game ball flowing down the game area enters a specific area (V winning hole 31a), the second specific state is generated; The ease with which a game ball can enter the specific area is made different between the first specific state and the second specific state (the first special RUSH state has a V winning rate of 50 percent, and the second special RUSH state has a V winning rate of 100 percent). A gaming machine characterized by:
[0204] In the gaming machine described in (Sf3), when the result of the variable display based on the second start information becomes a specific result, when attempting to get a gaming ball flowing down the gaming area into the specific area, the ease with which the gaming ball can enter the specific area differs between the first specific state and the second specific state, so that the interest in playing in the specific state can be improved compared to a gaming machine in which this difference does not exist.
[0205] (Sf4) In the gaming machine according to any one of (Sf1) to (Sf3), The first specific state and the second specific state occur due to a time-saving state (time-saving (2) state) in which a state in which the second predetermined condition is more likely to be satisfied than in a normal state occurs for a predetermined period of time, The state control means makes the end of the time-saving state different between the first specific state and the second specific state (the first special RUSH state is until the third display of the special chart 2, and the second special RUSH state is until the second display of the special chart). A gaming machine characterized by:
[0206] In the gaming machine described in (Sf4) above, the end of the time-saving state is different between the first specific state and the second specific state, so that the interest in playing in the specific state can be improved compared to a gaming machine in which this difference is not present.
[0207] In addition, the words in parentheses in each of the means described above and below in this specification are merely examples, and the invention described in each means is not limited to these.
[0208] <Task Ta> Conventionally, there are some machines that control the gaming state after a specific gaming state ends to a predetermined state, and when a predetermined winning result is achieved in the predetermined state, control the gaming state to another predetermined state (for example, JP 2013-42936 A (page 9, FIG. 38) However, the conventional example having such a configuration has the following problems. That is, in this type of gaming machine, there is a problem that the game in the predetermined state after the specific game state has ended is monotonous. The invention relating to (Ta1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can increase the interest of gaming in a specified state after a specific gaming state has ended. The invention relating to (Ta1) below has the following configuration in order to achieve the above object.
[0209] (Ta1) A game board having a game area in which game balls can flow down; A normal ball entry means (normal symbol starting hole 34) provided on the game board for passing the game ball; A predetermined ball entry means (special drawing 1 start winning device 33a) provided on the game board for entering the game ball; A variable ball entry means (special drawing 2 start winning device 33b) provided on the game board that can be changed between a closed state in which the game ball is difficult to enter and an open state in which the game ball is easy to enter and allows the game ball to enter in the open state; A special variable ball entry means (variable winning device 32) provided on the game board that can be changed between a closed state in which it is difficult for a game ball to enter and an open state in which it is easy for a game ball to enter, and that allows the game ball to enter in the open state; A specific variable ball entry means (V entry device 31) provided on the game board that can be changed between a closed state in which it is difficult for a game ball to enter and an open state in which it is easy for a game ball to enter, and that allows the game ball to enter in the open state; A normal lottery means for executing a lottery based on the passage of the game ball to the normal ball entry means (a function for performing a lottery using a normal winning lottery table by the main control device 261); A first special lottery means (a function of performing a lottery using a special jackpot lottery table by the main control device 261) for performing a lottery based on the entry of a game ball into the predetermined ball entry means; A second special lottery means (a function of performing a lottery using a special jackpot lottery table by the main control device 261) that executes a lottery based on the entry of a game ball into the variable ball entry means; A normal display means (a second symbol display device 41) capable of displaying the result of the lottery after dynamically displaying the identification information based on the passage of the game ball through the normal ball entry means; A first special display means (a first segment display unit 40a1 of the first symbol display device 40) capable of displaying the result of the lottery by the first special lottery means after executing a dynamic display based on the entry of the game ball into the predetermined ball entry means; A second special display means (a second segment display unit 40a2 of the first symbol display device 40) capable of displaying the result of the lottery after dynamically displaying the identification information based on the entry of the game ball into the variable ball entry means; An operation means (decision button 81) for receiving an operation by a player; A first hold counting means (a function of counting the special drawing 1 hold by the main control device 251) that counts the hold of the lottery in the first special drawing means up to a predetermined number according to the number of times that the game ball enters the predetermined ball entry means while the first special display means is executing the display regarding the change; A second hold counting means (a function of counting the special drawing 2 hold by the main control device 251) that counts the hold of the lottery in the second special drawing means up to a predetermined number according to the number of times that the game ball enters the variable ball entry means while the second special display means is executing the display related to the variation; A state control means (main control device 251) is provided which can set the subsequent state to a specific game state when the result of the lottery by the first special lottery means and the result of the lottery by the second special lottery means is a specific result, or when the result of the lottery by the second special lottery means is a specific result and a game ball enters the specific variable ball entry means; The state control means is capable of controlling a game state after the specific game state ends to a first predetermined state, The state control means is capable of controlling the state of the game from the first predetermined state to a second predetermined state different from the first predetermined state when the reserved count of the second reserved count means satisfies a predetermined condition and satisfies a specific condition advantageous to a player different from the predetermined condition. A gaming machine characterized by:
[0210] According to the gaming machine described in (Ta1), when the pending count in the first predetermined state satisfies a predetermined condition, the gaming state becomes the second predetermined state, so that the gaming in the first predetermined state after the specific gaming state ends is no longer monotonous.
[0211] In addition, the above-mentioned normal display means, first special display means, and second special display means may be provided in one display device (third pattern display device 42) as a function of dynamically displaying a normal pattern, a function of dynamically displaying a first special pattern, and a function of dynamically displaying a second special pattern.
[0212] (Ta2) In the gaming machine described in (Ta1), The predetermined condition is satisfied based on the entry of a gaming ball into the variable ball entry means based on the operation of the operating means by the player. A gaming machine characterized by:
[0213] According to the gaming machine described in (Ta2) above, the predetermined condition is satisfied based on the entry of a gaming ball into the variable ball entry means, which is based on the operation of the operating means by the player, so that the game is not monotonous.
[0214] (Ta3) In the gaming machines described in (Ta1) and (Ta2), The specific condition is satisfied based on the entry of a gaming ball into the variable ball entry means based on the operation of the operating means by the player. A gaming machine characterized by:
[0215] According to the gaming machine described in (Ta3) above, the specific condition is satisfied based on the player's operation of the operating means and on the entry of a gaming ball into the variable ball entry means, so that the game is not monotonous.
[0216] (Ta4) In the gaming machine described in (Ta3), The specific condition is satisfied based on the result of the lottery by the second special lottery means. A gaming machine characterized by:
[0217] According to the gaming machine described in (Ta4) above, the specific condition is satisfied based on the result of the lottery by the second special lottery means, so that the game is not monotonous.
[0218] (Ta5) In the gaming machine described in (Ta4), The specific condition is satisfied based on the fact that the result of the lottery by the second lottery means reserved in the second reserved counting means is a winning result when the result of the dynamic display by the second special display means being executed when the predetermined condition is satisfied is a losing result. A gaming machine characterized by:
[0219] According to the gaming machine described in (Ta5) above, the specific condition is satisfied on the basis that when the result of the dynamic display being executed by the second special display means when the specified condition is satisfied is a losing result, the result of the lottery by the second lottery means reserved in the second reserved counting means is a winning result, so that the game is not monotonous.
[0220] (Ta6) In the gaming machine described in (Ta4), The specific condition is satisfied when the reserved count in the second reserved counting means satisfies a predetermined condition and the result of the dynamic display in the second special display means being executed when the predetermined condition is satisfied is a win. A gaming machine characterized by:
[0221] According to the gaming machine described in (Ta6), the specific condition is satisfied when the reserved count in the second reserved counting means satisfies a predetermined condition and the result of the dynamic display in the second special display means being executed when the predetermined condition is satisfied is a win, so that the game is not monotonous.
[0222] (Ta7) In the gaming machine described in (Ta4), The probability that the result of the lottery by the second special lottery means will be a winning result on condition that a ball is scored by the specific ball scoring means is higher than the probability that the result of the lottery by the first special lottery means will be a winning result. A gaming machine characterized by:
[0223] According to the gaming machine described in (Ta7) above, the probability that the result of the lottery at the second special lottery means will be a winning result that is conditional on the ball scoring at the specific ball scoring means is higher than the probability that the result of the lottery at the first special lottery means will be a winning result, so that the game is not monotonous.
[0224] (Ta8) In the gaming machine described in (Ta4), The probability that the result of the lottery by the second special lottery means will be a winning combination not conditional on the ball hitting by the specific ball hitting means is the same as the probability that the result of the lottery by the first special lottery means will be a winning combination. A gaming machine characterized by:
[0225] According to the gaming machine described in (Ta8) above, the probability that the result of the lottery in the second special lottery means will be a winning combination that does not require a ball to enter the specific ball entry means is the same as the probability that the result of the lottery in the first special lottery means will be a winning combination, so that the game is not monotonous.
[0226] (Ta9) In the gaming machine described in (Ta5), When the lottery by the second lottery means held in the second hold count means is being executed, the frequency of the balls entering the variable ball entry means becomes lower than the frequency of the balls entering the variable ball entry means during the first predetermined state. A gaming machine characterized by:
[0227] According to the gaming machine described in (Ta9), when a lottery is being carried out by the second lottery means held in the second hold counting means, the frequency of balls entering the variable ball entry means becomes lower than the frequency of balls entering the variable ball entry means during the first predetermined state, so that the game becomes less monotonous.
[0228] (Ta10) In the gaming machine described in (Ta1), The first predetermined state is a state in which the frequency of the ball entering the variable ball entry means is high at least until the predetermined condition is satisfied, The second predetermined state continues for a longer period of time than the first predetermined state, in which the frequency of the ball entering the variable ball entry means is high. A gaming machine characterized by:
[0229] According to the gaming machine described in (Ta10), the first predetermined state is one in which the frequency of balls entering the variable ball entry means is high at least until a predetermined condition is satisfied, and the second predetermined state is one in which the frequency of balls entering the variable ball entry means is high for a longer period than the first predetermined state, so that the game is no longer monotonous.
[0230] (Ta11) In the gaming machine described in (Ta1), The state control means sets a predetermined count number as the predetermined condition. A gaming machine characterized by:
[0231] According to the gaming machine described in (Ta11) above, the timing at which the second predetermined state is entered varies depending on the predetermined count number, so that the game in the first predetermined state after the specific game state ends is no longer monotonous.
[0232] (Ta12) In the gaming machine described in (Ta1) or (Ta11), The state control means sets a count number selected from a plurality of predetermined count numbers as the predetermined condition. A gaming machine characterized by:
[0233] According to the gaming machine described in (Ta12), the timing at which the second predetermined state is reached varies depending on what the predetermined count number is set to, so that the game in the first predetermined state after the specific game state ends is no longer monotonous.
[0234] (Ta13) In the gaming machine described in any one of (Ta1) to (Ta12), The state control means changes the set count number to another count number at a predetermined timing in the first predetermined state, and sets the changed count number as the predetermined condition. A gaming machine characterized by:
[0235] According to the gaming machine described in (Ta13) above, the timing at which the second predetermined state is entered changes, so that the game in the first predetermined state after the specific gaming state ends is no longer monotonous.
[0236] (Ta14) In the gaming machine according to any one of (Ta1) to (Ta13), The state control means sets a count number according to a result of the lottery as the predetermined condition. A gaming machine characterized by:
[0237] According to the gaming machine described in (Ta14) above, the timing at which the second predetermined state is entered varies depending on the result of the lottery, so that the game after the specific gaming state ends is no longer monotonous.
[0238] (Ta15) In the gaming machine described in any one of (Ta1) to (Ta14), a notification means for notifying a player of the predetermined condition in the first predetermined state; A gaming machine characterized by:
[0239] According to the gaming machine described in (Ta15) above, the count number at which the second predetermined state is reached is notified to the player, so that the game in the first predetermined state after the specific game state ends is no longer monotonous.
[0240] (Ta16) In the gaming machine described in (Ta15), The notification means notifies the player of the predetermined condition when the display means starts the dynamic display. A gaming machine characterized by:
[0241] According to the gaming machine described in (Ta16) above, when the dynamic display of the display means begins, a predetermined condition is notified to the player, so that the game in the first predetermined state after the specific game state ends is no longer monotonous.
[0242] (Ta17) In the gaming machine described in (Ta1), The display means does not indicate the predetermined condition. A gaming machine characterized by:
[0243] According to the gaming machine described in (Ta17) above, the player does not feel bored after the set predetermined conditions have been met.
[0244] (Ta18) In the gaming machine described in any one of (Ta1) to (Ta17), The first predetermined state has a period advantageous to the player that is different from the second predetermined state. A gaming machine characterized by:
[0245] According to the gaming machine described in (Ta18), the periods advantageous to the player are different between the first and second predetermined states, so that the game in the first predetermined state after the specific game state ends is no longer monotonous.
[0246] (Ta19) In the gaming machine described in (Ta18), The second predetermined state has a longer advantageous period for the player than the first predetermined state. A gaming machine characterized by:
[0247] According to the gaming machine described in (Ta19), the second predetermined state is more advantageous to the player for a longer period of time than the first predetermined state, so that the game in the first predetermined state after the specific game state ends is no longer monotonous.
[0248] (Ta20) In the gaming machine described in any one of (Ta1) to (Ta18), The first predetermined state is more advantageous to the player than the second predetermined state. A gaming machine characterized by:
[0249] According to the gaming machine described in (Ta20) above, the first predetermined state is more advantageous to the player than the second predetermined state, so that the game in the first predetermined state after the specific game state ends is no longer monotonous.
[0250] (Ta21) In the gaming machine described in any one of (Ta1) to (Ta20), The state control means is capable of controlling the state of a game from the first predetermined state to the second predetermined state when a predetermined period of time has elapsed with the predetermined condition not being satisfied. A gaming machine characterized by:
[0251] According to the gaming machine described in (Ta21), when a predetermined period of time has elapsed without a predetermined condition being satisfied, the gaming state changes from a first predetermined state to a second predetermined state, thereby preventing the first predetermined state from continuing indefinitely, and preventing the gaming in the first predetermined state after the specific gaming state has ended from becoming monotonous.
[0252] (Ta22) In the gaming machine described in any one of (Ta1) to (Ta21), A game ball detection means is provided on the game board for detecting the passage of a game ball; The state control means is capable of controlling the game state from the first predetermined state to the second predetermined state when the detection of the passage of the game ball reaches a predetermined number of times while the predetermined condition is not satisfied. A gaming machine characterized by:
[0253] According to the gaming machine described in (Ta22), when the detection of the passage of the gaming ball reaches a predetermined number of times without satisfying a predetermined condition, the gaming state changes from the first predetermined state to the second predetermined state, thereby preventing the first predetermined state from continuing indefinitely, and making the gaming in the first predetermined state after the specific gaming state ends non-monotonous.
[0254] (Ta23) In the gaming machine described in any one of (Ta1) to (Ta22), The ball entry means is a variable ball entry means that can be changed between a closed state in which it is difficult for a game ball flowing down the game area to enter the ball entry hole and an open state in which it is easy for the game ball to enter the ball entry hole, When the state control means controls the game state to the first predetermined state, the opening frequency of the variable ball entry means becomes higher than before the first predetermined state is set, and when the game state is controlled to the second predetermined state, the period during which the opening frequency of the variable ball entry means becomes higher becomes longer than before the second predetermined state is set. A gaming machine characterized by:
[0255] According to the gaming machine described in (Ta23), when the game state becomes the first predetermined state, the opening frequency of the variable ball entry means increases, and when the game state becomes the second predetermined state, the opening frequency of the variable ball entry means further increases. In this way, the player tries to change the game state from the first predetermined state to the second predetermined state as soon as possible, so that the game in the first predetermined state after the specific game state ends is not monotonous.
[0256] (Ta24) In the gaming machine described in (Ta23), When the state control means sets the game state to the second predetermined state, the opening frequency of the variable ball entry means is increased in a manner different from that of the first predetermined state. A gaming machine characterized by:
[0257] According to the gaming machine described in (Ta24), the behavior of the variable ball entry means regarding the opening frequency differs between the first predetermined state and the second predetermined state, so that the game in the first predetermined state after the specific game state ends is no longer monotonous.
[0258] (Ta25) A game board having a game area in which game balls can flow down; A ball entry means provided on the game board for allowing a game ball to enter the game board; A lottery means for executing a lottery process based on the entry of a game ball into the ball entry means; a display means for displaying a result of the lottery process after executing a dynamic display based on the entry of the game ball into the entry means; a hold counting means for counting the hold of the lottery process up to a predetermined number according to the number of times that the game ball enters the ball entry means while the display means is executing the display relating to the variation; a state control means for controlling a state after the result of the lottery process becomes a specific result to be a specific game state; The state control means is capable of controlling a game state after the specific game state ends to a first predetermined state, The state control means is capable of controlling the state of the game from the first predetermined state to a second predetermined state different from the first predetermined state when the reserved count satisfies a predetermined condition and satisfies a specific condition advantageous to the player different from the predetermined condition. A gaming machine characterized by:
[0259] According to the gaming machine described in (Ta25) above, when the pending count in the first predetermined state satisfies a predetermined condition, the gaming state becomes the second predetermined state, so that the gaming in the first predetermined state after the specific gaming state ends is no longer monotonous.
[0260] In addition, the configurations from (Ta1) to (Ta24) described above may be applied to the gaming machine related to (Ta25).
[0261] <Assignment Tb> Conventionally, there is a gaming machine that awards a second benefit after a first benefit is awarded, in which a predetermined winning result is achieved while a first benefit is being awarded (for example, JP2013-42936A (page 9, FIG. 38)). However, the conventional example having such a configuration has the following problems. That is, this type of gaming machine has a problem in that there is only one route for awarding the second benefit, and the game after the first benefit is awarded is monotonous. The invention relating to (Tb1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine with improved entertainment value. The invention relating to (Tb1) below has the following configuration in order to achieve the above object.
[0262] (Tb1) A game board having a game area in which game balls can flow down; A ball entry means provided on the game board for allowing a game ball to enter the game board; A lottery means for executing a lottery based on the entry of a game ball into the ball entry means; a display means for displaying a result of the lottery after dynamically displaying identification information based on the entry of the game ball into the ball entry means; An operation means for receiving an operation by a player; and a bonus awarding means for awarding a first bonus (a big win with time-saving A) based on a result of the lottery, When a predetermined condition (a prescribed number of reserved) is established based on the operation of the operation means during the granting of the first benefit, the benefit granting means sets a state in which it is easy to grant a second benefit (a jackpot with time-saving B) (a state in which a V prize can be won if a special chart 2 time-saving winning is won), The bonus granting means grants the second bonus when the first bonus ends without the predetermined condition being satisfied during the granting of the first bonus (when the time-saving A ends due to a specified number of normal number fluctuations) and a first specific condition (a direct big win with the fluctuation amount or the remaining reserve) is satisfied. A gaming machine characterized by:
[0263] According to the gaming machine described in (Tb1) above, there are two routes for awarding a second benefit after a first benefit has been awarded: one route in which a predetermined condition is met to make it easier to award the second benefit, and another route in which a first specific condition is met to award the second benefit when the first benefit has ended without the predetermined condition being met, thereby reducing the monotony of gameplay after the first benefit has been awarded.
[0264] (Tb2) A game board having a game area in which game balls can flow down; A normal ball entry means (normal symbol starting hole 34) provided on the game board for passing the game ball; A predetermined ball entry means (special drawing 1 start winning device 33a) provided on the game board for entering the game ball; A variable ball entry means (special drawing 2 start winning device 33b) provided on the game board that can be changed between a closed state in which the game ball is difficult to enter and an open state in which the game ball is easy to enter and allows the game ball to enter in the open state; A special variable ball entry means (variable winning device 32) provided on the game board that can be changed between a closed state in which it is difficult for a game ball to enter and an open state in which it is easy for a game ball to enter, and that allows the game ball to enter in the open state; A specific variable ball entry means (V entry device 31) provided on the game board that can be changed between a closed state in which it is difficult for a game ball to enter and an open state in which it is easy for a game ball to enter, and that allows the game ball to enter in the open state; A normal lottery means for executing a lottery based on the passage of the game ball to the normal ball entry means (a function for performing a lottery using a normal winning lottery table by the main control device 261); A first special lottery means (a function of performing a lottery using a special jackpot lottery table by the main control device 261) for performing a lottery based on the entry of a game ball into the predetermined ball entry means; A second special lottery means (a function of performing a lottery using a special jackpot lottery table by the main control device 261) that executes a lottery based on the entry of a game ball into the variable ball entry means; A normal display means (a second symbol display device 41) capable of displaying the result of the lottery after dynamically displaying the identification information based on the passage of the game ball through the normal ball entry means; A first special display means (a first segment display unit 40a1 of the first symbol display device 40) capable of displaying the result of the lottery after dynamically displaying the identification information based on the entry of the game ball into the predetermined ball entry means; A second special display means (a second segment display unit 40a2 of the first symbol display device 40) capable of displaying the result of the lottery after dynamically displaying the identification information based on the entry of the game ball into the variable ball entry means; An operation means (decision button 81) for receiving an operation by a player; A bonus awarding means (a function of the main control device 261) is provided for awarding a bonus (a big win with time-saving A) based on the result of the lottery, The above benefits include: At least based on the result of the lottery (special drawing 1 lottery) of the first special lottery means being the first special result (time-saving big win), after the end of a round game state in which a round game is played a predetermined number of times, with the special variable ball entry means being opened and closed as one round, a first privilege (time-saving big win A) that increases the ball entry frequency of the variable ball entry means; and a second benefit (a big win with time reduction B) for increasing the frequency of balls entering the variable ball entry means after the end of the round game state, based on a game ball entering the specific variable ball entry means in the open state when the result of the lottery (special drawing 2 lottery) of the second special lottery means is the second special result (a small win with time reduction), or based on the result of the lottery of the second special lottery means being the third special result (a direct hit big win), When a predetermined condition (a prescribed number of reserved) is established based on the operation of the operation means during the granting of the first benefit, the benefit granting means sets the state in which the second benefit (a jackpot with time-saving B) is easily granted (a state in which a V prize can be awarded if a special chart 2 time-saving winning is won), The bonus awarding means awards the second bonus when a specific condition (a direct big win) is established when the first bonus ends without the predetermined condition being established during the awarding of the first bonus (when the time-saving A ends due to a specified number of normal game variations). A gaming machine characterized by:
[0265] According to the gaming machine described in (Tb2) above, there are two routes for awarding a second benefit after a first benefit has been awarded: one route in which a predetermined condition is met to make it easier to award the second benefit, and another route in which a first specific condition is met to award the second benefit when the first benefit has ended without the predetermined condition being met, thereby reducing the monotony of gameplay after the first benefit has been awarded.
[0266] (Tb3) In the gaming machine described in (Tb1) or (Tb2), The above-mentioned "granting the second privilege" may be replaced with "making it easier to grant the second privilege."
[0267] According to the gaming machine described in (Tb3) above, when the specific condition is met, the second benefit is likely to be awarded, which increases the interest of the game.
[0268] (Tb4) In the gaming machine described in (Tb1) or (Tb2), The predetermined condition is satisfied based on the entry of a gaming ball into the variable ball entry means based on the operation of the operating means by the player. A gaming machine characterized by:
[0269] According to the gaming machine described in (Tb4) above, the predetermined condition is satisfied based on the entry of a gaming ball into the variable ball entry means, which is based on the operation of the operating means by the player, thereby increasing the interest of the game.
[0270] (Tb5) In the gaming machine described in (Tb1) or (Tb2), The specific condition is satisfied based on the entry of a gaming ball into the variable ball entry means based on the operation of the operating means by the player. A gaming machine characterized by:
[0271] According to the gaming machine described in (Tb5) above, the specific condition is satisfied based on the player's operation of the operating means and the entry of a gaming ball into the variable ball entry means, thereby increasing the interest of the game.
[0272] (Tb6) In the gaming machine described in (Tb5), The specific condition occurs based on the result of the lottery by the second special lottery means. A gaming machine characterized by:
[0273] According to the gaming machine described in (Tb6) above, the specific condition occurs based on the result of the lottery by the second special lottery means, so that the entertainment value of the game is improved.
[0274] (Tb7) In the gaming machine described in (Tb6), The specific condition is satisfied based on the fact that the result of the lottery by the second lottery means reserved in the second reserved counting means for reserving the lottery by the second special lottery means is a third special result when the result of the dynamic display by the second special display means being executed when the predetermined condition is satisfied is a losing result. A gaming machine characterized by:
[0275] According to the gaming machine described in (Tb7) above, if the result of the dynamic display on the second special display means being executed when a specified condition is satisfied is a losing result, the result is fulfilled based on the fact that the result of the lottery on the second lottery means reserved in the second reservation counting means that reserves the lottery on the second special lottery means is the third special result, thereby increasing the interest of the game.
[0276] (Tb8) In the gaming machine described in (Tb6), The specific condition is satisfied based on the result of the dynamic display on the second special display means being executed when the predetermined condition is satisfied being the third special result. A gaming machine characterized by:
[0277] According to the gaming machine described in (Tb8) above, the specific condition is satisfied based on the result of the dynamic display on the second special display means being executed when a predetermined condition is satisfied being the third special result, thereby increasing the interest of the game.
[0278] (Tb9) In the gaming machine described in (Tb8), The probability that the result of the lottery by the second special lottery means will be the third special result is the same as the probability that the result of the lottery by the first special lottery means will be the first special result. A gaming machine characterized by:
[0279] According to the gaming machine described in (Tb9), the probability that the result of the lottery by the second special lottery means will be the third special result is the same as the probability that the result of the lottery by the first special lottery means will be the first special result, thereby increasing the interest of the game.
[0280] (Tb10) In the gaming machine described in (Tb8), The probability that the result of the lottery by the second special lottery means will be the second special result is higher than the probability that the result of the lottery by the first special lottery means will be the first special result. A gaming machine characterized by:
[0281] According to the gaming machine described in (Tb10), the probability that the result of the lottery by the second special lottery means will be the second special result is higher than the probability that the result of the lottery by the first special lottery means will be the first special result, thereby increasing the interest of the game.
[0282] (Tb11) In the gaming machine described in (Tb1) to (Tb10), When a dynamic display based on the lottery by the second lottery means held in the second hold count means is being executed, the frequency of the balls entering the variable ball entry means becomes lower than the frequency of the balls entering the variable ball entry means during the awarding of the first privilege. A gaming machine characterized by:
[0283] According to the gaming machine described in (Tb11), when a dynamic display based on a lottery by the second lottery means reserved in the second reserved counting means is being executed, the frequency of balls entering the variable ball entry means is lower than the frequency of balls entering the variable ball entry means while the first benefit is being awarded, thereby improving the interest of the game.
[0284] (Tb12) In the gaming machine described in (Tb1) to (Tb11), The first benefit is a high frequency of balls entering the variable ball entry means at least until the predetermined condition is satisfied, The second benefit is a benefit in which the frequency of balls entering the variable ball entry means is higher than that of the first benefit. A gaming machine characterized by:
[0285] According to the gaming machine described in (Tb12) above, the first benefit is achieved by a high frequency of balls entering the variable ball entry means at least until a specified condition is satisfied, and the second benefit is achieved by a high frequency of balls entering the variable ball entry means for a longer period than the first benefit, thereby increasing the interest of the game.
[0286] (Tb13) In the gaming machine described in (Tb1) to (Tb12), The predetermined condition and the specific condition are conditions that are established by the game ball flowing down the game area. A gaming machine characterized by:
[0287] According to the gaming machine described in (Tb13) above, there are two routes established by gaming balls flowing down the gaming area that make it easier to award the second benefit after the first benefit has been awarded, so that the monotony of the game after the first benefit has been awarded can be reduced.
[0288] (Tb14) In the gaming machine described in (Tb1) to (Tb13), The ball entry means is a variable ball entry means that can be changed between a closed state in which it is difficult for a game ball flowing down the game area to enter the ball entry hole and an open state in which it is easy for the game ball to enter the ball entry hole, The predetermined condition is that the game ball enters the variable ball entry means a predetermined number of times, and the specific condition is that a state that can set the variable ball entry means to an open state or a closed state occurs a predetermined number of times. A gaming machine characterized by:
[0289] According to the gaming machine described in (Tb14) above, there are two routes for making it easier to award the second benefit after the first benefit has been awarded: a route in which the ball entry means enters a predetermined number of times, and a route in which an opportunity for the ball entry means to enter a predetermined number of times occurs, thereby reducing the monotony of gameplay after the first benefit has been awarded.
[0290] (Tb15) In the gaming machine described in (Tb1) to (Tb13), The ball entry means is a variable ball entry means that can be changed between a closed state in which it is difficult for a game ball flowing down the game area to enter the ball entry and an open state in which it is easy for the game ball to enter the ball entry; The predetermined condition is that a state in which the variable ball entry means can be opened or closed occurs a predetermined number of times, and the specific condition is that game balls enter the variable ball entry means a predetermined number of times in a state in which a predetermined period has elapsed without the predetermined condition being satisfied. A gaming machine characterized by:
[0291] According to the gaming machine described in (Tb15) above, there are two routes for making it easier to award a second benefit after a first benefit has been awarded: a route in which the ball entry means enters a predetermined number of times, and a route in which an opportunity for the ball entry means to enter a ball occurs a predetermined number of times, thereby reducing the monotony of gameplay after the first benefit has been awarded.
[0292] (Tb16) In the gaming machine described in any one of (Tb1) to (Tb15), The predetermined condition is a condition that is satisfied during right-hand play, and the specific condition is a condition that is satisfied during right-hand play. A gaming machine characterized by:
[0293] According to the gaming machine described in (Tb16), there are two routes that are established during right hitting as routes that make it easier to award the second benefit after the first benefit is awarded, so the monotony of right hitting after the first benefit is awarded can be reduced. Note that, in an example in which a left hitting game is played after the first benefit is awarded and then a right hitting game is played, a predetermined condition may be established during left hitting and a specific condition may be established during right hitting.
[0294] (Tb17) In the gaming machine described in any one of (Tb1) to (Tb16), The predetermined condition and the specific condition are conditions that can be met during dynamic display.
[0295] According to the gaming machine described in (Tb17) above, there are two routes that can be established during dynamic display as routes that make it easier to award the second benefit after the first benefit has been awarded, so that the monotony of the dynamic display after the first benefit has been awarded can be reduced.
[0296] (Tb18) In the gaming machine described in any one of (Tb1) to (Tb17), The predetermined condition and the specific condition are conditions that trigger dynamic display. A gaming machine characterized by:
[0297] According to the gaming machine described in (Tb18) above, there are two routes that trigger dynamic display to make it easier to award the second benefit after the first benefit has been awarded, thereby reducing the monotony of gameplay after the first benefit has been awarded.
[0298] (Tb19) In the gaming machine described in any one of (Tb1) to (Tb18), An operation means for receiving an operation by a player to launch a game ball is provided, The predetermined period is determined according to the operation. A gaming machine characterized by:
[0299] According to the gaming machine described in (Tb19) above, a route for making it easier to award a second benefit after a first benefit has been awarded is one in which a predetermined period of time has elapsed, which is determined according to the player's operation to launch the gaming ball, thereby reducing the monotony of gameplay after the first benefit has been awarded.
[0300] (Tb20) In the gaming machine described in any one of (Tb1) to (Tb19), The bonus awarding means is capable of setting a state after the result of the lottery becomes a predetermined result as a specific gaming state, and awarding a first bonus to the gaming state after the specific gaming state ends. A gaming machine characterized by:
[0301] According to the gaming machine described in (Tb20), since it is possible to provide the first benefit to the game after the specific gaming state ends, it is possible to reduce monotony of the game after the specific gaming state.
[0302] (Tb21) In the gaming machine according to any one of (Tb1) to (Tb20), The ball entry means is a variable ball entry means that can be changed between a closed state in which it is difficult for a game ball flowing down the game area to enter the game area and an open state in which it is easy for a game ball to enter the game area, When the benefit awarding means awards the first benefit, the opening frequency of the variable ball entry means is increased compared to before the first benefit is awarded, and when the benefit awarding means awards the second benefit, a period during which the opening frequency of the variable ball entry means is increased compared to before the second benefit is awarded is lengthened. A gaming machine characterized by:
[0303] According to the gaming machine described in (Tb21) above, the opening frequency of the variable ball entry means is increased in two stages, so that the monotony of the game after increasing the opening frequency of the variable ball entry means can be reduced.
[0304] (Tb22) In the gaming machine described in any one of (Tb1) to (Tb21), A game ball detection means is provided on the game board for detecting the passage of a game ball; The predetermined period is a period from when the first benefit is awarded until the detection of the passage of the gaming ball reaches a predetermined number of times. A gaming machine characterized by:
[0305] According to the gaming machine described in (Tb22) above, a route for making it easier to award a second benefit after a first benefit has been awarded can be achieved by detecting the passage of the gaming ball a predetermined number of times, thereby reducing the monotony of gameplay after the first benefit has been awarded.
[0306] (Tb23) In the gaming machine described in any one of (Tb1) to (Tb22), The ball entry means includes at least a first ball entry means and a second ball entry means, When a dynamic display based on a game ball entering the first ball entry means during a dynamic display based on the game ball entering the first ball entry means is executed simultaneously with a dynamic display based on the game ball entering the second ball entry means executed after the first benefit is given, The predetermined period is a period from when the first benefit is given to when the dynamic display based on the entry of the gaming ball into the first ball entry means ends. A gaming machine characterized by:
[0307] According to the gaming machine described in (Tb23) above, when simultaneous fluctuations are performed, a route can be created that makes it easier to award a second benefit after a first benefit has been awarded, by detecting the passage of the gaming ball a predetermined number of times before the dynamic display based on the entry of the gaming ball into the first ball entry means ends, thereby reducing the monotony of gameplay after the first benefit has been awarded.
[0308] (Tb24) A game board having a game area in which game balls can flow down; A ball entry means provided on the game board for allowing a game ball to enter the game board; A lottery means for executing a lottery based on the entry of a game ball into the ball entry means; a display means for displaying a result of the lottery after dynamically displaying identification information based on the entry of the game ball into the ball entry means; An operation means for receiving an operation by a player; and a bonus awarding means for awarding a first bonus (a big win with time-saving A) based on a result of the lottery, When a predetermined condition (a prescribed number of reserved) is established based on the operation of the operation means during the granting of the first benefit, the benefit granting means sets a state in which it is easy to grant a second benefit (a jackpot with time-saving B) (a state in which a V prize can be won if a special chart 2 time-saving winning is won), The benefit provision means provides a state in which it is easy to provide the second benefit when the predetermined condition is not satisfied (the specified number of reserved times is not satisfied) and a specific condition (specified number of times normal variation) is satisfied during the provision of the first benefit. A gaming machine characterized by:
[0309] According to the gaming machine described in (Tb000), there are two routes for awarding a second benefit after a first benefit has been awarded: one route makes it easier to award the second benefit when a specified condition is met, and the other route makes it easier to award the second benefit when a specific condition is met without the specified condition being met, thereby reducing the monotony of gameplay after the first benefit has been awarded.
[0310] In addition, the configurations from (Tb1) to (Tb23) described above may be applied to the gaming machine related to (Tb24).
[0311] <Assignment Tc> Conventionally, as a gaming machine of this type, there is one that controls the gaming state after a specific gaming state ends to a time-saving state or a high probability state, and when a predetermined winning result is achieved in the time-saving state or the high probability state, executes a display effect indicating that the state will be further controlled to the time-saving state or the high probability state (for example, JP 2013-42936 A (page 9, FIG. 38)). 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 display effects during the time-saving state and the special probability state are monotonous. The invention related to (Tc1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of the game. The invention related to (Tc1) below has the following configuration in order to achieve the above object.
[0312] (Tc1) a display means for displaying a result of a lottery process based on the entry of the game ball into the ball entry means after executing a dynamic display based on the entry of the game ball into the ball entry means; A performance control means for controlling a performance including the dynamic display; a state control means for controlling a game state to at least one of a specific game state in which a specific game value is awarded, a first predetermined state which is more advantageous to a player than a normal state and occurs after the specific game state ends, and a second predetermined state which is more advantageous to a player than the first predetermined state, according to a result of the lottery process; The performance control means includes: When a predetermined condition is satisfied based on an operation by a player during the dynamic display in the first predetermined state, specific suggestion information capable of suggesting the ease of transition from the first predetermined state to the second predetermined state is displayed on the display means. A gaming machine characterized by:
[0313] According to the gaming machine described in (Tc1), rather than simply performing a display presentation according to the result of a lottery process, when a predetermined condition is met based on an operation by a player during dynamic display in a first predetermined state, an indication is given of the ease of transitioning from the first predetermined state to a second predetermined state, thereby reducing the monotony of the display presentation during dynamic display in the first predetermined state.
[0314] (Tc2) In the gaming machine described in (Tc1), the presentation control means is characterized in that it varies the indication of the ease of transition from the first predetermined state to the second predetermined state depending on the type of the predetermined condition.
[0315] According to the gaming machine described in (Tc2), rather than suggesting the ease of transition from the first predetermined state to the second predetermined state when a single condition is determined or established, the suggestion of the ease of transition from the first predetermined state to the second predetermined state varies depending on the type of predetermined condition, thereby reducing monotony in the display presentation during dynamic display in the first predetermined state.
[0316] (Tc3) In the gaming machine described in (Tc2), The gaming machine is characterized in that the presentation control means suggests that the ease of transition from the first predetermined state to the second predetermined state is a first level when the predetermined condition is a first type, and suggests that the ease of transition from the first predetermined state to the second predetermined state is a second level higher than the first level when the predetermined condition is a second type that is more advantageous to a player than the first type.
[0317] According to the gaming machine described in (Tc3) above, the relationship between the specified condition and the indication of the ease of transition is not determined one-to-one, but the degree of ease of transition is suggested differently depending on the type of specified condition, thereby reducing the monotony of the display presentation during the dynamic display in the first specified state.
[0318] (Tc4) In the gaming machine according to any one of (Tc1) to (Tc3), The presentation control means is configured to cause the display means to display the specific suggestion information when the predetermined condition is met.
[0319] According to the gaming machine described in (Tc4) above, it is possible to reduce monotony in the operation by the player performed during the dynamic display in the first predetermined state.
[0320] (Tc5) In the gaming machine according to any one of (Tc1) to (Tc3), The gaming machine is characterized in that the presentation control means causes the display means to display the specific suggestion information after the specified condition is met.
[0321] According to the gaming machine described in (Tc5) above, it is possible to reduce monotony in the display presentation after a predetermined condition is established based on an operation by a player during dynamic display in the first predetermined state.
[0322] (Tc6) In the gaming machine according to any one of (Tc1) to (Tc3), The gaming machine is characterized in that the presentation control means notifies the player of the predetermined condition at the start of the first predetermined state.
[0323] According to the gaming machine described in (Tc6) above, the player can play the game while being clearly aware of the goal in the first predetermined state.
[0324] (Tc7) In the gaming machine according to any one of (Tc1) to (Tc3), The gaming machine is characterized in that the presentation control means notifies the player of the specified condition based on the execution of the dynamic display in which a state occurs in which the first specified state is likely to transition to the second specified state.
[0325] According to the gaming machine described in (Tc7) above, the player can play the game while being clearly aware of the goal in the dynamic display, which is determined to be a state in which a transition from the first predetermined state to the second predetermined state is likely to occur.
[0326] (Tc8) In the gaming machine according to any one of (Tc1) to (Tc3), The gaming machine is characterized in that the presentation control means does not notify the player of the predetermined condition.
[0327] According to the gaming machine described in (Tc8) above, since the player is likely to stop operating the game after the specified condition is met, it is possible to reduce the monotony of the game after the specified condition is met.
[0328] (Tc9) In the gaming machine described in (Tc8), The presentation control means displays information that corresponds to the predetermined condition but makes it difficult to directly sense the correspondence with the predetermined condition.
[0329] According to the gaming machine described in (Tc9) above, it is possible for the player to perform operations without being aware of the establishment of a predetermined condition.
[0330] <Task Td> Conventionally, there has been a gaming machine of this type that changes the gaming state from a first state to a second state when the result of the display presentation related to the game after the end of a specific gaming state becomes a predetermined result (for example, JP 2013-42936 A (page 9, FIG. 38)). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, attention is likely to be focused only on whether or not the result of the display presentation after the end of the specific gaming state will be a predetermined result, which causes the problem that the display presentation after the end of the specific gaming state becomes monotonous. The invention related to (Td1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of the display presentation related to the game after the end of a specific gaming state. The invention relating to (Td1) below has the following configuration in order to achieve the above object.
[0331] (Td1) a display means for displaying a result of a dynamic display after the dynamic display is executed based on the satisfaction of a start condition; an operation means capable of receiving a specific operation by a player performed during the dynamic display; A performance control means for controlling a performance including the dynamic display; a state control means for controlling the state of a game to at least one of a specific game state in which a specific game value is awarded, a first predetermined state which is more advantageous to a player than a normal state and occurs after the specific game state ends, and a second predetermined state which is more advantageous to a player than a normal state and occurs after the first predetermined state ends, based on a result of a lottery process related to a game; The performance control means includes: When a predetermined condition is satisfied based on an operation by a player during the dynamic display in the first predetermined state, the display means can display the ease of transition from the first predetermined state to the second predetermined state, When the predetermined condition is not satisfied and a specific condition is satisfied based on an operation by a player during the dynamic display in the first predetermined state, the display means can display the ease of transition from the first predetermined state to the second predetermined state. A gaming machine characterized by:
[0332] According to the gaming machine described in (Td1), the ease of transition from the first predetermined state to the second predetermined state is displayed on the display means when a predetermined condition is satisfied based on the player's operation during dynamic display in the first predetermined state, and when a particular condition is satisfied based on the player's operation during dynamic display in the first predetermined state when the predetermined condition is not satisfied, thereby reducing the monotony of the display presentation in the first predetermined state.
[0333] (Td2) In the gaming machine described in (Td1), The performance control means includes: when a predetermined condition is established based on an operation by a player during the dynamic display in the first predetermined state, the ease of transition from the first predetermined state to the second predetermined state can be displayed on the display means by a predetermined condition establishment display showing that the predetermined condition is established, When the predetermined condition is not satisfied and a specific condition is satisfied based on an operation by a player during the dynamic display in the first predetermined state, the display means can display the ease of transition from the first predetermined state to the second predetermined state by a specific condition satisfaction display indicating that the specific condition is satisfied. A gaming machine characterized by:
[0334] According to the gaming machine described in (Td2), the ease of transition from the first predetermined state to the second predetermined state is displayed on the display means in a different manner between a predetermined condition fulfillment display which indicates that a predetermined condition has been fulfilled when a predetermined condition is fulfilled based on an operation by the player during dynamic display in the first predetermined state, and a specific condition fulfillment display which indicates that a specific condition has been fulfilled when a specific condition is fulfilled based on an operation by the player during dynamic display in the first predetermined state when the predetermined condition is not fulfilled, thereby reducing the monotony of the display presentation in the first predetermined state.
[0335] (Td3) In the gaming machine described in (Td1) or (Td2), The performance control means is capable of causing the display means to display, when the predetermined condition is approaching satisfaction, the ease of transition from the first predetermined state to the second predetermined state by displaying a "predetermined condition not being met" indicating that the predetermined condition is approaching satisfaction. A gaming machine characterized by:
[0336] According to the gaming machine described in (Td3), the ease of transition from the first predetermined state to the second predetermined state is displayed on the display means by a "less than predetermined condition" display indicating that the predetermined condition is approaching the predetermined condition fulfillment display when the predetermined condition is approaching fulfillment, thereby reducing the monotony of the display presentation in the first predetermined state until the predetermined condition fulfillment display is reached.
[0337] (Td4) In the gaming machine according to any one of (Td1) to (Td3), The performance control means is capable of causing the display means to display, when the specific condition is approaching establishment, the ease of transition from the first predetermined state to the second predetermined state by a specific condition less than display indicating that the specific condition is approaching establishment display. A gaming machine characterized by:
[0338] According to the gaming machine described in (Td4) above, when a specific condition is approaching being met, a "less than specific condition" display indicating that the specific condition is approaching being met is displayed on the display means until the specific condition is met display is reached, thereby reducing the display presentation in the first predetermined state from becoming monotonous.
[0339] (Td5) In the gaming machine described in (Td4), A gaming machine characterized in that the time it takes for the display indicating that the predetermined condition is not met and the display indicating that the specific condition is not met are different.
[0340] According to the gaming machine described in (Td5) above, the time it takes for the display of a condition less than the specified condition and the display of a condition less than the specific condition to be met differs, so by showing the difference to the player, the display presentation in the first specified state can be made less monotonous.
[0341] (Td6) In the gaming machine described in (Td5), A gaming machine characterized in that there are cases where the indication of "not meeting the specified condition" reaches the indication of "condition fulfilled" before the indication of "not meeting the specific condition" and cases where the indication of "not meeting the specific condition" reaches the indication of "condition fulfilled" before the indication of "not meeting the specified condition."
[0342] According to the gaming machine described in (Td6), there are cases where the display of "not meeting the specified condition" reaches the display of "condition met" before the display of "not meeting the specific condition" and cases where the display of "not meeting the specific condition" reaches the display of "condition met" before the display of "not meeting the specified condition", so by showing the player which of the two will be met first, it is possible to reduce the display presentation in the first specified state from becoming monotonous.
[0343] (Td7) In the gaming machine described in (Td6), The gaming machine is characterized in that the presentation control means is capable of performing a display suggesting which of the display indicating that the predetermined condition is not met and the display indicating that the specific condition is not met will reach the display indicating that the condition is met first.
[0344] According to the gaming machine described in (Td7) above, a display is made suggesting whether the display of "not meeting a specified condition" or the display of "not meeting a specific condition" will reach the display of "condition fulfillment" first, so by giving the player a hint as to which is likely to be fulfilled first, it is possible to reduce the display presentation in the first specified state from becoming monotonous.
[0345] (Td8) In the gaming machine according to any one of (Td1) to (Td7), A gaming machine characterized in that the display when the specified condition is not met and the display when the specific condition is not met are each met during one of the dynamic displays.
[0346] According to the gaming machine described in (Td8) above, the display of "less than a specified condition" and the display of "less than a specific condition" are each achieved when the respective conditions are met during dynamic display 1, so by showing the difference to the player during dynamic display 1, the display presentation in the first specified state can be made less monotonous.
[0347] (Td9) In the gaming machine according to any one of (Td1) to (Td7), A gaming machine characterized in that the display when the predetermined condition is not met and the display when the specific condition is not met each reach the fulfillment of their respective conditions through a plurality of the dynamic displays.
[0348] According to the gaming machine described in (Td9), the display when the specified condition is not met and the display when the specific condition is not met go through multiple dynamic displays until the respective conditions are met. Therefore, by showing the difference to the player across multiple dynamic displays, the display presentation can be made less monotonous across multiple dynamic displays in the first specified state.
[0349] <Task Te> Conventionally, as this type of gaming machine, for example, there is a machine that is configured to change the gaming state when a predetermined condition is met (for example, JP 2013-42936 A (page 9, FIG. 38)). However, the conventional example having such a configuration has the following problems. That is, in this type of gaming machine, the ease with which the predetermined conditions are met is limited, so there is a problem in that it is not possible to further improve the entertainment value of the game. The invention related to (Te1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can increase the entertainment value of the game. In order to achieve the above object, the invention according to (Te1) below has the following configuration. Note that, for the sake of convenience, specific examples of each component are given in parentheses below, but the components are not limited to these.
[0350] (Te1) a lottery means for executing a lottery process based on the establishment of a start condition; a display means capable of dynamically displaying identification information for indicating a result of the lottery process; and a state control means for controlling the display of the identification information to a specific game state after the dynamic display of the identification information is completed when the lottery process results in a predetermined result. The state control means includes: After the specific gaming state is ended, the first gaming state can be controlled. In the first gaming state, when a predetermined condition is satisfied, it is possible to control the game state to a second gaming state after the specific gaming state ends, The likelihood that the predetermined condition is satisfied varies depending on a first element selected from a plurality of predetermined elements and a second element selected from a plurality of predetermined elements different from the first element. A gaming machine characterized by:
[0351] According to the gaming machine described in (Te1), in the first gaming state, the ease with which a predetermined condition is met can be changed depending on the first element and the second element, and the ease with which a transition to the second gaming state can be changed, thereby improving the interest of the game.
[0352] (Te2) In the gaming machine described in (Te1), The first element is a condition that is satisfied based on an operation performed in the first game state (for example, a specified number of reserved items are accumulated or the normal figure changes a specified number of times), and the specified condition is made easier to achieve by setting the condition to be easily satisfied (for example, a specified number of reserved items is small or a specified number of changes in the normal figure is small), The second element is a time condition (for example, a time for changing a special chart) that is set based on the establishment of the start condition, and the longer the time set for the condition, the easier it is for the predetermined condition to be established. A gaming machine characterized by:
[0353] According to the gaming machine described in (Te2), a setting that is easily satisfied is selected as a condition to be satisfied based on operations performed in the first gaming state, making it easier for the specified condition to be met, and a setting of a long time is selected as a temporal condition that is set based on the satisfaction of the start condition, making it easier for the specified condition to be met, making it easier to transition to the second gaming state.
[0354] (Te3) In the gaming machine described in (Te1), The first element is a condition that is satisfied based on an operation performed in the first game state (for example, a specified number of reserved items are accumulated or the normal figure changes a specified number of times), and the specified condition is made easier to achieve by setting the condition to be easily satisfied (for example, a specified number of reserved items is small or a specified number of changes in the normal figure is small), The second element is a time condition (for example, a time change of the normal map) that is set based on the establishment of a specific start condition different from the start condition, and the shorter the time set for the condition, the more likely the predetermined condition is to be established. A gaming machine characterized by:
[0355] According to the gaming machine described in (Te3), a setting that is easily satisfied is selected as a condition to be satisfied based on operations performed in the first gaming state, making it easier for the specified condition to be satisfied, and the shorter the time setting that is selected as the temporal condition that is set based on the satisfaction of a specific start condition, the easier it becomes for the specified condition to be satisfied, making it easier to transition to the second gaming state.
[0356] (Te4) In the gaming machine described in (Te1), The first element is a condition that is satisfied based on an operation by a player performed in the first gaming state (for example, a specified number of reserved items are accumulated), and the specified condition is made more likely to be satisfied by setting the condition to be easily satisfied (for example, the specified number of reserved items is small), The second element is a condition (e.g., the normal figure changes a specified number of times) different from the first element that is satisfied based on the operation by the player performed in the first game state, and the predetermined condition is made easier to achieve by setting the condition to be easily satisfied (e.g., the normal figure changes a specified number of times less), When the condition set for one element is set to be easily satisfied, the condition set for the other element is set to be difficult to satisfy. A gaming machine characterized by:
[0357] According to the gaming machine described in (Te4), a specified condition is made easier to achieve by selecting a setting that is easy to satisfy as a condition to be satisfied based on operations by the player performed in a first gaming state of a first element, and a specified condition is made easier to achieve by selecting a setting that is easy to satisfy as a condition different from the first element to be satisfied based on operations by the player performed in a first gaming state of a second element.In this configuration, when the condition set for one element is set to an easy-to-satisfy setting, the condition set for the other element is set to a difficult-to-satisfy setting, so that the ease of achieving the specified condition can be set in a balanced manner.
[0358] (Te5) In the gaming machine described in (Te1), The first element is a time condition (for example, a time of change of a special chart) that is set based on the establishment of the start condition, and the longer the time set for the condition, the easier it is for the predetermined condition to be established, The second element is a time condition (for example, a time change of the normal map) that is set based on the establishment of a specific start condition different from the start condition, and the shorter the time set for the condition, the more likely the predetermined condition is to be established. A gaming machine characterized by:
[0359] According to the gaming machine described in (Te5), the longer the time setting selected as the time condition set based on the satisfaction of the start condition, the more likely the specified condition will be satisfied, and the shorter the time setting selected as the time condition set based on the satisfaction of a specific start condition different from the start condition, the more likely the specified condition will be satisfied, making it easier to transition to the second gaming state.
[0360] (Te6) In the gaming machine described in (Te1), The first element is a time condition (for example, a time of change of a special chart) that is set based on the establishment of the start condition, and the longer the time set for the condition, the easier it is for the predetermined condition to be established, The second element is a time condition (for example, a time period during which a special chart changes) different from that set in the first element, which is set based on the establishment of the start condition, and the shorter the time set in the condition, the more difficult it is for the predetermined condition to be established. A gaming machine characterized by:
[0361] According to the gaming machine described in (Te6), the easier it is for the specified condition to be met, the longer the time setting selected as the time condition set based on the satisfaction of the start condition of the first element, and the harder it is for the specified condition to be met, the shorter the time setting selected as the time condition different from that set for the first element set based on the satisfaction of the start condition of the second element. Therefore, the ease with which the specified condition will be met can be set in a balanced manner.
[0362] (Te7) In the gaming machine described in (Te1), The first element is a time condition (for example, a time variation time of a normal map) that is set based on the establishment of a specific start condition different from the start condition, and the longer the time set for the condition, the more difficult it becomes for the predetermined condition to be established, The second element is a time condition (e.g., a time variation time of a normal map) different from that set in the first element, which is set based on the establishment of a specific start condition different from the start condition, and the shorter the time set for the condition, the more likely the predetermined condition is to be established. A gaming machine characterized by:
[0363] According to the gaming machine described in (Te7), the longer the time setting selected as the temporal condition that is set based on the fulfillment of a specific start condition different from the start condition of the first element, the more difficult it becomes for the specified condition to be fulfilled, and the shorter the time setting selected as the temporal condition that is different from that set for the first element that is set based on the fulfillment of a specific start condition different from the start condition of the second element, the easier it becomes for the specified condition to be fulfilled, so that the ease of fulfilling the specified condition can be set in a balanced manner.
[0364] <Assignment Ua> Conventionally, this type of gaming machine has been configured to have, for example, a movable object that displaces between a first position and a second position, and to operate the movable object depending on the gaming status (for example, JP 2012-70995 A, pages 18-19, FIG. 15). However, in the case of the conventional example having such a configuration, there is a problem that a game involving the displacement of a movable object becomes monotonous. The invention relating to (Ua1) below has been made in consideration of the above circumstances, and aims to improve the entertainment value of games in which movable objects are displaced. The invention relating to (Ua1) below has the following configuration in order to achieve the above object.
[0365] (Ua1) a game board having a game area in which game balls can flow down; A start winning device (special drawing 1 start winning device 33a) into which a game ball provided on the game board can enter; A lottery means for conducting a lottery regarding a game based on the ball entering the start winning device; A movable object (announcement object U) capable of a predetermined reciprocating motion provided on the game board; A driving means (driving motor Ua1) that applies a driving force to the movable object; A game control means (CPU 551 of the sub-control device 262) capable of controlling a game based on a first control (anticipation performance control) for controlling the movable object to a predetermined state (a state in which an anticipation performance is executed) in which the movable object performs the predetermined reciprocating motion when it is determined that a predetermined condition (a specific reach) is established based on the lottery of the lottery means in a predetermined game state; An operation means (decision button 81) for receiving an operation by a player; A determination means for determining whether or not a specific condition (the timing of "Press it now!" is met) is established based on the operation of the operation means in the predetermined state (a function for determining the presence or absence of a button pressing flag, which is a flag indicating that the operation of the player by the sub-control device 262 satisfies a specific condition in the expected performance control process); Equipped with When the specific condition is satisfied in the predetermined state, the game control means controls the game based on a second control (control for executing a drop effect) that switches the predetermined reciprocating motion to a predetermined ending motion (motion for a drop effect) that moves the movable object from a current position (appearance position) toward a position (lower limit position) different from the current position at the time when the specific condition is satisfied, and ends the predetermined state. A gaming machine characterized by:
[0366] According to the gaming machine described in (Ua1), when a specific condition is met based on the operation of the operating means in a specific state in which a movable object performs a specific reciprocating motion, at the time when the specific condition is met, the game is controlled based on a second control which switches the specific reciprocating motion to a specific ending motion which moves the movable object from its current position toward a position different from the current position, thereby ending the specific state, thereby improving the interest of the game of displacing the movable object.
[0367] (Ua2) In the gaming machine described in (Ua1), When a result of the lottery by the lottery means is a first specific result, the movable object performs the predetermined reciprocating motion a first predetermined number of times; When the result of the lottery by the lottery means is a second specific result, the movable object performs the predetermined reciprocating motion a second predetermined number of times that is greater than the first predetermined number of times. A gaming machine characterized by:
[0368] According to the gaming machine described in (Ua2) above, the number of times the movable object reciprocates varies depending on the result of the lottery by the lottery means, so that the entertainment value of the game of displacing the movable object can be improved.
[0369] (Ua3) In the gaming machine described in (Ua1) or (Ua2), The second control includes an end notification control for notifying that the predetermined game state is to end. A gaming machine characterized by: 【0370...
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, In the output of the specific output mode, information that can make the player recognize that the specific object has come into close proximity is displayed on the display means in a manner different from both the output mode corresponding to the setting in 1 and the specific output mode. 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. In the situation where the output mode is set to the aforementioned specific output mode, 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. In the situation where the aforementioned specific output mode is in effect, the system is configured such that periods in which specific information is output and periods in which the specific information is not output can be repeated. A gaming machine characterized by the following features.