Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2022-11-18
- Publication Date
- 2026-06-26
AI Technical Summary
Conventional gaming machines face challenges in maintaining player interest during periods without variable displays, leading to a decline in engagement.
The gaming machine incorporates a starting port, lottery mechanism, variable display means, game state control, performance execution means, and production control to enhance player interaction and interest through dynamic performance modes, including special performances initiated by player operations or timed events.
Enhances player engagement by providing varied and interactive performance experiences during non-variable display periods, increasing overall interest and enjoyment.
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] BACKGROUND ART Conventionally, there are gaming machines that perform predetermined effects during periods when a variable display is not being performed (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2010-51740 A, Nos. 35-37, Fig. 20 DISCLOSURE OF THE INVENTION [Problem to be solved by the invention]
[0004] However, the conventional case having such a configuration has the following problems. In other words, this type of gaming machine has the problem that it is difficult to further improve the entertainment value of the presentation that is performed during the period when no variable display is being performed.
[0005] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of the presentation that is carried out during periods when no variable display is being performed. [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 starting hole through which the game ball can be inserted; A variable winning device that can set the game ball into a state where it can enter the game ball and a state where it cannot enter the game ball; a lottery means capable of executing a lottery to determine whether or not a specific result is to be determined based on the entry of the game ball into the starting hole; A variable display means for displaying variable identification information based on the result of the lottery; and a game state control means capable of generating an advantageous game state in which the lottery is conducted in a manner advantageous to the player after the result of the lottery becomes the specific result. A performance control means for controlling performances related to games; and a performance execution means for executing a performance related to a game in a manner that can be recognized by a player based on control from the performance control means, The performance control means In a state where the variable display is not being performed and in a performance state which can be generated at least after the variable display has ended, a predetermined performance corresponding to the start of one performance and a specific performance which is executed when the predetermined performance ends and whose performance mode can be changed by an operation by a player are executed, If the player has not performed an operation in a specific manner during the specific effect, the specific effect is ended after a predetermined period of time has elapsed, and a special effect start instruction is sent to execute a special effect corresponding to the end of the one effect, which is executed when the specific effect ends; When the player operates in the specific manner during the specific effect, the specific effect is ended without waiting for the lapse of the predetermined period, and the special effect is executed by sending the special effect start instruction; The predetermined effect and the special effect cannot be terminated by the player's operation in the specific mode, and the special effect displays common information when the player operates in the specific mode and when the player does not operate in the specific mode, The specific effect changes the effect mode by changing a combination of effect elements that lead to a predetermined value based on the player's operation, The predetermined value can be further changed by changing the combination of the effect elements obtained in the first effect based on the player's operation depending on the state after the first effect. It is characterized by:
[0007] [Actions and Effects] According to the invention described in claim 1, it is possible to provide a gaming machine that can improve the entertainment value of the presentation that is performed during the period when no variable display is being performed. [Effects of the Invention]
[0008] According to the gaming machine of the present invention, it is possible to provide a gaming machine that can increase the entertainment value of the presentation that is performed during the period when no variable display is being performed. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Figure 2] FIG. 1 is a front perspective view of a pachinko machine. [Figure 3] FIG. 2 is a rear view of the pachinko machine. [Figure 4] FIG. 2 is a right side view of the pachinko machine. [Figure 5] FIG. 2 is a left side view of the pachinko machine. [Figure 6] FIG. 1 is a plan view of a pachinko machine. [Figure 7] FIG. [Figure 8] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 9] (a) shows the display content of the third pattern display device, and (b) is an explanatory diagram showing the hold display. [Figure 10] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 11] (a) is the table for the special chart 1 jackpot lottery, and (b) is the table for the special chart 2 jackpot lottery. [Figure 12] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 13] (a) is an example of the variable display effects for a normal jackpot reach and a normal miss reach, and (b) is an example of the variable display effects for a super jackpot reach and a super miss reach. [Figure 14](a) is an example of the variable display effects of the jackpot super reach and the miss super reach, and (b) is an example of the variable display effects of the jackpot super reach and the miss super reach. [Figure 15] 10 is a table for determining an ending performance pattern. [Figure 16] 4 is a flowchart showing main processing by the main control device. [Figure 17] 10 is a flowchart showing normal processing by the main control device. [Figure 18] 10 is a flowchart showing the first pattern change processing. [Figure 19] 10 is a flowchart showing a fluctuation start process. [Figure 20] 10 is a flowchart showing the next game state setting process. [Figure 21] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 22] 10 is a flowchart showing a right-hit error determination process. [Figure 23] 10 is a flowchart showing a timer interrupt process. [Figure 24] A flowchart showing the start winning processing. [Figure 25] 10 is a flowchart showing a lottery process for advance reading. [Figure 26] 10 is a flowchart showing a launch control process. [Figure 27] 10 is a flowchart showing an NMI interrupt process. [Figure 28] 10 is a flowchart showing the main processing by the dispensing control device. [Figure 29] 10 is a flowchart showing a dispensing control process. [Figure 30] 10 is a flowchart showing a prize ball control process. [Figure 31] 10 is a flowchart showing a ball lending control process. [Figure 32] 10 is a flowchart showing main processing by the sub-control device. [Figure 33]10 is a flowchart showing normal processing by the sub-control device. [Figure 34] 10 is a flowchart showing customer waiting effect processing by the sub-control device. [Figure 35] 10 is a flowchart showing frame button input monitoring and performance processing by the sub-control device. [Figure 36] 10 is a flowchart showing a decision button input monitoring and performance process performed by the sub-control device. [Figure 37] 10 is a flowchart showing a selection button input monitoring and performance process performed by the sub-control device. [Figure 38] 10 is a flowchart showing a sound editing and output management process performed by the sub-control device. [Figure 39] 10 is a flowchart showing the performance execution management process performed by the sub-control device. [Figure 40] 10 is a flowchart showing a process of receiving a pre-read variation pattern designation command by the sub-control device. [Figure 41] 10 is a flowchart showing the opening and closing mode (jackpot) display setting process performed by the sub-control device. [Figure 42] 10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 43] 10 is a flowchart showing a process for setting the next game status display mode by the sub-control device. [Figure 44] A flowchart showing the right-hit error notification display mode setting process by the sub-control device. [Figure 45] 10 is a flowchart showing normal processing of the display control device. [Figure 46] 10 is a flowchart showing a process of switching a display mode or the like by a display control device. [Figure 47] 10 is a flowchart showing a pattern row variation display process performed by a display control device. [Figure 48] 10 is a flowchart showing a specific operation screen display process performed by the display control device. [Figure 49]10 is a flowchart showing the jackpot opening round display process performed by the display control device. [Figure 50] 10 is a flowchart showing the big win ending display process performed by the display control device. [Figure 51] 10 is a flowchart showing a high probability support state transition display process performed by a display control device. [Figure 52] 10 is a flowchart showing a low-probability / support state transition display process performed by a display control device. [Figure 53] 10 is a flowchart illustrating a specific operation period notification process performed by the display control device. [Figure 54] A figure explaining the display mode during a specific operation period in the third pattern display device. [Figure 55] A figure explaining the display mode during a specific operation period during high-speed fluctuation of the main decorative pattern. [Figure 56] FIG. 10 is a diagram illustrating a display mode during a specific operation period after a reach is achieved. [Figure 57] FIG. 57 is a diagram illustrating the display mode during the specific operation period after the reaching of a winning position, following FIG. 56. [Figure 58] A figure explaining the display mode when the decision button is left pressed during a specific operation period during high-speed fluctuation. [Figure 59] A figure explaining the display mode when the decision button and selection button are pressed during a specific operation period during high-speed fluctuation. [Figure 60] FIG. 10 is a front view of 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 opening pattern). [Figure 63](a) is a table for selecting the main decorative pattern change pattern of special chart 2 (first consecutive win zone), and (b) is a table for selecting the main decorative pattern change pattern of special chart 2 (second to fifth consecutive win zone). [Figure 64] FIG. 10 is a diagram illustrating the flow of the game. [Figure 65] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 66] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 67] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 68] This is a time chart showing the flow of the game related to Special Chart 2. [Figure 69] This is a time chart showing the flow of the game related to Special Chart 2. [Figure 70] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 71] This is a time chart showing the flow of the game related to Special Chart 1 and Special Chart 2. [Figure 72] A flowchart showing the start winning processing. [Figure 73] 10 is a flowchart showing the first pattern change processing. [Figure 74] This is 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] 10 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] 10 is a flowchart showing the next game state setting process. [Figure 79] This is a flowchart showing the next game state setting process following Figure 78. [Figure 80] 10 is a flowchart showing a next game status display mode setting process. [Figure 81]10 is a flowchart showing a display mode switching process. [Figure 82] 10 is a time chart showing the first variable display and big win round in the consecutive win zone of Example 2. [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 jackpot round in the consecutive win zone. [Figure 85] This is a table for determining consecutive win suggestion effect display patterns. [Figure 86] This is a flowchart showing the special chart 2 advance reading lottery processing. [Figure 87] This is a flowchart showing the process of receiving a command specifying a variable pattern for advance reading of Special Chart 2. [Figure 88] 10 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. 96 is a diagram showing a display mode of consecutive win suggestion effects different from those in FIGS. 89 to 95. [Figure 97] 11 is an ending time determination table according to the third embodiment. [Figure 98] 10 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] This figure explains the display mode of consecutive win suggestion effects, including a display mode different from that of Figure 99. [Figure 101] 10(a) and (b) are diagrams showing a table for determining the V winning opening opening / closing pattern in Example 4. FIG. [Figure 102] FIG. 10 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] This is a diagram showing a different game flow from that shown in Figure 102. [Figure 105] 10(a) and 10(b) are diagrams showing another example of a table for determining a V winning opening opening / closing pattern. [Figure 106] This is a diagram showing another example of a table for drawing the jackpot for Special Chart 2. [Figure 107] This is a table for the special chart 2 jackpot lottery in Example 5. [Figure 108] FIG. 10 is a diagram illustrating the flow of the game. [Figure 109] A diagram showing the display mode of the consecutive win suggestion effect. [Figure 110] This figure shows a display mode of a consecutive win suggestion effect different from that of Figure 109. [Figure 111] This figure shows 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 Example 6. [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. [Figure 114] This is the table for the other special jackpot lottery. [Figure 115] (a) and (b) are tables for drawing lots for normal winnings, and (c) is a table for drawing lots for normal symbol variation patterns. [Figure 116]This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 2. [Figure 117] 1 is a time chart showing the flow of a game. [Figure 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] 10 is a flowchart showing the first pattern change processing. [Figure 122] This is a flowchart showing the special chart 2 change start processing. [Figure 123] 10 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. [Figure 125] 10 is a flowchart showing the next game state setting process. [Figure 126] This is a flowchart showing the next game status setting process following Figure 125. [Figure 127] 10 is a flowchart showing a next game status display mode setting process. [Figure 128] 10 is a flowchart showing a display mode switching process. [Figure 129] (a) is a table for drawing the special jackpot for the first special drawing in Example 7, and (b) is a table for drawing the special jackpot for the second special drawing. [Figure 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. [Figure 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. [Figure 132] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 133] 1 is a time chart showing the flow of a game. [Figure 134] This is a flowchart showing the special diagram 1 change processing. [Figure 135] This is a flowchart showing the special chart 1 change start processing. [Figure 136] A figure showing the display mode of the transition suggestion effect in Example 8. [Figure 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. [Figure 140] A figure showing the display mode of the transition suggestion effect in Example 10. [Figure 141] A figure showing the display mode of the transition suggestion effect executed following Figure 140. [Figure 142] A figure showing the display mode of the transition suggestion effect in Example 11. [Figure 143] A figure showing the display mode of the transition suggestion effect in Example 12. [Figure 144] A figure showing the display mode of the transition suggestion effect in Example 13. [Figure 145] A figure showing the display mode of the transition suggestion effect executed following Figure 144. [Figure 146] A figure showing the display mode of the transition suggestion effect executed following Figure 145. [Figure 147] (a) is a table for drawing the special jackpot for Special Chart 1 in Example 14, and (b) is a table for drawing the special jackpot for Special Chart 2. [Figure 148] (a) and (b) are tables for drawing lots for normal winnings during the time-saving state and non-time-saving state, and (c) is a table for drawing lots for normal symbol variation patterns. [Figure 149] (a) and (b) are tables for selecting the variation pattern of the main decorative pattern of special chart 2 in time-saving state A and time-saving state B. [Figure 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 fulfillment of a predetermined condition (number of reserved items: 1). [Figure 151]10 is a time chart showing the operation of the gaming machine in time-saving state B. [Figure 152] FIG. 23 is a front view of the game board of Example 15. [Figure 153] FIG. 10 is a diagram illustrating the mechanism that operates the notification device. [Fig. 154] This is a table for drawing jackpots for Special Chart 1 and Special Chart 2. [Figure 155] This is a table for selecting the main decorative pattern variation pattern for Special Chart 1 and Special Chart 2. [Figure 156] FIG. 10 is a schematic diagram illustrating a performance using an announcement device. [Figure 157] FIG. 10 is a schematic diagram illustrating a performance using an announcement device. [Figure 158] FIG. 10 is a schematic diagram illustrating a performance using an announcement device. [Figure 159] 10 is a time chart illustrating the flow of a game in a reach effect. [Figure 160] 10 is a time chart illustrating the flow of a game in a reach effect. [Figure 161] 10 is a flowchart illustrating the process of setting the origin position of a reel. [Figure 162] 10 is a flowchart illustrating the expected performance control process. [Figure 163] 10 is a flowchart illustrating the expected performance control process. [Fig. 164] 10 is a flowchart illustrating the expected performance control process. [Figure 165] FIG. 20 is a schematic diagram illustrating the configuration of a first modified example according to the fifteenth embodiment. [Figure 166] 10 is a time chart illustrating the configuration of Modification 1. [Figure 167] FIG. 20 is a schematic diagram illustrating the configuration of a modified example 2 according to the fifteenth embodiment. [Figure 168] 16 is a flowchart illustrating a first expected performance control process of a modified example 10 related to the fifteenth embodiment. [Figure 169] 16 is a flowchart illustrating a first expected performance control process of a modified example 10 related to the fifteenth embodiment. [Figure 170] 16 is a flowchart illustrating the second expected performance control process of the tenth modified example related to the fifteenth embodiment. [Figure 171] 16 is a flowchart illustrating the second expected performance control process of the tenth modified example related to the fifteenth embodiment. [Fig. 172] FIG. 20 is a schematic diagram illustrating the configuration of a seventeenth modification of the fifteenth embodiment. [Figure 173] FIG. 20 is a schematic diagram illustrating the configuration of a modified example 18 according to the fifteenth embodiment. [Fig. 174] FIG. 20 is a schematic diagram illustrating the configuration of a modified example 19 according to the fifteenth embodiment. [Figure 175] FIG. 22 is a schematic diagram illustrating the configuration of Modification 19. [Figure 176] 19 is a time chart illustrating the flow of a game in a reach effect according to Modification 19. [Figure 177] 10 is a flowchart illustrating the expected performance control process according to a modified example. [Figure 178] 13 is a flowchart illustrating the expected performance control process according to the nineteenth modification example. [Figure 179] 13 is a flowchart illustrating the expected performance control process according to the nineteenth modification example. [Figure 180] FIG. 20 is a schematic diagram illustrating the configuration of a modified example 20 according to the fifteenth embodiment. [Figure 181] 23 is a time chart illustrating the configuration of Modification 20. [Figure 182] FIG. 22 is a schematic diagram illustrating the configuration of a modified example 21 according to the fifteenth embodiment. [Figure 183] 23 is a time chart illustrating the configuration of Modification 21. [Figure 184] A figure showing the performance display and the movement of the movable object when an operation is performed in Example 16. [Figure 185] 10A and 10B are diagrams showing the effect display and the movement of the movable object when no operation is performed. [Figure 186] 10A and 10B are diagrams illustrating changes in the motion pattern of a movable object. [Figure 187] 10A and 10B are diagrams illustrating the performance display and the movement of multiple movable objects. [Figure 188] 10A and 10B are diagrams showing the effect display for accumulating points and the movement of a movable object. [Figure 189] 10A and 10B are diagrams showing the effect display and the movement of the movable object when points are not accumulated. [Figure 190] FIG. 10 is a diagram showing a case where points are continuously awarded to points awarded in an expected effect. [Figure 191] FIG. 20 is a front view of the game board of the pachinko machine of Example 17. [Figure 192] FIG. 2 is an exploded perspective view of the center frame as seen from the rear side. [Figure 193] FIG. 2 is a perspective view of the stage device as seen from the front side. [Figure 194] FIG. 2 is a perspective view of the stage device as seen from the rear side. [Figure 195] FIG. 10 is a front view of the stage device with the movable decorative part in the operating position (protruding position). [Figure 196] FIG. 10 is a front view of the stage device with the movable decorative part in the retracted position. [Figure 197] FIG. 10 is a top view of the stage device with the movable decorative part in the operating position (protruding position). [Figure 198] FIG. 10 is a top view of the stage device with the movable decorative part in the retracted position. [Figure 199] FIG. 2 is an exploded perspective view of the stage device. [Figure 200] FIG. 4 is an exploded perspective view of a second support portion. [Figure 201] (a)(b)(c) show the main parts of the support shaft mounting detection section, the functional block section, and the display mode of the occurrence of a special device error. [Figure 202] 10 is a flowchart showing a reel error determination process. [Figure 203] (a), (b), and (c) show the main parts of the stage installation detection unit, the functional block unit, and the display mode of the occurrence of a stage installation error. [Figure 204] 10 is a flowchart showing a stage attachment error determination process. [Figure 205] (a)(b)(c) show the main parts such as the device operation position detection unit, the functional block unit, and the display mode when a device operation error occurs. [Figure 206] 10 is a flowchart showing a reel operation error determination process. [Figure 207] 10 is a flowchart showing a movable decorative part operation control process. [Figure 208] FIG. 23 is a diagram showing a decorative pattern / catchphrase correspondence table according to the eighteenth embodiment. [Figure 209] A diagram showing a third pattern display device. [Figure 210] A figure showing a variable display pattern in which there is regularity in the left decorative pattern column. [Figure 211] A figure showing a variable display pattern in which there is regularity in the left decorative pattern column. [Figure 212] A figure showing a variable display pattern in which there is regularity in the right decorative pattern column. [Figure 213] A figure showing a variable display pattern in which there is regularity in the left decorative pattern row and the right decorative pattern row. [Figure 214] A figure showing the stopping pattern of the left decorative pattern row. [Figure 215] 10A and 10B are diagrams showing stop patterns of the left decorative pattern row at different timings. [Figure 216] This is a diagram showing the stopping pattern of the left decorative pattern row with high expectation. [Figure 217] A figure showing the stopping pattern of the left decorative pattern row after pressing the button. [Figure 218] A figure showing the stopping pattern of the left decorative pattern row after pressing the button. [Figure 219] This figure shows a variable display pattern in which the left decorative pattern row has regularity only during a favorable game state. [Figure 220] A figure showing a variable display mode in which the number part has regularity without changing the decorative part. [Figure 221] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 222] (a) is the table for the special chart 1 jackpot lottery, and (b) is the table for the special chart 2 jackpot lottery. [Figure 223] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 224]This is a table for selecting a jackpot symbol stopping pattern of the main decorative symbol. [Figure 225] This is a table for selecting a missing symbol stopping pattern of the main decorative symbol. [Figure 226] 10 is a flowchart showing a timer interrupt process. [Figure 227] A flowchart showing the start winning processing. [Figure 228] A figure showing the variable display mode indicating the formation of a chance eye in Example 19. [Figure 229] A diagram showing the variable display mode indicating that a chance symbol has not been formed. [Figure 230] A diagram showing a variable display mode in which chance symbols appear consecutively. [Figure 231] A diagram showing a variable display mode in which different chance symbols appear in succession. [Figure 232] A figure showing a variable display mode that emphasizes the number part of the chance eye. [Figure 233] A diagram showing the variable display mode that changes the decorative part of the chance eye. [Figure 234] This is a diagram showing the variable display mode in which the device operates when a chance symbol is formed. [Figure 235] This is a table for selecting a missing symbol stopping pattern of the main decorative symbol. [Figure 236] 10 is a flowchart showing a fluctuation start process. [Figure 237] A figure showing the variable display mode indicating the formation of a chance symbol in Example 20. [Figure 238] This is a diagram showing the variable display mode when a chance symbol is formed and a button is pressed. [Figure 239] A diagram showing a variable display mode in which the same chance symbol appears consecutively. [Figure 240] This is a diagram showing a variable display mode in which the same pattern appears continuously only at the left stop position. [Figure 241] A figure showing the variable display mode indicating the formation of different chance symbols. [Figure 242] A figure showing the variable display mode in which the left decorative pattern column in Example 21 violates the rules. [Figure 243] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Figure 244] 10 is a flowchart showing a fluctuation start process. [Figure 245] This figure shows a variable display mode in which the left decorative pattern row in Example 22 violates the rules. [Figure 246] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Figure 247] This is a diagram showing a variable display mode in which the left decorative pattern row violates the rules halfway through. [Figure 248] A figure showing another variable display mode in which the left decorative pattern column violates the rules. [Figure 249] 10 is a flowchart showing a fluctuation start process. [Figure 250] A figure showing the variable display mode indicating two pseudo consecutive wins (misses) in Example 23. [Figure 251] This is a diagram showing the variable display mode indicating three pseudo consecutive wins (wins). [Figure 252] This is a diagram showing a variable display mode showing pseudo consecutive wins 1 to 3 times (changing decorative symbols). [Figure 253] This is a diagram showing the variable display mode indicating three pseudo consecutive reaches (wins). [Figure 254] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 255] A figure showing the variable display pattern with regularity in the pending display of Example 24. [Figure 256] This is a diagram showing a variable display pattern in which the pending display continues irregularly. [Figure 257] This is a diagram showing a variable display pattern in which the pending display changes irregularly. [Figure 258] FIG. 25 is a front view of the board for explaining a pachinko machine according to a twenty-fifth embodiment. [Figure 259] This is a diagram explaining the movable props and their surrounding components. [Figure 260] FIG. 10 is a diagram illustrating the operation of the movable props. [Figure 261] This is the table for the Special Chart 1 and Special Chart 2 jackpot lottery. [Figure 262] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Figure 263] 10 is a table detailing the control of the movable support component; [Figure 264] FIG. 1 is a schematic diagram illustrating the flow of a game. [Figure 265] 10 is a flowchart illustrating the reel origin position setting process, which is part of the normal processing of the sub-control device. [Figure 266] 10 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device. [Figure 267] 10 is a flowchart illustrating the reel lifting process, which is part of the processing of the sub-controller. [Figure 268] A diagram illustrating a modified example of a movable prop. [Figure 269] A diagram illustrating a modified example of a movable prop. [Figure 270] This is a table for selecting the main decorative pattern variation pattern of special chart 1 in a modified example. [Fig. 271] 10 is a table illustrating details of control of a movable support part according to a modified example. [Fig. 272] FIG. 10 is a schematic diagram illustrating the flow of a game according to a modified example. [Fig. 273] 10 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device according to the modified example. [Fig. 274] 10 is a flowchart illustrating the expected performance control process, which is part of the processing of the sub-control device according to the modified example. [Figure 275] A diagram explaining a movable accessory and its surrounding components in a modified example. [Figure 276] This is a diagram explaining the movable accessory of variant example 11 and its surrounding components, as well as the stopping mode of the movable accessory. [Figure 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 accessory of variant 12, its surrounding components, and the stopping mode of the movable accessory. [Figure 279]10A to 10C are diagrams illustrating various effects of the gaming machine of this example. [Figure 280] This is a diagram explaining the movable accessory and its surrounding parts of variant example 13, and another example of the movable accessory. [Figure 281] This is a diagram explaining the movable accessory and its surrounding parts of variant example 14. [Figure 282] A diagram explaining the movable accessories and their surrounding parts in Example 26. [Figure 283] FIG. 10 is a diagram illustrating the operation of the movable props. [Fig. 284] FIG. 10 is a diagram illustrating the operation of the movable props. [Figure 285] A diagram explaining the movable accessories and their surrounding parts in Example 27. [Figure 286] FIG. 1 is a schematic diagram illustrating the flow of a game. [Figure 287] FIG. 2 is a schematic diagram illustrating a movement path of a movable body. [Figure 288] 10A and 10B are diagrams illustrating details of a movable body according to a modified example. [Figure 289] 10A and 10B are schematic diagrams illustrating the operation of a movable body according to a modified example. [Figure 290] FIG. 28 is a diagram illustrating a pachinko machine according to a twenty-eighth embodiment. [Figure 291] FIG. 2 is a diagram illustrating a configuration of a movable member and its surroundings. [Figure 292] 10A and 10B are diagrams showing details of the contact point on the right side of the support rod and the control of the movable support part. [Figure 293] 10(a) to 10(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern D. FIG. [Fig. 294] 29(d) to (f) are diagrams illustrating the operation of the movable member in expansion / contraction pattern D, following FIG. 293. [Figure 295] 10(a) to 10(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern E. FIG. [Figure 296] 295(d) to (f) are diagrams illustrating the operation of the movable member in expansion / contraction pattern E, continuing from FIG. 295. [Figure 297]10(a) to 10(c) are diagrams illustrating the operation of the movable member in expansion / contraction pattern F. FIG. [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] 10(a) is a diagram showing the contact point on the right side of the support rod of Modification 1 and details of the control of the movable support part. FIG. [Figure 300] 10(a) and 10(b) are diagrams illustrating the operation of the movable member in the stretch pattern Dfake. [Figure 301] 10(d) and (e) are diagrams illustrating the operation of the movable member in the stretch pattern Efake. [Figure 302] 10(a) is an enlarged view of the contacted portion on the right side of the support rod of the second modified example. FIG. [Figure 303] A diagram explaining the operation of the movable member and the display mode of the third pattern display device in expansion / contraction pattern D. [Figure 304] A diagram explaining the operation of the movable member in expansion / contraction pattern E and the display mode of the third pattern display device. [Figure 305] A figure explaining the operation of the movable member and the display mode of the third pattern display device in the expansion / contraction pattern Dfake. [Figure 306] A diagram explaining the operation of the movable member in the expansion / contraction pattern Efake and the display mode of the third pattern display device. [Figure 307] An explanatory diagram showing an overview of various counters used in game control in Example 29. [Figure 308] (a) is a table for drawing the jackpot for special chart 1 and special chart 2 when the probability is low, (b) is a table for drawing the jackpot for special chart 1 and special chart 2 when the probability is high, (c) is a table for drawing the jackpot for falling, and (d) is a table for drawing the special time-saving jackpot for special chart 2. [Figure 309](a) is a table for selecting the special chart 2 variation pattern when the winner falls off after 1 to 30 spins, (b) is a table for selecting the special chart 2 variation pattern when the winner falls off, (c) is a table for selecting the special chart 2 variation pattern when the winner falls off after 31 spins or later, and (d) is a table for selecting the special chart 2 special time-saving variation pattern. [Figure 310] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 311] A flowchart showing the start winning processing. [Figure 312] 10 is a flowchart showing the first pattern change processing. [Figure 313] This is a flowchart showing the special chart 1 change start processing. [Figure 314] This is a flowchart showing the special chart 2 change start processing. [Figure 315] 10 is a flowchart showing the next game state setting process. [Figure 316] 10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 317] 10 is a flowchart showing a process of switching a display mode or the like by a display control device. [Figure 318] (a) is a table for the special time-saving lottery of special chart 2 of variant example 1, and (b) is a table for selecting the special time-saving lottery variation pattern of special chart 2 of variant example 1. [Figure 319] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 320] This is a flowchart showing the special chart 2 change start processing. [Figure 321] 10 is a flowchart showing the next game state setting process. [Figure 322] 10 is a flowchart showing the next game state setting process. [Figure 323] 10 is a flowchart showing the next game state setting process. [Figure 324] (a) is a table for selecting a special chart 2 variation pattern in which reserves of variant example 2 can be stored, and (b) is a table for selecting a special chart 2 variation pattern in which reserves of variant example 2 cannot be stored. [Figure 325]FIG. 1 is a schematic diagram showing the flow of a game. [Figure 326] 10 is a flowchart showing the next game state setting process. [Figure 327] 10 is a flowchart showing the next game state setting process. [Figure 328] 10 is a flowchart showing the next game state setting process. [Figure 329] FIG. 13 is a schematic diagram showing the flow of the game in Modification 7. [Figure 330] This is a flowchart showing the special chart 2 change start processing. [Figure 331] 10 is a flowchart showing the next game state setting process. [Figure 332] 10 is a flowchart showing the next game state setting process. [Figure 333] (a) is a time chart of Example 30 showing the flow of a game in which a player falls out of the accumulation mode and misses the jackpot lottery, (b) is a time chart of a game in which a player falls out of the accumulation mode and wins the jackpot lottery, and (c) is a time chart of Example 30 showing the flow of a game in which a player falls out of the accumulation mode and wins the jackpot lottery. [Figure 334] This is a time chart showing the flow of a game in which a drop-off win occurs from the consumption mode. [Figure 335] (a) and (b) are time charts different from FIG. 310, which show the flow of a game in which a drop-down win occurs from the accumulation mode. [Figure 336] FIG. 333(a) shows the display mode corresponding to FIG. [Figure 337] A diagram showing a display mode corresponding to Figure 333(b). [Figure 338] FIG. 333(c) shows the display mode corresponding to FIG. [Figure 339] This is a diagram showing the display mode following Figure 338. [Figure 340] A diagram showing the display mode when a drop-off win occurs from the consumption mode. [Figure 341] FIG. 335 is a diagram showing a display mode corresponding to FIG. 334. [Figure 342] This is a diagram showing the display mode following Figure 341. [Figure 343]This figure shows the display mode when a consecutive start win occurs accidentally in consumption mode and a drop win occurs. [Figure 344] FIG. 335(a) shows the display mode corresponding to FIG. [Figure 345] FIG. 335(b) shows the display mode corresponding to FIG. [Figure 346] (a) is a time chart of variant 1 showing the flow of play in which a player falls out of the accumulation mode and wins the special time-saving lottery (1 / 10), and (b) is a time chart of variant 1 showing the flow of play in which a player continues to lose the special time-saving lottery. [Figure 347] FIG. 346 is a diagram showing a display mode corresponding to FIG. [Figure 348] (a) is a time chart of variant 2 showing the flow of the game in which a special time-saving lottery (1 / 10) is held at the same time as a drop-out win from the accumulation mode, and the player ultimately wins, and (b) is a time chart of variant 2 showing the flow of the game in which the player continues to lose the special time-saving lottery. [Figure 349] FIG. 348 is a diagram showing a display mode corresponding to FIG. [Figure 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 fall-off win from the consumption mode and a win is made, and (b) is a time chart showing the flow of play in which a win is made in the special time-saving lottery. [Figure 351] FIG. 350 is a diagram showing a display mode corresponding to FIG. [Figure 352] This is a time chart of Example 31 showing the flow of play from the accumulation mode to the consumption mode / depletion mode, and then returning from the depletion mode to the accumulation mode. [Figure 353] FIG. 353 is a diagram showing a display mode corresponding to FIG. 352. [Figure 354] This is a time chart of variant 1 showing the flow of a game in which mode transition suggestion information is displayed only when transitioning from consumption mode to accumulation mode. [Figure 355] FIG. 354 is a diagram showing a display mode corresponding to FIG. [Figure 356] FIG. 32 is a front view of a pachinko machine according to a thirty-second embodiment. [Figure 357] FIG. 1 is a plan view of a pachinko machine. [Figure 358]FIG. 1 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. [Figure 361] FIG. 1 is a schematic diagram illustrating the flow of a game. [Figure 362] 10 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] 10 is a flowchart illustrating processing during communication on the mobile terminal side. [Figure 365] 10 is a flowchart illustrating a disconnection process on the mobile terminal side. [Figure 366] 10 is a flowchart illustrating normal processing of the sub-control device. [Figure 367] 10 is a flowchart illustrating performance execution process management. [Figure 368] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 369] 10 is a flowchart illustrating a mobile terminal input monitoring and rendering process. [Figure 370] 10 is a flowchart illustrating an NFC activation process. [Figure 371] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 372] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 373] 10 is a flowchart illustrating processing during communication (setting data change processing). [Figure 374] 10 is a flowchart illustrating processing during communication (screen capture processing). [Figure 375] 10 is a flowchart illustrating processing during communication (mission and game result output processing). [Figure 376] 10 is a flowchart illustrating a communication disconnection process. [Figure 377]FIG. 10 is an explanatory diagram regarding the effects when capturing a screen. [Figure 378] 10A is an explanatory diagram regarding the mission, and FIG. 10B is an explanatory diagram regarding the output of the game result. [Figure 379] 10 is a flowchart illustrating processing during communication (changing setting data) according to Modification 2. [Figure 380] 13 is a flowchart illustrating a pairing communication establishment process on the mobile terminal side according to Modification 3. [Figure 381] 380. This 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 activation process according to a fourth modification. [Figure 383] This is a flowchart explaining an NFC activation process different from that shown in FIG. 382. [Figure 384] 13 is a flowchart illustrating 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 communication disconnection process different from that shown in FIG. 385. [Figure 387] FIG. 13 is a schematic diagram illustrating a modification in which a cutting NFC is placed in a hole according to Modification 7. [Figure 388] 10 is a flowchart illustrating a communication disconnection process. [Figure 389] 19 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] 10 is a table for selecting a fish school occurrence pattern. [Figure 392] 10 is a flowchart illustrating a communication process (setting data change process). [Figure 393] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 394] FIG. 10 is an explanatory diagram regarding the effect according to the first modified example. [Figure 395] 10 is a flowchart illustrating processing during communication (setting data change processing). [Figure 396] This is a flowchart explaining the processing during communication following Figure 395. [Figure 397] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 398] FIG. 10 is an explanatory diagram regarding the effect according to the second modified example. [Figure 399] FIG. 34 is an explanatory diagram of the display mode during the enter button row operation period in Example 34. [Figure 400] 10A and 10B are schematic diagrams illustrating display modes during a period when the enter button is being operated. [Figure 401] 10 is a table for selecting a fish school occurrence pattern. [Figure 402] 10 is a flowchart illustrating a decision button input monitoring and performance process. [Figure 403] 10 is a flowchart illustrating a process of changing the volume and the like. [Figure 404] An explanatory diagram regarding the presentation related to Example 35. [Figure 405] 10 is a table for selecting a fish school occurrence pattern. [Figure 406] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 407] FIG. 10 is a schematic diagram illustrating the effects at the time of screen capture according to Modification 1. [Figure 408] 10 is a flowchart illustrating processing during communication (mission and game result output processing). [Figure 409] FIG. 10 is a schematic diagram illustrating the effect when there is no change in the predetermined number variation setting in Modification Example 2. [Figure 410] 10 is a flowchart illustrating processing during communication (setting data change processing). [Figure 411] This is a flowchart illustrating the processing during communication, following Figure 410. [Figure 412] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 413]FIG. 36 is a schematic diagram illustrating a display screen of a mobile terminal according to a thirty-sixth embodiment. [Figure 414] FIG. 10 is a schematic diagram illustrating the flow of the presentation. [Figure 415] 10 is a table for selecting a fish school occurrence pattern. [Figure 416] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 417] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 418] FIG. 10 is a schematic diagram illustrating a process when communication is disconnected according to Modification 1. [Fig. 419] FIG. 10 is a schematic diagram illustrating the flow of a game when communication is interrupted. [Figure 420] 10 is a table for selecting a fish school occurrence pattern. [Figure 421] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 422] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 423] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 424] FIG. 10 is a schematic diagram illustrating the flow of a game when a machine type according to Modification Example 2 has not been selected. [Figure 425] 10 is a table for selecting a fish school occurrence pattern. [Figure 426] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 427] 10 is a flowchart illustrating processing during communication (processing when receiving data from a mobile terminal). [Figure 428] 10 is a flowchart illustrating a process for setting a school of fish effect mode. [Figure 429] FIG. 10 is a schematic diagram illustrating the flow of the presentation according to Modification 3. [Fig. 430] 10 is a flowchart illustrating an invalid input display process during communication. [Figure 431] 10 is a flowchart illustrating a pairing and communication establishment process. [Figure 432] 10 is a flowchart illustrating processing during communication (re-input determination processing). [Figure 433] 10 is a flowchart illustrating a process when communication is disconnected. [Fig. 434] A front view of the game board of a pachinko machine related to Example 37. [Figure 435] FIG. 1 is a schematic diagram illustrating the overall flow of the game. [Figure 436] These are the tables for the special chart 1 jackpot lottery and the special chart 2 jackpot lottery. [Figure 437] This is a table for regular lottery draws. [Fig. 438] This is a table for changing the main decorative patterns of Special Chart 1 and Special Chart 2. [Figure 439] 10 is a table showing the operation patterns of the non-electrical release distributing movable object. [Fig. 440] This is an explanatory diagram of the operation of the non-electrical opening distribution device related to time reduction A1 and time reduction A2. [Figure 441] This is an explanatory diagram of the operation of the non-electrical release distribution device related to time reduction B. [Figure 442] FIG. 10 is a front view illustrating the structure of the consecutive ball prevention mechanism. [Figure 443] FIG. 10 is a perspective view illustrating the structure of a consecutive ball prevention mechanism. [Figure 444] FIG. 10 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism in the case of a single winning ball. [Figure 445] FIG. 10 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls are illegally won. [Figure 446] FIG. 10 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls win without any cheating. [Figure 447] FIG. 10 is a schematic diagram illustrating the distribution operation of the consecutive ball prevention mechanism when two balls win without any cheating. [Figure 448] FIG. 10 is a front view of a game board of a pachinko machine according to a modified example. [Figure 449] FIG. 10 is a front view illustrating the structure of a modified consecutive ball prevention mechanism. [Figure 450]10A and 10B are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Figure 451] 10A and 10B are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Figure 452] 10A and 10B are schematic diagrams illustrating the distribution operation of the consecutive ball prevention mechanism according to the modified example. [Figure 453] FIG. 10 is a front view illustrating the structure of a modified consecutive ball prevention mechanism. [Figure 454] FIG. 10 is a front view illustrating the structure of a modified consecutive ball prevention mechanism. [Figure 455] FIG. 10 is a front view illustrating the structure of a modified consecutive ball prevention mechanism. [Figure 456] A front view of the game board of a pachinko machine according to Example 38. [Figure 457] FIG. 1 is a schematic diagram illustrating the overall flow of the game. [Figure 458] These are the tables for the special chart 1 jackpot lottery and the special chart 2 jackpot lottery. [Fig. 459] 10 is a table showing the operation patterns of the non-electrical release distributing movable object. [Figure 460] FIG. 10 is a front view illustrating the structure of the consecutive ball prevention mechanism. [Figure 461] FIG. 10 is a perspective view illustrating the structure of a consecutive ball prevention mechanism. [Figure 462] 10A and 10B are schematic diagrams illustrating the operation of the consecutive ball prevention mechanism. [Figure 463] 10A and 10B are schematic diagrams illustrating the operation of the consecutive ball prevention mechanism. [Fig. 464] 10A and 10B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Figure 465] 10A and 10B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Figure 466] 10A and 10B are schematic diagrams illustrating the configuration of a consecutive ball prevention mechanism according to a modified example. [Figure 467] 10A and 10B are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Fig. 468] 10A and 10B are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Figure 469]10A and 10B are schematic diagrams illustrating the operation of a consecutive ball prevention mechanism according to a modified example. [Figure 470] FIG. 10 is a front view of a game board of a pachinko machine according to a modified example. [Figure 471] A front view explaining the structure of a consecutive ball prevention mechanism related to a modified example of Figure 470. [Figure 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 relating to the modified example of Figure 470. [Fig. 474] FIG. 39 is a front view of the game board of Example 39. [Figure 475] This is a diagram showing the jackpot lottery tables for Special Chart 1 and Special Chart 2. [Figure 476] This is a diagram showing the jackpot lottery table in Special Chart 2. [Figure 477] FIG. 10 is a diagram showing a special lottery table. [Figure 478] FIG. 10 is a diagram showing a table for normal symbol lottery. [Figure 479] This is a diagram showing a table for selecting the main decorative pattern variation pattern for Special Chart 1 and Special Chart 2. [Figure 480] 10 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] 10 is a flowchart showing a fluctuation start process. [Figure 485] 10 is a flowchart showing the next game state setting process. [Figure 486] 10 is a flowchart showing a second symbol control process. [Figure 487] 10 is a flowchart showing a next game status display mode setting process. [Figure 488] FIG. 10 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 status lamp. [Figure 490] A diagram explaining the changes in the lighting display mode of the right-hit lamp and status lamp. [Figure 491] 10 is a flowchart showing the process for setting the lighting display mode of the right-hit lamp and the status lamp. [Figure 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 status lamp. [Figure 494] A diagram explaining the lighting display mode of the right hit lamp and the status lamp in variant example 2. [Figure 495] A diagram explaining the changes in the lighting display mode of the right-hit lamp and status lamp. [Figure 496] A diagram explaining the changes in the lighting display mode of the right-hit lamp and status lamp. [Figure 497] A figure explaining the display mode for displaying the advance reading results of the special lottery in Example 41. [Figure 498] 10 is a flowchart showing a pre-reading lottery process. [Figure 499] 10 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 the special lottery are displayed after the results of the win / loss lottery are displayed. [Figure 501] A diagram illustrating a display mode in which the advance reading results of the special lottery are displayed / not displayed. [Figure 502] This is a diagram illustrating a display mode in which a countdown is performed after the preview results of a special lottery are displayed. [Figure 503] A figure explaining a display mode in which the countdown is stopped after the advance reading results of the special lottery are displayed. [Figure 504] This is a diagram illustrating a display mode in which a notification regarding the time-saving B state is made without using the advance reading results of the special lottery. [Figure 505]10 is a diagram illustrating a display mode for notifying about the time-saving state B at the start of the time-saving state A. FIG. [Figure 506] 10 is a diagram illustrating a display mode in which a notification regarding the time-saving B state is given every time the time-saving A state changes. FIG. [Figure 507] 10 is a diagram illustrating a display mode in which notifications regarding the time-saving state B are given more frequently as the end of the time-saving state A approaches. FIG. [Figure 508] 10 is a diagram illustrating a display mode in which a notification regarding the time-saving B state is given when the specified number of times of the time-saving A state is reached. FIG. [Figure 509] A figure showing a special lottery table for Example 42. [Figure 510] This is a diagram explaining the display mode that predicts the special lottery result at the final change of the time-saving A state. [Figure 511] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 512] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 513] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 514] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 515] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 516] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 517] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 518] This is a diagram illustrating another display mode that predicts the special lottery results at the final change in the time-saving A state. [Figure 519] This is a modified example of the flowchart showing the first pattern change processing shown in Figure 481. [Figure 520] A flowchart showing the right-hit error flag setting process in Example 43. [Figure 521] 10 is a flowchart showing a right-hit error display process. [Figure 522] 10 is a flowchart showing a right-hit error flag setting process according to a first modified example. [Figure 523] 10 is a flowchart showing a right-hit error flag setting process according to a second modification. [Figure 524] 11 is a flowchart showing a right-hit error flag setting process according to a third modified example. [Figure 525] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 526] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 527] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 528] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 529] FIG. 10 is a diagram showing a display mode of a right-hit error. [Fig. 530] FIG. 10 is a diagram showing a display mode of a right-hit error. [Figure 531] FIG. 10 is a diagram showing a display mode of a right-hit error. [Fig. 532] FIG. 10 is a diagram showing a special lottery table (final fluctuation of time-saving state A). [Figure 533] FIG. 10 is a diagram showing a display mode of a right-hit error. [Fig. 534] FIG. 10 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 time-saving A. [Figure 538] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Fig. 539] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [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] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 543] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [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] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 546] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [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] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Fig. 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. [Figure 551] This is a table for selecting messages related to the final change in time-saving A. [Figure 552] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 553] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 554] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 555] This is a table for selecting messages at the start of the final fluctuation. [Figure 556] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 557]10 is a table for selecting messages related to final changes. [Figure 558] 10A to 10C are diagrams illustrating the display contents of the display screen along with the flow of the game. [Figure 559] A rear view of the pachinko machine of Example 46. [Fig. 560] 10 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 and 2B are a perspective view of a power supply board, a perspective view of a glass tube fuse, and a front view of the glass tube fuse. [Fig. 562] 10A and 10B are front views of a power supply substrate and a schematic diagram showing the arrangement of dark areas, illustrating examples 1 and 2, which are specific examples of Example 46. [Fig. 563] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and the arrangement of dark areas, illustrating examples 3 and 4, which are specific examples of Example 46. [Fig. 564] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and the arrangement of dark areas, illustrating Examples 5 and 6, which are specific examples of Example 46. [Figure 565] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and the arrangement of dark areas, illustrating Examples 7 and 8, which are specific examples of Example 46. [Fig. 566] 10A and 10B are schematic diagrams showing the arrangement of dark areas and a front view of a power supply substrate for explaining Examples 9 and 10, which are specific examples of Example 46. [Fig. 567] FIG. 10 is a front view illustrating a power supply board according to a modified example. [Fig. 568] FIG. 10 is a front view illustrating a circuit board box according to a modified example. [Fig. 569] FIG. 10 is a front view illustrating a circuit board box according to a modified example. [Fig. 570] FIG. 10 is a perspective view illustrating a card unit connection board according to a modified example. [Figure 571] FIG. 10 is a front view illustrating a card unit connection board according to a modified example. [Figure 572] FIG. 10 is a front view illustrating a power supply board according to a modified example. [Figure 573]10A and 10B are a front view and a schematic view illustrating a power supply board according to a modified example. [Figure 574] 10A and 10B are front views of a power supply substrate and a schematic diagram showing the arrangement of light color areas, illustrating Examples 1 and 2, which are specific examples of Example 47. [Figure 575] 10A and 10B are front views of a power supply substrate and a schematic diagram showing the arrangement of light color areas, illustrating Examples 3 and 4, which are specific examples of Example 47. [Fig. 576] 10A and 10B are front views of a power supply substrate and a schematic diagram showing the arrangement of light color areas, illustrating Examples 5 and 6, which are specific examples of Example 47. [Figure 577] 10A and 10B are front views of a power supply substrate and schematic diagrams showing the arrangement of light color regions, illustrating Examples 7 and 8, which are specific examples of Example 47. [Figure 578] FIG. 10 is a front view illustrating a power supply board according to a modified example. [Figure 579] FIG. 10 is a front view illustrating a circuit board box according to a modified example. [Fig. 580] FIG. 10 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. [Figure 581] 10 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 peripheral electronic components. FIG. [Fig. 582] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and the arrangement of dark areas, illustrating examples 1 and 2, which are specific examples of Example 49. [Fig. 583] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and the arrangement of dark areas, illustrating Examples 3 and 4, which are specific examples of Example 49. [Fig. 584] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and the arrangement of dark areas, illustrating Examples 5 and 6, which are specific examples of Example 49. [Figure 585] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and the arrangement of dark areas, illustrating Examples 7 and 8, which are specific examples of Example 49. [Fig. 586] 5 is a schematic diagram showing glass tube fuses according to Examples 1, 2, and 3, which are specific examples of Example 50, and their peripheral electronic components. FIG. [Figure 587] 5 is a schematic diagram showing glass tube fuses according to Examples 4, 5, and 6, which are specific examples of Example 50, and their peripheral electronic components. FIG. [Figure 588] FIG. 10 is a schematic diagram showing glass tube fuses according to Examples 7 and 8, which are specific examples of Example 50, and their peripheral electronic components. [Figure 589] 50 is a schematic diagram showing glass tube fuses according to Examples 9, 10, and 11, which are specific examples of Example 50, and their peripheral electronic components. FIG. [Fig. 590] A front view of the game board of Example 51. [Fig. 591] This is a diagram showing the mechanism surrounding the movable props. [Fig. 592] A diagram showing the operation of the movable props. [Fig. 593] A diagram showing the operation of the movable props. [Fig. 594] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Fig. 595] A diagram showing the movement of the decorative components that make up the movable props. [Fig. 596] A diagram showing the movement of the decorative components that make up the movable props. [Figure 597] 10 is a flowchart showing a performance management execution process. [Fig. 598] 10 is a flowchart showing the expected performance control processing. [Figure 599] 10 is a flowchart showing a display mode switching process. [Figure 600] 10 is a flowchart showing the expected performance display processing. [Figure 601] A diagram showing the movement of the decorative members that make up the movable prop in the modified example. [Figure 602] A diagram showing the movement of the decorative members that make up the movable prop in the modified example. [Figure 603] 10 is a flowchart showing the expected performance control processing according to a modified example. [Figure 604] A diagram showing the movement of a movable prop in a modified example. [Figure 605] A diagram showing the movement of a movable prop in a modified example. [Figure 606] 10 is a flowchart showing the expected performance control processing according to a modified example. [Figure 607] A diagram showing the movement of a movable prop in a modified example. [Figure 608] A diagram showing the drive mechanism that constitutes the movable prop in the modified example. [Figure 609] 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 variation pattern of Special Chart 1. [Figure 611] A diagram showing the suggestion state in the expectation performance. [Figure 612] A diagram showing the suggestion state in the expectation performance. [Figure 613] This is 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. [Figure 615] This is a diagram showing the presentation pattern (Super Reach E0) in the expected presentation. [Figure 616] This is a diagram showing the presentation pattern (Super Reach E00) in the expected presentation. [Figure 617] This is a diagram showing the presentation pattern (Super Reach E1) in the expected presentation. [Figure 618] This is a diagram showing the presentation pattern (Super Reach E2) in the expected presentation. [Figure 619] This is a diagram showing the presentation pattern (Super Reach E3) in the expected presentation. [Figure 620] This is a diagram showing the presentation pattern in the expected presentation (Super Reach C2, falling operation failure). [Figure 621] This is a diagram showing the presentation pattern in the expected presentation (super reach E1, poor falling operation). [Figure 622] This is a diagram showing the presentation pattern (super reach E1, rotation malfunction) in the expected presentation. [Figure 623]10 is a flowchart showing the expected performance control processing. [Figure 624] 10 is a flowchart showing the expected performance display processing. [Figure 625] A diagram showing the suggestion state in the expectation performance. [Figure 626] A diagram showing the suggestion state in the expectation performance. [Figure 627] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Figure 628] This is a diagram showing the presentation pattern (Super Reach D) in the expected presentation. [Figure 629] This is a diagram showing the presentation pattern (Super Reach E1) in the expected presentation. [Figure 630] This is a diagram showing the presentation pattern (Super Reach E2) in the expected presentation. [Figure 631] This is a diagram showing the presentation pattern (Super Reach E3) in the expected presentation. [Figure 632] This is a diagram showing the presentation pattern in the expected presentation (Super Reach C2, falling operation failure). [Figure 633] This is a diagram showing the presentation pattern in the expected presentation (super reach E1, poor falling operation). [Figure 634] This is a diagram showing the presentation pattern (super reach E1, rotation malfunction) in the expected presentation. [Figure 635] This is a diagram showing the presentation patterns (super reach Ea1, Ea2) in the expected presentation. [Figure 636] This is a diagram showing the presentation patterns (super reach Ea3, Ea4) in the expected presentation. [Figure 637] This is a diagram showing the presentation pattern in the expected presentation (super reach Ea4, poor falling operation). [Figure 638] This is a diagram explaining the movement of the decorative members that make up the movable props. [Figure 639] This is a diagram explaining the movement of the decorative members that make up the movable props. [Figure 640]10A and 10B are diagrams illustrating the effect of a light guide plate. [Figure 641] A front view of the game board of Example 53. [Figure 642] FIG. 2 is a diagram illustrating an attached sensor. [Figure 643] FIG. 10 is a schematic diagram illustrating the operation of a movable object. [Figure 644] 10 is a table illustrating an example of the operation of the expected effect. [Figure 645] FIG. 10 is a schematic diagram illustrating an example of the operation of the expected effect. [Figure 646] 10 is a flowchart illustrating the expected performance control process. [Figure 647] 10 is a time chart illustrating a configuration according to a modified example. [Figure 648] A front view of the game board of Example 54. [Figure 649] FIG. 2 is a diagram illustrating an attached sensor. [Figure 650] FIG. 2 is a diagram illustrating an attached sensor. [Figure 651] FIG. 10 is a diagram illustrating a light guide plate display. [Figure 652] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Figure 653] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Figure 654] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Figure 655] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Figure 656] 10 is a flowchart illustrating the expected performance control process. [Figure 657] 10 is a flowchart illustrating the expected performance control process. [Figure 658] A front view of the game board of Example 55. [Figure 659] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 660] A diagram showing the suggestion state in the expectation performance. [Figure 661] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Figure 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 presentation pattern (Super Reach C1, Malfunction) in the expected presentation. [Figure 664] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Figure 665] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Figure 666] A diagram showing the suggestion state in the expectation performance. [Figure 667] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Figure 668] This is a diagram showing the presentation patterns (super reach E1, E2, E3) in the expected presentation. [Figure 669] This is a diagram showing the presentation pattern (Super Reach C1, Malfunction) in the expected presentation. [Figure 670] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Figure 671] This is a diagram showing the presentation pattern (Super Reach E1, first malfunction) in the expected presentation. [Figure 672] This is a diagram showing the presentation patterns (second failure, third failure) in the expected presentation. [Figure 673] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Figure 674] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Figure 675] FIG. 10 is a front view of a modified game board. [Figure 676] A front view of the game board of Example 56. [Figure 677] A diagram showing the movement of movable props. [Figure 678] This is a diagram explaining the mechanism surrounding the movable props. [Figure 679]This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 680] A diagram showing the suggested state and failure state in the expected performance. [Figure 681] This is a diagram showing the presentation patterns (Super Reach C, D) in the expected presentation. [Figure 682] This is a diagram showing the presentation patterns (Super Reach E, F) in the expected presentation. [Figure 683] This is a diagram showing the presentation pattern in the expected presentation (when Super Reach E and F fail). [Figure 684] A front view of the game board of Example 57. [Figure 685] FIG. 2 is a rear view of the pachinko machine. [Figure 686] FIG. 1 is a functional block diagram illustrating a pachinko machine. [Figure 687] 4 is a flowchart illustrating main processing of the main control device. [Figure 688] 10 is a flowchart illustrating a scenario setting value change process. [Figure 689] 10 is a flowchart illustrating a payout rate setting value update process. [Fig. 690] 10 is a flowchart illustrating a process for setting a school of fish effect. [Figure 691] 10 is a flowchart illustrating a process for determining whether to execute a school of fish effect. [Figure 692] 10 is a flowchart illustrating a fish school appearance rate update process. [Figure 693] 10 is a flowchart illustrating a process for setting a school of fish effect display mode. [Figure 694] 10 is a table illustrating output rate setting values. [Figure 695] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Figure 696] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Figure 697] 10 is a table for explaining a scenario. [Figure 698] FIG. 10 is a schematic diagram illustrating a demo display. [Figure 699] FIG. 10 is a schematic diagram illustrating the history of fish school appearances. [Figure 700] FIG. 10 is a schematic diagram illustrating the school of fish effect. [Figure 701] FIG. 10 is a schematic diagram illustrating the school of fish effect. [Figure 702] 10 is a table illustrating output rate setting values according to a modified example. [Fig. 703] 10 is a schematic diagram and table explaining the operating mode of the light-emitting device Da2 according to a modified example. [Fig. 704] 10A and 10B are schematic diagrams illustrating a light emission setting and a light emission rate history according to a modified example. [Figure 705] 10A and 10B are schematic diagrams illustrating a table for explaining fish school settings according to a modified example. [Figure 706] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 707] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 708] 10 is a flowchart illustrating a process for setting a school of fish effect display mode. [Figure 709] FIG. 10 is a schematic diagram illustrating the school of fish effect. [Fig. 710] 10 is a table illustrating setting values according to a modified example. [Figure 711] 10 is a flowchart illustrating a launch control process according to a modified example. [Fig. 712] 10 is a table illustrating setting values according to a modified example. [Fig. 713] 10 is a table illustrating setting values according to a modified example. [Fig. 714] 10 is a table illustrating setting values according to a modified example. [Fig. 715] 10 is a flowchart illustrating a main process according to a modified example. [Fig. 716] 10 is a table illustrating a scenario according to a modified example. [Fig. 717] 10 is a table illustrating a scenario according to a modified example. [Fig. 718]10 is a table illustrating a scenario according to a modified example. [Fig. 719] 10 is a table illustrating a scenario according to a modified example. [Fig. 720] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 721] 13 is a flowchart illustrating the payout rate setting value update process according to the fifty-eighth embodiment. [Fig. 722] 10 is a table for explaining a scenario. [Fig. 723] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 724] 10A and 10B are schematic diagrams illustrating a display on a display screen according to a modified example. [Fig. 725] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Fig. 726] 10 is a table explaining a scenario related to Example 59. [Fig. 727] 10 is a flowchart illustrating a payout rate setting value update process. [Fig. 728] 10 is a time chart illustrating a stage change. [Fig. 729] 10 is a time chart illustrating a stage change. [Fig. 730] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 731] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 732] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 733] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 734] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 735] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 736] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 737]FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 738] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 739] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 740] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 741] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 742] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 743] 10 is a table for explaining a scenario. [Fig. 744] 10 is a flowchart illustrating a payout rate setting value update process. [Fig. 745] 10 is a time chart illustrating a stage change. [Fig. 746] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 747] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 748] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 749] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 750] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 751] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 752] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 753] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Fig. 754] 10 is a table for explaining a scenario. [Fig. 755] FIG. 2 is a schematic diagram illustrating a display on a display screen. [Fig. 756] 10 is a time chart illustrating a stage change. [Fig. 757]FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 758] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 759] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 760] 10 is a time chart illustrating a stage change. [Fig. 761] FIG. 10 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 illustrating the payout rate setting value update process according to Example 60. [Fig. 764] 10 is a time chart illustrating a stage change. [Fig. 765] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 766] 10 is a time chart illustrating a stage change. [Fig. 767] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 768] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 769] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 770] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 771] 10 is a time chart illustrating a stage change. [Fig. 772] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 773] 10 is a table for a big win lottery according to Example 61. [Fig. 774] 10 is a flowchart illustrating a fluctuation start process. [Fig. 775] 10 is a flowchart illustrating a variable display mode setting process. [Fig. 776] 10 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. 10 is a schematic diagram illustrating a demo display. [Fig. 779] FIG. 10 is a schematic diagram illustrating the variable display mode. [Fig. 780] FIG. 10 is a schematic diagram illustrating the variable display mode. [Fig. 781] FIG. 10 is a schematic diagram illustrating the variable display mode. [Fig. 782] 10 is a flowchart illustrating a fluctuation start process according to a modified example. [Fig. 783] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Fig. 784] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Fig. 785] 10 is a flowchart illustrating a fluctuation start process according to a modified example. [Fig. 786] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Fig. 787] 10 is a flowchart illustrating a fluctuation start process according to a modified example. [Fig. 788] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Fig. 789] FIG. 62 is a front view of the pachinko machine of Example 62. [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 variation pattern of Special Chart 1. [Fig. 793] 10 is a time chart for the simultaneous pressing effect. [Fig. 794] 10 is a time chart for the simultaneous pressing effect. [Fig. 795] 10 is a flowchart showing a menu button input monitoring and performance process. [Fig. 796] 10 is a flowchart showing a menu button input monitoring and performance process. [Fig. 797] 10 is a flowchart showing a decision button input monitoring and effect processing. [Fig. 798] 10 is a flowchart showing a process for determining whether the menu button and the enter button are pressed simultaneously. [Figure 799] 10 is a flowchart showing the LCD performance execution management process. [Figure 800] 10 is a flowchart showing a variable display mode setting process. [Figure 801] 10 is a flowchart showing a simultaneous press effect display mode setting process. [Figure 802] 10 is a flowchart showing a simultaneous press effect display process. [Figure 803] A diagram showing the display mode of the simultaneous press effect. [Figure 804] A diagram showing the display mode of the simultaneous press effect. [Figure 805] A diagram showing the display mode of the simultaneous press effect. [Figure 806] A diagram showing the display mode of the simultaneous press effect. [Figure 807] A diagram showing the display mode of the simultaneous press effect. [Figure 808] A diagram showing the display mode of the simultaneous press effect. [Figure 809] A diagram showing the display mode of the simultaneous press effect. [Figure 810] A diagram showing the display mode of the simultaneous press effect. [Figure 811] A diagram showing the display mode of the simultaneous press effect. [Figure 812] A diagram showing the display mode of the simultaneous press effect. [Figure 813] A diagram showing the display mode of the simultaneous press effect. [Fig. 814] A diagram showing the display mode of the simultaneous press effect. [Fig. 815] A diagram showing the display mode of the simultaneous press effect. [Figure 816] A diagram showing the display mode of the simultaneous press effect. [Fig. 817] 13 is a flowchart showing the menu button input monitoring and performance processing of Example 63. [Fig. 818] 10 is a flowchart showing a decision button input monitoring and effect processing. [Fig. 819] 10 is a flowchart showing a decision button input monitoring and effect processing. [Fig. 820] 10 is a flowchart showing a decision button input monitoring and effect processing. [Fig. 821] 10 is a flowchart showing a process for determining whether the menu button and the enter button are pressed simultaneously. [Figure 822] 10 is a flowchart showing a process for setting a rapid-hit effect display mode. [Figure 823] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Fig. 824] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 825] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 826] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 827] FIG. 10 is a diagram 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. [Figure 831] A figure showing the display mode of the rapid-fire execution effect. [Figure 832] A figure showing the display mode of the rapid-fire execution effect. [Figure 833] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Fig. 834] FIG. 64 is a front view of the pachinko machine of Example 64. [Fig. 835] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 836] 10 is a flowchart showing frame button input monitoring and effect processing. [Fig. 837] 10 is a flowchart showing effect button input monitoring and effect processing. [Fig. 838]10 is a flowchart showing an OK button input monitoring and performance process. [Fig. 839] 10 is a flowchart showing the process of determining whether the menu button and the effect button are pressed simultaneously. [Fig. 840] 10 is a flowchart showing a process for determining whether the menu button and the enter button are pressed simultaneously. [Fig. 841] 10 is a flowchart showing a simultaneous press effect display mode setting process. [Fig. 842] 10 is a flowchart showing a simultaneous press effect display process. [Fig. 843] A diagram showing the display mode of the simultaneous press effect. [Fig. 844] A diagram showing the display mode of the simultaneous press effect. [Fig. 845] A diagram showing the display mode of the simultaneous press effect. [Fig. 846] A diagram showing the display mode of the simultaneous press effect. [Fig. 847] A diagram showing the display mode of the simultaneous press effect. [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] 10 is a flowchart showing a change button input monitoring and effect processing. [Fig. 851] 10 is a flowchart showing a decision button input monitoring and effect processing. [Fig. 852] 10 is a flowchart showing a process for determining whether the change button and the enter button are pressed simultaneously. [Fig. 853] 10 is a flowchart showing a process for setting a rapid-hit effect display mode. [Fig. 854] FIG. 10 is a diagram showing a table for selecting characters to be deployed, etc. [Figure 855] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 856] FIG. 10 is a diagram 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]FIG. 10 is a diagram showing a table for selecting characters to be deployed, etc. [Fig. 859] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Fig. 860] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 861] A figure showing the display mode of the rapid-fire execution effect. [Figure 862] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 863] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Fig. 864] A figure showing the display mode of the rapid-fire execution effect. [Figure 865] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 866] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 867] A figure showing the display mode of the rapid-fire execution effect. [Fig. 868] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Fig. 869] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Fig. 870] A figure showing the display mode of the rapid-fire execution effect. [Figure 871] FIG. 10 is a diagram showing the display mode of the battle presentation. [Figure 872] FIG. 10 is a diagram showing the display mode of the battle presentation. [Figure 873] A front view of the pachinko machine of Example 66. [Fig. 874] 10 is a time chart showing the simultaneous pressing effect. [Figure 875] 10 is a time chart showing the simultaneous pressing effect. [Figure 876] 10 is a flowchart showing second effect button input monitoring and effect processing. [Figure 877] 10 is a flowchart showing second effect button input monitoring and effect processing. [Figure 878] 10 is a flowchart showing the process of determining whether the first effect button and the second effect button are pressed simultaneously. [Figure 879] 10 is a flowchart showing a simultaneous press effect display mode setting process. [Fig. 880] 10 is a flowchart showing a simultaneous press effect display process. [Figure 881] A diagram showing the display mode of the simultaneous press effect. [Figure 882] A diagram showing the display mode of the simultaneous press effect. [Figure 883] 10 is a flowchart showing a first effect button input monitoring and effect processing according to a modified example. [Figure 884] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 885] A flowchart showing the process of determining whether the first and second effect buttons have been pressed simultaneously in Example 67. [Figure 886] 10 is a flowchart showing a simultaneous press execution effect. [Figure 887] A figure showing the display mode of two simultaneous press execution effects in a modified example. [Figure 888] 10 is a timing chart of a demo screen including a specific demo screen of Example 68. [Figure 889] 10 is a flowchart showing the first pattern change processing. [Fig. 890] 10 is a flowchart showing customer waiting effect processing. [Figure 891] 10 is a flowchart showing a command setting process for a specific demo screen. [Fig. 892] 10 is a flowchart showing a display mode switching process. [Figure 893] 10 is a flowchart showing a specific demo screen display process. [Fig. 894] This is a fortune-telling result table. [Fig. 895] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Figure 896] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Figure 897] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Fig. 898] This is how the default information changes to the change information. [Figure 899] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 900] 10 is a display mode of a fortune-telling performance comparing the size of playing cards according to a modified example. [Figure 901] This is a table for selecting decorative symbols for predicting the outcome during rock-paper-scissors fortune-telling in a modified example. [Figure 902] This is a table for selecting decorative symbols for predicting the outcome during rock-paper-scissors fortune-telling in a modified example. [Figure 903] 10 is a fortune-telling result table according to a modified example. [Figure 904] This is a table for selecting a normal decorative symbol during the rock-paper-scissors fortune-telling performance according to the modified example. [Figure 905] This is a table for selecting low-rewrite decorative symbols during the rock-paper-scissors fortune-telling performance according to a modified example. [Figure 906] This is a table for selecting highly rewritable decorative symbols during the rock-paper-scissors fortune-telling performance according to a modified example. [Figure 907] 10 is a fortune-telling result table according to a modified example. [Figure 908] This is a table for drawing a jackpot lottery during a rock-paper-scissors fortune-telling performance according to a modified example. [Figure 909] This is a table for drawing a jackpot lottery during a rock-paper-scissors fortune-telling performance according to a modified example. [Figure 910] 10 is a timing chart of a demo screen including a specific demo screen according to a modified example. [Figure 911] 10 is a timing chart of a specific demonstration screen according to a modified example. [Figure 912] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 913] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 914] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 915] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 916] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 917] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 918]This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 919] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 920] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 921] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 922] 10 is a timing chart of a specific demo screen in Example 69. [Fig. 923] 10 is a flowchart showing a command setting process for a specific demo screen. [Fig. 924] 10 is a flowchart showing a specific demo screen display process. [Fig. 925] It's a rock-paper-scissors fortune-telling table. [Figure 926] 10 shows a display mode of a rock-paper-scissors fortune-telling standby screen. [Figure 927] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Figure 928] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Figure 929] This is a display mode of the cheering effect after the rock-paper-scissors fortune-telling effect. [Fig. 930] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 931] FIG. 10 is a diagram showing a decision button according to a modified example. [Figure 932] 10 is a flowchart showing the customer waiting effect processing of Example 70. [Fig. 933] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Fig. 934] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Fig. 935] This is a table for selecting special decorative symbols. [Fig. 936] This is a table showing fortune-telling results and benefits. [Fig. 937] 10 is a table showing fortune-telling results and benefits according to a modified example. [Fig. 938] 10 shows a table showing fortune-telling results and benefits according to a modified example, and the display format thereof. [Fig. 939] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 940] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 941] 10 is a timing chart of a specific demonstration screen according to a modified example. [Fig. 942] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 943] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 944] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 945] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 946] 10 shows a display mode of a quiz fortune-telling presentation according to a modified example. [Fig. 947] 10 shows a display mode of a quiz fortune-telling presentation according to a modified example. [Fig. 948] FIG. 10 is a diagram showing the relationship between rock-paper-scissors selection and prize balls in a modified example. [Fig. 949] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 950] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 951] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 952] FIG. 10 is a diagram showing the relationship between the rock-paper-scissors result and the fortune-telling result according to a modified example. [Fig. 953] 10 is a timing chart of a specific demonstration screen in Example 71. [Fig. 954] 10 is a flowchart showing customer waiting effect processing. [Figure 955] 10 is a flowchart showing a command setting process for a specific demo screen. [Figure 956] 10 is a flowchart showing a specific demo screen display process. [Fig. 957] 10 is a table for selecting a message when a cancel operation is performed. [Fig. 958] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Figure 959] 10 is a flowchart showing a specific demonstration screen command setting process according to a modified example. [Fig. 960] 10 is a flowchart showing a specific demo screen display process according to a modified example. [Figure 961] 10 shows a display mode of a rock-paper-scissors fortune-telling character according to a modified example. [Figure 962] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 963] 10 is a table for selecting the upper limit number of cancellations according to a modified example. [Fig. 964] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 965] 10 is a table for selecting an opponent character according to a modified example. [Figure 966] 10 is a table showing the relationship between the results of variable display and the method of determining the partner character in a modified example. [Figure 967] This is a table showing the relationship between the maximum number of cancellations and the cancellation performance period in a modified example. [Figure 968] This is a game component that indicates the start of a rock-paper-scissors presentation according to a modified example. [Figure 969] This is a game component that indicates the start of a rock-paper-scissors presentation according to a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0010] This specification also discloses the following inventions relating to gaming machines and the problems that the inventions aim to solve.
[0011] <Task Sa> Conventionally, there are gaming machines of this type that, for example, grant bonuses such as a time-saving state or a special state after a predetermined winning result occurs as a result of a variable display (for example, JP 2013-42936 A, page 9, Figure 43). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, even if special benefits such as time-saving states or probability-changing states are provided, the game tends to become monotonous, making it difficult to further improve the interest of the game. The invention relating to (Sa1) below has been made in view of the above circumstances, and aims to provide a gaming machine with improved entertainment value. The invention according to (Sa1) below has the following configuration to achieve this object.
[0012] (Sa1) A game board having a game area in which game balls can flow down; A starting winning device (33a for special drawing 1, 33b for special drawing 2) that allows the game ball flowing down the game area to enter and makes the game ball enter a predetermined condition (a navel winning, an electric chute winning) A storage means (RAM 503) capable of storing up to a predetermined number of start information for starting the variable display of the symbols based on the establishment of the predetermined conditions; A lottery means (CPU 501 of the main control device 261) that performs a lottery based on the start information; A variable display means (third pattern display device 42) that displays a variable pattern based on the result of the lottery by the lottery means; The state control means (CPU 501 of the main control device 261) is capable of setting the state after the result of the variable display becomes a specific result (time reduction (2) hit) to the first state (consecutive win zone), The state control means The condition for ending the first state can be that the result of the variable display in the first state occurs a number of times equal to or less than a predetermined upper limit number of times, or a predetermined result (time-saving 1 win, normal win) that is more likely to occur than the specific result and has a lower value to the player than the specific result, In response to the result of the last variable display in the first state becoming the predetermined result, it is possible to make the state after the end of the first state a state different from the first state (a heart-pounding zone, a normal game state), In response to the result of the variable display in the first state becoming the specific result, the state after the end of the first state can be set to the first state. A gaming machine characterized by:
[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 that the predetermined result occurs in the first state is equal to or less than the predetermined upper limit number of times, and is equal to or less than the number of pieces of start information stored before the result of the variable display that is first executed becomes the predetermined result. A gaming machine characterized by:
[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 increases. In this way, it is possible to give the player a sense of premium regarding the first state, thereby increasing the entertainment value of the game.
[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 value different from that of 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 described in any one of (Sa1) to (Sa3), The different state has an end condition different from that of the first state. A gaming machine characterized by:
[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 the player can immerse himself in the game by switching between a game for the first state and a game for the different state, thereby increasing the entertainment value of the game.
[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 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), a route for continuing the second state is secured, so that the player tries to continue the second state and becomes engrossed in playing during the second state, thereby increasing the entertainment value of the game.
[0022] (Sa6) In the gaming machine described in any one of (Sa3) to (Sa5), When the result of the variable display in the second state is a second winning result (normal winning), the state control means sets the state after the end of the second state to a normal state. A gaming machine characterized by:
[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), a route for the second state to fall into the normal state is secured, so that the player will be absorbed in playing in the second state in order to prevent the second state from falling into the normal state, thereby increasing the entertainment value of the game.
[0024] (Sa7) In the gaming machine described in any one of (Sa3) to (Sa6), When the result of the variable display in the second state becomes a third winning result (a winning result with time reduction (2)), the state control means controls the state to the first state after the end of the second state. A gaming machine characterized by:
[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), a route for upgrading the second state to the first state is secured, so that the player will be engrossed in playing in the second state in an attempt to upgrade the second state to the first state, thereby increasing the entertainment value of the game.
[0026] (Sa8) In the gaming machine described in any one of (Sa1) to (Sa7), The starting ball entry means includes a starting variable ball entry means (special drawing 2 starting winning device 33b) that can be changed between a closed state in which the game ball flowing down the game area is difficult to enter and an open state in which the game ball is easy to enter, In the first state, the variable display resulting in the predetermined result is performed based on the game ball entering the game when the starting variable ball entry means is in a state where it is easy to open the starting variable ball entry means. A gaming machine characterized by:
[0027] According to the gaming machine described in (Sa8), the entertainment value of the gaming machine can be reliably improved. That is, according to the gaming machine described in (Sa8), the variable display relating to the first state is started by the operation of the start variable ball entry means, so that the entertainment value of the gaming machine can be reliably improved by setting the start variable ball entry means.
[0028] (Sa9) In the gaming machine described in (Sa8), A passage detection means (gate) through which game balls flowing down the game area can pass; A normal pattern variable display means (second pattern display device 41) for variably displaying a normal pattern different from the pattern based on the passage detection by the passage detection means, When the variable display of the normal pattern is won, the starting variable ball entry means is more likely to be in the open state than in the normal state. A gaming machine characterized by:
[0029] According to the gaming machine described in (Sa9), the entertainment value of the gaming machine can be reliably improved. That is, according to the gaming machine described in (Sa9), when the variable display of the normal symbol is won, the start variable ball entry means is likely to be in the open state, so the start variable ball entry means can reliably improve the entertainment value of the gaming machine.
[0030] (Sa10) In the gaming machine described in any one of (Sa1) to (Sa9), A variable time setting means (CPU 501) is provided for setting a variable time in the variable display means based on the establishment of the predetermined condition, In the first state, when the predetermined result occurs a number of times equal to or less than the predetermined upper limit number of times, the variable display is set to a time that is shorter than the variable time of the variable display in a state before the first state is reached. A gaming machine characterized by:
[0031] According to the gaming machine described in (Sa10), it is possible to reliably improve the entertainment value of the gaming machine. That is, according to the gaming machine described in (Sa10), it is possible to generate predetermined results consecutively in a short variable time in the first state, so that the predetermined results become more likely to occur, and the entertainment value of the gaming machine is reliably improved.
[0032] (Sa11) In the gaming machine described in any one of (Sa1) to (Sa10), The state control means can change the state after the end of the first state to the different state, the end condition of which is that the result of the variable display does not become the first predetermined result, in response to the result of the last variable display in the first state becoming a first predetermined result (time-reduction (1) hit) among the predetermined results, or can change the state after the end of the first state to the state before the specific result became, in response to the result of the last variable display in the first state becoming a second predetermined result (normal hit). A gaming machine characterized by:
[0033] According to the invention described in (Sa11) above, depending on whether the result of the last variable display in the first state is the first predetermined result or the second predetermined result, it is possible to anticipate whether the subsequent state will again be a state in which the result of the variable display will be the predetermined result.
[0034] (Sa12) In the gaming machine described in (Sa11), The state control means is capable of changing the state after the end of the first state to the state at the start of the first state in response to the result of the variable display in the first state becoming a third predetermined result (time reduction (2) hit). A gaming machine characterized by:
[0035] According to the invention described in (Sa12) above, whether the result of the variable display in the first state becomes the third predetermined result can be used to predict whether the state will become the state at the start of the first state.
[0036] (Sa13) In the gaming machine described in (Sa11) or (Sa12), The state control means can maintain the different state, set the different state to the first state, or set the different state to the state before the predetermined condition is met, depending on the benefit granted by the variable display in the different state. A gaming machine characterized by:
[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 will be taken: maintain the different state, set the different state as the first state, or set the different state as the state before the predetermined condition is met. Since there are a variety of possible results of the variable display after the different state, the interest of the variable display in the different state can be improved.
[0038] (Sa14) In the gaming machine described in any one of (Sa1) to (Sa10), The state control means is capable of changing the state after the end of the first state to the state before the specific result was achieved in response to the result of the final variable display in the first state being a second predetermined result. A gaming machine characterized by:
[0039] According to the invention described in (Sa14) above, depending on whether the result of the last variable display in the first state is the second predetermined result, it is possible to predict whether the state before the specific result will occur will be reached.
[0040] (Sa15) In the gaming machine described in any one of (Sa1) to (Sa11), The state control means is capable of varying the display multiple times in the first state, with an upper limit being a predetermined number of times, The state control means enables the variable display to be continued a number of times greater than the predetermined number of times in response to the result of the variable display in the first state becoming the specific result. A gaming machine characterized by:
[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 described in any one of (Sa1) to (Sa15), The first state is a state for presentation, The state control means The state after the result of the variable display becomes a specific result (time reduction (2) hit) can be the first state (consecutive chance zone in the performance), The end condition of the first state in terms of presentation can be that the result of the variable display in the first state in terms of presentation becomes a predetermined result (win with time reduction 1, normal win, miss) that occurs more easily than the specific result and has less value to the player than the specific result a number of times less than a predetermined upper limit number of times, In response to the result of the variable display at the end of the first state in the presentation or at a predetermined timing until the end becoming the predetermined result, the state after the end of the first state in the presentation can be made into a presentation state (a heart-pounding zone in the presentation) different from the first state. A gaming machine characterized by:
[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 varying display becomes a specific result may not end until the result of the varying display successively becomes a predetermined result, or may end at a predetermined timing until the end is reached, so the player can reliably enjoy the presentation related to the first state until the result of the varying display successively becomes the predetermined result. Furthermore, if it is predicted that the result will be unfavorable to the player, there is no need to continue showing the presentation related to the first state to the end, so the player can also enjoy the presentation related to a state different from the first state at a predetermined timing until the result of the varying display becomes the final result.
[0044] <Task Sb> Conventionally, this type of gaming machine has, for example, provided special benefits such as a time-saving state or a special probability state after a predetermined winning result occurs as a result of a variable display (for example, JP 2013-42936 A, page 9). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, even if special benefits such as time-saving states or probability-changing states are provided, the game tends to become monotonous, and there is a problem in that it is not possible to further improve the interest of the game. The invention relating to (Sb1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine with improved entertainment value. The invention according to (Sb1) below has the following configuration to achieve this object.
[0045] (Sb1) A game board having a game area where game balls can flow down; A variable display means (third pattern display device 42) that displays a variable pattern based on the establishment of a predetermined condition; A state control means (CPU 501 of the main control device 261) capable of controlling the state related to the game is provided, The state control means is capable of generating at least a first state (a consecutive win zone) and a second state (an exciting zone) during a game; In the first state, if the result of the variable display is a first specific result (normal win) or a second specific result (a win with time reduction (1)), it is unlikely that the player will be in a disadvantageous state thereafter. If the second specific result is won in the second state, it is unlikely that the disadvantageous state will occur thereafter, A state after winning the second specific result in the second state is an advantageous state for the player (exciting zone), A state after winning the first specific result in the second state is a state (normal state) that is more disadvantageous to the player than a state after winning the second specific result in the second state. A gaming machine characterized by:
[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 first specific result is won in the first state or the second state determines whether the player will subsequently be in an unfavorable state in the specific state, so that when a certain type of winning result is achieved, the subsequent state can be made more diverse. As a result, it is possible to improve entertainment value in the game.
[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 an advantageous 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 will differ depending on whether the first specific result is won in the first state or the second state, so even if the first specific result is won, the subsequent state can be diverse.
[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 the game ball flowing down the game area can enter and a closed state in which the game ball is difficult to enter, In the second state, a special benefit (time reduction) is given that the variable ball entry means makes it easier to enter the ball. A gaming machine characterized by:
[0050] According to the gaming machine described in (Sb3) above, in the second state, a special privilege is given in that it is easier for the ball to enter the variable ball entry means, so that the second state can be made to have gaming value for the player.
[0051] (Sb4) In the gaming machine described in (Sb3), The disadvantageous state occurring in the second state is a state in which the benefit is lost in the second state. A gaming machine characterized by:
[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 continues, and when the result of the variable display in the second state is the first specific result, the benefit is lost. A gaming machine characterized by:
[0054] According to the gaming machine described in (Sb5), if the result of the variable display in the second state is the second specific result, the above-mentioned benefit continues, and if the result of the variable display in the second state is the first specific result, this benefit disappears, so that a sense of anticipation can be created as to whether the result of the variable display in the second state is the first specific result or the second specific result.
[0055] (Sb6) In the gaming machine described in any one of (Sb1) to (Sb5), If the first specific result is won in the first state, the player will then be in an advantageous state. A gaming machine characterized by:
[0056] According to the gaming machine described in (Sb6), whether the first specific result is won in the first state or the second state determines whether the specific state will be advantageous to the player thereafter, so when a certain type of winning result is achieved, the subsequent state can be varied, thereby increasing the interest of the game.
[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, the state in which the result is likely to be advantageous to the player continues in the next and subsequent variable displays, making the first state more advantageous than the second state.
[0059] (Sb8) In the gaming machine described in any one of (Sb2) to (Sb7), The state control means continues the first state when the result of the variable display up to a specific number of times in the first state is the second specific result, and transitions the first state to the second state when the result of the variable display the specific number of times in the first state is the second specific result. A gaming machine characterized by:
[0060] According to the gaming machine described in (Sb8) above, the advantageous or disadvantageous state of the subsequent state differs depending on whether the second specific result is won within a specific number of tries in the first state or whether the second specific result is won the specific number of tries, so that even if the second specific result is won in the first state, the subsequent state can be varied. Note that the advantageous or disadvantageous state of the subsequent state means that if the second specific result is won within a specific number of tries in the first state, the advantageous state of the first state continues, but if the second specific result is won the specific number of tries, the state will be disadvantageous even if the game transitions to the second state.
[0061] (Sb9) In the gaming machine described in any one of (Sb1) to (Sb8), The state control means continues the first state when the result of the variable display up to a specific number of times in the first state is the first 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 tries or whether the first specific result is won the specific number of tries, so that even if the first specific result is won in the first state, the subsequent state can be varied. Note that the advantageous or disadvantageous state in the subsequent state means that if the first specific result is won within a specific number of tries in the first state, the first state will continue, which is an advantageous state, and if the first specific result is won the specific number of tries, the first state will end, which is an unfavorable state.
[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 the result of the final variable display of the specific number of times in the first state is the third specific result, and ends the current first state and generates the first state anew when the result of the variable display up to the final variable display of the specific number of times in the first state is the third specific result. A gaming machine characterized by:
[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 varied. Note that the advantage of the subsequent state means that if the third specific result is won at the end of the specific number of times in the first state, a favorable state will be created in which the first state will be newly generated from that point onward, and if the third specific result is won before the final variable display of the specific number of times is reached, a favorable state will be created in which the first state will be generated for a shorter period than described above.
[0065] (Sb11) In the gaming machine according to any one of (Sb3) to (Sb10), In the first state, the benefit is granted for a predetermined period, and in the second state, the benefit is granted for a period shorter than the predetermined period. A gaming machine characterized by:
[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 game state itself can be varied. Note that the above-mentioned advantageous and disadvantageous conditions mean that in the first state, the period during which it is easy for the ball to score in the variable scoring means is long, while in the second state, the period during which it is easy for the ball to score in the variable scoring means is short, which is an unfavorable condition.
[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, and is capable of transitioning the first state to the third state when a result of the variable display a specific number of times in the first state is the first specific result, and is capable of not transitioning the first state to the third state when a result of the variable display up to the specific number of times in the first state is the first specific result. A gaming machine characterized by:
[0068] According to the gaming machine described in (Sb12) above, the advantageous or disadvantageous state in the first state varies depending on whether the first specific result is won in the specific number of tries or by the specific number of tries, so that even if the first specific result is won in the first state, the subsequent state can be varied. Note that an advantageous subsequent state means that if the first specific result is won by the specific number of tries in the first state, the first state is maintained and no transition to the third state is made, and an unfavorable subsequent state means that if the first specific result is won by the specific number of tries, a transition to the third state in which the above-mentioned benefit is not granted occurs.
[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 the result of the variable display in the third state is the third specified result, and is capable of not transitioning the third state to the first state when the result of the variable display in the third state is the first specified result. A gaming machine characterized by:
[0070] According to the gaming machine described in (Sb13) above, in the third state, the advantage or disadvantage of the subsequent state can be varied depending on whether the third specific result or the first specific result is won. By configuring in this manner, even if the player falls from the first state to the third state, there is a possibility that the first state can be restored. Since there is a possibility that the gaming state of the third state will transition to the first state in which the above-mentioned benefit can be awarded, it is possible to increase the interest in playing in the third state.
[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 will result in the unfavorable state in the second state. A gaming machine characterized by:
[0072] According to the gaming machine described in (Sb14) above, the probability of an unfavorable state occurring in the first state is lower than the probability of an unfavorable state occurring in the second state, so the advantageous and disadvantageous states after a predetermined result are varied, making it possible to diversify the states after a predetermined result is achieved. Note that an advantageous state after a predetermined result is achieved means that the probability of an unfavorable state occurring in the first state is low, making it easy for the advantageous state to continue for the player, and an unfavorable state after a predetermined result is achieved means that the probability of an unfavorable state occurring in the second state is high, making it easy for the advantageous state to end for the player.
[0073] <Assignment Sc> Conventionally, there are gaming machines of this type that, for example, grant bonuses such as a time-saving state or a special state after a predetermined winning result occurs as a result of a variable display (for example, JP 2013-42936 A, page 9, Figure 43). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, even if special benefits such as time-saving states or probability-changing states are provided, the game tends to become monotonous, and there is a problem in that it is not possible to further improve the interest of the game. The invention of (Sc1) below has been made in view of the above circumstances, and aims to provide a gaming machine that improves the entertainment value of the game. The invention according to (Sc1) below has the following configuration to achieve this object.
[0074] (Sc1) A game board having a game area in which game balls can flow down; A first starting ball entry means (special drawing 1 starting winning device 33a) that establishes the first predetermined condition (helix winning) when the game ball flowing down the game area enters; A passage detection means (gate) for detecting the passage of a game ball flowing down the game area; A second starting ball entry means (special drawing 2 starting winning device 33b) that can be changed between an open state and a closed state when the passing of the game ball is detected by the passing detection means, and that in the open state, the entry of the game ball flowing down the game area is considered to be the establishment of a second predetermined condition (electric chute winning); A variable display means (third pattern display device 42) capable of variably displaying a pattern based on the establishment of either a first predetermined condition or a second predetermined condition; When the result of the variable display becomes a predetermined result (win), an opening and closing ball entry means (V winning device 31, variable winning device 32) can be opened and closed a predetermined number of times; The system is provided with a state control means (CPU 501 of the main control device 261) capable of generating at least a non-specific state (normal state), an open / close state in which the open / close ball entry means is opened / closed, and a specific state (time-shortened state) that is more advantageous to the player than the non-specific state after the open / close state ends, The state control means The second predetermined condition is set so that it is difficult to satisfy the second predetermined condition in the non-specific state and is easy to satisfy the second predetermined condition in the specific state, The variable display is set to be generated more easily when the second predetermined condition is satisfied than when the first predetermined condition is satisfied in the specific state, The specific state includes a first specific state (time reduction (1)) and a second specific state (time reduction (2)) that is more advantageous than the first specific state, The state control means a state in which the second predetermined condition is likely to be satisfied for a predetermined period in the first specific state, and a state in which the second predetermined condition is likely to be satisfied for a period longer than the predetermined period in the second specific state; The second specific state is set to occur more easily when the result of the variable display based on the establishment of the first predetermined condition in the non-specific state becomes the predetermined result than when the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result. A gaming machine characterized by:
[0075] According to the gaming machine described in (Sc1), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sc1), the specific state is more likely to occur when the result of the variable display based on the establishment of a first predetermined condition in a non-specific state becomes a predetermined result than when the result of the variable display based on the establishment of a second predetermined condition in a specific state becomes a predetermined result, so that the player can be made highly interested not only in the result of the variable display in a specific state becoming a predetermined result, but also in the result of the variable display in a non-specific state becoming a predetermined result.
[0076] (Sc2) In the gaming machine described in (Sc1), The state control means is capable of causing 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: one that aims to achieve the first predetermined condition, and one that aims to achieve the second predetermined condition. Therefore, whether the player is playing a game related to the first predetermined condition or a game related to the second predetermined condition, there is a possibility that the second specific state, which is advantageous to the player, will occur. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[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 opening 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 the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result and the game ball flowing down the game area passes through the specific area. A gaming machine characterized by:
[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 create a state in which the relatively advantageous second specific state is less likely to occur than the relatively unfavorable first specific state, thereby increasing the rarity of the second specific state. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[0082] (Sc5) In the gaming machine described in any one of (Sc3) to (Sc4), The state control means When the result of the variable display based on the establishment of the second predetermined condition in the specific state is a special result (direct hit jackpot) among the predetermined results, the second specific state is set to occur without the game ball entering the specific area. A gaming machine characterized by:
[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 a second predetermined condition, a special result is provided regardless of whether the ball lands in a specific area. In this way, the difference between a game aiming to achieve a first predetermined condition and a game aiming to achieve a second predetermined condition becomes clear. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[0084] (Sc6) In the gaming machine described in (Sc5), The state control means In the case where the result of the variable display based on the establishment of the first predetermined condition in the non-specific state is the predetermined result, and in the case where the result of the variable display based on the establishment of the second predetermined condition in the specific state is the special result, the second specific state is set to occur more easily than when a game ball enters the specific area. A gaming machine characterized by:
[0085] According to the gaming machine described in (Sc6), a gaming machine with improved gaming enjoyment can be provided. That is, according to the gaming machine described in (Sc6), there are three methods for generating the second specific state: a route (normal route) that is generated when the result of the variable display based on the establishment of a first predetermined condition in a non-specific state becomes a predetermined result; a route (special route) that is generated when the result of the variable display based on the establishment of a second predetermined condition in a specific state becomes a special result; and a route (specific route) that passes through a specific area when the result of the variable display based on the establishment of a second predetermined condition in a specific state becomes a predetermined result. By making the normal route and the special route more advantageous than the specific route in terms of making it easier to generate the second specific state, it is possible to differentiate between the routes. With this configuration, a gaming machine with improved gaming enjoyment can be provided.
[0086] (Sc7) In the gaming machine described in any one of (Sc1) to (Sc6), The state control means is set so that the time from the detection of the passage of the game ball until the variable ball entry means is set to the open state in the specific state is shorter than the time from the detection of the passage of the game ball until the variable ball entry means is set to the open state 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 the gaming ball to the variable ball entry means opening in a specific state is shorter than the time from the detection of the passage of the gaming ball to the variable ball entry means opening in a non-specific state, so that the player can be made to take a high interest not only in the fact that the result of the variable display in a non-specific state is a predetermined result, but also in the fact that the result of the variable display in a specific state is a predetermined result.
[0088] (Sc8) In the gaming machine described in any one of (Sc1) to (Sc7), The state control means sets a game in which a game ball is made to enter the second start ball entry means for a predetermined period in the first specific state, and a game in which a game ball is made to enter the second start ball entry means for a period longer than the predetermined period in the second specific state. A gaming machine characterized by:
[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 the predetermined result for a predetermined period of time, and in the second specific state, the result of the lottery based on the detection of the passage of the gaming ball is made more likely to be the predetermined result for a period longer than the predetermined period of time.Therefore, the player can be made to take a high interest not only in the result of the variable display in the non-specific state being the predetermined result, but also in the result of the variable display in the specific state being the predetermined result.
[0090] (Sc9) In the gaming machine described in any one of (Sc1) to (Sc8), The state control means is capable of transitioning the non-specific state to the specific state as a result of a variable display accompanying the establishment of the first predetermined condition in the non-specific state, The variable display means operates in accordance with the number of times the second predetermined condition is satisfied during a predetermined period that starts before the start of variable display in the specific state. A gaming machine characterized by:
[0091] According to the gaming machine described in (Sc9), the variable display is made multiple times depending on the number of times the second predetermined condition is met during a predetermined period starting before the transition to the specific state, so that the player can be made to take a high interest not only in the fact that the result of the variable display in a non-specific state will be a predetermined result, but also in the fact that the result of the variable display in a specific state will be a predetermined result.
[0092] (Sc10) In the gaming machine described in any one of (Sc1) to (Sc9), The state control means can provide a benefit that shortens the time from when the passage of the game ball is detected until the variable ball entry means is in an open state based on the result of the variable display, The benefit is more likely to be granted in the specific state than in the non-specific state. A gaming machine characterized by:
[0093] According to the gaming machine described in (Sc10), a benefit that shortens the time from the detection of the passage of the gaming ball to the opening of the variable ball entry means as a result of the variable display is likely to be awarded in a specific state, but is unlikely to be awarded in a non-specific state. Therefore, according to this gaming machine, it is possible to make the player highly interested not only in the fact that the result of the variable display in a non-specific state becomes a predetermined result, but also in the fact that the result of the variable display in a specific state becomes a predetermined result.
[0094] <Task Sd> Conventionally, this type of gaming machine has been known to grant special benefits such as a time-saving state or a special probability state after a predetermined winning result occurs as a result of the variable display (for example, JP 2013-42936 A, page 9, Figure 43). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, even if special benefits such as time-saving states or probability-changing states are provided, the game tends to become monotonous, and there is a problem in that it is not possible to further improve the interest of the game. The invention relating to (Sd1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that improves the entertainment value of the game. The invention according to (Sd1) below has the following configuration to achieve this object.
[0095] (Sd1) A game board having a game area in which game balls can flow down; A first starting ball entry means (special drawing 1 starting winning device 33a) that establishes the first predetermined condition (helix winning) when the game ball flowing down the game area enters; A passage detection means (gate) for detecting the passage of a game ball flowing down the game area; A second starting ball entry means (special drawing 2 starting winning device 33b) that can be changed between an open state and a closed state when the passing of the game ball is detected by the passing detection means, and that in the open state, the entry of the game ball flowing down the game area is considered to be the establishment of a second predetermined condition (electric chute winning); A variable display means (third pattern display device 42) capable of variably displaying a pattern based on the establishment of either a first predetermined condition or a second predetermined condition; When the result of the variable display becomes a predetermined result (win), an opening and closing ball entry means (V winning device 31, variable winning device 32) can be opened and closed a predetermined number of times; The system is provided with a state control means (CPU 501 of the main control device 261) capable of generating at least a non-specific state (normal state), an open / close state in which the open / close ball entry means is opened / closed, and a specific state (time-shortened state) that is more advantageous to the player than the non-specific state after the open / close state ends, The state control means In the non-specific state, when the result of the variable display based on the establishment of the first predetermined condition becomes a specific result (a win with time reduction) that causes the specific state among the predetermined results, the game value is set to be higher than when the result of the variable display based on the establishment of the second predetermined condition becomes the specific result, The specific result includes at least a first specific result (a win with time reduction (1)) and a second specific result (a win with time reduction (2)) having a higher gaming value than the first specific result, The state setting means The setting is made so that when the result of the variable display based on the establishment of the first predetermined condition in the non-specific state becomes the predetermined result, the second specific result is more likely to occur than when the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result. A gaming machine characterized by:
[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 causes a specific state among predetermined results in a non-specific state is more advantageous to the player than a specific result in a specific state, so the significance of a specific result when it occurs in a non-specific state can be made different from the significance of a specific result when it occurs in a specific state. This configuration makes it easier for the player to understand the difference between a specific state and a non-specific state, and it is possible to provide a gaming machine with excellent entertainment value.
[0097] (Sd2) In the gaming machine described in (Sd1), The state control means is capable of generating the second specific result when the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the specific result. A gaming machine characterized by:
[0098] According to the gaming machine described in (Sd2), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sd2), there are two ways for the second specific result to occur: one that aims to achieve the first predetermined condition, and one that aims to achieve the second predetermined condition. Therefore, whether the player is playing a game related to the first predetermined condition or a game related to the second predetermined condition, there is a possibility that the second specific result that is advantageous to the player will occur. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[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 the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the specific result and when the game ball flowing down the game area passes through a specific area provided in the game area. A gaming machine characterized by:
[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 create a state in which the relatively advantageous second specific state is less likely to occur than the relatively unfavorable first specific state, thereby increasing the rarity of the second specific state. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[0103] (Sd5) In the gaming machine described in (Sd4), The state control means is configured so that, when the result of the variable display based on the establishment of the second predetermined condition in the specific state is a special result (direct hit jackpot) among the predetermined results, a state identical to the second specific result (time-saving (2) state) occurs without the game ball entering the specific area. A gaming machine characterized by:
[0104] According to the gaming machine described in (Sd5), it is possible to provide a gaming machine with improved entertainment value. That is, according to the gaming machine described in (Sd5), during a game aiming to achieve the second predetermined condition, a special result is provided regardless of whether the ball lands in a specific area. In this way, the difference between a game aiming to achieve the first predetermined condition and a game aiming to achieve the second predetermined condition becomes clear. By adopting such a configuration, it is possible to provide a gaming machine with improved entertainment value.
[0105] (Sd6) In the gaming machine described in (Sd5), The state control means In the case where the result of the variable display based on the establishment of the first predetermined condition in the non-specific state is the specific result, and in the case where the result of the variable display based on the establishment of the second predetermined condition in the specific state is the special result, the same state as the second specific result is set to occur more easily than when a game ball enters the specific area. A gaming machine characterized by:
[0106] According to the gaming machine described in (Sd6), a gaming machine with improved gaming enjoyment can be provided. That is, according to the gaming machine described in (Sd6), there are three methods for generating a state identical to the second specific result: a route (normal route) that occurs when the result of the variable display based on the fulfillment of a first predetermined condition in a non-specific state becomes a predetermined result; a route (special route) that occurs when the result of the variable display based on the fulfillment of a second predetermined condition in a specific state becomes a special result; and a route (special route) that passes through a specific area when the result of the variable display based on the fulfillment of a second predetermined condition in a specific state becomes a predetermined result. By making the normal route and the special route more advantageous than the specific route in terms of the likelihood of generating a state identical to the second specific result, it is possible to differentiate between the routes. This configuration makes it possible to provide a gaming machine with improved gaming enjoyment.
[0107] (Sd7) In the gaming machine described in any one of (Sd1) to (Sd6), The specified result is a benefit that shortens the time from the start of the variation of the normal symbols triggered by the detection of the passage of the game ball until the second starting ball entry means is opened as a result of the variation of the normal symbols becoming a winning result. 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 of the gaming ball is detected by the passing detection means to when the second start ball entry means opens, so the specific result is advantageous to the player in both the non-specific state and the specific state. Furthermore, since the specific result in the non-specific state is more advantageous than the specific result in the specific state, the player can enjoy the benefits associated with the specific result while also gaining further benefits depending on the state. In this way, a gaming machine with even greater entertainment value can be provided.
[0109] (Sd8) In the gaming machine described in any one of (Sd1) to (Sd7), The state control means is capable of transitioning the non-specific state to the specific state as a result of a variable display accompanying the establishment of the first predetermined condition in the non-specific state, The variable display means operates in accordance with the number of times the second predetermined condition is satisfied during a predetermined period that starts before the transition to the specific state. A gaming machine characterized by:
[0110] According to the gaming machine described in (Sd8), when transitioning from a non-specific state to a specific state, a variable display is made according to the number of times the second specified condition is met within a specified period starting before the transition to the specific state, thereby ensuring that the specified result in the non-specific state is advantageous.
[0111] (Sd9) In the gaming machine described in any one of (Sd1) to (Sd8), The predetermined period is from the end of the effect associated with the predetermined result in the non-specific state to the start of the second variable display in the specific state. A gaming machine characterized by:
[0112] According to the gaming machine described in (Sd9), time is secured for the second predetermined condition to be met multiple times, and multiple variable displays can be reliably executed in a specific state, making the specific results in a non-specific state even more advantageous.
[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), the specific period for the specific state can be reliably made shorter than the predetermined period for the non-specific state, so that the number of times the second predetermined condition is met in the specific period can be reliably made smaller than the number of times the second predetermined condition is met in the predetermined period, thereby making the specific result in the non-specific state even more advantageous.
[0115] (Sd11) In the gaming machine described in any one of (Sd1) to (Sd10), The state control means sets the second predetermined condition so that it is difficult to satisfy the second predetermined condition in the non-specific state and so that it is easy to satisfy the second predetermined condition in the specific state. A gaming machine characterized by:
[0116] According to the gaming machine described in (Sd11), since the second predetermined condition is difficult to achieve in the non-specific state and the second predetermined condition is easy to achieve in the specific state, a value different from the gaming value related to the specific result is assigned not only to the non-specific state that is advantageous for the specific result but also to the specific state. By configuring it in this way, it is possible to attract the interest of the player not only to the non-specific result but also to the specific result, and a gaming machine with excellent entertainment value can be provided.
[0117] (Sd12) In the gaming machine described in 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 when the second predetermined condition is met than when the first predetermined condition is met in the specific state, the specific state is accompanied by a benefit different from the benefit given to the player in (Sd1). This makes it possible to make the player highly interested in the specific state as well as the non-specific state.
[0119] (Sd13) In the gaming machine described in any one of (Sd1) to (Sd10), The state control means sets the first specific result to a state advantageous to the player for a predetermined period, and the second specific result to a state advantageous to the player for a period longer than the predetermined period, and sets the specific result to occur more easily when the result of the variable display based on the establishment of the second predetermined condition in the specific state becomes the predetermined result than when the result of the variable display based on the establishment of the first predetermined condition in the non-specific state becomes the predetermined result. A gaming machine characterized by:
[0120] According to the gaming machine described in (Sd13), the specific result is more likely to occur when the result of the variable display based on the satisfaction of the second predetermined condition in a specific state is a predetermined result than when the result of the variable display based on the satisfaction of the first predetermined condition in a non-specific state is a predetermined result.Therefore, the interest of the player can be attracted not only to the non-specific result but also to the specific result, and a gaming machine with excellent entertainment value can be provided.
[0121] (Sd14) In the gaming machine described in any one of (Sd1) to (Sd13), The state control means sets the first specified result to a state in which the second specified condition is likely to be satisfied for a predetermined period, and sets the second specified result to a state in which the second specified condition is likely to be satisfied for a period longer than the predetermined period. A gaming machine characterized by:
[0122] According to the gaming machine described in (Sd14), the second predetermined condition is likely to be satisfied for a predetermined period of time for the first specific result occurring in the non-specific state, and the second predetermined condition is likely to be satisfied for a period longer than the predetermined period for the second specific result occurring in the specific state, so that the significance of the specific result occurring in the non-specific state and the significance of the specific result occurring in the specific state can be made different from each other. This configuration makes it easier for the player to understand the difference between the specific state and the non-specific state, and a gaming machine with excellent entertainment value can be provided.
[0123] (Sd15) In the gaming machine described in any one of (Sd1) to (Sd14), The state control means is configured to open the variable ball entry means for a predetermined period when the predetermined result is obtained after the first specific result is obtained, and to open the variable ball entry means for a period longer than the predetermined period when the predetermined result is obtained after the second specific result is obtained. A gaming machine characterized by:
[0124] According to the gaming machine described in (Sd15), if the result of the lottery based on the detection of the passage of the gaming ball after the first specific result regarding the specific state is obtained is a predetermined result, the variable ball entry means is set to an open state for a predetermined period of time, and if the result of the lottery based on the detection of the passage of the gaming ball after the second specific result regarding the non-specific state is obtained is a predetermined result, the variable ball entry means is set to an open state for a period longer than the predetermined period of time, making it easier for players to understand the difference between the specific state and the non-specific state, and providing a gaming machine with excellent entertainment value.
[0125] (Sd16) In the gaming machine described in (Sd15), The state control means is set so that the time from the detection of the passage of a gaming machine to the opening of the variable ball entry means in the specific state is shorter than the time from the detection of the passage of a gaming machine to the opening of the variable ball entry means in the non-specific state. A gaming machine characterized by:
[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 players 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 described in any one of (Sd1) to (Sd16), The state control means sets the predetermined result to be more likely to occur for a predetermined period after the first specified result is obtained, and sets the predetermined result to be more likely to occur for a period longer than the predetermined period after the second specified result is obtained. A gaming machine characterized by:
[0128] According to the gaming machine described in (Sd17), after a first specific result relating to a specific state is obtained, the result of the lottery based on the detection of the passage of the gaming ball is made more likely to be the specified result for a specified period of time, and after a second specific result relating to a specific state is obtained, the result of the lottery based on the detection of the passage of the gaming ball is made more likely to be the specified result for a period longer than the specified period of time, making it easier for players to understand the difference between a specific state and a non-specific state, and providing a gaming machine with excellent entertainment value.
[0129] <Assignment Se> Conventionally, there are gaming machines of this type that, for example, grant special benefits such as a time-saving state or a special chance state after a predetermined winning result occurs as a result of a variable display (for example, JP 2013-42936 A, page 9, Figure 43). However, the conventional example having such a configuration has the following problems. In other words, this type of gaming machine has the problem that the presentation that is performed when the above-mentioned bonus is awarded is monotonous, and therefore it is not possible to further improve the entertainment value of the game. The inventions (Se0), (Se1), and (Se18) below were made in consideration of these circumstances, and aim to provide a gaming machine that can increase the entertainment value of the game. The inventions according to (Se0), (Se1), and (Se18) below have the following configurations to achieve the above object.
[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 gaming machine equipped with a state control means for controlling a state related to a game, When the result of the variable display is a specific result (a hit with time reduction (2)), the state control means can generate a specific state (a consecutive win zone) that is more advantageous to the player than the normal state as a subsequent state, The specific state occurs in response to a state (time-saving state) in which the starting condition is more likely to be established than in a normal state, and the result of the variable display is likely to be a predetermined result (normal hit, time-saving (1) hit, time-saving (2) hit), The effect execution means is capable of executing, in the specific state, a specific effect (consecutive win suggestion effect) that indicates that the predetermined result may occur consecutively as a result of the variable display, based on the result of the lottery of the start information stored in the storage means. A gaming machine characterized by:
[0131] According to the gaming machine described in (Se0), in a specific state, a specific effect is executed, which makes the player aware that there is a possibility that a predetermined result will occur consecutively as a result of the variable display based on the result of the lottery of the start information stored in the storage means. Therefore, it is possible to prevent the effect in the specific state from becoming monotonous, and to increase the interest of the game in the specific state.
[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 predictive means for predicting the result of the lottery based on the start information; a performance execution means for executing a predetermined performance based on the result of the pre-reading; A gaming machine equipped with a state control means for controlling a state related to a game, When the result of the variable display is a specific result (a hit with time reduction (2)), the state control means can generate a specific state (a consecutive win zone) that is more advantageous to the player than the normal state as a subsequent state, The specific state occurs in response to a state (time-saving state) in which the starting condition is more likely to be established than in a normal state, and the result of the variable display is likely to be a predetermined result (normal hit, time-saving (1) hit, time-saving (2) hit) for the predetermined number (5) consecutive times. The effect execution means is capable of executing a specific effect (consecutive win suggestion effect) that indicates that the predetermined result may occur consecutively as a result of the variable display exceeding the predetermined number (5) (6 to 10) based on the result of the pre-reading of the start information stored in the storage means in the specific state. A gaming machine characterized by:
[0133] According to the gaming machine described in (Se1), in a specific state, based on the result of the advance reading of the start information stored in the storage means, a specific effect is executed, which makes the player aware that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding a predetermined number. Therefore, it is possible to prevent the effect in the specific state from becoming monotonous, and to increase the interest of the game in the specific state.
[0134] (Se2) In the gaming machine described in (Se0) or (Se1), The specific state (consecutive win zone) is a state in which the start condition is more likely to be established than in a normal state in the specific state (time-shortened state) and the start information can be stored in the storage means up to the predetermined number (5), and when the predetermined condition is established (when the variable display is performed a predetermined number of times), the state in which the start condition is more likely to be established (time-shortened state) ends, and when the start information stored in the storage means is all consumed by the lottery, the state ends. The start-up information stored in the specific state is such that the result of the variable display is likely to become the predetermined result. A gaming machine characterized by:
[0135] According to the gaming machine described in (Se2) above, the specific state is more likely to satisfy the start conditions than the normal state, so that up to a predetermined number of start information items can be stored in the storage means, and the start information stored in the specific state is such that the result of the variable display is likely to become a predetermined result, so that the predetermined result can be generated continuously as a result of the variable display.
[0136] (Se3) In the gaming machine described in either (Se1) or (Se2), The performance execution means is capable of executing the specific performance based on the result of the pre-reading of the start information stored in the storage means at the predetermined number (5). A gaming machine characterized by:
[0137] According to the gaming machine described in (Se3), based on the results of the advance reading of the start information stored in the memory means at a predetermined number of times, it is possible to make the player recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display beyond the predetermined number of start information that can be stored.
[0138] (Se4) In the gaming machine described in either (Se1) or (Se2), The effect execution means is capable of executing the specific effect 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 results of the pre-reading of start information stored in the memory means in less than a predetermined number, it is possible to make the player recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display beyond the predetermined number of start information that can be stored.
[0140] (Se5) In the gaming machine described in any one of (Se0) to (Se4), The effect execution means is capable of varying the effect mode of the specific effect depending on the number of times the predetermined result occurs consecutively. A gaming machine characterized by:
[0141] According to the gaming machine described in (Se5) above, it is possible to make the player aware of how many consecutive times a predetermined result is likely to occur as a result of the variable display, depending on the presentation mode of the specific presentation.
[0142] (Se6) In the gaming machine described in any one of (Se0) to (Se5), a storage information display means for displaying storage information (including pending information) indicating that the start information is stored in the storage means; The effect execution means can display, as the specific effect, special memory information (a change in pending status at the time of winning) indicating that the predetermined result may occur consecutively as a result of the variable display exceeding the predetermined number (5) (6 to 10). A gaming machine characterized by:
[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 the predetermined number, it is possible to make the player aware that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding the predetermined number of times that the start information can be stored.
[0144] (Se7) In the gaming machine described in any one of (Se0) to (Se6), an individual stored information display means (hold lamp) for displaying individual stored information that individually indicates that the start information is stored in the storage means; The effect execution means is capable of displaying, as the specific effect, special memory information (rainbow display) indicating that the predetermined result may occur consecutively as a result of the variable display exceeding the predetermined number, as the individual memory information. A gaming machine characterized by:
[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 of times as individual memory information, it is possible to make the player aware that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding the predetermined number of times that the start information can be stored.
[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 into special memory information, it is possible to make the player aware that there is a possibility that a predetermined result will occur consecutively as a result of the variable display, exceeding the predetermined number of start information that can be stored.
[0148] (Se9) In the gaming machine described in any one of (Se0) to (Se8), When there are a plurality of types of effects as the specific effect, the effect execution means changes the mode of the specific effect in a manner that is easily recognized by a player as the number of times the predetermined result occurs in succession exceeds the predetermined number (5) (6 to 10). A gaming machine characterized by:
[0149] According to the gaming machine described in (Se9) above, the more times a predetermined result occurs consecutively beyond a predetermined number, the easier it becomes for the player to recognize the change in the form of the specific presentation.
[0150] (Se10) In the gaming machine described in any one of (Se0) to (Se9), The specific effect indicating that the predetermined result may occur consecutively (6, 10) when the start information stored in the predetermined number (5) exceeds the predetermined number (5) is different in form from the effect indicating that the predetermined result may occur consecutively (1 to 5) when the start information stored in the predetermined number (5) does not exceed the predetermined number (5). A gaming machine characterized by:
[0151] According to the gaming machine described in (Se10), the interest of the player can be aroused depending on whether the start information stored at the predetermined number results in a specific presentation mode indicating that there is a possibility that the predetermined result will occur consecutively beyond the predetermined number, or whether the start information stored at the predetermined number results in a presentation mode indicating that there is a possibility that the predetermined result will occur consecutively without exceeding the predetermined number.
[0152] (Se11) In the gaming machine described in any one of (Se0) to (Se10), The specific effects have different modes of presentation, one in which the start information stored in the predetermined number (5) indicates that the predetermined result may occur consecutively (6, 10) beyond the predetermined number (5), and the other in which the start information stored in less than the predetermined number (1 to 4) indicates that the predetermined result may occur consecutively (6 to 9) beyond the predetermined number (5). A gaming machine characterized by:
[0153] According to the gaming machine described in (Se11) above, the specific presentation can arouse the interest of the player depending on whether the start information stored at the predetermined number is a presentation mode indicating that the predetermined result may occur consecutively beyond the predetermined number, or whether the start information stored below the predetermined number is a presentation mode indicating that the predetermined result may occur consecutively beyond the predetermined number.
[0154] (Se12) In the gaming machine described in any one of (Se0) to (Se11), The specific effect indicating that the start information stored in less than the predetermined number (1 to 4) may cause the predetermined result to occur consecutively (6 to 9) beyond the predetermined number (5) is different in form from the effect indicating that the start information stored in less than the predetermined number (1 to 4) may cause the predetermined result to occur consecutively (1 to 5) without exceeding the predetermined number (5). A gaming machine characterized by:
[0155] According to the gaming machine described in (Se12) above, the interest of the player can be aroused depending on whether the start information stored less than the predetermined number results in a specific presentation mode indicating that there is a possibility that the predetermined result will occur consecutively when the predetermined number is exceeded, or whether the start information stored less than the predetermined number results in a presentation mode indicating that there is a possibility that the predetermined result will occur consecutively without exceeding the predetermined number.
[0156] (Se13A) In the gaming machine described in any one of (Se0) to (Se12), The effect execution means is capable of executing the specific effect at a predetermined timing during the varying display. A gaming machine characterized by: According to the gaming machine described in (Se13A) above, at a predetermined timing during 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.
[0157] (Se13B) In the gaming machine described in any one of (Se0) to (Se12), The effect execution means is capable of executing the specific effect at a predetermined timing before the start of the variable display. A gaming machine characterized by: According to the gaming machine described in (Se13B) above, at a predetermined timing before the start of the variable display, it is possible to recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display more than a predetermined number of times.
[0158] (Se13) In the gaming machine described in any one of (Se0) to (Se12), When the result of the variable display is the predetermined result (normal win, win with time-saving (1), win with time-saving (2)), the state control means can generate a special game state (jackpot state) in which a round game is played a specified number of times by setting the variable ball entrance to an open state in which it is easy for the game ball to enter, and then setting the variable ball entrance to a closed state in which it is difficult for the game ball to enter, The effect execution means is capable of executing the specific effect at a predetermined timing during the special game state. A gaming machine characterized by: According to the gaming machine described in (Se13) above, it is possible to recognize that at a predetermined timing during a special gaming state, there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding a predetermined number.
[0159] (Se14) In the gaming machine described in (Se13), The effect execution means is capable of executing the specific effect during the round game in the special game state. A gaming machine characterized by: According to the gaming machine described in (Se14) above, during a round of play in a special game state, it is possible to recognize that there is a possibility that a predetermined result will occur consecutively as a result of the variable display exceeding a predetermined number.
[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 effect execution means can vary the duration of the ending effect depending on the number of times the predetermined result occurs consecutively (6 to 10) exceeding the predetermined number (5). A gaming machine characterized by:
[0163] According to the gaming machine described in (Se16) above, depending on the duration of the ending presentation, it is possible to make the player aware of how many consecutive times a predetermined result is likely to occur as a result of the variable display exceeding a predetermined number.
[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 aware of the 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 gaming machine equipped with a state control means for controlling a state related to a game, When the result of the variable display is a specific result (a hit with time reduction (2)), the state control means can generate a specific state (a consecutive win zone) that is more advantageous to the player than the normal state as a subsequent state, The specific state occurs in response to a state (time-saving state) in which the starting condition is more likely to be established than in a normal state, and the result of the variable display is likely to be a predetermined result (normal hit, time-saving (1) hit, time-saving (2) hit), The effect execution means is capable of executing a specific effect indicating that a predetermined result may occur a specified number (5) of times in succession as a result of the variable display, based on the result of the lottery of the start information stored in the storage means, in the specific state. A gaming machine characterized by:
[0167] According to the gaming machine described in (Se18), in a specific state, a specific effect is executed to make the player aware that there is a possibility that a predetermined result will occur a specified number of times in succession as a result of the variable display based on the result of the lottery of the start information stored in the storage means. Therefore, it is possible to prevent the effect in the specific state from becoming monotonous and to increase the interest of the game in the specific state.
[0168] (Se19) In the gaming machine described in (Se18), The effect execution means is capable of executing the specific effect based on the result of the lottery of the start information stored in the storage means at the predetermined number (5). A gaming machine characterized by:
[0169] According to the gaming machine described in (Se19), based on the result of the lottery for the start information stored in the memory means at a predetermined number of times, it is possible to make the player aware that there is a possibility that a predetermined result will occur a predetermined number of times in succession as a result of the variable display.
[0170] (Se20) In the gaming machine described in (Se18), The effect execution means is capable of executing the specific effect based on the result of the lottery of the start information stored in the storage means to a number less than the predetermined number (1 to 4). A gaming machine characterized by:
[0171] According to the gaming machine described in (Se20), based on the result of the lottery for start-up information stored in the memory means in less than a predetermined number, it is possible to make the player aware that there is a possibility that a predetermined result will occur a predetermined number of times in succession as a result of the variable display.
[0172] (Se21) In the gaming machine described in any one of (Se18) to (Se20), The effect execution means is capable of varying the effect mode of the specific effect depending on the number of times the predetermined result occurs consecutively. A gaming machine characterized by:
[0173] According to the gaming machine described in (Se21) above, depending on the presentation mode of a specific presentation, it is possible to make the player aware of how many consecutive times a predetermined result is likely to occur as a result of the variable display exceeding a predetermined number.
[0174] (Se22) In the gaming machine described in any one of (Se18) to (Se21), a storage information display means for displaying storage information (including pending information) indicating that the start information is stored in the storage means; The effect execution means can display, as the specific effect, special memory information (a change in pending status at the time of winning) indicating that the predetermined result may occur the specified number (5) of times in succession as a result of the variable display. A gaming machine characterized by:
[0175] According to the gaming machine described in (Se22) above, by displaying special memory information as memory information indicating that a predetermined result may occur a predetermined number of times in succession as a result of the variable display, it is possible to make the player aware that a predetermined result may occur a predetermined number of times in succession as a result of the variable display.
[0176] (Se23) In the gaming machine described in any one of (Se18) to (Se22), an individual stored information display means (hold lamp) for displaying individual stored information that individually indicates that the start information is stored in the storage means; The effect execution means is capable of displaying, as the specific effect, special memory information (rainbow display) indicating that the predetermined result may occur the specified number (5) of times in succession as a result of the variable display, as the individual area memory information. A gaming machine characterized by:
[0177] According to the gaming machine described in (Se23) above, by displaying special memory information indicating that a predetermined result may occur a predetermined number of times in succession as a result of the changing display as individual area memory information, it is possible to make the player aware that a predetermined result may occur a predetermined 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), by changing the displayed memory information or individual memory information into special memory information, it is possible to make the player aware that there is a possibility that a predetermined result will occur a specified number of times in succession as a result of the changing display.
[0180] (Se25) In the gaming machine described in any one of (Se18) to (Se24), When there are a plurality of types of effects as the specific effect, the effect execution means changes the mode of the specific effect in a manner that is more easily recognized by a player as the number of times the predetermined result occurs consecutively increases. A gaming machine characterized by:
[0181] According to the gaming machine described in (Se25) above, the more times a predetermined result occurs consecutively beyond a predetermined number, the easier it becomes for the player to recognize the change in the form of the specific presentation.
[0182] (Se26) In the gaming machine described in any one of (Se18) to (Se25), The specific effect indicating that the predetermined result may occur the predetermined number (5) of times in succession based on the start information stored in the predetermined number (5) is different in appearance from the effect indicating that the predetermined result may not occur the predetermined number (5) of times in succession based on the start information stored in the predetermined number (5). A gaming machine characterized by:
[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 described in any one of (Se18) to (Se26), The specific effect has different aspects, namely, an effect indicating that the predetermined result may occur the predetermined number (5) consecutively based on the start information stored in the predetermined number (5), and an effect indicating that the predetermined result may occur the predetermined number (5) consecutively based on the start information stored in less than the predetermined number (1 to 4). A gaming machine characterized by:
[0185] According to the gaming machine described in (Se27) above, the interest of the player can be aroused depending on whether the specific presentation is a presentation mode indicating that a predetermined result may occur a predetermined number of times in succession based on start information stored at a predetermined number, or a presentation mode indicating that a predetermined result may occur a predetermined number of times in succession based on start information stored less than the predetermined number.
[0186] (Se28) In the gaming machine described in any one of (Se18) to (Se27), The specific effect indicating that the predetermined result may occur the predetermined number (5) consecutively based on the start information stored in the number less than the predetermined number (1 to 4) is different in appearance from the effect indicating that the predetermined result may not occur the predetermined number (5) consecutively based on the start information stored in the number less than the predetermined number (1 to 4). A gaming machine characterized by:
[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 effect execution means is capable of executing the specific effect at a predetermined timing during the varying display. A gaming machine characterized by: According to the gaming machine described in (Se29A) above, at a predetermined timing during 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.
[0189] (Se29B) In the gaming machine described in any one of (Se18) to (Se28), The effect execution means is capable of executing the specific effect at a predetermined timing 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 described in 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 can generate a special game state (jackpot state) in which a round game is played a specified number of times by setting the variable ball entrance to an open state in which it is easy for the game ball to enter, and then setting the variable ball entrance to a closed state in which it is difficult for the game ball to enter, The effect execution means is capable of executing the specific effect at a predetermined timing during the special game state. A gaming machine characterized by: According to the gaming machine described in (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 game 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 exceeding a predetermined number.
[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 effect execution means is capable of varying the duration of the ending effect 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, depending on the duration of the ending presentation, it is possible to make the player aware of how many consecutive times a predetermined result is likely to occur as a result of the variable display exceeding a predetermined number.
[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 aware of the possibility that a predetermined result will occur consecutively as a result of the variable display exceeding a predetermined number.
[0198] <Problem Sf> Conventionally, there are gaming machines of this type that, for example, grant bonuses such as a time-saving state or a special state after a predetermined winning result occurs as a result of a variable display (for example, JP 2013-42936 A, page 9, Figure 43). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, even if the above-mentioned predetermined winning result occurs again while a bonus such as a time-saving state or a special state is being awarded, and a new bonus such as a time-saving state or a special state is awarded, the game tends to become monotonous, making it difficult to further improve 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 that improves the entertainment value of the game. The invention according to (Sf1) below has the following configuration to achieve this object.
[0199] (Sf1) A game board having a game area where game balls can flow down; A first starting ball entry means (special drawing 1 starting winning device 33a) that establishes the first predetermined condition (helix winning) when the game ball flowing down the game area enters; A passage detection means for detecting the passage of a game ball flowing down the game area; A second starting ball entry means (special drawing 2 starting winning device 33b) that can be changed between an open state and a closed state when the passing of the game ball is detected by the passing detection means, and that when the game ball flows down the game area in the open state, the ball entry 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) can be 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 In the normal state, when the result of the variable display based on the first start information becomes a specific result (time reduction (2) hit), it is possible to generate a first specific state (first special RUSH state), 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 (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 the 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 the 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 gaming machines 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 become 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-up 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, which makes the game more interesting in the specific state than in 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 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 the specific area (V winning hole 31a), the second specific state is generated; The ease with which the game ball enters 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 is a specific result, when trying to get a gaming ball flowing down the gaming area to enter the specific area, the ease with which the gaming ball enters the specific area differs between the first specific state and the second specific state, so the interest in playing in the specific state can be improved compared to gaming machines in which this difference does not exist.
[0205] (Sf4) In the gaming machine described in any one of (Sf1) to (Sf3), The first specific state and the second specific state occur as a result of a time-saving state (time-saving (2) state) in which a state in which the second predetermined condition is more likely to be established than 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 special RUSH state, and the second special RUSH state is until the second special RUSH state). A gaming machine characterized by:
[0206] In the gaming machine described in (Sf4) above, the end of the time-saving state 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 gaming machines in which this difference does not exist.
[0207] It should be noted that the words in parentheses in the various means described above and below in this specification are merely examples, and the inventions described in the various means are not limited to these.
[0208] <Task Ta> Conventionally, there are systems 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 described below (Ta1) was made in consideration of such 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 according to (Ta1) below has the following configuration to achieve this 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 that 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 game balls to enter and an open state in which it is easy for game balls to enter, and that allows game balls 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 game balls to enter and an open state in which it is easy for game balls to enter, and that allows game balls to enter in the open state; A normal lottery means (a function of performing a lottery using a normal winning lottery table by the main control device 261) that executes a lottery based on the passage of the game ball into the normal ball entry means; A first 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 game ball entering 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 game ball entering the variable ball entry means; A normal display means (second symbol display device 41) that can display 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 (first segment display unit 40a1 of the first symbol display device 40) that can display the result of the lottery by the first special lottery means after executing a dynamic display based on the game ball entering 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) that receives an operation by a player; A first hold counting means (a counting function of the main control device 251 for special drawing 1 hold) 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 entered the predetermined ball entry means while the first special display means is executing the display regarding the change; A second hold counting means (a counting function of the main control device 251 for the special drawing 2 hold) 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 entered the variable ball entry means while the second special display means is executing the display related to the change; When the result of the lottery by the first special lottery means and 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 gaming ball enters the specific variable ball entry means, a state control means (main control device 251) is provided which can make the subsequent state a specific gaming state, The state control means is capable of controlling the game state after the specific game state has ended to a first predetermined state, The state control means is capable of controlling the game state 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 different from the predetermined condition that is advantageous to the player. 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 changes to 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 game ball entering the variable ball entry means in response to the operation of the operation 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 player's operation of the operating means and the entry of a gaming ball into the variable ball entry means, so that the game is not monotonous.
[0214] (Ta3) In the gaming machine described in (Ta1) and (Ta2), The specific condition is satisfied based on the player's operation of the operating means and the game ball entering the variable ball entry means. 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 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 when the result of the dynamic display in the second special display means being executed when the predetermined condition is met is a losing result, based on the result of the lottery in the second lottery means held in the second holding counting means being 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 pending count in the second pending 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 pending count in the second pending 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 conditioned on the ball hitting the specific ball hitting 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 by the second special lottery means will be a winning result that is conditional on the ball scoring 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, so 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 result without the condition of a ball being scored by the specific ball scoring means is the same as the probability that the result of the lottery by the first special lottery means will be a winning result. A gaming machine characterized by:
[0225] According to the gaming machine described in (Ta8) above, the probability that the result of the lottery by the second special lottery means will be a winning result that does not require a ball to be scored by the specific ball scoring means is the same as the probability that the result of the lottery by the first special lottery means will be a winning result, so the game is no longer monotonous.
[0226] (Ta9) In the gaming machine described in (Ta5), When the lottery held by the second holding counting means is being executed by the second lottery 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. A gaming machine characterized by:
[0227] According to the gaming machine described in (Ta9), when a lottery is being executed by the second lottery means held in the second hold counting means, the frequency of balls entering the variable ball entry means is lower than the frequency of balls entering the variable ball entry means during the first predetermined state, so that the game is no longer 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 has a high frequency of balls entering the variable ball entry means at least until a predetermined condition is met, and the second predetermined state continues to have a high frequency of balls entering the variable ball entry means for a longer period than the first predetermined state, so that the game is not 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), the timing of entering the second predetermined state 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 of entering the second predetermined state differs 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 of entering the second predetermined state is changed, so that the game in the first predetermined state after the specific gaming state has ended is no longer monotonous.
[0236] (Ta14) In the gaming machine described in any one of (Ta1) to (Ta13), The state control means sets a count number according to the 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 not 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 gaming state has ended 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, the player is notified of a predetermined condition, 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 will 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 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.
[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 not 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), 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 game state from the first predetermined state to the second predetermined state when a predetermined period of time has elapsed without the predetermined condition 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 the predetermined conditions being satisfied, the gaming state changes from the first predetermined state to the second predetermined state, thereby preventing the first predetermined state from continuing indefinitely and preventing monotony in the gaming in the first predetermined state after the specific gaming state has ended.
[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 to detect 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 preventing monotony in the gaming in the first predetermined state after the specific gaming state ends.
[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 game balls flowing down the game area to enter the game area and an open state in which it is easy for game balls to enter the game area, 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 was 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 was set. A gaming machine characterized by:
[0255] According to the gaming machine described in (Ta23), when the gaming state reaches the first predetermined state, the opening frequency of the variable ball entry means increases, and when the gaming state reaches the second predetermined state, the opening frequency of the variable ball entry means increases further. In this way, the player tries to change the gaming state from the first predetermined state to the second predetermined state as quickly as possible, so that the game in the first predetermined state after the specific gaming state ends is no longer 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 increases 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; a lottery means for executing a lottery process based on the game ball entering the ball entry means; a display means for displaying a result of the lottery process after executing a dynamic display based on the game ball entering the ball entering means; a hold counting means for counting the number of holds of the lottery process up to a predetermined number according to the number of times that the game balls enter 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 has become a specific result to be a specific game state; The state control means is capable of controlling the game state after the specific game state has ended 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 pending count satisfies a predetermined condition and satisfies a specific condition different from the predetermined condition that is advantageous to the player. A gaming machine characterized by:
[0259] According to the gaming machine described in (Ta25), when the pending count in the first predetermined state satisfies a predetermined condition, the gaming state changes to the second predetermined state, so that the gaming in the first predetermined state after the specific gaming state ends is no longer monotonous.
[0260] The configurations from (Ta1) to (Ta24) described above may be applied to the gaming machine according to (Ta25).
[0261] <Assignment Tb> Conventionally, there is a gaming machine in which, as a route for awarding a second benefit after the first benefit has been awarded, if a predetermined winning result is achieved while the first benefit is being awarded, the second benefit is awarded (for example, JP 2013-42936 A (page 9, Figure 38)). However, the conventional example having such a configuration has the following problems. That is, 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 that improves the entertainment value of the game. The invention according to (Tb1) below has the following configuration to achieve this 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; a lottery means for executing a lottery based on the game ball entering the ball entry means; a display means for displaying the result of the lottery after dynamically displaying the identification information based on the game ball entering the ball entry means; an operating means for receiving an operation by a player; and a bonus awarding means for awarding a first bonus (a jackpot with time-saving A) based on the result of the lottery; When a predetermined condition (a prescribed number of reserves) 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 V can be won if a special chart 2 time-saving win is won), The bonus awarding means awards the second bonus when the first bonus ends without the predetermined condition being met (when the time-saving A ends due to a normal fluctuation of the specified number of times) and a first specific condition (a direct jackpot win with the fluctuation or remaining reserve) is met. A gaming machine characterized by:
[0263] According to the gaming machine described in (Tb1), 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 that 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 game balls to enter and an open state in which it is easy for game balls to enter, and that allows game balls 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 game balls to enter and an open state in which it is easy for game balls to enter, and that allows game balls to enter in the open state; A normal lottery means (a function of performing a lottery using a normal winning lottery table by the main control device 261) that executes a lottery based on the passage of the game ball into the normal ball entry means; A first 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 game ball entering 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 game ball entering the variable ball entry means; A normal display means (second symbol display device 41) that can display 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) that can display the result of the lottery after dynamically displaying the identification information based on the game ball entering 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) that receives an operation by a player; A bonus awarding means (a function of the main control device 261) is provided to award a bonus (a big win with time-saving A) based on the result of the lottery, The above benefits are: At least based on the result of the lottery (special drawing 1 lottery) of the first special lottery means being the first special result (a jackpot with time reduction), after the end of a round game state in which a predetermined number of round games are played, with one round being from the opening state of the special variable ball entry means to the closing state, a first benefit (a jackpot with time reduction A) that increases the ball entry frequency of the variable ball entry means; and a second benefit (a big win with time reduction B) that increases the frequency of balls entering the variable ball entry means after the end of the round game state, based on the 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 at least 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 big win), When a predetermined condition (a prescribed number of reserves) 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 V can be won if a special chart 2 time-saving win is won), The bonus awarding means awards the second bonus when a specific condition (a direct jackpot 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), 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) and (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 a specific condition is met, the second benefit is more likely to be awarded, thereby increasing the interest in the game.
[0268] (Tb4) In the gaming machine described in (Tb1) and (Tb2), The predetermined condition is satisfied based on the game ball entering the variable ball entry means in response to the operation of the operation means by the player. A gaming machine characterized by:
[0269] According to the gaming machine described in (Tb4) above, the predetermined condition is met 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.
[0270] (Tb5) In the gaming machine described in (Tb1) and (Tb2), The specific condition is satisfied based on the player's operation of the operating means and the game ball entering the variable ball entry means. A gaming machine characterized by:
[0271] According to the gaming machine described in (Tb5) above, the specific condition is met 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, which increases the interest in the game.
[0274] (Tb7) In the gaming machine described in (Tb6), The specific condition is satisfied 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, and the result of the lottery by the second lottery means reserved by the second reservation counting means that reserves the lottery by the second special lottery means is a third special 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 the specified conditions are met is a losing result, 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 by 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 met based on the result of the dynamic display on the second special display means being executed when the predetermined condition is met being the third special result, thereby increasing the interest in 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 in 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 in 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 balls entering the variable ball entry means is lower than the frequency of balls entering the variable ball entry means during the granting of the first benefit. 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 held in the second hold 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 increasing the interest of the game.
[0284] (Tb12) In the gaming machine described in (Tb1) to (Tb11), the first benefit is that the frequency of balls entering the variable ball entry means is high at least until the predetermined condition is satisfied; The second benefit is such that the frequency of balls entering the variable ball entry means remains high for a longer period of time than the first benefit. A gaming machine characterized by:
[0285] According to the gaming machine described in (Tb12) above, the first benefit has a high frequency of balls entering the variable ball entry means at least until a predetermined condition is met, and the second benefit maintains 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 met 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 bonus after the first bonus has been awarded, thereby reducing the monotony of the game after the first bonus has been awarded.
[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 game balls flowing down the game area to enter the game area and an open state in which it is easy for game balls to enter the game area, 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 that make it easier to award the second benefit after the first benefit has been awarded: one in which the ball is scored by the ball scoring means a predetermined number of times, and another in which an opportunity to score by the ball scoring means occurs a predetermined number of times, thereby reducing the monotony of the game 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 game balls flowing down the game area to enter the game area and an open state in which it is easy for game balls to enter the game area, The predetermined condition is that a state in which the variable ball entry means can be set to an open state or a closed state 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 of time 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 that make it easier to award the second benefit after the first benefit has been awarded: one in which the ball is scored by the ball scoring means a predetermined number of times, and another in which an opportunity to score by the ball scoring means occurs a predetermined number of times, thereby reducing the monotony of the game 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 met during a right-hand play, and the specific condition is a condition that is met during a 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-hand play as routes that make it easier to award the second benefit after the first benefit has been awarded, so the monotony of right-hand play after the first benefit has been awarded can be reduced. Note that in an example in which left-hand play is performed after the first benefit has been awarded and then right-hand play begins, a predetermined condition may be established during left-hand play, and a specific condition may be established during right-hand play.
[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 are established during dynamic display as routes that make it easier to award the second benefit after the first benefit has been awarded, thereby reducing the monotony of the dynamic display after the first benefit has been awarded.
[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 operating means for receiving an operation by a player to launch a game ball; The predetermined period is determined in accordance with the operation. A gaming machine characterized by:
[0299] According to the gaming machine described in (Tb19) above, there is a route for making it easier to award a second benefit after the first benefit has been awarded, which is the passage of a predetermined period 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 can set a state after the result of the lottery becomes a predetermined result as a specific gaming state, and can award 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), after the specific gaming state ends, it is possible to grant the first benefit to the game, thereby reducing the monotony of the game after the specific gaming state.
[0302] (Tb21) In the gaming machine described in 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 game balls flowing down the game area to enter the game area and an open state in which it is easy for game balls 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, the 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, thereby reducing the monotony of the game after increasing the opening frequency of the variable ball entry means.
[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 to detect the passage of a game ball, The predetermined period is a period from when the first benefit is awarded until when the number of times that the passing of the gaming ball is detected reaches a predetermined number. A gaming machine characterized by:
[0305] According to the gaming machine described in (Tb22) above, 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, thereby reducing the monotony of the game 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 a 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 awarded to when the dynamic display based on the game ball entering 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 gaming ball entering 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; a lottery means for executing a lottery based on the game ball entering the ball entry means; a display means for displaying the result of the lottery after dynamically displaying the identification information based on the game ball entering the ball entry means; an operating means for receiving an operation by a player; and a bonus awarding means for awarding a first bonus (a jackpot with time-saving A) based on the result of the lottery; When a predetermined condition (a prescribed number of reserves) 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 V can be won if a special chart 2 time-saving win is won), The benefit providing means makes it easier to provide the second benefit when the predetermined condition is not met (the predetermined number of reservations are not met) and a specific condition (a predetermined number of normal changes) is met 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] The configurations from (Tb1) to (Tb23) described above may be applied to the gaming machine according to (Tb24).
[0311] <Assignment Tc> Conventionally, there are gaming machines of this type that, for example, control the gaming state after a specific gaming state has ended to a time-saving state or a special probability state, and when a predetermined winning result is achieved in the time-saving state or the special probability state, execute a display effect indicating that the gaming state will be further controlled to the time-saving state or the special probability state (for example, JP 2013-42936 A (page 9, Figure 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 probability change state are monotonous. The invention relating to (Tc1) below has been made in consideration of these circumstances, and aims to provide a gaming machine that can improve the entertainment value of the game. The invention according to (Tc1) below has the following configuration to achieve this object.
[0312] (Tc1) a display means for displaying a result of a lottery process based on the game ball entering the ball entry means after executing a dynamic display based on the game ball entering the ball entry means; a performance control means for controlling the performance including the dynamic display; and state control means for controlling the 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 the player than the normal state and occurs after the specific game state ends, and a second predetermined state which is more advantageous to the player than the first predetermined state, according to the result of the lottery process; The performance control means When a predetermined condition is met 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 the first predetermined state, it indicates the ease of transitioning from the first predetermined state to the 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 differs depending on the type of predetermined condition, thereby reducing the monotony of 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 the player than the first type.
[0317] According to the gaming machine described in (Tc3) above, the relationship between the predetermined condition and the indication of the ease of transition is not set one-to-one, but the degree of ease of transition is suggested depending on the type of predetermined condition, thereby reducing the monotony of the display presentation during the dynamic display in the first predetermined state.
[0318] (Tc4) In the gaming machine described in 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 when the predetermined condition is met.
[0319] According to the gaming machine described in (Tc4) above, it is possible to reduce monotony in the operations performed by the player during the dynamic display in the first predetermined state.
[0320] (Tc5) In the gaming machine described in 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 predetermined condition is met.
[0321] According to the gaming machine described in (Tc5) above, it is possible to reduce the monotony of the display presentation after a predetermined condition is met based on an operation by the player during dynamic display in the first predetermined state.
[0322] (Tc6) In the gaming machine described in 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 with a clear awareness of the goal in the first predetermined state.
[0324] (Tc7) In the gaming machine described in any one of (Tc1) to (Tc3), The presentation control means is characterized in that it notifies the player of the predetermined condition based on the execution of the dynamic display in which a state occurs in which it is easy to transition from the first predetermined state to the second predetermined state.
[0325] According to the gaming machine described in (Tc7), the player can play the game with a clear awareness 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 described in 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 machine after the predetermined conditions are met, it is possible to reduce the monotony of the game after the predetermined conditions are met.
[0328] (Tc9) In the gaming machine described in (Tc8), The gaming machine is characterized in that 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, the player can perform operations without being conscious of fulfilling the predetermined conditions.
[0330] <Task Td> Conventionally, there have been gaming machines of this type that change the state related to the game 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 is a predetermined result (for example, JP 2013-42936 A (page 9, Figure 38)). However, the conventional example having such a configuration has the following problems. In other words, with this type of gaming machine, attention tends to be focused only on whether the result of the display presentation after the end of the specific gaming state will be a predetermined result, which creates the problem that the display presentation after the end of the specific gaming state becomes monotonous. The invention described below (Td1) was made in consideration of these 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 according to (Td1) below has the following configuration to achieve this object.
[0331] (Td1) a display means for displaying a result of the dynamic display after the dynamic display is executed based on the satisfaction of the 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 the performance including the dynamic display; and 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 has ended, and a second predetermined state which is more advantageous to a player than a normal state and occurs after the first predetermined state has ended, based on the result of a lottery process relating to a game; The performance control means When a predetermined condition is met 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 ease of transition from the first predetermined state to the second predetermined state can be displayed on the display means. 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 met based on an operation by the player during dynamic display in the first predetermined state, and when a specific condition is met based on an operation by the player during dynamic display in the first predetermined state when the predetermined condition is not met, 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 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 indicating that the predetermined condition has been 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 ease of transition from the first predetermined state to the second predetermined state can be displayed on the display means by a specific condition satisfaction display indicating that the specific condition has been 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 such a way that a predetermined condition fulfillment display, which indicates that a predetermined condition has been fulfilled when the predetermined condition is fulfilled based on an operation by the player during the dynamic display in the first predetermined state, and a specific condition fulfillment display, which indicates that a specific condition has been fulfilled when the specific condition is fulfilled based on an operation by the player during the dynamic display in the first predetermined state when the predetermined condition is not fulfilled, can reduce the monotony of the display presentation in the first predetermined state.
[0335] (Td3) In the gaming machine described in (Td1) or (Td2), When the predetermined condition is about to be satisfied, the performance control means can cause the display means to display the ease of transition from the first predetermined state to the second predetermined state by displaying a "predetermined condition not satisfied" message indicating that the predetermined condition is about to be satisfied. 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 display indicating that the predetermined condition is approaching the predetermined condition fulfillment display when the predetermined condition is approaching the fulfillment display, 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 described in any one of (Td1) to (Td3), When the specific condition is about to be satisfied, the performance control means can cause the display means to display the ease of transition from the first predetermined state to the second predetermined state by displaying a specific condition less than display indicating that the specific condition is about to be satisfied. A gaming machine characterized by:
[0338] According to the gaming machine described in (Td4) above, when a specific condition is close to being fulfilled, a "less than specific condition" display indicating that the specific condition is close to being fulfilled is displayed on the display means until the specific condition is fulfilled display is reached, thereby reducing the monotony of the display presentation in the first predetermined state.
[0339] (Td5) In the gaming machine described in (Td4), The gaming machine is 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 to reach the respective condition fulfillment display are different.
[0340] According to the gaming machine described in (Td5) above, the time it takes for the display of "less than a predetermined condition" and the display of "less than a specific condition" to be met is different, so by showing the player the difference, the display presentation in the first predetermined state can be reduced from becoming monotonous.
[0341] (Td6) In the gaming machine described in (Td5), A gaming machine characterized in that there are cases where the display indicating that the specified condition is not met reaches the display indicating that the condition is met before the display indicating that the specific condition is not met, and cases where the display indicating that the specific condition is not met reaches the display indicating that the condition is met before the display indicating that the specified condition is not met.
[0342] According to the gaming machine described in (Td6), there are cases where the display indicating that the specified condition is not met reaches the display indicating that the condition is met before the display indicating that the specific condition is not met, and cases where the display indicating that the specific condition is not met reaches the display indicating that the condition is met before the display indicating that the specified condition is not met. Therefore, by showing the player which of the two will be met first, the display presentation in the first specified state can be reduced 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 displaying a message suggesting which of the display below the predetermined condition and the display below the specific condition will first reach the display where the condition is met.
[0344] According to the gaming machine described in (Td7) above, a display is made suggesting which of the display below the predetermined condition and the display below the specific condition will first reach the condition fulfillment display, so by giving the player a hint as to which is likely to be fulfilled first, the display presentation in the first predetermined state can be reduced from becoming monotonous.
[0345] (Td8) In the gaming machine described in any one of (Td1) to (Td7), A gaming machine characterized in that the display below the specified condition and the display below the specific condition are each fulfilled during one of the dynamic displays.
[0346] According to the gaming machine described in (Td8) above, the display of less than the predetermined condition and the display of less than the specific condition are each fulfilled during the dynamic display of 1, so by showing the difference to the player during the dynamic display of 1, the display presentation in the first predetermined state can be made less monotonous.
[0347] (Td9) In the gaming machine described in 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 are each fulfilled after going through multiple dynamic displays.
[0348] According to the gaming machine described in (Td9), the display of "not meeting the specified condition" and the display of "not meeting the specific condition" are achieved 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, there is one 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 likelihood of the predetermined conditions being met is limited, and therefore there is a problem in that it is not possible to further improve the entertainment value of the game. The invention relating to (Te1) 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 according to (Te1) below has the following configuration to achieve the above object. 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 indicating the 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 After the specific gaming state is ended, it is possible to control to the first gaming state, In the first gaming state, when a predetermined condition is met, it is possible to control to a second gaming state after the specific gaming state ends, The likelihood of the predetermined condition being met 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 entertainment value of the game.
[0352] (Te2) In the gaming machine described in (Te1), The first element is a condition that is met based on the operation performed in the first game state (for example, a predetermined number of reserved items are accumulated or the normal number of times changes), and by setting the condition to be easily met (for example, a predetermined number of reserved items is small or a predetermined number of times changes in the normal number of items is small), the predetermined condition is more likely to be met, The second element is a time condition (for example, a time period 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 more likely the predetermined condition is 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 the condition to be satisfied based on the operation 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 the time 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 met based on the operation performed in the first game state (for example, a predetermined number of reserved items are accumulated or the normal number of times changes), and by setting the condition to be easily met (for example, a predetermined number of reserved items is small or a predetermined number of times changes in the normal number of items is small), the predetermined condition is more likely to be met, The second element is a time condition (for example, a time variation 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 fulfilled, and the shorter the time setting selected as the time condition that is set based on the fulfillment of a spec...
Claims
[Claim 1] A gaming machine configured such that a moving body can move along a predetermined movement path in a predetermined direction, The gaming machine is, A contact member having a contact portion against which the moving body can be contacted, The system includes a driving means capable of generating a driving force to move the contact member, The gaming machine is, The system is configured such that at least two conditions can occur: a contact situation in which the moving body moving along the predetermined movement path in the predetermined direction comes into contact with the contact portion, and a non-contact situation in which the moving body moving along the predetermined movement path in the predetermined direction does not come into contact with the contact portion. In a predetermined contact situation, the degree of advantage for the player may differ depending on the positional relationship between the moving body and the contact portion when the moving body comes into contact with the contact portion. The gaming machine is, The system is configured such that the moving body can be held in a predetermined holding area before it moves along the predetermined movement path. The moving body held in the predetermined holding area is configured to be difficult for the player to see, The movable body held in the predetermined holding area is configured to be visible to the player when it is moved toward the predetermined movement path, The device is provided with a first region configured such that the first contact area to which the moving body, moving along the predetermined path in the predetermined direction, is contacted in the case of a first contact situation among the aforementioned contact situations, can be seen by the player, and a second region configured such that the second contact area, which is different from the first contact area to which the moving body, moving along the predetermined path in the predetermined direction, is contacted in the case of a second contact situation among the aforementioned contact situations, can be seen by the player less clearly than the first contact area in the case of a first contact situation. The contact condition is configured such that it may occur when the contact member is moved from a first position to a second position different from the first position. The contact portion is configured to be visible to the player in different ways at the first position and the second position. The system includes a deceleration means configured to reduce the speed of a moving object moving toward at least the predetermined movement path, The degree of advantage may differ depending on whether the relative position of the moving body and the contact portion when the moving body comes into contact with the contact portion is such that the contact portion comes into contact with the lower part of the moving body, or such that the contact portion comes into contact with the upper part of the moving body. When the starting conditions are met, one of the multiple variation patterns is determined, and the system is configured to display variations in identification information according to the determined variation pattern. The system is configured such that when a specific variation pattern is determined from among the plurality of variation patterns, a situation may arise in which the contact member can be moved. A plurality of the aforementioned specific variation patterns are configured as the aforementioned specific variation pattern, When a first specific variation pattern is determined from among the plurality of specific variation patterns, the movement of the contact member may be initiated after a first period has elapsed from the start of the variation display corresponding to the first specific variation pattern. When a second specific variation pattern is determined from the plurality of specific variation patterns, the movement of the contact member may be initiated after a second period, different from the first period, has elapsed from the start of the variation display corresponding to the second specific variation pattern. A gaming machine characterized by the following features.