Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANKYO CO LTD
- Filing Date
- 2023-03-28
- Publication Date
- 2026-06-19
AI Technical Summary
Existing gaming machines lack enhanced marketability through improved player engagement and varied gameplay experiences.
The gaming machine includes features such as variable display of specific identification information, controlled advantageous states, round control mechanisms, and performance control means to enhance player engagement, along with sound and vibration effects to create dynamic gameplay experiences.
The implementation of these features increases player engagement and enhances the marketability of the gaming machine by providing varied and engaging gameplay experiences.
Smart Images

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Abstract
Description
[Technical Field] 【0001】 The present invention relates to a gaming machine such as a pachinko gaming machine capable of playing a game. [Background technology] 【0002】 Gaming machines have been proposed in which a fanfare effect is executed when the machine is controlled to enter a jackpot gaming state. For example, Patent Document 1 discloses a gaming machine in which a fanfare effect is executed when a jackpot occurs. Gaming machines that output music during play are also known. For example, Patent Document 2 discloses a gaming machine that plays background music (FIG. 26). [Prior art documents] [Patent documents] 【0003】 [Patent Document 1] JP 2019-169780 A (paragraph 0304) [Patent Document 2] Japanese Patent Application Laid-Open No. 2015-70967 Summary of the Invention [Problem to be solved by the invention] 【0004】 There was room for improving the marketability of gaming machines having the functions and configurations of Patent Documents 1 and 2. 【0005】 The present invention has been made in view of the above circumstances, and has as its object to provide a gaming machine with improved marketability. [Means for solving the problem] 【0006】 The gaming machine according to claim 1 of the present invention comprises: A gaming machine capable of executing variable display of specific identification information, and deriving a specific display result as a display result of the variable display of the specific identification information, thereby being controllable to an advantageous state that is more advantageous to a player than a normal state, a variable winning means that can be controlled to a first state in which the game medium can easily enter and a second state in which the game medium cannot or has difficulty entering; and a round control means capable of executing a round game a plurality of times, which controls the variable winning means to change from the first state to the second state when the variable winning means is controlled to the advantageous state, After being controlled to the advantageous state, the display can be controlled to a special state in which variable display is more easily executed than in the normal state, In the last round of games among the plurality of rounds of games in the advantageous state controlled based on the specific display result being derived as a display result of the variable display of the specific identification information when controlled in the normal state, the period from when the specific display result is derived as a display result of the variable display of the specific identification information when controlled in the normal state until when the variable winning means changes to the first state is shorter than the period from when the variable winning means changes from the first state to the second state until when the variable display of the specific identification information becomes executable. In the last round of play among the plurality of rounds of play in the advantageous state controlled based on the specific display result being derived as a display result of the variable display of the specific identification information when controlled in the special state, the period from when the specific display result is derived as a display result of the variable display of the specific identification information when controlled in the special state until when the variable winning means changes to the first state is shorter than the period from when the variable winning means changes from the first state to the second state until when the variable display of the specific identification information becomes executable, moreover, The special identification information is displayed variably, and can be controlled to be advantageous to the player. A performance control means; A display means; a sound output means; a specific portion that can be touched by a player; The performance control means The display means can variably display decorative identification information in accordance with the variably displayed special identification information, During the variable display of decorative identification information, A plurality of types of music can be output from the sound output means, A vibration effect can be executed by vibrating the specific part, The songs include instrumental songs without vocals and vocal songs with vocals. During a first period of the variable display period of the decorative identification information, The instrumental music piece can be output; As the vibration effect, a first vibration effect can be executed in which the specific part is vibrated in a first pattern, In a second period after the first period of the variable display period of the decorative identification information has elapsed, The vocal music piece can be output, As the vibration effect, a second vibration effect can be executed in which the specific part is vibrated in a second pattern different from the first pattern, The output of the instrumental music piece is performed without restriction together with the execution of the first vibration effect, The output of the vocal music piece is limited in response to the execution of the second vibration effect. According to this feature, in consideration of the above-mentioned circumstances, it is possible to provide a gaming machine with improved marketability. 【0007】 Furthermore, the present invention may have only the invention-specifying matters set forth in the claims of the present invention, or may have the invention-specifying matters set forth in the claims of the present invention as well as configurations other than the invention-specifying matters. [Brief explanation of the drawings] 【0008】 [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] 10 is a flowchart showing an example of a game control main process. [Figure 4] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 5] 10 is a flowchart illustrating an example of a special symbol process. [Figure 6] 10 is a flowchart showing an example of a performance control main process. [Figure 7] 10 is a flowchart showing an example of a performance control process. [Figure 8-1] 1 is a front view of the pachinko gaming machine 1 at the characteristic part 02TM. [Figure 8-2] FIG. 2 is an explanatory diagram showing each random number. [Figure 8-3] (A) is an explanatory diagram showing a display result determination table, and (B) is an explanatory diagram showing a jackpot type determination table. [Figure 8-4] An explanatory diagram showing the jackpot type detailed information table. [Figure 8-5] An explanatory diagram showing a fluctuation pattern determination table for normal conditions. [Figure 8-6] An explanatory diagram showing a fluctuation pattern determination table for time-saving mode. [Figure 8-7] FIG. 10 is an explanatory diagram showing a fluctuation pattern determination table for ST state. [Figure 8-8] 10A is an explanatory diagram showing an operation instruction effect list table, and FIG. 10B is an explanatory diagram showing an error notification effect list table. [Figure 8-9] 10 is a flowchart showing an example of an abnormal operation method instruction presentation determination process. [Figure 8-10] 10A is an explanatory diagram showing a condition table related to an abnormal operation method instruction, and FIG. 10B is an explanatory diagram showing a condition table related to an error notification. [Figure 8-11] A flowchart showing an example of a process for determining the end of a presentation when a jackpot begins. [Figure 8-12] FIG. 10 is an explanatory diagram showing a specific example of a game flow. [Figure 8-13] FIG. 1A is a conceptual diagram that schematically illustrates a layer structure, and FIG. 1B is an explanatory diagram of the layer structure. [Figure 8-14] An explanatory diagram showing specific examples of each effect related to abnormal left-hit instructions in normal mode. [Figure 8-15] This is a time chart showing the execution timing of each effect related to the abnormal left hit instruction (LV1) in normal mode. [Figure 8-16] This is a time chart showing the execution timing of each effect related to the abnormal left hit instruction (LV2) in normal mode. [Figure 8-17] FIG. 10 is an explanatory diagram showing specific examples of each effect related to error notification in normal mode. [Figure 8-18] This is a time chart showing the execution timing of each effect related to error notification in normal mode. [Figure 8-19] This is an explanatory diagram showing specific examples of each effect regarding the abnormal left-hit instruction in normal mode and the jackpot FF effect in right-hit mode. [Figure 8-20] This is a time chart showing the execution timing of each effect related to the abnormal left-hit instruction in normal mode and the jackpot FF effect in right-hit mode. [Figure 8-21] This is an explanatory diagram showing specific examples of each effect regarding error notification in normal mode and jackpot FF effect in right-hit mode. [Figure 8-22] This is a time chart showing the execution timing of each effect related to error notification in normal mode and jackpot FF effect in right-hit mode. [Figure 8-23] This is an explanatory diagram showing specific examples of abnormal left-hit instructions and error notifications in normal mode, and jackpot FF effects in right-hit mode. [Figure 8-24] This is a time chart showing the timing of execution of each effect related to the abnormal left-hand instruction and error notification in normal mode, and the jackpot FF effect in right-hand mode. [Figure 8-25] FIG. 1 is an explanatory diagram showing a specific example of an amusement arcade where gaming machines are installed. [Figure 8-26] An explanatory diagram showing specific examples of each effect related to abnormal right-hit instructions in right-hit mode. [Figure 8-27] This is a time chart showing the execution timing of each effect related to abnormal right hit instructions in right hit mode. [Figure 8-28]This is an explanatory diagram showing specific examples of each presentation when an abnormal left hit is detected during the jackpot FF period in right hit mode. [Figure 8-29] This is a time chart showing the execution timing of each effect when an abnormal left hit is detected during the jackpot FF period in right hit mode. [Figure 8-30] This is an explanatory diagram showing specific examples of each effect related to abnormal right-hit instructions during the jackpot RD period in right-hit mode. [Figure 8-31] This is a time chart showing the execution timing of each effect related to abnormal right-hit instructions during the jackpot RD period in right-hit mode. [Figure 8-32] 10 is a flowchart illustrating an example of a volume adjustment effect determination process. [Figure 8-33] 10A to 10C are explanatory diagrams showing specific examples of each effect related to volume adjustment. [Figure 8-34] 10 is a time chart showing the execution timing of each effect related to volume adjustment. [Figure 8-35] 10 is a flowchart illustrating an example of a light intensity adjustment effect determination process. [Figure 8-36] 10A to 10C are explanatory diagrams showing specific examples of various effects related to light intensity adjustment. [Figure 8-37] This is a time chart showing the execution timing of each effect related to light intensity adjustment. [Figure 8-38] This is an explanatory diagram showing specific examples of each effect related to volume adjustment in normal mode and jackpot FF effects in right-hand mode. [Figure 8-39] This is a time chart showing the timing of execution of each effect related to volume adjustment in normal mode and jackpot FF effect in right-hit mode. [Figure 8-40] This is an explanatory diagram showing specific examples of each effect regarding light intensity adjustment in normal mode and jackpot FF effect in right-hand mode. [Figure 8-41] This is a time chart showing the timing of execution of each effect related to the light intensity adjustment in normal mode and the jackpot FF effect in right-hand mode. [Figure 8-42] 10 is a flowchart showing an example of an auto button setting effect determination process. [Figure 8-43]An explanatory diagram showing specific examples of each effect related to the auto button OFF mode. [Figure 8-44] An explanatory diagram showing specific examples of each effect related to the auto button ON mode. [Figure 8-45] This is an explanatory diagram showing specific examples of each effect related to the auto button OFF setting effect in normal mode and the jackpot FF effect in right-hand mode. [Figure 8-46] This is a time chart showing the execution timing of each effect related to the auto button OFF setting effect in normal mode and the jackpot FF effect in right-hand mode. [Figure 8-47] This is an explanatory diagram showing specific examples of each effect related to the auto button ON setting effect in normal mode and the jackpot FF effect in right-hand mode. [Figure 8-48] This is a time chart showing the execution timing of each effect related to the auto button ONO setting effect in normal mode and the jackpot FF effect in right-hand mode. [Figure 8-49] FIG. 10 is an explanatory diagram showing specific examples of each effect when the volume adjustment display, light intensity adjustment display, and auto button setting display are displayed simultaneously. [Figure 8-50] FIG. 10 is an explanatory diagram showing specific examples of each effect when the volume adjustment display, light intensity adjustment display, and auto button setting display are displayed simultaneously. [Figure 8-51] This is a time chart showing the execution timing of each effect when the volume adjustment display, light intensity adjustment display, and auto button setting display are displayed simultaneously. [Figure 8-52] This is an explanatory diagram showing specific examples of each effect related to the jackpot FF effect (Part 1) corresponding to jackpot A and jackpot B. [Figure 8-53] This is an explanatory diagram showing specific examples of each effect related to the jackpot FF effect (part 1) corresponding to jackpot C. [Figure 8-54] (A) is an explanatory diagram showing specific examples of each effect related to the jackpot FF effects corresponding to jackpot A and jackpot B, and (B) is an explanatory diagram showing specific examples of each effect related to the jackpot FF effects corresponding to jackpot C. [Figure 8-55]This is a time chart showing the execution timing of each effect related to the jackpot FF effects corresponding to jackpot A and jackpot B. [Figure 8-56] This is a time chart showing the execution timing of each effect related to the jackpot FF effect corresponding to jackpot C. [Figure 8-57] (A) is an explanatory diagram showing specific examples of each effect related to error notification during the jackpot FF effect corresponding to jackpot A and jackpot B in the right-hand mode, and (B) is an explanatory diagram showing specific examples of each effect related to error notification during the jackpot FF effect corresponding to jackpot C in the right-hand mode. [Figure 8-58] This is a time chart showing the execution timing of each effect related to error notification during the jackpot FF effect corresponding to jackpot A and jackpot B in right-hit mode. [Figure 8-59] This is a time chart showing the execution timing of each effect related to error notification during the jackpot FF effect corresponding to jackpot C in right-hit mode. [Figure 8-60] (A) is an explanatory diagram showing specific examples of each effect related to the jackpot ED effect corresponding to jackpot A, and (B) is an explanatory diagram showing specific examples of each effect related to the jackpot ED effect corresponding to jackpot B. [Figure 8-61] This is a time chart showing the execution timing of each effect related to the jackpot ED effect corresponding to jackpot A. [Figure 8-62] This is a time chart showing the execution timing of each effect related to the jackpot ED effect corresponding to jackpot B. [Figure 8-63] This is an explanatory diagram showing specific examples of each effect related to the jackpot ED effect corresponding to jackpot C. [Figure 8-64] This is a time chart showing the execution timing of each effect related to the jackpot ED effect corresponding to jackpot C. [Figure 8-65] This is an explanatory diagram showing specific examples of each effect related to error notification during the jackpot ED effect in right-hit mode. [Figure 8-66] This is a time chart showing the execution timing of each effect related to error notification during the jackpot ED effect in right-hit mode. [Figure 8-67]An explanatory diagram showing specific examples of each effect related to the winning prize ball update effect. [Figure 8-68] This is a time chart showing the execution timing of each effect related to the winning ball update effect. [Figure 8-69] FIG. 2 is a front view of the accessory and the image display device. [Figure 8-70] (A) An explanatory diagram showing specific examples of each effect related to error notification during a jackpot FF effect (Part 1) in a gaming machine equipped with a special feature, and an explanatory diagram showing specific examples of each effect related to error notification during a jackpot FF effect (Part 2) in a gaming machine equipped with a special feature. [Figure 8-71] FIG. 10 is an explanatory diagram showing specific examples of each effect when the game is controlled to normal mode after transitioning to time-saving mode. [Figure 8-72] This is a time chart showing the execution timing of each effect when the game is controlled to normal mode after transitioning to time-saving mode. [Figure 8-73] This is an explanatory diagram showing specific examples of each effect when the system is controlled to normal mode after transitioning to ST mode. [Figure 8-74] This is a time chart showing the execution timing of each performance when the system is controlled to normal mode after transitioning to ST mode. [Figure 8-75] This is an explanatory diagram showing specific examples of each effect regarding error notification in normal mode and jackpot FF effect in right-hit mode. [Figure 8-76] This is an explanatory diagram showing specific examples of abnormal left-hit instructions and error notifications in normal mode, and jackpot FF effects in right-hit mode. [Figure 8-77] This is an explanatory diagram showing specific examples of each effect related to abnormal right-hit instructions during the jackpot RD period in right-hit mode. [Figure 9-1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 9-2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 9-3] FIG. 10 is an explanatory diagram showing the contents of a VRAM. [Figure 9-4] FIG. [Figure 9-5] FIG. 10 is an explanatory diagram of display priorities. [Figure 9-6] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 9-7] FIG. 2 is an explanatory diagram showing each random number. [Figure 9-8] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 9-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 9-10] FIG. 10 is an explanatory diagram of a deviation fluctuation pattern. [Figure 9-11] An explanatory diagram of the jackpot fluctuation pattern. [Figure 9-12] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 9-13] An explanatory diagram of a loss fluctuation pattern determination table. [Figure 9-14] An explanatory diagram of a loss fluctuation pattern determination table. [Figure 9-15] An explanatory diagram of a fluctuation pattern determination table for jackpots. [Figure 9-16] FIG. 10 is an explanatory diagram of a game control data storage area. [Figure 9-17] FIG. 10 is an explanatory diagram of a performance control data storage area. [Figure 9-18] 10 is a flowchart showing an example of a game control main process. [Figure 9-19] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 9-20] 10 is a flowchart illustrating an example of a special symbol process. [Figure 9-21] 10 is a flowchart showing an example of a start winning determination process. [Figure 9-22] 10 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 9-23] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 9-24] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 9-25] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 9-26] A flowchart showing an example of processing during jackpot release. [Figure 9-27] A flowchart showing an example of a jackpot end process. [Figure 9-28] 10 is a flowchart showing an example of a performance control main process. [Figure 9-29] 10 is a flowchart showing an example of a performance control process. [Figure 9-30] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 9-31] A flowchart showing an example of a performance process during a jackpot. [Figure 9-32] FIG. 10 is an explanatory diagram of effects that can be performed during variable display. [Figure 9-33] FIG. 10 is an explanatory diagram of effects that can be performed during variable display. [Figure 9-34] FIG. 10 is an explanatory diagram of effects that can be performed during variable display. [Figure 9-35] An explanatory diagram of the game states in which each effect can be executed and the effects that are displayed. [Figure 9-36] An explanatory diagram of the game states in which each effect can be executed and the effects that are displayed. [Figure 9-37] (A) is an explanatory diagram showing whether or not a hold display effect is executed and the determination ratio of the effect pattern, and (B) is an explanatory diagram showing the determination ratio of the timing of the change in the display mode of the hold display. [Figure 9-38] An explanatory diagram of the determination ratio of whether or not to execute the decorative pattern enlargement effect when the variable display starts. [Figure 9-39] An explanatory diagram of the decision ratio for whether or not to execute a dialogue preview performance and the decision ratio for the dialogue to be displayed. [Figure 9-40] (A) is an explanatory diagram of the pattern determination ratio of weak super reach title effects, and (B) is an explanatory diagram of the pattern determination ratio of strong super reach title effects. [Figure 9-41] FIG. 10 is an explanatory diagram of whether or not a cut-in effect is executed and the effect pattern determination ratio. [Figure 9-42] This is a presentation diagram showing the display mode when variable display begins. [Figure 9-43] This is a presentation diagram showing the display mode when the decorative pattern enlargement presentation is executed at the start of variable display. [Figure 9-44] This is a presentation diagram showing the display mode when the expansion effect is executed when the pattern stops. [Figure 9-45] This is a presentation diagram showing the display mode when the expansion effect is executed when the pattern stops. [Figure 9-46] This is a presentation diagram showing the display mode when the first line preview presentation is executed. [Figure 9-47] This is a presentation diagram showing the display mode when the second line preview presentation is executed. [Figure 9-48] This is a presentation diagram showing the display mode when a pseudo-consecutive presentation is executed. [Figure 9-49] This is a presentation diagram showing the display mode when pseudo-consecutive presentation is not being executed. [Figure 9-50] This is a presentation diagram showing the display mode when a normal reach presentation is executed. [Figure 9-51] This is a presentation diagram showing the display mode when the weak super reach title presentation is executed. [Figure 9-52] This is a presentation diagram showing the display mode when a weak super reach presentation is executed. [Figure 9-53] This is a presentation diagram showing the display mode when the advanced presentation is executed. [Figure 9-54] This is a presentation diagram showing the display mode when the strong super reach title presentation is executed. [Figure 9-55] This is a presentation diagram showing the display mode when the strong super reach title presentation is executed. [Figure 9-56] This is a presentation diagram showing the display mode when a cut-in presentation is performed. [Figure 9-57] This is a presentation diagram showing the display mode when a cut-in presentation is performed. [Figure 9-58] This is a presentation diagram showing the display mode when the deciding button presentation is executed. [Figure 9-59] This is a presentation diagram showing the display mode when the pattern matching presentation is executed. [Figure 9-60]This is a presentation diagram showing the display mode when the variable display result is a miss. [Figure 9-61] This is a presentation diagram showing the display mode when the first line preview presentation is executed. [Figure 9-62] This is a presentation diagram showing the display mode when the second line preview presentation is executed. [Figure 9-63] This is a presentation diagram showing the display mode when a reach suggestion presentation is executed. [Figure 9-64] This is a presentation diagram showing the display mode when the strong super reach title presentation is executed. [Figure 9-65] This is a presentation diagram showing the display mode when the strong super reach title presentation is executed. [Figure 9-66] This is a presentation diagram showing the display mode when a cut-in presentation is performed. [Figure 9-67] This is a presentation diagram showing the display mode when the deciding button presentation is executed. [Figure 9-68] This is a presentation diagram showing the display mode when the pattern matching presentation is executed. [Figure 9-69] This is a presentation diagram showing the display mode when a fanfare presentation is being performed. [Figure 9-70] This is a presentation diagram showing the display mode when a fanfare presentation is being performed. [Figure 9-71] This is a presentation diagram showing the display mode when the first right-hit display presentation is executed. [Figure 9-72] This is a presentation diagram showing the display mode when the V Challenge presentation is executed. [Figure 9-73] This is a presentation diagram showing the display mode when the V Challenge presentation and the V Challenge success presentation are executed. [Figure 9-74] This is a presentation diagram showing the display mode when the V winning presentation is executed. [Figure 9-75] This is a presentation diagram showing the display mode when the ending presentation is executed. [Figure 9-76] This is a presentation diagram showing the display mode when the first left-hit display presentation is executed. [Figure 9-77] This is a presentation diagram showing the display mode when the second left-hit display presentation is executed. [Figure 9-78]This is a presentation diagram showing the display mode when the first prize ball number announcement presentation and the second prize ball announcement presentation are executed. [Figure 9-79] This is a presentation diagram showing the display mode when the hold consecutive suggestion presentation and hold consecutive notification presentation are executed. [Figure 9-80] This is a presentation diagram showing the display mode when the hold consecutive suggestion presentation and hold consecutive notification presentation are executed. [Figure 9-81] This is a presentation diagram showing the display mode when a demo presentation is performed. [Figure 9-82] This is a presentation diagram showing the display mode when a demo presentation is performed. [Figure 9-83] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-84] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-85] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-86] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-87] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-88] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-89] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-90] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-91] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-92] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-93] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-94] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-95] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-96] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-97] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 9-98] FIG. 10 is an explanatory diagram of a decorative effect. [Figure 9-99] FIG. 10 is an explanatory diagram of a decorative effect. [Figure 9-100]FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 9-101] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 9-102] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 9-103] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 9-104] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 9-105] An explanatory diagram showing an example of a variable display based on the variation pattern of a super reach. [Figure 9-106] An explanatory diagram showing an example of a variable display based on the variation pattern of a super reach. [Figure 9-107] An explanatory diagram showing an example of a variable display based on the variation pattern of a super reach. [Figure 9-108] An explanatory diagram showing an example of a variable display based on the variation pattern of a super reach. [Figure 9-109] This is a timing chart for the decorative pattern expansion effect when variable display begins. [Figure 9-110] This is a timing chart for the first line preview performance. [Figure 9-111] This is a timing chart for the second line preview performance. [Figure 9-112] This is a timing chart for the pseudo consecutive performance. [Figure 9-113] This is a timing chart for normal reach performance. [Figure 9-114] This is a timing chart for the strong super reach title presentation. [Figure 9-115] This is a timing chart for the strong super reach title presentation. [Figure 9-116] This is a timing chart for the pattern matching effect. [Figure 9-117]This is a timing chart for the preview button performance. [Figure 9-118] FIG. 2 is an explanatory diagram of each period in a timing chart. [Figure 9-119] FIG. 2 is an explanatory diagram of each period in a timing chart. [Figure 9-120] FIG. 2 is an explanatory diagram of each period in a timing chart. [Figure 9-121] FIG. 2 is an explanatory diagram of the relationship between periods in a timing chart. [Figure 9-122] A comparison diagram between the first line preview performance and the second line preview performance. [Figure 9-123] This is a comparison diagram of strong super reach title presentations. [Figure 9-124] This is a comparison diagram between the decorative pattern expansion effect at the start of variable display and the normal reach effect. [Figure 9-125] This is a comparison diagram between the decorative pattern enlargement effect at the start of variable display and the pattern matching effect. [Figure 9-126] A comparison diagram of the expansion effect when the pattern stops and the normal reach effect. [Figure 9-127] This is a comparison diagram of the expansion effect when the pattern stops and the pattern matching effect. [Figure 9-128] This is a comparison diagram between normal reach effects and pattern matching effects. [Figure 9-129] 10 is a timing chart of a normal reach effect in a modified example. [Figure 9-130] This is a presentation diagram showing the display mode of the second left-hit display presentation in a modified example. [Figure 9-131] An explanatory diagram of the jackpot type determination table and jackpot types in a modified example. [Figure 10-1] FIG. 2 is a front view showing the gaming machine. [Figure 10-2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 10-3] FIG. 2 is a block diagram showing the circuit configuration of the main board. [Figure 10-4] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 10-5] FIG. [Figure 10-6] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 10-7] FIG. 2 is an explanatory diagram showing each random number. [Figure 10-8] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 10-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 10-10] FIG. 10 is an explanatory diagram showing a miss effect determination table. [Figure 10-11] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 10-12] (A) is an explanatory diagram of the fluctuation pattern in the normal state, (B) is an explanatory diagram of the fluctuation pattern in the time-saving state, and (C) is an explanatory diagram of the fluctuation pattern in the special state. [Figure 10-13] (A) to (F) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 10-14] (A) to (D) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 10-15] (A) to (C) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 10-16] (A) to (C) are explanatory diagrams of the fluctuation pattern determination table for jackpots. [Figure 10-17] 10 is an explanatory diagram of each game state. FIG. [Figure 10-18] (A) is an explanatory diagram of the special pattern unit, (B) is an explanatory diagram of the variable display of the special pattern, (C) is an explanatory diagram of the display unit for performance, and (D) is an explanatory diagram of the variable display of the sub-pattern. [Figure 10-19] FIG. 2 is an explanatory diagram showing a game control data storage area. [Figure 10-20] FIG. 2 is an explanatory diagram illustrating an input port. [Figure 10-21] FIG. 2 is an explanatory diagram showing an output port. [Figure 10-22] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 10-23] 10 is a flowchart showing an example of a game control main process. [Figure 10-24] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 10-25] FIG. 10 is an explanatory diagram showing two-byte buffers formed in a RAM used in the switch process. [Figure 10-26] 10 is a flowchart illustrating an example of a switch process. [Figure 10-27] 10 is a flowchart illustrating an example of a random number update process. [Figure 10-28] 10 is a flowchart illustrating an example of a special symbol process. [Figure 10-29] 10 is a flowchart showing an example of a start port switch passing process. [Figure 10-30] 10 is a flowchart showing an example of a winning effect processing. [Figure 10-31] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 10-32] 10 is a flowchart showing an example of a special symbol determination process. [Figure 10-33] 10 is a flowchart showing an example of a special symbol buffer shift process. [Figure 10-34] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 10-35] 10 is a flowchart showing an example of special symbol variation processing. [Figure 10-36] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 10-37] A flowchart showing an example of a jackpot end process. [Figure 10-38] 10 is a flowchart illustrating an example of a display process. [Figure 10-39] An explanatory diagram of the lighting control mode of each hold indicator. [Figure 10-40] 10 is a flowchart showing an example of a special symbol display control process. [Figure 10-41] 10 is a flowchart illustrating an example of a display control process. [Figure 10-42](A) is an explanatory diagram of the timing of command transmission when a starting winning occurs and the timing of starting light control of the reserve display, (B) is an explanatory diagram of the timing of command transmission when the variable display starts and the timing of starting light control when the reserve memory number of the reserve display has been subtracted, and (C) is an explanatory diagram of the timing of starting light control of the special pattern and the timing of starting subtraction of the variable display time when the variable display starts. [Figure 10-43] 10 is a flowchart showing an example of a performance control main process. [Figure 10-44] 10 is a flowchart showing an example of a performance control process. [Figure 10-45] FIG. 10 is an explanatory diagram of triggers for changing the presentation mode in the presentation mode determination process. [Figure 10-46] An explanatory diagram of whether or not a hold change effect will be executed and the determination ratio of the effect pattern. [Figure 10-47] 10 is a flowchart showing an example of a flash effect process when a prize is won. [Figure 10-48] FIG. 10 is an explanatory diagram of the ratio for determining whether or not to execute a flash effect when a prize is won. [Figure 10-49] 10 is a flowchart illustrating an example of a button vibration effect process. [Figure 10-50] An explanatory diagram of the lighting control mode of each sub-hold indicator. [Figure 10-51] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 10-52] (A) is an explanatory diagram of the processing cycle of the CPU and the CPU for performance control, and (B) is an explanatory diagram of the animation execution period for each performance mode. [Figure 10-53] (A1) and (A2) are explanatory diagrams of the display mode of the image display device in presentation mode A, (B1) and (B2) are explanatory diagrams of the display mode of the image display device in presentation mode B, (C1) and (C2) are explanatory diagrams of the display mode of the image display device in presentation mode C, and (D1) and (D2) are explanatory diagrams of the display mode of the image display device in presentation mode D. [Figure 10-54] An explanatory diagram showing the appearance animation in presentation mode A. [Figure 10-55] An explanatory diagram showing the appearance animation in presentation mode A. [Figure 10-56] An explanatory diagram showing the movement of the hold display in the appearance animation in presentation mode A. [Figure 10-57] FIG. 10 is an explanatory diagram showing a shift animation. [Figure 10-58] An explanatory diagram showing the appearance animation in presentation mode B. [Figure 10-59] An explanatory diagram showing the appearance animation in presentation mode B. [Figure 10-60] An explanatory diagram showing the appearance animation in presentation mode C. [Figure 10-61] An explanatory diagram showing the appearance animation in presentation mode D. [Figure 10-62] 10A is an explanatory diagram showing the stay animation in presentation mode A, and FIG. 10B is an explanatory diagram showing the stay animation in presentation mode B. FIG. [Figure 10-63] (A) is an explanatory diagram showing the ending animation in presentation mode A, (B) is an explanatory diagram showing the ending animation in presentation mode B, (C) is an explanatory diagram showing the ending animation in presentation mode C, and (D) is an explanatory diagram showing the ending animation in presentation mode D. [Figure 10-64] FIG. 10 is an explanatory diagram showing the shift animation in presentation mode A. [Figure 10-65] FIG. 10 is an explanatory diagram showing the shift animation in presentation mode A. [Figure 10-66] An explanatory diagram showing the shift animation in presentation mode B. [Figure 10-67] (A) is an explanatory diagram showing the display mode of the active display area and the pending display area in each presentation mode, and (B) is an explanatory diagram of the animation in each presentation mode. [Figure 10-68] This is an explanatory diagram of the animation that appears when a pending memory occurs when the number of pending memories is one or more. [Figure 10-69]This is an explanatory diagram of the animation that appears when a pending memory occurs when the number of pending memories is one or more. [Figure 10-70] This is an explanatory diagram of the animation that appears when a pending memory occurs when the number of pending memories is 0. [Figure 10-71] This is an explanatory diagram of the animation that appears when a pending memory occurs when the number of pending memories is 0. [Figure 10-72] This is an explanatory diagram of when a new pending memory occurs during a variable display with 1 to 3 pending memories, and the appearance animation starts more than 660 ms before the start of the next variable display. [Figure 10-73] This is an explanatory diagram of when a new pending memory occurs during a variable display with 1 to 3 pending memories, and the appearance animation starts less than 660 ms before the start of the next variable display. [Figure 10-74] This is an explanatory diagram showing the case where a new reserved memory occurs during the shift animation after the variable display of reserved memories from 1 to 3 has ended and the next variable display has begun. [Figure 10-75] This is an explanatory diagram showing the case where a reserved memory occurs within 33 ms after the variable display of reserved memory numbers 1 to 3 has ended and the next variable display has started. [Figure 10-76] This is an explanatory diagram showing when a new reserved memory occurs less than 33 ms before the start of the next variable display after the variable display of reserved memories 1 to 3 has ended. [Figure 10-77] This is an explanatory diagram showing when a new start win occurs while the number of reserved memories is variable and displayed as 4. [Figure 10-78] This is an explanatory diagram showing the case where a new pending memory occurs in the shift animation of the next variable display after the variable display of four pending memories has ended. [Figure 10-79] This is an explanatory diagram showing when a new start winning occurs during the pattern determination period after the variable display of the number of reserved memories is completed to 4. [Figure 10-80] This is an explanatory diagram showing the case where a new reserved memory occurs within 33 ms of the start of the next variable display after the variable display with four reserved memories has ended. [Figure 10-81]This is an explanatory diagram of when a new pending memory occurs during a variable display with 0 pending memories, and the appearance animation starts more than 660 ms before the start of the next variable display. [Figure 10-82] This is an explanatory diagram of a case where a new pending memory occurs during a variable display with 0 pending memories, and the appearance animation starts less than 660 ms before the start of the next variable display. [Figure 10-83] This is an explanatory diagram showing the case where a new reserved memory occurs less than 33 ms after the end of the pattern determination period for a variable display with 0 reserved memories. [Figure 10-84] This is an explanatory diagram showing when a new reserved memory occurs less than 33 ms before the end of the pattern determination period for a variable display with 0 reserved memories. [Figure 10-85] This is an explanatory diagram showing when a new reserved memory occurs more than 33 ms after the end of the pattern determination period for a variable display with 0 reserved memories. [Figure 10-86] This is an explanatory diagram regarding the timing of starting variable display when there are 0 pending memories and a new pending memory occurs when variable display is not being executed. [Figure 10-87] This is an explanatory diagram regarding the timing of starting variable display when there are 0 pending memories and a new pending memory occurs when variable display is not being executed. [Figure 10-88] This is an explanatory diagram regarding the display timing of the hold indicator and hold display when there are 0 hold memories and a new hold memory occurs when variable display is being executed. [Figure 10-89] This is an explanatory diagram regarding the display timing of the hold indicator and hold display when there is one hold memory and a new hold memory occurs when variable display is being executed. [Figure 10-90] This is an explanatory diagram regarding the display timing of the hold indicator and hold display when there are 0 hold memories and a new hold memory occurs when variable display is being executed. [Figure 10-91] This is an explanatory diagram regarding the display timing of the hold indicator and hold display when there are 0 hold memories and a new hold memory occurs when variable display is being executed. [Figure 10-92]A comparison diagram of each performance. [Figure 10-93] This is an explanatory diagram for storing random numbers extracted during the start port switch passing process. [Figure 10-94] FIG. 10 is an explanatory diagram of a special buffer shifting process. [Figure 10-95] FIG. 10 is an explanatory diagram of a special buffer shifting process. [Figure 10-96] This is an explanatory diagram showing when a new pending memory occurs during a shift animation in presentation mode C or presentation mode D. [Figure 10-97] This is an explanatory diagram showing when a new pending memory occurs during a shift animation in presentation mode C or presentation mode D. [Figure 10-98] This is an explanatory diagram showing when a new pending memory occurs during a shift animation in presentation mode C or presentation mode D. [Figure 10-99] This is an explanatory diagram of what happens when reserved storage occurs continuously. [Figure 10-100] This is an explanatory diagram showing when there are 0 reserved memories and a new reserved memory has occurred when variable display is not being executed. [Figure 10-101] This is an explanatory diagram of the animation that appears when a starting win occurs when switching from the result screen to the normal screen. [Figure 10-102] FIG. 10 is an explanatory diagram of the stay animation when switching from the result screen to the normal screen. [Figure 11-1] FIG. 2 is a front view showing the gaming machine. [Figure 11-2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 11-3] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 11-4] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 11-5] FIG. 2 is an explanatory diagram showing a layer configuration. [Figure 11-6] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 11-7] FIG. 2 is an explanatory diagram showing each random number. [Figure 11-8]FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 11-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 11-10] (A) is an explanatory diagram of the fluctuation pattern in the normal state, and (B) is an explanatory diagram of the fluctuation pattern in the time-saving state or the probability change state. [Figure 11-11] (A) to (F) are explanatory diagrams of the fluctuation pattern determination table. [Figure 11-12] FIG. 2 is an explanatory diagram showing a game control data storage area. [Figure 11-13] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 11-14] 10 is a flowchart showing an example of a game control main process. [Figure 11-15] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 11-16] 10 is a flowchart illustrating an example of a special symbol process. [Figure 11-17] 10 is a flowchart showing an example of a start winning determination process. [Figure 11-18] 10A is a flowchart showing an example of a process for determining a random number value when a prize is won, and FIG. 10B is a diagram showing variable categories. [Figure 11-19] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 11-20] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 11-21] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 11-22] A flowchart showing an example of a jackpot end process. [Figure 11-23] 10 is a flowchart showing an example of a performance control main process. [Figure 11-24] 10 is a flowchart showing an example of a performance control process. [Figure 11-25]An explanatory diagram of whether or not a hold display effect is executed and the determination ratio of the effect pattern. [Figure 11-26] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 11-27] 10A is a flowchart showing an example of a variable display start setting process, and FIG. 10B is an explanatory diagram of a ratio for determining whether or not to execute a continuous breaking effect in a normal state. [Figure 11-28] (A) is a flowchart showing an example of a dialogue preview effect setting process, (B) is an explanatory diagram of whether or not a dialogue preview effect is executed in the normal state and the effect pattern determination ratio, and (C) is an explanatory diagram of the effect pattern. [Figure 11-29] (A) is an explanatory diagram of whether or not a background change is performed and the presentation pattern determination ratio of the background change presentation, (B) is an explanatory diagram of whether or not a reach suggestion presentation is performed and the presentation pattern determination ratio, and (C) is an explanatory diagram of whether or not a cut-in presentation is performed and the presentation pattern determination ratio. [Figure 11-30] This is an explanatory diagram of the content of the effects that can be executed in the normal state and the effect patterns of the cracking effects. [Figure 11-31] This is an explanatory diagram of the content of the effects that can be executed in the normal state and the effect patterns of the cracking effects. [Figure 11-32] This is an explanatory diagram of the content of the effects that can be performed in the time-saving state and the special state, and the effect patterns of the break effect. [Figure 11-33] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 11-34] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 11-35] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 11-36] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 11-37] A diagram showing the flow of the presentation in Super Reach α. [Figure 11-38] A diagram showing the flow of the presentation in Super Reach α. [Figure 11-39] A diagram showing the flow of the presentation in Super Reach α. [Figure 11-40] A diagram showing the flow of the presentation in Super Reach β. [Figure 11-41] A diagram showing the flow of the presentation in Super Reach β. [Figure 11-42] A figure showing details of an example of the operation of the first continuous breaking effect. [Figure 11-43] A figure showing details of an example of the operation of the second consecutive breaking effect. [Figure 11-44] A figure showing details of an example of the operation of a dialogue preview performance. [Figure 11-45] A figure showing details of an example of the operation of background change presentation A. [Figure 11-46] A figure showing details of an example of the operation of background change presentation A. [Figure 11-47] A figure showing details of an example of the operation of background change presentation B. [Figure 11-48] A diagram showing details of some examples of the operation of pseudo consecutive performances. [Figure 11-49] A figure showing details of an example of the operation of a reach suggestion effect. [Figure 11-50] A figure showing details of an example of the operation of a reach suggestion effect. [Figure 11-51] A figure showing details of an example of the operation of a weak development effect. [Figure 11-52] A figure showing details of some example operations of strong development performance A. [Figure 11-53] A figure showing details of an example of the operation of strong development performance B. [Figure 11-54] A figure showing details of an example of the operation of strong development performance B. [Figure 11-55] FIG. 10 is a diagram showing details of an example of the operation of a cut-in effect. [Figure 11-56] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a jackpot. [Figure 11-57] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a jackpot. [Figure 11-58]A figure showing details of an example of the operation of the result notification presentation when the variable display result is a miss. [Figure 11-59] This is an explanatory diagram for comparing the details of each effect. [Figure 11-60] This is an explanatory diagram for comparing the details of each effect. [Figure 11-61] This is a timing chart showing details of the first consecutive break effect and the second consecutive break effect. [Figure 11-62] 10 is a timing chart showing details of the dialogue preview performance. [Figure 11-63] 10 is a timing chart showing details of background change performance A. [Figure 11-64] 10 is a timing chart showing details of background change performance B. [Figure 11-65] This is a timing chart showing details of the pseudo consecutive effects. [Figure 11-66] This is a timing chart showing details of the reach suggestion effect. [Figure 11-67] This is a timing chart showing details of the weak development effect. [Figure 11-68] This is a timing chart showing details of strong development effect A. [Figure 11-69] This is a timing chart showing details of strong development effect B. [Figure 11-70] 10 is a timing chart showing details of a cut-in effect. [Figure 11-71] 10 is a timing chart showing details of the result notification presentation. [Figure 11-72] FIG. 10 is an explanatory diagram showing the speed change of the fragment images in each performance. [Figure 11-73] FIG. 10 is a diagram showing a crack pattern in a crack effect. [Figure 11-74] 10A to 10C are diagrams illustrating display examples of each crack pattern. [Figure 11-75] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern A. [Figure 11-76] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern B. [Figure 11-77] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern C. [Figure 11-78] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern D. [Figure 11-79] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern E. [Figure 11-80] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern F. [Figure 11-81] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern G. [Figure 11-82] (A) is a diagram showing a pseudo-continuous effect, and (B) is a diagram showing a fragment image displayed in a cut-in effect. [Figure 11-83] (A) shows the fragment image displayed in background change effect A, and (B) shows the fragment image displayed in strong development effect B. [Figure 11-84] FIG. 10 is a diagram showing a first modified example of the present invention. [Figure 11-85] FIG. 10 is a diagram showing a second modified example of the present invention. [Figure 11-86] FIG. 10 is a diagram showing a third modified example of the present invention. [Figure 11-87] FIG. 10 is a diagram showing a fourth modified example of the present invention. [Figure 11-88] FIG. 10 is a diagram showing a fifth modified example of the present invention. [Figure 11-89] FIG. 10 is a diagram showing a sixth modified example of the present invention. [Figure 11-90] FIG. 11 is a diagram showing a seventh modified example of the present invention. [Figure 11-91] FIG. 13 is a diagram showing an eighth modified example of the present invention. [Figure 11-92] FIG. 13 is a diagram showing a ninth modified example of the present invention. [Figure 11-93] FIG. 13 is a diagram showing a ninth modified example of the present invention. [Figure 11-94] FIG. 16 is a diagram showing a tenth modified example of the present invention. [Figure 12-1] FIG. 2 is a front view showing the gaming machine. [Figure 12-2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 12-3] FIG. 10 is a diagram illustrating an example of a performance control command. [Figure 12-4] FIG. 2 is an explanatory diagram showing each random number. [Figure 12-5] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 12-6] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 12-7] FIG. 10 is an explanatory diagram of a fluctuation pattern. [Figure 12-8] FIG. 10 is an explanatory diagram of a fluctuation pattern determination table. [Figure 12-9] FIG. 2 is an explanatory diagram showing a game control data storage area. [Figure 12-10] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 12-11] 10 is a flowchart showing an example of a game control main process. [Figure 12-12] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 12-13] 10 is a flowchart illustrating an example of a special symbol process. [Figure 12-14] 10 is a flowchart showing an example of a start winning determination process. [Figure 12-15] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 12-16] 10 is a flowchart showing an example of a performance control main process. [Figure 12-17] 10 is a flowchart showing an example of a performance control process. [Figure 12-18] 10 is a flowchart showing an example of a demo performance control process. [Figure 12-19] 10 is a flowchart showing an example of a demo performance control process. [Figure 12-20] 10 is a flowchart showing an example of a demo performance control process. [Figure 12-21] (A1) and (A2) are figures showing the first presentation mode, (B1) and (B2) are figures showing the second presentation mode, and (C1) and (C2) are figures showing the third presentation mode. [Figure 12-22] A diagram showing the flow of variable display of decorative patterns in the first presentation mode. [Figure 12-23] This is a diagram showing the flow of variable display of decorative patterns following Figure 12-22. [Figure 12-24] A diagram showing the flow of variable display of decorative patterns in the third presentation mode. [Figure 12-25] (A) is a timing chart showing the state of each part at the start of variable display in the first presentation mode, and (B) is a timing chart showing the state of each part at the start of variable display in the second and third presentation modes. [Figure 12-26] This is a diagram showing the flow of SP reach presentation in a low base state. [Figure 12-27] This is a diagram showing the flow of SP reach presentation in a high base state. [Figure 12-28] FIG. 10A shows the conditions for starting and ending the demo movie display, and FIG. 10B shows the configuration of the demo movie display. [Figure 12-29] 10A to 10C are diagrams showing examples of operation of each part in a demo movie. [Figure 12-30] This is a transition diagram of the customer waiting demo performance. [Figure 12-31] FIG. 10 is a diagram showing an example of the operation of displaying a demo movie. [Figure 12-32] FIG. 10 is a diagram showing an example of the operation of displaying a demo movie. [Figure 12-33] 10A is a diagram showing a display example of the first scene (company name), FIG. 10B is a diagram showing a display example of the fourth scene (warning 1), and FIG. 10C is a diagram showing a display example of the fourth scene (warning 2). [Figure 12-34] This is a diagram comparing the display modes of the first scene (company name), the fourth scene (warnings 1 and 2), the number of reserved memories, and the small patterns. [Figure 12-35] 10A and 10B are diagrams showing the light emission patterns of lamps corresponding to game states. [Figure 12-36] (A) is a diagram showing the arrangement of lamps in a pachinko gaming machine, and (B) is a schematic diagram of (A). [Figure 12-37] (A1) to (A8) are diagrams showing an example of operation when a customer waiting demo effect is initiated after the variable display of the first special symbol in a low base state has ended. [Figure 12-38] (A4) to (A5) are diagrams showing the main parts of Figure 12-37. [Figure 12-39] This is a timing chart showing the flow of the customer waiting demo performance in a low base state. [Figure 12-40] This is a timing chart showing the flow of the customer waiting demo performance in a low base state. [Figure 12-41] (B1) to (B8) are diagrams showing an example of the operation of the customer waiting demo effect in a high base state. [Figure 12-42] This is a timing chart showing the flow of the customer waiting demo performance in a high base state. [Figure 12-43] This is a timing chart showing the flow of the customer waiting demo performance in a high base state. [Figure 12-44] FIG. 10 is a diagram showing an example of operation when a pachinko gaming machine starts a cold start and then starts a customer waiting demo performance. [Figure 12-45] 10 is a timing chart showing the flow of when a pachinko gaming machine starts a customer waiting demo performance after being started by a cold start. [Figure 12-46] This figure shows an example of operation when a pachinko gaming machine is started with a hot start in a low base state and then a customer waiting demo performance is started. [Figure 12-47] This is a timing chart showing the flow of when a pachinko gaming machine starts with a hot start in a low base state and then a customer waiting demo performance begins. [Figure 12-48] This figure shows an example of operation when a pachinko game machine is started with a hot start in a high base state and then a customer waiting demo performance is started. [Figure 12-49] This is a timing chart showing the flow in which a pachinko gaming machine starts with a hot start in a high base state and then a customer waiting demo performance is started. [Figure 12-50]10A to 10E are diagrams showing an example of operation when the demo movie display ends after a certain time in a low base state. [Figure 12-51] 10 is a timing chart showing the flow of ending the demo movie display over time in a low base state. [Figure 12-52] 10 is a timing chart showing the flow of ending the demo movie display over time in a high base state. [Figure 12-53] (A) to (E) are diagrams showing an example of operation when the demo movie display ends with a starting win in a low base state. [Figure 12-54] 12-53(A) to (G) are diagrams showing details of the high base state of the display mode of FIG. 12-53. [Figure 12-55] This is a timing chart showing the flow in which the demo movie display ends with the first start winning in a low base state. [Figure 12-56] This is a timing chart showing the flow in which the demo movie display ends with the second start winning in a low base state. [Figure 12-57] This is a timing chart showing the flow in which the demo movie display ends with the second start winning in a high base state. [Figure 12-58] This is a timing chart showing the flow in which the demo movie display ends with the first start winning in a high base state. [Figure 12-59] 10A to 10C are diagrams showing an example of operation when a demo movie display is ended by steering in a low base state. [Figure 12-60] 10 is a timing chart showing a flow in which the display of a demo movie ends with a steering wheel operation in a low base state. [Figure 12-61] 10A to 10C are diagrams showing an example of operation when a demo movie display is ended by a menu operation in a low base state. [Figure 12-62] 10 is a timing chart showing the flow of ending the demo movie display by menu operation in a low base state. [Figure 12-63]10 is a timing chart showing the flow of ending the demo movie display by menu operation in a high base state. [Figure 12-64] 10A is a timing chart showing an example of normal operation of the payout device when a prize is won, and FIG. 10B is a timing chart showing an example of error operation of the payout device when a prize is won. [Figure 12-65] FIG. 10 is a diagram showing an example of operation when a bulb failure error occurs during a customer waiting demo performance. [Figure 12-66] FIG. 10 is a diagram illustrating a priority layer. [Figure 12-67] This figure shows the flow when an error occurs in the customer waiting demo performance that started in a low base state. [Figure 12-68] This figure shows the flow when an error occurs in the customer waiting demo performance that started in a high base state. [Figure 12-69] FIG. 10 is a diagram for explaining the mechanism of output to an LED driver. [Figure 12-70] FIG. 10 is a diagram for explaining an example of lamp control using a lamp data table. [Figure 12-71] 10 is a diagram for explaining an example of lamp control using a grandchild table by timer management of a child table. FIG. [Figure 12-72] FIG. 10 is a diagram illustrating an example of a parent table that constitutes a lamp data table. [Figure 12-73] FIG. 10 is a diagram illustrating an example of a child table that configures a lamp data table. [Figure 12-74] FIG. 10 is a diagram illustrating an example of a grandchild table that constitutes a lamp data table. [Figure 12-75] FIG. 10 is a diagram illustrating an example of a grandchild table that constitutes a lamp data table. [Figure 12-76] FIG. 10 is a diagram illustrating an example of a grandchild table that constitutes a lamp data table. [Figure 12-77] FIG. 10 is a diagram showing a lamp data table used when not playing (only the button flashes white and the button flashes red is used during play). [Figure 12-78]Lamp Data Table: Background Normal Parent Table Settings. [Figure 12-79] Lamp data table: A diagram showing the settings of a background normal child table. [Figure 12-80] Lamp Data Table: A diagram showing the settings of a background normal grandchild table. [Figure 12-81] Lamp Data Table: A diagram showing the settings of a background normal grandchild table. [Figure 12-82] Lamp data table: A diagram showing the settings of the parent table of background time reduction. [Figure 12-83] Lamp data table: A diagram showing the settings of the child table of background time reduction. [Figure 12-84] Lamp data table: A diagram showing the settings of a grandchild table of background time reduction. [Figure 12-85] Lamp data table: A diagram showing the settings of a grandchild table of background time reduction. [Figure 12-86] Lamp data table: A diagram showing the settings of the parent table for background probability change. [Figure 12-87] Lamp data table: A diagram showing the settings of the background probability change child table. [Figure 12-88] Lamp data table: A diagram showing the settings of the background probability change grandchild table. [Figure 12-89] Lamp data table: A diagram showing the settings of the background probability change grandchild table. [Figure 12-90] Lamp Data Table: A diagram showing the settings of the parent table for the customer waiting demo. [Figure 12-91] Lamp Data Table: A diagram showing the settings of the child table of the customer waiting demo. [Figure 12-92] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 12-93] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 12-94] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 12-95] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 12-96] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 12-97] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 12-98] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 12-99] 10 is a diagram showing the settings of the parent table of the lamp data table: button white lighting. [Figure 12-100] 10 is a diagram showing the settings of the lamp data table: button white lighting child table. [Figure 12-101] Lamp data table: A diagram showing the settings of the grandchild table for button white lighting. [Figure 12-102] 10 is a diagram showing the settings of the parent table of the lamp data table: button white flashing. [Figure 12-103] 10 is a diagram showing the settings of the lamp data table: button white flashing child table. [Figure 12-104] This is a diagram showing the settings of the lamp data table: grandchild table for button white flashing. [Figure 12-105] 13 is a diagram showing the settings of the parent table of the lamp data table: button flashing red. [Figure 12-106] 10 is a diagram showing the settings of the lamp data table: button red flashing child table. [Figure 12-107] This is a diagram showing the settings of the lamp data table: grandchild table of the button flashing red. [Figure 12-108] Lamp Data Table: A diagram showing the setting contents of the parent table of the initialization notification. [Figure 12-109] Lamp data table: A diagram showing the setting contents of a child table of initialization notification. [Figure 12-110] Lamp data table: A diagram showing the setting contents of a grandchild table of initialization notification. [Figure 12-111] Lamp Data Table: A diagram showing the setting contents of the parent table of an error. [Figure 12-112] 10 is a diagram showing the settings of the lamp data table: error child table. FIG. [Figure 12-113] 10 is a diagram showing the settings of the lamp data table: error grandchild table. FIG. [Figure 12-114] FIG. 10 is a diagram showing the settings of a common table. [Figure 12-115] FIG. 10 is a diagram showing the settings of a common table. [Figure 12-116] FIG. 10 is a diagram showing the settings of a common table. [Figure 12-117] FIG. 10 is a diagram showing the settings of a common table. [Figure 12-118] FIG. 10 is a diagram showing the settings of a common table. [Figure 12-119] (A1) to (A4) are diagrams showing examples of character display and light emission modes in each scene. [Figure 12-120] 10A is a diagram showing an example of operation in the first scene, FIG. 10B is a diagram showing an example of operation in the third scene, and FIG. 10C is a diagram showing an example of operation in the fourth scene. [Figure 12-121] 1 is a comparison table showing character animation displays. [Figure 12-122] (A) and (B) are diagrams for explaining similar colors. [Figure 12-123] FIG. 10 is a diagram illustrating a display timing list for a demo movie display. [Figure 12-124] 12-53(A) to (G) are diagrams showing details of the high base state of the display mode of FIG. 12-53. [Figure 13-1] 1 is a front view showing a gaming machine according to an embodiment. [Figure 13-2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 13-3] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 13-4] FIG. 2 is an explanatory diagram showing each random number. [Figure 13-5] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 13-6] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 13-7] FIG. 10 is an explanatory diagram of a fluctuation pattern. [Figure 13-8] FIG. 10 is an explanatory diagram of a fluctuation pattern determination table. [Figure 13-9] FIG. 2 is an explanatory diagram showing a game control data storage area. [Figure 13-10] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 13-11] 10 is a flowchart showing an example of a game control main process. [Figure 13-12] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 13-13] 10 is a flowchart illustrating an example of a special symbol process. [Figure 13-14] 10 is a flowchart showing an example of a start winning determination process. [Figure 13-15] 10 is a flowchart showing an example of a performance control main process. [Figure 13-16] 10 is a flowchart showing an example of a performance control process. [Figure 13-17] 10 is a flowchart showing an example of a pre-reading light emission effect process. [Figure 13-18] An explanatory diagram showing the determination ratio of whether or not to execute a pre-reading light-emitting effect. [Figure 13-19] FIG. 10 is an explanatory diagram of the display mode of the image display device when a demo performance is started. [Figure 13-20] FIG. 10 is an explanatory diagram showing the flow of variable display of super reach. [Figure 13-21] FIG. 10 is an explanatory diagram showing the flow of variable display of super reach. [Figure 13-22] FIG. 2 is a perspective view showing the second open state of the pachinko game machine. [Figure 13-23] FIG. 10 is a perspective view showing the fourth open state of the pachinko game machine. [Figure 13-24] FIG. 2 is a rear view showing the pachinko gaming machine. [Figure 13-25] FIG. 2 is a left side view showing the pachinko gaming machine. [Figure 13-26] FIG. 2 is a right side view showing the pachinko gaming machine. [Figure 13-27] FIG. 1 is a plan view showing a pachinko gaming machine. [Figure 13-28] FIG. 2 is a bottom view showing the pachinko gaming machine. [Figure 13-29] FIG. [Figure 13-30] (A) is a front view showing the outer frame, and (B) is a right side view. [Figure 13-31] FIG. 2 is a perspective view showing a frame for a gaming machine. [Figure 13-32] (A) is a front view showing the gaming machine frame, and (B) is a right side view. [Figure 13-33] FIG. 2 is an exploded perspective view showing the configuration of the frame for the gaming machine. [Figure 13-34] FIG. [Figure 13-35] This is an oblique view of the main parts showing the internal structure of the opening and closing door frame and the frame for the gaming machine. [Figure 13-36] 10 is a cross-sectional view showing the relationship between the outer frame, the rotation axis T1 of the gaming machine frame, and the rotation axis T2 of the gaming machine frame and the opening / closing door frame as viewed from the side. FIG. [Figure 13-37] 10A and 10B are conceptual diagrams showing the rotational state of the gaming machine frame around the rotation axis T1. [Figure 13-38] 10(A) to 10(C) are conceptual diagrams for explaining the second open state in a non-hanging state. [Figure 13-39] 10A to 10C are conceptual diagrams illustrating the second open state in which sagging occurs. [Figure 13-40] FIG. 10 is a diagram showing a player playing while doing other things. [Figure 13-41] (A1) to (A3) are schematic diagrams showing a closed state, and (A4) is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-42] (B1) to (B3) are schematic views showing the first open state, and (B4) is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-43] (C1) to (C3) are schematic views showing the first open state, and (C4) is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-44] (D1) to (D3) are schematic diagrams showing the second open state, and (C4) is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-45] (A1) to (A3) are schematic diagrams showing a closed state, and (A4) is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-46] (B1) to (B3) are schematic views showing the third open state, and (B4) is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-47] (C1) to (C3) are schematic views showing a third open state, and (C4) is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-48] (D1) to (D3) are schematic diagrams showing a fourth open state, and (C4) is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-49] 10(A1) to 10(A3) are schematic cross-sectional views showing the structure of the specific interior intrusion part and the intruded part in the dispensing passage when the state changes from the closed state to the first open state. [Figure 13-50] 10(A1) to 10(A3) are schematic cross-sectional views showing the structure of the specific interior intrusion part and the intruded part in the ball removal passage when the closed state is changed to the first open state. [Figure 13-51] 10(A1) to 10(A3) are schematic cross-sectional views showing the structure of a specific interior intrusion part and an intruded part in an opening / closing door frame bottom part when the closed state is changed to a first open state. [Figure 13-52] 10(B1) to 10(B3) are schematic plan views showing the structure of the specific interior intrusion part and the intruded part in the opening and closing door frame bottom part when the closed state is changed to the first open state. [Figure 13-53] 10(C1) to 10(C3) are schematic front views showing the structure of the specific interior intrusion part and the intruded part in the opening and closing door frame bottom part when changing from the closed state to the first open state. [Figure 13-54]10(A1) to 10(A3) are schematic cross-sectional views showing the operation of the switch and the special part in the shot ball passage in accordance with the change from the closed state to the first open state. [Figure 13-55] 10A and 10B are diagrams for explaining the operation of each part associated with the opening and closing operation of the opening and closing door frame. [Figure 13-56] 10(A1) to 10(A3) are schematic cross-sectional views showing the structure of the gaming machine frame and the bottom part of the outer frame when changed from a closed state to a third open state. [Figure 13-57] 10(A) to 10(C) are schematic cross-sectional views showing the structure of the gaming machine frame and outer frame as they change from a closed state to a third open state and a fourth state. [Figure 13-58] 10(A) to 10(C) are a schematic plan view and a schematic rear view showing the structure of the gaming machine frame and the outer frame as they change from a closed state to a third open state and a fourth open state. [Figure 13-59] 10(A) and 10(B) are schematic cross-sectional views showing the structure of the gaming machine frame and outer frame when they change from a closed state to a third open state. [Figure 13-60] 10A to 10C are diagrams for explaining the operating modes of each part associated with the opening and closing operations of the gaming machine frame. [Figure 13-61] A rear view showing the arrangement of the guide passage and screw members at the top of the gaming machine frame. [Figure 13-62] A plan view showing the arrangement of guide passages and screw members at the top of the gaming machine frame. [Figure 13-63] 10 is a vertical cross-sectional view of the first guide passage forming portion showing the movement of the screw member. FIG. [Figure 13-64] 10A is a vertical cross-sectional view of the first guide passage forming portion showing the movement of the screw member when there is no sagging and when there is sagging, FIG. 10B is a vertical cross-sectional view of the first guide passage forming portion showing the movement of the screw member when there is sagging. [Figure 13-65] 1(A) and 1(B) are diagrams showing the main parts of a pachinko gaming machine as a first modified example of the present invention. [Figure 13-66] FIG. 10 is a diagram showing the main parts of a pachinko gaming machine as a second modified example of the present invention. [Figure 13-67] 10(A) and 10(B) are diagrams showing the main parts of a pachinko gaming machine as a third modified example of the present invention. [Figure 13-68]10A is a diagram showing the movement of the gaming ball in the second open state, and FIG. 10B and FIG. 10C are diagrams showing the movement of the gaming ball in the first open state. [Figure 13-69] 10A is a diagram showing the movement of the gaming ball in the fourth open state, and FIG. 10B and FIG. 10C are diagrams showing the movement of the gaming ball in the third open state. [Figure 14-1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 14-2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 14-3] FIG. 10 is an explanatory diagram showing the contents of a VRAM. [Figure 14-4] FIG. [Figure 14-5] FIG. 10 is an explanatory diagram of display priorities. [Figure 14-6] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 14-7] FIG. 2 is an explanatory diagram showing each random number. [Figure 14-8] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 14-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 14-10] FIG. 10 is an explanatory diagram of a deviation fluctuation pattern. [Figure 14-11] An explanatory diagram of the jackpot fluctuation pattern. [Figure 14-12] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 14-13] An explanatory diagram of a loss fluctuation pattern determination table. [Figure 14-14] An explanatory diagram of a loss fluctuation pattern determination table. [Figure 14-15] An explanatory diagram of a fluctuation pattern determination table for jackpots. [Figure 14-16] FIG. 10 is an explanatory diagram of a game control data storage area. [Figure 14-17] FIG. 10 is an explanatory diagram of a performance control data storage area. [Figure 14-18] 10 is a flowchart showing an example of a game control main process. [Figure 14-19]10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 14-20] 10 is a flowchart illustrating an example of a special symbol process. [Figure 14-21] 10 is a flowchart showing an example of a start winning determination process. [Figure 14-22] 10 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 14-23] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 14-24] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 14-25] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 14-26] A flowchart showing an example of processing during jackpot release. [Figure 14-27] A flowchart showing an example of a jackpot end process. [Figure 14-28] 10 is a flowchart showing an example of a performance control main process. [Figure 14-29] 10 is a flowchart showing an example of a performance control process. [Figure 14-30] 10 is a flowchart showing an example of a hold effect setting process. [Figure 14-31] FIG. 10A is an explanatory diagram showing final display mode setting data for active display, and FIGS. 10B1 and 10B2 are explanatory diagrams showing change pattern setting data. [Figure 14-32] (B3) and (B4) are explanatory diagrams showing change pattern setting data. [Figure 14-33] (A) is an explanatory diagram showing whether or not an active change effect is executed and the effect mode setting data, and (B) is an explanatory diagram showing whether or not an active change promotion effect is executed and the effect mode setting data. [Figure 14-34] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 14-35] 10 is a flowchart showing an example of a low B pre-reach performance setting process. [Figure 14-36]10 is a flowchart showing an example of a low B normal reach effect setting process. [Figure 14-37] 10 is a flowchart showing an example of a low B weak SP reach effect setting process. [Figure 14-38] 10 is a flowchart showing an example of a low B strong SP reach effect setting process. [Figure 14-39] 10 is a flowchart showing an example of a high B pre-reach performance setting process. [Figure 14-40] 10 is a flowchart showing an example of a high BSP reach effect setting process. [Figure 14-41] An explanatory diagram showing the setting data for whether or not to execute the lever bubble effect at the start of fluctuation in the low B state. [Figure 14-42] An explanatory diagram showing the setting data for whether or not to execute the pre-reach role effect in the low B state. [Figure 14-43] An explanatory diagram showing whether or not the first pre-reach dialogue effect is executed and the effect mode setting data. [Figure 14-44] An explanatory diagram showing whether or not the second pre-reach dialogue effect is executed and the effect mode setting data. [Figure 14-45] An explanatory diagram showing the presentation mode data of the second pre-reach dialogue presentation. [Figure 14-46] FIG. 10 is an explanatory diagram showing the setting data for whether or not to execute a ZONE effect. [Figure 14-47] FIG. 10 is an explanatory diagram showing the setting data for whether or not to execute the ZONE promotion effect. [Figure 14-48] An explanatory diagram showing the setting data for whether or not to execute the pseudo-consecutive promotion effect. [Figure 14-49] An explanatory diagram showing the setting data for whether or not to execute the next episode preview performance. [Figure 14-50] An explanatory diagram showing whether or not to execute the lamp SU performance and performance mode setting data. [Figure 14-51] FIG. 10 is an explanatory diagram showing the setting data for whether or not to execute the first super-hot effect. [Figure 14-52] FIG. 10 is an explanatory diagram showing setting data for whether or not to execute a cut-in effect. [Figure 14-53] FIG. 10 is an explanatory diagram showing setting data for whether or not to execute a CU title effect. [Figure 14-54] FIG. 10 is an explanatory diagram showing the setting data for whether or not to perform CU subtitle effects. [Figure 14-55] FIG. 10 is an explanatory diagram showing setting data for whether or not to perform CU character effects. [Figure 14-56] FIG. 10 is an explanatory diagram showing the setting data for whether or not to execute a CU effect presentation. [Figure 14-57] FIG. 10 is an explanatory diagram showing the setting data for whether or not to execute the second super-hot effect. [Figure 14-58] FIG. 10 is an explanatory diagram showing setting data for whether or not to execute a lever operation prompt effect. [Figure 14-59] An explanatory diagram showing the setting data for whether or not to execute the lever bubble effect at the start of fluctuation in the high B state. [Figure 14-60] An explanatory diagram showing the setting data for whether or not to execute the pre-reach role effect in the high B state. [Figure 14-61] An explanatory diagram showing whether or not to execute the expectation level display effect and the effect mode setting data. [Figure 14-62] An explanatory diagram showing the setting data for whether or not to execute the third super-hot effect. [Figure 14-63] An explanatory diagram showing the setting data for whether or not to execute the fourth super-hot effect. [Figure 14-64] An explanatory diagram showing the setting data for whether or not to execute the high B button operation prompt effect. [Figure 14-65] FIG. 2 is an explanatory diagram showing audio data. [Figure 14-66] FIG. 2 is an explanatory diagram showing audio data. [Figure 14-67] FIG. 2 is an explanatory diagram showing audio data. [Figure 14-68] FIG. 10 is an explanatory diagram showing music restriction effect list data in a low B state. [Figure 14-69] FIG. 10 is an explanatory diagram showing music restriction effect list data in the high B state. [Figure 14-70] 10 is a flowchart illustrating an example of a process for setting a limit on music output during fluctuation. [Figure 14-71] 10 is a flowchart illustrating an example of a process for setting a limit on music output during fluctuation. [Figure 14-72]10 is a flowchart illustrating an example of a process for setting a limit on music output during fluctuation. [Figure 14-73] An explanatory diagram showing an example of the relationship between the reach flow and music-related audio when a strong SP reach develops in a low B state. [Figure 14-74] FIG. 10 is an explanatory diagram showing an example of the relationship between pseudo-repeated flows and music-related sounds in a low B state. [Figure 14-75] This is an explanatory diagram showing specific examples of each effect and each effect sound when each stage during normal times develops into a normal reach. [Figure 14-76] This is an explanatory diagram showing specific examples of each effect and each effect sound when a lever bubble effect is executed at the start of fluctuation in a low B state. [Figure 14-77] This is an explanatory diagram showing specific examples of each effect and each effect sound when a pre-reach role effect is executed in a low B state. [Figure 14-78] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a change effect (blue change) is executed. FIG. [Figure 14-79] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a change effect (red change) is executed. FIG. [Figure 14-80] This is an explanatory diagram showing specific examples of each effect and each effect sound when a change prompting effect (weak change prompting) is executed. [Figure 14-81] This is an explanatory diagram showing specific examples of each effect and each effect sound when a change prompting effect (strong change prompting) is executed. [Figure 14-82] An explanatory diagram showing specific examples of each effect and each effect sound when the first pre-reach dialogue effect and the normal button operation prompt effect are executed. [Figure 14-83] An explanatory diagram showing specific examples of each effect and each effect sound when the first pre-reach dialogue effect and the normal button operation prompt effect are executed. [Figure 14-84] An explanatory diagram showing specific examples of each effect and each effect sound when the first pre-reach dialogue effect and the normal button operation prompt effect are executed. [Figure 14-85]An explanatory diagram showing specific examples of each effect and each effect sound when the first pre-reach dialogue effect and the chance button operation prompt effect are executed. [Figure 14-86] An explanatory diagram showing specific examples of each effect and each effect sound when the first pre-reach dialogue effect and the chance button operation prompt effect are executed. [Figure 14-87] An explanatory diagram showing specific examples of each effect and each effect sound when the first pre-reach dialogue effect and the chance button operation prompt effect are executed. [Figure 14-88] An explanatory diagram showing specific examples of each effect and each effect sound when the second pre-reach dialogue effect is executed. [Figure 14-89] An explanatory diagram showing specific examples of each effect and each effect sound when the second pre-reach dialogue effect is executed. [Figure 14-90] This is an explanatory diagram showing specific examples of each effect and each effect sound when a pseudo-consecutive effect (pseudo-consecutive excitement successful pattern) is executed. [Figure 14-91] This is an explanatory diagram showing specific examples of each effect and each effect sound when a pseudo-consecutive effect (pseudo-consecutive excitement successful pattern) is executed. [Figure 14-92] This is an explanatory diagram showing specific examples of each effect and each effect sound when a pseudo-consecutive effect (pseudo-consecutive excitement successful pattern) is executed. [Figure 14-93] This is an explanatory diagram showing specific examples of each effect and each effect sound when a pseudo-consecutive effect (pseudo-consecutive excitement successful pattern) is executed. [Figure 14-94] An explanatory diagram showing specific examples of each effect and each effect sound when a pseudo consecutive effect (pseudo consecutive fanning failure pattern) is executed. [Figure 14-95] FIG. 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a lamp SU effect is executed. [Figure 14-96] An explanatory diagram showing specific examples of each effect and each effect sound when the next episode preview effect is executed. [Figure 14-97] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when the first super hot effect is executed. FIG. [Figure 14-98]This is an explanatory diagram showing specific examples of each effect and each effect sound when a cut-in effect is executed in a weak SP reach. [Figure 14-99] This is an explanatory diagram showing specific examples of each effect and each effect sound when a special effect is executed during strong SP development. [Figure 14-100] This is an explanatory diagram showing specific examples of each effect and each effect sound when a special effect is executed during strong SP development. [Figure 14-101] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when the second super-hot effect is executed. FIG. [Figure 14-102] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a win / loss branching effect (lever operation promotion effect) is executed. FIG. [Figure 14-103] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a win / loss branching effect (lever operation promotion effect) is executed. FIG. [Figure 14-104] An explanatory diagram showing specific examples of each effect and each effect sound when a jackpot notification effect is executed in a low B state. [Figure 14-105] An explanatory diagram showing specific examples of each effect and each effect sound when a miss notification effect is executed in a low B state. [Figure 14-106] An explanatory diagram showing an example of the relationship between the reach flow and music-related audio when an SP reach develops in a high B state. [Figure 14-107] An explanatory diagram showing specific examples of each effect and each effect sound when a lever bubble effect is executed at the start of fluctuation in a high B state. [Figure 14-108] FIG. 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a pre-reach role effect is executed in a high B state. [Figure 14-109] An explanatory diagram showing specific examples of each effect and each effect sound when an expectation level display effect and a normal button operation prompt effect are executed. [Figure 14-110] An explanatory diagram showing specific examples of each effect and each effect sound when an expectation level display effect and a normal button operation prompt effect are executed. [Figure 14-111]10 is an explanatory diagram showing specific examples of each effect and each effect sound when the third super-hot effect is executed. FIG. [Figure 14-112] An explanatory diagram showing specific examples of each effect and each effect sound when the fourth super hot effect is executed. [Figure 14-113] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a win / loss branching effect (high B button operation prompt effect) is executed. FIG. [Figure 14-114] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a win / loss branching effect (high B button operation prompt effect) is executed. FIG. [Figure 14-115] An explanatory diagram showing specific examples of each effect and each effect sound when a jackpot notification effect is executed in high B state. [Figure 14-116] An explanatory diagram showing specific examples of each effect and each effect sound when a miss notification effect is executed in high B state. [Figure 14-117] This is an explanatory diagram showing specific examples of each effect and each effect sound when a jackpot FF effect is executed. [Figure 14-118] This is an explanatory diagram showing specific examples of each effect and each effect sound when a jackpot RD effect and a jackpot ED effect are executed. [Figure 14-119] 10 is a flowchart showing a game stop effect processing. [Figure 14-120] This is an explanatory diagram of the execution period and content of the effects during the pattern determination period, ending effects, and game stop effects. [Figure 14-121] This is a timing chart showing the effects during the second pattern determination period. [Figure 14-122] 10 is a timing chart showing an ending performance. [Figure 14-123] 10 is a timing chart showing the game stop effect. [Figure 14-124] An explanatory diagram showing the display mode at the start of a jackpot game. [Figure 14-125] An explanatory diagram showing the display mode when controlled from the time-saving state or the special state to the normal state. [Figure 14-126] An explanatory diagram showing the display mode of the game stop suggestion effect. [Figure 14-127] An explanatory diagram showing the display mode of the game stop suggestion effect. [Figure 14-128] FIG. 10 is an explanatory diagram showing the display mode when the game is controlled to a stopped state. [Figure 14-129] FIG. 10 is an explanatory diagram showing the display mode when the game is controlled to a stopped state. [Figure 14-130] FIG. 10 is an explanatory diagram showing the display mode of the customer waiting demo performance. DETAILED DESCRIPTION OF THE INVENTION 【0009】 Feature A of this gaming machine will be explained below. 【0010】 (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described. 【0011】 (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device. 【0012】 At a predetermined position on the game board 2 (in the example shown in FIG. 1, to the right of the play area), a first special symbol display device 4A and a second special symbol display device 4B are provided, which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as multiple types of special identification information. Each of these devices is made up of a 7-segment LED or the like. The special symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The special symbol - symbol may include a pattern in which all LEDs are turned off. 【0013】 Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or variation. 【0014】 The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol. 【0015】 An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be composed of a projector and a screen. The image display device 5 displays various effect images. 【0016】 For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display. 【0017】 A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display. 【0018】 The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number. 【0019】 In addition, a first hold indicator 25A and a second hold indicator 25B each including a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the number of first hold memories by the number of lit LEDs, and the second hold indicator 25B displays the number of second hold memories by the number of lit LEDs. 【0020】 Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided. 【0021】 The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started. 【0022】 The variable winning ball device 6B (a standard electric device) forms a second starting winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 2). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory. 【0023】 General winning openings 10, which are always kept in a constant open state by a predetermined ball receiving member, are provided at predetermined positions on the game board 2 (four positions at the bottom left and right of the game area in the example shown in FIG. 1). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls. 【0024】 Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state. 【0025】 As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening. 【0026】 When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10. 【0027】 The entry of a game ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, entry into a starting port (first starting winning port, second starting winning port) is also referred to as a starting winning. 【0028】 A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, on the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game. 【0029】 A passing gate 41 through which the gaming ball can pass is provided on the left side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed. 【0030】 A normal symbol hold indicator 25C is provided above the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs. 【0031】 In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes. 【0032】 Speakers 8L and 8R for playing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs. 【0033】 A movable body 32 that moves in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1). 【0034】 At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device. 【0035】 At a predetermined position in the gaming machine frame 3 below the gaming area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full. 【0036】 A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2). 【0037】 A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2). 【0038】 In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided. 【0039】 (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4). 【0040】 In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened). 【0041】 When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A. 【0042】 When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B. 【0043】 In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4). 【0044】 In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing" symbol. 【0045】 After the display result in the special game becomes "big win," the game state is controlled to a big win game state, which is an advantageous state for the player. After the display result in the special game becomes "small win," the game state is controlled to a small win game state. 【0046】 In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached. 【0047】 In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player. 【0048】 It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds and upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc., as described below), and the jackpot type is set according to these. There may be provided jackpot types that allow a large number of prize balls to be obtained, and jackpot types that allow a small number of prize balls or almost no prize balls to be obtained. 【0049】 In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). Note that, like the large win types, small win types may also be set for "small wins." 【0050】 After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot. 【0051】 In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player. 【0052】 In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot." 【0053】 The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.). 【0054】 The normal state refers to a gaming state other than advantageous states such as a jackpot gaming state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed). 【0055】 The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state. 【0056】 After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game. 【0057】 The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state. 【0058】 (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of the display, they may also be executed by audio output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc. 【0059】 As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived). 【0060】 During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later. 【0061】 Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach. 【0062】 When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. 【0063】 In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot." 【0064】 When the display result of the special game is a "small win," a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win." 【0065】 When the display result of the special symbol game is a "miss," the mode of the variable display of the decorative symbol does not become a reach mode, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the variable display of the decorative symbol becomes a reach mode, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss"). 【0066】 The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed. 【0067】 In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive effect may be executed in which one variable display appears to be multiple variable displays. 【0068】 During a jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds or an upgrade effect indicating that the value of the jackpot gaming state is increasing. Also, during a small jackpot gaming state, a small jackpot effect is executed to notify the player of the small jackpot gaming state. It should be noted that common effects may be executed during a small jackpot gaming state and during jackpot gaming states for some jackpot types (jackpot types in jackpot gaming states similar to a small jackpot gaming state, for example, jackpot types in which the subsequent gaming state is a high-probability state), preventing the player from knowing whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, common effects may be executed after the end of the small jackpot gaming state and after the end of the jackpot gaming state, preventing the player from distinguishing between a high-probability state and a low-probability state. 【0069】 Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed). 【0070】 (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various other boards are arranged on the back of the pachinko gaming machine 1, such as a payout control board, an information terminal board, a firing control board, and a power supply board. 【0071】 The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc. 【0072】 The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105. 【0073】 The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102. 【0074】 The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software). 【0075】 I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals). 【0076】 The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered. 【0077】 The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door. 【0078】 As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc. 【0079】 The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands. 【0080】 The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125. 【0081】 The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory. 【0082】 The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation). 【0083】 The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120. 【0084】 The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32. 【0085】 The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal. 【0086】 The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps. 【0087】 In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120. 【0088】 The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software). 【0089】 The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals). 【0090】 Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions. 【0091】 (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described. 【0092】 (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11. 【0093】 3, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state. 【0094】 Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values in the working area. 【0095】 Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). Upon receiving the performance control command, the performance control CPU 120 displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized. 【0096】 If the output signal from the clear switch is not ON (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko gaming machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stoppage process immediately before the pachinko gaming machine 1 becomes inoperable due to the power supply stoppage. This power supply stoppage process includes a process of turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection process for the RAM 102, and the like. The data protection process includes a process of adding an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The backed up data includes various data for progressing the game (including various flags, the status of various timers, etc.), as well as the status of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is ON. If the backup flag is OFF and no backup data is stored in the RAM 102 (step S4; No), an initialization process (step S8) is executed. 【0097】 If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) to determine whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power outage. If it is determined that they match, it is determined that the data in RAM 102 is normal. 【0098】 If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so initialization processing (step S8) is executed. 【0099】 If it is determined that the data in RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state it was in when the power supply was stopped. In the recovery process, the CPU 103 sets a work area based on the memory contents (contents of the backed-up data) of RAM 102. This restores the gaming state to the state it was in when the power supply was stopped, and if a special symbol was fluctuating, the fluctuation of the special symbol will be resumed from the state before the recovery by executing a gaming control timer interrupt process described later. 【0100】 Then, the CPU 103 transmits a presentation control command to the presentation control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a presentation control command specifying the backed-up game state before the power outage, or, if a special symbol game was being executed, a presentation control command specifying the display result of the currently executing special symbol game, may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process described below. Upon receiving a presentation control command specifying the time of recovery from the power outage, the presentation control CPU 120 displays a screen on the image display device 5, for example, to notify the user that recovery from the power outage has been achieved or that recovery from the power outage is in progress. The presentation control CPU 120 may display an appropriate screen based on the presentation control command. 【0101】 After completing the recovery process or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S11), and permits the interrupt (step S12). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt processing. 【0102】 After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1, and can issue a warning if necessary based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23). 【0103】 Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (details will be described later). 【0104】 Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C. 【0105】 After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated. 【0106】 Fig. 5 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 4. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101). 【0107】 In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4. 【0108】 After executing the start winning determination process in S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12. 【0109】 The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of reserved information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is to be a "jackpot" or a "small jackpot," and if it is a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be stopped and displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter"). 【0110】 When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121. 【0111】 The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a pre-determination of whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends. 【0112】 The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern. 【0113】 The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for making settings to vary the special symbols in the first special symbol display device 4A and the second special symbol display device 4B, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol began to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends. 【0114】 The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the device to stop displaying (derive) the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small hit," the value of the special symbol process flag is updated to "8." If the display result is a "miss," the value of the special symbol process flag is updated to "0." If the display result is a "small hit" or a "miss," and the game is in a time-saving state or a probability hit state and the end of the number-cutting period is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends. 【0115】 The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed. 【0116】 The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time that has elapsed since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the large prize opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the large prize opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated. 【0117】 The post-jackpot release processing of step S116 is executed when the value of the special symbol process flag is "6". This post-jackpot release processing includes a process for determining whether the number of times the round that opens the large prize opening has been executed has reached the set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of times the round has been executed has not reached the upper limit, the value of the special symbol process flag is updated to "5", whereas when the number of times the round has been executed has reached the upper limit, the value of the special symbol process flag is updated to "7". When the value of the special symbol process flag is updated, the post-jackpot release processing ends. 【0118】 The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special symbol process flag is updated to "0", and the jackpot end process ends. 【0119】 The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes processing to set the large prize opening to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is completed. 【0120】 The small win opening process in step S119 is executed when the value of the special symbol process flag is "9". This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether or not it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10", and the small win opening process ends. 【0121】 The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated. 【0122】 (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform predetermined operation checks. 【0123】 Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits. 【0124】 In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process. 【0125】 If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status. 【0126】 After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11. 【0127】 Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed. 【0128】 Fig. 7 is a flowchart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing a pre-reading notice performance are made based on the performance control command at the time of start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command. 【0129】 After executing the process of step S161, the performance control CPU 120 selects and executes one of the following processes of steps S170 to S177 according to the value of a performance process flag provided in the RAM 122, for example. 【0130】 The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends. 【0131】 The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative pattern (confirmed decorative pattern), the mode of the variable display of the decorative pattern, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results, etc. is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative pattern, the display control unit 123 starts the variable display of the decorative pattern on the image display device 5. 【0132】 The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is stopped and displayed, the value of the effect process flag is updated to "3", and the effect processing during variable display is terminated. 【0133】 The special symbol winning wait process of step S173 is a process executed when the value of the presentation process flag is "3". In this special symbol winning wait process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit gaming state or a small hit gaming state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit gaming state or a small hit gaming state is received, if the command specifies the start of a big hit gaming state, the value of the presentation process flag is updated to "6". On the other hand, if the command specifies the start of a small hit gaming state, the value of the presentation process flag is updated to "4", which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit gaming state or a small hit gaming state is not received and the waiting time for receiving the command has elapsed, it is determined that the display result in the special symbol game was a "miss", and the value of the presentation process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special winning waiting process is terminated. 【0134】 The small win performance processing in step S174 is a process executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the small win end performance, and the small win performance processing is ended. 【0135】 The small win end effect processing of step S175 is a process executed when the value of the effect control process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect processing is terminated. 【0136】 The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern or the like corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance control process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended. 【0137】 The ending presentation process of step S177 is executed when the presentation process flag value is "7." In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various presentation controls for the ending presentation at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the presentation process flag is updated to the initial value "0," and the ending presentation process is terminated. 【0138】 (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention. 【0139】 The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won. 【0140】 Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result). 【0141】 In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player. 【0142】 The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit. 【0143】 The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network. 【0144】 In this specification, expressions for comparing various percentages such as the execution percentage of effects (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%." 【0145】 [Feature Part 02TM] Next, the [Feature portion 02TM] will be described with reference to FIGS. 8-1 to 8-74. When the game state is controlled to the normal state where a left hit is required, if the player accidentally hits the right, an abnormal left hit instruction can be executed to instruct the player to hit the left. When this abnormal left hit instruction is being executed, if the game state is controlled to a jackpot game state and a jackpot fanfare effect is executed, the execution of the abnormal left hit instruction that was being executed can be terminated. 【0146】 [Board composition] FIG. 8-1 is a front view of a pachinko gaming machine. As shown in Figure 8-1, in the pachinko game machine 1, in the game area, a first path among the flow paths along which game balls flow down is mainly located in the area to the left of the image display device 5 when viewed from the front, and a second path among the flow paths along which game balls flow down, which is different from the first path, is mainly located in the area to the right of the image display device 5 when viewed from the front. 【0147】 Hitting a gaming ball into the left area (left gaming area) of the image display device 5 to make the gaming ball flow down the first path is called a left hit. Hitting a gaming ball into the right area (right gaming area) of the image display device 5 to make the gaming ball flow down the second path is called a right hit. The first path is a path that allows the gaming ball to flow down by hitting the gaming ball into the left side of the gaming area, so it may also be called a left hit path. Furthermore, the second path is a path that allows the gaming ball to flow down by hitting the gaming ball into the right side of the gaming area, so it may also be called a right hit path. 【0148】 The first path and the second path may be separate paths, or may be paths that share a portion. The left and right game areas may be separated, for example, by the end face of the image display device 5 or the arrangement of game nails within the game area. 【0149】 When a gaming ball is launched from the ball launching device in response to the operation of the ball launching handle 30 and shot into the gaming area, if it is guided to the left gaming area, it will be guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the right gaming area. Also, when a gaming ball is guided to the right gaming area, it will be guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the left gaming area. 【0150】 A winning ball device 6A constituting a first starting winning hole is provided as a structure into which a game ball hit into the left game area of the game area can enter. 【0151】 Structures through which game balls hit into the right game area of the game area can enter include a passing gate 41, a variable winning ball device 6B which constitutes the second starting winning port, and a special variable winning ball device 7 which constitutes the large winning port. 【0152】 In the left game area, game nails are planted so that the game ball is guided to the winning ball device 6A of the prize opening structure. Therefore, when aiming to make the game ball enter the winning ball device 6A, the player only needs to hit the game ball to the left. In the right game area, game nails are planted so that the game ball is guided to the variable winning ball device 6B, the passing gate 41, and the special variable winning ball device 7 of the prize opening structure. Therefore, when aiming to make the game ball enter the variable winning ball device 6B, the passing gate 41, and the special variable winning ball device 7, the player only needs to hit the game ball to the right. 【0153】 Although it is possible for a gaming ball hit into the right gaming area to potentially enter the winning ball device 6A, from the viewpoint of playability, it is desirable to make this possibility extremely low compared to the possibility of a gaming ball hit into the left gaming area entering them. Conversely, it is possible for a gaming ball hit into the left gaming area to potentially enter the passing gate 41 and the variable winning ball device 6B, but from the viewpoint of playability, it is desirable to make this possibility extremely low compared to the possibility of a gaming ball hit into the right gaming area entering them. 【0154】 A special variable winning ball device 7 having a large winning opening is provided in the lower right portion of the image display device 5 (between the winning ball device 6A and the variable winning ball device 6B). The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid (not shown), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state. 【0155】 As an example, in the special variable winning ball device 7, when the solenoid for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening. 【0156】 When a game ball enters the large prize opening, a predetermined number of game balls (for example, 10) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10. 【0157】 (Jackpot round control) When the CPU 103 is controlling the jackpot game state, (A) when a jackpot round start command is sent, the CPU 103 changes the special variable winning ball device 7 from a closed state to an open state, and performs opening control of the special variable winning ball device 7 so that game balls can easily enter the large winning hole; (B) when a jackpot round end command is sent, the CPU 103 changes the special variable winning ball device 7 from an open state to a closed state, and performs closing control of the special variable winning ball device 7 so that game balls cannot easily enter the large winning hole. This series of controls (A) and (B) is referred to as "jackpot RD control" (jackpot round control). The opening control of the special variable winning ball device 7 in (A) is appropriately referred to as "attacker opening control," and the closing control of the special variable winning ball device 7 in (B) is appropriately referred to as "attacker closing control." The jackpot RD control is executed the number of times equal to the number of jackpot rounds. 【0158】 In the nth round of jackpot RD control (hereinafter referred to as "jackpot RD control (nth round)"), the nth round of attacker closing control is executed, and the jackpot RD control (nth round) is terminated. Then, the next attacker opening control is executed, and the jackpot RD control (n+1th round) is started. 【0159】 In the jackpot RD control, when a predetermined number of game balls (for example, 10 balls) enter the big prize opening, or when a predetermined period (for example, 60 seconds) has elapsed since the special variable prize ball device 7 was controlled to the open state, the special variable prize ball device 7 is controlled to the closed state from the open state. 【0160】 Furthermore, in the jackpot RD control, when a predetermined number of game balls (e.g., 10 balls) enters the large prize opening, if the special variable prize ball device 7 is controlled from an open state to a closed state, it is possible that more game balls than the predetermined number (e.g., 10 balls) may enter the large prize opening. In this manner, in the jackpot RD control, when more game balls than the predetermined number enter the large prize opening and more prize balls than the number that were originally expected to be awarded are awarded, this is referred to as an "over-winning." In the design of the game board in this embodiment, the occurrence of an over-winning is extremely rare, and even if an over-winning does occur, the number of game balls that can be awarded in one jackpot RD control is limited to "one." 【0161】 The large prize opening has a V prize opening and a discharge outlet downstream of the V prize opening. A variable V prize opening device (V lid) is provided upstream of the V prize opening. The variable V prize opening device is switched between a closed and an open state by a solenoid. In other words, when the variable V prize opening device is in the open state, game balls flowing down the large prize opening can pass through the V prize opening, but when the variable V prize opening device is in the closed state, they cannot pass through the V prize opening and instead flow down to the discharge outlet. 【0162】 The main board 11 is provided with a V switch (not shown) that can detect, via a switch circuit 110, that a game ball has passed through the V prize opening located downstream of the large prize opening, and an ejection switch (not shown) that can detect that a game ball has passed through the ejection opening. 【0163】 The special variable winning ball device 7 is made of a transparent material, and is a device through which the game balls passing through it can be seen. This special variable winning ball device 7 may be equipped with an effect device such as an LED lamp, and may perform a light-emitting effect by illuminating (flashing) the LED lamp at a predetermined timing (for example, when the game ball enters the large prize opening). In this case, when the game ball enters the large prize opening, the special variable winning ball device 7 performs a light-emitting effect, and the image display device 5 performs an acquired prize ball update effect (described later), further increasing the excitement during the big win game. 【0164】 Although not shown in Fig. 8-1, first and second reels are provided near the image display device 5. The installation positions of the first and second reels and whether they are movable or not will be explained in Fig. 8-69 described later. 【0165】 [Normal state, time-saving state, probability change state] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player. 【0166】 In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot." 【0167】 The time-saving state and the probability variable state continue until one of the termination conditions is met first, such as the execution of a predetermined number of special game games, the start of the next big win game state, etc. The termination condition, which is the execution of a predetermined number of special game games, is called a count-cut (count-cut time-saving, count-cut probability variable, etc.), and in this example, such a game state is called the "ST state." 【0168】 The normal state refers to a gaming state other than advantageous states such as a jackpot gaming state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed). 【0169】 The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state. 【0170】 When the game state is in a low probability / low base state, it is called the "normal state," when the game state is in a low probability / high base state, it is called the "time-saving state," and when the game state is in a high probability / high base state, it is called the "ST state." In addition, "game modes" are provided as modes corresponding to the game states, and details will be explained in the game flow in Figures 8-12 below. 【0171】 [Random value] Figure 8-2 is an explanatory diagram illustrating the random number values counted on the side of the main board 11. As shown in Figure 8-2, on the side of the main board 11, in addition to the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the jackpot type, the random number value MR3 for determining the fluctuation pattern, the random number value MR4 for determining the normal chart display result, and the random number value MR5 for determining the initial value of MR4 are controlled so that they can be counted. 【0172】 Note that random number values other than these may be used to enhance the gaming effect. These random number values MR1 to MR5 may be counted by updating software using different random counters in the CPU 103, or may be updated by the random number circuit 104. The random number circuit 104 may be built into the game control microcomputer 100, or may be configured as a random number circuit chip separate from the game control microcomputer 100. Such random numbers used to control the progress of a game are also called game random numbers. 【0173】 In this embodiment, the random number values MR1 to MR5 are used as values within the ranges shown in Figure 8-2, but the present invention is not limited to this, and the ranges of these random number values MR1 to MR5 may be different depending on the setting values set in the pachinko game machine 1. 【0174】 In the game control microcomputer 100, the CPU 103 executes a program read from the ROM 101 and uses the RAM 102 as a work area to execute various processes for controlling the progress of the game in the pachinko game machine 1. In addition, the CPU 103 executes a random number generation program to generate all of the various random numbers used on the main board 11 side. 【0175】 [Table Data] The ROM 101 provided in the game control microcomputer 100 stores not only a game control program but also various table data used to control the progress of the game. For example, the ROM 101 stores table data constituting a plurality of judgment tables prepared for the CPU 103 to make various judgments and decisions. The ROM 101 also stores table data constituting a plurality of control pattern tables used by the CPU 103 to output various control signals from the main board 11, and a variable pattern table storing a plurality of variable patterns that become variable display modes of each symbol in variable displays such as special symbols and normal symbols. 【0176】 The judgment tables stored in ROM101 include a display result judgment table, a jackpot type judgment table, a jackpot type detailed information table (not shown), a fluctuation pattern judgment table, a normal map display result judgment table (not shown), a normal map fluctuation pattern determination table (not shown), etc. 【0177】 <Display result judgment table> Fig. 8-3(A) is an explanatory diagram showing a display result determination table for the first special symbol and a display result determination table for the second special symbol stored in ROM 101. Of these, Fig. 8-3(A1) is a table for determining the display result using reserved memory based on the gaming ball winning the first start winning slot (i.e., when the first special symbol is variably displayed). Also, Fig. 8-3(A2) is a table for determining the display result using reserved memory based on the gaming ball winning the second start winning slot (i.e., when the second special symbol is variably displayed). 【0178】 When a start winning entry into the first start winning entry slot (first start winning entry) or a start winning entry into the second start winning entry slot (second start winning entry) is detected, the CPU 103 samples the count value (MR1) of the random number circuit 124 at a predetermined timing. For the first start winning entry, the CPU 103 compares the extracted value with the jackpot determination values set in the display result determination table for the first special symbol, and if the extracted value matches any of the jackpot determination values, it determines that a jackpot has occurred for the first special symbol. For the second start winning entry, the CPU 103 compares the extracted value with the jackpot determination values set in the display result determination table for the second special symbol, and if the extracted value matches any of the jackpot determination values, it determines that a jackpot has occurred for the second special symbol. 【0179】 FIG. 8-3(A) shows an example of the configuration of a display result determination table. FIG. 8-3(A1) shows an example of the configuration of a display result determination table [for first special symbol] used when the variable display special symbol is the first special symbol, and FIG. 8-3(A2) shows an example of the configuration of a display result determination table [for second special symbol] used when the variable display special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM 101. In the display result determination table, a winning determination value compared with a random number value MR1 is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value used to determine the display result, and its value is randomly updated within the range of 0 to 65535. A common display result determination table may be used for the first special symbol and the second special symbol. 【0180】 As shown in Figure 8-3 (A1), when the special pattern of the variable display is the first special pattern, if the game state is a low probability state (normal state or time-saving state), the value can take on a value in the range of 0 to 65535, and of the hit determination values compared with the random number value MR1 for determining the special pattern display result, 1020 to 1224 are assigned to a "jackpot," and other numerical ranges are assigned to a "miss." Also, when the game state is in a high probability state (probability change state), of the aforementioned hit determination values, 1020 to 1680 are assigned to a "jackpot", and other numerical ranges are assigned to a "miss". 【0181】 As shown in Figure 8-3 (A2), when the special pattern of the variable display is the second special pattern, if the game state is a low probability state (normal state or time-saving state), the value can take on a value in the range of 0 to 65535, and of the hit determination values compared with the random number value MR1 for determining the special pattern display result, 1020 to 1224 are assigned to a "jackpot," and other numerical ranges are assigned to a "miss." Also, when the game state is in a high probability state (probability change state), of the aforementioned hit determination values, 1020 to 1680 are assigned to a "jackpot", and other numerical ranges are assigned to a "miss". 【0182】 (Jackpot type determination table) FIG. 8-3(B) is an explanatory diagram showing the jackpot type determination table [for the first special symbol] and the jackpot type determination table [for the second special symbol] stored in ROM 101. Of these, FIG. 8-3(B1) is a table for determining the jackpot type using reserved memory based on the game ball winning the first start winning slot (i.e., when the first special symbol is variably displayed). Also, FIG. 8-3(B2) is a table for determining the jackpot type using reserved memory based on the game ball winning the second start winning slot (i.e., when the second special symbol is variably displayed). 【0183】 The jackpot type determination table is a table that is referenced when a decision is made to make the variable display result a jackpot pattern, to determine the type of jackpot as either "Jackpot A," "Jackpot B," or "Jackpot C" (see Figure 8-4) based on a random number (MR2) for determining the jackpot type. 【0184】 Here, the types of jackpots in this embodiment will be explained using Figures 8-4 (1) and (2). The types of jackpots are "jackpot A," in which time-saving control is executed for a maximum of 100 variable displays after the end of the jackpot gaming state, and "jackpot B" and "jackpot C," in which time-saving control is executed for a maximum of 154 variable displays after the end of the jackpot gaming state. In addition, a control state in which time-saving control is not executed will be referred to as "non-time-saving control" or the like as appropriate. 【0185】 Furthermore, these "jackpots A," "jackpot B," and "jackpot C" are jackpots in which the game ball enters the large prize slot in the first round of the jackpot game state, and then enters the V prize slot, resulting in the execution of probability variable control for up to 154 variable displays after the end of the jackpot game. Also, a control state in which probability variable control is not executed is appropriately referred to as "non-probability variable control" or "low probability control," etc. 【0186】 The open state of the variable V winning ball device (V lid) can be a short open state (for example, 0.1 seconds) in which the open state lasts for a short period of time, or a long open state (for example, 15 seconds) in which the open state lasts for a long period of time. In the case of "jackpot A," the variable V winning ball device is in a short open state in the first round of the jackpot game state, and in the cases of "jackpot B" and "jackpot C," the variable V winning ball device is in a long open state in the first round of the jackpot game state. 【0187】 The jackpot game state resulting from "jackpot A" is a normal opening jackpot that changes the jackpot entry port to an opening state advantageous to the player in the first to third rounds. Also, in "jackpot A," the variable V entry ball device is in a short opening state in the first round, making it extremely difficult for the game ball to enter the V entry port, and since the execution of the probability variable control cannot be expected, it is essentially a "normal jackpot." Hereinafter, "jackpot A" will be referred to as a "3R normal jackpot," "normal jackpot," "3R jackpot," etc. as appropriate. 【0188】 In this "jackpot A," if the game ball enters the V winning slot, which is irregular, the probability variable control is executed for a maximum of 154 variable displays. Therefore, in this case, the probability variable control and the time-saving control are executed for a maximum of 100 variable displays, and then the probability variable control and the non-time-saving control are executed for a maximum of 54 variable displays. 【0189】 The jackpot game state resulting from "Jackpot B" is a normal opening jackpot that changes the jackpot entry port to an opening state advantageous to the player in rounds 1 to 10. Also, in "Jackpot B," the variable V entry ball device is in a long opening state in round 1, making it extremely easy to get the game ball to enter the V entry port, and it is expected that probability variable control will be executed, making it a virtual probability variable jackpot. Hereinafter, "Jackpot B" will be referred to as a "3R probability variable jackpot," "probability variable jackpot," or "10R jackpot" as appropriate. 【0190】 The jackpot game state resulting from "jackpot C" is a normal opening jackpot that changes the jackpot entry port to an opening state advantageous to the player in rounds 1 to 10. Also, in "jackpot C," the variable V entry ball device is in a long opening state in round 1, making it extremely easy to get the game ball to enter the V entry port, and it is expected that probability variable control will be executed, making it a virtual probability variable jackpot. Hereinafter, "jackpot C" will be referred to as a "10R probability variable jackpot," "probability variable jackpot," or "10R jackpot" as appropriate. 【0191】 In this embodiment, an example is given in which there are three types of jackpots: "Jackpot A," "Jackpot B," and "Jackpot C," but the present invention is not limited to this, and there may be three or fewer or more than three types of jackpots. 【0192】 As shown in Figure 8-3 (B1), in the jackpot type determination table [for the first special symbol], of the range of 0 to 299 for the MR2 determination value, 0 to 149 is assigned to "jackpot A" and 150 to 299 is assigned to "jackpot B." On the other hand, as shown in Figure 8-3 (B2), in the jackpot type determination table [for the second special symbol], of the range of 0 to 299 for the MR2 determination value, all determination values are assigned to "jackpot C." 【0193】 In other words, when the variable special symbol is the first special symbol, the game ball is likely to enter the V prize slot in the first round of the jackpot game state with a 50% probability, and both the probability variable control and the time-saving control are implemented after the jackpot game ends. Furthermore, when the variable special symbol is the second special symbol, the game ball is likely to enter the V prize slot in the first round of the jackpot game state with a 100% probability, and both the probability variable control and the time-saving control are implemented after the jackpot game ends. 【0194】 In this example, even if a "jackpot A" occurs, it is possible but extremely rare for a V prize to be awarded when the V lid is in a short open state, so in the case of a "jackpot A," it will be explained as not winning a V prize and the probability variable control will not be executed. Also, even if a "jackpot B" or "jackpot C" occurs, it is possible but extremely rare for a V prize to not be awarded when the V lid is in a long open state, so in the case of a "jackpot B" or "jackpot C," it will be explained as winning a V prize and the probability variable control will be executed. 【0195】 In the above embodiment, as shown in the explanation of the types of jackpots in Figure 8-4, an example was shown in which the number of times of special rate control and the number of times of time-saving control are the same regardless of the game state, but this is not limited to this form, and the number of times of special rate control and the number of times of time-saving control may be made different depending on the game state. 【0196】 For example, as mentioned above, when the variable display of the first special symbol is controlled to a low base state where it should primarily be executed, if the variable display of the first special symbol is executed and the display result of the variable display is "jackpot A," low-probability control and time-saving control are executed for a maximum of 100 variable displays after the jackpot gaming state ends. On the other hand, when the variable display of the second special symbol is controlled to a high base state where it should primarily be executed, if the variable display of the first special symbol is executed and the display result of the variable display is "jackpot A," low-probability control and time-saving control may be executed for a maximum of 450 variable displays after the jackpot gaming state ends. 【0197】 With this configuration, when the game is controlled to a high base state, even if the variable display of the first special symbol is executed and the display result of the variable display is a "jackpot," the number of time-saving control times is increased (up to 450 times) from the usual "up to 100 times," thereby preventing the player from being at an excessive disadvantage. 【0198】 Although the type of jackpot is determined using MR2, which is a random number value for determining the type of jackpot, the present invention is not limited to this, and the type of jackpot may also be determined using MR1, which is a random number value for determining the result of special chart display. 【0199】 [Fluctuation pattern] 8-5 to 8-7 are explanatory diagrams showing specific examples of the fluctuation pattern determination table in this embodiment. FIG. 8-5 shows a specific example of a fluctuation pattern determination table for the normal state (normal mode described later) (hereinafter referred to as "fluctuation pattern determination table [for the normal state (normal mode)]" as appropriate). Figure 8-6 shows a specific example of a fluctuation pattern determination table for the time-saving state (right-hand hitting mode: time-saving mode, described later) (hereinafter referred to as the "fluctuation pattern determination table for the time-saving state (right-hand hitting mode: time-saving mode)" as appropriate). Figure 8-7 shows a specific example of a fluctuation pattern determination table for the ST state (the right-hand hitting mode: ST mode) described below (hereinafter referred to as the "fluctuation pattern determination table [for the ST state (right-hand hitting mode: ST mode)]"). Of these, (1) in Figures 8-5 to 8-7 shows a specific example of a fluctuation pattern determination table for a miss (hereinafter referred to as "fluctuation pattern determination table [for miss]" where appropriate), and (2) in Figures 8-5 to 8-7 shows a specific example of a fluctuation pattern determination table for a jackpot (hereinafter referred to as "fluctuation pattern determination table [for jackpot]" where appropriate). 【0200】 <Fluctuating pattern without reach> In this embodiment, a fluctuation pattern that does not involve a reach (such as "non-reach miss," "high-speed B miss," "high-speed C miss," and "high-speed C miss result display") is a fluctuation pattern in which, after the fluctuation display has started, a reach is not achieved and a combination of decorative symbols is displayed in a stopped state, indicating that the fluctuation display result is a "miss." 【0201】 In this embodiment, among the fluctuation patterns that do not involve a reach, when the fluctuation pattern is determined to be a "non-reach miss" fluctuation pattern, the fluctuation display period is 5000 ms, when the fluctuation pattern is determined to be a "high-speed B miss" fluctuation pattern, the fluctuation display period is 3000 ms, when the fluctuation pattern is determined to be a "high-speed C miss" fluctuation pattern, the fluctuation display period is 2000 ms, and when the fluctuation pattern is determined to be a "high-speed C miss result display" fluctuation pattern, the fluctuation display period is 6000 ms. 【0202】 The "High-speed C miss result display" variation pattern is a variation pattern that is executed only in the final variation of the ST state, and after the "High-speed C miss" variation pattern is executed, a result display including information related to the number of prize balls awarded to the player and the number of jackpots is displayed. 【0203】 <Fluctuating pattern with normal reach> In this embodiment, a variation pattern accompanying a normal reach ("normal reach A miss," "normal reach A jackpot," "normal reach B miss," "normal reach B jackpot," "normal reach C miss," "normal reach C jackpot") means that after the reach state is established, the final display result is confirmed and stopped without the super reach performance described below being executed. 【0204】 In this embodiment, among the fluctuation patterns involving normal reaches, when it is determined to be a fluctuation pattern of "normal reach A miss", the fluctuation display period is 30,000 ms, when it is determined to be a fluctuation pattern of "normal reach A jackpot", the fluctuation display period is 35,000 ms, when it is determined to be a fluctuation pattern of "normal reach B miss", the fluctuation display period is 20,000 ms, when it is determined to be a fluctuation pattern of "normal reach B jackpot", the fluctuation display period is 22,000 ms, when it is determined to be a fluctuation pattern of "normal reach C miss", the fluctuation display period is 15,000 ms, and when it is determined to be a fluctuation pattern of "normal reach C jackpot", the fluctuation display period is 17,000 ms. 【0205】 <Fluctuating patterns with super reach> In this embodiment, in a variation pattern involving a super reach ("SP reach A miss," "SP reach A jackpot," "SP reach B miss," "SP reach B jackpot," "SP reach C miss," "SP reach C jackpot"), the final display result is confirmed and stopped by executing a super reach effect that notifies whether or not a jackpot has been won. 【0206】 (Super reach effect (battle effect)) In this embodiment, in a variation pattern involving a super reach, when the variation display starts, a reach state is established, and a super reach effect (hereinafter referred to as a "battle effect" as appropriate) is executed, which notifies whether or not a jackpot has been won by a battle between an ally character and an enemy character. Here, if the final display result is a "miss," an effect is executed in which the ally character is defeated by the enemy character (defeat effect). On the other hand, if the final display result is a "jackpot," an effect is executed in which the ally character triumphs over the enemy character (victory effect). 【0207】 In this embodiment, among the fluctuation patterns involving super reaches, when it is determined to be a fluctuation pattern of "SP reach A miss", the fluctuation display period is 90,000 ms, when it is determined to be a fluctuation pattern of "SP reach A jackpot", the fluctuation display period is 100,000 ms, when it is determined to be a fluctuation pattern of "SP reach B miss", the fluctuation display period is 60,000 ms, when it is determined to be a fluctuation pattern of "SP reach B jackpot", the fluctuation display period is 62,000 ms, when it is determined to be a fluctuation pattern of "SP reach C miss", the fluctuation display period is 45,000 ms, and when it is determined to be a fluctuation pattern of "SP reach C jackpot", the fluctuation display period is 47,000 ms. 【0208】 <[Normal state (normal mode)] Fluctuation pattern determination table> FIG. 8-5 is a specific example of a fluctuation pattern determination table for the normal state (normal mode) in this embodiment. 【0209】 As shown in Figure 8-5 (1), in the [miss] fluctuation pattern judgment table, of the MR3 judgment value range 1 to 997, 1 to 950 are assigned to the fluctuation pattern of "non-reach miss", 951 to 990 are assigned to the fluctuation pattern of "normal reach A miss", and 991 to 997 are assigned to the fluctuation pattern of "SP reach A miss". 【0210】 As shown in Figure 8-5 (2), in the [jackpot] fluctuation pattern determination table, of the MR3 determination value range of 1 to 997, 1 to 100 are assigned to the fluctuation pattern of the ``normal reach A jackpot'', and 101 to 997 are assigned to the fluctuation pattern of the ``SP reach A jackpot''. 【0211】 <[Time-saving mode (right-hand mode: time-saving mode)] Fluctuation pattern determination table> Figure 8-6 is a specific example of a fluctuation pattern determination table for the time-saving state (right-hand hit mode: time-saving mode) in this embodiment. 【0212】 As shown in Figure 8-6(1), in the [miss] fluctuation pattern judgment table, of the MR3 judgment value range 1 to 997, 1 to 950 are assigned to the fluctuation pattern of "high-speed B miss", 951 to 990 are assigned to the fluctuation pattern of "normal reach B miss", and 991 to 997 are assigned to the fluctuation pattern of "SP reach B miss". 【0213】 As shown in Figure 8-6 (2), in the [jackpot] fluctuation pattern determination table, of the MR3 determination value range of 1 to 997, 1 to 50 are assigned to the fluctuation pattern of the ``high-speed B jackpot,'' 51 to 150 are assigned to the fluctuation pattern of the ``normal reach B jackpot,'' and 151 to 997 are assigned to the fluctuation pattern of the ``SP reach B jackpot.'' 【0214】 <[ST state (right-hand mode: ST mode)] Fluctuation pattern determination table> FIG. 8-7 is a specific example of a fluctuation pattern determination table for [ST state (right-hand hitting mode: ST mode)] in this embodiment. Figure 8-7(A) is a specific example of a fluctuation pattern determination table for [ST state (right-hand hitting mode: ST mode) <1st to 153rd spin>] in this embodiment, and Figure 8-7(B) is a specific example of a fluctuation pattern determination table for [ST state (right-hand hitting mode: ST mode) <154th spin>] in this embodiment. 【0215】 As shown in Figure 8-7(A):(1), in the [miss] fluctuation pattern judgment table, of the MR3 judgment value range 1 to 997, 1 to 970 are assigned to the fluctuation pattern of ``high-speed C miss,'' 971 to 993 are assigned to the fluctuation pattern of ``normal reach C miss,'' and 994 to 997 are assigned to the fluctuation pattern of ``SP reach C miss.'' 【0216】 As shown in Figure 8-7(A):(2), in the [jackpot] fluctuation pattern determination table, of the MR3 determination value range of 1 to 997, 1 to 300 are assigned to the "high-speed C jackpot" fluctuation pattern, 301 to 600 are assigned to the "normal reach C jackpot" fluctuation pattern, and 601 to 997 are assigned to the "SP reach C jackpot" fluctuation pattern. 【0217】 As shown in Figure 8-7(B):(1), in the [miss] fluctuation pattern judgment table, all judgment values within the range of 1 to 997 for MR3 judgment values are assigned to the fluctuation pattern of ``High-speed C miss + result display.'' 【0218】 The table shown in FIG. 8-7(B):(2) is similar to the table shown in FIG. 8-7(A):(2) described above, and therefore a description thereof will be omitted. 【0219】 [Operation instructions] When the game is controlled to a gaming state where a specific operation method is required, an operation method instruction effect can be executed to instruct the player to play using the correct operation method. This operation method instruction effect includes a normal operation method instruction effect and an abnormal operation method instruction effect. Hereinafter, the operation method instruction effect will be referred to as an "operation method instruction" as appropriate. 【0220】 (Normal operation instructions) When the game is controlled to a gaming state where a specific operation method is required, a normal operation method instruction effect can be executed to instruct the player to play using the correct operation method. This normal operation method instruction effect is executed at a predetermined timing, regardless of whether the player is playing using the correct operation method or the wrong operation method. 【0221】 When the machine is controlled from a right-hand hitting mode in which the machine should be played by hitting with the right hand to a normal mode (left-hand hitting mode) in which the machine should be played by hitting with the left hand (in this example, immediately after being controlled to the normal mode), a normal left-hand hitting instruction effect can be executed, instructing the player to play with the left hand, which is the correct operating method. This normal left-hand hitting instruction effect is executed regardless of whether the player is playing with the left hand, which is the correct operating method, or whether the player is playing with the right hand, which is the incorrect operating method. 【0222】 In addition, when the machine is controlled to a right-hit mode (jackpot game state, time-saving state, ST state) in which right-hit play is required (in this example, immediately after control to the right-hit mode), a normal right-hit instruction effect can be executed to instruct the player to play with right-hit play, which is the correct operating method. This normal right-hit instruction effect is executed regardless of whether the player is playing with right-hit play, which is the correct operating method, or whether the player is playing with left-hit play, which is the incorrect operating method. 【0223】 (Providing instructions on how to operate abnormally) When the game is controlled to a gaming state where a specific operation method is required, it is possible to execute an abnormal operation instruction effect that instructs the player to play using the correct operation method. This abnormal operation instruction effect is executed when a predetermined condition (see Figure 8-10(A)) is met due to the player playing using an incorrect operation method. 【0224】 When the machine is in normal mode (left-hand mode), where the machine should be played with a left-handed hit, if a player plays with a right-handed hit, which is an incorrect operating method, and a predetermined condition is met (for example, the signal of the game ball passing is detected five times in succession from the gate switch), an abnormal left-hand hit instruction effect can be executed, instructing the player to play with a left-handed hit, which is the correct operating method. This abnormal left-hand hit instruction effect is not executed when the player is playing with a left-handed hit, which is the correct operating method. 【0225】 Also, when the machine is controlled to a right-hand hitting mode where the machine should be played by hitting with the right hand, if a predetermined condition (for example, the game ball entering the first starting port switch) is met by the player playing with the wrong operating method of hitting with the left hand, it is possible to execute an abnormal right-hand hitting instruction effect that instructs the player to play with the right hand, which is the correct operating method. This abnormal right-hand hitting instruction effect is an effect that is not executed when the player is playing with the right hand, which is the correct operating method. 【0226】 [Operation Instructions and Directions List Table] Fig. 8-8(A) is an explanatory diagram of a specific example of an operation method instruction effect list table in this embodiment. Fig. 8-8(A) includes "operation method instruction effect" indicating the name and type of each operation method instruction effect, "execution timing" indicating the timing at which each operation method instruction effect is executed, "effect device" indicating the effect device used for each operation method instruction effect, "effect content example" indicating an example of the effect content of each operation method instruction effect, and "effect execution period" indicating the period during which each operation method instruction effect is executed. Note that effects and modes not described in detail in the explanation of Fig. 8-8(A) will be described later. 【0227】 As shown in Figure 8-8(A), when the operation method instruction effect is the "first operation method instruction effect," it is the "normal right-hit instruction" among the "normal operation method instructions," the execution timing is "at the start of the jackpot," the effect device is the "image display device 5" and "speakers 8L, 8R," and the effect content example is that the "first instruction image" is displayed on the image display device 5, and the "first instruction sound (hit left)" is played and output from speakers 8L, 8R, and the effect execution period is "1500ms" or "3000ms." In this example, the effect execution period of the first operation method instruction effect differs depending on the type of jackpot (see Figures 8-54, 8-55, and 8-56). 【0228】 Furthermore, when the operation method instruction effect is a "second operation method instruction effect," it is a "normal right hit instruction" among the "normal operation method instructions," the execution timing is "when the time-saving feature starts," the effect devices are the "image display device 5" and the "speakers 8L, 8R," an example of the effect content is that a "second instruction image" is displayed on the image display device 5, and a "second instruction sound (hit right)" is played back and output from the speakers 8L, 8R, and the effect execution period is "3000 ms." 【0229】 Furthermore, when the operation method instruction effect is a "third operation method instruction effect," it is a "normal left-hit instruction" among the "normal operation method instructions," the execution timing is "when time-saving control ends," the effect devices are the "image display device 5" and the "speakers 8L, 8R," and an example of the effect content is that a "third instruction image" is displayed on the image display device 5, and a "third instruction sound (hit left)" is played and output from the speakers 8L, 8R, and the effect execution period is "5000 ms." The execution timing of this third operation method instruction effect, "when time-saving control ends," is specifically the timing when control of the right-hit mode (time-saving state, ST state) ends and control of the left-hit mode (normal state) begins. 【0230】 Furthermore, when the operation method instruction effect is a "fourth operation method instruction effect," it is an "abnormal right-hit instruction" among the "abnormal operation method instructions," the execution timing is "when an abnormal left-hit is detected during right-hit mode," the effect devices are the "image display device 5" and the "speakers 8L and 8R," and an example of the effect content is that the "fourth instruction image" is displayed on the image display device 5, and the "fourth instruction sound (hit right)" is played and output from the speakers 8L and 8R, and the effect execution period is "5000 ms." The execution timing of this fourth operation method instruction effect, "when an abnormal left-hit is detected during right-hit mode," is specifically the timing when the abnormal left-hit detection condition (see Figure 8-10(A)) is met when the machine is controlled to right-hit mode (time-saving state, ST state). 【0231】 Furthermore, when the operation method instruction performance is the "fifth operation method instruction performance," it is an "abnormal left hit instruction" among the "abnormal operation method instructions," the execution timing is "when an abnormal right hit is detected during left hit mode," the performance devices are the "image display device 5" and the "speakers 8L, 8R," and an example of the performance content is that the "fifth instruction image" is displayed on the image display device 5, and the "fifth instruction sound (hit left)" is played and output from the speakers 8L, 8R. 【0232】 The fifth operation method instruction effect includes a fifth operation method instruction effect (LV1: short) and a fifth operation method instruction effect (LV2: long). The fifth operation method instruction effect (LV1: short) is executed when the abnormal right-hit detection condition (LV1: short) (see Figure 8-10(A)) is met, and the fifth operation method instruction effect (LV2: long) is executed when the abnormal right-hit detection condition (LV2: long) (see Figure 8-10(A)) is met. Hereinafter, the fifth operation method instruction effect (LV1: short) will be referred to as the "fifth operation method instruction effect (LV1)" or "fifth operation method instruction effect (short)" as appropriate, and the fifth operation method instruction effect (LV2: long) will be referred to as the "fifth operation method instruction effect (LV2)" or "fifth operation method instruction effect (long)" as appropriate. 【0233】 When the operation method instruction effect is the "fifth operation method instruction effect (LV1)," the effect execution period is "5000 ms," and when the operation method instruction effect is the "fifth operation method instruction effect (LV2)," the effect execution period is "10000 ms." In this way, because the effect execution period of the fifth operation method instruction effect (LV2) is longer than the effect execution period of the fifth operation method instruction effect (LV1), the fifth operation method instruction effect (LV2) is emphasized more than the fifth operation method instruction effect (LV1). 【0234】 In the above embodiment, an example is shown in which the fifth operation method instruction performance (LV1) and the fifth operation method instruction performance (LV2) have different performance execution periods, but this is not limited to such an example, and the fifth operation method instruction performance (LV1) and the fifth operation method instruction performance (LV2) may have different elements other than the performance execution period. 【0235】 For example, in the fifth operation method instruction performance (LV1), a "5th A instruction image" is displayed on the image display device 5 and a "5th A instruction sound" is played out from the speakers 8L and 8R, and in the fifth operation method instruction performance (LV2), a "5th B instruction image" is displayed on the image display device 5 and a "5th B instruction sound" is played out from the speakers 8L and 8R. 【0236】 In this case, the 5B instruction image may be an image that is emphasized more than the 5A instruction image. An emphasized image may have a larger display area, use more display colors, etc. The 5B instruction sound may be a sound that is emphasized more than the 5A instruction sound. An emphasized sound may have a louder volume, a larger number of characters, a higher key, etc. 【0237】 [Error notification effect] When an error occurs, an error notification effect can be executed to notify the user that an error has occurred. Depending on the type of error, there are three error notification effects: a first error notification effect, a second error notification effect, a third error notification effect, and a fourth error notification effect. Hereinafter, the error notification effect will be referred to as an "error notification" as appropriate. 【0238】 (First error notification) When a ball-out error occurs, a first error notification effect (ball-out error notification) can be executed to notify the player that a ball-out error has occurred. This first error notification effect is executed when the first error detection condition (see Figure 8-10(B)) is met (when a ball-out error is detected). 【0239】 (Second error notification) When a full-tank error occurs based on the upper tray of the pachinko gaming machine 1 being filled with game balls, a second error notification effect (full-tank error notification) can be executed to notify the player that a full-tank error has occurred. This second error notification effect is an effect that is executed when a second error detection condition (see FIG. 8-10(B)) is met (a full-tank error is detected). 【0240】 (Third error notification effect) When a door open error occurs, a third error notification effect (door open error notification) can be executed to notify the player that a door open error has occurred. This third error notification effect is executed when the third error detection condition (see Figure 8-10(B)) is met (a door open error is detected). 【0241】 (4th error notification) When a magnetic error occurs, a fourth error notification effect (magnetic error notification) can be executed to notify the player that a magnetic error has occurred. This fourth error notification effect is executed when the fourth error detection condition (see Figure 8-10(B)) is met (a magnetic error is detected). 【0242】 [Operation Instructions and Directions List Table] Figure 8-8(B) is an explanatory diagram of a specific example of an error notification effect list table in this embodiment. Figure 8-8(B) provides "Error Notification Effects" indicating the name and type of each error notification effect, "Execution Timing" indicating the timing at which each error notification effect is executed, "Effect Device" indicating the effect device used in each error notification effect, "Effect Content Example" indicating an example of the effect content of each error notification effect, and "Effect Execution Period" indicating the period during which each error notification effect is executed. Note that effects and modes not described in detail in the explanation of Figure 8-8(B) will be described later. 【0243】 As shown in Figure 8-8(B), when the error notification effect is a "first error notification effect," it is a "ball out error notification" among the "error notifications," the execution timing is "when a ball out error is detected," the effect devices are an "image display device 5" and a "game effect lamp 9," and an example of the effect content is that a "first error image" (an image containing the words "ball out error") is displayed on the image display device 5, the game effect lamp 9 lights up in a "flashing red" light, and the effect execution period is "until the error is resolved." 【0244】 Furthermore, when the error notification effect is a "second error notification effect," it is a "full tank error notification" among the "error notifications," the execution timing is "when a full tank error is detected," the effect devices are the "image display device 5" and the "game effect lamp 9," and an example of the effect content is that the "second error image" (an image containing the words "full tank error") is displayed on the image display device 5, the game effect lamp 9 lights up in a "flashing red" light, and the effect execution period is "until the error is resolved." 【0245】 Furthermore, when the error notification effect is a "third error notification effect," it is a "door open error notification" among the "error notifications," the execution timing is "when a door open error is detected," the effect devices are the "image display device 5" and the "game effect lamp 9," and an example of the effect content is that the "third error image" (an image containing the words "door open error") is displayed on the image display device 5, the game effect lamp 9 lights up in "flashing red," and the effect execution period is "until the error is resolved." 【0246】 Furthermore, when the error notification effect is a "fourth error notification effect," it is a "magnetic error notification" among the "error notifications," the execution timing is "when a magnetic error is detected," the effect devices are an "image display device 5" and a "game effect lamp 9," and an example of the effect content is that a "fourth error image" (an image containing the words "magnetic error") is displayed on the image display device 5, the game effect lamp 9 lights up in a "flashing red" light, and the effect execution period is "until the error is resolved." 【0247】 In this way, the operation instruction is a presentation that uses the image display device 5 and speakers 8L, 8R, and it is possible to instruct the operation method by appealing to the player's sight and hearing. On the other hand, the error notification is a presentation that uses the image display device 5 and game effect lamp 9, and it is possible to notify the player that an error has occurred by appealing to the player's sight. 【0248】 [Abnormal operation method instruction effect determination process] 8-9 is a flowchart showing the abnormal operation method instruction presentation determination process executed when waiting for the start of fluctuation, at the start of fluctuation, during fluctuation, at the end of fluctuation, during a jackpot, etc. The presentation control CPU 120 executes the abnormal operation method instruction presentation determination process shown in FIG. 8-9 in the variable display start waiting process (step S170), variable display start setting process (step S171), variable display presentation process (step S172), jackpot presentation process (step S176), ending process (step S177), etc. of the presentation control process shown in FIG. 【0249】 First, the performance control CPU 120 determines whether the game mode is the normal mode (step S02TM1010). If the game mode is not the normal mode (step S02TM1010: NO), the performance control CPU 120 proceeds to step S02TM1200. 【0250】 If the game mode is normal mode (step S02TM1010: YES), the performance control CPU 120 determines whether or not a second abnormal left-hit instruction flag (described later) is set (step S02TM1020). If the second abnormal left-hit instruction flag is set (step S02TM1020: YES), the performance control CPU 120 proceeds to step S02TM1200. 【0251】 If the second abnormal left hit instruction flag is not set (step S02TM1020: NO), the performance control CPU 120 determines whether the abnormal right hit detection condition (LV2) is met (step S02TM1030). 【0252】 The CPU 103 determines whether the abnormal right-hit detection condition (LV2) is met based on the condition table (see Figure 8-10 (A)) related to the abnormal operation method instruction described below, and sends a performance command including the determination result to the performance control CPU 120, which allows the performance control CPU 120 to grasp the determination result. 【0253】 If the abnormal right hit detection condition (LV2) is not met (step S02TM1030: NO), the performance control CPU 120 proceeds to step S02TM1080. 【0254】 If the abnormal right-hit detection condition (LV2) is met (step S02TM1030: YES), the performance control CPU 120 decides to execute the abnormal left-hit instruction performance (LV2) (step S02TM1040) and sets the second abnormal left-hit instruction flag (step S02TM1050). 【0255】 The second abnormal left-hit instruction flag is a type of effect flag that is set based on the determination that the abnormal left-hit instruction effect (LV2) will be executed. When the second abnormal left-hit instruction flag is set, it becomes possible to determine that the abnormal left-hit instruction effect (LV2) has already been executed in the abnormal operation method instruction effect determination process and the jackpot start effect end determination process described later. This second abnormal left-hit instruction flag is erased when the abnormal left-hit instruction effect (LV2) that was the target when the second abnormal left-hit instruction flag was set ends. 【0256】 After step S02TM1050, the performance control CPU 120 determines whether or not the first abnormal left-hit instruction flag described below is set (S02TM1060). If the first abnormal left-hit instruction flag is not set (S02TM1060: NO), the performance control CPU 120 proceeds to step S02TM1210. 【0257】 If the first abnormal left-hit instruction flag is set (S02TM1060: YES), the performance control CPU 120 clears the first abnormal left-hit instruction flag (step S02TM1070) and proceeds to step S02TM1210. 【0258】 If step S02TM1030: NO, the performance control CPU 120 determines whether the first abnormal left-hit instruction flag is set (S02TM1080). If the first abnormal left-hit instruction flag is set (S02TM1080: YES), the performance control CPU 120 proceeds to step S02TM1210. 【0259】 If the first abnormal left-hit instruction flag is not set (S02TM1080: NO), the performance control CPU 120 determines whether the abnormal right-hit detection condition (LV1) is met based on the condition table related to the abnormal operation method instruction (see Figure 8-10 (A)) (step S02TM1090). 【0260】 The CPU 103 determines whether the abnormal right-hit detection condition (LV1) is met based on the condition table (see Figure 8-10 (A)) related to the abnormal operation method instruction, and sends a performance command including the determination result to the performance control CPU 120, so that the performance control CPU 120 can grasp the determination result. 【0261】 If the abnormal right hit detection condition (LV1) is not met (step S02TM1090: NO), the performance control CPU 120 proceeds to step S02TM1210. 【0262】 If the abnormal right-hit detection condition (LV1) is met (step S02TM1090: YES), the performance control CPU 120 decides to execute the abnormal left-hit instruction performance (LV1) (step S02TM1100), sets the first abnormal left-hit instruction flag (step S02TM1110), and proceeds to step S02TM1210. 【0263】 The first abnormal left-hit instruction flag is a type of effect flag that is set based on the determination that an abnormal left-hit instruction effect (LV1) will be executed. When the first abnormal left-hit instruction flag is set, it becomes possible to determine that the abnormal left-hit instruction effect (LV1) has already been executed in the abnormal operation method instruction effect determination process and the jackpot start effect end determination process described below. This first abnormal left-hit instruction flag is cleared when the abnormal left-hit instruction effect (LV2) that was the target when the first abnormal left-hit instruction flag was set ends, or when the second abnormal left-hit instruction flag is set. 【0264】 Next, the CPU 120 for effect control determines whether the game mode is the right-hand mode (step S02TM1210). That is, it determines whether the game mode is controlled to the jackpot mode, the time-saving mode, or the ST mode. If the game mode is not the right-hand mode (step S02TM1210: NO), the CPU 120 for effect control ends the process. 【0265】 If the game mode is the right-hit mode (step S02TM1210: YES), the CPU 120 for effect control determines whether or not the abnormal right-hit instruction flag described later is set (step S02TM1220). If the abnormal right-hit instruction flag is set (step S02TM1220: YES), the CPU 120 for effect control ends the process. 【0266】 If the abnormal right-hit instruction flag is not set (step S02TM1220: NO), the performance control CPU 120 determines whether the abnormal left-hit detection condition is met based on the condition table related to the abnormal operation method instruction (see Figure 8-10 (A)) (step S02TM1230). 【0267】 The CPU 103 determines whether the abnormal left-hit detection condition is met based on the condition table (see Figure 8-10(A)) related to the abnormal operation method instruction, and sends a performance command including the determination result to the performance control CPU 120, so that the performance control CPU 120 can grasp the determination result. 【0268】 If the abnormal left-hit detection condition is not met (step S02TM1230: NO), the performance control CPU 120 ends the process. 【0269】 If the abnormal left-hit detection condition is met (step S02TM1230: YES), the performance control CPU 120 determines whether the abnormal operation method instruction performance determination process is being executed during the jackpot fanfare period (hereinafter referred to as the "jackpot FF period") (S02TM1240). If the abnormal operation method instruction performance determination process is being executed during the jackpot FF period (S02TM1240: YES), the performance control CPU 120 ends the process. 【0270】 If the abnormal operation method instruction effect determination process is not executed during the jackpot FF period (S02TM1240: NO), the effect control CPU 120 decides to execute the abnormal right-hit instruction effect (step S02TM1250), sets the abnormal right-hit instruction flag (S02TM1260), and terminates the process. 【0271】 The abnormal right hit instruction flag is a type of effect flag that is set based on the determination that an abnormal right hit instruction effect will be executed. When the abnormal right hit instruction flag is set, it becomes possible to determine that an abnormal right hit instruction effect has already been executed in the abnormal operation method instruction effect determination process and the jackpot start effect end determination process described later. This abnormal right hit instruction flag is erased when the abnormal right hit instruction effect that was the target when the abnormal right hit instruction flag was set ends. 【0272】 [Table referenced in the abnormal operation instruction display determination process] <Condition table related to abnormal operation method instructions> 8-10(A) is an explanatory diagram showing a specific example of a condition table related to abnormal operation instructions. As shown in FIG. 8-10(A), in this embodiment, conditions are set for each abnormal operation instruction performance. 【0273】 (Abnormal left-hand hit detection conditions) An abnormal left-hit detection condition is defined as a condition corresponding to an abnormal right-hit instruction. Specifically, the abnormal left-hit detection condition is defined as "detecting a signal from the first start port switch in right-hit mode." 【0274】 For example, this abnormal left-hit detection condition is met when a player plays with the left hand during time-saving mode and the game ball enters the first start winning port, when a player plays with the left hand during ST mode and the game ball enters the first start winning port, or when a player plays with the left hand during jackpot mode and the game ball enters the first start winning port. 【0275】 (Abnormal right-hand hit detection condition LV1: Short) The abnormal right-hit detection condition (LV1: short) is defined as a condition corresponding to the abnormal left-hit instruction. Specifically, the abnormal right-hit detection condition (LV1: short) is defined as "detecting a signal from the gate switch five times in succession in normal mode (left-hit mode)." 【0276】 For example, this abnormal right-hand hit detection condition (LV1: short) is established when a player plays with a right-hand hit during normal mode, causing five game balls to pass through the passage gate 41 in succession. Note that "consecutively" when five game balls pass through the passage gate 41 in succession is assumed to be when the next game ball passes within 1.5 seconds, but is not limited to this, and may be within a time shorter than 1.5 seconds or within a time longer than 1.5 seconds. 【0277】 (Abnormal right hit detection condition LV2: Long) An abnormal right-hit detection condition (LV2: Long) is defined as a condition corresponding to an abnormal left-hit instruction. Specifically, the abnormal right-hit detection condition (LV2: Long) is defined as "detecting a signal from the gate switch six or more times in succession in normal mode (left-hit mode)" or "detecting a signal from the second start gate switch in normal mode." 【0278】 For example, this abnormal right-hit detection condition (LV2: Long) is met when a player plays with the right hand during normal mode and causes six or more game balls to pass through the passing gate 41 in succession, or when a player plays with the right hand during normal mode and causes a game ball to enter the second start winning port. 【0279】 <Condition table related to error notification> 8-10(B) is an explanatory diagram showing a specific example of a condition table related to error notification. As shown in FIG. 8-10(B), in this embodiment, a condition and a presentation flag that are set when the condition is met are set for each error notification presentation. 【0280】 (First error detection condition) A first error detection condition is defined as a condition corresponding to the first error notification (out-of-ball error notification). Specifically, a "out-of-ball error detection" is defined as the first error detection condition, and a "first error designation flag" is defined as an effect flag that is set when this condition is met. 【0281】 (Second error detection condition) A second error detection condition is defined as a condition corresponding to the second error notification (full tank error notification). Specifically, a "full tank error detection" is defined as the second error detection condition, and a "second error designation flag" is defined as an effect flag that is set when this condition is met. 【0282】 (Third error detection condition) A third error detection condition is defined as a condition corresponding to the third error notification (door open error notification). Specifically, a "door open error detection" is defined as the third error detection condition, and a "third error designation flag" is defined as an effect flag that is set when this condition is met. 【0283】 (Fourth error detection condition) A fourth error detection condition is defined as a condition corresponding to the fourth error notification (magnetic error notification). Specifically, a "magnetic error detection" is defined as the fourth error detection condition, and a "fourth error designation flag" is defined as an effect flag that is set when this condition is met. 【0284】 [Jackpot start effect end determination processing] 8-11 is a flowchart showing the process of determining whether or not the effect has ended at the start of a jackpot, which is executed when the jackpot starts. The effect control CPU 120 executes the process of determining whether or not the effect has ended at the start of a jackpot, which is shown in FIG. 8-11, in the effect processing during a jackpot (step S176) of the effect control process shown in FIG. 【0285】 First, the performance control CPU 120 determines whether the abnormal left-hit instruction flag is set (S02TM2010). That is, it determines whether either the first abnormal left-hit instruction flag or the second abnormal left-hit instruction flag is set. If the abnormal left-hit instruction flag is not set (S02TM2010: NO), the performance control CPU 120 proceeds to step S02TM2030. 【0286】 If the abnormal left hit instruction flag is set (S02TM2010: YES), the performance control CPU 120 ends the abnormal left hit instruction performance that is currently being executed (step S02TM2020), and proceeds to step S02TM2030. 【0287】 Next, the performance control CPU 120 determines whether the abnormal right hit instruction flag is set (S02TM2030). If the abnormal right hit instruction flag is not set (S02TM2030: NO), the performance control CPU 120 ends the process. 【0288】 If the abnormal right hit instruction flag is set (S02TM2030: YES), the performance control CPU 120 ends the abnormal right hit instruction performance that is currently being executed (step S02TM2040), and ends the processing. 【0289】 In this way, in the jackpot start performance determination process that is executed when the jackpot FF performance starts, a process to terminate the abnormal operation method instructions (abnormal left hit instruction, abnormal right hit instruction) is executed, so when the jackpot FF performance is executed, the abnormal operation method instructions (abnormal left hit instruction, abnormal right hit instruction) that had been executed up until then are terminated. 【0290】 On the other hand, in the jackpot start effect determination process that is executed when the jackpot FF effect starts, the process of terminating the error notification, the volume adjustment effect, the light intensity adjustment effect, the auto button setting effect, etc., which will be described later, is not executed, so even if the jackpot FF effect is executed, the error notification, the volume adjustment effect, the light intensity adjustment effect, the auto button setting effect, etc., which have been executed up to that point, will continue to be executed without being terminated. 【0291】 [Game Flow] Next, the game flow in this embodiment will be described. In this example, the game mode when the game state is controlled to the normal state (low probability / low base state) is set to [normal mode], the game mode when the game state is controlled to the time-saving state (low probability / high base state) and the control count of this time-saving state is 100 times at most is set to [time-saving mode], the game mode when the game state is controlled to the probability variable state (high probability / high base state) and the control count of this probability variable state is 154 times at most is set to [ST mode], and the game mode when the game state is controlled to the jackpot game state is set to [jackpot mode]. 【0292】 [Normal mode] is a game mode that is mainly played by hitting the ball with the left hand, so it will be referred to as "left-hand hitting mode" as appropriate, and [Time-saving mode], [ST mode], and [Jackpot mode] are game modes that are mainly played by hitting the ball with the right hand, so they will be referred to as "right-hand hitting mode" as appropriate. 【0293】 When a jackpot occurs and the game ball enters the probability variable area, (1) time-saving control is performed a specified number of times, and (2) the probability variable control is performed a specified number of times. This game state is called the "probability variable state." Hereinafter, this will be referred to as the "ST state" or "ST" as appropriate. 【0294】 In the example of the game flow shown in Figure 8-12, (1) when the game mode is [normal mode], (2) a jackpot (initial jackpot) occurs, and after the jackpot game state ends, the game is controlled to a time-saving state (low probability / high base state), and then transitions to (3) [time-saving mode] (chance time) (time-saving 100 spins) or (4) [ST mode] (powerful rush) (ST 154 spins), and if (5) a jackpot occurs while controlled in these game modes, the game transitions to (4) [ST mode] (powerful rush) (ST 154 spins), and if no jackpot occurs, the game transitions to (1) [normal mode]. The game modes (1) to (5) in the game flow will be explained below. 【0295】 (1) When the game state is controlled to the normal state (low probability / low base state), the game mode is set to [normal mode]. 【0296】 (2) In the state of (1) described above, when a variable display is executed in which the display result is "jackpot," the game is controlled to a jackpot game state. There are two types of jackpots for the first special symbol: "jackpot A" and "jackpot B." As an example of the presentation when the jackpot type is "jackpot A" or "jackpot B," the word "BONUS" is displayed on the image display device 5 to indicate that it is a "3R jackpot" or a "10R jackpot." 【0297】 In this example, during the jackpot round (1R to 3R) of (2), a presentation is executed to notify the player of the type of jackpot that the jackpot is (for example, a presentation of whether or not an icon displaying the words "Powerful Rush" can be obtained), and the player is informed of which game mode the game will be controlled to after the jackpot game state ends. 【0298】 (3) When the jackpot ends when the jackpot type in (2) above is "jackpot A," the CPU 120 for effect control controls the game state to a time-shortened state (low probability / high base state), and sets the game mode to the [time-shortened mode] (chance time) when 100 variable displays are executed. As an effect example when the game mode is the [time-shortened mode], the words "chance time" are displayed on the image display device 5 to notify that the game mode will be switched to the [time-shortened mode]. 【0299】 In the state (3), when 100 variable displays are executed in the time-saving state in which all display results are "misses," the state is controlled to the state (1). 【0300】 (4) When the jackpot ends when the jackpot type in (2) above is "jackpot B," the CPU 120 for effect control controls the game state to a probability variable state (high probability / high base state), and when 154 variable displays are executed, the game mode is set to [ST mode] (powerful rush). As an effect example when the game mode is [ST mode], the words "powerful rush" are displayed on the image display device 5 to notify that the game mode will be shifted to [ST mode]. 【0301】 When the game mode is [ST mode], three presentation modes with different presentation characteristics are set in the ST mode, and the player can select any of these presentation modes. In the following, when the game mode is [ST mode] and the presentation mode is set to one of the presentation modes, it will be referred to as "ST mode [presentation mode name]" as appropriate. 【0302】 In this example, three presentation modes are set within the ST mode: [Dream Dream Mode], [Nana Mode], and [Jam Mode]. [Dream Dream Mode] is a presentation mode in which character A mainly appears in reach effects, etc., [Nana Mode] is a presentation mode in which character B mainly appears in reach effects, etc., and [Dream Dream Mode] is a presentation mode in which character C mainly appears in reach effects, etc. Note that this is not limited to the above embodiment, and the background image and the interface of the corresponding display (active display, pending display) may be different depending on the presentation mode. 【0303】 In this example, as a method of selecting the presentation mode of the ST mode, when control is exercised from "jackpot B" to ST mode, it is possible to select the presentation mode within the jackpot game (see Figure 8-60 (B)), and when control is exercised from "jackpot C" to ST mode, it is possible to select the presentation mode within the jackpot game (not shown). 【0304】 In the state (4), when all display results are "misses" and 154 variable displays are executed in the probability variable state, the state is controlled to the state (1). 【0305】 (5) When the game mode is [Time-saving mode] (see (3)) or [ST mode] (see (4)), if the display result of any of the variable displays becomes "jackpot," the game is controlled to a jackpot game state. When the display result becomes "jackpot," the jackpot type of the second special pattern is "jackpot C." 【0306】 (5) As an example of presentation when the jackpot type is "jackpot C," the words "Yume Yume BONUS" are displayed on the image display device 5 to notify that it is a "10R jackpot." 【0307】 [Decorative designs, small designs] In response to the start of the display of the special pattern variations, the performance control CPU 120 starts the display of the decorative pattern variations in the central area of the screen (hereinafter referred to as the "pattern display area" as appropriate), and starts the display of the small pattern variations in the upper left area of the screen (hereinafter referred to as the "small pattern display area" as appropriate). 【0308】 Then, in response to the completion of the variable display of the special symbols and the derived display of the display result, the combination of decorative symbols that will be the display result is fixed and stopped in the symbol display area, and the combination of small symbols that will be the display result is fixed and stopped in the small symbol display area. 【0309】 [Layer structure] Fig. 8-13(A) is a conceptual diagram that schematically shows the layer structure of various images in the image display device 5, and Fig. 8-13(B) is an explanatory diagram of the layer structure of various images in the image display device 5. As shown in Figs. 8-13(A) and (B), the layer structure is composed of four types of layers: a first layer, a second layer, a third layer, and a fourth layer. 【0310】 As shown in Figure 8-13(A), the first layer is displayed in the foreground layer, the second layer is displayed in the layer one layer behind the first layer, the third layer is displayed one layer behind the second layer, and the fourth layer is displayed one layer behind the third layer, i.e., the backmost layer. Therefore, in terms of layer display priority, the first layer has the highest display priority, followed by the second layer, the third layer, and the fourth layer has the lowest display priority. In other words, the display priority is highest in the order of fourth layer < third layer < second layer < first layer. Note that information displayed in a predetermined display area of a layer with a high display priority has higher visibility (appears to be displayed in front from the player's perspective) than information displayed in a predetermined display area of a layer with a low display priority. 【0311】 Also, as shown in Figure 8-13(B), the first layer displays small symbols, etc. The second layer displays error notification images (first error image, second error image, third error image, fourth error image) related to error notifications, etc. The third layer displays instruction images (first instruction image, second instruction image, third instruction image, fourth instruction image) related to operation instructions and the system right-hit image (described later). The fourth layer displays decorative symbols, background images, characters, corresponding displays (active display, pending display), etc. 【0312】 In the following description, when a predetermined image is placed on the nth layer, the predetermined image may be referred to as a "predetermined image [nth layer]." For example, when a decorative pattern as a predetermined image is placed on the fourth layer, the decorative pattern will be referred to as a "decorative pattern [fourth layer]." 【0313】 Note that a layer structure with different display priorities may be provided for specific layers. For example, as described above, decorative patterns, background images, corresponding displays (holding display, active display), characters, etc. may be arranged on the fourth layer. Here, the fourth layer may be composed of a 4-1 layer, a 4-2 layer, and a 4-3 layer, with corresponding displays arranged on the 4-1 layer, decorative patterns and characters arranged on the 4-2 layer, and a background image arranged on the 4-3 layer. In this case, the display priorities are highest for the 4-3 layer < the 4-2 layer < the 4-1 layer. 【0314】 [Normal mode: Example of abnormal left-hand hit instruction] Figure 8-14 is an explanatory diagram showing an example of the effect images and sound effects associated with the abnormal left hit instructions (LV1, LV2) during normal mode. Figure 8-15 is a time chart showing the execution timing of each effect associated with the abnormal left hit instruction (LV1) among the abnormal left hit instructions during normal mode. Figure 8-16 is a time chart showing the execution timing of each effect associated with the abnormal left hit instruction (LV2) among the abnormal left hit instructions during normal mode. "T" in the figure indicates timing. 【0315】 In the diagram of [Feature 02TM], for the sake of convenience in explaining the effect examples, the effect sounds reproduced and output from the speakers 8L and 8R and the effect light of the game effect lamp 9 are shown near (to the right, etc.) the image display device 5. The actual positional relationship of each device (image display device 5, speakers 8L and 8R, game effect lamp 9) is as shown in Figure 8-1. 【0316】 In addition, in the diagram of [Feature Section 02TM], in order to clearly show the features of the effect example, the effect sounds reproduced and output from the speakers 8L and 8R near the image display device 5 are illustrated, but the effect sounds illustrated here are only a portion of the effect sounds actually reproduced and output from the speakers 8L and 8R, and other effect sounds may also be reproduced and output. For example, even if at least two or more types of effect sounds (music, dialogue sounds, message sounds (instruction sounds), and sound effects) are reproduced and output from the speakers 8L and 8R, if it is desired to clearly show that instruction sounds are being reproduced and output, only the reproduction and output of instruction sounds from the speakers 8L and 8R may be illustrated. The same applies to the effect light of the game effect lamp 9. 【0317】 Furthermore, when the illustration shows a case where two or more types of effect sounds are being played back and output from speakers 8L and 8R, the effect sounds described with only the letters "effect sound" are played back and output with a higher playback output priority than the effect sounds described with the letters "(effect sound)" in parentheses. 【0318】 The following method is used to reproduce and output the effect sound in a state where the reproduction output priority is high. The channel setting ratio, which is the volume value specified for the channel assigned to each sound effect, can be set between "1", the maximum volume which is 100% of the reference output volume, and "0", which is all muted which is 0%. By setting the channel setting ratio of a sound effect that you want to play back and output when the playback output priority is high, to "1", and setting the channel setting ratio of a sound effect that you want to play back and output when the playback output priority is low, to a value lower than "1" (for example, "0.3"), you can make the playback output priorities different. These are similarly applicable to the following figures, and therefore will not be described below. 【0319】 (Example of abnormal left-hand hit instruction (LV1)) First, as shown in FIG. 8-14(1), when the CPU 103 is executing the variable display of the first special symbol (FIG. 8-15: T1), the performance control CPU 120 executes the variable display of the decorative symbol in the symbol display area of the image display device 5. At this time, the variable display of the small symbol is started in the small symbol display area of the image display device 5. At this time, an active display (in this example, a round object) is displayed in the active display area at the bottom center of the screen of the image display device 5. 【0320】 At this time, the performance control CPU 120 reproduces and outputs normal mode performance sounds related to the normal mode from the speakers 8L and 8R. 【0321】 Next, as shown in Fig. 8-14(2), when CPU 103 detects an abnormal right hit (LV1) (Fig. 8-15: T2), the performance control CPU 120 executes an abnormal left hit instruction performance (LV1), displays a fifth instruction image IP5 (in this example, an image including a left-pointing arrow object and the words "left hit") in the center of the screen of image display device 5, and plays and outputs a fifth instruction sound (in this example, the sound "Hit left") from speakers 8L and 8R. At this time, although the normal mode performance sound is being played and output from speakers 8L and 8R, the playback output priority is normal mode performance sound < fifth instruction sound. 【0322】 In this example, when the abnormal left-hit instruction effect (LV1) is executed, the image of the fifth instruction image IP5, which includes a left-pointing arrow object and the words "left hit," is an image that is displayed in a manner that frames in from the right edge of the screen of the image display device 5 and frames out toward the left edge of the screen. In the abnormal left-hit instruction effect (LV1), this display control is repeated twice (5000 ms). 【0323】 Next, as shown in Fig. 8-14(3), when 5000 ms has elapsed since the start of the abnormal left-hit instruction effect (LV1) (Fig. 8-15: T3), the effect control CPU 120 ends the abnormal left-hit instruction effect (LV1), erases the fifth instruction image IP5 (in this example, an image including a left-pointing arrow object and the words "Hit Left") from the center of the screen of the image display device 5, and ends the playback output of the fifth instruction sound (in this example, the sound "Hit Left") from the speakers 8L and 8R. At this time, the normal mode effect sound is being played and output from the speakers 8L and 8R. 【0324】 (Example of abnormal left-hand hit instruction (LV2)) First, as shown in FIG. 8-14(1), when the CPU 103 is executing the variable display of the first special symbol (FIG. 8-16: T1), the performance control CPU 120 executes the variable display of the decorative symbol in the symbol display area of the image display device 5. At this time, the variable display of the small symbol is started in the small symbol display area of the image display device 5. At this time, the active display is displayed in the active display area. 【0325】 At this time, the performance control CPU 120 reproduces and outputs normal mode performance sounds related to the normal mode from the speakers 8L and 8R. 【0326】 Next, as shown in Fig. 8-14(2), when CPU 103 detects an abnormal right hit (LV2) (Fig. 8-16: T2), the effect control CPU 120 executes an abnormal left hit instruction effect (LV2), displays a fifth instruction image IP5 (in this example, an image including a left-pointing arrow object and the words "left hit") in the center of the screen of image display device 5, and plays and outputs a fifth instruction sound (in this example, the sound "Hit left") from speakers 8L and 8R. At this time, although the normal mode effect sound is being played and output from speakers 8L and 8R, the playback output priority is normal mode effect sound < fifth instruction sound. 【0327】 In this example, when the abnormal left-hit instruction effect (LV2) is executed, the image of the fifth instruction image IP5, which includes a left-pointing arrow object and the words "left-hit," is an image that is displayed in a manner that frames in from the right edge of the screen of the image display device 5 and frames out toward the left edge of the screen. In the abnormal left-hit instruction effect (LV2), this display control is repeated four times (10,000 ms). 【0328】 Next, as shown in Figure 8-14 (3), when 10,000 ms has elapsed since the start of the abnormal left-hit instruction effect (LV2) (Figure 8-16: T3), the effect control CPU 120 ends the abnormal left-hit instruction effect (LV2), erases the fifth instruction image IP5 (in this example, an image including a left-pointing arrow object and the words "Hit Left") from the center of the screen of the image display device 5, and ends the playback output of the fifth instruction sound (in this example, the sound "Hit Left") from the speakers 8L and 8R. At this time, the normal mode effect sound is being played and output from the speakers 8L and 8R. 【0329】 [Normal mode: Error notification example] Figure 8-17 is an explanatory diagram showing an example of the effect image and effect light of each effect related to the error notification in the normal mode. Figure 8-18 is a time chart showing the execution timing of each effect related to the error notification in the normal mode. 【0330】 First, as shown in FIG. 8-17(1), when the CPU 103 is executing the variable display of the first special symbol (FIG. 8-18: T1), the performance control CPU 120 executes the variable display of the decorative symbol in the symbol display area of the image display device 5. At this time, the variable display of the small symbol is started in the small symbol display area of the image display device 5. At this time, the active display is displayed in the active display area. 【0331】 At this time, the performance control CPU 120 reproduces and outputs normal mode performance sounds related to the normal mode from the speakers 8L and 8R. 【0332】 Next, as shown in Fig. 8-17(2), when the CPU 103 detects a ball-out error (Fig. 8-18: T2), the effect control CPU 120 executes a ball-out error notification effect, displays a first error image EP1 (in this example, an image containing the words "ball-out error") in the error image display area (top right of the screen) of the image display device 5, and causes the game effect lamp 9 to flash red. At this time, the normal mode effect sound is continuously played and output from the speakers 8L and 8R. 【0333】 Next, as shown in Figure 8-17(3), when the out-of-ball error is resolved and the detection of the out-of-ball error is completed (Figure 8-18: T3), the presentation control CPU 120 ends the out-of-ball error notification presentation, erases the first error image EP1 from the error image display area of the image display device 5, and terminates the red flashing of the game effect lamp 9. At this time, the normal mode presentation sound continues to be played and output from the speakers 8L and 8R. 【0334】 [Normal mode: Abnormal left-hand hit instruction → Right-hand hit mode: Big hit FF effect] Figure 8-19 is an explanatory diagram showing an example of the effect images, sound effects, and light effects of each effect related to the start of a jackpot fanfare effect (jackpot FF effect) when an abnormal left-hit instruction started during normal mode is executed and the game is controlled to a jackpot game state. Figure 8-20 is a time chart showing the execution timing of each effect related to the start of a jackpot fanfare effect (jackpot FF effect) when an abnormal left-hit instruction started during normal mode is executed and the game is controlled to a jackpot game state and the game is controlled to a jackpot fanfare effect (jackpot FF effect). The jackpot FF effect will be explained in detail in Figures 8-54 and 8-52, which will be described later. 【0335】 First, as shown in FIG. 8-19(1), when the CPU 103 is executing the variable display of the first special symbol (FIG. 8-20: T1), the performance control CPU 120 causes a static display (swinging stop) of a decorative symbol combination (in this example, "333") indicating that the display result will be a "jackpot" in the symbol display area of the image display device 5. At this time, the variable display of small symbols is executed in the small symbol display area of the image display device 5. At this time, an active display is displayed in the active display area. 【0336】 At this time, the performance control CPU 120 reproduces and outputs normal mode performance sounds related to the normal mode from the speakers 8L and 8R. 【0337】 Next, as shown in Fig. 8-19(2), when the CPU 103 detects an abnormal right hit (LV1) (Fig. 8-20: T2), the effect control CPU 120 executes an abnormal left hit instruction effect (LV1), displays a fifth instruction image IP5 in the center of the screen of the image display device 5, and plays and outputs a fifth instruction sound from the speakers 8L and 8R. At this time, although the normal mode effect sound is being played and output from the speakers 8L and 8R, the playback output priority is normal mode effect sound < fifth instruction sound. 【0338】 Next, as shown in Figure 8-19 (3), when the CPU 103 controls the game state to a jackpot game state before 5000 ms has elapsed since the abnormal left-hit instruction effect (LV1) began (Figure 8-20: T3), the effect control CPU 120 starts the jackpot FF effect, displays the first jackpot type notification image BP1 (in this example, an image including a convergent line and the word "BONUS") on the image display device 5, plays and outputs a jackpot FF effect sound (fanfare effect sound) from the speakers 8L and 8R, and causes the game effect lamp 9 to emit rainbow colors. 【0339】 At this time, the performance control CPU 120 ends the abnormal left hit instruction performance (LV1), erases the fifth instruction image from the image display device 5, and ends the playback output of the fifth instruction sound from the speakers 8L and 8R. 【0340】 Furthermore, based on the fact that the effect control CPU 120 is controlled to the right-hit mode, a system right-hit image that encourages playing with a right-hit is displayed in the upper right corner of the screen of the image display device 5. In the following effect examples, the explanation of the system right-hit image will be omitted. 【0341】 In this embodiment, this system right-hit image is an image that encourages right-hitting and is always displayed in the upper right corner of the screen of the image display device 5 when the device is controlled in right-hit mode (jackpot mode, time-saving mode, ST mode), and is a different image from instruction images related to normal right-hit instructions and abnormal right-hit instructions that are displayed only at specific times. 【0342】 In the jackpot mode, the system right-hit image begins to be displayed when the presentation control CPU 120 receives a jackpot start designation command, which is a type of presentation command indicating that control of the jackpot game state has begun, and ends to be displayed when the presentation control CPU 120 receives a jackpot end designation command, which is a type of presentation command indicating that control of the jackpot game state has ended. 【0343】 Similarly, for the system right-hit image in the time-saving mode and ST mode, the display starts / ends based on the reception of a time-saving start designation command, which is a type of presentation command indicating that control of the time-saving mode is to begin, a time-saving end designation command, which is a type of presentation command indicating that control of the time-saving mode is to end, an ST start designation command, which is a type of presentation command indicating that control of the ST mode is to begin, and an ST end designation command, which is a type of presentation command indicating that control of the ST mode is to end. 【0344】 In this example, when the abnormal left hit instruction display (LV1) is being executed, a jackpot FF display is executed and the abnormal left hit instruction display (LV1) ends, but the same applies to the abnormal left hit instruction (LV2), so an explanation will be omitted. 【0345】 [Normal mode: Error notification → Right-hand mode: Big hit FF effect] Figure 8-21 is an explanatory diagram showing an example of the effect images, sound effects, and light effects associated with the start of a jackpot fanfare effect (jackpot FF effect) when an error notification initiated during normal mode is being executed and the game is controlled to a jackpot gaming state. Figure 8-75 is also a similar diagram, but differs from Figure 8-21 in that the image display device 5 displays a character named Mumu along with the first jackpot type notification image BP1. Figure 8-22 is a time chart showing the execution timing of each effect associated with the start of a jackpot fanfare effect (jackpot FF effect) when an error notification initiated during normal mode is being executed and the game is controlled to a jackpot gaming state. 【0346】 First, as shown in FIG. 8-21(1), when the CPU 103 is executing the variable display of the first special symbol (FIG. 8-22: T1), the performance control CPU 120 causes a static display (swinging stop) of a decorative symbol combination (in this example, "333") indicating that the display result will be a "jackpot" in the symbol display area of the image display device 5. At this time, the variable display of small symbols is executed in the small symbol display area of the image display device 5. At this time, an active display is displayed in the active display area. 【0347】 At this time, the performance control CPU 120 reproduces and outputs normal mode performance sounds related to the normal mode from the speakers 8L and 8R. 【0348】 Next, as shown in Fig. 8-21(2), when the CPU 103 detects a ball-out error (Fig. 8-22: T2), the effect control CPU 120 executes a ball-out error notification effect, displays a first error image EP1 (in this example, an image containing the words "ball-out error") in the error image display area (top right of the screen) of the image display device 5, and causes the game effect lamp 9 to flash red. At this time, the normal mode effect sound is continuously played and output from the speakers 8L and 8R. 【0349】 Next, as shown in Figure 8-21 (3), when the CPU 103 controls the game state to a jackpot game state before the ball out error notification effect starts and the error is resolved (Figure 8-22: T3), the effect control CPU 120 starts the jackpot FF effect, displays the first jackpot type notification image BP1 (in this example, an image including a convergent line and the word "BONUS") on the image display device 5, and plays and outputs the jackpot FF effect sound (fanfare effect sound) from the speakers 8L and 8R. 【0350】 At this time, the effect control CPU 120 continues to execute the out-of-ball error notification effect, and continues to display the first error image EP1 (in this example, an image including the words "out-of-ball error") in the error image display area of the image display device 5. Furthermore, normally, this would be the time to make the game effect lamp 9 emit rainbow colors corresponding to the jackpot FF effect, but since the error notification has a higher execution priority than the jackpot FF effect, the game effect lamp 9 continues to flash red. 【0351】 Then, when the out-of-ball error is resolved (Figure 8-22: T4), the presentation control CPU 120 ends the out-of-ball error notification presentation, erases the first error image EP1 (in this example, an image containing the words "out-of-ball error") from the error image display area of the image display device 5, and changes the game effect lamp 9 from flashing red to emitting rainbow colors corresponding to the jackpot FF presentation (not shown). 【0352】 [Normal mode: Abnormal left-hand hit instruction, error notification → Right-hand hit mode: Big hit FF effect] Figure 8-23 is an explanatory diagram showing an example of the effect images, sound effects, and light effects associated with the start of a jackpot FF effect when the game is controlled to a jackpot gaming state and a jackpot FF effect is initiated when an abnormal left-hand hit instruction and error notification initiated during normal mode are being executed. Figure 8-76 is a similar diagram, but differs from Figure 8-23 in that the image display device 5 displays a character named Mumu along with the first jackpot type notification image BP1. Figure 8-24 is a time chart showing the execution timing of each effect associated with the start of a jackpot FF effect when the game is controlled to a jackpot gaming state and a jackpot FF effect is initiated during normal mode when an abnormal left-hand hit instruction and error notification are being executed. 【0353】 First, the examples of presentation shown in Figures 8-23(1) and (2) are similar to the examples of presentation shown in Figures 8-19(1) and (2), so explanations will be omitted. 【0354】 Next, as shown in Fig. 8-23(3), when the CPU 103 detects a ball-out error (Fig. 8-24: T3), the effect control CPU 120 executes a ball-out error notification effect, displays a first error image EP1 (in this example, an image including the words "ball-out error") in the error image display area of the image display device 5, and causes the game effect lamp 9 to flash red. At this time, the fifth instruction sound and the normal mode effect sound are continuously reproduced and output from the speakers 8L and 8R (reproduction output priority: normal mode effect sound < fifth instruction sound). 【0355】 In this case, the first error image is in the [second layer] and the fifth pointing image is in the [third layer], so the display priority is fifth pointing image [third layer] < first error image [second layer]. 【0356】 Next, the example of the presentation shown in FIG. 8-23(4) is the same as the example of the presentation shown in FIG. 8-21(3), so the explanation will be omitted. 【0357】 [Example of a case where a performance using the game effect lamp 9 is performed in an amusement facility] FIG. 8-25 shows an example of an amusement parlor where five pachinko gaming machines 1 are installed in a row. In this example, an amusement parlor staff member is standing in front of the pachinko gaming machines 1, and it is an explanatory diagram showing a state in which all five pachinko gaming machines 1 are being played by players. In this figure, the pachinko gaming machine 1 installed closest to the staff member (installed on the front side) is referred to as "pachinko gaming machine 1A," and the pachinko gaming machines 1 installed further back from the staff member's perspective are referred to as "pachinko gaming machine 1B," "pachinko gaming machine 1C," "pachinko gaming machine 1D," and "pachinko gaming machine 1E." Note that although players are seated in front of each pachinko gaming machine 1 and playing, the players are not shown in the figure for convenience. 【0358】 As shown in Figure 8-25, in each pachinko gaming machine 1 (pachinko gaming machine 1A, pachinko gaming machine 1B, pachinko gaming machine 1C, pachinko gaming machine 1D, pachinko gaming machine 1E), a changing display of decorative patterns is performed in the pattern display area of the image display device 5. 【0359】 At this time, a ball-out error occurs in the pachinko game machine 1D, and the presentation control CPU 120 executes a ball-out error notification presentation, displays the first error image EP1 on the image display device 5, and causes the game effect lamp 9 to flash red. 【0360】 Depending on the position of the store clerk or the location where the pachinko gaming machine 1 is installed, the visibility of the image display device 5 of the pachinko gaming machine 1 from the store clerk may be low. In this example, as shown in Fig. 8-25, the visibility of the image display devices 5 of the pachinko gaming machines 1D and 1E from the store clerk is significantly low. Therefore, even if the first error image is displayed on the image display device 5 of the pachinko gaming machine 1D, it is difficult for the store clerk to recognize from the first error image that an error has occurred in that pachinko gaming machine. 【0361】 On the other hand, regardless of the position of the store clerk or the location where the pachinko gaming machine 1 is installed, the visibility of the game effect lamp 9 of the pachinko gaming machine 1 from the store clerk does not change significantly. In this example, as shown in Fig. 8-25, the visibility of the game effect lamps 9 of the pachinko gaming machines 1A to 1E to the store staff is not reduced. Therefore, when the game effect lamp 9 of the pachinko gaming machine 1D flashes red, the store staff can easily recognize that an error has occurred in that pachinko gaming machine from the light emission pattern of the game effect lamp 9. 【0362】 [Right-hand mode: Example of abnormal right-hand command] Figure 8-26 is an explanatory diagram showing an example of the effect image and effect sound of each effect related to the abnormal right hit instruction during the right hit mode (ST mode). Figure 8-27 is a time chart showing the execution timing of each effect related to the abnormal right hit instruction during the right hit mode. 【0363】 First, as shown in FIG. 8-26(1), when the CPU 103 is executing the variable display of the second special symbol (FIG. 8-27: T1), the performance control CPU 120 executes the variable display of the decorative symbol in the symbol display area of the image display device 5. At this time, the variable display of the small symbol is started in the small symbol display area of the image display device 5. At this time, the active display is displayed in the active display area. In addition, the performance control CPU 120 plays and outputs the ST mode performance sound (hereinafter referred to as "ST performance sound") related to the ST mode from the speakers 8L and 8R. 【0364】 At this time, the presentation control CPU 120, based on the fact that the game mode is controlled to ST mode [Dream Dream Mode], displays the words "Powerful RUSH" in the upper center of the screen of the image display device 5, a presentation mode icon indicating the current presentation mode (in this example, an icon containing the words "Dream Dream Mode") in the upper left of the screen of the image display device 5, and a remaining ST number display indicating the remaining number of controls in ST mode (in this example, the words "150 remaining") in the upper right of the screen of the image display device 5. 【0365】 Next, as shown in Fig. 8-26(2), when the CPU 103 detects an abnormal left hit (Fig. 8-27: T2), the effect control CPU 120 executes an abnormal right hit instruction effect, displays a fourth instruction image IP4 (in this example, an image including the characters "right hit" and a right-pointing arrow object) in the center of the screen of the image display device 5, and plays and outputs a fourth instruction sound (in this example, the sound "right hit") from the speakers 8L and 8R. At this time, although the ST mode effect sound is being played and output from the speakers 8L and 8R, the playback output priority is ST mode effect sound < fourth instruction sound. 【0366】 In this example, when the abnormal right hit instruction effect is executed, the image of the fourth instruction image IP4, which includes a right-pointing arrow object and the words "Right Hit", is an image that is displayed in a manner that frames in from the left edge of the screen of the image display device 5 and frames out toward the right edge of the screen. In the abnormal right hit instruction effect, this display control is repeated twice (5000 ms). 【0367】 Next, as shown in Figure 8-26(3), when 5000 ms has elapsed since the start of the abnormal right-hit instruction effect (Figure 8-27: T3), the effect control CPU 120 ends the abnormal right-hit instruction effect, erases the fourth instruction image IP4 (in this example, an image including the characters "right hit" and a right-pointing arrow object) from the center of the screen of the image display device 5, and ends the playback output of the fourth instruction sound (in this example, the sound "left hit") from the speakers 8L and 8R. At this time, the ST mode effect sound is being played and output from the speakers 8L and 8R. 【0368】 [Right-hand mode: Example of abnormal left-hand hit detection during jackpot FF period] Figure 8-28 is an explanatory diagram showing an example of the effect image, effect sound, and effect light of each effect related to the case where an abnormal left hit is detected during the right hit mode: jackpot mode (jackpot FF period). Figure 8-29 is a time chart showing the execution timing of each effect related to the case where an abnormal left hit is detected during the right hit mode: jackpot mode (jackpot FF period). 【0369】 The example of the presentation shown in Figure 8-28(1) is the same as the example of the presentation shown in Figure 8-19(3), so the explanation will be omitted. 【0370】 Next, as shown in Figure 8-28 (2), even if the CPU 103 detects an abnormal left hit during the jackpot FF period (Figure 8-29: T2), the CPU 120 for effect control does not execute the abnormal right hit instruction effect, does not display the fourth instruction image IP4 (in this example, an image including the words "right hit" and a right-pointing arrow object) in the center of the screen of the image display device 5, and does not play or output the fourth instruction sound (in this example, the sound "right hit") from the speakers 8L and 8R. 【0371】 As shown in steps S02TM1230 to S02TM1240 in Figure 8-9, even if an abnormal left hit is detected during the jackpot FF period, the processing of step S02TM1250 (processing to decide to execute the abnormal right hit instruction display) is skipped, so even if an abnormal left hit is detected during the jackpot FF period, the abnormal right hit instruction display is not executed. 【0372】 [Right-hit mode (jackpot round period): Example of abnormal right-hit instruction] Figure 8-30 is an explanatory diagram showing an example of the effect images and sound effects of each effect related to an abnormal right-hit instruction during the right-hit mode (jackpot round period (hereinafter referred to as the "jackpot RD period" as appropriate)). Figure 8-77 is also a similar diagram, but differs from Figure 8-30 in that the image display device 5 displays characters named Mumu and Jam. Figure 8-31 is a time chart showing the execution timing of each effect related to an abnormal right-hit instruction during the right-hit mode (jackpot RD period). 【0373】 First, as shown in Figure 8-30 (1), when the CPU 103 controls the game state to the jackpot RD period of the jackpot game state (Figure 8-31: T1), the presentation control CPU 120 executes the jackpot RD presentation (first round), causes the image display device 5 to display a jackpot RD image (in this example, a background image of a mountain, sun, and musical notes, a round display ("1ROUND") indicating the current round number, and a prize ball number display (00000pt) indicating the number of awarded prize balls), and causes the game effect lamp 9 to emit rainbow colors. At this time, the presentation control CPU 120 plays and outputs a jackpot round presentation sound (hereinafter referred to as "round presentation sound" as appropriate) from the speakers 8L and 8R in connection with the jackpot RD presentation, causing the game effect lamp 9 to emit rainbow colors. 【0374】 Next, as shown in Fig. 8-30(2), when the CPU 103 detects an abnormal left hit (Fig. 8-31: T2), the effect control CPU 120 executes an abnormal right hit instruction effect, displays a fourth instruction image IP4 (in this example, an image including the characters "Right Hit" and a right-pointing arrow object) in the center of the screen of the image display device 5, and plays and outputs a fourth instruction sound (in this example, the sound "Hit right") from the speakers 8L and 8R. At this time, although the jackpot round effect sound is being played and output from the speakers 8L and 8R, the playback output priority is set to jackpot round effect sound < fourth instruction sound. 【0375】 Next, as shown in Figure 8-30(3), when 5000 ms has elapsed since the start of the abnormal right-hit instruction presentation (Figure 8-31: T3), the presentation control CPU 120 ends the abnormal right-hit instruction presentation, erases the fourth instruction image IP4 (in this example, an image including the characters "Hit Right" and a right-pointing arrow object) from the center of the screen of the image display device 5, and ends the playback output of the fourth instruction sound (in this example, the sound "Hit Left") from the speakers 8L and 8R. At this time, the jackpot round presentation sound is being played and output from the speakers 8L and 8R. 【0376】 [Volume adjustment] A "volume value" is provided as a value related to the effect sound. The volume value is the upper limit (volume value) of the volume that can be output by the pachinko gaming machine 1. In this example, the volume value can be set between "1" and "3." This volume value can be set to any value by the player performing a predetermined operation (for example, operating the up and down buttons of the effect key provided on the pachinko gaming machine 1). Hereinafter, the volume value will be referred to as "master volume," "volume," etc. as appropriate. 【0377】 The pachinko gaming machine 1 is provided with up and down buttons of the effect keys (hereinafter referred to as "volume adjustment buttons" as appropriate) as buttons for adjusting the volume value. When the up button of the up and down buttons of the effect keys (hereinafter referred to as "volume adjustment button (+)" as appropriate) is operated, the volume value is set to a value obtained by adding "1" to the volume value before operating the up button, and when the down button of the up and down buttons of the effect keys (hereinafter referred to as "volume adjustment button (-)" as appropriate) is operated, the volume value is set to a value obtained by subtracting "1" from the volume value before operating the down button. 【0378】...
Claims
[Claim 1] A gaming machine that can be controlled to be in an advantageous state, The gaming machine is, It consists of a door frame and an inner frame, A means to customize the effects so that the frequency of the effects can be changed, A sagging suppression means for preventing the door frame from sagging vertically, A first guide portion slides the guided portion of the door frame to guide the door frame toward the closed position, The system includes a second guide portion that slides the guided portion of the inner frame to guide the inner frame toward the inner frame closed position, The second guide portion includes a first surface and a second surface having a different inclination angle from the first surface, The aforementioned door frame is It has a designated part that allows the player to apply a load in the vertical direction, The door frame can change between a closed state, in which the door frame is locked in the closed position; a first unlocked state, in which the door frame is unlocked from the closed state and the guided portion of the door frame is guided by the first guide; and a second unlocked state, in which the door frame is open beyond the range in which the guided portion of the door frame is guided by the first guide. The upper outer surface of the door frame is provided with a retention area where game balls can be retained when the door frame is in the closed state. The door frame is provided with a specific internal access component that enters the interior of the inner frame when the door frame is in the closed state. The door frame hangs more vertically when the door frame is in the first unlocked state than when the door frame is in the closed state. The aforementioned specific internal access component is positioned so as not to come into contact with the inner frame component when the door frame moves from the closed state to the first unlocked state. The second unlocked state of the door frame includes an overlapping state in which the specific internal entry component overlaps with the inner frame component, and a non-overlapping state in which the door frame opens further and the specific internal entry component does not overlap with the inner frame component. In the aforementioned superimposed state, the specific internal entry component does not come into contact with the component of the inner frame. In the non-superimposed state, the specific internal entry component is located lower than the component of the inner frame. A gaming machine characterized by the following features.