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
Conventional gaming machines lack enhanced marketability features, particularly in terms of variable displays and player engagement.
The gaming machine incorporates variable displays of specific identification information, multiple light emitting means, and sound output capabilities, including instrumental and vocal music, along with movable body performances to enhance player interaction and engagement.
The enhanced features improve marketability by providing a more engaging and attractive gaming experience, increasing player interest and enjoyment.
Smart Images

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Abstract
Description
[Technical field] 【0001】 The present invention relates to a gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player. [Background technology] 【0002】 Some conventional gaming machines are capable of executing variable displays and controlling the game state to a jackpot game state (advantageous state) that is advantageous to the player, and when a reserved memory including information on the variable display is generated by the occurrence of a new start winning, they are capable of executing the display of an appearance animation that gradually displays the reserved display based on the reserved memory (see, for example, Patent Document 1). In addition, gaming machines that output music during play are 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 2016-97173 A [Patent Document 2] JP 2015-70967 A Summary of the Invention [Problem to be solved by the invention] 【0004】 There was room for improving marketability in gaming machines having the functions and configurations of Patent Documents 1 and 2. 【0005】 The present invention has been made in consideration of the above-mentioned circumstances, and has an 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 that variably displays specific identification information, A game control means; A performance control means; A storage means; A plurality of light emitting means; The plurality of light emitting means include a game control means side light emitting means controlled by the game control means, and a performance control means side light emitting means controlled by the performance control means, The storage means includes: It is possible to store information regarding the variable display of the specific identification information, a plurality of storage areas including the variable display storage area and a plurality of reserved storage areas including a first reserved storage area which is an area for storing information related to the variable display of the specific identification information subsequent to the variable display storage area; The game control means is capable of changing the state of the light emitting means on the game control means side based on the execution of the variable display of the specific identification information, The performance control means is capable of changing the state of the performance control means side light emitting means based on the fact that the variable display of the specific identification information is being executed, In a case where the storage means does not store information regarding the variable display of specific identification information, when the game medium passes through a starting area, the light emitting means on the game control means changes to a state corresponding to the variable display of specific identification information before the light emitting means on the performance control means changes to a state corresponding to the variable display of specific identification information, 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 movable body, The performance control means includes: The display means can variably display the decorative identification information in correspondence with the variably displayed special identification information, During variable display of decoration identification information, A plurality of types of music can be output from the sound output means, A movable body performance that operates the movable body can be executed, The sound output means can output a performance sound corresponding to the movable body that moves due to the movable body performance, The songs include instrumental songs without vocals and vocal songs. In a first period of the variable display period of the decoration identification information, The instrumental music piece can be output, As the movable body performance, a first movable body performance can be executed in which the movable body is operated in a predetermined pattern, a first sound effect corresponding to the movable body moving in the predetermined pattern can be output; In a second period after the first period of the variable display period of the decoration identification information has elapsed, The vocal music piece can be output, A second movable body performance can be executed in which the movable body is operated in a specific pattern different from the predetermined pattern, a second sound effect corresponding to the movable body moving in the specific pattern can be output; The output of the instrumental music piece is limited in response to the output of the first performance sound; The output of the vocal music piece is limited in response to the output of the second performance sound. According to this feature, in consideration of the above-mentioned circumstances, a gaming machine with improved marketability can be provided. 【0007】 Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings] 【0008】 [Figure 1] FIG. 2 is a front view of the pachinko game machine. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3]13 is a flowchart showing an example of a game control main process. [Figure 4] 13 is a flowchart showing an example of a timer interrupt process for game control. [Diagram 5] 13 is a flowchart showing an example of a special symbol process. [Figure 6] 13 is a flowchart showing an example of a performance control main process. [Figure 7] 13 is a flowchart showing an example of a performance control process. [Figure 8-1] This is a front view of the pachinko game machine 1 at the characteristic part 02TM. [Figure 8-2] FIG. 2 is an explanatory diagram showing each random number. [Figure 8-3] 1A is an explanatory diagram showing a display result determination table, and FIG. 1B is an explanatory diagram showing a jackpot type determination table. [Figure 8-4] An explanatory diagram showing a 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 the time-saving state. [Figure 8-7] FIG. 13 is an explanatory diagram showing a fluctuation pattern determination table for ST state. [Figure 8-8] 13A is an explanatory diagram showing an operation method instruction effect list table, and FIG. 13B is an explanatory diagram showing an error notification effect list table. [Figure 8-9] 13 is a flowchart showing an example of an abnormal operation method instruction performance determination process. [Figure 8-10] FIG. 13A is an explanatory diagram showing a condition table related to an abnormal operation method instruction, and FIG. 13B 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 starts. [Figure 8-12] FIG. 2 is an explanatory diagram showing a specific example of a game flow. [Figure 8-13]FIG. 1A is a conceptual diagram showing a typical layer structure, and FIG. 1B is an explanatory diagram of the layer structure. [Figure 8-14] An explanatory diagram showing specific examples of each presentation 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] 11 is an explanatory diagram showing specific examples of each effect related to error notification in normal mode. FIG. [Figure 8-18] 13 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 related to 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 related to 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 the error notification in normal mode and the jackpot FF effect in right-hand 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 abnormal left hand instruction and error notification in normal mode, and the execution timing of each effect related to the jackpot FF effect in right hand mode. [Figure 8-25] FIG. 2 is an explanatory diagram showing a specific example of an amusement arcade in which gaming machines are installed. [Figure 8-26] An explanatory diagram showing specific examples of each presentation 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 performance when an abnormal left hit is detected during a jackpot FF period in right hit mode. [Figure 8-30] This is an explanatory diagram showing specific examples of each presentation regarding 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 performance related to an abnormal right-hit instruction during the jackpot RD period in right-hit mode. [Figure 8-32] 13 is a flowchart showing an example of a volume adjustment effect determination process. [Figure 8-33] 10 is an explanatory diagram showing specific examples of each effect related to volume adjustment. FIG. [Figure 8-34] 11 is a time chart showing the execution timing of each performance related to volume adjustment. [Figure 8-35] 13 is a flowchart showing an example of a light amount adjustment performance determination process. [Figure 8-36] 10 is an explanatory diagram showing specific examples of each effect related to light intensity adjustment. FIG. [Figure 8-37] 11 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 the volume adjustment in normal mode and the jackpot FF effect in right-hand mode. [Figure 8-40] This is an explanatory diagram showing specific examples of each effect related to the light intensity adjustment in normal mode and the jackpot FF effect in right-hand mode. [Figure 8-41] This is a time chart showing the timing of the 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]13 is a flowchart showing an example of an auto button setting performance 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 hit 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 hit 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] 11 is an explanatory diagram showing specific examples of each effect when a volume adjustment display, a light intensity adjustment display, and an auto button setting display are displayed simultaneously. FIG. [Figure 8-50] 11 is an explanatory diagram showing specific examples of each effect when a volume adjustment display, a light intensity adjustment display, and an auto button setting display are displayed simultaneously. FIG. [Figure 8-51] This is a time chart showing the execution timing of each effect when the volume adjustment display, the light intensity adjustment display, and the auto button setting display are displayed simultaneously. [Figure 8-52] This is an explanatory diagram showing specific examples of each presentation related to the jackpot FF presentation (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 the jackpot C. [Figure 8-54] (A) is an explanatory diagram showing specific examples of each presentation related to the jackpot FF presentation corresponding to the jackpot A and the jackpot B, and (B) is an explanatory diagram showing specific examples of each presentation related to the jackpot FF presentation corresponding to the 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 presentation regarding error notification during the jackpot FF presentation corresponding to jackpot A and jackpot B in the right-hit mode, and (B) is an explanatory diagram showing specific examples of each presentation regarding error notification during the jackpot FF presentation corresponding to jackpot C in the right-hit 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 of the jackpot ED effects 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 regarding 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 presentation related to the winning ball update presentation. [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. [Figure 8-70] (A) An explanatory diagram showing specific examples of each presentation regarding an error notification during a jackpot FF presentation (Part 1) in a gaming machine equipped with a gimmick device, and an explanatory diagram showing specific examples of each presentation regarding an error notification during a jackpot FF presentation (Part 2) in a gaming machine equipped with a gimmick device. [Figure 8-71] FIG. 11 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 performance when the game is controlled to normal mode after transitioning to time-saving mode. [Fig. 8-73] This is an explanatory diagram showing specific examples of each presentation 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 related to 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 presentation regarding abnormal right-hit instructions during the jackpot RD period in right-hit mode. [Figure 9-1] FIG. 2 is a front view of the pachinko game machine. [Figure 9-2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 9-3] FIG. 13 is an explanatory diagram showing the contents of a VRAM. [Figure 9-4]FIG. [Figure 9-5] FIG. 11 is an explanatory diagram of display priority. [Figure 9-6] 13A and 13B 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. 13 is an explanatory diagram showing a display result determination table. [Figure 9-9] 1A is an explanatory diagram showing a jackpot type determination table, and FIG. 1B is an explanatory diagram showing jackpot types. [Figure 9-10] FIG. 13 is an explanatory diagram of a deviation fluctuation pattern. [Figure 9-11] This is 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] This is an explanatory diagram of the fluctuation pattern determination table for jackpots. [Figure 9-16] FIG. 2 is an explanatory diagram of a data retention area for game control. [Figure 9-17] FIG. 13 is an explanatory diagram of a performance control data storage area. [Figure 9-18] 13 is a flowchart showing an example of a game control main process. [Figure 9-19] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 9-20] 13 is a flowchart showing an example of a special symbol process. [Figure 9-21] 13 is a flowchart showing an example of a start winning determination process. [Figure 9-22] 13 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 9-23] 13 is a flowchart showing an example of normal special symbol processing. [Figure 9-24]13 is a flowchart showing an example of a variation pattern setting process. [Figure 9-25] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 9-26] A flowchart showing an example of processing during opening of a jackpot. [Figure 9-27] A flowchart showing an example of a jackpot end process. [Figure 9-28] 13 is a flowchart showing an example of a performance control main process. [Figure 9-29] 13 is a flowchart showing an example of a performance control process. [Figure 9-30] 13 is a flowchart showing an example of a variable display start setting process. [Figure 9-31] A flowchart showing an example of a performance processing during a jackpot. [Figure 9-32] FIG. 13 is an explanatory diagram of effects that can be executed during variable display. [Figure 9-33] FIG. 13 is an explanatory diagram of effects that can be executed during variable display. [Figure 9-34] FIG. 13 is an explanatory diagram of effects that can be executed during variable display. [Figure 9-35] 13 is an explanatory diagram of the game state in which each performance can be executed and the effects that are displayed. [Figure 9-36] 13 is an explanatory diagram of the game state in which each performance can be executed and the effects that are displayed. [Figure 9-37] 1A is an explanatory diagram showing whether or not a pending display effect is executed and the determination ratio of the effect pattern, and FIG. 1B is an explanatory diagram showing the determination ratio of the timing of the change in the display mode of the pending 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] 13A is an explanatory diagram of the pattern determination ratio of weak super reach title effects, and FIG. 13B is an explanatory diagram of the pattern determination ratio of strong super reach title effects. [Figure 9-41]13 is an explanatory diagram of whether or not a cut-in effect is executed and the effect pattern determination ratio. FIG. [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 expansion presentation is executed when the variable display starts. [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 performance is executed. [Figure 9-47] This is a presentation diagram showing the display mode when the second line preview performance is executed. [Figure 9-48] This is a presentation diagram showing the display mode when a pseudo consecutive performance is executed. [Figure 9-49] A presentation diagram showing the display mode when pseudo consecutive performance 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 a strong super reach title presentation is executed. [Figure 9-55] This is a presentation diagram showing the display mode when a strong super reach title presentation is executed. [Figure 9-56] This is a presentation diagram showing the display mode when a cut-in effect is executed. [Figure 9-57] This is a presentation diagram showing the display mode when a cut-in effect is executed. [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 performance 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 performance is executed. [Figure 9-62] This is a presentation diagram showing the display mode when the second line preview performance 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 a strong super reach title presentation is executed. [Figure 9-65] This is a presentation diagram showing the display mode when a strong super reach title presentation is executed. [Figure 9-66] This is a presentation diagram showing the display mode when a cut-in effect is executed. [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 performance is executed. [Figure 9-69] A presentation diagram showing the display mode when a fanfare performance is executed. [Figure 9-70] A presentation diagram showing the display mode when a fanfare performance is executed. [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 performance 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] 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 the 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 the hold consecutive notification presentation are executed. [Figure 9-81] This is a presentation diagram showing the display mode when a demo presentation is being performed. [Figure 9-82] This is a presentation diagram showing the display mode when a demo presentation is being performed. [Figure 9-83] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-84] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-85] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-86] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-87] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-88] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-89] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-90] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-91] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-92] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-93] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-94] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-95] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-96] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-97] FIG. 13 is an explanatory diagram of a magnification effect. [Figure 9-98] FIG. 11 is an explanatory diagram of a decorative effect. [Figure 9-99] FIG. 11 is an explanatory diagram of a decorative effect. [Figure 9-100]FIG. 11 is a comparative diagram showing a case where a decorative effect is displayed and a case where a magnification effect is displayed. [Fig. 9-101] FIG. 11 is a comparative diagram showing a case where a decorative effect is displayed and a case where a magnification effect is displayed. [Fig. 9-102] FIG. 11 is a comparative diagram showing a case where a decorative effect is displayed and a case where a magnification effect is displayed. [Fig. 9-103] FIG. 11 is a comparative diagram showing a case where a decorative effect is displayed and a case where a magnification effect is displayed. [Fig. 9-104] FIG. 11 is a comparative diagram showing a case where a decorative effect is displayed and a case where a magnification effect is displayed. [Fig. 9-105] An explanatory diagram showing an example of a variable display based on the fluctuation pattern of a super reach. [Fig.9-106] An explanatory diagram showing an example of a variable display based on the fluctuation pattern of a super reach. [Fig. 9-107] An explanatory diagram showing an example of a variable display based on the fluctuation pattern of a super reach. [Fig. 9-108] An explanatory diagram showing an example of a variable display based on the fluctuation pattern of a super reach. [Fig. 9-109] This is a timing chart for the decorative pattern expansion performance when the variable display starts. [Fig. 9-110] This is a timing chart for the first line preview. [Fig. 9-111] This is a timing chart for the second line preview performance. [Fig.9-112] This is a timing chart for the pseudo consecutive performance. [Fig.9-113] This is a timing chart for normal reach performance. [Fig. 9-114] This is a timing chart for the strong super reach title presentation. [Fig. 9-115] This is a timing chart for the strong super reach title presentation. [Fig. 9-116] This is a timing chart for the pattern matching performance. [Fig. 9-117]13 is a timing chart for the preview button performance. [Fig. 9-118] FIG. 2 is an explanatory diagram of each period in a timing chart. [Fig. 9-119] FIG. 2 is an explanatory diagram of each period in a timing chart. [Fig.9-120] FIG. 2 is an explanatory diagram of each period in a timing chart. [Fig. 9-121] FIG. 2 is an explanatory diagram of the relationship between each period in a timing chart. [Fig.9-122] A comparative diagram between the first line preview performance and the second line preview performance. [Fig.9-123] This is a comparison diagram of strong super reach title presentation. [Fig. 9-124] A comparative diagram between the enlarged decorative pattern effect at the start of the variable display and the normal reach effect. [Fig. 9-125] A comparative diagram between the enlarged decorative pattern effect at the start of the variable display and the pattern matching effect. [Fig. 9-126] A comparison diagram between the expansion effect when the pattern stops and the normal reach effect. [Fig. 9-127] A comparison diagram between the expansion effect when the patterns stop and the pattern matching effect. [Fig.9-128] A comparison diagram between normal reach effects and pattern matching effects. [Fig. 9-129] 13 is a timing chart of a normal reach presentation in a modified example. [Fig. 9-130] A presentation diagram showing the display mode of the second left-hit display presentation in a modified example. [Fig.9-131] An explanatory diagram of a jackpot type determination table and jackpot types in a modified example. [Figure 10-1] FIG. [Figure 10-2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 10-3] FIG. 2 is a block diagram showing a circuit configuration of a main board. [Figure 10-4] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 10-5] FIG. [Figure 10-6] 13A and 13B 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. 13 is an explanatory diagram showing a display result determination table. [Figure 10-9] 1A is an explanatory diagram showing a jackpot type determination table, and FIG. 1B is an explanatory diagram showing jackpot types. [Figure 10-10] FIG. 13 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] 11(A) to 11(F) are explanatory diagrams of the fluctuation pattern judgment table for misses. [Figure 10-14] 11A to 11D are explanatory diagrams of the fluctuation pattern judgment table for misses. [Figure 10-15] 13(A) to (C) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 10-16] 13(A) to 13(C) are explanatory diagrams of the fluctuation pattern determination table for big wins. [Figure 10-17] 3 is an explanatory diagram of each game state. FIG. [Figure 10-18] (A) is an explanatory diagram of a special pattern unit, (B) is an explanatory diagram of a variable display of a special pattern, (C) is an explanatory diagram of a display unit for performance, and (D) is an explanatory diagram of a variable display of a sub-pattern. [Figure 10-19] FIG. 2 is an explanatory diagram showing a data retention area for game control. [Figure 10-20] FIG. 4 is an explanatory diagram showing 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] 13 is a flowchart showing an example of a game control main process. [Figure 10-24] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 10-25] FIG. 11 is an explanatory diagram showing two-byte buffers formed in a RAM used in switch processing; [Figure 10-26] 13 is a flowchart illustrating an example of a switch process. [Figure 10-27] 13 is a flowchart illustrating an example of a random number update process. [Figure 10-28] 13 is a flowchart showing an example of a special symbol process. [Figure 10-29] 13 is a flowchart showing an example of a start port switch passing process. [Figure 10-30] 13 is a flowchart showing an example of a winning presentation process. [Figure 10-31] 13 is a flowchart showing an example of normal special symbol processing. [Figure 10-32] 13 is a flowchart showing an example of a special pattern determination process. [Figure 10-33] 13 is a flowchart showing an example of a special symbol buffer shift process. [Figure 10-34] 13 is a flowchart showing an example of a variation pattern setting process. [Figure 10-35] 13 is a flowchart showing an example of a special pattern change process. [Figure 10-36] 13 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] 13 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] 13 is a flowchart showing an example of a special symbol display control process. [Figure 10-41] 13 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 start winning occurs and the timing of starting the light control of the reserve display, (B) is an explanatory diagram of the timing of command transmission at the start of the variable display and the timing of starting the light control of the reserve display after the number of reserved memories has been subtracted, and (C) is an explanatory diagram of the timing of starting the light control of the special pattern and the timing of starting the subtraction of the variable display time at the start of the variable display. [Figure 10-43] 13 is a flowchart showing an example of a performance control main process. [Figure 10-44] 13 is a flowchart showing an example of a performance control process. [Figure 10-45] 13 is an explanatory diagram of the trigger for changing the presentation mode in the presentation mode determination process. FIG. [Figure 10-46] This is an explanatory diagram of whether or not a hold change effect is executed and the determination ratio of the effect pattern. [Figure 10-47] 13 is a flowchart showing an example of a flash effect process when a prize is won. [Figure 10-48] An explanatory diagram of the ratio for determining whether or not to execute a flash effect when a prize is won. [Figure 10-49] 13 is a flowchart showing 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] 13 is a flowchart showing an example of a variable display start setting process. [Figure 10-52] 1A is an explanatory diagram of the processing cycle of the CPU and the CPU for performance control, and FIG. 1B 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 pattern of the pending display in the appearance animation in presentation mode A. [Figure 10-57] FIG. 13 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] 13A is an explanatory diagram showing the stay animation in presentation mode A, and FIG. 13B 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. 13 is an explanatory diagram showing a shift animation in presentation mode A. [Figure 10-65] FIG. 13 is an explanatory diagram showing a shift animation in presentation mode A. [Figure 10-66] FIG. 13 is 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 a case where 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 a case where a new pending memory occurs during a variable display of 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 of the case where a new pending memory occurs during the shift animation after the variable display of pending memories from 1 to 3 has ended and the next variable display has begun. [Figure 10-75] This is an explanatory diagram of the case where a pending memory occurs within 33 ms after the variable display of pending memories from 1 to 3 has ended and the next variable display has started. [Figure 10-76] This is an explanatory diagram of the case where a new reserved memory occurs less than 33 ms before the start of the next variable display after the variable display of reserved memories from 1 to 3 has ended. [Figure 10-77] This is an explanatory diagram showing when a new start winning occurs while the number of pending memories is variable displayed as four. [Figure 10-78] This is an explanatory diagram of when 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 starting winning occurs during the pattern determination period after the variable display of the pending memory number of 4 has ended. [Figure 10-80] This is an explanatory diagram showing the case where a new pending memory occurs within 33 ms of the start of the next variable display after the end of a variable display with four pending memories. [Figure 10-81]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 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 the case where 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 at which variable display starts when the number of pending memories is 0 and a new pending memory occurs when variable display is not being executed. [Figure 10-87] This is an explanatory diagram regarding the timing at which variable display starts when the number of pending memories is 0 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 the number of hold memories is 0 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 the number of hold memories is 0 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 the number of hold memories is 0 and a new hold memory occurs when variable display is being executed. [Figure 10-92]A comparison diagram of each performance. [Figure 10-93] 13 is an explanatory diagram for storing a random number value extracted during the start port switch passing process. FIG. [Figure 10-94] FIG. 13 is an explanatory diagram of a special buffer shifting process. [Figure 10-95] FIG. 13 is an explanatory diagram of a special buffer shifting process. [Figure 10-96] This is an explanatory diagram 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 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 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 memory occurs continuously. [Figure 10-100] This is an explanatory diagram when the number of reserved memories is 0 and a new reserved memory occurs when variable display is not being executed. [Figure 10-101] This is an explanatory diagram of the animation that appears when a start winning occurs when switching from the result screen to the normal screen. [Fig. 10-102] FIG. 13 is an explanatory diagram of the stay animation when switching from the result screen to the normal screen. [Figure 11-1] FIG. [Figure 11-2] 1 is a configuration diagram showing various control boards etc. 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] 13A and 13B 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. 13 is an explanatory diagram showing a display result determination table. [Figure 11-9] 1A is an explanatory diagram showing a jackpot type determination table, and FIG. 1B is an explanatory diagram showing jackpot types. [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 special state. [Figure 11-11] 13(A) to 13(F) are explanatory diagrams of the fluctuation pattern determination table. [Figure 11-12] FIG. 2 is an explanatory diagram showing a data retention area for game control. [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] 13 is a flowchart showing an example of a game control main process. [Figure 11-15] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 11-16] 13 is a flowchart showing an example of a special symbol process. [Figure 11-17] 13 is a flowchart showing an example of a start winning determination process. [Figure 11-18] 13A is a flowchart showing an example of a process for determining a random number value when a prize is won, and FIG. 13B is a diagram showing variable categories. [Figure 11-19] 13 is a flowchart showing an example of normal special symbol processing. [Figure 11-20] 13 is a flowchart showing an example of a variation pattern setting process. [Figure 11-21] 13 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] 13 is a flowchart showing an example of a performance control main process. [Figure 11-24] 13 is a flowchart showing an example of a performance control process. [Figure 11-25]An explanatory diagram of whether or not a pending display effect is executed and the determination ratio of the effect pattern. [Figure 11-26] 13 is a flowchart showing 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 determination ratio for whether or not to execute the continuous breaking effect in a normal state. [Figure 11-28] (A) is a flowchart showing an example of a dialogue preview performance setting process, (B) is an explanatory diagram of whether or not a dialogue preview performance is executed in the normal state and the performance pattern determination ratio, and (C) is an explanatory diagram of the performance 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 performance patterns of the broken 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 performance patterns of the broken effects. [Figure 11-32] This is an explanatory diagram of the content of the effects that can be executed in the time-saving state and the special state, and the performance patterns of the breaking effects. [Figure 11-33] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each performance. [Figure 11-34] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each performance. [Figure 11-35] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each performance. [Figure 11-36] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each performance. [Figure 11-37] A diagram showing the flow of presentation in Super Reach α. [Figure 11-38] A diagram showing the flow of presentation in Super Reach α. [Figure 11-39] A diagram showing the flow of presentation in Super Reach α. [Figure 11-40] A diagram showing the flow of presentation in Super Reach β. [Figure 11-41] A diagram showing the flow of presentation in Super Reach β. [Figure 11-42] A figure showing details of an example of the operation of the first consecutive breaking performance. [Figure 11-43] A figure showing details of an example of the operation of the second consecutive breaking performance. [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 performance A. [Figure 11-46] A figure showing details of an example of the operation of background change performance A. [Figure 11-47] A figure showing details of an example of the operation of background change presentation B. [Figure 11-48] A figure 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 performance. [Figure 11-50] A figure showing details of an example of the operation of a reach suggestion performance. [Figure 11-51] A figure showing details of an example of the operation of a weak development performance. [Figure 11-52] A figure showing details of an example of some of the operations in the 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] A figure showing details of an example of a cut-in performance. [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 performance. [Figure 11-60] This is an explanatory diagram for comparing the details of each performance. [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] 13 is a timing chart showing details of the dialogue preview performance. [Figure 11-63] 13 is a timing chart showing details of background change performance A. [Figure 11-64] 13 is a timing chart showing details of background change performance B. [Figure 11-65] 13 is a timing chart showing details of the pseudo consecutive performance. [Figure 11-66] This is a timing chart showing details of the reach suggestion performance. [Figure 11-67] This is a timing chart showing details of the weak development performance. [Figure 11-68] This is a timing chart showing details of strong development performance A. [Figure 11-69] This is a timing chart showing details of strong development performance B. [Figure 11-70] 13 is a timing chart showing details of a cut-in effect. [Figure 11-71] 13 is a timing chart showing details of the result notification presentation. [Figure 11-72] FIG. 13 is an explanatory diagram showing the speed change of fragment images in each performance. [Figure 11-73] FIG. 13 is a diagram showing a crack pattern in a crack effect. [Figure 11-74] 11A to 11C are diagrams showing display examples of each crack pattern. [Figure 11-75] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern A. [Figure 11-76] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern B. [Figure 11-77] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern C. [Figure 11-78] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern D. [Figure 11-79] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern E. [Figure 11-80] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern F. [Figure 11-81] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern G. [Figure 11-82] FIG. 13A shows a pseudo consecutive effect, and FIG. 13B shows a fragment image displayed in a cut-in effect. [Figure 11-83] (A) shows a fragment image displayed in background change performance A, and (B) shows a fragment image displayed in strong development performance B. [Figure 11-84] FIG. 1 is a diagram showing a first modified example of the present invention. [Figure 11-85] FIG. 13 is a diagram showing a second modified example of the present invention. [Figure 11-86] FIG. 13 is a diagram showing a third modified example of the present invention. [Figure 11-87] FIG. 13 is a diagram showing a fourth modified example of the present invention. [Figure 11-88] FIG. 13 is a diagram showing a fifth modified example of the present invention. [Figure 11-89] FIG. 13 is a diagram showing a sixth modified example of the present invention. [Figure 11-90] FIG. 13 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. 17 is a diagram showing a tenth modified example of the present invention. [Figure 12-1] FIG. [Figure 12-2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 12-3] FIG. 11 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. 13 is an explanatory diagram showing a display result determination table. [Figure 12-6] 1A is an explanatory diagram showing a jackpot type determination table, and FIG. 1B is an explanatory diagram showing jackpot types. [Figure 12-7] FIG. 13 is an explanatory diagram of a fluctuation pattern. [Figure 12-8] FIG. 13 is an explanatory diagram of a fluctuation pattern determination table. [Figure 12-9] FIG. 2 is an explanatory diagram showing a data retention area for game control. [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] 13 is a flowchart showing an example of a game control main process. [Figure 12-12] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 12-13] 13 is a flowchart showing an example of a special symbol process. [Figure 12-14] 13 is a flowchart showing an example of a start winning determination process. [Figure 12-15] 13 is a flowchart showing an example of normal special symbol processing. [Figure 12-16] 13 is a flowchart showing an example of a performance control main process. [Figure 12-17] 13 is a flowchart showing an example of a performance control process. [Figure 12-18] 13 is a flowchart showing an example of a demo performance control process. [Figure 12-19] 13 is a flowchart showing an example of a demo performance control process. [Figure 12-20] 13 is a flowchart showing an example of a demo performance control process. [Figure 12-21] (A1) and (A2) are diagrams showing the first presentation mode, (B1) and (B2) are diagrams showing the second presentation mode, and (C1) and (C2) are diagrams 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] 13A is a timing chart showing the state of each part at the start of variable display in the first presentation mode, and FIG. 13B 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] A diagram showing the flow of SP reach presentation in a low base state. [Figure 12-27] A diagram showing the flow of SP reach presentation in a high base state. [Figure 12-28] FIG. 1A shows the start and end conditions for displaying a demo movie, and FIG. 1B shows the configuration of the demo movie display. [Figure 12-29] FIG. 4 is a diagram showing an example of the 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. 13 is a diagram showing an example of the operation of displaying a demo movie. [Figure 12-32] FIG. 13 is a diagram showing an example of the operation of displaying a demo movie. [Figure 12-33] 13A is a display example of the first scene (company name), FIG. 13B is a display example of the fourth scene (warning 1), and FIG. 13C is 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 small patterns. [Figure 12-35] 11A and 11B are diagrams showing the light emission patterns of lamps corresponding to game states. [Figure 12-36] 1A is a diagram showing the arrangement of lamps in a pachinko gaming machine, and FIG. 1B is a schematic diagram of FIG. [Figure 12-37] 13A to 13C are diagrams showing an example of operation when a customer waiting demo performance is performed after the variable display of the first special symbol in a low base state ends. [Figure 12-38] (A4) to (A5) are diagrams showing the main part of FIG. 12-37. [Figure 12-39] 13 is a timing chart showing the flow of a customer waiting demo presentation in a low base state. [Figure 12-40] 13 is a timing chart showing the flow of a customer waiting demo presentation in a low base state. [Figure 12-41] (B1) to (B8) are diagrams showing an example of the operation of the customer waiting demo presentation in a high base state. [Figure 12-42] 13 is a timing chart showing the flow of a customer waiting demo presentation in a high base state. [Figure 12-43] 13 is a timing chart showing the flow of a customer waiting demo presentation in a high base state. [Figure 12-44] A figure showing an example of operation when a pachinko gaming machine is started with a cold start and then a customer waiting demo performance is started. [Figure 12-45] 11 is a timing chart showing the flow of a pachinko gaming machine starting a customer waiting demo performance after being started by a cold start. [Figure 12-46] A figure showing an example of operation when a pachinko game 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 the start of a customer waiting demo performance after a pachinko gaming machine is started with a hot start in a low base state. [Figure 12-48] A figure showing 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 of the start of a customer waiting demo presentation after a pachinko gaming machine is started with a hot start in a high base state. [Figure 12-50]13A to 13E are diagrams showing an example of operation when the demo movie display ends over time in a low base state. [Figure 12-51] 11 is a timing chart showing a flow in which the demo movie display ends over time in a low base state. [Figure 12-52] 11 is a timing chart showing a flow in which the demo movie display ends over time in a high base state. [Figure 12-53] 13A to 13E 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(A) to 12(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] 13A to 13C are diagrams showing an example of operation when a demo movie display is ended by a handle operation in a low base state. [Figure 12-60] 11 is a timing chart showing a process in which the demo movie display ends in response to a steering wheel operation in a low base state. [Figure 12-61] 13A to 13C 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] 11 is a timing chart showing a flow in which a demo movie display is ended by a menu operation in a low base state. [Figure 12-63]11 is a timing chart showing a flow in which a demo movie display ends by a menu operation in a high base state. [Figure 12-64] 13A is a timing chart showing an example of normal operation of the payout device when a prize is won, and FIG. 13B is a timing chart showing an example of erroneous operation of the payout device when a prize is won. [Figure 12-65] FIG. 13 is a diagram showing an example of operation when a bulb failure error occurs during a customer waiting demo performance. [Figure 12-66] FIG. 13 is a diagram for explaining a priority layer. [Figure 12-67] This figure shows the flow when an error occurs in the customer waiting demo performance that is 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 starts in a high base state. [Figure 12-69] FIG. 13 is a diagram for explaining the mechanism of output to an LED driver. [Figure 12-70] FIG. 11 is a diagram for explaining an example of lamp control using a lamp data table. [Figure 12-71] 13 is a diagram for explaining an example of lamp control using a grandchild table based on timer management of a child table; FIG. [Figure 12-72] FIG. 13 is a diagram showing an example of a parent table constituting a lamp data table; [Figure 12-73] FIG. 13 is a diagram showing an example of a child table constituting a lamp data table; [Figure 12-74] FIG. 13 is a diagram showing an example of a grandchild table constituting a lamp data table; [Figure 12-75] FIG. 13 is a diagram showing an example of a grandchild table constituting a lamp data table; [Figure 12-76] FIG. 13 is a diagram showing an example of a grandchild table constituting a lamp data table; [Figure 12-77] FIG. 13 is a diagram showing a lamp data table used when not playing (only the white button flashing and the red button flashing are used during playing). [Figure 12-78]Lamp Data Table: Background A diagram showing the setting contents of a normal parent table. [Figure 12-79] Lamp Data Table: Background Normal child table setting contents. [Figure 12-80] Lamp Data Table: Background Normal Grandchild Table Settings. [Figure 12-81] Lamp Data Table: Background Normal Grandchild Table Settings. [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 the grandchild table of background time reduction. [Figure 12-85] Lamp data table: A diagram showing the settings of the 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 of 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 of the customer waiting demo. [Figure 12-93] Lamp Data Table: A diagram showing the settings of the grandchild table of the customer waiting demo. [Figure 12-94] Lamp Data Table: A diagram showing the settings of the grandchild table of the customer waiting demo. [Figure 12-95] Lamp Data Table: A diagram showing the settings of the grandchild table of the customer waiting demo. [Figure 12-96] Lamp Data Table: A diagram showing the settings of the grandchild table of the customer waiting demo. [Figure 12-97] Lamp Data Table: A diagram showing the settings of the grandchild table of the customer waiting demo. [Figure 12-98] Lamp Data Table: A diagram showing the settings of the grandchild table of the customer waiting demo. [Figure 12-99] 13 is a diagram showing the settings of the parent table of the lamp data table: button white lighting. [Figure 12-100] 13 is a diagram showing the settings of the lamp data table: child table for button white lighting. [Figure 12-101] This is a diagram showing the settings of the lamp data table: grandchild table of the button white lighting. [Figure 12-102] 13 is a diagram showing the settings of the parent table of the lamp data table: button blinking white. [Figure 12-103] 13 is a diagram showing the settings of the lamp data table: button white blinking child table. [Figure 12-104] 13 is a diagram showing the settings of the lamp data table: the white blinking button grandchild table. [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] 13 is a diagram showing the settings of the Lamp Data Table: Red Blinking Button child table. [Figure 12-107] 13 is a diagram showing the settings of the Lamp Data Table: Red Button Flashing Grandchild Table. [Figure 12-108] Lamp Data Table: A diagram showing the setting contents of a parent table of an initialization notification. [Figure 12-109] Lamp data table: A diagram showing the setting contents of a child table of initialization notification. [Figure 12-110] 13 is a diagram showing the setting contents of a grandchild table of the lamp data table: initialization notification. FIG. [Figure 12-111] Lamp Data Table: A diagram showing the setting contents of the parent table of an error. [Figure 12-112] 13 is a diagram showing the setting contents of the lamp data table: error child table. FIG. [Fig. 12-113] 13 is a diagram showing the setting contents of the lamp data table: error grandchild table. FIG. [Figure 12-114] FIG. 13 is a diagram showing the setting contents of a common table. [Fig. 12-115] FIG. 13 is a diagram showing the setting contents of a common table. [Figure 12-116] FIG. 13 is a diagram showing the setting contents of a common table. [Figure 12-117] FIG. 13 is a diagram showing the setting contents of a common table. [Figure 12-118] FIG. 13 is a diagram showing the setting contents of a common table. [Figure 12-119] 1A to 1C are diagrams showing examples of character display and light emission modes in each scene. [Figure 12-120] 13A is a diagram showing an example of operation in the first scene, FIG. 13B is a diagram showing an example of operation in the third scene, and FIG. 13C 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] 13(A) and 13(B) are diagrams for explaining similar colors. [Fig. 12-123] FIG. 13 is a diagram for explaining a display timing list of a demo movie display. [Figure 12-124] 12(A) to 12(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 an gaming machine according to an embodiment. [Figure 13-2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 13-3] 13A and 13B 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. 13 is an explanatory diagram showing a display result determination table. [Figure 13-6] 1A is an explanatory diagram showing a jackpot type determination table, and FIG. 1B is an explanatory diagram showing jackpot types. [Figure 13-7] FIG. 13 is an explanatory diagram of a fluctuation pattern. [Figure 13-8] FIG. 13 is an explanatory diagram of a fluctuation pattern determination table. [Figure 13-9] FIG. 2 is an explanatory diagram showing a data retention area for game control. [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] 13 is a flowchart showing an example of a game control main process. [Figure 13-12] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 13-13] 13 is a flowchart showing an example of a special symbol process. [Figure 13-14] 13 is a flowchart showing an example of a start winning determination process. [Figure 13-15] 13 is a flowchart showing an example of a performance control main process. [Figure 13-16] 13 is a flowchart showing an example of a performance control process. [Figure 13-17] 13 is a flowchart showing an example of a pre-reading light emission performance 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] 11 is an explanatory diagram of the display mode of the image display device when a demo performance is started. FIG. [Figure 13-20] FIG. 13 is an explanatory diagram showing the flow of variable display of super reach. [Figure 13-21] FIG. 13 is an explanatory diagram showing the flow of variable display of super reach. [Figure 13-22] 1 is a perspective view showing a second open state of the pachinko game machine. [Figure 13-23] 1 is a perspective view showing a fourth open state of the pachinko game machine. FIG. [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 a 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 an amusement machine. [Figure 13-32] 1A is a front view showing the frame for the gaming machine, and FIG. [Figure 13-33] 2 is an exploded perspective view showing the configuration of a frame for an amusement machine. FIG. [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] 13 is a cross-sectional view showing the relationship between the outer frame, the rotation axis T1 of the game machine frame, and the rotation axis T2 of the game machine frame and the opening and closing door frame as viewed from the side. [Figure 13-37] 13A and 13B are conceptual diagrams showing the rotational state of the game machine frame around the rotation axis T1. [Figure 13-38] 13(A) to 13(C) are conceptual diagrams for explaining the second open state in a non-hanging state. [Figure 13-39] 13A to 13C are conceptual diagrams illustrating the second open state in which sagging occurs. [Figure 13-40] A diagram showing a player playing while doing other things. [Figure 13-41] 1A to 1A are schematic views showing a closed state, and FIG. 1A is a schematic cross-sectional view showing the relationship between a slider member and a guided member. [Figure 13-42] 1(B1) to 1(B3) are schematic views showing a first open state, and 1(B4) is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-43] 1C to 1C3 are schematic views showing a first open state, and 1C4 is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-44] 4(D1) to 4(D3) are schematic views showing the second open state, and 4(C4) is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-45] 1A to 1A are schematic views showing a closed state, and FIG. 1A is a schematic cross-sectional view showing the relationship between a slider member and a guided member. [Figure 13-46] 10(B1) to 10(B3) are schematic views showing a third open state, and 10(B4) is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-47] 1C to 1C3 are schematic views showing a third open state, and 1C4 is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-48] 10(D1) to 10(D3) are schematic views showing a fourth open state, and 10(C4) is a schematic cross-sectional view showing the relationship between the slider member and the guided member. [Figure 13-49] 1(A1) to 1(A3) are schematic cross-sectional views showing the structures of a specific interior entry part and an entered part in a dispensing passage when the state changes from a closed state to a first open state. [Figure 13-50] 10(A1) to 10(A3) are schematic cross-sectional views showing the structures of a specific interior intrusion part and an intruded part in the ball removal passage when the ball removal passage changes from a closed state to a first open state. [Figure 13-51] 10(A1) to 10(A3) are schematic cross-sectional views showing the structures of a specific interior intrusion part and an intruded part in an opening / closing door frame bottom part when the door frame bottom part changes from a closed state to a first open state. [Figure 13-52] 10(B1) to 10(B3) are schematic plan views showing the structures of a specific interior intrusion part and an intruded part in an opening / closing door frame bottom part when the door frame bottom part changes from a closed state to a first open state. [Figure 13-53] 11(C1) to 11(C3) are schematic front views showing the structures of a specific interior intrusion part and an intruded part in an opening / closing door frame bottom part when the door frame bottom part changes from a closed state to a 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 accompanying the change from a closed state to a first open state. [Figure 13-55] 11A to 11C are diagrams for explaining the operating modes of each part associated with the opening and closing operations of the opening and closing door frame. [Figure 13-56] 1(A1) to 1(A3) are schematic cross-sectional views showing the structure of the frame for the game machine and the bottom part of the outer frame when changed from a closed state to a third open state. [Figure 13-57] 13(A) to 13(C) are schematic cross-sectional views showing the structure of the game machine frame and the outer frame when changed from a closed state to a third open state and a fourth state. [Figure 13-58] 13(A) to 13(C) are schematic plan views and schematic rear views showing the structure of the game machine frame and the outer frame when changed from a closed state to a third open state and a fourth open state. [Figure 13-59] 13(A) and 13(B) are schematic cross-sectional views showing the structure of the frame and outer frame for the game machine when changed from a closed state to a third open state. [Figure 13-60] 11A to 11C 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 passages and screw members at the top of the gaming machine frame. [Figure 13-62] A plan view showing the arrangement of the guide passages and screw members at the top of the gaming machine frame. [Figure 13-63] 6 is a vertical cross-sectional view of a first guide passage forming portion, showing a moving state of a screw member. FIG. [Figure 13-64] 10A is a vertical cross-sectional view of the first guide passage forming portion, showing a movement state of the screw member when sagging occurs and when sagging occurs. FIG. [Figure 13-65] 1A and 1B are diagrams showing the main parts of a pachinko gaming machine as a first modified example of the present invention. [Figure 13-66] FIG. 11 is a diagram showing a main part of a pachinko gaming machine as a second modified example of the present invention. [Figure 13-67] 13(A) and 13(B) are diagrams showing the main parts of a pachinko gaming machine as a third modified example of the present invention. [Figure 13-68]13A is a diagram showing the movement of the game ball in the second open state, and FIG. 13B and FIG. 13C are diagrams showing the movement of the game ball in the first open state. [Figure 13-69] 13A is a diagram showing the movement of the game ball in the fourth open state, and FIG. 13B and FIG. 13C are diagrams showing the movement of the game ball in the third open state. [Figure 14-1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Figure 14-2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 14-3] FIG. 13 is an explanatory diagram showing the contents of a VRAM. [Figure 14-4] FIG. [Figure 14-5] FIG. 11 is an explanatory diagram of display priority. [Figure 14-6] 13A and 13B 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. 13 is an explanatory diagram showing a display result determination table. [Figure 14-9] 1A is an explanatory diagram showing a jackpot type determination table, and FIG. 1B is an explanatory diagram showing jackpot types. [Figure 14-10] FIG. 13 is an explanatory diagram of a deviation fluctuation pattern. [Figure 14-11] This is 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] This is an explanatory diagram of the fluctuation pattern determination table for jackpots. [Figure 14-16] FIG. 2 is an explanatory diagram of a data retention area for game control. [Figure 14-17] FIG. 13 is an explanatory diagram of a performance control data storage area. [Figure 14-18] 13 is a flowchart showing an example of a game control main process. [Figure 14-19]13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 14-20] 13 is a flowchart showing an example of a special symbol process. [Figure 14-21] 13 is a flowchart showing an example of a start winning determination process. [Figure 14-22] 13 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 14-23] 13 is a flowchart showing an example of normal special symbol processing. [Figure 14-24] 13 is a flowchart showing an example of a variation pattern setting process. [Figure 14-25] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 14-26] A flowchart showing an example of processing during opening of a jackpot. [Figure 14-27] A flowchart showing an example of a jackpot end process. [Figure 14-28] 13 is a flowchart showing an example of a performance control main process. [Figure 14-29] 13 is a flowchart showing an example of a performance control process. [Figure 14-30] 13 is a flowchart showing an example of a hold effect setting process. [Figure 14-31] FIG. 13A is an explanatory diagram showing final display mode setting data for active display, and FIGS. 13B1 and 13B2 are explanatory diagrams showing change pattern setting data. [Figure 14-32] 13(B3) and (B4) are explanatory diagrams showing change pattern setting data. [Figure 14-33] 13A is an explanatory diagram showing whether or not an active change effect is executed and the effect mode setting data, and FIG. 13B is an explanatory diagram showing whether or not an active change prompting effect is executed and the effect mode setting data. [Figure 14-34] 13 is a flowchart showing an example of a variable display start setting process. [Figure 14-35] 13 is a flowchart showing an example of a low B pre-reach performance setting process. [Figure 14-36]13 is a flowchart showing an example of a low B normal reach effect setting process. [Figure 14-37] 13 is a flowchart showing an example of a low B weak SP reach effect setting process. [Figure 14-38] 13 is a flowchart showing an example of a low B strong SP reach effect setting process. [Figure 14-39] A flowchart showing an example of a high B pre-reach performance setting process. [Figure 14-40] 13 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 performance in the low B state. [Figure 14-43] An explanatory diagram showing whether or not to execute the first pre-reach dialogue performance and the performance mode setting data. [Figure 14-44] An explanatory diagram showing whether or not to execute the second pre-reach dialogue performance and the performance 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. 13 is an explanatory diagram showing the setting data for whether or not to execute a ZONE performance. [Figure 14-47] FIG. 13 is an explanatory diagram showing the setting data for whether or not to execute the ZONE promotional effect. [Figure 14-48] An explanatory diagram showing the setting data for whether or not to execute the pseudo-consecutive stimulation 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 a lamp SU performance and performance mode setting data. [Figure 14-51] FIG. 11 is an explanatory diagram showing the setting data for whether or not to execute the first super-hot effect. [Figure 14-52] FIG. 13 is an explanatory diagram showing setting data for whether or not to execute a cut-in effect. [Figure 14-53] FIG. 13 is an explanatory diagram showing setting data for whether or not to execute a CU title effect. [Figure 14-54] An explanatory diagram showing the setting data for whether or not to execute CU subtitle effects. [Figure 14-55] FIG. 13 is an explanatory diagram showing setting data for whether or not to execute a CU character performance. [Figure 14-56] 13 is an explanatory diagram showing the setting data for whether or not to execute a CU effect performance. FIG. [Figure 14-57] An explanatory diagram showing the setting data for whether or not to execute the second super-hot effect. [Figure 14-58] 13 is an explanatory diagram showing setting data for whether or not to execute a lever operation prompting effect. FIG. [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] FIG. 13 is an explanatory diagram showing the setting data for whether or not to execute the pre-reach role performance 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] FIG. 11 is 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 prompting 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. 13 is an explanatory diagram showing music restriction effect list data in the low B state. [Figure 14-69] FIG. 13 is an explanatory diagram showing the music restriction effect list data in the high B state. [Figure 14-70] 13 is a flowchart showing an example of a process for setting a limit on music output during fluctuation. [Figure 14-71] 13 is a flowchart showing an example of a process for setting a limit on music output during fluctuation. [Figure 14-72]13 is a flowchart showing 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. 11 is an explanatory diagram showing an example of a relationship between a pseudo-repeated flow 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 that occurs 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 sound effect when a lever bubble effect is executed at the start of fluctuation in a low B state. [Figure 14-77] FIG. 13 is an explanatory diagram showing specific examples of each effect and each effect sound when a pre-reach role effect is executed in the low B state. [Figure 14-78] 13 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] 13 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] 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 prompting 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 prompting 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 prompting 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] An explanatory diagram showing specific examples of each effect and each effect sound when a pseudo consecutive effect (pseudo consecutive stimulation successful pattern) is executed. [Figure 14-91] An explanatory diagram showing specific examples of each effect and each effect sound when a pseudo consecutive effect (pseudo consecutive stimulation successful pattern) is executed. [Figure 14-92] An explanatory diagram showing specific examples of each effect and each effect sound when a pseudo consecutive effect (pseudo consecutive stimulation successful pattern) is executed. [Figure 14-93] An explanatory diagram showing specific examples of each effect and each effect sound when a pseudo consecutive effect (pseudo consecutive stimulation 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. 11 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] 11 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 a 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 a strong SP development. [Figure 14-101] 11 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] 13 is an explanatory diagram showing specific examples of each effect and each effect sound when a win / loss branching effect (lever operation prompting effect) is executed. FIG. [Figure 14-103] 13 is an explanatory diagram showing specific examples of each effect and each effect sound when a win / loss branching effect (lever operation prompting 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 the 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 the 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. 13 is an explanatory diagram showing specific examples of each effect and each effect sound when a pre-reach role effect is executed in the 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 prompting 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 prompting effect are executed. [Fig. 14-111]13 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. [Fig. 14-113] An explanatory diagram showing specific examples of each effect and each effect sound when a win / loss branching effect (high B button operation prompting effect) is executed. [Fig. 14-114] An explanatory diagram showing specific examples of each effect and each effect sound when a win / loss branching effect (high B button operation prompting effect) is executed. [Figure 14-115] An explanatory diagram showing specific examples of each effect and each effect sound when the jackpot notification effect is executed in the 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 the 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] 13 is a flowchart showing a game stop presentation process. [Figure 14-120] This is an explanatory diagram of the execution period and content of the performance during the pattern determination period, the ending performance, and the game stop performance. [Figure 14-121] This is a timing chart showing the performance during the second pattern determination period. [Figure 14-122] 11 is a timing chart showing an ending performance. [Figure 14-123] 13 is a timing chart showing a 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 probability 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. 13 is an explanatory diagram showing the display mode when the game is controlled to a stopped state. [Figure 14-129] FIG. 13 is an explanatory diagram showing the display mode when the game is controlled to a stopped state. [Figure 14-130] FIG. 13 is an explanatory diagram showing the display mode of the customer waiting demo performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS 【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, etc.) Fig. 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 constitutes 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 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, the right side of the game 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 a plurality of types of special identification information. Each of these is made up of a 7-segment LED or the like. The special symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The special - symbol may include a pattern in which all the LEDs are turned off. 【0013】 In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner (the same applies to other symbols described later). The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a 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." 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." There may be only one type of special symbol display device that variably displays the special symbols. 【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 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 game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns 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 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 composed of a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the first hold memory number by the number of lit LEDs, and the second hold indicator 25B displays the second hold memory number 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 hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three balls) are paid out and a first special game can be started. 【0022】 The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B is, for example, an electric tulip-type device having a pair of movable wings, and when the solenoid 81 is in an off state, the movable wings are in a vertical position, so that the tip of the movable wings approaches the winning ball device 6A, and the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in an on state, the movable wings of the variable winning ball device 6B are in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. In addition, the variable winning ball device 6B may be any device that can change between a closed state and an open state, and is not limited to one that has an electric tulip-type device. 【0023】 At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions are provided at the lower left and right of the game area), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member. 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】 A special variable winning ball device 7 having a large winning opening is provided below 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 82 (see FIG. 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, and the game ball cannot enter (pass) 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, and the game ball can easily 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 the first start prize opening, the second start prize opening, or the general prize opening 10, for example. 【0027】 The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the entry into the start port (first start winning port, second start winning port) is also called a start 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, 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 indicating "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 to the left of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed. 【0030】 A regular symbol reserved display 25C is provided above the regular symbol display 20. The regular symbol reserved display 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for 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 and a number of 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 reproducing 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 operates according to 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 game 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 game ball toward the game area by the ball-hitting device. 【0035】 At a predetermined position of the game machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) game balls dispensed as prize balls or game balls lent by a predetermined ball lending 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 of the gaming machine frame 3 below the playing area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 2). 【0037】 A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of 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 toward 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 during the period when the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4). 【0040】 In this normal game, if a specific normal symbol (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 (normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "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 start winning port is opened). 【0041】 When a game 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 the 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 (if 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 put on hold up to a specified upper limit number (for example, 4). 【0044】 In a 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 described below) is displayed as a fixed special symbol, it is a "big win", and if a specific 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". 【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 advantageous 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 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 upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a 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 upper limit number of times (15 times or 2 times) is reached. 【0047】 In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player. 【0048】 In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc., described later) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be a jackpot type in which many prize balls can be obtained, and a jackpot type in which few or almost no prize balls can be obtained. 【0049】 In the small win game state, the large prize opening formed by the special variable winning ball device 7 is opened in a predetermined opening manner. For example, in the small win game state, the large prize opening is opened in the same opening manner as in the large prize game state in some large prize 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.). In addition, like the large prize types, small prize types may 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 (period during which the special symbol fluctuates) more than in 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 regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved. 【0052】 In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot". 【0053】 The time-saving state or the probability of winning state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-saving, number-cut probability of winning, etc.). 【0054】 The normal state refers to a game state other than advantageous states such as a jackpot game 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 game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on). 【0055】 The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the 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 above-mentioned predetermined number of times in the above-mentioned number cut, the game state is changed naturally). In addition, "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 hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state. 【0058】 (Progress of the performance, etc.) In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The 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 be executed by sound 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 according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in 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 stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived). 【0060】 During the period from when the variable display of the decorative symbols starts to when it ends, the state of 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 been stopped and displayed form part of a jackpot combination described later. 【0061】 In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) 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 "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win 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 a 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 a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. 【0063】 In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (e.g., "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed. 【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 a display result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on a predetermined effective line in the "left", "middle", 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 "big win" of some big win types (big win types of big win game states in the same manner as the small win game state) and when it is a "small win". 【0065】 When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss"). 【0066】 The effects that the pachinko game machine 1 can execute include displaying the 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 pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a look-ahead preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a look-ahead 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, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display. 【0068】 During the jackpot game state, a jackpot game performance is executed to notify the jackpot game state. As the jackpot game performance, a performance to notify the number of rounds or a promotion performance to indicate that the value of the jackpot game state will increase may be executed. Also, during the small win game state, a small win game performance to notify the small win game state is executed. In addition, a common performance may be executed during the small win game state and the jackpot game state in some jackpot types (a jackpot type in a jackpot game state of a similar aspect to the small win game state, for example, a jackpot type in which the game state after that is a high probability state) so that the player cannot know whether the current state is a small win game state or a jackpot game state. In such a case, a common performance may be executed after the end of the small win game state and after the end of the jackpot game state so that the player cannot distinguish whether the current state is a high probability state or 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 performance is executed). 【0070】 (Board configuration) The pachinko game 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 boards are arranged on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a firing control board, a power supply board, and the like. 【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 games (including management of reserved games), execution of regular games (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 the 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 (variation patterns described below, performance control commands described below, data on various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102. 【0074】 The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. 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 (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the 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 solenoid drive signals (for example, signals to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric role 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 in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, 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, notifying errors, and notifying 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 a performance (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 performance control CPU 120 may also instruct the display control unit 123 to execute a performance 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 video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), 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 unit 5 based on an instruction to execute the effect from the effect control CPU 120, thereby causing the image display unit 5 to display an effect image. 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 for operating 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 for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal. 【0086】 The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps. 【0087】 In addition, the sound output, control of turning the lamps on and off (such as supplying sound designation signals and lamp signals), and control of the movable body 32 (such as supplying signals to operate the movable body 32) may be performed by the performance control CPU 120. 【0088】 The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance 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 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals). 【0090】 Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate 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 main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 3 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11. 【0093】 In the game control main process shown in Fig. 3, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (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 be accessible. 【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). When the performance control CPU 120 receives the performance control command, it 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 game machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stop processing immediately before the operation becomes impossible due to the power supply stop. In this power supply stop processing, a process of turning on a backup flag indicating that data is backed up in the RAM 102, a data protection process for the RAM 102, and the like are executed. The data protection process includes the addition of 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, various timer states, etc.), as well as the state 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) and determines 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 supply stop. 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 an initialization process (step S8) is executed. 【0099】 If it is determined that the data in the 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 when the power supply was stopped. In the recovery process, the CPU 103 sets a working area based on the memory contents (contents of the backed-up data) of the RAM 102. This restores the game state to the state when the power supply was stopped, and if the special symbols were fluctuating, the fluctuation of the special symbols will be resumed from the state before the recovery by executing a game control timer interrupt process described later. 【0100】 Then, the CPU 103 transmits a performance control command to the performance control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a performance control command to specify the game state before the power outage that is backed up, or a performance control command to specify the display result of the special symbol game being executed when the special symbol game is being executed may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process processing described later. When the performance control CPU 120 receives a performance control command specifying the time of recovery from the power outage, it performs a screen display on the image display device 5, for example, to notify that recovery from the power outage has been performed or that recovery from the power outage is in progress. The performance control CPU 120 may perform an appropriate screen display based on the performance 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 register of the CTC built into the game control microcomputer 100 is set so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S11), and the interrupt is permitted (step S12). After that, a loop process is started. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute a timer interrupt process periodically. 【0102】 When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 is started, 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, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and makes it possible to generate a warning if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, it outputs 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 the probability variable state has been reached) that are supplied to a hall management computer installed outside the pachinko game 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). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the management of 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. (described in detail later). 【0104】 Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, which enables the execution and reservation management 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 the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting 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 a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated. 【0106】 Fig. 5 is a flow chart 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 judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing of step S27 shown in FIG. 4. 【0108】 After executing the start winning judgment 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 (steps S110 to S120) of the special symbol process, a transmission setting is performed 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 or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the normal special symbol processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "big win" or a "small win", and the type of big win in the case of a "big win", is determined (pre-determined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a determined special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the normal special symbol processing is terminated. Note that 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 called 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 the first start winning port (also called "winning order consumption"). 【0110】 When making various decisions based on random numbers, various tables (tables in which decision values compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121. 【0111】 The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "big win" or a "small win". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends. 【0112】 The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the 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 setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to 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 started 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 in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for setting the first special symbol display device 4A or the second special symbol display device 4B to stop the variation of the special symbol and stop displaying (deriving) the determined special symbol that is the display result of the special symbol. If the display result is a "big win", the value of the special symbol process flag is updated to "4". On the other hand, if the big win flag is off and the display result is a "small win", 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 win" or a "miss", when the time-saving state or the probability change state is controlled and the end of the number of times 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 of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed. 【0116】 The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening was opened, and a process of determining whether it is time to return the jackpot 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 returning the jackpot opening to the closed state, a process of stopping the supply of a solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated. 【0117】 The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has been executed has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends. 【0118】 The jackpot end process of step S117 is executed when the value of the special chart 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 performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated. 【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 a process for setting the large prize winning port 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 terminated. 【0120】 The small win open process in step S119 is executed when the value of the special chart process flag is "9". This small win open process includes a process for measuring the elapsed time since the large prize winning port was opened, and a process for determining whether or not it is time to return the large prize winning port from the open state to the closed state based on the measured elapsed time. When the large prize winning port is returned to the closed state and it is time to end the small win game state, the value of the special chart process flag is updated to "10" and the small win open process ends. 【0121】 The small win end process of step S120 is executed when the value of the special chart process flag is "10". This small win end process 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 continued. When the waiting time at the end of the small win game state has elapsed, the value of the special chart process flag is updated to "0", and the small win end process ends. 【0122】 (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. 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 of 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 back to its initial position and control to perform a predetermined operation check. 【0123】 Then, it is determined whether the timer interrupt flag is on or not (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, on the side of the performance control board 12, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to issue an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming 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 taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends 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 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command was received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state. 【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, the control of operating various performance devices is performed, 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 bodies 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 various performance devices are judged, determined, set, etc. according to the performance control command 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 flow chart 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 look-ahead notice setting process (step S161). In the look-ahead notice setting process, for example, a judgment, decision, setting, etc. for executing the look-ahead notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process for displaying the reserved display is executed based on the reserved memory number 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 processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example. 【0130】 The variable display start waiting process in step S170 is a process executed when the value of the presentation 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 the decorative pattern in 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 the decorative pattern in the image display device 5 is to be started, the value of the presentation process flag is updated to "1" and the variable display start waiting process is terminated. 【0131】 The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern. 【0132】 The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (illumination signal) to the lamp control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or in response to the fact that a command specifying the stop display of the fixed decorative pattern is received from the main board 11, the fixed decorative pattern, which is the display result of the decorative pattern, is stopped and displayed. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated. 【0133】 The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state or a small win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is a value corresponding to the small win performance process. Also, when a command that specifies the start of a big win game state or a small win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process for the special drawing 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 game state, for example, and executes various performance controls in the small win game state based on the set content. In addition, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win game state is to 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 performance processing in step S175 is a process executed when the value of the performance control process flag is "5". In this small win end performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the end of the small win game state, for example, and executes various performance controls at the end of the small win game state based on the setting contents. After that, the value of the performance process flag is updated to the initial value "0", and the small win end performance processing is terminated. 【0136】 The big win performance processing in step S176 is a processing executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the big win gaming state, and executes various performance controls in the big win gaming state based on the set content. In addition, in the big win performance processing, for example, in response to receiving a command from the main board 11 specifying that the big win gaming state is to 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 big win performance processing is ended. 【0137】 The ending presentation process in step S177 is executed when the value of the presentation process flag is "7". In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to the end of a big win game state, for example, and executes various presentation controls for the ending presentation at the end of the big win game state based on the set contents. After that, the value of the presentation process flag is updated to the initial value "0", and the ending presentation process is terminated. 【0138】 (Variations of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention. 【0139】 The pachinko game machine 1 described above is a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, but it may also be an enclosed type game machine that encloses game media and awards points when a prize is won. 【0140】 Only one type of pattern (for example, a symbol indicating "-") may be displayed during the variable display of the special pattern, and the variable display may be performed by repeating the display and extinguishing of the pattern. Furthermore, even if the pattern is displayed during the variable display, the pattern 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 has been shown as the gaming machine, but the present invention can also be applied to slot machines (e.g., slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can play a game in which medals are inserted and a predetermined bet number is set, multiple types of symbols are rotated in response to the player's operation of the control lever, and when the symbols are stopped in response to the player's operation of the stop button, a combination of stopped symbols forms a specific combination, and a predetermined number of medals is paid out to the player. 【0142】 The programs and data for implementing the present invention are not limited to being distributed or provided to the 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 implementing 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, and directly using 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 of comparison of various ratios such as the performance ratio (such as "high", "low", "different", etc.) may include one being a ratio of "0%". For example, it also includes one being a ratio of "0%" and the other being a ratio of "100%" or a ratio less than "100%". 【0145】 [Feature Part 02TM] Next, the [Characteristic 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 should be made, if the player 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 performance is executed, it is possible to terminate the execution of the abnormal left hit instruction that was being executed. 【0146】 [Board composition] FIG. 8-1 is a front view of a pachinko gaming machine. As shown in FIG. 8-1, in the pachinko game machine 1, in the game area, a first path among the flow paths along which the game balls flow is mainly provided 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 the game balls flow, which is different from the first path, is mainly provided in the area to the right of the image display device 5 when viewed from the front. 【0147】 Hitting a game ball into the left area (left game area) of the image display device 5 in order to make the game ball flow down the first path is called a left hit. Hitting a game ball into the right area (right game area) of the image display device 5 in order to make the game ball flow down the second path is called a right hit. The first path is a path that allows the game ball to flow down by hitting the game ball into the left side of the game area, so it may be called a left hit path. Also, the second path is a path that allows the game ball to flow down by hitting the game ball into the right side of the game area, so it may be called a right hit path. 【0148】 The first path and the second path may be separate paths, or may be paths that are partially shared. The left and right play areas may be separated by, for example, the end face of the image display device 5 or the arrangement of the play nails in the play area. 【0149】 When a game ball is launched from the ball launching device in response to the operation of the ball launching handle 30 and is shot into the game area, if the game ball is guided to the left game area, it becomes impossible or difficult to guide it to the right game area, for example, because it is guided along the array of game nails. Also, when the game ball is guided to the right game area, it becomes impossible or difficult to guide it to the left game area, for example, because it is guided along the array of game nails. 【0150】 A winning ball device 6A constituting a first start winning port is provided as a structure into which a game ball hit to the left game area of the game area can enter. 【0151】 Structures through which game balls hit into the right game area can enter include a passing gate 41, a variable winning ball device 6B constituting the second start winning port, and a special variable winning ball device 7 constituting 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 winning hole 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. Also, 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 winning hole 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 the game ball hit to the right game area to enter the winning ball device 6A, it is desirable from the viewpoint of playability that the possibility is extremely low compared to the possibility of the game ball hit to the left game area entering them. Conversely, it is possible for the game ball hit to the left game area to enter the passing gate 41 and the variable winning ball device 6B, but it is desirable from the viewpoint of playability that the possibility is extremely low compared to the possibility of the game ball hit to the right game 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, and the game ball cannot enter (pass) 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, and the game ball can easily enter the large prize opening. 【0156】 When a game ball enters the large prize opening, a predetermined number of game balls (for example, 10 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 the first start prize opening, the second start prize opening, or the general prize opening 10, for example. 【0157】 (Big hit round control) When the CPU 103 is controlling the jackpot game state, (A) when a jackpot round start command is transmitted, the special variable winning ball device 7 is changed from a closed state to an open state, and the opening control of the special variable winning ball device 7 is performed so that the game ball can easily enter the large winning hole, and (B) when a jackpot round end command is transmitted, the special variable winning ball device 7 is changed from an open state to a closed state, and the closing control of the special variable winning ball device 7 is performed so that the game ball can hardly enter the large winning hole. This series of controls (A) and (B) is called "jackpot RD control" (jackpot round control). The opening control of the special variable winning ball device 7 in (A) is appropriately called "attacker opening control", and the closing control of the special variable winning ball device 7 in (B) is appropriately called "attacker closing control". The jackpot RD control is performed 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 amount (e.g., 10 balls) of game balls enter the large prize opening, or when a predetermined period (e.g., 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 a closed state. 【0160】 In addition, in the case of controlling the special variable winning ball device 7 from an open state to a closed state when a predetermined amount (e.g., 10 balls) of game balls enter the large winning hole in the jackpot RD control, in rare cases, more than the predetermined amount (e.g., 10 balls) of game balls enter the large winning hole. In this way, in the case of controlling the jackpot RD control, when more than the predetermined amount of game balls enter the large winning hole and more prize balls are awarded than the number that was expected to be awarded in advance, this is called "over-winning". In the design of the game board in this embodiment, the occurrence of over-winning itself is extremely rare, and even if over-winning occurs, the number of game balls that can be over-winning in one jackpot RD control is "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 ball device (V lid) is provided upstream of the V prize opening. The variable V prize ball device is switched between a closed state and an open state by a solenoid. In other words, the game balls flowing down inside the large prize opening can pass through the V prize opening when the variable V prize ball device is in the open state, and cannot pass through the V prize opening and instead flow down to the discharge outlet when the variable V prize ball device is in the closed state. 【0162】 The main board 11 is provided with a V switch (not shown) capable of detecting, via a switch circuit 110, that a game ball has passed through a V prize entry port located downstream of the large prize entry port, and an ejection switch (not shown) capable of detecting that a game ball has passed through an ejection port. 【0163】 The special variable winning ball device 7 is made of a transparent material, and is a device through which the game balls can be seen passing through. This special variable winning ball device 7 may be provided with an effect device such as an LED lamp, and may perform a light-emitting effect in which the LED lamp is illuminated (blinked) at a predetermined timing (for example, the timing when the game ball enters the large winning hole). In this case, the light-emitting effect is performed by the special variable winning ball device 7 at the timing when the game ball enters the large winning hole, and the image display device 5 performs the acquired prize ball update effect described later, so that the interest during the big win game can be further increased. 【0164】 Although not shown in Fig. 8-1, the first and second role pieces are provided near the image display device 5. The installation positions of the first and second role pieces and whether they are movable or not will be described later in Fig. 8-69. 【0165】 [Normal state, time-saving state, special state] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in 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 regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved. 【0166】 In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot". 【0167】 The time-saving state and the probability change state continue until one of the end conditions is met first, such as the execution of a specified number of special game games and the start of the next big win game state. The state in which the end condition is the execution of a specified number of special game games is called a number-cut (number-cut time-saving, number-cut probability change, etc.), and in this example, such a game state is called the "ST state." 【0168】 The normal state refers to a game state other than advantageous states such as a jackpot game 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 game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on). 【0169】 The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the high probability low base state. 【0170】 When the game state is low probability / low base state, it is called "normal state", when the game state is low probability / high base state, it is called "time-saving state", when the game state is high probability / high base state, it is called "ST state". In addition, "game modes" are provided as modes corresponding to the game states, and details will be explained in the game flow of Figure 8-12 described later. 【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 big win 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】 In order to improve the game effect, random numbers other than these may be used. These random numbers 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 in the game control microcomputer 100, or may be configured as a random number circuit chip different from the game control microcomputer 100. Such random numbers used to control the progress of the game are also called game random numbers. 【0173】 In this embodiment, the random number values MR1 to MR5 are respectively 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 made 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] In the ROM 101 provided in the game control microcomputer 100, in addition to the program for controlling the game, various table data used to control the progress of the game are stored. 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 variation pattern table that stores a plurality of types of variation patterns that become the variable display mode of each pattern in the variable display of special patterns, normal patterns, etc. 【0176】 The judgment tables stored in ROM 101 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), and a normal map fluctuation pattern determination table (not shown). 【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 the ROM 101. Of these, FIG. 8-3(A1) is a table for determining the display result using reserved memory based on the game ball winning the first start winning slot (i.e., when the variable display of the first special symbol is performed). Also, FIG. 8-3(A2) is a table for determining the display result using reserved memory based on the game ball winning the second start winning slot (i.e., when the variable display of the second special symbol is performed). 【0178】 When a start winning into the first start winning port (first start winning) or a start winning into the second start winning port (second start winning) is detected, the CPU 103 extracts the count value (MR1) of the random number circuit 124 at a predetermined timing. For the first start winning, the extracted value is compared with the jackpot determination value set in the [first special symbol] display result determination table, and if the extracted value matches any of the jackpot determination values, it is determined that the first special symbol is a jackpot. For the second start winning, the extracted value is compared with the jackpot determination value set in the [second special symbol] display result determination table, and if the extracted value matches any of the jackpot determination values, it is determined that the second special symbol is a jackpot. 【0179】 FIG. 8-3(A) shows an example of the display result judgment table. FIG. 8-3(A1) shows an example of the display result judgment table [for the first special symbol] used when the special symbol of the variable display is the first special symbol, and FIG. 8-3(A2) shows an example of the display result judgment table [for the second special symbol] used when the special symbol of the variable display is the second special symbol. The display result judgment table is a collection of data stored in ROM101. In the display result judgment table, a winning judgment value compared with the 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 for determining the display result, and the value is updated randomly within the range of 0 to 65535. As the display result judgment table, a display result judgment table common to the first special symbol and the second special symbol may be used. 【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 is a number that can take on a value in the range of 0 to 65535, and among 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 the other numerical ranges are assigned to a "miss". In addition, when the game state is in a high probability state (high probability 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 be a number in the range of 0 to 65535, and among 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 the other numerical ranges are assigned to a "miss". In addition, when the game state is in a high probability state (high probability 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】 (Big hit type determination table) FIG. 8-3(B) is an explanatory diagram showing a jackpot type determination table [for the first special symbol] and a 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 with reference to Fig. 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, the control state in which time-saving control is not executed is appropriately called "non-time-saving control" or the like. 【0185】 In addition, these "jackpot A", "jackpot B" and "jackpot C" are jackpots in which the probability variable control is executed for a maximum of 154 variable displays after the end of the jackpot game by the game ball entering the large prize hole in the first round of the jackpot game state and then entering the V prize hole. In addition, the control state in which the probability variable control is not executed is appropriately called "non-probability variable control" or "low probability control". 【0186】 The open state of the variable V winning ball device (V lid) can be a short open state (e.g., 0.1 seconds) in which the open state lasts for a short period of time, or a long open state (e.g., 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 by "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. In addition, in "jackpot A", since the variable V entry ball device is in a short opening state in the first round, it is extremely difficult to make the game ball enter the V entry port, and it is not expected that the probability change control will be executed, so it is essentially a "normal jackpot". In the following, "jackpot A" will be referred to as "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 by "jackpot B" is a normal opening jackpot that changes the jackpot entry port to an opening state advantageous to the player in the 1st to 10th rounds. In addition, in "jackpot B", since the variable V entry ball device is in a long opening state in the 1st round, it is extremely easy to make the game ball enter the V entry port, and it is expected that the probability variable control will be executed, so it is a substantial probability variable jackpot. In the following, "jackpot B" will be referred to as "3R probability variable jackpot", "probability variable jackpot", and "10R jackpot" as appropriate. 【0190】 The jackpot game state by "jackpot C" is a normal opening jackpot that changes the jackpot entry port to an opening state advantageous to the player in the 1st to 10th rounds. In addition, in "jackpot C", since the variable V entry ball device is in a long opening state in the 1st round, it is extremely easy to make the game ball enter the V entry port, and it is expected that the probability variable control will be executed, so it is a substantial probability variable jackpot. In the following, "jackpot C" will be referred to as "10R probability variable jackpot", "probability variable jackpot", or "10R jackpot" as appropriate. 【0191】 In this embodiment, an example is shown in which there are three types of jackpots, namely, "Jackpot A," "Jackpot B," and "Jackpot C," but the present invention is not limited to this, and there may be three or less types of jackpots, or more than three types. 【0192】 As shown in FIG. 8-3(B1), in the jackpot type determination table for the [first special symbol], of the range of MR2 determination values from 0 to 299, 0 to 149 is assigned to "jackpot A" and 150 to 299 is assigned to "jackpot B". On the other hand, as shown in FIG. 8-3(B2), in the jackpot type determination table for the [second special symbol], of the range of MR2 determination values from 0 to 299, 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 winning hole in the first round of the jackpot game state with a probability of 50%, so that 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 winning hole in the first round of the jackpot game state with a probability of 100%, so that both the probability variable control and the time-saving control are implemented after the jackpot game ends. 【0194】 In this example, even if "Big Hit A" occurs, it is possible to make a V entry when the V lid is in a short open state, but this is extremely rare, so in the case of "Big Hit A", it is explained as not making a V entry and not executing the variable probability control. Also, even if "Big Hit B" or "Big Hit C" occurs, it is possible but extremely rare that a V entry cannot be made when the V lid is in a long open state, so in the case of "Big Hit B" or "Big Hit C", it is explained as making a V entry and executing the variable probability control. 【0195】 In the above embodiment, as shown in the explanation of the jackpot types in Figure 8-4, an example was shown in which the number of times of special bonus control and the number of times of time-saving control are common regardless of the game state, but this is not limited to this form, and the number of times of special bonus control and the number of times of time-saving control may be made different depending on the game state. 【0196】 For example, as described above, when the variable display of the first special pattern is controlled to a low base state where it should be mainly executed, if the variable display of the first special pattern 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 end of the jackpot gaming state. On the other hand, when the variable display of the second special pattern is controlled to a high base state where it should be mainly executed, if the variable display of the first special pattern 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 end of the jackpot gaming state. 【0197】 According to such a configuration, when the reel is controlled to a high base state, the display of the first special pattern is executed, and even if the display result of the display of the first special pattern is a "jackpot," the number of time-saving control times is increased from the usual "maximum of 100 times" (maximum of 450 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, appropriately referred to as the "fluctuation pattern determination table [for the normal state (normal mode)"). 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 ST state (right-hand hitting mode: ST mode, described later) (hereinafter referred to as "fluctuation pattern determination table for ST state (right-hand hitting mode: ST mode)" as appropriate). Of these, Figures 8-5 to 8-7 (1) show a specific example of a fluctuation pattern determination table for a miss (hereinafter referred to as the ``[miss] fluctuation pattern determination table'' as appropriate), and Figures 8-5 to 8-7 (2) show a specific example of a fluctuation pattern determination table for a jackpot (hereinafter referred to as the ``[jackpot] fluctuation pattern determination table'' as appropriate). 【0200】 <Fluctuation 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," "high-speed C miss result display") is a fluctuation pattern in which a combination of decorative symbols is displayed in a stopped state after the fluctuation display has started, indicating that a reach has not been achieved and the fluctuation display result will be "miss." 【0201】 In this embodiment, among the fluctuation patterns not involving 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 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 fluctuation 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") is one in which, 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 "normal reach A miss" fluctuation pattern, the fluctuation display period is 30,000 ms, when it is determined to be a "normal reach A jackpot" fluctuation pattern, the fluctuation display period is 35,000 ms, when it is determined to be a "normal reach B miss" fluctuation pattern, the fluctuation display period is 20,000 ms, when it is determined to be a "normal reach B jackpot" fluctuation pattern, the fluctuation display period is 22,000 ms, when it is determined to be a "normal reach C miss" fluctuation pattern, the fluctuation display period is 15,000 ms, and when it is determined to be a "normal reach C jackpot" fluctuation pattern, 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 presentation that notifies whether or not a jackpot has been won. 【0206】 (Super reach performance (battle performance)) 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 an "SP reach A miss" fluctuation pattern, the fluctuation display period is 90,000 ms, when it is determined to be an "SP reach A jackpot" fluctuation pattern, the fluctuation display period is 100,000 ms, when it is determined to be an "SP reach B miss" fluctuation pattern, the fluctuation display period is 60,000 ms, when it is determined to be an "SP reach B jackpot" fluctuation pattern, the fluctuation display period is 62,000 ms, when it is determined to be an "SP reach C miss" fluctuation pattern, the fluctuation display period is 45,000 ms, and when it is determined to be an "SP reach C jackpot" fluctuation pattern, the fluctuation display period is 47,000 ms. 【0208】 <[For normal state (normal mode)] Fluctuation pattern judgment 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 is assigned to the "non-reach miss" fluctuation pattern, 951 to 990 is assigned to the "normal reach A miss" fluctuation pattern, and 991 to 997 is assigned to the "SP reach A miss" fluctuation pattern. 【0210】 As shown in Figure 8-5 (2), in the [jackpot] fluctuation pattern judgment table, of the MR3 judgment value range of 1 to 997, 1 to 100 is assigned to the "normal reach A jackpot" fluctuation pattern, and 101 to 997 is assigned to the "SP reach A jackpot" fluctuation pattern. 【0211】 <[Time-saving state (right-hand mode: time-saving mode)] Fluctuation pattern judgment 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 is assigned to the "High-speed B miss" fluctuation pattern, 951 to 990 is assigned to the "Normal reach B miss" fluctuation pattern, and 991 to 997 is assigned to the "SP reach B miss" fluctuation pattern. 【0213】 As shown in Figure 8-6 (2), in the [jackpot] fluctuation pattern judgment table, of the MR3 judgment value range 1 to 997, 1 to 50 are assigned to the "high-speed B jackpot" fluctuation pattern, 51 to 150 are assigned to the "normal reach B jackpot" fluctuation pattern, and 151 to 997 are assigned to the "SP reach B jackpot" fluctuation pattern. 【0214】 <[ST state (right-hand mode: ST mode)] Fluctuation pattern judgment 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 "High-speed C Miss" fluctuation pattern, 971 to 993 are assigned to the "Normal Reach C Miss" fluctuation pattern, and 994 to 997 are assigned to the "SP Reach C Miss" fluctuation pattern. 【0216】 As shown in Figure 8-7(A):(2), in the [jackpot] fluctuation pattern judgment table, of the MR3 judgment value range 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 MR3 judgment value range of 1 to 997 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 in FIG. 8-7(A):(2) described above, and therefore the explanation will be omitted. 【0219】 [Operation instructions] When the game state is controlled to a state where a specific operation method is required, an operation method instruction effect can be executed to instruct the player to play the game in 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 state is controlled to a state in which 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 execution timing, regardless of whether the player is playing using the correct operation method or the incorrect 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 the machine is controlled to the normal mode), a normal left-hand hitting instruction effect can be executed, which instructs 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 game 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 operation method. This normal right-hit instruction effect is executed regardless of whether the player is playing with right-hit play, which is the correct operation method, or playing with left-hit play, which is the incorrect operation method. 【0223】 (Providing instructions on how to operate abnormally) When the game is controlled to a game 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 FIG. 8-10(A)) is met by the player playing using an incorrect operation method. 【0224】 When the machine is in normal mode (left-hand mode) in which the machine should be played with a left hand, if a player plays with a right hand, which is an incorrect operation method, and a certain 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, which instructs the player to play with a left hand, which is the correct operation method. This abnormal left-hand hit instruction effect is not executed when the player is playing with a left hand, which is the correct operation method. 【0225】 In addition, when the machine is controlled to a right-hand hitting mode in which the machine should be played with a right-hand hit, if a player plays with a left-hand hit, which is an incorrect operation method, and a predetermined condition (for example, detection of a winning ball entering from the first start hole switch) is met, an abnormal right-hand hitting instruction effect can be executed, which instructs the player to play with a right-hand hit, which is the correct operation method. This abnormal right-hand hitting instruction effect is an effect that is not executed when the player is playing with a right-hand hit, which is the correct operation method. 【0226】 [Operation Instructions List Table] Fig. 8-8(A) is an explanatory diagram of a specific example of the operation method instruction performance list table in this embodiment. Fig. 8-8(A) includes "operation method instruction performance" showing the name and type of each operation method instruction performance, "execution timing" showing the timing when each operation method instruction performance is executed, "performance device" showing the performance device used in each operation method instruction performance, "performance content example" showing an example of the performance content of each operation method instruction performance, and "performance execution period" showing the period when each operation method instruction performance is executed. Note that the performances and modes not described in detail in the description of Fig. 8-8(A) will be described later. 【0227】 As shown in Fig. 8-8(A), when the operation method instruction performance is the "first operation method instruction performance", it is the "normal right hit instruction" among the "normal operation method instructions", the execution timing is "when the jackpot starts", the performance device is the "image display device 5" and the "speakers 8L, 8R", and the performance content example is that the "first instruction image" is displayed on the image display device 5, the "first instruction sound (hit left)" is played and output from the speakers 8L, 8R, and the performance execution period is "1500ms", "3000ms". In this example, the performance execution period of the first operation method instruction performance differs depending on the jackpot type (see Fig. 8-54, Fig. 8-55, Fig. 8-56). 【0228】 In addition, when the operation method instruction performance is a "second operation method instruction performance," it is a "normal right hit instruction" among the "normal operation method instructions," the execution timing is "when the time-saving function starts," the performance devices are the "image display device 5" and the "speakers 8L, 8R," an example of the performance 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 performance execution period is "3000 ms." 【0229】 In addition, when the operation method instruction performance is a "third operation method instruction performance," it is a "normal left hit instruction" among the "normal operation method instructions," the execution timing is "time when time-saving control ends," the performance device is the "image display device 5" and the "speakers 8L, 8R," and the performance content example is that the "third instruction image" is displayed on the image display device 5, the "third instruction sound (hit left)" is played and output from the speakers 8L, 8R, and the performance execution period is "5000 ms." The "time when time-saving control ends," which is the execution timing of this third operation method instruction performance, is specifically the timing when the control of the right hit mode (time-saving state, ST state) ends and the control of the left hit mode (normal state) starts. 【0230】 In addition, when the operation method instruction performance is the "fourth operation method instruction performance", it is the "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 performance device is the "image display device 5" and the "speakers 8L, 8R", and the performance content example is that the "fourth instruction image" is displayed on the image display device 5, the "fourth instruction sound (right hit)" is played and output from the speakers 8L, 8R, and the performance execution period is "5000 ms". The execution timing of this fourth operation method instruction performance, "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 established when controlled in the right hit mode (time-saving state, ST state). 【0231】 In addition, 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 back and output from the speakers 8L, 8R. 【0232】 There are a fifth operation method instruction effect (LV1: short) and a fifth operation method instruction effect (LV2: long) as the fifth operation method instruction effect. The fifth operation method instruction effect (LV1: short) is executed when the abnormal right hit detection condition (LV1: short) (see FIG. 8-10(A)) is satisfied, and the fifth operation method instruction effect (LV2: long) is executed when the abnormal right hit detection condition (LV2: long) (see FIG. 8-10(A)) is satisfied. Hereinafter, the fifth operation method instruction effect (LV1: short) will be appropriately referred to as the "fifth operation method instruction effect (LV1)" or the "fifth operation method instruction effect (short)," and the fifth operation method instruction effect (LV2: long) will be appropriately referred to as the "fifth operation method instruction effect (LV2)" or the "fifth operation method instruction effect (long)." 【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, the effect execution period of the fifth operation method instruction effect (LV2) is longer than that of the fifth operation method instruction effect (LV1), so that 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 elements other than the performance execution period may be different between the fifth operation method instruction performance (LV1) and the fifth operation method instruction performance (LV2). 【0235】 For example, in the fifth operation method instruction performance (LV1), a "5thA instruction image" is displayed on the image display device 5 and a "5thA instruction sound" is played out from the speakers 8L, 8R, and in the fifth operation method instruction performance (LV2), a "5thB instruction image" is displayed on the image display device 5 and a "5thB instruction sound" is played out from the speakers 8L, 8R. 【0236】 In this case, the 5B instruction image may be an image that is emphasized more than the 5A instruction image. The emphasized image may be, for example, a "larger display area" or "more display colors used." The 5B instruction sound may be, for example, a sound that is emphasized more than the 5A instruction sound. The emphasized sound may be, for example, a "louder sound volume," "more characters in the sound," or "higher key in the sound." 【0237】 [Error notification effect] When an error occurs, an error notification effect can be executed to notify the occurrence of the error. There are a first error notification effect, a second error notification effect, a third error notification effect, and a fourth error notification effect according to the type of error. In the following, the error notification effect will be appropriately referred to as "error notification". 【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 FIG. 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 game 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 established (a full tank error is detected). 【0240】 (Third error notification) 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 FIG. 8-10(B)) is met (when 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 a fourth error detection condition (see FIG. 8-10(B)) is met (when a magnetic error is detected). 【0242】 [Operation Instructions List Table] Fig. 8-8(B) is an explanatory diagram of a specific example of the error notification performance list table in this embodiment. Fig. 8-8(B) includes "error notification performance" showing the name and type of each error notification performance, "execution timing" showing the timing when each error notification performance is executed, "performance device" showing the performance device used in each error notification performance, "performance content example" showing an example of the performance content of each error notification performance, and "performance execution period" showing the period during which each error notification performance is executed. Note that the performances and modes not described in detail in the explanation of Fig. 8-8(B) will be described later. 【0243】 As shown in FIG. 8-8(B), when the error notification effect is a "first error notification effect," it is a "ball out error notification" among "error notifications," the execution timing is "when a ball out 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 a "first error image" (an image including 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 presentation devices are the "image display device 5" and the "game effect lamp 9," and an example of the presentation content is that a "second error image" (an image including 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 presentation execution period is "until the error is resolved." 【0245】 In addition, when the error notification effect is a "third error notification effect," it is a "door opening error notification" among "error notifications," the execution timing is "when a door opening 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 a "third error image" (an image including the words "door opening 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." 【0246】 In addition, when the error notification effect is the "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 presentation devices are the "image display device 5" and the "game effect lamp 9," and examples of the presentation content are that the "fourth error image" (an image including 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 presentation 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 the speakers 8L, 8R, and it is possible to instruct the operation method by appealing to the player's visual and auditory senses. On the other hand, the error notification is a presentation that uses the image display device 5 and the game effect lamp 9, and it is possible to notify the player that an error has occurred by appealing to the player's visual sense. 【0248】 [Abnormal operation method instruction performance decision process] Fig. 8-9 is a flow chart showing the abnormal operation method instruction presentation decision process executed when waiting for the start of fluctuation, at the start of fluctuation, during fluctuation, at the end of fluctuation, during a big win, etc. The presentation control CPU 120 executes the abnormal operation method instruction presentation decision 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), big win presentation process (step S176), ending process (step S177), etc. of the presentation control process shown in Fig. 7. 【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 judges whether or not the 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 established (step S02TM1030). 【0252】 The CPU 103 determines whether or not the abnormal right hit detection condition (LV2) is satisfied based on a condition table (see Figure 8-10 (A)) related to the abnormal operation method instruction described later, 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. 【0253】 If the abnormal right hit detection condition (LV2) is not satisfied (step S02TM1030: NO), the performance control CPU 120 advances the process 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 decision that the abnormal left hit instruction effect (LV2) will be executed. By setting the second abnormal left hit instruction flag, it is possible to determine that the abnormal left hit instruction effect (LV2) has already been executed in the abnormal operation method instruction effect decision process and the jackpot start effect end judgment process described later. This second abnormal left hit instruction flag is erased when the abnormal left hit instruction effect (LV2) that is the target when the second abnormal left hit instruction flag is set ends. 【0256】 After step S02TM1050, the performance control CPU 120 determines whether or not the first abnormal left hit instruction flag described later 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 erases 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 or not the abnormal right-hit detection condition (LV1) is satisfied based on a condition table (see Figure 8-10 (A)) related to the abnormal operation method instruction, and transmits a performance command including the determination result to the performance control CPU 120, whereby the performance control CPU 120 can grasp the determination result. 【0261】 If the abnormal right hit detection condition (LV1) is not satisfied (step S02TM1090: NO), the performance control CPU 120 advances the process 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 decision to execute the abnormal left hit instruction effect (LV1). By setting the first abnormal left hit instruction flag, it is possible to determine that the abnormal left hit instruction effect (LV1) has already been executed in the abnormal operation method instruction effect decision process and the jackpot start effect end judgment process described later. This first abnormal left hit instruction flag is erased when the abnormal left hit instruction effect (LV2) that is the target when the first abnormal left hit instruction flag is set ends, or when the second abnormal left hit instruction flag is set. 【0264】 Next, the CPU 120 for controlling the performance judges whether the game mode is the right-hand hitting mode (step S02TM1210). That is, it judges whether the game mode is controlled to any of the big win mode, the time-saving mode, and the ST mode. If the game mode is not the right-hand hitting mode (step S02TM1210: NO), the CPU 120 for controlling the performance ends the process as it is. 【0265】 If the game mode is the right-hit mode (step S02TM1210: YES), the performance control CPU 120 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 performance control CPU 120 ends the process as it is. 【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 or not the abnormal left-hit detection condition is met based on a 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 satisfied (step S02TM1230: NO), the performance control CPU 120 ends the process. 【0269】 If the abnormal left hit detection condition is satisfied (step S02TM1230: YES), the performance control CPU 120 judges whether the abnormal operation method instruction performance decision process is being executed during the big win fanfare period (hereinafter referred to as the "big win FF period" as appropriate) (S02TM1240). If the abnormal operation method instruction performance decision process is being executed during the big win FF period (S02TM1240: YES), the performance control CPU 120 ends the process as it is. 【0270】 If the abnormal operation method instruction presentation decision process is not executed during the jackpot FF period (S02TM1240: NO), the presentation control CPU 120 decides to execute an abnormal right hit instruction presentation (step S02TM1250), sets the abnormal right hit instruction flag (S02TM1260), and ends the processing. 【0271】 The abnormal right hit instruction flag is a type of effect flag that is set based on the decision that an abnormal right hit instruction effect will be executed. By setting the abnormal right hit instruction flag, it is possible to determine that an abnormal right hit instruction effect has already been executed in the abnormal operation method instruction effect decision 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 method instruction performance decision process] <Condition table related to abnormal operation method instruction> Fig. 8-10(A) is an explanatory diagram showing a specific example of a condition table related to abnormal operation method instructions. As shown in Fig. 8-10(A), in this embodiment, conditions are set for each abnormal operation method instruction performance. 【0273】 (Abnormal left-hand hit detection condition) 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 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 hit detection condition (LV1: short) is established when a player plays with a right hit during normal mode, causing five game balls to pass through the passing gate 41 in succession. Note that "consecutively" when five game balls pass through the passing gate 41 in succession is assumed to be the case where the next game ball passes within 1.5 seconds, but is not limited to this form and may be within a time shorter than 1.5 seconds or may be 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 port switch in normal mode." 【0278】 For example, this abnormal right-hit detection condition (LV2: long) is met when a player plays with a right-hand hit during normal mode, causing six or more game balls to pass through the passing gate 41 in succession, or when a player plays with a right-hand hit during normal mode, causing a game ball to enter the second start winning port. 【0279】 <Condition table related to error notification> Fig. 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 performance flag that is set when the condition is satisfied are set for each error notification performance. 【0280】 (First error detection condition) A first error detection condition is defined as a condition corresponding to the first error notification (ball out error notification). Specifically, a "ball out error detection" is defined as the first error detection condition, and a "first error designation flag" is defined as a performance 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 a performance 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 performance end judgment processing] 8-11 is a flowchart showing the jackpot start time performance end judgment process executed at the start of the jackpot. The performance control CPU 120 executes the jackpot start time performance end judgment process shown in FIG. 8-11 in the jackpot during performance process (step S176) of the performance control process shown in FIG. 【0285】 First, the performance control CPU 120 judges whether the abnormal left hit instruction flag is set (S02TM2010). That is, it judges 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 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 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 for terminating 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 performance determination process executed when the jackpot FF performance starts, processing to end the error notification and the volume adjustment performance, light intensity adjustment performance, and auto button setting performance described below is not executed, so even if the jackpot FF performance is executed, the error notification and the volume adjustment performance, light intensity adjustment performance, and auto button setting performance described below that have been executed up until 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 number of this time-saving state is a maximum of 100 times 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 number of this probability variable state is a maximum of 154 times 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 reel with the left hand, so it will be referred to as the "left-hand hitting mode" as appropriate, and [Time-saving mode], [ST mode], and [Big win mode] are game modes that are mainly played by hitting the reel with the right hand, so they will be referred to as the "right-hand hitting mode" as appropriate. 【0293】 When a jackpot occurs and the game ball enters the probability variable area, (1) the 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). If a (5) jackpot occurs while controlled in these game modes, the game transitions to (4) [ST mode] (powerful rush) (ST 154 spins), and if a jackpot does not occur, 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 that results in a "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". When the jackpot type is "jackpot A" or "jackpot B", the word "BONUS" is displayed on the image display device 5 to indicate that the jackpot is a "3R jackpot" or a "10R jackpot". 【0297】 In this example, during the jackpot round (2) (1R to 3R), a presentation is executed to inform the player of which type of jackpot the jackpot is (for example, a presentation of whether or not an icon showing the words "Powerful Rush" can be obtained), and the player is informed of which play mode the player will be controlled to after the jackpot play state ends. 【0298】 (3) When the jackpot type of (2) above is "jackpot A", the CPU 120 for controlling the performance controls the game state to the time-saving state (low probability / high base state) and sets the game mode to the [time-saving mode] (chance time) when 100 variable displays are executed. As an example of the performance when the game mode is the [time-saving mode], the word "chance time" is displayed on the image display device 5 to notify that the game mode will be changed to the [time-saving mode]. 【0299】 In state (3), when 100 variable displays in the time-saving state in which all display results are "misses" are executed, the state is controlled to state (1). 【0300】 (4) When the jackpot type of (2) above is "jackpot B", the CPU 120 for controlling the performance controls the game state to a probability variable state (high probability / high base state), and sets the game mode to [ST mode] (powerful rush) when 154 variable displays are executed. As an example of the performance when the game mode is [ST mode], the word "powerful rush" is displayed on the image display device 5 to notify that the game mode will be changed to [ST mode]. 【0301】 When the game mode is [ST mode], three presentation modes with different presentations 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 any 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 the present invention 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 the 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 the ST mode, it is possible to select the presentation mode within the jackpot game (not shown). 【0304】 In state (4), when 154 variable displays in the high probability state are executed, in which all display results are "misses," the state is controlled to 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 the 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 a presentation when the jackpot type is “jackpot C”, the characters “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 changing display of the special pattern, the performance control CPU 120 starts the changing display of the decorative pattern in the central area of the screen (hereinafter referred to as the "pattern display area" as appropriate), and starts the changing display of the small pattern 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 end of the variable display of the special symbols and the derived display of the display result, the combination of decorative symbols which is the display result is fixed and stopped in the symbol display area, and the combination of small symbols which is 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 shows a schematic representation of 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 FIG. 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 in the layer one layer behind the second layer, and the fourth layer is displayed in the layer one layer behind the third layer, that is, the layer in the background. Therefore, in terms of display priority of the layers, the first layer has the highest display priority, the second layer has a lower display priority, the third layer has a lower display priority, and the fourth layer has the lowest display priority. In other words, the display priority is highest in the order of the fourth layer < the third layer < the second layer < the 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 when viewed from the player) than information displayed in a predetermined display area of a layer with a low display priority. 【0311】 Also, as shown in FIG. 8-13(B), the first layer displays small patterns, 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 method instructions and system right-hit images (described later), etc. The fourth layer displays decorative patterns, background images, characters, corresponding displays (active display, pending display), etc. 【0312】 In the following description, when a predetermined image is arranged in 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 arranged in the fourth layer, the decorative pattern is referred to as a "decorative pattern [fourth layer]." 【0313】 In addition, a layer structure with different display priorities may be provided for a specific layer. For example, as described above, a decorative pattern, a background image, a corresponding display (reserved display, active display), a character, etc. may be arranged in the fourth layer. Here, the fourth layer may be composed of a 4-1 layer, a 4-2 layer, and a 4-3 layer, and the corresponding display may be arranged in the 4-1 layer, a decorative pattern and a character may be arranged in the 4-2 layer, and a background image may be arranged in the 4-3 layer. In this case, the display priority is higher in the order of 4-3 layer < 4-2 layer < 4-1 layer. 【0314】 [Normal mode: Example of abnormal left hit instruction] FIG. 8-14 is an explanatory diagram showing an example of the effect image and effect sound associated with the abnormal left hit instruction (LV1, LV2) during normal mode. FIG. 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. FIG. 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 [Characteristic part 02TM], for the sake of convenience in explaining the effect example, 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 FIG. 8-1. 【0316】 In addition, in the figure in [Characteristic part 02TM], in order to clearly show the characteristics of the performance example, the performance sounds reproduced and output from the speakers 8L and 8R near the image display device 5 are shown, but the performance sounds shown here are only a part of the performance sounds actually reproduced and output from the speakers 8L and 8R, and other performance sounds may also be reproduced and output. For example, even if at least two types of performance 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 reproduced and output, only the instruction sounds reproduced and output from the speakers 8L and 8R may be shown. The same applies to the performance light of the game effect lamp 9. 【0317】 Furthermore, when the figure shows a case where two or more types of effect sounds are being played back and output from speakers 8L, 8R, the effect sounds described only with the words "effect sound" will be played back and output with a higher playback output priority than the effect sounds described with the words "(effect sound)" in parentheses. 【0318】 The following method is used to play back and output the effect sound when the playback output priority is high. The channel setting ratio, which is the volume value designated for the channel assigned to each sound effect, can be set between maximum volume "1", which is 100% of the reference output volume, and all muted "0", which is 0%. By setting the channel setting ratio of a sound effect that is desired to be played back in a state of high playback output priority as "1", and setting the channel setting ratio of a sound effect that is desired to be played back in a state of low playback output priority to a value lower than "1" (for example, "0.3"), the playback output priority can be made different. These are similarly applicable to the following figures, so the explanation will be omitted below. 【0319】 (Example of abnormal left 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 the 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 characters "left hit") in the center of the screen of the image display device 5, and plays and outputs a fifth instruction sound (in this example, the sound "Hit left") from the speakers 8L and 8R. At this time, although the normal mode performance sound is being played and output from the speakers 8L and 8R, the playback output priority is normal mode performance sound < fifth instruction sound. 【0322】 In this example, the image including the leftward arrow object and the text "Hit Left" in the fifth instruction image IP5 when the abnormal left hit instruction performance (LV1) is executed is an image that is displayed in such a way that it 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 performance (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 performance (LV1) (Fig. 8-15: T3), the performance control CPU 120 ends the abnormal left hit instruction performance (LV1), erases the fifth instruction image IP5 (in this example, an image including a left-pointing arrow object and the characters "left hit") 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 "left hit") from the speakers 8L and 8R. At this time, the normal mode performance sound is being played and output from the speakers 8L and 8R. 【0324】 (Example of abnormal left 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 the CPU 103 detects an abnormal right hit (LV2) (Fig. 8-16: T2), the performance control CPU 120 executes an abnormal left hit instruction performance (LV2), displays a fifth instruction image IP5 (in this example, an image including a left-pointing arrow object and the characters "left hit") in the center of the screen of the image display device 5, and plays and outputs a fifth instruction sound (in this example, the sound "Hit left") from the speakers 8L and 8R. At this time, although the normal mode performance sound is being played and output from the speakers 8L and 8R, the playback output priority is normal mode performance sound < fifth instruction sound. 【0327】 In this example, the image including the left-pointing arrow object and the word "Hit Left" in the fifth instruction image IP5 when the abnormal left hit instruction performance (LV2) is executed is an image that is displayed in such a way that it 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 performance (LV2), this display control is repeated four times (10000 ms). 【0328】 Next, as shown in Fig. 8-14(3), when 10000 ms has elapsed since the start of the abnormal left hit instruction performance (LV2) (Fig. 8-16: T3), the performance control CPU 120 ends the abnormal left hit instruction performance (LV2), erases the fifth instruction image IP5 (in this example, an image including a left-pointing arrow object and the characters "left hit") 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 "left hit") from the speakers 8L and 8R. At this time, the normal mode performance sound is being played and output from the speakers 8L and 8R. 【0329】 [Normal mode: Error notification example] Fig. 8-17 is an explanatory diagram showing an example of a performance image and a performance light of each performance related to an error notification in the normal mode. Fig. 8-18 is a time chart showing the execution timing of each performance related to an 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 performance control CPU 120 executes a ball-out error notification performance, displays a first error image EP1 (in this example, an image including 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 performance sound is continuously reproduced and output from the speakers 8L and 8R. 【0333】 Next, as shown in Fig. 8-17(3), when the out-of-ball error is resolved and the detection of the out-of-ball error is terminated (Fig. 8-18: T3), the performance control CPU 120 terminates the out-of-ball error notification performance, erases the first error image EP1 from the error image display area of the image display device 5, and terminates the flashing of the red game effect lamp 9. At this time, the normal mode performance sound is continuously reproduced and output from the speakers 8L and 8R. 【0334】 [Normal mode: Abnormal left hit instruction → Right hit mode: Big hit FF production] FIG. 8-19 is an explanatory diagram showing an example of the effect image, effect sound, and effect light of each effect related to the case where the game is controlled to the jackpot game state and the jackpot fanfare effect (jackpot FF effect) is started when an abnormal left hit instruction started during the normal mode is executed. FIG. 8-20 is a time chart showing the execution timing of each effect related to the case where the game is controlled to the jackpot game state and the jackpot fanfare effect (jackpot FF effect) is started when an abnormal left hit instruction started during the normal mode is executed. The jackpot FF effect will be described in detail in FIG. 8-54 and FIG. 8-52 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 displays (stops swinging) a combination of decorative symbols ("333" in this example) that indicates a "big win" display result in the symbol display area of the image display device 5. At this time, the small symbol display is executed 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. 【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 performance control CPU 120 executes an abnormal left hit instruction performance (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 performance sound is being played and output from the speakers 8L and 8R, the playback output priority is normal mode performance 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 a jackpot FF effect, displays the first jackpot type notification image BP1 (in this example, an image including a converging 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】 In addition, based on the fact that the performance 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 performance examples, the explanation of the system right-hit image is omitted. 【0341】 In this embodiment, the system right hit image is an image that is constantly displayed in the upper right corner of the screen of the image display device 5 when the device is controlled in the right hit mode (jackpot mode, time-saving mode, ST mode), and is different from the instruction images related to the normal right hit instruction and the abnormal right hit instruction that are displayed only at specific timing. 【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 that indicates the start of control of the jackpot game state, and ends to be displayed when the presentation control CPU 120 receives a jackpot end designation command, which is a type of presentation command that indicates the end of control of the jackpot game state. 【0343】 Similarly, for the system right-hit image in the time-saving mode and ST mode, the display is started / ended based on the reception of a time-saving start designation command, which is a type of presentation command indicating to start control of the time-saving mode, a time-saving end designation command, which is a type of presentation command indicating to end control of the time-saving mode, an ST start designation command, which is a type of presentation command indicating to start control of the ST mode, and an ST end designation command, which is a type of presentation command indicating to end control of the ST mode. 【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 is true for the abnormal left hit instruction (LV2), so an explanation will be omitted. 【0345】 [Normal mode: Error notification → Right-hand mode: Big hit FF production] FIG. 8-21 is an explanatory diagram showing an example of the effect image, effect sound, and effect light of each effect related to the case where the game is controlled to the jackpot game state and the jackpot fanfare effect (jackpot FF effect) is started when an error notification started during the normal mode is being executed. FIG. 8-75 is also a similar diagram, but differs from FIG. 8-21 in that the image display device 5 displays a character called Mumu together with the first jackpot type notification image BP1. FIG. 8-22 is a time chart showing the execution timing of each effect related to the case where the game is controlled to the jackpot game state and the jackpot fanfare effect (jackpot FF effect) is started when an error notification started during the normal mode is being executed. 【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 displays (stops swinging) a combination of decorative symbols ("333" in this example) that indicates a "big win" display result in the symbol display area of the image display device 5. At this time, the small symbol display is executed 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. 【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 performance control CPU 120 executes a ball out error notification performance, displays a first error image EP1 (in this example, an image including 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 performance sound is continuously reproduced 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 performance starts and the error is resolved (Figure 8-22: T3), the performance control CPU 120 starts a jackpot FF performance, displays the first jackpot type notification image BP1 (in this example, an image including a converging line and the word "BONUS") on the image display device 5, and plays and outputs a jackpot FF performance sound (fanfare performance sound) from the speakers 8L and 8R. 【0350】 At this time, the performance control CPU 120 continues to execute the ball out error notification performance, and continues to display the first error image EP1 (in this example, an image including the characters "ball out error") in the error image display area of the image display device 5. Also, normally, this would be the time to make the game effect lamp 9 emit rainbow colors corresponding to the big win FF performance, but since the error notification has a higher priority than the big win FF performance, the game effect lamp 9 continues to flash red. 【0351】 Then, when the ball out error is resolved (Figure 8-22: T4), the presentation control CPU 120 ends the ball out error notification presentation, erases the first error image EP1 (in this example, an image containing the words "ball out 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 hit instruction, error notification → Right hit mode: Big hit FF production] FIG. 8-23 is an explanatory diagram showing an example of the effect image, effect sound, and effect light of each effect related to the case where the game is controlled to the jackpot game state and the jackpot FF effect is started when the abnormal left hit instruction and error notification started during the normal mode are executed. FIG. 8-76 is also a similar diagram, but differs from FIG. 8-23 in that the image display device 5 displays a character called Mumu along with the first jackpot type notification image BP1. FIG. 8-24 is a time chart showing the execution timing of each effect related to the case where the game is controlled to the jackpot game state and the jackpot FF effect is started when the abnormal left hit instruction and error notification started during the normal mode are executed. 【0353】 First, the presentation examples shown in Figures 8-23(1) and (2) are similar to those 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 performance control CPU 120 executes a ball-out error notification performance, 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 in red. At this time, the fifth instruction sound and the normal mode performance sound are continuously reproduced and output from the speakers 8L and 8R (reproduction output priority: normal mode performance sound < fifth instruction sound). 【0355】 In this case, the first error image is in the [second layer] and the fifth pointed image is in the [third layer], so the display priority is fifth pointed image [third layer] < first error image [second layer]. 【0356】 Next, the example of the presentation shown in FIG. 8-23(4) is similar to 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 arcade] FIG. 8-25 is an example of an arcade where five pachinko gaming machines 1 are installed in a row. In this example, a staff member of the arcade is standing in front of the pachinko gaming machines 1, and 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 in the front) is called "pachinko gaming machine 1A," and the machines toward the back from the staff member's perspective are called "pachinko gaming machine 1B," "pachinko gaming machine 1C," "pachinko gaming machine 1D," and "pachinko gaming machine 1E." Note that although players are sitting in front of each pachinko gaming machine 1 and playing, the players are omitted from the illustration for convenience. 【0358】 As shown in FIG. 8-25, in each pachinko game machine 1 (pachinko game machine 1A, pachinko game machine 1B, pachinko game machine 1C, pachinko game machine 1D, pachinko game machine 1E), a changing display of decorative patterns is executed 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 performance control CPU 120 executes a ball-out error notification performance, causes the image display device 5 to display the first error image EP1, 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 device 5 of the pachinko gaming machine 1D and the pachinko gaming machine 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 that an error has occurred in that pachinko gaming machine from the first error image. 【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 from the store clerk is not reduced. Therefore, when the game effect lamp 9 of the pachinko gaming machine 1D flashes red, the store clerk can easily recognize that an error has occurred in that pachinko gaming machine from the light emission mode of the game effect lamp 9. 【0362】 [Right-hand mode: Example of abnormal right-hand-hand instruction] Figure 8-26 is an explanatory diagram showing an example of the image and 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, based on the fact that the game mode is controlled to ST mode [Dream Dream Mode], the presentation control CPU 120 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 corner 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 corner 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 performance control CPU 120 executes an abnormal right hit instruction performance, displays a fourth instruction image IP4 (in this example, an image including the characters "Right hit" and a rightward 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 ST mode performance sound is being played and output from the speakers 8L and 8R, the playback output priority is ST mode performance sound < fourth instruction sound. 【0366】 In this example, the image including the right-pointing arrow object and the word "Right Hit" in the fourth instruction image IP4 when the abnormal right hit instruction performance is executed is an image that is displayed in such a way that it 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 performance, this display control is repeated twice (5000 ms). 【0367】 Next, as shown in Fig. 8-26(3), when 5000 ms has elapsed since the abnormal right-hit instruction performance started (Fig. 8-27: T3), the performance control CPU 120 ends the abnormal right-hit instruction performance, erases the fourth instruction image IP4 (in this example, an image including the characters "right hit" and a rightward 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 performance sound is being played and output from the speakers 8L and 8R. 【0368】 [Right-hand mode: Example of abnormal left-hand hit detection during the big win 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 presentation example shown in FIG. 8-28(1) is similar to the presentation example shown in FIG. 8-19(3), so explanation is 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 performance control CPU 120 does not execute the abnormal right hit instruction performance, does not display the fourth instruction image IP4 (in this example, an image including the letters "right hit" and a right-facing arrow object) in the center of the screen of the image display device 5, and does not play and 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-hand mode (jackpot round period): Example of abnormal right-hand-hand instruction] FIG. 8-30 is an explanatory diagram showing an example of the presentation image and presentation sound of each presentation related to an abnormal right hit instruction during the right hit mode (jackpot round period (hereinafter referred to as "jackpot RD period" as appropriate)). FIG. 8-77 is also a similar diagram, but differs from FIG. 8-30 in that a character named Mumu and a character named Jam are displayed on the image display device 5. FIG. 8-31 is a time chart showing the execution timing of each presentation related to an abnormal right hit instruction in the right hit mode (jackpot RD period). 【0373】 First, as shown in FIG. 8-30(1), when the CPU 103 controls the gaming state to the jackpot RD period of the jackpot gaming state (FIG. 8-31: T1), the performance control CPU 120 executes the jackpot RD performance (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") showing the current round number, and a prize ball number display (00000pt) showing the number of awarded prize balls), and causes the gaming effect lamp 9 to emit rainbow colors. At this time, the performance control CPU 120 causes the speakers 8L and 8R to play and output a jackpot round performance sound (hereinafter referred to as "round performance sound" as appropriate) in connection with the jackpot RD performance, and causes the gaming 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 performance control CPU 120 executes an abnormal right hit instruction performance, displays a fourth instruction image IP4 (in this example, an image including the characters "Right Hit" and a rightward 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 big win round performance sound is being played and output from the speakers 8L and 8R, the playback output priority is set to the big win round performance sound < the fourth instruction sound. 【0375】 Next, as shown in Fig. 8-30(3), when 5000 ms has elapsed since the abnormal right-hit instruction performance started (Fig. 8-31: T3), the performance control CPU 120 ends the abnormal right-hit instruction performance, erases the fourth instruction image IP4 (in this example, an image including the characters "Right Hit" and a rightward 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 big win round performance 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 game 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 the up button was operated, 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 the down button was operated. 【0378】 When the volume value is set to the maximum value ...
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, The door frame is provided with a guide portion that slides the guided portion of the door frame to guide the door frame toward the closed position, The aforementioned door frame is It has a designated part that allows the player to apply a load in the vertical direction, The door can change between a closed state in which it is locked in the closed position, a first unlocked state in which it is unlocked from the closed state and the guided portion is guided by the guide, and a second unlocked state in which the door frame is open beyond the range in which the guided portion is guided by the 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 in the first unlocked state than in the closed state. The aforementioned specific internal component is, The door frame is positioned so as not to come into contact with the inner frame components when it moves from the second unlocked state to the first unlocked state and then to the closed state. It is provided at a position closer to the pivot axis of the door frame than the center position in the left-right direction of the door frame, The second unlocked state includes a specific state in which, at the first predetermined position, a part of the specific internal entry component overlaps with the inner frame component, and at the second predetermined position, the other part of the specific internal entry component does not overlap with the inner frame component. A gaming machine in which, at the first predetermined position, a part of the specific internal entry component does not come into contact with the inner frame component, and at the second predetermined position, the other part of the specific internal entry component is positioned lower than the inner frame component.