Game machine
By introducing multiple performance modes into the gaming console and adjusting the background brightness and execution rate of specific performance in each mode, the problem of difficult player interest in existing gaming consoles in different modes is solved, and a richer gaming experience is achieved.
Patent Information
- Application Number
- JP2023158020
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-22
- Publication Date
- 2025-04-04
- Estimated Expiration
- 2043-09-22
AI Technical Summary
In different performance modes of existing gaming consoles, the operation modes of blank patterns are different, which makes it difficult to improve player interest and is not suitable as gaming consoles.
A gaming console is designed that includes first, second and third performance modes to ensure that the gaming experience is different in each mode by adjusting the brightness of the background display and the execution rate of specific performance in different modes.
By adjusting brightness and execution rates, the console provides a unique gaming experience in different performance modes, increasing player interest and adapting to the needs of the console.
Smart Images

Figure 2025049696000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state. [Background technology]
[0002] Some conventional gaming machines can be switched between multiple presentation modes, and the operation of blank patterns in each presentation mode is different to impress upon the player the differences between these presentation modes (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2018-139689 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in Patent Document 1, only the behavior of the blank symbols differs for each presentation mode, making it difficult to enhance the interest of the player and making it unsuitable as a gaming machine.
[0005] The present invention has been made in consideration of such problems, and as a result, it is an object of the present invention to provide a suitable gaming machine. [Means for solving the problem]
[0006] A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance that performs a specific display while lowering the brightness of a background display corresponding to a controlled performance mode, The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the brightness of the background display corresponding to the controlled presentation mode is reduced while the execution ratio of specific presentations that produce specific displays varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing an ideal gaming machine. Corresponding drawings: Figure 78, Figure 182
[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. 1 is a front view showing a gaming machine according to an embodiment. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] FIG. 2 is a block diagram showing a circuit configuration of a main board. [Figure 4] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Diagram 5] FIG. [Figure 6] 13A and 13B are diagrams illustrating examples of performance control commands. [Figure 7] FIG. 2 is an explanatory diagram showing each random number. [Figure 8] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 9] 1A is an explanatory diagram showing a jackpot type determination table, and FIG. 1B is an explanatory diagram showing jackpot types. [Figure 10] FIG. 13 is an explanatory diagram showing a miss effect determination table. [Figure 11] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 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 13] 11(A) to 11(F) are explanatory diagrams of the fluctuation pattern judgment table for misses. [Figure 14] 11A to 11D are explanatory diagrams of the fluctuation pattern judgment table for misses. [Figure 15] 13(A) to (C) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 16] 13(A) to 13(C) are explanatory diagrams of the fluctuation pattern determination table for big wins. [Figure 17] 3 is an explanatory diagram of each game state. FIG. [Figure 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 19] FIG. 2 is an explanatory diagram showing a data retention area for game control. [Figure 20] FIG. 4 is an explanatory diagram showing an input port. [Figure 21] FIG. 2 is an explanatory diagram showing an output port. [Figure 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. [Diagram 23] 13 is a flowchart showing an example of a game control main process. [Figure 24] 13 is a flowchart showing an example of a timer interrupt process for game control. [Diagram 25] FIG. 11 is an explanatory diagram showing two-byte buffers formed in a RAM used in switch processing; [Figure 26] 13 is a flowchart illustrating an example of a switch process. [Figure 27] 13 is a flowchart illustrating an example of a random number update process. [Figure 28]13 is a flowchart showing an example of a special symbol process. [Figure 29] 13 is a flowchart showing an example of a start port switch passing process. [Diagram 30] This is an explanatory diagram for storing random value values extracted during the start port switch passing process. [Diagram 31] 13 is a flowchart showing an example of a winning presentation process. [Diagram 32] 13 is a flowchart showing an example of normal special symbol processing. [Diagram 33] 13 is a flowchart showing an example of a special pattern determination process. [Diagram 34] 13 is a flowchart showing an example of a special symbol buffer shift process. [Diagram 35] FIG. 13 is an explanatory diagram of a special buffer shifting process. [Diagram 36] FIG. 13 is an explanatory diagram of a special buffer shifting process. [Figure 37] 13 is a flowchart showing an example of a variation pattern setting process. [Figure 38] 13 is a flowchart showing an example of a special pattern change process. [Figure 39] 13 is a flowchart showing an example of a special symbol stopping process. [Diagram 40] A flowchart showing an example of a jackpot end process. [Diagram 41] 13 is a flowchart illustrating an example of a display process. [Diagram 42] An explanatory diagram of the lighting control mode of each hold indicator. [Diagram 43] 13 is a flowchart showing an example of a special symbol display control process. [Diagram 44] 13 is a flowchart illustrating an example of a display control process. [Diagram 45](A) is an explanatory diagram of the timing of command transmission when a start winning occurs and the timing of starting the light emission 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 emission control after the reserve memory number of the reserve display has been subtracted, and (C) is an explanatory diagram of the timing of starting the light emission control of the special pattern and the timing of starting the subtraction of the variable display time at the start of the variable display. [Diagram 46] 13 is a flowchart showing an example of a performance control main process. [Figure 47] 13 is a flowchart showing an example of a performance control process. [Figure 48] 13 is an explanatory diagram of the trigger for changing the presentation mode in the presentation mode determination process. FIG. [Figure 49] 13 is an explanatory diagram of the variable display mode of the background image and decorative pattern for each performance mode. FIG. [Figure 50] 11 is an explanatory diagram of the image display mode, lamp light emission mode, and sound output mode from the speaker associated with the variable display of decorative patterns. [Figure 51] An explanatory diagram of the execution decision ratio and the performance type decision ratio before the reach. [Figure 52] An explanatory diagram of the execution decision ratio and the performance type decision ratio before the reach. [Figure 53] This is an explanatory diagram for each type of pre-reach performance. [Figure 54] This is an explanatory diagram comparing the start timing and sound for each type of pre-reach performance. [Figure 55] This is an explanatory diagram comparing the backgrounds for each type of pre-reach performance. [Figure 56] This is an explanatory diagram comparing the backgrounds for each type of pre-reach performance. [Figure 57] This is an explanatory diagram comparing the backgrounds for each type of pre-reach performance. [Figure 58] This is an explanatory diagram comparing the backgrounds for each type of pre-reach performance. [Figure 59] FIG. 13 is an explanatory diagram of a step-up effect. [Figure 60] FIG. 13 is an explanatory diagram of a step-up effect. [Figure 61] FIG. 13 is an explanatory diagram of dialogue presentation. [Figure 62] This is an explanatory diagram of the powerful... [Figure 63] This is an explanatory diagram of the powerful... [Figure 64] This is an explanatory diagram of the Yume Yume fashion production. [Figure 65] This is an explanatory diagram of the Yume Yume fashion production. [Figure 66] This is an explanatory diagram of the Dream Dream Work production. [Figure 67] This is an explanatory diagram of the Yume Yume Motto production. [Figure 68] FIG. 13 is an explanatory diagram of the dream sleepwalking presentation. [Figure 69] FIG. 13 is an explanatory diagram of jam cooking presentation. [Figure 70] FIG. 13 is an explanatory diagram of jam cooking presentation. [Figure 71] FIG. 13 is an explanatory diagram of a jam call effect. [Figure 72] This is an explanatory diagram of the Jam XX Girl performance. [Figure 73] This is an explanatory diagram of Nana's imaginative production. [Figure 74] This is an explanatory diagram of Nana's imaginative production. [Figure 75] This is an explanatory diagram of the Nana Tsukiyo production. [Figure 76] This is an explanatory diagram of the pre-reach performance that begins before the transparency of the decorative pattern reaches 100%. [Figure 77] This is an explanatory diagram of the pre-reach performance that begins after the transparency of the decorative pattern reaches 100%. [Figure 78] An explanatory diagram of the relationship between each effect and the background image. [Figure 79] FIG. 13 is an explanatory diagram of a mini character preview performance. [Figure 80] An explanatory diagram showing the relationship between the special pattern display device and the start timing of the pre-reach performance. [Figure 81] An explanatory diagram showing the relationship between the special pattern display device and the start timing of the pre-reach performance. [Figure 82]An explanatory diagram showing the relationship between the background music and the sound produced in the pre-reach performance. [Figure 83] 1A is a diagram showing the arrangement of lamps in a pachinko gaming machine, and FIG. 1B is a schematic diagram of FIG. [Figure 84] FIG. 13 is a diagram for explaining the mechanism of output to an LED driver. [Figure 85] FIG. 11 is a diagram for explaining an example of lamp control using a brightness data table. [Figure 86] 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 87] FIG. 13 is a diagram showing an example of a parent table constituting a luminance data table. [Figure 88] FIG. 13 is a diagram showing an example of a child table constituting a luminance data table; [Figure 89] FIG. 13 is a diagram showing an example of a grandchild table constituting a luminance data table; [Figure 90] FIG. 13 is a diagram showing an example of a grandchild table constituting a luminance data table; [Figure 91] FIG. 13 is a diagram showing an example of a grandchild table constituting a luminance data table; [Figure 92] 13(A) and 13(B) are diagrams for explaining similar colors. [Figure 93] A comparative diagram of the settings of the brightness data table for the variable display background and the pre-reach performance. [Figure 94] Brightness data table: A diagram showing the settings of the parent table of normal variation_first presentation mode background. [Figure 95] Brightness data table: A diagram showing the settings of the child table of normal variation_first presentation mode background. [Figure 96] Brightness data table: A diagram showing the settings of the grandchild table of normal variation_first presentation mode background. [Figure 97] Brightness data table: A diagram showing the settings of the parent table of normal variation_second presentation mode background. [Figure 98]Brightness data table: A diagram showing the settings of the child table of normal variation_second presentation mode background. [Figure 99] Brightness data table: A diagram showing the settings of the grandchild table of normal variation_second presentation mode background. [Figure 100] Brightness data table: A diagram showing the settings of the grandchild table of normal variation_second presentation mode background. [Figure 101] Brightness data table: A diagram showing the settings of the grandchild table of normal variation_second presentation mode background. [Figure 102] Brightness data table: A diagram showing the settings of the parent table of normal variation_third presentation mode background. [Figure 103] Brightness data table: A diagram showing the settings of the child table of normal variation_third presentation mode background. [Figure 104] Brightness data table: A diagram showing the settings of the grandchild table of normal variation_third presentation mode background. [Figure 105] Brightness data table: A diagram showing the settings of the grandchild table of normal variation_third presentation mode background. [Fig. 106] Brightness Data Table: A diagram showing the settings of the parent table of Powerful...Performance_Introduction. [Figure 107] Brightness Data Table: A diagram showing the settings of the child table of Powerful...Performance_Introduction. [Figure 108] Brightness Data Table: This is a diagram showing the settings of the grandchild table of Powerful...Performance_Introduction. [Figure 109] Brightness Data Table: This is a diagram showing the settings of the grandchild table of Powerful...Performance_Introduction. [Figure 110] Brightness Data Table: This is a diagram showing the settings of the grandchild table of Powerful...Performance_Introduction. [Figure 111] Brightness Data Table: Powerful...Performance_Result_Fake - This is a diagram showing the settings of the general-purpose parent table. [Figure 112]Brightness Data Table: Powerful...Performance_Result_Fake - This is a diagram showing the settings of the general-purpose child table. [Figure 113] Brightness Data Table: Powerful...Performance_Result_Fake - This is a diagram showing the settings of the general-purpose grandchild table. [Fig. 114] Brightness Data Table: Powerful...Performance_Result_Fake - This is a diagram showing the settings of the general-purpose grandchild table. [Figure 115] Brightness Data Table: Powerful... This is a diagram showing the settings of the parent table of Performance_Result_Chance. [Fig. 116] Brightness Data Table: Powerful... A diagram showing the settings of the child tables of Performance_Result_Chance. [Figure 117] Brightness Data Table: Powerful... This is a diagram showing the settings of the grandchild table of Performance_Result_Chance. [Fig. 118] Brightness Data Table: Powerful... This is a diagram showing the settings of the grandchild table of Performance_Result_Chance. [Figure 119] Brightness Data Table: A diagram showing the settings of the parent table of Dream Dream Fashion Production_Introduction. [Figure 120] A diagram showing the settings of the child table of the Brightness Data Table: Dream Dream Fashion Production_Introduction. [Figure 121] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 122] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 123] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 124] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Fig. 125] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Fig. 126]Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 127] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 128] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 129] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Fig. 130] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Fig. 131] Brightness Data Table: A diagram showing the settings of the parent table of Dream Dream Fashion Production_Introduction CU_Red Text. [Fig. 132] Brightness data table: A diagram showing the settings of the child table of Dream Dream Fashion Production_Introduction CU_Red Text. [Fig. 133] Brightness data table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Fig. 134] Brightness data table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Fig. 135] Brightness data table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Fig. 136] Brightness data table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Fig. 137] Brightness data table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Fig. 138] Brightness data table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 139] Brightness data table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Fig. 140] Brightness data table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Fig. 141] This is a diagram showing the settings of the parent table for the Brightness Data Table: Dream Dream Fashion Production_Success_Fake and General Purpose. [Fig. 142] This is a diagram showing the settings of the brightness data table: Dream Dream Fashion Production_Success_Fake and General-purpose child tables. [Fig. 143] Brightness data table: A diagram showing the settings of the Dream Dream Fashion Production_Success_Fake and General-purpose grandchild tables. [Fig. 144] Brightness data table: A diagram showing the settings of the Dream Dream Fashion Production_Success_Fake and General-purpose grandchild tables. [Fig. 145] Brightness data table: A diagram showing the settings of the Dream Dream Fashion Production_Success_Fake and General-purpose grandchild tables. [Fig. 146] A diagram showing the settings of the parent table of the Brightness Data Table: Dream Dream Fashion Production_Success_Chance Suggestion. [Fig. 147] FIG. 13 is a diagram showing the settings of the child table of the brightness data table: Dream Dream Fashion Production_Success_Chance Suggestion. [Fig. 148] This is a diagram showing the settings of the grandchild table of the brightness data table: Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 149] This is a diagram showing the settings of the grandchild table of the brightness data table: Dream Dream Fashion Production_Success_Chance Suggestion. [Fig. 150] This is a diagram showing the settings of the grandchild table of the brightness data table: Dream Dream Fashion Production_Success_Chance Suggestion. [Fig. 151] Brightness data table: A diagram showing the setting contents of the parent table of jam cooking performance_introduction. [Fig. 152] Brightness data table: A diagram showing the setting contents of the child table of jam cooking performance_introduction. [Fig. 153] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_introduction. [Fig. 154] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_introduction. [Fig. 155] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_introduction. [Fig. 156] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_introduction. [Fig. 157] Brightness data table: A diagram showing the setting contents of the parent table of the jam cooking performance_introduced CU. [Fig. 158] Brightness data table: A diagram showing the setting contents of the child table of the jam cooking performance_introduced CU. [Fig. 159] Brightness data table: A diagram showing the setting contents of the grandchild table of the jam cooking performance_introduced CU. [Fig. 160] Brightness Data Table: Jam Cooking Performance_Success_Fake - A diagram showing the settings of the general-purpose parent table. [Fig. 161] Brightness data table: A diagram showing the settings of the Jam Cooking Presentation_Success_Fake and General-purpose child tables. [Fig. 162] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Tables. [Fig. 163] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Tables. [Fig. 164] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Tables. [Fig. 165] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Tables. [Fig. 166] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Tables. [Fig. 167] A diagram showing the settings of the parent table of the brightness data table: jam cooking performance_chance suggestion. [Fig. 168]A diagram showing the settings of the child table of the brightness data table: jam cooking performance_chance suggestion. [Fig. 169] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Fig. 170] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Fig. 171] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Fig. 172] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Fig. 173] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Fig. 174] This is an explanatory diagram of the timing of the start of the pending memory display and active display stay animation and pre-reach performance. [Fig. 175] This is an explanatory diagram of the background music output in each presentation mode and the volume of this background music and the pre-reach presentation. [Fig. 176] (A) and (B) are figures showing the execution ratio of the pre-reach performance that starts after one cycle of the variable display of the special pattern is completed, and (C) is a figure showing the number of pre-reach performances that start after one cycle of the variable display of the special pattern is completed. [Fig. 177] (A) and (B) are figures showing the execution percentage of pre-reach performances that start before the decorative pattern reaches a specified transparency rate (90%), and (C) is a figure showing the number of pre-reach performances that start before the decorative pattern reaches a specified transparency rate (90%). [Fig. 178] (A) and (B) are figures showing the execution rate of pre-reach performances that start after the decorative pattern reaches a specified transparency rate (90%), and (C) is a figure showing the number of pre-reach performances that start after the decorative pattern reaches a specified transparency rate (90%). [Fig. 179](A) and (B) are figures showing the execution ratio of pre-reach effects in which both background music and sound effects are output when the effect starts, and (C) is a figure showing the number of pre-reach effects in which both background music and sound effects are output when the effect starts. [Fig. 180] (A) and (B) are figures showing the execution ratio of pre-reach effects in which the background music is made inaudible and the output of sound effects begins as the effect begins, and (C) is a figure showing the number of pre-reach effects in which the background music is made inaudible and the output of sound effects begins as the effect begins. [Fig. 181] (A) and (B) are figures showing the execution ratio of pre-reach effects in which background music is output when the effect starts but no sound effect is output, and (C) is a figure showing the number of pre-reach effects in which background music is output when the effect starts but no sound effect is output. [Fig. 182] 13A and 13B are diagrams showing the execution rate of pre-reach effects in which a performance image is displayed together with a background image, and 13C is a diagram showing the number of pre-reach effects in which a performance image is displayed together with a background image. [Fig. 183] (A) and (B) are figures showing the execution rate of pre-reach effects in which a performance image is displayed while the background image is darkened, and (C) is a figure showing the number of pre-reach effects in which a performance image is displayed while the background image is darkened. [Fig. 184] (A) and (B) are figures showing the execution rate of pre-reach effects in which a performance image is displayed without darkening the background image, and (C) is a figure showing the number of pre-reach effects in which a performance image is displayed without darkening the background image. [Fig. 185] (A) and (B) are figures showing the execution rate of pre-reach effects in which the background image is hidden and a performance image is displayed, and (C) is a figure showing the number of pre-reach effects in which the background image is hidden and a performance image is displayed. [Fig. 186](A) and (B) are diagrams showing the execution ratio of pre-reach effects which start after one cycle of the variable display of the special pattern has been completed and the decorative pattern has reached a specified transparency (90%), and in which a performance sound is output along with background music when the effect starts; (C) is a diagram showing the number of pre-reach effects which start after one cycle of the variable display of the special pattern has been completed and the decorative pattern has reached a specified transparency (90%), and in which a performance sound is output along with background music when the effect starts. [Fig. 187] (A) and (B) are figures showing the execution ratio of pre-reach effects which start after one cycle of the variable display of the special pattern has been completed and the decorative pattern has reached a specified transparency (90%), and in which background music is output when the effect starts but no performance sound is output; (C) is a figure showing the number of pre-reach effects which start after one cycle of the variable display of the special pattern has been completed and the decorative pattern has reached a specified transparency (90%), and in which background music is output when the effect starts but no performance sound is output. [Fig. 188] (A) and (B) are diagrams showing the execution rate of pre-reach effects that start after one cycle of the variable display of special patterns has been completed and the decorative patterns have reached a specified transparency (90%), and display a performance image together with a background image; (C) is a diagram showing the number of pre-reach effects that start after one cycle of the variable display of special patterns has been completed and the decorative patterns have reached a specified transparency (90%), and display a performance image together with a background image. [Fig. 189] (A) and (B) are diagrams showing the execution rate of pre-reach effects which start after one cycle of the variable display of special symbols has been completed, in which both background music and sound effects are output as the effect starts, and in which a performance image is displayed along with a background image; (C) is a diagram showing the number of pre-reach effects which start after one cycle of the variable display of special symbols has been completed, in which both background music and sound effects are output as the effect starts, and in which a performance image is displayed along with a background image. [Fig. 190](A) and (B) are diagrams showing the execution ratio of pre-reach effects which start after one cycle of the variable display of special symbols has been completed, in which background music is output as the effect starts but no performance sound is output, and in which a performance image is displayed together with a background image; (C) is a diagram showing the number of pre-reach effects which start after one cycle of the variable display of special symbols has been completed, in which background music is output as the effect starts but no performance sound is output, and in which a performance image is displayed together with a background image. [Fig. 191] (A) and (B) are diagrams showing the execution rate of pre-reach effects that start after the decorative pattern reaches a predetermined transparency rate (90%), in which both background music and sound effects are output as the effect starts, and in which a performance image is displayed along with a background image; (C) is a diagram showing the number of pre-reach effects that start after the decorative pattern reaches a predetermined transparency rate (90%), in which both background music and sound effects are output as the effect starts, and in which a performance image is displayed along with a background image. [Fig. 192] (A) and (B) are diagrams showing the execution rate of pre-reach effects, which start after the decorative pattern reaches a specified transparency (90%), in which background music is output but no performance sound is output as the effect starts, and in which a performance image is displayed along with a background image; (C) is a diagram showing the number of pre-reach effects, in which background music is output but no performance sound is output as the effect starts, and in which a performance image is displayed along with a background image, in which (A) and (B) are diagrams showing the execution rate of pre-reach effects, which start after the decorative pattern reaches a specified transparency (90%), in which background music is output but no performance sound is output as the effect starts, and in which a performance image is displayed along with a background image. [Fig. 193] 13A to 13D are explanatory diagrams for comparing the brightness data tables of each part of the pre-reach performance. [Fig. 194] 13A to 13D are explanatory diagrams for comparing the difference in table structure and brightness data depending on the pattern of the introduction part. [Fig. 195] 13A to 13D are explanatory diagrams for comparing the fact that the table structure and brightness data differ depending on the pattern of the result part. [Fig. 196] This is an explanatory diagram for comparing brightness data tables for each type of pre-reach performance. [Figure 197](A) and (B) are figures showing the execution ratio of pre-reach performances in which multiple pieces of brightness data for the light-off state are used, and (C) is a figure showing the number of pre-reach performances in which multiple pieces of brightness data for the light-off state are used. [Figure 198] (A) and (B) are figures showing the execution ratio of pre-reach performances in which more brightness data of the off state is used than the background brightness data table of the performance mode, and (C) is a figure showing the number of pre-reach performances in which more brightness data of the off state is used than the background brightness data table of the performance mode. [Figure 199] (A) and (B) are figures showing the execution ratio of pre-reach effects in which the average usage time of brightness data is shorter than that of the background brightness data table of the performance mode, and (C) is a figure showing the number of pre-reach effects in which the average usage time of brightness data is shorter than that of the background brightness data table of the performance mode. [Figure 200] (A) and (B) are figures showing the execution rate of pre-reach effects in which the number of types of brightness values of the brightness data is fewer than the background brightness data table of the presentation mode, and (C) is a figure showing the number of pre-reach effects in which the number of types of brightness values of the brightness data is fewer than the background brightness data table of the presentation mode. [Figure 201] 13A and 13B are diagrams showing the execution ratio of pre-reach effects that are more frequent in the looped brightness data table, and 13C is a diagram showing the number of pre-reach effects that are more frequent in the looped brightness data table. [Fig. 202] (A) and (B) are figures showing the execution ratio of pre-reach effects that are more frequent with a non-looping brightness data table, and (C) is a figure showing the number of pre-reach effects that are more frequent with a non-looping brightness data table. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [Feature 1] (Starts after one lighting cycle of specific identification information has been completed) The gaming machine with feature 1 is, A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance that is started after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode ends, The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific presentation that begins after the end of the initial switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 80, Figure 81, Figure 176
[0010] [Feature 2] (Starts after one lighting cycle of specific identification information has been completed) The gaming machine with feature 2 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance that is started after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode ends, The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, the number of types of specific presentations that are initiated after the initial switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 80, Figure 81, Figure 176
[0011] [Feature 3] (Starts after one lighting cycle of specific identification information has been completed) The gaming machine with feature 3 is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance that is started after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode ends, The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for the specific effects that begin after the end of the initial switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state, by including a specific effect that is executed commonly in the first presentation mode and the second presentation mode, a specific effect exclusive to the first presentation mode, and a specific effect exclusive to the second mode, it is possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 54, Figure 80, Figure 81, Figure 176
[0012] [Feature 1]~[Feature 3] (hold animation) The specific performance can be started before the end of the first switching period from the initial state of the animation of the pending display to the final state.
[0013] Means of [Feature 1] to [Feature 3] (4th pattern unit on the sub side) A performance control side light emitting means controlled by the performance control means is provided, the performance control means is capable of switching the state of the performance control means side light emitting means from an initial state to a final state in response to the variable display of the specific identification information, and is capable of executing the switching a plurality of times; The performance control means includes: A specific performance that is started after a period of the first switching of the mode of the light emitting means on the game control means side from the initial mode to the final mode is completed, The specific performance can be started after the initial switching period from the initial state to the final state of the light emitting means on the performance control means side has ended.
[0014] [Feature 4] (Starts before the decorative identification information becomes almost completely transparent) The gaming machine with feature 4 is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance that is started before the transparency of the decoration identification information becomes the second transparency, The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific presentation that begins before the transmittance of the decorative identification information becomes the second transmittance varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 80, Figure 177
[0015] [Feature 5] (Starts before the decorative identification information becomes almost completely transparent) The fifth feature of the gaming machine is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance that is started before the transparency of the decoration identification information becomes the second transparency, The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, the number of types of specific presentations that are started before the transmittance of the decorative identification information becomes the second transmittance varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 80, Figure 177
[0016] [Feature 6] (Starts before the decorative identification information becomes almost completely transparent) The sixth feature of the gaming machine is, A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance that is started before the transparency of the decoration identification information becomes the second transparency, The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific effects that begin before the transmittance of the decorative identification information becomes the second transmittance include specific effects that are executed commonly in the first presentation mode and the second presentation mode, specific effects that are exclusive to the first presentation mode, and specific effects that are exclusive to the second mode, so that the style of the effects can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 54, Figure 80, Figure 177
[0017] [Feature 7] (Starts after the decorative identification information becomes almost transparent) The seventh feature of the gaming machine is, A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance that is started after the transparency of the decoration identification information becomes the second transparency, The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific presentation that begins after the transmittance of the decorative identification information becomes the second transmittance varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 81, Figure 178
[0018] [Feature 8] (Starts after the decorative identification information becomes almost transparent) The eighth feature of the gaming machine is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance that is started after the transparency of the decoration identification information becomes the second transparency, The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, the number of types of specific presentations that are initiated after the transmittance of the decorative identification information becomes the second transmittance varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 81, Figure 178
[0019] [Feature 9] (Starts after the decorative identification information becomes almost transparent) The 9th feature of the gaming machine is, A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance that is started after the transparency of the decoration identification information becomes the second transparency, The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific effects that are initiated after the transmittance of the decorative identification information becomes the second transmittance include specific effects that are executed in common in the first presentation mode and the second presentation mode, specific effects that are exclusive to the first presentation mode, and specific effects that are exclusive to the second mode, making it possible to vary the style of the effects depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 54, Figure 81, Figure 178
[0020] Means of [Feature 4] to [Feature 9] (Details of the flow of variable display of decorative identification information) The performance control means is capable of performing variable display of the decorative identification information by changing the transparency of the decorative identification information from a first transparency, which is non-transparent, to a second transparency higher than the first transparency, and then returning it to the first transparency.
[0021] [Feature 10] (Play background music and output corresponding sounds) The 10th feature of this gaming machine is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance by outputting a sound corresponding to a performance while outputting background music corresponding to a controlled performance mode; The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, while background music corresponding to the controlled presentation mode is output, the execution ratio of a specific presentation in which a sound corresponding to the presentation is output varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 82, Figure 179
[0022] [Feature 11] (Play background music and output corresponding sound) The 11th feature of the gaming machine is, A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance by outputting a sound corresponding to a performance while outputting background music corresponding to a controlled performance mode; The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, while background music corresponding to the controlled presentation mode is output, the number of specific presentation types that output sounds corresponding to the presentation varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 82, Figure 179
[0023] [Feature 12] (Play background music and output corresponding sound) The 12th feature of the gaming machine is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance by outputting a sound corresponding to a performance while outputting background music corresponding to a controlled performance mode; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, specific effects that output background music corresponding to the controlled presentation mode while outputting sounds corresponding to the effects include specific effects that are executed commonly in the first presentation mode and the second presentation mode, specific effects exclusive to the first presentation mode, and specific effects exclusive to the second mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 54, Figure 82, Figure 179
[0024] [Feature 13] (BGM is inaudible while the corresponding sound is output) The 13th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance in which a background music corresponding to a controlled performance mode is not output, and a sound corresponding to the performance is output; The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, by not outputting background music corresponding to the controlled presentation mode, and instead outputting a sound corresponding to the presentation, the execution ratio of a specific presentation varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 82, Figure 180
[0025] [Feature 14] (BGM is inaudible while the corresponding sound is output) The 14th feature of the gaming machine is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance in which a background music corresponding to a controlled performance mode is not output, and a sound corresponding to the performance is output; The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, by not outputting background music corresponding to the controlled presentation mode, and instead outputting sounds corresponding to the presentation, the number of types of specific presentations that vary depending on the presentation mode, it is possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 82, Figure 180
[0026] [Feature 15] (BGM is inaudible while the corresponding sound is output) The 15th feature of the gaming machine is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance in which a background music corresponding to a controlled performance mode is not output, and a sound corresponding to the performance is output; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific effects that do not output background music corresponding to the controlled presentation mode but output sound corresponding to the presentation, by including specific effects that are executed commonly in the first presentation mode and the second presentation mode, specific effects exclusive to the first presentation mode, and specific effects exclusive to the second mode, it is possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 54, Figure 82, Figure 180
[0027] [Feature 16] (BGM playback only, no corresponding sound output) The 16th feature of the gaming machine is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of outputting background music corresponding to a controlled performance mode and executing a specific performance in which a sound corresponding to the performance is not outputted; The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, background music corresponding to the controlled presentation mode is output, and the execution ratio of a specific presentation in which sound corresponding to the presentation is not output varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 82, Figure 181
[0028] [Feature 17] (BGM playback only, no corresponding sound output) The 17th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of outputting background music corresponding to a controlled performance mode and executing a specific performance in which a sound corresponding to the performance is not outputted; The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, background music corresponding to the controlled presentation mode is output, and the number of specific presentation types that do not output sounds corresponding to the presentation varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 82, Figure 181
[0029] [Feature 18] (BGM playback only, no corresponding sound output) The 18th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with The device has a first presentation mode and a second presentation mode, The performance control means is capable of outputting background music corresponding to a controlled performance mode and executing a specific performance in which a sound corresponding to the performance is not outputted; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific effects that output background music corresponding to the controlled presentation mode and do not output sound corresponding to the effect, by including specific effects that are executed commonly in the first presentation mode and the second presentation mode, specific effects exclusive to the first presentation mode, and specific effects exclusive to the second mode, it is possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 54, Figure 82, Figure 181
[0030] [Feature 10] to [Feature 18] (BGM, corresponding sound details) The BGM corresponding to the first presentation mode is different from the BGM corresponding to the second presentation mode, The sound corresponding to the specific presentation is designed to be easier to hear than the background music corresponding to the first presentation mode and the background music corresponding to the second presentation mode. It is characterized by the following. This feature makes it possible to provide a suitable gaming machine.
[0031] [Feature 19] (Darken background display) The 19th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance that performs a specific display while lowering the brightness of a background display corresponding to a controlled performance mode, The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the brightness of the background display corresponding to the controlled presentation mode is reduced while the execution ratio of specific presentations that produce specific displays varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing an ideal gaming machine. Corresponding drawings: Figure 78, Figure 182
[0032] [Feature 20] (Darken background display) The 20th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance that performs a specific display while lowering the brightness of a background display corresponding to a controlled performance mode, The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, while the brightness of the background display corresponding to the controlled presentation mode is reduced, the number of types of specific presentations to be displayed varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing an ideal gaming machine. Corresponding drawings: Figure 78, Figure 182
[0033] [Feature 21] (Darken background display) The 21st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance that performs a specific display while lowering the brightness of a background display corresponding to a controlled performance mode, The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, by lowering the brightness of the background display corresponding to the controlled presentation mode while providing a specific display, the specific presentation can include a specific presentation executed commonly in the first presentation mode and the second presentation mode, a specific presentation exclusive to the first presentation mode, and a specific presentation exclusive to the second mode, thereby making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 55, Figure 78, Figure 182
[0034] [Feature 22] (Do not darken background display) The 22nd feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance for performing a specific display while maintaining a brightness of a background display corresponding to a controlled performance mode, The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, while maintaining the brightness of the background display corresponding to the controlled presentation mode, the execution ratio of specific presentations that perform specific displays varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 78, Figure 79, Figure 183
[0035] [Feature 23] (Do not darken background display) The 23rd feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance for performing a specific display while maintaining a brightness of a background display corresponding to a controlled performance mode, The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, while maintaining the brightness of the background display corresponding to the controlled presentation mode, the number of types of specific presentations to be displayed varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing an ideal gaming machine. Corresponding drawings: Figure 78, Figure 79, Figure 183
[0036] [Feature 24] (Do not darken background display) The 24th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance for performing a specific display while maintaining a brightness of a background display corresponding to a controlled performance mode, The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, while maintaining the brightness of the background display corresponding to the controlled presentation mode, specific presentations that provide specific displays include specific presentations that are executed commonly in the first presentation mode and the second presentation mode, specific presentations that are exclusive to the first presentation mode, and specific presentations that are exclusive to the second mode, thereby making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 55, Figure 78, Figure 79, Figure 183
[0037] [Feature 25] (Background display is invisible) The 25th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance that performs a specific display while making a background display corresponding to a controlled performance mode invisible; The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, while the background display corresponding to the controlled presentation mode is made invisible, the execution ratio of specific presentations that display specific information varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing an ideal gaming machine. Corresponding drawings: Figure 78, Figure 185
[0038] [Feature 26] (Background display is invisible) The 26th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance that performs a specific display while making a background display corresponding to a controlled performance mode invisible; The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, while the background display corresponding to the controlled presentation mode is made invisible, the number of types of specific presentations that provide specific displays varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing an ideal gaming machine. Corresponding drawings: Figure 78, Figure 185
[0039] [Feature 27] (Background display is invisible) The 27th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance that performs a specific display while making a background display corresponding to a controlled performance mode invisible; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, while the background display corresponding to the controlled presentation mode is made invisible, specific presentations that provide specific displays include specific presentations that are executed commonly in the first presentation mode and the second presentation mode, specific presentations that are exclusive to the first presentation mode, and specific presentations that are exclusive to the second mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 55, Figure 78, Figure 185
[0040] [Feature 28] (Background display is visible) The 28th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance that performs a specific display while making a background display corresponding to a controlled performance mode visible; The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, while the background display corresponding to the controlled presentation mode is visible, the execution ratio of specific presentations that produce specific displays varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 78, Figure 184
[0041] [Feature 29] (Background display is visible) The 29th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The device has a first presentation mode, a second presentation mode, and a third presentation mode, The performance control means is capable of executing a specific performance that performs a specific display while making a background display corresponding to a controlled performance mode visible; The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, while the background display corresponding to the controlled presentation mode can be viewed, the number of types of specific presentations to be displayed varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing an ideal gaming machine. Corresponding drawings: Figure 78, Figure 184
[0042] [Feature 30] (Background display is visible) The 30 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance that performs a specific display while making a background display corresponding to a controlled performance mode visible; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, while the background display corresponding to the controlled presentation mode is visible, the specific presentations that provide specific displays include specific presentations that are executed commonly in the first presentation mode and the second presentation mode, specific presentations that are exclusive to the first presentation mode, and specific presentations that are exclusive to the second mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 55, Figure 78, Figure 184
[0043] [Feature 31] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Outputs the corresponding sound while playing background music) The 31st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that is started after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode has ended and after the transmittance of the decoration identification information has become the second transmittance, and that outputs a background music corresponding to the presentation mode being controlled while outputting a sound corresponding to the presentation; The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the operation starts after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has become the second transmittance, and while outputting background music corresponding to the controlled presentation mode, the execution ratio of a specific presentation in which a sound corresponding to the presentation is output varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 81, Figure 82, Figure 186
[0044] [Feature 32] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Outputs the corresponding sound while playing background music) The 31st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that is started after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode has ended and after the transmittance of the decoration identification information has become the second transmittance, and that outputs a background music corresponding to the presentation mode being controlled while outputting a sound corresponding to the presentation; The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, the operation starts after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has become the second transmittance, and while outputting background music corresponding to the controlled presentation mode, the number of types of specific presentations that output sounds corresponding to the presentation varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 81, Figure 82, Figure 186
[0045] [Feature 33] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Outputs the corresponding sound while playing background music) The 33 feature gaming machine is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode and a second presentation mode, the presentation control means is capable of executing a specific presentation that is started after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode has ended and after the transmittance of the decoration identification information has become the second transmittance, and that outputs a background music corresponding to the presentation mode being controlled while outputting a sound corresponding to the presentation; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific presentation starts after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has become the second transmittance, and outputs background music corresponding to the presentation mode being controlled while outputting a sound corresponding to the presentation.By including a specific presentation executed in common in the first presentation mode and the second presentation mode, a specific presentation exclusive to the first presentation mode, and a specific presentation exclusive to the second mode, it is possible to differ the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 56, Figure 81, Figure 82, Figure 186
[0046] [Feature 34] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Only BGM is played, no corresponding sound is output) The 34th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that is started after the end of a first switching period for switching the mode of the game control means side light emitting means from an initial mode to a final mode and after the transmittance of the decoration identification information becomes the second transmittance, and outputs background music corresponding to the presentation mode being controlled, and does not output a sound corresponding to the presentation; The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the operation starts after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has become the second transmittance, and since the execution ratio of a specific effect in which background music corresponding to the controlled presentation mode is output and no sound corresponding to the effect is output varies depending on the presentation mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 81, Figure 82, Figure 187
[0047] [Feature 35] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Only BGM is played, no corresponding sound is output) The 35th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that is started after the end of a first switching period for switching the mode of the game control means side light emitting means from an initial mode to a final mode and after the transmittance of the decoration identification information becomes the second transmittance, and outputs background music corresponding to the presentation mode being controlled, and does not output a sound corresponding to the presentation; The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, the operation starts after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has become the second transmittance, and outputs background music corresponding to the controlled presentation mode, while the number of specific presentation types for which no sound corresponding to the presentation is output varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 81, Figure 82, Figure 187
[0048] [Feature 36] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Only BGM is played, no corresponding sound is output) The 36th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode and a second presentation mode, the presentation control means is capable of executing a specific presentation that is started after the end of a first switching period for switching the mode of the game control means side light emitting means from an initial mode to a final mode and after the transmittance of the decoration identification information becomes the second transmittance, and outputs background music corresponding to the presentation mode being controlled, and does not output a sound corresponding to the presentation; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, a specific effect that starts after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has become the second transmittance, and outputs background music corresponding to the controlled presentation mode and does not output sound corresponding to the presentation, includes a specific effect that is executed in common in the first presentation mode and the second presentation mode, a specific effect exclusive to the first presentation mode, and a specific effect exclusive to the second mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 56, Figure 81, Figure 82, Figure 187
[0049] [Feature 37] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Makes the background display visible) The 37th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that performs a specific display while making visible a background display corresponding to a presentation mode being controlled, the specific presentation being started after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode has ended and after the transmittance of the decoration identification information has become the second transmittance; The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the process begins after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has become the second transmittance, and while the background display corresponding to the controlled presentation mode is visible, the execution ratio of the specific presentation that displays a specific image varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 78, Figure 79, Figure 81, Figure 188
[0050] [Feature 38] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Makes the background display visible) The 38th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that performs a specific display while making visible a background display corresponding to a presentation mode being controlled, the specific presentation being started after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode has ended and after the transmittance of the decoration identification information has become the second transmittance; The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, the start is made after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has become the second transmittance, and while the background display corresponding to the controlled presentation mode is visible, the number of types of specific presentations for which specific displays are performed varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 78, Figure 79, Figure 81, Figure 188
[0051] [Feature 39] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Makes the background display visible) The 39th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode and a second presentation mode, the presentation control means is capable of executing a specific presentation that performs a specific display while making visible a background display corresponding to a presentation mode being controlled, the specific presentation being started after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode has ended and after the transmittance of the decoration identification information has become the second transmittance; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific display starts after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has become the second transmittance, and while the background display corresponding to the controlled presentation mode is visible, the specific display includes a specific display that is executed commonly in the first presentation mode and the second presentation mode, a specific display exclusive to the first presentation mode, and a specific display exclusive to the second mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 56, Figure 78, Figure 79, Figure 81, Figure 188
[0052] [Feature 40] (Starts after one lighting cycle of specific identification information has ended) (Outputs corresponding sound while playing background music) (Makes background display visible) The gaming machine with 40 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that starts after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode ends, and outputs a sound corresponding to a presentation while outputting background music corresponding to the presentation mode being controlled, and performs a specific display while making a background display corresponding to the presentation mode being controlled visible; The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the process starts after the end of the first switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state, and while outputting background music corresponding to the controlled presentation mode, sound corresponding to the presentation is output, and the background display corresponding to the controlled presentation mode is made visible, the execution ratio of a specific presentation that displays a specific image varies depending on the presentation mode, thereby making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 78, Figure 79, Figure 81, Figure 82, Figure 189
[0053] [Feature 41] (Starts after one lighting cycle of specific identification information has ended) (Outputs corresponding sound while playing background music) (Makes background display visible) The 41st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that starts after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode ends, and outputs a sound corresponding to a presentation while outputting background music corresponding to the presentation mode being controlled, and performs a specific display while making a background display corresponding to the presentation mode being controlled visible; The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, the operation is started after the end of the first switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state, and while outputting background music corresponding to the controlled presentation mode, sound corresponding to the presentation is output, and the background display corresponding to the controlled presentation mode is made visible, the number of types of specific presentations for which specific displays are performed varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 78, Figure 79, Figure 81, Figure 82, Figure 189
[0054] [Feature 42] (Starts after one lighting cycle of specific identification information has ended) (Outputs corresponding sound while playing background music) (Makes background display visible) The gaming machine with feature 42 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that starts after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode ends, and outputs a sound corresponding to a presentation while outputting background music corresponding to the presentation mode being controlled, and performs a specific display while making a background display corresponding to the presentation mode being controlled visible; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific display starts after the end of the first switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state, and outputs background music corresponding to the controlled presentation mode while outputting sound corresponding to the presentation, and makes the background display corresponding to the controlled presentation mode visible, while providing a specific display.By including a specific display that is executed commonly in the first presentation mode and the second presentation mode, a specific display exclusive to the first presentation mode, and a specific display exclusive to the second mode, it is possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 57, Figure 78, Figure 79, Figure 81, Figure 82, Figure 189
[0055] [Feature 43] (Starts after one lighting cycle of specific identification information has been completed) (BGM playback only, no corresponding sound output) (Background display is visible) The 43rd feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that starts after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode ends, outputs background music corresponding to the presentation mode being controlled, does not output a sound corresponding to the presentation, and performs a specific display while making a background display corresponding to the presentation mode being controlled visible; The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the process is started after the end of the first switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state, and BGM corresponding to the controlled presentation mode is output, sound corresponding to the presentation is not output, and the background display corresponding to the controlled presentation mode is made visible, while the execution ratio of a specific presentation that displays a specific image varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 78, Figure 79, Figure 81, Figure 82, Figure 190
[0056] [Feature 44] (Starts after one lighting cycle of specific identification information has been completed) (BGM playback only, no corresponding sound output) (Background display is visible) The gaming machine with feature 44 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that starts after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode ends, outputs background music corresponding to the presentation mode being controlled, does not output a sound corresponding to the presentation, and performs a specific display while making a background display corresponding to the presentation mode being controlled visible; The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, the operation is started after the end of the first switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state, and BGM corresponding to the controlled presentation mode is output, sound corresponding to the presentation is not output, and the background display corresponding to the controlled presentation mode is made visible, while the number of types of specific presentations for which specific displays are performed varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 78, Figure 79, Figure 81, Figure 82, Figure 190
[0057] [Feature 45] (Starts after one lighting cycle of specific identification information has been completed) (BGM playback only, no corresponding sound output) (Background display is visible) The 45th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the game control means side light emitting means from an initial state to a final state when executing the variable display of the specific identification information, and is capable of executing the switching a plurality of times; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that starts after a period of initial switching in which the mode of the game control means side light emitting means is switched from an initial mode to a final mode ends, outputs background music corresponding to the presentation mode being controlled, does not output a sound corresponding to the presentation, and performs a specific display while making a background display corresponding to the presentation mode being controlled visible; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific display is started after the end of the first switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state, and BGM corresponding to the controlled presentation mode is output, sound corresponding to the presentation is not output, and a background display corresponding to the controlled presentation mode is made visible, while the specific display includes a specific presentation executed commonly in the first presentation mode and the second presentation mode, a specific presentation exclusive to the first presentation mode, and a specific presentation exclusive to the second mode, thereby making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 57, Figure 78, Figure 79, Figure 81, Figure 82, Figure 190
[0058] [Feature 46] (Starts after the decoration identification information becomes almost transparent) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The 46th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the performance control means is capable of executing a specific performance that is started after the transparency of the decoration identification information becomes the second transparency, and that outputs a sound corresponding to the performance while outputting BGM corresponding to the controlled performance mode, and performs a specific display while making a background display corresponding to the controlled performance mode visible; The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the process is started after the transparency of the decorative identification information becomes the second transparency, and while outputting background music corresponding to the controlled presentation mode, a sound corresponding to the presentation is output, and the background display corresponding to the controlled presentation mode is made visible, while the execution ratio of a specific presentation that displays a specific display varies depending on the presentation mode, thereby making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 78, Figure 79, Figure 81, Figure 82, Figure 191
[0059] [Feature 47] (Starts after the decoration identification information becomes almost transparent) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The 47th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the performance control means is capable of executing a specific performance that is started after the transparency of the decoration identification information becomes the second transparency, and that outputs a sound corresponding to the performance while outputting BGM corresponding to the controlled performance mode, and performs a specific display while making a background display corresponding to the controlled performance mode visible; The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, the operation is started after the transparency of the decorative identification information becomes the second transparency, and while outputting background music corresponding to the controlled presentation mode, a sound corresponding to the presentation is output, and the background display corresponding to the controlled presentation mode is made visible, and the number of types of specific presentations to be displayed varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 78, Figure 79, Figure 81, Figure 82, Figure 191
[0060] [Feature 48] (Starts after the decoration identification information becomes almost transparent) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The 48 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the performance control means is capable of executing a specific performance that is started after the transparency of the decoration identification information becomes the second transparency, and that outputs a sound corresponding to the performance while outputting BGM corresponding to the controlled performance mode, and performs a specific display while making a background display corresponding to the controlled performance mode visible; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific presentation, which is started after the transmittance of the decorative identification information becomes the second transmittance, outputs background music corresponding to the controlled presentation mode while outputting a sound corresponding to the presentation, and makes the background display corresponding to the controlled presentation mode visible while providing a specific display, includes a specific presentation executed commonly in the first presentation mode and the second presentation mode, a specific presentation exclusive to the first presentation mode, and a specific presentation exclusive to the second mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 58, Figure 78, Figure 79, Figure 81, Figure 82, Figure 191
[0061] [Feature 49] (Starts after the decoration identification information becomes almost transparent) (BGM is played, but the corresponding sound is not output) (The background display is visible) The 49th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that is started after the transparency of the decoration identification information becomes the second transparency, outputs background music corresponding to the presentation mode being controlled, does not output a sound corresponding to the presentation, and performs a specific display while making a background display corresponding to the presentation mode being controlled visible; The execution ratio of the specific performance in the first performance mode, the execution ratio of the specific performance in the second performance mode, and the execution ratio of the specific performance in the third performance mode are different. It is characterized by the following. According to this feature, the process is started after the transparency of the decorative identification information becomes the second transparency, and BGM corresponding to the controlled presentation mode is output, sound corresponding to the presentation is not output, and the background display corresponding to the controlled presentation mode is made visible, while the execution ratio of the specific presentation that displays a specific message varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 78, Figure 79, Figure 81, Figure 82, Figure 192
[0062] [Feature 50] (Starts after the decoration identification information becomes almost transparent) (BGM is played, but the corresponding sound is not output) (The background display is visible) The 50 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that is started after the transparency of the decoration identification information becomes the second transparency, outputs background music corresponding to the presentation mode being controlled, does not output a sound corresponding to the presentation, and performs a specific display while making a background display corresponding to the presentation mode being controlled visible; The number of types of the specific performances executable in the first performance mode, the number of types of the specific performances executable in the second performance mode, and the number of types of the specific performances executable in the third performance mode are different. It is characterized by the following. According to this feature, the operation is started after the transparency of the decorative identification information becomes the second transparency, and BGM corresponding to the controlled presentation mode is output, sound corresponding to the presentation is not output, and the background display corresponding to the controlled presentation mode is made visible, while the number of types of specific presentations to be displayed varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 78, Figure 79, Figure 81, Figure 82, Figure 192
[0063] [Feature 51] (Starts after the decoration identification information becomes almost transparent) (BGM is played, but the corresponding sound is not output) (The background display is visible) The feature 51 of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of executing a variable display of the decoration identification information by changing a transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; The device has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that is started after the transparency of the decoration identification information becomes the second transparency, outputs background music corresponding to the presentation mode being controlled, does not output a sound corresponding to the presentation, and performs a specific display while making a background display corresponding to the presentation mode being controlled visible; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, a specific presentation that starts after the transmittance of the decorative identification information becomes the second transmittance, outputs background music corresponding to the controlled presentation mode, does not output sound corresponding to the presentation, and makes the background display corresponding to the controlled presentation mode visible while providing a specific display includes a specific presentation that is executed commonly in the first presentation mode and the second presentation mode, a specific presentation that is exclusive to the first presentation mode, and a specific presentation that is exclusive to the second mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 58, Figure 78, Figure 79, Figure 81, Figure 82, Figure 192
[0064] [Feature 52] (Multiple luminance data for off states are used) The gaming machine with feature 52 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, There is brightness data for turning off the light emitting means by the light emission control means, The performance control means is capable of executing a specific performance using a luminance data table including a plurality of the luminance data, The execution ratio of the specific performance in the first performance mode is different from the execution ratio of the specific performance in the second performance mode. It is characterized by the following. According to this feature, the execution rate of a specific effect using a brightness data table composed of multiple pieces of brightness data for turning off the light varies depending on the effect mode, so that the style of the effect can be varied depending on the effect mode, thereby making it possible to provide a suitable gaming machine. Corresponding drawings: Figure 196, Figure 197
[0065] [Feature 53] (Multiple luminance data for off states are used) The 53 feature gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, There is brightness data for turning off the light emitting means by the light emission control means, The performance control means is capable of executing a specific performance using a luminance data table including a plurality of the luminance data, The number of types of the specific performances executable in the first performance mode is different from the number of types of the specific performances executable in the second performance mode. It is characterized by the following. According to this feature, since the number of types of specific effects that use a brightness data table that is composed of multiple pieces of brightness data for turning off the light varies depending on the presentation mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 197
[0066] [Feature 54] (Multiple luminance data for off states are used) The 54th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, There is brightness data for turning off the light emitting means by the light emission control means, The performance control means is capable of executing a specific performance using a luminance data table including a plurality of the luminance data, The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific effects that use a brightness data table containing multiple pieces of brightness data for turning off the light, by including specific effects that are executed commonly in the first and second presentation modes, specific effects exclusive to the first presentation mode, and specific effects exclusive to the second mode, it is possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 197
[0067] [Feature 55] (The brightness data for the lights-off state is used more than the brightness data table for the background of the performance mode.) The 55th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means is controllable using a luminance data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means is controllable using a luminance data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table including more brightness data representing a light-off state than the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode; The execution ratio of the specific performance in the first performance mode is different from the execution ratio of the specific performance in the second performance mode. It is characterized by the following. According to this feature, the execution ratio of a specific presentation using a brightness data table that contains more brightness data representing the light-off state than the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 198
[0068] [Feature 56] (The brightness data for the lights-off state is used more than the brightness data table for the background of the performance mode.) The 56th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means is controllable using a luminance data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means is controllable using a luminance data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table including more brightness data representing a light-off state than the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode; The number of types of the specific performances executable in the first performance mode is different from the number of types of the specific performances executable in the second performance mode. It is characterized by the following. According to this feature, since the number of types of specific presentations using a brightness data table that contains more brightness data representing the light-off state than the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode varies depending on the presentation mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 198
[0069] [Feature 57] (The brightness data for the lights-off state is used more than the brightness data table for the background of the performance mode.) The 57th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means is controllable using a luminance data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means is controllable using a luminance data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table including more brightness data representing a light-off state than the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific presentations using a brightness data table that contains more brightness data representing the light-off state than the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode, by including specific presentations that are executed commonly in the first presentation mode and the second presentation mode, specific presentations exclusive to the first presentation mode, and specific presentations exclusive to the second mode, it is possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 198
[0070] [Feature 58] (The average usage time of the brightness data is shorter than that of the brightness data table for the background of the production mode) The 58th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means is controllable using a luminance data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means is controllable using a luminance data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table that is set so that an average use time of brightness data is shorter than an average use time of brightness data in a brightness data table corresponding to the first performance mode and a brightness data table corresponding to the second performance mode; The execution ratio of the specific performance in the first performance mode is different from the execution ratio of the specific performance in the second performance mode. It is characterized by the following. According to this feature, the execution ratio of a specific presentation using a brightness data table that is set so that the average usage time of the brightness data is shorter than the average usage time of the brightness data in the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 199
[0071] [Feature 59] (The average usage time of the brightness data is shorter than that of the brightness data table for the background of the production mode) The 59th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means is controllable using a luminance data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means is controllable using a luminance data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table that is set so that an average use time of brightness data is shorter than an average use time of brightness data in a brightness data table corresponding to the first performance mode and a brightness data table corresponding to the second performance mode; The number of types of the specific performances executable in the first performance mode is different from the number of types of the specific performances executable in the second performance mode. It is characterized by the following. According to this feature, since the number of types of specific presentations using a brightness data table that is set so that the average usage time of the brightness data is shorter than the average usage time of the brightness data in the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode varies depending on the presentation mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 199
[0072] [Feature 60] (The average usage time of the brightness data is shorter than that of the brightness data table for the background of the production mode) The 60 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means is controllable using a luminance data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means is controllable using a luminance data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table that is set so that an average use time of brightness data is shorter than an average use time of brightness data in a brightness data table corresponding to the first performance mode and a brightness data table corresponding to the second performance mode; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific presentations using a brightness data table that is set so that the average usage time of the brightness data is shorter than the average usage time of the brightness data in the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode, by including specific presentations that are executed commonly in the first presentation mode and the second presentation mode, specific presentations exclusive to the first presentation mode, and specific presentations exclusive to the second mode, it is possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 199
[0073] [Feature 61] (The luminance data has fewer types of luminance values (types of luminous colors) than the background luminance data table for the production mode.) The 61st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means is controllable using a luminance data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means is controllable using a luminance data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table that is set so that the number of types of brightness values of the brightness data is smaller than the number of types of brightness values of the brightness data in the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode; The execution ratio of the specific performance in the first performance mode is different from the execution ratio of the specific performance in the second performance mode. It is characterized by the following. According to this feature, the execution rate of a specific presentation using a brightness data table that is set so that the number of types of brightness values of the brightness data is less than the number of types of brightness values of the brightness data in the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 200
[0074] [Feature 62] (The luminance data has fewer types of luminance values (types of luminous colors) than the background luminance data table for the production mode.) The 62nd feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means is controllable using a luminance data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means is controllable using a luminance data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table that is set so that the number of types of brightness values of the brightness data is smaller than the number of types of brightness values of the brightness data in the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode; The number of types of the specific performances executable in the first performance mode is different from the number of types of the specific performances executable in the second performance mode. It is characterized by the following. According to this feature, since the number of types of specific presentations using a brightness data table that is set so that the number of types of brightness values of the brightness data is smaller than the number of types of brightness values of the brightness data in the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode varies depending on the presentation mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 200
[0075] [Feature 63] (The luminance data has fewer types of luminance values (types of luminous colors) than the background luminance data table for the production mode.) The 63 feature gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means is controllable using a luminance data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means is controllable using a luminance data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table that is set so that the number of types of brightness values of the brightness data is smaller than the number of types of brightness values of the brightness data in the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific presentations using a brightness data table that is set so that the number of types of brightness values of the brightness data is less than the number of types of brightness values of the brightness data in the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode, by including specific presentations that are executed commonly in the first presentation mode and the second presentation mode, specific presentations exclusive to the first presentation mode, and specific presentations exclusive to the second mode, it is possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 200
[0076] [Feature 64] (Looping luminance data tables are more common) The 64th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance using a luminance data table having a larger amount of luminance data that is repeatedly used than a larger amount of luminance data that is not repeatedly used; The execution ratio of the specific performance in the first performance mode is different from the execution ratio of the specific performance in the second performance mode. It is characterized by the following. According to this feature, since the execution ratio of a particular effect using a brightness data table having more repeatedly used brightness data than non-repeatedly used brightness data varies depending on the presentation mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 201
[0077] [Feature 65] (Looping brightness data tables are more common) The 65th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance using a luminance data table having a larger amount of luminance data that is repeatedly used than a larger amount of luminance data that is not repeatedly used; The number of types of the specific performances executable in the first performance mode is different from the number of types of the specific performances executable in the second performance mode. It is characterized by the following. According to this feature, since the number of types of specific presentations that use a brightness data table that has more repeatedly used brightness data than non-repeatedly used brightness data varies depending on the presentation mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 201
[0078] [Feature 66] (Looping luminance data tables are more common) The 66th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance using a luminance data table having a larger amount of luminance data that is repeatedly used than a larger amount of luminance data that is not repeatedly used; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific effects that use a brightness data table that has more repeatedly used brightness data than non-repeatedly used brightness data, by including specific effects that are executed in common in the first and second presentation modes, specific effects exclusive to the first presentation mode, and specific effects exclusive to the second mode, it is possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 201
[0079] [Feature 67] (There are more non-looping luminance data tables) The 67th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance using a luminance data table having more luminance data that is not repeatedly used than luminance data that is repeatedly used; The execution ratio of the specific performance in the first performance mode is different from the execution ratio of the specific performance in the second performance mode. It is characterized by the following. According to this feature, the execution ratio of a particular effect using a brightness data table that has more non-repeated brightness data than repeatedly used brightness data varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, thereby making it possible to provide a suitable gaming machine. Corresponding drawings: Figure 196, Figure 202
[0080] [Feature 68] (There are more non-looping luminance data tables) The 68th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance using a luminance data table having more luminance data that is not repeatedly used than luminance data that is repeatedly used; The number of types of the specific performances executable in the first performance mode is different from the number of types of the specific performances executable in the second performance mode. It is characterized by the following. According to this feature, since the number of types of specific presentations that use a brightness data table that has more brightness data that is not used repeatedly than that which is used repeatedly varies depending on the presentation mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 202
[0081] [Feature 69] (Looping luminance data tables are more common) The 69th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The device has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance using a luminance data table having more luminance data that is not repeatedly used than luminance data that is repeatedly used; The specific performance is, A common specific performance that can be executed in both the first performance mode and the second performance mode; A specific performance for the first performance mode that can be executed in the first performance mode and cannot be executed in the second performance mode; A specific performance for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific effects that use a brightness data table in which the amount of brightness data that is not used repeatedly is greater than the amount of brightness data that is used repeatedly, by including specific effects that are executed in common in the first and second presentation modes, specific effects that are exclusive to the first presentation mode, and specific effects that are exclusive to the second mode, it is possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 202
[0082] [Feature 70] (Brightness data table for each part of the preview) The 70 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The performance control means is capable of executing a specific performance, The specific performance includes an introduction part and a result part, The introduction part of the specific performance includes a first pattern and a second pattern, The result part of the specific effect includes a first pattern and a second pattern, The light emission control means When the introduction part of the specific performance is executed in a first pattern, the light emitting means is controlled using a brightness data table for a first introduction part; When the introduction part of the specific performance is executed in a second pattern, the light emitting means is controlled using a brightness data table for a second introduction part; When the result part of the specific effect is executed in a first pattern, the light emitting means is controlled using a brightness data table for a first result part; When the introduction part of the specific performance is executed in a second pattern, the light emitting means is controlled using a brightness data table for a second result part. It is characterized by the following. According to this feature, the introduction part and the result part each have multiple patterns, and by making it possible to emit light in a manner that corresponds to those patterns, it is possible to draw attention to the lighting manner in each part, and as a result, it is possible to provide an ideal gaming machine. Corresponding drawings: Figure 106 to Figure 173
[0083] [Feature 71] (Preview brightness data table The table structure and brightness data differ depending on the pattern of the introductory part) The 71st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The performance control means is capable of executing a specific performance, The specific performance includes an introduction part and a result part, The introduction part of the specific performance includes a first pattern and a second pattern, The light emission control means When the introduction part of the specific performance is executed in a first pattern, the light emitting means is controlled using a brightness data table for a first introduction part; When the introduction part of the specific performance is executed in a second pattern, the light emitting means is controlled using a brightness data table for a second introduction part; The first introduction part luminance data table and the second introduction part luminance data table have different settings for the time when the plurality of luminance data constituting each luminance data table is used. It is characterized by the following. According to this feature, by varying the time for which brightness data is used depending on the pattern of the introductory part and thereby varying the light emission pattern, a variety of effects can be presented, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 119 to 140, 194
[0084] [Feature 72] (Preview Brightness Data Table The table structure is the same depending on the pattern of the result part, but the brightness value of the brightness data is different) The 72 feature gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; A light emitting means; A light emission control means; Equipped with The performance control means is capable of executing a specific performance, The specific performance includes an introduction part and a result part, The result part of the specific effect includes a first pattern and a second pattern, The light emission control means When the result part of the specific effect is executed in a first pattern, the light emitting means is controlled using a brightness data table for a first result part; When the introduction part of the specific performance is executed in a second pattern, the light emitting means is controlled using a brightness data table for a second result part; The luminance data table for the first result part and the luminance data table for the second result part have the same time setting for using the plurality of luminance data constituting each luminance data table, and the luminance values of the plurality of luminance data constituting each luminance data table are different. It is characterized by the following. According to this feature, by varying the brightness value and thereby varying the light emission pattern while keeping the light emission time the same depending on the pattern of the result part, a variety of effects can be presented, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 141 to 150, 160 to 173, and 195
[0085] (Terminology explanation) BGM refers to music that is output for each production stage. It is output when the background is displayed. It is also output when a variable display is in progress and no production is being performed or a production without production sounds is being performed. It may or may not include vocals. The player may be able to select the BGM.
[0086] A background image (background display) refers to an image that is displayed for each production stage. Images that show scenery or landscapes are mainly used. As shown in Figure 78, it is displayed on the layer with the lowest priority.
[0087] A mode for carrying out the pachinko gaming machine 1 of the present invention will be described below based on an embodiment. EXAMPLES
[0088] (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.
[0089] A special symbol unit 201 is provided at a predetermined position on the game board 2 (lower left of the game area in the example shown in FIG. 1). The special symbol unit 201 is composed of a first special symbol display device 4A and a second special symbol display device 4B, a first reserve indicator 25A and a second reserve indicator 25B, a normal symbol display device 20, a normal reserve indicator 25C, a round number indicator 26, a win indicator light 27, a right hit indicator light 28, and a status indicator light 29, as shown in FIG. 18(A).
[0090] (Special pattern display device) The first special pattern display device 4A is composed of eight LEDs, and the second special pattern display device 4B is also composed of eight LEDs. Each of the eight LEDs is called a specific identification information (special pattern). A group of eight LEDs is called multiple types of specific identification information (multiple types of special patterns). The first special pattern display device 4A and the second special pattern display device 4B are devices that variably display multiple types of special patterns when a winning entry occurs in the first start winning slot or the second start winning slot (the starting condition is met), and indicate a "jackpot" or a "loss" when the combination of special patterns (combination of the eight LEDs turning on and off) becomes a combination that is predetermined by the pachinko game machine 1.
[0091] (Variable display of special symbols) The "variable display" of the special symbols indicates the period until the special symbol combination appears by turning on and off the eight LEDs according to a predetermined rule. Note that the variable display may also be expressed as a fluctuating display or a fluctuating.
[0092] The special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern", and the special pattern variably displayed on the second special pattern display device 4B is also called the "second special pattern". In addition, a special pattern game using the first special pattern is also called the "first special pattern game", and a special pattern game using the second special pattern is also called the "second special pattern game". There may be only one type of special pattern display device that variably displays the special pattern.
[0093] (Hold indicator) The first hold indicator 25A and the second hold indicator 25B are each composed of two LEDs. The first hold indicator 25A displays the first special reserved memory number by the number of LEDs lit and the lighting state, and the second hold indicator 25B displays the second special reserved memory number by the number of LEDs lit and the lighting state. For example, the first hold indicator 25A and the second hold indicator 25B indicate that the number of special reserved memories is 1 by lighting only the first LED, indicate that the number of special reserved memories is 2 by lighting the first and second LEDs, indicate that the number of special reserved memories is 3 by blinking the first LED while lighting the second LED, and indicate that the number of special reserved memories is 4 by blinking both the first LED and the second LED.
[0094] (Normal pattern display) In addition, the normal symbol display 20 is composed of four LEDs, and performs variable display of normal symbols as multiple types of normal identification information different from the special symbols. Such variable display of normal symbols is also called a normal symbol game.
[0095] The regular game reserve indicator 25C is composed of, for example, two LEDs, and displays the regular game reserve memory number, which is the number of regular games that are reserved for execution, by the number of LEDs that are lit and the lighting state of the LEDs. For example, the regular game reserve indicator 25C indicates that the regular game reserve memory number is 1 by lighting only the first LED, indicates that the regular game reserve memory number is 2 by lighting the first and second LEDs, indicates that the regular game reserve memory number is 3 by blinking the first LED while lighting the second LED, and indicates that the regular game reserve memory number is 4 by blinking both the first and second LEDs.
[0096] (Round number indicator) The round number indicator 26 is composed of five LEDs, and the combination of on and off of these LEDs indicates the number of rounds in a jackpot gaming state, which will be described later. The win indicator light 27, right hit indicator light 28, and status indicator light 29 are each one LED. The win indicator light 27 is an LED that lights up during a jackpot gaming state, which will be described later, the right hit indicator light 28 is an LED that lights up during a time-saving state, a probability variable state, and a jackpot gaming state, which will be described later, and the status indicator lights are LEDs that light up during a time-saving state and a probability variable state, which will be described later.
[0097] (Image display device) As shown in Fig. 1, 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.
[0098] 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 pattern 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.
[0099] At the bottom of the screen of the image display device 5, there are provided display areas (reserved memory display area 5U, active display area 5F) for displaying a reserved memory display (hereinafter, sometimes referred to as reserved display) corresponding to a variable display whose execution is reserved, and an active display corresponding to a variable display being executed. The reserved display and the active display are also collectively referred to as a variable display corresponding to a variable display. In this embodiment, a reserved memory display area 5U common to the first special symbol and the second special symbol is provided, but a first reserved display representing a variable display whose execution of the first special symbol is reserved and a second reserved display representing a variable display whose execution of the second special symbol is reserved may be provided separately. In this embodiment, the reserved memory display area 5U is a display area that displays a reserved display corresponding to the first special symbol when the game state is in a normal state, and is a display area that displays a reserved display corresponding to the second special symbol when the game state is in a time-saving state or a probability-changing state. Furthermore, the active display area 5F is a display area which displays an active display corresponding to a first special pattern when the game state is in a normal state, and is a display area which displays an active display corresponding to a second special pattern when the game state is in a time-saving state or a special probability state.
[0100] (winning ball device) A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0101] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started. The winning ball device 6A in this embodiment is arranged so that game balls that flow down the area on the left side of the image display device 5 (left game area) among the game balls shot by the player can win a prize.
[0102] 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 device having a movable piece that can be opened and closed, and when the solenoid 81 is in the off state, the movable piece is in the upright position, so that 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 the on state, the movable piece of the variable winning ball device 6B is 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. It should be noted that the variable winning ball device 6B is not limited to the above, as long as it can be changed between a closed state and an open state.
[0103] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions at the lower left of the game area and one position above the variable winning ball device 6B), normal winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided. In this case, when a ball enters one of the normal winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0104] A special variable winning ball device 7 having a large winning opening is provided 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 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.
[0105] 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.
[0106] 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 normal prize opening 10, for example.
[0107] The entry of a game ball into each winning port including the normal winning port 10 is also referred to as a "winning". In particular, winning into the start port (first starting winning port, second starting winning port) is also referred to as a starting winning. The variable winning ball device 6B and the special variable winning ball device 7 in this embodiment are arranged so that, among the game balls shot by the player, game balls that flow down the area on the right side of the image display device 5 (right game area) can win, and game balls that flow down the area on the left side of the image display device 5 (left game area) cannot win or have difficulty winning.
[0108] (passing gate) A passing gate 41 through which the gaming ball can pass is provided to the right of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.
[0109] (Outlet) 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 numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0110] (Other production equipment) Speakers 8L, 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. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and side lamps 9b are provided on the left and right of the main lamp 9a so as to surround the playing area, and a button lamp 9e is provided below the gaming board 2. The main lamp 9a, side lamps 9b, and button lamps 9e provided in the gaming machine frame 3 are also referred to as "frame lamps."
[0111] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1), and a movable body lamp 9d is provided on the movable body 32. An attacca lamp 9c is provided near the special variable winning ball device 7 on the game board 2, and a decorative lamp 9f is provided on the left side of the game board 2. The attacca lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the game board 2 are also called "board lamps." The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f may be collectively called the game effect lamp 9. The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f are configured to include LEDs (see FIG. 2). The various lamps will be described later.
[0112] 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.
[0113] At a predetermined position of the gaming machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) gaming 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. In addition to the upper tray, the gaming machine frame 3 may be provided with a payout section (ball supply tray) from which prize balls are paid out when the upper tray is full.
[0114] 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).
[0115] 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).
[0116] 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.
[0117] (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 during which 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).
[0118] 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 the 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).
[0119] 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.
[0120] 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.
[0121] Furthermore, 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 jackpot 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).
[0122] In special symbol games, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol varies depending on the type of jackpot described below) is displayed as a confirmed special symbol, it is a "jackpot", and if a special symbol other than the jackpot symbol (a losing symbol, for example, "-") is displayed as a confirmed special symbol, it is a "miss".
[0123] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.
[0124] 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 (e.g., 29 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (e.g., 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 (10 times, 2 times, etc.) is reached.
[0125] 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.
[0126] 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.) are prepared, and the jackpot type is set according to these. As the jackpot type, a jackpot type in which many prize balls can be obtained, a jackpot type in which few prize balls can be obtained, or a jackpot type in which almost no prize balls can be obtained may be provided.
[0127] 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.
[0128] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol variable display time (period during which the special symbol is changed) 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 change time (period during which the regular symbol is changed) 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 change efficiency of the special symbols (especially the second special symbol) is improved.
[0129] In the probability variable state (probability variable state), in addition to the 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 special symbol variable efficiency is improved and a "jackpot" is more likely to occur. The details will be described later, but the probability variable state in this embodiment is a game state in which the average special symbol variable display time is shorter than in the time-saving state.
[0130] That is, the normal state in this embodiment is a game state in which the variable display of the first special symbol is executed mainly by the player shooting the game ball toward the game area (left game area) on the left side of the image display device 5, and the time-saving state and the probability variable state in this embodiment are game states in which the variable display of the second special symbol is executed mainly by the player shooting the game ball toward the game area (right game area) on the right side of the image display device 5. Also, the big win game state in this embodiment is a game state in which the player can get many prize balls paid out by shooting the game ball toward the game area (right game area) on the right side of the image display device 5, causing the game ball to enter the big win opening.
[0131] 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.).
[0132] 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).
[0133] 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.
[0134] In the normal state in this embodiment, the game ball can enter the first start winning hole by the player mainly shooting the game ball toward the left game area, while the game ball has difficulty or cannot enter the second start winning hole by the player mainly shooting the game ball toward the right game area. In addition, the time-saving state and the probability change state in this embodiment are game states in which the game ball can enter the second start winning hole by the player mainly shooting the game ball toward the right game area, while the game ball has difficulty or cannot enter the first start winning hole.
[0135] 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.
[0136] (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 performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be performed as sound output from the speakers 8L and 8R, turning on or off the game effect lamp 9, operating the movable body 32, or using any effect device including some or all of these.
[0137] 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).
[0138] 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 same decorative symbols are displayed stationarily or oscillatingly in the "left" decorative symbol display area 5L and the "right" decorative symbol display area 5R on the screen of the image display device 5, while the variable display of the decorative symbols is still continuing in the "center" decorative symbol display area 5C.
[0139] 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.
[0140] 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.
[0141] 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.
[0142] 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").
[0143] 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 pre-reading preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-reading 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 the normal mode may be executed.
[0144] 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.
[0145] During the jackpot game state, a jackpot game performance is executed to notify the player of the jackpot game state. As the jackpot game performance, a performance to notify the player of the number of rounds or a promotion performance to show that the value of the jackpot game state is increasing may be executed.
[0146] 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).
[0147] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Figures 2 and 3. In addition, various boards, such as a payout control board, an information terminal board, and a launch control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also installed. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on the electronic circuit board.
[0148] A power switch 91 is connected to the power supply board 17, and by operating the power supply switch 91 (turning it ON), power from an AC power source such as an external power source such as a commercial power source, such as AC 100V, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0149] 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 reserved management), execution of regular games (including reserved management), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0150] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a serial communication circuit 106.
[0151] 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. Incidentally, all or part of the program stored in the ROM 101 may be expanded in the RAM 102 and executed on the RAM 102.
[0152] 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).
[0153] The I / O 105 is composed of an input port 105a to which various signals from, for example, the gate switch 21, the first start port switch 22A, the second start port switch 22B, the count switch 23, the normal winning port switch 24, and various signals from a magnetic sensor, a radio wave sensor, a proximity sensor, and a frame proximity sensor (not shown) for detecting errors are input via a switch circuit 110, and an output port 105b to which signals for controlling (driving) the solenoids 81, 82 and the various displays, display devices, and indicator lights that constitute the special chart unit 201 are output (transmitted) via an output circuit 111.
[0154] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed or entered and the switch has been turned on) from the gate switch 21, the first start port switch 22A, the second start port switch 22B, the count switch 23, and the normal winning port switch 24, and transmits them to the input port 105a. The transmission of the detection signal indicates that the game ball has passed or entered.
[0155] In this embodiment, the gate switch 21 is a switch for detecting that the game ball has passed through the passing gate 41, the first start port switch 22A is a switch for detecting that the game ball has entered the first start entry port, the second start port switch 22B is a switch for detecting that the game ball has entered the second start entry port, the count switch 23 is a switch for detecting that the game ball has entered the large entry port, and the regular entry port switch 24 is a switch for detecting that the game ball has entered the regular entry port 10.
[0156] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of a control circuit such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, a pressing operation on a clear switch 92 provided on the power supply board 17.
[0157] The output circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the output circuit 111 to the solenoid 81 for the normal electric role and the solenoid 82 for the large prize opening door.
[0158] The serial communication circuit 106 performs serial communication with the CPU (performance control CPU 120 in the case of the performance control board 12) of each control board (for example, a payout control board or performance control board 12, not shown) in a data format using full duplex, asynchronous and standard NRZ (non-return zero) coding. The serial communication circuit 106 includes a transmitting section that transmits various data (for example, a payout signal (a prize ball number command) or a performance control command) to the microcomputer of each control board, and a receiving section that receives various data (for example, a prize ball ACK command) from the microcomputer of each control board.
[0159] Also, on the main board 11 in this embodiment, an external RAM 107 for temporarily storing data to be processed by the game control microcomputer 100 is provided. Furthermore, although not shown in the figure, the main board 11 is also connected to a setting key switch for switching the setting value of the pachinko game machine 1 to a setting value setting state in which the setting value can be set, a setting changeover switch that functions as a touch switch for changing the setting values such as the probability of winning a jackpot (ball payout rate) described later in the setting value setting state, a door / frame opening switch for detecting the opening of the game machine frame 3, and a display monitor that can display the base value of this pachinko game machine. The setting key switch, setting changeover switch, and display monitor are provided on the back side of the pachinko game machine 1 so that they cannot be operated by the player.
[0160] A payout control board (not shown) is provided on the back side of the pachinko game machine 1. The payout control board is connected to a payout device that is driven to pay out a predetermined number of game balls (e.g., 3 balls, 5 balls, 10 balls, 15 balls, etc.) to a player based on receiving a payout signal, and a game ball detection sensor provided in a payout passage (not shown) through which the game balls paid out by the payout device pass, and it is possible to stop driving the payout device depending on the state of the game ball detection signal received from the game ball detection sensor.
[0161] In addition, a handle sensor for detecting the amount of operation by the player and a touch ring (touch sensor) for detecting that the player is gripping the ball-hitting operation handle 30 are connected to the payout control board, and based on signals input from these sensors, the payout control board controls a launching device capable of launching game balls onto the game board 2. In addition, a signal indicating whether or not the touch ring has been detected and a signal indicating that the game ball has been launched by the launching device are input from the payout control board to the game control microcomputer 100 of the main board 11.
[0162] 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.
[0163] 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.
[0164] 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.
[0165] 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.
[0166] The performance control CPU 120 may instruct the display control unit 123 to execute a performance based on a detection signal (a signal output when an operation by a player is detected, and a signal appropriately indicating the operation content) from the controller sensor unit 35A or the push sensor 35B. A vibration motor 36 is provided in the push button 31B. The vibration motor 36 is connected to the performance control board 12, and can be driven by receiving a drive signal from the performance control CPU 120. In other words, the push button 31B in this embodiment may vibrate when the vibration motor 36 is driven.
[0167] Furthermore, a performance display unit 202 is provided at the lower right position of the image display device 5. The performance display unit 202 is composed of a first performance indicator light 152A and a second performance indicator light 152B, a first sub-reservation indicator 151A and a second sub-reservation indicator 151B, and a right hit lamp 153, as shown in FIG.
[0168] The first effect indicator lamp 152A is a display device for allowing the player to recognize that the variable display of the first special symbol is being executed, and the second effect indicator lamp 152B is a display device for allowing the player to recognize that the variable display of the second special symbol is being executed. Each of these is composed of one LED.
[0169] The first sub-reserved indicator 151A is an indicator for making it possible to specify the number of reserved first special figures, and the second sub-reserved indicator 151B is an indicator for making it possible to specify the number of reserved second special figures. Each of these is composed of two LEDs, and the number of reserved first special figures and the number of reserved second special figures can be displayed depending on the number of LEDs that are lit and the lighting state of these LEDs. For example, the first sub-reserved indicator 151A and the second sub-reserved indicator 151B indicate that the number of reserved special figures is one by lighting only the first LED, indicate that the number of reserved special figures is two by lighting the first and second LEDs, indicate that the number of reserved special figures is three by flashing the first LED while lighting the second LED, and indicate that the number of reserved special figures is four by flashing both the first LED and the second LED.
[0170] In addition, the right hit lamp 153 is a single LED that is lit during the time-saving state, the probability change state, and the big win game state.
[0171] 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.
[0172] The display control unit 123 causes the image display device 5 to display a performance image by supplying a video signal corresponding to the performance to be executed to the image display device 5 based on an instruction to execute the performance from the performance control CPU 120. Also, a display process is performed to output image data in the display image creation area of the VRAM area specified by the display register as a video signal. In this embodiment, the display image creation area and the drawing area are switched for each V blank. Therefore, drawing is performed in the area assigned as the drawing area in a certain V blank, and in the next V blank, it is switched to the display image creation area, so that the image data drawn in the previous V blank is displayed and output, and drawing is performed in the other area during that time.
[0173] 4, the display control unit 123 generates an image to be displayed on the image display device 5 by superimposing (compositing) a plurality of layers, and therefore the VRAM area is provided with a layer image drawing area for drawing and arranging the images of each layer, and a display image creation area for further superimposing (compositing) the images drawn and arranged in each layer image drawing area to generate an image to be displayed on the image display device 5. Note that each layer image drawing area has a concept of upper, middle, and lower, and the higher the layer image drawing area, the higher the display priority is set in the image display device 5, and the lower the layer image drawing area, the lower the display priority is set in the image display device 5.
[0174] In particular, as shown in FIG. 5, the VRAM area includes an active display image drawing area for drawing and arranging an active display in the active display area 5F and a first reserved display that moves as a shift animation from the reserved memory display area 5U toward the active display area 5F, a first reserved display image drawing area for drawing and arranging a first reserved display according to the game status in the reserved memory display area 5U and a second reserved display that moves as a shift animation toward the display position of the first reserved display in the reserved memory display area 5U, and a second reserved display image drawing area for drawing and arranging a second reserved display according to the game status in the reserved memory display area 5U. A second hold display image drawing area is arranged for drawing and placing a hold display and a third hold display that moves as a shift animation toward the display position of the second hold display in the hold memory display area 5U, a third hold display image drawing area is arranged for drawing and placing a third hold display according to the game status in the hold memory display area 5U and a fourth hold display that moves as a shift animation toward the display position of the third hold display in the hold memory display area 5U, and a fourth hold display image drawing area is arranged for drawing and placing a fourth hold display according to the game status in the hold memory display area 5U.
[0175] In this embodiment, in addition to the images drawn and arranged in the active display image drawing area and the first reserved display image drawing area to the fourth reserved display image drawing area, an image to be displayed on the display screen of the image display device 5 can be generated by superimposing images drawn and arranged in a background image drawing area for drawing and arranging a background image, a decorative pattern image drawing area for drawing and arranging a decorative pattern image, etc. Also, as shown in FIG. 5, in the active display image drawing area and the first reserved display image drawing area to the fourth reserved display image drawing area, the display priority of the image drawn in the active display image drawing area is set to be the highest, the image drawn in the first reserved display image drawing area is set to be lower than the image drawn in the active display image drawing area, the image drawn in the second reserved display image drawing area is set to be lower than the image drawn in the first reserved display image drawing area, the image drawn in the third reserved display image drawing area is set to be lower than the image drawn in the second reserved display image drawing area, and the image drawn in the fourth reserved display image drawing area is set to be lower than the image drawn in the third reserved display image drawing area.
[0176] In other words, among the images related to the hold display and the active display, the image displayed in the display position of the fourth hold display is the image displayed at the lowest level, the image displayed in the display position of the third hold display and the image of the fourth hold display moving toward the display position of the third hold display are images displayed in a higher level than the image displayed in the display position of the fourth hold display (displayed with priority), and the image displayed in the display position of the second hold display and the image of the third hold display moving toward the display position of the second hold display are images displayed in a higher level than the image displayed in the display position of the third hold display and the image of the fourth hold display moving toward the display position of the third hold display (displayed with priority). The image displayed in the display position of the first hold display and the image of the second hold display moving toward the display position of the first hold display are images displayed (displayed with priority) above the image displayed in the display position of the second hold display and the image of the third hold display moving toward the display position of the second hold display, and the image displayed in the display position of the active display (active display area 5F) and the image of the first hold display moving toward the display position of the active display are images displayed (displayed with priority) above the image displayed in the display position of the first hold display and the image of the second hold display moving toward the display position of the first hold display.
[0177] In this embodiment, the transmittance (transparency) of the images drawn and placed in each image drawing area is set to 0% so that when superimposed, the upper image makes the overlapping area of the lower image invisible to the player; however, the present invention is not limited to this, and depending on the situation, the transmittance (transparency) of the images drawn and placed in each image drawing area may be set to a value higher than 0%, and images may be displayed transparently on the display screen of the image display device 5 or images may be temporarily hidden.
[0178] 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 mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to 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.
[0179] 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.
[0180] 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.
[0181] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0182] 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).
[0183] 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).
[0184] 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.
[0185] FIG. 6(A) is an explanatory diagram showing an example of the contents of a performance control command used in this embodiment. The performance control command is, for example, a two-byte configuration, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "0", and the first bit of the EXT data is set to "0". Note that the command format shown in FIG. 6(A) is only an example, and other command formats may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.
[0186] In the example shown in FIG. 6(A), the command 8001H is a first variable display start specification that specifies the start of variable display in a special symbol game using the first special symbol in the first special symbol display device 4A. The command 8002H is a second variable display start specification that specifies the start of variable display in a special symbol game using the second special symbol in the second special symbol display device 4B. The command 81XXH is a variable pattern specification command that specifies the variable pattern (variable time (variable display time)) of the decorative symbols (also called performance symbols) that are variably displayed in the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5 in response to the variable display of the special symbol in the special symbol game. Here, XXH indicates an unspecified hexadecimal number, and may be any value that is arbitrarily set according to the instruction contents by the performance control command. In addition, in the variable pattern specification command, different EXT data is set according to the specified variable pattern, etc.
[0187] Command 8CXXH is a variable display result designation command, which is a presentation control command that designates a variable display result such as a special pattern or a decorative pattern. In the variable display result designation command, different EXT data is set according to the determination result (predetermined result) of whether the variable display result (also called the variable display result) is a "miss" or a "jackpot", and the determination result of which of several types of jackpot types should be selected when the variable display result is a "jackpot", as shown in FIG. 6(B).
[0188] In the variable display result designation command, for example, as shown in FIG. 6(B), command 8C00H is a first variable display result designation command indicating a pre-determined result that the variable display result is "miss". Command 8C01H is a second variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot A". Command 8C02H is a third variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot B". Command 8C03H is a fourth variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot C". Command 8C04H is a fifth variable display result designation command that notifies the pre-determined result that the variable display result is "jackpot" and the jackpot type is "non-variable jackpot" and the jackpot type determined result.
[0189] The command 8F00H is a pattern determination command that specifies the stop (determination) of the variation of the decorative patterns in each of the decorative pattern display areas 5L, 5C, and 5R of the "left", "middle", and "right" in the image display device 5. The command 95XXH is a game state designation command that specifies the current game state in the pachinko game machine 1. In the game state designation command, different EXT data is set according to the current game state in the pachinko game machine 1, for example. As a specific example, the command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), the command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state), and the command 9502H is a third game state designation command corresponding to a game state in which time-saving control and probability variable control are performed (high probability high base state, probability variable state). In addition, the high probability, high base state may simply be referred to as a "high probability state."
[0190] Command A0XXH is a start of jackpot designation command (also called a "fanfare command") that designates the display of a presentation image indicating the start of a jackpot game. Command A1XXH is a large prize opening open notification command that notifies the player that the large prize opening is in an open state during a jackpot game state. Command A2XXH is a large prize opening post-open notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game state. Command A3XXH is a end of jackpot designation command that designates the display of a presentation image at the end of a jackpot game.
[0191] In the hit start designation command and the hit end designation command, for example, the same EXT data as the variable display result designation command may be set, so that different EXT data may be set according to the pre-determined result and the big win type determination result. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the big win type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the big win opening notification command and the big win opening after notification command, for example, different EXT data is set according to the number of rounds executed in the big win state (for example, "0" to "10") described later.
[0192] The command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established based on the occurrence of a start winning (first start winning) caused by a game ball passing through (entering) the first start winning port formed by the winning ball device 6A being detected by the first start port switch 22A. The command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established based on the occurrence of a start winning (second start winning) caused by a game ball passing through (entering) the second start winning port formed by the variable winning ball device 6B being detected by the second start port switch 22B.
[0193] The command C1XXH is a first special chart reserved memory number notification command that notifies the first special chart reserved memory number so that the number of reserved special charts can be specified. The command C2XXH is a second special chart reserved memory number notification command that notifies the second special chart reserved memory number so that the number of reserved special charts can be specified. The first special chart reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the first start port winning designation command is transmitted based on, for example, the first start condition being satisfied when the game ball passes (enters) the first start port. The second special chart reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the second start port winning designation command is transmitted based on, for example, the second start condition being satisfied when the game ball passes (enters) the second start port. In addition, the first special chart reserved memory number notification command and the second special chart reserved memory number notification command may be transmitted in response to the start of execution of the special chart game when either the first start condition or the second start condition is met (when the reserved memory number decreases).
[0194] Commands C4XXH and C6XXH are presentation control commands (prize-winning judgment result designation commands) that indicate the contents of the winning judgment result. Among these, command C4XXH is a designation command that indicates whether the variable display result is a "jackpot" or not and the type of jackpot (probable win, non-probable win, or sudden probability win) as the winning judgment result. Command C6XXH is a loss presentation pattern command that indicates whether the winning judgment result is a reach or not in the losing variable display (whether a reach presentation is executed or not) and which type of reach is executed or not (whether a normal reach reach presentation or a super reach reach presentation is executed).
[0195] Instead of the first special picture reserved memory number notification command or the second special picture reserved memory number notification command, a total reserved memory number notification command for notifying the total reserved memory number may be sent. That is, a total reserved memory number notification command for notifying an increase (or decrease) in the total reserved memory number may be used.
[0196] 6(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning port, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of variable display times for which the probability variation control or time reduction control is executed, etc. may be provided.
[0197] FIG. 7 is an explanatory diagram illustrating random numbers counted on the main board 11 side. As shown in FIG. 7, on the main board 11 side, 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 miss performance, the random number value MR4 for determining the variation pattern type, the random number value MR5 for determining the variation pattern, the random number value MR6 for determining the normal chart display result, and the random number value MR7 for determining the initial value of the random number value MR1 and the random number value MR6 are controlled so that they can be counted. In addition, random numbers other than these may be used to enhance the game effect. Such random numbers used to control the progress of the game are also called game random numbers.
[0198] The random number circuit 104 may count the numerical data indicating a part or all of these random number values MR1 to MR7. The CPU 103 may count the numerical data indicating a part of the random number values MR1 to MR7 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in the game control counter setting unit 001SG154 described later.
[0199] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the variable display result of the special symbol or the like in the special symbol game to a "jackpot" and to a jackpot game state, and takes a value in the range of, for example, "1" to "65536". The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type to be one of "Probable jackpot A", "Probable jackpot B", "Probable jackpot C", or "Non-probable jackpot" when the variable display result is a "jackpot", and takes a value in the range of, for example, "1" to "100".
[0200] The random number value MR3 for determining a miss performance is a random number value used to determine in advance whether or not a reach will occur in a variable display where the variable display is a miss, and takes a value in the range of, for example, "1" to "100." The random number value MR4 for determining a variation pattern type is a random number value used to determine in advance whether a normal reach will occur or a super reach will occur when a variable display is a miss and the type of super reach to be executed, and takes a value in the range of, for example, "1" to "100."
[0201] The random number value MR5 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns to one of several types prepared in advance, and takes a value in the range of "1" to "997", for example.
[0202] The random number value MR6 for determining the normal symbol display result is a random number value used to determine whether the variable display result in the normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "1" to "65536", for example. The random number value MR7 for determining the initial value is a random number value used to determine the initial value of the random number value MR1 and the random number value MR7 described above, and takes a value in the range of "1" to "65536", for example.
[0203] 8 shows an example of the configuration of the display result determination table stored in the ROM 101. In the present embodiment, a display result determination table common to the first special chart and the second special chart is used as the display result determination table, but the present invention is not limited to this, and individual display result determination tables may be used for the first special chart and the second special chart.
[0204] The display result determination table is a table which is referenced to determine whether or not to control the variable display result to a jackpot game state as a "jackpot" before a determined special pattern which is a variable display result is derived and displayed in a special pattern game using a first special pattern by the first special pattern display device 4A or a special pattern game using a second special pattern by the second special pattern display device 4B, based on a random number value MR1 for determining the special pattern display result.
[0205] In the display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a probability change state (high probability state).
[0206] In the display result judgment table, the table data indicating the judgment value to be compared with the random number value MR1 for judging the special chart display result is judgment data assigned to the decision result of whether or not to control the special chart display result to a jackpot game state as a "jackpot". In the display result judgment table 22, when the game state is a probability change state (high probability state), more judgment values are assigned to the special chart display result of a "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, the probability that the special chart display result is determined to be controlled to a jackpot game state as a "jackpot" is higher (about 1 / 30 in this embodiment) than the probability that the special chart display result is determined to be controlled to a jackpot game state as a "jackpot" when the pachinko game machine 1 is in a time-saving state (low probability state) (about 1 / 300 in this embodiment). That is, in the display result judgment table, judgment data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.
[0207] FIG. 9(A) shows an example of the configuration of a jackpot type determination table stored in the ROM 101. The jackpot type determination table in this embodiment is a table that is referenced to determine the jackpot type as one of a plurality of types based on the random number value MR2 for jackpot type determination when it is determined that the special symbol display result is a "jackpot" and the jackpot game state is controlled. In the jackpot type determination table, a number (determination value) that is compared with the random number value MR2 for jackpot type determination is assigned to a plurality of types of jackpot types such as "non-variable jackpot", "variable jackpot A", "variable jackpot B", and "variable jackpot C" depending on whether the special symbol that is variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).
[0208] Here, the types of jackpots in this embodiment will be explained using Figure 9 (B).In this embodiment, the jackpot types are set to "certain variable jackpot A", "certain variable jackpot B", and "certain variable jackpot C", in which after the jackpot game state ends, special variable control and time-saving control are executed, resulting in a transition to a high-probability, high-base state, and "non-certain variable jackpot", in which after the jackpot game state ends, only time-saving control is executed, resulting in a transition to a low-probability, high-base state.
[0209] The jackpot game state by "probable jackpot A" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 10 times (so-called 10 rounds). On the other hand, the jackpot game state by "probable jackpot B" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 5 times (so-called 5 rounds). The jackpot game state by "probable jackpot C" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 2 times (so-called 2 rounds). Also, the jackpot game state by "non-probable jackpot" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 5 times (so-called 5 rounds). Therefore, "Chance jackpot A" is sometimes referred to as a 10-round (10R) chance jackpot, "Chance jackpot B" is sometimes referred to as a 5-round (5R) chance jackpot, and "Chance jackpot C" is sometimes referred to as a 2-round (2R) chance jackpot.
[0210] The variable probability control and time-saving control that are started after the end of the jackpot game state of the variable probability jackpot A to the variable probability jackpot C are ended on the condition that the state is controlled to the jackpot game state. In addition, the time-saving control that is started after the end of the non-variable probability jackpot game state is ended on the condition that the variable display is ended 100 times, or the state is controlled to the jackpot game state before the variable display is ended 100 times. Therefore, if the jackpot that occurs again is any of the variable probability jackpot A to the variable probability jackpot C, the variable probability control and time-saving control are executed again after the jackpot game state ends, so that the jackpot game state occurs continuously without going through the normal state, which is called a consecutive state. In other words, the variable probability state in this embodiment is a game state that continues until the variable display result becomes a jackpot regardless of the number of variable displays, while the time-saving state in this embodiment is a game state that is controlled to the normal state by executing the variable display 100 times unless the variable display result becomes a jackpot. For this reason, the time-saving state is also the game state that is controlled when the consecutive winning streak state may end.
[0211] In the example of the jackpot type determination table shown in Fig. 9(A), the allocation of the determination value to the jackpot types "probable jackpot A", "probable jackpot B", "probable jackpot C", and "non-probable jackpot" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. That is, when the variably displayed special chart is the first special chart, a predetermined range of determination values (values in the range of "81" to "100") are assigned to the jackpot types "probable jackpot B" and "probable jackpot C" with fewer rounds, while when the variably displayed special chart is the second special chart, no determination value is assigned to the jackpot types "probable jackpot B" and "probable jackpot C". By such a setting, the ratio of determining the jackpot type to "probable jackpot B" or "probable jackpot C" with fewer rounds can be made different between the case where the jackpot type is determined to be one of a plurality of types based on the establishment of the first start condition for starting a special game using the first special symbol by the first special symbol display device 4A and the case where the jackpot type is determined to be one of a plurality of types based on the establishment of the second start condition for starting a special game using the second special symbol by the second special symbol display device 4B. In particular, in the special game using the second special symbol, the jackpot type is not determined to be "probable jackpot B" or "probable jackpot C" to control to a jackpot state with fewer rounds, so that, for example, in a game state where a game ball is likely to enter the second start winning hole formed by the variable winning ball device 6B due to the high opening control accompanying the time reduction control, frequent occurrence of a jackpot state with fewer winning balls can be avoided, and a decrease in the interest in the game can be prevented.
[0212] In addition, in the setting example of the jackpot type determination table shown in Figure 9 (A), the allocation of determination values for the "non-probability variable" jackpot type is the same regardless of whether it is the first special chart special chart game or the second special chart, so the probability of a non-probability variable jackpot and the probability of a probability variable jackpot are the same regardless of whether it is the first special chart special chart game or the second special chart.
[0213] Therefore, as mentioned above, just as the allocation of judgment values for "Special Variable Jackpot B" and "Special Variable Jackpot C" differs depending on whether it is the first special chart game or the second special chart, the allocation of judgment values for "Special Variable Jackpot A" also differs depending on whether it is the first special chart game or the second special chart, and for "Special Variable Jackpot A", which has a larger number of rounds, it is set up so that it is easier to determine in the second special chart game than in the first special chart game.
[0214] In addition, in the case of the special chart game of the second special chart, a predetermined range of judgment values different from that in the case of the special chart game of the first special chart may be assigned to the jackpot type of "probable jackpot B" or "probable jackpot C". For example, in the case of the special chart game of the second special chart, a smaller judgment value than that in the case of the special chart game of the first special chart may be assigned to the jackpot type of "probable jackpot B" or "probable jackpot C". Alternatively, regardless of whether it is the special chart game of the first special chart or the second special chart, the jackpot type may be determined by referring to common table data.
[0215] 10 shows an example of the configuration of a miss performance judgment table stored in the ROM 101. The miss performance judgment table in this embodiment is a table that is referenced when the special chart display result is determined to be "miss", based on the random number value MR3 for miss performance judgment, to determine whether the miss performance is to be non-reach or reach, that is, whether to execute reach performance in the variable display. For example, if the value of the random number value MR3 is within the range of 1 to 85, the miss performance is determined to be non-reach (reach performance is not executed), and if the value of the random number value MR3 is within the range of 86 to 100, the miss performance is determined to be reach (reach performance is executed).
[0216] 11(A) to 11(C) show configuration examples of the fluctuation pattern type determination table stored in the ROM 101. The fluctuation pattern type determination table is a table for determining whether the reach (fluctuation pattern type) to be executed is a normal reach, a super reach α, a super reach β, or a super reach γ when the miss performance determination table determines that the miss performance is a reach (executing a reach performance). In this embodiment, the fluctuation pattern type determination table to be selected is different depending on the game state.
[0217] Specifically, as shown in Figures 11(A) to 11(C), when the gaming state is a normal state (low probability low base state), the fluctuation pattern type is determined based on the fluctuation pattern type determination table A and the value of the random number value MR4, when the gaming state is a time-saving state (low probability high base state), the fluctuation pattern type is determined based on the fluctuation pattern type determination table B and the value of the random number value MR4, and when the gaming state is a probability variable state (high probability high base state), the fluctuation pattern type is determined based on the fluctuation pattern type determination table C and the value of the random number value MR4. In addition, determining the variation pattern type to be normal reach means determining that a normal reach reach performance will be executed during the variable display and result in a miss, determining the variation pattern type to be super reach α means determining that a super reach α reach performance will be executed during the variable display and result in a miss, determining the variation pattern type to be super reach β means determining that a super reach β reach performance will be executed during the variable display and result in a miss, and determining the variation pattern type to be super reach γ means determining that a super reach γ reach performance will be executed during the variable display and result in a miss.
[0218] For example, as shown in FIG. 11(A), when the game state is a normal state (low probability low base state), if the value of the random number value MR4 is within the range of 1 to 80, the variation pattern type is determined to be a normal reach, if the value of the random number value MR4 is within the range of 81 to 95, the variation pattern type is determined to be a super reach α, and if the value of the random number value MR4 is within the range of 96 to 100, the variation pattern type is determined to be a super reach β. Also, as shown in FIG. 11(B), when the game state is a time-saving state (low probability high base state), if the value of the random number value MR4 is within the range of 1 to 80, the variation pattern type is determined to be a normal reach, and if the value of the random number value MR4 is within the range of 81 to 100, the variation pattern type is determined to be a super reach γ. Also, as shown in FIG. 11(C), when the game state is a probability variable state (high probability high base state), if the value of the random number value MR4 is within the range of 1 to 100, the variation pattern type is determined to be a normal reach.
[0219] 12(A) to 12(C) show the variation patterns in this embodiment. In this embodiment, when the game state is a normal state (low probability low base state), when it is a time-saving state (low probability high base state), and when it is a probability-changing state (high probability high base state), and when the variable display result is a "miss", a plurality of variation patterns are prepared in advance for the cases where the variable display state of the decorative pattern is "non-reach" and "reach", and for the case where the variable display result is a "jackpot". The variation pattern corresponding to the case where the variable display result is "miss" and the variable display state of the decorative pattern is "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is "miss" and the variable display state of the decorative pattern is "reach" is called a reach variation pattern (also called a "reach miss variation pattern"). In addition, the non-reach fluctuation pattern and the reach fluctuation pattern are included in the miss fluctuation pattern corresponding to the case where the variable display result is "miss". The fluctuation pattern corresponding to the case where the variable display result is "jackpot" is called the jackpot fluctuation pattern.
[0220] The jackpot fluctuation pattern and the reach fluctuation pattern include a normal reach fluctuation pattern in which a reach performance of a normal reach is executed, and a super reach fluctuation pattern in which a reach performance of a super reach is executed.
[0221] In the present embodiment, when the game state is the normal state (low probability low base state), as shown in FIG. 12(A), there are a variation pattern (PA1-1) in which the special chart variable display time is 14000 ms and the game is not a reach miss, a variation pattern (PA1-2) in which the special chart variable display time is 7000 ms and the game is not a reach miss, a variation pattern (PA1-3) in which the special chart variable display time is 3000 ms and the game is not a reach miss, a variation pattern (PA2-1A) in which the special chart variable display time is 21000 ms and the game is a normal reach miss, and a variation pattern (PA2-2A) in which the special chart variable display time is 25000 ms. s, a pseudo consecutive performance including a temporary stop of a decorative pattern and a re-variable display during the variable display is executed once, and then the normal reach is missed (PA2-1B); a special chart variable display time is 60,000 ms, a pseudo consecutive performance is executed once, and then the normal reach is passed and the super reach α is missed (PA2-2A); a special chart variable display time is 65,000 ms, a pseudo consecutive performance is executed twice, and then the normal reach is passed and the super reach α is missed (PA2-2B); a special chart variable display time is 70,000 ms, A variation pattern (PA2-3A) in which the pseudo consecutive performance is executed twice, followed by a normal reach and then a super reach beta miss; a variation pattern (PA2-3B) in which the special chart variable display time is 75,000 ms, the pseudo consecutive performance is executed three times, followed by a normal reach and then a super reach beta miss; a variation pattern (PB1-1A) in which the special chart variable display time is 20,000 ms and results in a normal reach jackpot; a variation pattern (PB1-1B) in which the special chart variable display time is 25,000 ms, the pseudo consecutive performance is executed once, followed by a normal reach jackpot; A variation pattern (PB1-2A) in which the display time is 60,000 ms, a pseudo consecutive performance is executed once, and then a Super Reach α jackpot is reached via a normal reach; a variation pattern (PB1-2B) in which the special chart variable display time is 65,000 ms, a pseudo consecutive performance is executed twice, and then a Super Reach α jackpot is reached via a normal reach; a variation pattern (PB1-3A) in which the special chart variable display time is 70,000 ms, a pseudo consecutive performance is executed twice, and then a Super Reach β jackpot is reached via a normal reach; a variation pattern (PB1-3B) in which the special chart variable display time is 75,000 ms,There is a variation pattern (PB1-3B) in which the pseudo consecutive performance is executed three times, followed by a normal reach and then a super reach β jackpot.
[0222] In addition, when the game state is in the time-saving state (low probability high base state), as shown in FIG. 12(B), there are a variation pattern (PA1-4) in which the special chart variable display time is 7000 ms and the result is a non-reach miss, a variation pattern (PA1-5) in which the special chart variable display time is 2000 ms and the result is a non-reach miss, a variation pattern (PA2-4A) in which the special chart variable display time is 10000 ms and the result is a normal reach miss after one pseudo consecutive performance is executed (PA2-4B), a variation pattern (PA2-5A) in which the special chart variable display time is 30000 ms and the result is a super reach γ miss via a normal reach after one pseudo consecutive performance is executed, and a variation pattern (PA2-5B) in which the special chart variable display time is 35000 ms and the result is a super reach γ miss after one pseudo consecutive performance is executed. There are provided a variation pattern (PA2-5B) in which the pseudo consecutive performance is executed twice and then the normal reach results in a miss on the Super Reach γ; a variation pattern (PB1-4A) in which the special chart variable display time is 10,000 ms and then the normal reach jackpot results; a variation pattern (PB1-4B) in which the special chart variable display time is 15,000 ms and then the pseudo consecutive performance is executed once and then the normal reach jackpot results; a variation pattern (PB1-5A) in which the special chart variable display time is 30,000 ms and then the pseudo consecutive performance is executed once and then the normal reach results in a Super Reach γ jackpot; and a variation pattern (PB1-5B) in which the special chart variable display time is 35,000 ms and then the pseudo consecutive performance is executed twice and then the normal reach results in a Super Reach γ jackpot results.
[0223] Furthermore, when the game state is in a high probability state (high probability high base state), as shown in Figure 12 (C), there are provided a variation pattern (PA1-6) in which the special chart variable display time is 3000 ms and results in a non-reach miss, a variation pattern (PA1-7) in which the special chart variable display time is 500 ms and results in a non-reach miss, a variation pattern (PA2-6) in which the special chart variable display time is 5000 ms and results in a normal reach miss, and a variation pattern (PB1-6) in which the special chart variable display time is 5000 ms and results in a normal reach jackpot.
[0224] In this embodiment, the expectation of a big win is set higher in the order of super reach, normal reach, and non-reach, so that the longer the special chart variable display time is, the higher the expectation of a big win is in the normal reach variation pattern and the super reach variation pattern. Furthermore, when the game state is in the normal state, the expectation of a big win is set higher for super reach β than for super reach α, which is the variable display result that becomes a big win.
[0225] In addition, in this embodiment, these fluctuation patterns are determined using a random number value MR5 for determining the fluctuation pattern, a random number value MR3 for determining a miss performance, and a random number value MR4 for determining the type of fluctuation pattern, but the present invention is not limited to this, and the fluctuation pattern may be determined using two or less random number values including the random number value MR5 for determining the fluctuation pattern, or may be determined using four or less random number values including the random number value MR5 for determining the fluctuation pattern.
[0226] 13 to 16 are explanatory diagrams of a method for determining a variation pattern in this embodiment. In this embodiment, the variation pattern determination table to be selected is changed according to the display result of the variable display to be executed, the number of reserved memories, the game state, the miss performance, the variation pattern type, etc.
[0227] Specifically, as shown in FIG. 13(A) to FIG. 13(F), when the game state is the normal state (low base state) and the variable display result is a miss, if the miss effect is not reach and the reserved memory number of the special pattern that executes the variable display (same type reserved memory number) is 1 or less, the variable pattern is determined based on the miss variable pattern determination table A and the value of the random number MR5, if the miss effect is not reach and the reserved memory number of the special pattern that executes the variable display is 2, the variable pattern is determined based on the miss variable pattern determination table B and the value of the random number MR5, if the miss effect is not reach and the reserved memory number of the special pattern that executes the variable display is 3, The fluctuation pattern is determined based on the miss fluctuation pattern determination table C and the value of the random number value MR5, and if the miss performance is a reach and the fluctuation pattern type is a normal reach, the fluctuation pattern is determined based on the miss fluctuation pattern determination table D and the value of the random number value MR5, if the miss performance is a reach and the fluctuation pattern type is a super reach α, the fluctuation pattern is determined based on the miss fluctuation pattern determination table E and the value of the random number value MR5, and if the miss performance is a reach and the fluctuation pattern type is a super reach β, the fluctuation pattern is determined based on the miss fluctuation pattern determination table F and the value of the random number value MR5.
[0228] Also, as shown in Figures 14(A) to 14(D), when the game state is a time-saving state (low probability high base state) and the variable display result is a miss, if the miss performance is a non-reach and the number of reserved memories of the special pattern that executes the variable display (number of reserved memories of the same type) is one or less, the variation pattern is determined based on the miss variation pattern determination table G and the value of the random number value MR5, if the miss performance is a non-reach and the number of reserved memories of the special pattern that executes the variable display is two or more, the variation pattern is determined based on the miss variation pattern determination table H and the value of the random number value MR5, if the miss performance is a reach and the variation pattern type is a normal reach, the variation pattern is determined based on the miss variation pattern determination table I and the value of the random number value MR5, and if the miss performance is a reach and the variation pattern type is a super reach γ, the variation pattern is determined based on the miss variation pattern determination table J and the value of the random number value MR5.
[0229] Furthermore, as shown in Figures 15(A) to 15(C), when the game state is a probability variable state (high probability high base state) and the variable display result is a miss, if the miss performance is a non-reach and the number of reserved memories (number of reserved memories of the same type) of special symbols that execute the variable display is one or less, the variation pattern is determined based on the miss variation pattern determination table K and the value of the random number value MR5, if the miss performance is a non-reach and the number of reserved memories (number of reserved memories of the same type) of special symbols that execute the variable display is two or more, the variation pattern is determined based on the miss variation pattern determination table L and the value of the random number value MR5, and if the miss performance is a reach and the variation pattern type is a normal reach, the variation pattern is determined based on the miss variation pattern determination table M and the value of the random number value MR5.
[0230] Then, as shown in Figures 16(A) to 16(C), when the game state is normal (low probability low base state) and the variable display result is a jackpot, the fluctuation pattern is determined based on the jackpot fluctuation pattern determination table A and the value of the random number value MR5, when the game state is time-saving state (low probability high base state) and the variable display result is a jackpot, the fluctuation pattern is determined based on the jackpot fluctuation pattern determination table B and the value of the random number value MR5, and when the game state is high probability state (high probability high base state) and the variable display result is a jackpot, the fluctuation pattern is determined based on the jackpot fluctuation pattern determination table C and the value of the random number value MR5.
[0231] For example, as shown in FIG. 13(A) to FIG. 13(F), when the loss fluctuation pattern determination table A is selected, if the value of the random number value MR5 is within the range of 1 to 997, the fluctuation pattern is determined to be the non-reach miss fluctuation pattern (PA1-1). When the loss fluctuation pattern determination table B is selected, if the value of the random number value MR5 is within the range of 1 to 997, the fluctuation pattern is determined to be the non-reach miss fluctuation pattern (PA1-2). When the loss fluctuation pattern determination table C is selected, if the value of the random number value MR5 is within the range of 1 to 997, the fluctuation pattern is determined to be the non-reach miss fluctuation pattern (PA1-3). When the loss fluctuation pattern determination table D is selected, if the value of the random number value MR5 is within the range of 1 to 900, the fluctuation pattern is determined to be the normal reach miss fluctuation pattern (PA2-1A). If the value of MR5 is within the range of 901 to 997, the fluctuation pattern is determined to be the normal reach miss fluctuation pattern (PA2-1B). If the miss fluctuation pattern determination table E is selected, if the value of the random number value MR5 is within the range of 1 to 900, the fluctuation pattern is determined to be the super reach α miss fluctuation pattern (PA2-2A). If the value of the random number value MR5 is within the range of 901 to 997, the fluctuation pattern is determined to be the super reach α miss fluctuation pattern (PA2-2B). If the miss fluctuation pattern determination table F is selected, if the value of the random number value MR5 is within the range of 1 to 900, the fluctuation pattern is determined to be the super reach β miss fluctuation pattern (PA2-3A). If the value of the random number value MR5 is within the range of 901 to 997, the fluctuation pattern is determined to be the super reach β miss fluctuation pattern (PA2-3B).
[0232] Also, as shown in FIG. 14(A) to FIG. 14(D), when the loss fluctuation pattern determination table G is selected, if the value of the random number value MR5 is within the range of 1 to 997, the fluctuation pattern is determined to be the non-reach loss fluctuation pattern (PA1-4). When the loss fluctuation pattern determination table H is selected, if the value of the random number value MR5 is within the range of 1 to 997, the fluctuation pattern is determined to be the non-reach loss fluctuation pattern (PA1-5). When the loss fluctuation pattern determination table I is selected, if the value of the random number value MR5 is within the range of 1 to 920, the fluctuation pattern is determined to be the non-reach loss fluctuation pattern (PA1-6). If the value of the random number value MR5 is within the range of 921 to 997, the fluctuation pattern is determined to be the normal reach miss fluctuation pattern (PA2-4A). If the value of the random number value MR5 is within the range of 921 to 997, the fluctuation pattern is determined to be the normal reach miss fluctuation pattern (PA2-4B). If the miss fluctuation pattern determination table J is selected, if the value of the random number value MR5 is within the range of 1 to 950, the fluctuation pattern is determined to be the super reach gamma miss fluctuation pattern (PA2-5A), and if the value of the random number value MR5 is within the range of 951 to 997, the fluctuation pattern is determined to be the super reach gamma miss fluctuation pattern (PA2-5B).
[0233] Also, as shown in Figures 15(A) to 15(C), when the miss fluctuation pattern determination table K is selected, if the value of the random number value MR5 is within the range of 1 to 997, the fluctuation pattern is determined to be the non-reach miss fluctuation pattern (PA1-6), when the miss fluctuation pattern determination table L is selected, if the value of the random number value MR5 is within the range of 1 to 997, the fluctuation pattern is determined to be the non-reach miss fluctuation pattern (PA1-7), and when the miss fluctuation pattern determination table M is selected, if the value of the random number value MR5 is within the range of 1 to 997, the fluctuation pattern is determined to be the normal reach miss fluctuation pattern (PA2-6).
[0234] Also, as shown in FIG. 16(A), when the jackpot fluctuation pattern determination table A is selected, if the value of the random number value MR3 is within the range of 1 to 30, the fluctuation pattern is determined to be the normal reach jackpot fluctuation pattern (PB1-1A), if the value of the random number value MR3 is within the range of 31 to 80, the fluctuation pattern is determined to be the normal reach jackpot fluctuation pattern (PB1-1B), and if the value of the random number value MR3 is within the range of 81 to 170, the fluctuation pattern is determined to be the super reach α jackpot fluctuation pattern. If the value of the random number MR3 is within the range of 171 to 320, the fluctuation pattern is determined to be the Super Reach α jackpot fluctuation pattern (PB1-2B), if the value of the random number MR3 is within the range of 321 to 600, the fluctuation pattern is determined to be the Super Reach β jackpot fluctuation pattern (PB1-3A), and if the value of the random number MR3 is within the range of 601 to 997, the fluctuation pattern is determined to be the Super Reach β jackpot fluctuation pattern (PB1-3B).
[0235] Also, as shown in FIG. 16(B), when the jackpot fluctuation pattern determination table B is selected, if the value of the random number value MR3 is within the range of 1 to 90, the fluctuation pattern is determined to be the normal reach jackpot fluctuation pattern (PB1-4A), if the value of the random number value MR3 is within the range of 91 to 280, the fluctuation pattern is determined to be the normal reach jackpot fluctuation pattern (PB1-4B), if the value of the random number value MR3 is within the range of 281 to 580, the fluctuation pattern is determined to be the super reach γ jackpot fluctuation pattern (PB1-5A), and if the value of the random number value MR3 is within the range of 581 to 997, the fluctuation pattern is determined to be the super reach γ jackpot fluctuation pattern (PB1-5B).
[0236] Also, as shown in FIG. 16(C), when the jackpot fluctuation pattern determination table C is selected, if the value of the random number value MR3 is within the range of 1 to 997, the fluctuation pattern is determined to be the normal reach jackpot fluctuation pattern (PB1-6).
[0237] In this embodiment, when the variable display result is a jackpot, the variable pattern is determined at a rate of 1 regardless of the type of jackpot, but the present invention is not limited to this, and the determination rate of multiple variable patterns for jackpots may be different depending on the type of jackpot. By doing so, the player can pay attention to which variable display of the variable pattern resulted in the jackpot, which can increase the interest in the game.
[0238] Also, as shown in Fig. 17, the normal state in this embodiment is a game state in which the variable display of the first special symbol is mainly executed, and the proportion of the game state controlled to a jackpot game state based on the variable display per time (jackpot probability) is lower than the probability variable state, and is also a game state in which the average special symbol variable display time is the longest among the normal state, the time-saving state, and the probability variable state. Also, the time-saving state in this embodiment is a game state in which the variable display of the second special symbol is mainly executed, and the proportion of the game state controlled to a jackpot game state based on the variable display per time (jackpot probability) is lower than the probability variable state, and is a game state in which the average special symbol variable display time is shorter than the normal state and longer than the probability variable state among the normal state, the time-saving state, and the probability variable state. In this embodiment, the special state is a game state in which the variable display of the second special pattern is mainly executed, and the rate at which the game state is controlled to a jackpot game state based on the variable display per time (jackpot probability) is higher than in the normal state or the time-saving state, and the special state is the game state in which the average variable display time of the special pattern is the shortest among the normal state, the time-saving state, and the special state.
[0239] Here, the variable display of the special symbols in the first special symbol display device 4A and the second special symbol display device 4B in this embodiment will be described. As shown in FIG. 18(B), the first special symbol display device 4A and the second special symbol display device 4B are provided with eight LEDs as described above, and the special symbols are composed of these LEDs. In the first special symbol display device 4A and the second special symbol display device 4B, the LEDs to be lit are switched one by one every time 40 ms elapses, and the first LED starts to be lit again when 40 ms has elapsed since the start of lighting the eighth LED. In other words, in this embodiment, the process in which the LEDs to be lit change in order from the first to the second, the third, ... the eighth is defined as one cycle, and the variable display of the special symbols is executed by repeatedly cyclically lighting these LEDs.
[0240] Also, as shown in Fig. 18(D), the first performance indicator light 152A and the second performance indicator light 152B each have one LED, and these LEDs form the sub-symbols. In the first performance indicator light 152A and the second performance indicator light 152B, the LED is switched on and off every 60 ms. In other words, in the first special symbol display device 4A and the second special symbol display device 4B, the LED is turned on for 240 ms and turned off for 240 ms, which is one cycle, and the periodic lighting of these LEDs is repeatedly executed to execute the variable display of the sub-symbols.
[0241] The RAM 102 provided in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM, part or all of which is backed up by a backup power source created in a predetermined power supply board. In other words, even if the power supply to the pachinko game machine 1 is stopped, part or all of the contents of the RAM 102 are stored for a predetermined period (until the capacitor serving as the backup power source discharges and the backup power source is unable to supply power). In particular, at least the data corresponding to the game state, i.e., the control state of the game control means (such as a special chart process flag) and the data indicating the number of unpaid winning balls may be stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary to restore the control state to before the occurrence of a power outage, etc., based on the data, when the power is restored after a power outage, etc. occurs. In addition, the data corresponding to the control state and the data indicating the number of unpaid winning balls are defined as data indicating the progress state of the game.
[0242] In such a RAM 102, as an area for storing various data used to control the progress of the game in the pachinko game machine 1, for example, a game control data storage area 001SG150 as shown in Fig. 19 is provided. The game control data storage area 001SG150 shown in Fig. 19 includes a first special symbol buffer 001SG151A, a second special symbol buffer 001SG151B, a regular symbol reservation memory unit 001SG151C, a game control flag setting unit 001SG152, a game control timer setting unit 001SG153, a game control counter setting unit 001SG154, and a game control buffer setting unit 001SG155.
[0243] The first special pattern buffer 001SG151A stores pending data of special pattern games (special pattern games using the first special pattern in the first special pattern display device 4A) in order of winning, in which a start winning (first start winning) has occurred when a game ball has passed (entered) the first start winning port formed by the winning ball device 6A.
[0244] The second special pattern buffer 001SG151B stores pending data of special pattern games (special pattern games using the second special pattern in the second special pattern display device 4B) in order of winning, in which a start winning (second start winning) has occurred when a game ball has passed (entered) the second start winning port formed by the variable winning ball device 6B.
[0245] As an example, the first special pattern buffer 001SG151A associates the reserved number with the order of winning (the order of detection of the game ball) into the first start winning port, and stores numerical data indicating a random number value MR1 for determining the special pattern display result, a random number value MR2 for determining the type of a jackpot, a random number value MR3 for determining a miss performance, a random number value MR4 for determining the type of fluctuation pattern, and a random number value MR5 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104 etc. based on the establishment of the first start condition when the game ball passes (enters) as reserved data until the number of stored data reaches a predetermined upper limit value (for example, "4").
[0246] In addition, the second special pattern buffer 001SG151B associates the reserved number with the order of winning (the order of detection of the game ball) into the second start winning port, and stores numerical data indicating a random number value MR1 for determining the special pattern display result, a random number value MR2 for determining the type of a jackpot, a random number value MR3 for determining a miss performance, a random number value MR4 for determining the type of fluctuation pattern, and a random number value MR5 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104 etc. based on the establishment of the second start condition when the game ball passes (enters) as reserved data until the number of stored data reaches a predetermined upper limit value (for example, "4").
[0247] In addition, the numerical data of reserved number 0 in the first special pattern buffer 001SG151A and the second special pattern buffer 001SG151B is data corresponding to the variable display of the special pattern being executed, and the numerical data of reserved numbers 1 to 4 is data (reserved data) corresponding to the variable display of special patterns that have not yet been executed.
[0248] In this way, the reserved data stored in the first special pattern buffer 001SG151A and the second special pattern buffer 001SG151B indicates that the execution of a special pattern game using the first special pattern or a special pattern game using the second special pattern is reserved, and serves as reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display results (special pattern display results) in these special pattern games.
[0249] In this embodiment, when the pending information (first pending information) based on the establishment of the first start condition by the game ball passing through (entering) the first start winning port and the pending information (second pending information) based on the establishment of the second start winning condition by the game ball passing through (entering) the second start winning port are stored in separate pending memory units in correspondence with the pending numbers, the variable display based on the second pending memory information is executed in priority over the variable display based on the first pending information.
[0250] The regular symbol reserve memory unit 001SG151C stores reserved information for regular symbol games that have not yet been started by the regular symbol display device 20, even though the game ball has been detected by the gate switch 21. For example, the regular symbol reserve memory unit 001SG151C associates the game ball with a reserved number in the order in which it is detected by the gate switch 21, and stores, as reserved data, numerical data indicating a random number value MR6 for determining the regular symbol display result extracted by the CPU 103 from the random number circuit 104, etc., based on the passage of the game ball, until the number reaches a predetermined upper limit value (for example, "4").
[0251] In addition, the numerical data of reserved number 0 in the normal pattern reserved memory unit 001SG151C is data corresponding to the variable display of the normal pattern being executed, and the numerical data of reserved numbers 1 to 4 is data (reserved data) corresponding to the variable display of the normal pattern that has not yet been executed.
[0252] The game control flag setting unit 001SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of a game in the pachinko game machine 1. For example, the game control flag setting unit 001SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags. ...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with The present invention includes a first presentation mode, a second presentation mode, and a third presentation mode. The performance control means is capable of executing a specific performance that performs a specific display while lowering the brightness of a background display corresponding to a controlled performance mode, A gaming machine in which an execution rate of the specific effect in the first presentation mode, an execution rate of the specific effect in the second presentation mode, and an execution rate of the specific effect in the third presentation mode are different.
Citation Information
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