Game machine

JP2025088661APending Publication Date: 2025-06-11SANYO BUSSAN KK
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Patent Information

Application Number
JP2023203481
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-30
Publication Date
2025-06-11

AI Technical Summary

Benefits of technology

【0008】 この発明に係る遊技機によれば、遊技の興趣性を向上させることができる遊技機を提供することができる。

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Abstract

To provide a game machine which can improve the amusement of a game.SOLUTION: A game machine includes a movable return rubber drive mechanism I54b which generates driving force for displacing a movable return rubber I54I (scallop gate) to either of a front position Ip10 in which a game ball shot with right shooting is less likely to roll into a right side game area 30r or a rear position Ip20 in which a game ball is more likely to roll into the right side game area 30r. By controlling the movable return rubber drive mechanism I54b, it is possible to execute a displacement control for displacing the movable return rubber to either of the front position or the rear position. The movable return rubber may includes a high repulsion return rubber component I54Ia surface and a low repulsion return rubber component I54Ib surface. The movable return rubber I54I is configured such that an area of a collision of the game ball shot with right shooting is larger in the high repulsion return rubber component than in the low repulsion return rubber component.SELECTED DRAWING: Figure 679
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]

[0002] Conventionally, there is a gaming machine that includes a gaming board having a gaming area where gaming balls can flow down, and a launching means that can launch gaming balls toward the gaming area with different launching intensities (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2006-280786 DISCLOSURE OF THE INVENTION [Problem to be solved by the invention]

[0004] However, the conventional case having such a configuration has the following problems. In other words, this type of gaming machine has the problem that it is difficult to improve the entertainment value of the game.

[0005] The present invention has been made in view of the above circumstances, and has as its object to provide a gaming machine that can improve the entertainment value of the game. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention has the following configuration. That is, the invention described in claim 1 is as follows: a game area in which game balls can flow down; A launching means capable of launching game balls toward the game area with different launch intensities; A first flow path through which the game balls shot at a first shooting intensity by the shooting means can flow down; A first ball entry means into which the game ball flowing down the first flow path can enter; a first benefit awarding means for awarding a first benefit based on a ball entering the first ball entry means; A collision member with which the game ball launched by the launching means at a second launch intensity higher than the first launch intensity can collide; A second flow path through which at least some of the game balls launched at the second launch intensity by the launching means can flow; A second ball entry means into which the game ball flowing down the second flow path can enter; and second benefit awarding means for awarding a second benefit based on the ball entering the second ball entry means, A gaming machine capable of generating a plurality of gaming situations including at least a first gaming situation in which gaming balls are caused to flow down the first flow path, and a second gaming situation in which it is more advantageous for a player to cause gaming balls to flow down the second flow path rather than the first flow path than the first gaming situation, a driving means for generating a driving force that displaces the collision member to either a first position where it is difficult for the game balls launched at the second launch intensity to flow down into the second flow path, or a second position where it is easy for the game balls launched at the second launch intensity to flow down into the second flow path; a displacement support mechanism that supports the collision member so that the collision member is displaced to either the first position or the second position by the driving force of the driving means; a displacement control means that controls the drive means to perform a displacement control of either a first displacement that displaces the collision member from the first position to the second position via the displacement support mechanism, or a second displacement that displaces the collision member from the second position to the first position, The collision member has at least a first surface as a surface that can collide with the game ball and a second surface different from the first surface, The collision member is configured so that the first surface has a larger area that collides with the game ball shot at the second shot intensity than the second surface. A gaming machine characterized by:

[0007] [Operation and Effect] According to the invention described in claim 1, it is possible to provide a gaming machine that can improve the entertainment value of the game. [Effects of the Invention]

[0008] According to the gaming machine of the present invention, it is possible to provide a gaming machine that can improve the entertainment value of the game. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Figure 2] FIG. 1 is a front perspective view of a pachinko machine. [Figure 3] FIG. 2 is a rear view of the pachinko machine. [Figure 4] FIG. 2 is a right side view of the pachinko machine. [Figure 5] FIG. 2 is a left side view of the pachinko machine. [Figure 6] FIG. 1 is a plan view of a pachinko machine. [Figure 7] FIG. [Figure 8] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 9] (a) shows the display content of the third pattern display device, and (b) is an explanatory diagram showing the hold display. [Figure 10] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 11] (a) is the table for the special chart 1 jackpot lottery, and (b) is the table for the special chart 2 jackpot lottery. [Figure 12] This is a table for selecting the variation pattern of the main decorative pattern. [Figure 13] (a) is an example of the variable display effects for a normal jackpot reach and a normal miss reach, and (b) is an example of the variable display effects for a super jackpot reach and a super miss reach. [Figure 14](a) is an example of the variable display effects of the jackpot super reach and the miss super reach, and (b) is an example of the variable display effects of the jackpot super reach and the miss super reach. [Figure 15] 10 is a table for determining an ending performance pattern. [Figure 16] 4 is a flowchart showing main processing by the main control device. [Figure 17] 10 is a flowchart showing normal processing by the main control device. [Figure 18] 10 is a flowchart showing the first pattern change processing. [Figure 19] 10 is a flowchart showing a fluctuation start process. [Figure 20] 10 is a flowchart showing the next game state setting process. [Figure 21] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 22] 10 is a flowchart showing a right-hit error determination process. [Figure 23] 10 is a flowchart showing a timer interrupt process. [Figure 24] A flowchart showing the start winning processing. [Figure 25] 10 is a flowchart showing a lottery process for advance reading. [Figure 26] 10 is a flowchart showing a launch control process. [Figure 27] 10 is a flowchart showing an NMI interrupt process. [Figure 28] 10 is a flowchart showing the main processing by the dispensing control device. [Figure 29] 10 is a flowchart showing a dispensing control process. [Figure 30] 10 is a flowchart showing a prize ball control process. [Figure 31] 10 is a flowchart showing a ball lending control process. [Figure 32] 10 is a flowchart showing main processing by the sub-control device. [Figure 33]10 is a flowchart showing normal processing by the sub-control device. [Figure 34] 10 is a flowchart showing customer waiting effect processing by the sub-control device. [Figure 35] 10 is a flowchart showing frame button input monitoring and performance processing by the sub-control device. [Figure 36] 10 is a flowchart showing a decision button input monitoring and performance process performed by the sub-control device. [Figure 37] 10 is a flowchart showing a selection button input monitoring and performance process performed by the sub-control device. [Figure 38] 10 is a flowchart showing a sound editing and output management process performed by the sub-control device. [Figure 39] 10 is a flowchart showing the performance execution management process performed by the sub-control device. [Figure 40] 10 is a flowchart showing a process of receiving a read-ahead fluctuation pattern designation command by the sub-control device. [Figure 41] 10 is a flowchart showing the opening and closing mode (jackpot) display setting process performed by the sub-control device. [Figure 42] 10 is a flowchart showing the variable display mode setting process performed by the sub-control device. [Figure 43] 10 is a flowchart showing a process for setting the next game status display mode by the sub-control device. [Figure 44] A flowchart showing the right-hit error notification display mode setting process by the sub-control device. [Figure 45] 10 is a flowchart showing normal processing of the display control device. [Figure 46] 10 is a flowchart showing a process of switching a display mode or the like by a display control device. [Figure 47] 10 is a flowchart showing a pattern row variation display process performed by a display control device. [Figure 48] 10 is a flowchart showing a specific operation screen display process performed by the display control device. [Figure 49]10 is a flowchart showing the jackpot opening round display process performed by the display control device. [Figure 50] 10 is a flowchart showing the big win ending display process performed by the display control device. [Figure 51] 10 is a flowchart showing a high probability support state transition display process performed by a display control device. [Figure 52] 10 is a flowchart showing a low-probability / support state transition display process performed by a display control device. [Figure 53] 10 is a flowchart illustrating a specific operation period notification process performed by the display control device. [Figure 54] A figure explaining the display mode during a specific operation period in the third pattern display device. [Figure 55] A figure explaining the display mode during a specific operation period during high-speed fluctuation of the main decorative pattern. [Figure 56] FIG. 10 is a diagram illustrating a display mode during a specific operation period after a reach is achieved. [Figure 57] FIG. 57 is a diagram illustrating the display mode during the specific operation period after the reaching of a winning position, following FIG. 56. [Figure 58] A figure explaining the display mode when the decision button is left pressed during a specific operation period during high-speed fluctuation. [Figure 59] A figure explaining the display mode when the decision button and selection button are pressed during a specific operation period during high-speed fluctuation. [Figure 60] FIG. 10 is a front view of a game board showing a modified portion of Example 1. [Figure 61] (a) is a table for drawing the jackpot for special chart 1, and (b) is a table for drawing the jackpot for special chart 2. [Figure 62] (a) is a table for selecting a normal winning combination, and (b) is a table for selecting a normal symbol variation pattern (normal electric device opening pattern). [Figure 63](a) is a table for selecting the main decorative pattern change pattern of special chart 2 (first consecutive win zone), and (b) is a table for selecting the main decorative pattern change pattern of special chart 2 (second to fifth consecutive win zone). [Figure 64] FIG. 10 is a diagram illustrating the flow of the game. [Figure 65] FIG. 10 is a rear view of a pachinko machine according to a further characteristic portion of the first embodiment. [Figure 66] 10 is a front view illustrating the configuration of the board box and the power supply board accommodated in the board box. FIG. [Figure 67] 2A and 2B are a perspective view of a power supply board, a perspective view of a glass tube fuse, and a front view of the glass tube fuse. [Figure 68] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and an arrangement of dark areas, illustrating examples 1 and 2 that are specific examples of further characteristic portions of example 1. FIG. [Figure 69] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and an arrangement of dark areas, illustrating examples 3 and 4 that are specific examples of further characteristic features of example 1. [Figure 70] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and an arrangement of dark areas, illustrating examples 5 and 6 that are specific examples of further characteristic features of example 1. [Figure 71] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and an arrangement of dark areas, illustrating examples 7 and 8 that are specific examples of further characteristic features of example 1. [Figure 72] 10A and 10B are schematic diagrams showing the arrangement of dark areas and a front view of a power supply substrate to explain Examples 9 and 10, which are specific examples of further characteristic features of Example 1. [Figure 73] FIG. 10 is a front view illustrating a power supply board according to a modified example. [Figure 74] FIG. 10 is a front view illustrating a circuit board box according to a modified example. [Figure 75] FIG. 10 is a front view illustrating a circuit board box according to a modified example. [Figure 76] FIG. 10 is a perspective view illustrating a card unit connection board according to a modified example. [Figure 77]FIG. 10 is a front view illustrating a card unit connection board according to a modified example. [Figure 78] FIG. 10 is a front view illustrating a power supply board according to a modified example. [Figure 79] 10A and 10B are a front view and a schematic view illustrating a power supply board according to a modified example. [Figure 80] 10A and 10B are front views of a power supply substrate and schematic diagrams showing the arrangement of light color regions, illustrating examples 1 and 2 that are specific examples of embodiment 2. FIG. [Figure 81] 10A and 10B are front views of a power supply substrate and schematic diagrams showing the arrangement of light color regions, illustrating examples 3 and 4 that are specific examples of embodiment 2. FIG. [Figure 82] 10A and 10B are front views of a power supply substrate and schematic diagrams showing the arrangement of light color regions, illustrating examples 5 and 6 that are specific examples of embodiment 2. FIG. [Figure 83] 10A and 10B are front views of a power supply substrate and schematic diagrams showing the arrangement of light color regions, illustrating examples 7 and 8 that are specific examples of embodiment 2. FIG. [Figure 84] FIG. 10 is a front view illustrating a power supply board according to a modified example. [Figure 85] FIG. 10 is a front view illustrating a circuit board box according to a modified example. [Figure 86] 10 is a schematic diagram showing glass tube fuses according to Examples 1, 2, and 3, which are specific examples of Example 3, and peripheral electronic components. FIG. [Figure 87] 10 is a schematic diagram showing a glass tube fuse and its peripheral electronic components according to Example 4, which is a specific example of Example 3, and a modified example thereof. FIG. [Figure 88] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and an arrangement of dark areas, illustrating examples 1 and 2 that are specific examples of Example 4. FIG. [Figure 89] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and an arrangement of dark areas, illustrating examples 3 and 4 that are specific examples of embodiment 4. [Figure 90] 10A and 10B are front views of a power supply substrate and schematic diagrams showing the arrangement of dark areas, illustrating examples 5 and 6 that are specific examples of embodiment 4. FIG. [Figure 91] 10A and 10B are schematic diagrams showing a front view of a power supply substrate and an arrangement of dark areas, illustrating examples 7 and 8 that are specific examples of embodiment 4. FIG. [Figure 92] 10 is a schematic diagram showing glass tube fuses according to Examples 1, 2, and 3, which are specific examples of Example 5, and peripheral electronic components. FIG. [Figure 93] 10 is a schematic diagram showing glass tube fuses according to Examples 4, 5, and 6, which are specific examples of Example 5, and peripheral electronic components. FIG. [Figure 94] 10 is a schematic diagram showing glass tube fuses according to Examples 7 and 8, which are specific examples of Example 5, and their peripheral electronic components. FIG. [Figure 95] 10 is a schematic diagram showing glass tube fuses according to Examples 9, 10, and 11, which are specific examples of Example 5, and peripheral electronic components. FIG. [Figure 96] FIG. 13 is a front view of the game board of Example 6. [Figure 97] This is a diagram showing the mechanism surrounding the movable props. [Figure 98] A diagram showing the operation of the movable props. [Figure 99] A diagram showing the operation of the movable props. [Figure 100] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 101] A diagram showing the movement of the decorative components that make up the movable props. [Figure 102] A diagram showing the movement of the decorative components that make up the movable props. [Figure 103] 10 is a flowchart showing a performance management execution process. [Figure 104] 10 is a flowchart showing the expected performance control processing. [Figure 105] 10 is a flowchart showing a display mode switching process. [Figure 106] 10 is a flowchart showing the expected performance display processing. [Figure 107] A diagram showing the movement of the decorative members that make up the movable prop in the modified example. [Figure 108] A diagram showing the movement of the decorative members that make up the movable prop in the modified example. [Figure 109] 10 is a flowchart showing the expected performance control processing according to a modified example. [Figure 110] A diagram showing the movement of a movable prop in a modified example. [Figure 111] A diagram showing the movement of a movable prop in a modified example. [Figure 112] 10 is a flowchart showing the expected performance control processing according to a modified example. [Figure 113] A diagram showing the movement of a movable prop in a modified example. [Figure 114] A diagram showing the drive mechanism that constitutes the movable prop in the modified example. [Figure 115] FIG. 13 is a front view of the game board of Example 7. [Figure 116] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 117] A diagram showing the suggestion state in the expectation performance. [Figure 118] A diagram showing the suggestion state in the expectation performance. [Figure 119] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Figure 120] This is a diagram showing the presentation pattern (Super Reach D) in the expected presentation. [Figure 121] This is a diagram showing the presentation pattern (Super Reach E0) in the expected presentation. [Figure 122] This is a diagram showing the presentation pattern (Super Reach E00) in the expected presentation. [Figure 123] This is a diagram showing the presentation pattern (Super Reach E1) in the expected presentation. [Figure 124] This is a diagram showing the presentation pattern (Super Reach E2) in the expected presentation. [Figure 125] This is a diagram showing the presentation pattern (Super Reach E3) in the expected presentation. [Figure 126] This is a diagram showing the presentation pattern in the expected presentation (Super Reach C2, falling operation failure). [Figure 127] This is a diagram showing the presentation pattern in the expected presentation (super reach E1, poor falling operation). [Figure 128]This is a diagram showing the presentation pattern (super reach E1, rotation malfunction) in the expected presentation. [Figure 129] 10 is a flowchart showing the expected performance control processing. [Figure 130] 10 is a flowchart showing the expected performance display processing. [Figure 131] A diagram showing the suggestion state in the expectation performance. [Figure 132] A diagram showing the suggestion state in the expectation performance. [Figure 133] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Figure 134] This is a diagram showing the presentation pattern (Super Reach D) in the expected presentation. [Figure 135] This is a diagram showing the presentation pattern (Super Reach E1) in the expected presentation. [Figure 136] This is a diagram showing the presentation pattern (Super Reach E2) in the expected presentation. [Figure 137] This is a diagram showing the presentation pattern (Super Reach E3) in the expected presentation. [Figure 138] This is a diagram showing the presentation pattern in the expected presentation (Super Reach C2, falling operation failure). [Figure 139] This is a diagram showing the presentation pattern in the expected presentation (super reach E1, poor falling operation). [Figure 140] This is a diagram showing the presentation pattern (super reach E1, rotation malfunction) in the expected presentation. [Figure 141] This is a diagram showing the presentation patterns (super reach Ea1, Ea2) in the expected presentation. [Figure 142] This is a diagram showing the presentation patterns (super reach Ea3, Ea4) in the expected presentation. [Figure 143] This is a diagram showing the presentation pattern in the expected presentation (super reach Ea4, poor falling operation). [Figure 144] This is a diagram explaining the movement of the decorative members that make up the movable props. [Figure 145]This is a diagram explaining the movement of the decorative members that make up the movable props. [Figure 146] 10A and 10B are diagrams illustrating the effect of a light guide plate. [Figure 147] FIG. 13 is a front view of the game board of Example 8. [Figure 148] FIG. 2 is a diagram illustrating an attached sensor. [Figure 149] FIG. 10 is a schematic diagram illustrating the operation of a movable object. [Figure 150] 10 is a table illustrating an example of the operation of the expected effect. [Figure 151] FIG. 10 is a schematic diagram illustrating an example of the operation of the expected effect. [Figure 152] 10 is a flowchart illustrating the expected performance control process. [Figure 153] 10 is a time chart illustrating a configuration according to a modified example. [Fig. 154] FIG. 13 is a front view of the game board of Example 9. [Figure 155] FIG. 2 is a diagram illustrating an attached sensor. [Figure 156] FIG. 2 is a diagram illustrating an attached sensor. [Figure 157] FIG. 10 is a diagram illustrating a light guide plate display. [Figure 158] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Figure 159] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Figure 160] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Figure 161] 10A and 10B are diagrams illustrating the operation mode of a movable object. [Figure 162] 10 is a flowchart illustrating the expected performance control process. [Figure 163] 10 is a flowchart illustrating the expected performance control process. [Fig. 164] FIG. 19 is a front view of the game board of Example 10. [Figure 165] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 166] A diagram showing the suggestion state in the expectation performance. [Figure 167] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Figure 168] This is a diagram showing the presentation patterns (super reach E1, E2) in the expected presentation. [Figure 169] This is a diagram showing the presentation pattern (Super Reach C1, Malfunction) in the expected presentation. [Figure 170] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Figure 171] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Fig. 172] A diagram showing the suggestion state in the expectation performance. [Figure 173] This is a diagram showing the presentation patterns (super reach C1, C2) in the expected presentation. [Fig. 174] This is a diagram showing the presentation patterns (super reach E1, E2, E3) in the expected presentation. [Figure 175] This is a diagram showing the presentation pattern (Super Reach C1, Malfunction) in the expected presentation. [Figure 176] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Figure 177] This is a diagram showing the presentation pattern (Super Reach E1, first malfunction) in the expected presentation. [Figure 178] This is a diagram showing the presentation patterns (second failure, third failure) in the expected presentation. [Figure 179] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Figure 180] This is a diagram showing the presentation pattern (Super Reach E1, failure) in the expected presentation. [Figure 181] FIG. 10 is a front view of a modified game board. [Figure 182] FIG. 23 is a front view of the game board of Example 11. [Figure 183] A diagram showing the movement of movable props. [Figure 184]This is a diagram explaining the mechanism surrounding the movable props. [Figure 185] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 186] A diagram showing the suggested state and failure state in the expected performance. [Figure 187] This is a diagram showing the presentation patterns (Super Reach C, D) in the expected presentation. [Figure 188] This is a diagram showing the presentation patterns (Super Reach E, F) in the expected presentation. [Figure 189] This is a diagram showing the presentation pattern in the expected presentation (when Super Reach E and F fail). [Figure 190] FIG. 23 is a front view of a game board according to Example 12. [Figure 191] FIG. 2 is a rear view of the pachinko machine. [Figure 192] FIG. 1 is a functional block diagram illustrating a pachinko machine. [Figure 193] 4 is a flowchart illustrating main processing of the main control device. [Figure 194] 10 is a flowchart illustrating a scenario setting value change process. [Figure 195] 10 is a flowchart illustrating a payout rate setting value update process. [Figure 196] 10 is a flowchart illustrating a process for setting a school of fish effect. [Figure 197] 10 is a flowchart illustrating a process for determining whether to execute a school of fish effect. [Figure 198] 10 is a flowchart illustrating a fish school appearance rate update process. [Figure 199] 10 is a flowchart illustrating a process for setting a school of fish effect display mode. [Figure 200] 10 is a table illustrating output rate setting values. [Figure 201] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Figure 202] This is a table for selecting the variation pattern of the main decorative pattern of Special Chart 1. [Figure 203] 10 is a table for explaining a scenario. [Figure 204] FIG. 10 is a schematic diagram illustrating a demo display. [Figure 205] FIG. 10 is a schematic diagram illustrating the history of fish school appearances. [Figure 206] FIG. 10 is a schematic diagram illustrating the school of fish effect. [Figure 207] FIG. 10 is a schematic diagram illustrating the school of fish effect. [Figure 208] 10 is a table illustrating output rate setting values ​​according to a modified example. [Figure 209] 10 is a schematic diagram and table explaining the operating mode of the light-emitting device Da2 according to a modified example. [Figure 210] 10A and 10B are schematic diagrams illustrating a light emission setting and a light emission rate history according to a modified example. [Figure 211] 10A and 10B are schematic diagrams illustrating a table for explaining fish school settings according to a modified example. [Figure 212] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Figure 213] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Figure 214] 10 is a flowchart illustrating a process for setting a school of fish effect display mode. [Figure 215] FIG. 10 is a schematic diagram illustrating the school of fish effect. [Figure 216] 10 is a table illustrating setting values ​​according to a modified example. [Figure 217] 10 is a flowchart illustrating a launch control process according to a modified example. [Figure 218] 10 is a table illustrating setting values ​​according to a modified example. [Figure 219] 10 is a table illustrating setting values ​​according to a modified example. [Figure 220] 10 is a table illustrating setting values ​​according to a modified example. [Figure 221] 10 is a flowchart illustrating a main process according to a modified example. [Figure 222] 10 is a table illustrating a scenario according to a modified example. [Figure 223]10 is a table illustrating a scenario according to a modified example. [Figure 224] 10 is a table illustrating a scenario according to a modified example. [Figure 225] 10 is a table illustrating a scenario according to a modified example. [Figure 226] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Figure 227] 23 is a flowchart illustrating a payout rate setting value update process according to a thirteenth embodiment. [Figure 228] 10 is a table for explaining a scenario. [Figure 229] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Figure 230] 10A and 10B are schematic diagrams illustrating a display on a display screen according to a modified example. [Figure 231] 10 is a flowchart illustrating a payout rate setting value update process according to a modified example. [Figure 232] 22 is a table for explaining a scenario according to a fourteenth embodiment. [Figure 233] 10 is a flowchart illustrating a payout rate setting value update process. [Figure 234] 10 is a time chart illustrating a stage change. [Figure 235] 10 is a time chart illustrating a stage change. [Figure 236] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 237] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 238] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 239] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 240] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 241] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 242]FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 243] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 244] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 245] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 246] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 247] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 248] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 249] 10 is a table for explaining a scenario. [Figure 250] 10 is a flowchart illustrating a payout rate setting value update process. [Figure 251] 10 is a time chart illustrating a stage change. [Figure 252] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 253] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 254] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 255] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 256] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 257] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 258] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 259] FIG. 10 is a schematic diagram illustrating the display of the fluctuation number during fluctuation. [Figure 260] 10 is a table for explaining a scenario. [Figure 261] FIG. 2 is a schematic diagram illustrating a display on a display screen. [Figure 262]10 is a time chart illustrating a stage change. [Figure 263] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 264] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 265] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 266] 10 is a time chart illustrating a stage change. [Figure 267] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 268] FIG. 2 is a schematic diagram illustrating a display on a display screen. [Figure 269] 23 is a flowchart illustrating a payout rate setting value update process according to a fifteenth embodiment. [Figure 270] 10 is a time chart illustrating a stage change. [Fig. 271] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 272] 10 is a time chart illustrating a stage change. [Fig. 273] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Fig. 274] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 275] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 276] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 277] 10 is a time chart illustrating a stage change. [Fig. 278] FIG. 10 is a schematic diagram illustrating the display of the number of shots during fluctuation. [Figure 279] 20 is a table for a big win lottery according to Example 16. [Figure 280] 10 is a flowchart illustrating a fluctuation start process. [Figure 281] 10 is a flowchart illustrating a variable display mode setting process. [Figure 282] 10 is a flowchart explaining the change start process involving a setting change lottery. [Figure 283] A schematic diagram explaining the main decorative pattern and pending display. [Fig. 284] FIG. 10 is a schematic diagram illustrating a demo display. [Figure 285] FIG. 10 is a schematic diagram illustrating the variable display mode. [Figure 286] FIG. 10 is a schematic diagram illustrating the variable display mode. [Figure 287] FIG. 10 is a schematic diagram illustrating the variable display mode. [Figure 288] 10 is a flowchart illustrating a fluctuation start process according to a modified example. [Figure 289] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Figure 290] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Figure 291] 10 is a flowchart illustrating a fluctuation start process according to a modified example. [Figure 292] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Figure 293] 10 is a flowchart illustrating a fluctuation start process according to a modified example. [Fig. 294] 10A and 10B are schematic diagrams illustrating variable display modes according to modified examples. [Figure 295] FIG. 23 is a front view of the pachinko machine of the seventeenth embodiment. [Figure 296] 1A and 1B are right and left side views of a pachinko machine. [Figure 297] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 298] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 299] 10 is a time chart for the simultaneous pressing effect. [Figure 300] 10 is a time chart for the simultaneous pressing effect. [Figure 301] 10 is a flowchart showing a menu button input monitoring and performance process. [Figure 302]10 is a flowchart showing a menu button input monitoring and performance process. [Figure 303] 10 is a flowchart showing a decision button input monitoring and effect processing. [Figure 304] 10 is a flowchart showing a process for determining whether the menu button and the enter button are pressed simultaneously. [Figure 305] 10 is a flowchart showing the LCD performance execution management process. [Figure 306] 10 is a flowchart showing a variable display mode setting process. [Figure 307] 10 is a flowchart showing a simultaneous press effect display mode setting process. [Figure 308] 10 is a flowchart showing a simultaneous press effect display process. [Figure 309] A diagram showing the display mode of the simultaneous press effect. [Figure 310] A diagram showing the display mode of the simultaneous press effect. [Figure 311] A diagram showing the display mode of the simultaneous press effect. [Figure 312] A diagram showing the display mode of the simultaneous press effect. [Figure 313] A diagram showing the display mode of the simultaneous press effect. [Figure 314] A diagram showing the display mode of the simultaneous press effect. [Figure 315] A diagram showing the display mode of the simultaneous press effect. [Figure 316] A diagram showing the display mode of the simultaneous press effect. [Figure 317] A diagram showing the display mode of the simultaneous press effect. [Figure 318] A diagram showing the display mode of the simultaneous press effect. [Figure 319] A diagram showing the display mode of the simultaneous press effect. [Figure 320] A diagram showing the display mode of the simultaneous press effect. [Figure 321] A diagram showing the display mode of the simultaneous press effect. [Figure 322] A diagram showing the display mode of the simultaneous press effect. [Figure 323] 23 is a flowchart showing the menu button input monitoring and rendering process of the eighteenth embodiment. [Figure 324] 10 is a flowchart showing a decision button input monitoring and effect processing. [Figure 325] 10 is a flowchart showing a decision button input monitoring and effect processing. [Figure 326] 10 is a flowchart showing a decision button input monitoring and effect processing. [Figure 327] 10 is a flowchart showing a process for determining whether the menu button and the enter button are pressed simultaneously. [Figure 328] 10 is a flowchart showing a process for setting a rapid-hit effect display mode. [Figure 329] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 330] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 331] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 332] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 333] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 334] A figure showing the display mode of the rapid-fire execution effect. [Figure 335] A figure showing the display mode of the rapid-fire execution effect. [Figure 336] A figure showing the display mode of the rapid-fire execution effect. [Figure 337] A figure showing the display mode of the rapid-fire execution effect. [Figure 338] A figure showing the display mode of the rapid-fire execution effect. [Figure 339] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 340] FIG. 23 is a front view of the pachinko machine of the 19th embodiment. [Figure 341] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 342] 10 is a flowchart showing frame button input monitoring and effect processing. [Figure 343]10 is a flowchart showing effect button input monitoring and effect processing. [Figure 344] 10 is a flowchart showing an OK button input monitoring and performance process. [Figure 345] 10 is a flowchart showing the process of determining whether the menu button and the effect button are pressed simultaneously. [Figure 346] 10 is a flowchart showing a process for determining whether the menu button and the enter button are pressed simultaneously. [Figure 347] 10 is a flowchart showing a simultaneous press effect display mode setting process. [Figure 348] 10 is a flowchart showing a simultaneous press effect display process. [Figure 349] A diagram showing the display mode of the simultaneous press effect. [Figure 350] A diagram showing the display mode of the simultaneous press effect. [Figure 351] A diagram showing the display mode of the simultaneous press effect. [Figure 352] A diagram showing the display mode of the simultaneous press effect. [Figure 353] A diagram showing the display mode of the simultaneous press effect. [Figure 354] FIG. 26 is a front view of a pachinko machine according to a twentieth embodiment. [Figure 355] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 356] 10 is a flowchart showing a change button input monitoring and effect processing. [Figure 357] 10 is a flowchart showing a decision button input monitoring and effect processing. [Figure 358] 10 is a flowchart showing a process for determining whether the change button and the enter button are pressed simultaneously. [Figure 359] 10 is a flowchart showing a process for setting a rapid-hit effect display mode. [Figure 360] FIG. 10 is a diagram showing a table for selecting characters to be deployed, etc. [Figure 361] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 362] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 363] A figure showing the display mode of the rapid-fire execution effect. [Figure 364] FIG. 10 is a diagram showing a table for selecting characters to be deployed, etc. [Figure 365] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 366] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 367] A figure showing the display mode of the rapid-fire execution effect. [Figure 368] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 369] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 370] A figure showing the display mode of the rapid-fire execution effect. [Figure 371] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 372] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 373] A figure showing the display mode of the rapid-fire execution effect. [Figure 374] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 375] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 376] A figure showing the display mode of the rapid-fire execution effect. [Figure 377] FIG. 10 is a diagram showing the display mode of the battle presentation. [Figure 378] FIG. 10 is a diagram showing the display mode of the battle presentation. [Figure 379] FIG. 21 is a front view of a pachinko machine according to a twenty-first embodiment. [Figure 380] 10 is a time chart showing the simultaneous pressing effect. [Figure 381] 10 is a time chart showing the simultaneous pressing effect. [Figure 382] 10 is a flowchart showing second effect button input monitoring and effect processing. [Figure 383] 10 is a flowchart showing second effect button input monitoring and effect processing. [Figure 384] 10 is a flowchart showing the process of determining whether the first effect button and the second effect button are pressed simultaneously. [Figure 385] 10 is a flowchart showing a simultaneous press effect display mode setting process. [Figure 386] 10 is a flowchart showing a simultaneous press effect display process. [Figure 387] A diagram showing the display mode of the simultaneous press effect. [Figure 388] A diagram showing the display mode of the simultaneous press effect. [Figure 389] 10 is a flowchart showing a first effect button input monitoring and effect processing according to a modified example. [Figure 390] FIG. 10 is a diagram showing the display mode of the rapid-fire effect. [Figure 391] 22 is a flowchart showing the process of determining whether the first effect button and the second effect button are pressed simultaneously in Example 22. [Figure 392] 10 is a flowchart showing a simultaneous press execution effect. [Figure 393] A figure showing the display mode of two simultaneous press execution effects in a modified example. [Figure 394] 23 is a timing chart of a demonstration screen including a specific demonstration screen according to the twenty-third embodiment. [Figure 395] 10 is a flowchart showing the first pattern change processing. [Figure 396] 10 is a flowchart showing customer waiting effect processing. [Figure 397] 10 is a flowchart showing a command setting process for a specific demo screen. [Figure 398] 10 is a flowchart showing a display mode switching process. [Figure 399] 10 is a flowchart showing a specific demo screen display process. [Figure 400] This is a fortune-telling result table. [Figure 401] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Figure 402] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Figure 403] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Figure 404] This is how the default information changes to the change information. [Figure 405] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 406] 10 is a display mode of a fortune-telling performance comparing the size of playing cards according to a modified example. [Figure 407] This is a table for selecting decorative symbols for predicting the outcome during rock-paper-scissors fortune-telling in a modified example. [Figure 408] This is a table for selecting decorative symbols for predicting the outcome during rock-paper-scissors fortune-telling in a modified example. [Figure 409] 10 is a fortune-telling result table according to a modified example. [Figure 410] This is a table for selecting a normal decorative symbol during the rock-paper-scissors fortune-telling performance according to the modified example. [Figure 411] This is a table for selecting low-rewrite decorative symbols during the rock-paper-scissors fortune-telling performance according to a modified example. [Figure 412] This is a table for selecting highly rewritable decorative symbols during the rock-paper-scissors fortune-telling performance according to a modified example. [Figure 413] 10 is a fortune-telling result table according to a modified example. [Figure 414] This is a table for drawing a jackpot lottery during a rock-paper-scissors fortune-telling performance according to a modified example. [Figure 415] This is a table for drawing a jackpot lottery during a rock-paper-scissors fortune-telling performance according to a modified example. [Figure 416] 10 is a timing chart of a demo screen including a specific demo screen according to a modified example. [Figure 417] 10 is a timing chart of a specific demonstration screen according to a modified example. [Figure 418] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Fig. 419] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 420] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 421] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 422] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 423]This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 424] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 425] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 426] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 427] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 428] 24 is a timing chart of a specific demonstration screen in Example 24. [Figure 429] 10 is a flowchart showing a command setting process for a specific demo screen. [Fig. 430] 10 is a flowchart showing a specific demo screen display process. [Figure 431] It's a rock-paper-scissors fortune-telling table. [Figure 432] 10 shows a display mode of a rock-paper-scissors fortune-telling standby screen. [Figure 433] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Fig. 434] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Figure 435] This is a display mode of the cheering effect after the rock-paper-scissors fortune-telling effect. [Figure 436] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 437] FIG. 10 is a diagram showing a decision button according to a modified example. [Fig. 438] 25 is a flowchart showing the customer waiting effect processing of Example 25. [Figure 439] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Fig. 440] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Figure 441] This is a table for selecting special decorative symbols. [Figure 442] This is a table showing fortune-telling results and benefits. [Figure 443] 10 is a table showing fortune-telling results and benefits according to a modified example. [Figure 444] 10 shows a table showing fortune-telling results and benefits according to a modified example, and the display format thereof. [Figure 445] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 446] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 447] 10 is a timing chart of a specific demonstration screen according to a modified example. [Figure 448] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 449] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 450] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 451] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 452] 10 shows a display mode of a quiz fortune-telling presentation according to a modified example. [Figure 453] 10 shows a display mode of a quiz fortune-telling presentation according to a modified example. [Figure 454] FIG. 10 is a diagram showing the relationship between rock-paper-scissors selection and prize balls in a modified example. [Figure 455] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 456] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 457] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 458] FIG. 10 is a diagram showing the relationship between the rock-paper-scissors result and the fortune-telling result according to a modified example. [Fig. 459] 26 is a timing chart of a specific demonstration screen in Example 26. [Figure 460] 10 is a flowchart showing customer waiting effect processing. [Figure 461] 10 is a flowchart showing a command setting process for a specific demo screen. [Figure 462] 10 is a flowchart showing a specific demo screen display process. [Figure 463]10 is a table for selecting a message when a cancel operation is performed. [Fig. 464] This is a display mode of a rock-paper-scissors fortune-telling presentation. [Figure 465] 10 is a flowchart showing a specific demonstration screen command setting process according to a modified example. [Figure 466] 10 is a flowchart showing a specific demo screen display process according to a modified example. [Figure 467] 10 shows a display mode of a rock-paper-scissors fortune-telling character according to a modified example. [Fig. 468] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 469] 10 is a table for selecting the upper limit number of cancellations according to a modified example. [Figure 470] This is a display mode of a rock-paper-scissors fortune-telling presentation according to a modified example. [Figure 471] 10 is a table for selecting an opponent character according to a modified example. [Figure 472] 10 is a table showing the relationship between the results of variable display and the method of determining the partner character in a modified example. [Fig. 473] This is a table showing the relationship between the maximum number of cancellations and the cancellation performance period in a modified example. [Fig. 474] This is a game component that indicates the start of a rock-paper-scissors presentation according to a modified example. [Figure 475] This is a game component that indicates the start of a rock-paper-scissors presentation according to a modified example. [Figure 476] FIG. 27 is a front view of the game board of Example 27. [Figure 477] This is the right-hand playing area of ​​the game board. [Figure 478] FIG. 2 is a block diagram showing the main parts of the electrical configuration of the pachinko machine. [Figure 479] A diagram explaining the third pattern display device. [Figure 480] FIG. 10 is a diagram showing a jackpot lottery table. [Figure 481] FIG. 10 is a diagram showing a jackpot lottery table. [Figure 482]This is a diagram showing the variation pattern table for special chart 2 decorative patterns. [Figure 483] This is a diagram showing a table for selecting a regular winning lottery, a special line opening lottery, and a special line fluctuation pattern. [Figure 484] FIG. 10 is a diagram showing normal processing performed by the main control device. [Figure 485] 10 is a flowchart showing a normal power release process. [Figure 486] 10 is a flowchart showing a special power operating valve opening process. [Figure 487] 10 is a flowchart showing a timer interrupt process. [Figure 488] This is a flowchart showing the special call pattern start winning processing. [Figure 489] 10 is a flowchart showing a special call image change process. [Figure 490] 10 is a flowchart showing the special call image variable display mode setting process performed by the sub-control device. [Figure 491] 10 is a flowchart showing the next game state setting process. [Figure 492] A flowchart showing the process of opening the large prize opening. [Figure 493] 10 is a flowchart showing a next game status display mode setting process. [Figure 494] 10 is a flowchart showing a next game status display process. [Figure 495] This is the right-hand playing area of ​​the game board when in special power support mode. [Figure 496] This is the right-hand playing area of ​​the game board when the special power line is not supported. [Figure 497] This is a timing chart showing the fluctuation of Special Diagram 2 and the opening timing of the special electric operating port. [Figure 498] This is a timing chart showing the fluctuation of Special Diagram 2 and the opening timing of the special electric operating port. [Figure 499] This is a timing chart showing the fluctuation of Special Diagram 2 and the opening timing of the special electric operating port. [Figure 500] This is a timing chart showing the fluctuation of Special Diagram 2 and the opening timing of the special electric operating port. [Figure 501] This is a timing chart showing the fluctuation of Special Diagram 2 and the opening timing of the special electric operating port. [Figure 502] This is a timing chart showing the fluctuation of Special Diagram 2 and the opening timing of the special electric operating port. [Figure 503] A diagram showing the display mode of the special call image change. [Figure 504] A diagram showing the display mode of the special call image change. [Figure 505] A diagram showing the display mode of the special call image change. [Figure 506] A diagram showing the display mode of the special call image change. [Figure 507] A diagram showing the display mode of the special call image change. [Figure 508] A diagram showing the display mode of the special call image change. [Figure 509] A diagram showing the display mode of the special call image change. [Figure 510] A diagram showing the display mode of the special call image change. [Figure 511] A diagram showing the display mode of the special call image change. [Figure 512] A diagram showing the display mode of the special call image change. [Figure 513] A diagram showing the display mode of the special call image change. [Figure 514] A diagram showing the display mode of the special call image change. [Figure 515] A diagram showing the display mode of the special call image change. [Figure 516] A diagram showing the display mode of the special call image change. [Figure 517] A diagram showing the display mode of the special call image change. [Figure 518] A diagram showing the display mode of the special call image change. [Figure 519] A diagram showing the display mode of the special call image change. [Figure 520] A diagram showing the display mode of the special call image change. [Figure 521] A diagram showing the display mode of the special call image change. [Figure 522]A diagram showing the display mode of the special call image change. [Figure 523] A figure showing a table for selecting special line release lottery and special line fluctuation pattern. [Figure 524] A figure showing a suggestive image displayed during special signal fluctuation display. [Figure 525] A diagram showing the display mode of the special call image change. [Figure 526] A diagram showing the display mode of the special call image change. [Figure 527] A diagram showing the display mode of the special call image change. [Figure 528] A diagram showing the display mode of the special call image change. [Figure 529] FIG. 10 is a front view of a modified game board. [Fig. 530] This is the right-hand playing area of ​​the game board. [Figure 531] This is a table for the jackpot lottery and a table of the variation patterns of the special chart 2 decorative symbols. [Fig. 532] This is the right-hand playing area of ​​the game board when in normal power support mode. [Figure 533] This is the right-hand playing area of ​​the game board when normal power support is not in effect. [Fig. 534] A diagram showing the display mode of the special call image change. [Fig. 535] A diagram showing the display mode of the special call image change. [Fig. 536] A diagram showing the display mode of the special call image change. [Figure 537] A diagram showing the display mode of the special call image change. [Figure 538] FIG. 10 is a front view of a modified game board. [Fig. 539] A diagram showing the right-side playing area of ​​the gaming board. [Fig. 540] 10 is a flowchart showing a jackpot lottery table. [Figure 541] This is a table for selecting the variation pattern of decorative symbols. [Fig. 542] A diagram showing the display mode of the normal picture pattern change. [Figure 543] A diagram showing the display mode of the normal picture pattern change. [Fig. 544] A diagram showing the display mode of the normal picture pattern change. [Figure 545] A diagram showing the display mode of the normal picture pattern change. [Figure 546] A diagram showing the display mode of the normal picture pattern change. [Figure 547] A diagram showing the display mode of the normal picture pattern change. [Figure 548] This is the right-side playing area of ​​a modified gaming board. [Fig. 549] This is the right-side playing area of ​​a modified gaming board. [Fig. 550] A figure explaining the display mode of the special chart 2 variable display. [Figure 551] This is the right-hand playing area of ​​the game board. [Figure 552] A figure showing the display mode of the special call image changing display. [Figure 553] A figure showing the display mode of the special call image changing display. [Figure 554] A diagram explaining the third pattern display device. [Figure 555] FIG. 28 is a front view of the game board of Example 28. [Figure 556] A diagram explaining the right-side playing area. [Figure 557] A diagram explaining the flow of game balls in the right-side game area. [Figure 558] A diagram explaining the flow of game balls in the right-side game area. [Figure 559] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 560] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Fig. 561] This is a diagram showing the tables for the special drawing 1 and special drawing 2 jackpot lottery. [Figure 562] This is a diagram showing a table for normal winning lottery and a normal symbol variation pattern table. [Fig. 563] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Fig. 564]This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 565] This is a diagram showing a table for selecting the variation pattern of the main decorative pattern of Special Chart 2. [Fig. 566] 10 is a flowchart showing a fluctuation start process. [Fig. 567] 10 is a flowchart showing the next game state setting process. [Fig. 568] This is a flowchart showing timer interrupt processing and start winning processing. [Fig. 569] 10 is a flowchart showing a pre-reading lottery process. [Fig. 570] 10 is a flowchart showing the processing performed when a pre-reading variation pattern designation command is received. [Figure 571] 10 is a flowchart showing the process of notifying the player of the prize balls that are likely to be won. [Figure 572] 10 is a flowchart showing a next game status display mode setting process. [Figure 573] This is a figure showing a table for selecting special chart 1 and special chart 2 hold display patterns. [Figure 574] A figure showing the display mode of the prize ball expected to be won notification. [Figure 575] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 576] A figure showing the display mode of the prize ball expected to be won notification. [Figure 577] A figure showing the display mode of the prize ball expected to be won notification. [Figure 578] A figure showing the display mode of the prize ball expected to be won notification. [Figure 579] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 580] A figure showing the display mode of the prize ball expected to be won notification. [Figure 581] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 582] FIG. [Fig. 583] This is a diagram showing the tables for the special drawing 1 and special drawing 2 jackpot lottery. [Fig. 584]This is a diagram showing a table for selecting the variation pattern of the main decorative pattern of Special Chart 2. [Figure 585] 10 is a flowchart showing the process of notifying the player of the prize balls that are likely to be won. [Fig. 586] This is a diagram showing a table for selecting special chart 2 hold display patterns. [Figure 587] A figure showing the display mode of the prize ball expected to be won notification. [Figure 588] A figure showing the display mode of the prize ball expected to be won notification. [Figure 589] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 590] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 591] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 592] A figure showing a table for selecting hold display patterns. [Fig. 593] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 594] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 595] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 596] A figure showing the display mode of the prize ball expected to be won notification. [Figure 597] A figure showing the display mode of the prize ball expected to be won notification. [Fig. 598] A figure showing the display mode of the notification of the likely winning prize ball from the table for selecting the reserved display pattern. [Figure 599] A figure showing the display mode of the prize ball expected to be won notification. [Figure 600] A figure showing the display mode of the prize ball expected to be won notification. [Figure 601] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 602] FIG. 10 is a diagram showing a treasure hunt effect pattern selection table. [Figure 603] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 604] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 605] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 606] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 607] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 608] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 609] FIG. 10 is a diagram showing a display mode of a treasure hunt effect. [Figure 610] This is a diagram showing a table for selecting special chart 2 hold display patterns. [Figure 611] A diagram explaining the right-side playing area. [Figure 612] A diagram explaining the display mode when an abnormal win occurs. [Figure 613] A flowchart showing the start winning processing. [Figure 614] 10 is a flowchart showing a pre-reading lottery process. [Figure 615] 10 is a flowchart showing a process for receiving a command specifying a variation pattern for pre-reading. [Figure 616] A diagram explaining the display mode of the prize ball expected to be won and the flow of the game. [Figure 617] A figure showing the display mode of the prize ball expected to be won notification. [Figure 618] A flowchart showing the start winning processing. [Figure 619] 10 is a flowchart showing a pre-reading lottery process. [Figure 620] 10 is a flowchart showing a process for receiving a command specifying a variation pattern for pre-reading. [Figure 621] A diagram explaining the right-side playing area. [Figure 622] FIG. 10 is a diagram illustrating a display mode when a malfunction occurs. [Figure 623] A flowchart showing the start winning processing. [Figure 624] FIG. 2 is a flowchart showing fault detection processing. [Figure 625]FIG. 2 is a flowchart showing the fault command reception processing. [Figure 626] This is a flowchart showing the process of notifying the winning ball of special chart 2. [Figure 627] A figure showing the display mode of the prize ball expected to be won notification. [Figure 628] This is a flowchart showing the process of notifying the winning ball of special chart 2. [Figure 629] A figure showing the display mode of the prize ball expected to be won notification. [Figure 630] This is a flowchart showing the process of notifying the winner of the confirmed prize ball in Special Chart 2. [Figure 631] A figure showing the display mode of the prize ball expected to be won notification. [Figure 632] 10 is a flowchart showing a C time-saving type notification process. [Figure 633] A figure showing the display mode of the prize ball expected to be won notification. [Figure 634] A figure showing the display mode of the prize ball expected to be won notification. [Figure 635] A figure showing the display mode of the prize ball expected to be won notification. [Figure 636] 10 is a flowchart showing a C time-saving type notification process (when through-passing is detected). [Figure 637] A figure showing the display mode of the prize ball expected to be won notification. [Figure 638] 10 is a flowchart showing a C time-saving type notification process. [Figure 639] A diagram explaining the display mode of the prize ball expected to be won and the flow of the game. [Figure 640] 10 is a flowchart showing the process of notifying a confirmed winning prize ball. [Figure 641] A figure showing the display mode of the prize ball expected to be won notification. [Figure 642] A figure showing the display mode of the prize ball expected to be won notification. [Figure 643] A figure showing the display mode of the prize ball expected to be won notification. [Figure 644] A figure showing the display mode of the prize ball expected to be won notification. [Figure 645]A figure showing the display mode of the prize ball expected to be won notification. [Figure 646] A figure showing the display mode of the prize ball expected to be won notification. [Figure 647] A figure showing the display mode of the prize ball expected to be won notification. [Figure 648] 10 is a flowchart showing the process of notifying a confirmed winning prize ball. [Figure 649] A figure showing the display mode of the prize ball expected to be won notification. [Figure 650] This is a flowchart showing the process of notifying the winning ball (special chart 1 advance reading). [Figure 651] This is a flowchart showing the process of notifying the winning ball (special chart 2 advance reading). [Figure 652] A figure showing the display mode of the prize ball expected to be won notification. [Figure 653] This is a special chart 2 jackpot lottery table and a table for selecting the special chart 2 hold display mode. [Figure 654] 10 is a flowchart showing a pre-reading lottery process. [Figure 655] This figure shows the advance notification mode when the 4th reserved display of Special Chart 2 is displayed. [Figure 656] This figure shows the advance notification mode when the 4th reserved display of Special Chart 2 is displayed. [Figure 657] This figure shows the advance notification mode when the 4th reserved display of Special Chart 2 is displayed. [Figure 658] This figure shows the advance notification mode when the 4th reserved display of Special Chart 2 is displayed. [Figure 659] FIG. 29 is a front view of the pachinko machine of the twenty-ninth embodiment. [Figure 660] FIG. 1 is a front view of a game board attached to an inner frame. [Figure 661] FIG. 10 is a partially enlarged view of the game board attached to the inner frame. [Figure 662] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 663] FIG. 10 is a diagram showing a jackpot lottery table. [Figure 664] This is a diagram showing a table for selecting the main decorative pattern variation pattern of Special Chart 1. [Figure 665] 10 is a flowchart showing a movable return rubber displacement process. [Figure 666] 10 is a flowchart showing a movable return rubber displacement process. [Figure 667] 10 is a flowchart showing a performance execution management process. [Figure 668] 10 is a flowchart showing a movable return rubber displacement notification display mode setting process. [Figure 669] 10 is a flowchart showing a movable return rubber displacement notification display mode setting process. [Figure 670] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 671] A diagram showing the display mode of the third pattern display device. [Figure 672] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 673] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 674] A diagram showing the display mode of the third pattern display device. [Figure 675] A diagram showing the display mode of the third pattern display device. [Figure 676] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 677] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 678] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 679] 10A and 10B are diagrams showing displacement modes of a movable return rubber according to a modified example. [Figure 680] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 681] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 682] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 683] 10A and 10B are diagrams showing displacement modes of a movable return rubber according to a modified example. [Figure 684] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 685] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 686] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 687] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 688] FIG. 10 is a diagram showing a jackpot lottery table according to a modified example. [Figure 689] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Fig. 690] 10A and 10B are diagrams showing displacement modes of a movable return rubber according to a modified example. [Figure 691] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 692] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 693] 10A and 10B are diagrams showing displacement modes of a movable return rubber according to a modified example. [Figure 694] 10A and 10B are diagrams showing displacement modes of a movable return rubber according to a modified example. [Figure 695] 10A and 10B are diagrams showing displacement modes of a movable return rubber according to a modified example. [Figure 696] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 697] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 698] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 699] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 700] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Figure 701] A diagram showing the display mode of the third pattern display device. [Figure 702] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. [Fig. 703] 10A and 10B are diagrams illustrating a displacement mode of a movable return rubber. DETAILED DESCRIPTION OF THE INVENTION

[0010] This specification also discloses the following inventions relating to gaming machines and the problems that the inventions aim to solve.

[0011] <Assignment Ba> Conventionally, this type of gaming machine has included, for example, a fuse that protects electronic components that control the game from overcurrent, and a support board into which the fuse is inserted, the fuse having a fuse wire with a fusing portion that melts when a current greater than a predetermined value flows (for example, see JP 2003-250986 A (page 4, Figures 1 to 3)). However, the conventional case having such a configuration has the following problems. In other words, with this type of gaming machine, when the door of the gaming machine installed in the hall is open and inspection work is carried out to check parts such as fuses, there is a problem that the inspection work is difficult to carry out because the inspection work is carried out in an environment that is not particularly bright. In particular, for example, power supply boards on which fuses (tube fuses) are mounted have a structure in which the fuse is placed on top of a green resist, and the fuse wire inside the fuse is a white-silver color (a whitish silver color, or silver-white, silver, or gray). Therefore, when checking to see if the fuse wire is blown, if you look at the board from a short distance, the white-silver fuse wire is green underneath, making it difficult to check because there is not enough contrast between the color of the resist and the color of the fuse wire, making the check even more difficult. The invention of (Ba1) below was made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the ease of checking fuses with the door of the gaming machine open. The invention according to (Ba1) below has the following configuration to achieve this object.

[0012] (Ba1) Electronic components that control the game (various electronic components mounted on the main control device 261, sub-control device 262, payout control device 311, power supply device 313, etc.), a fuse (glass tube fuse Ba37) that protects the electronic components from overcurrent; a support substrate (e.g., a power supply substrate Ba10) that supports the fuse; The fuse is a gaming machine equipped with a fuse wire (fuse wire B3) having a fusing portion (fusing portion B4) that melts when a current greater than a predetermined value flows, The gaming machine includes a specific portion (dark color area B7) having a color scheme different from that of a predetermined portion of the support substrate, the specific portion corresponding to the rear side of the fusing portion when viewed in at least a predetermined direction, The color of the specific portion is darker than the color of the predetermined portion of the support substrate. A gaming machine characterized by:

[0013] According to the gaming machine described in (Ba1), when checking whether the fuse wire is blown, even when looking at the board from a distance, the color of the specific part located behind the blown part of the fuse wire is darker than the color of the predetermined part of the support board that supports the fuse, so the contrast between the color of the specific part and the color of the fuse wire is high. This makes it easier to check the fuse with the door of the gaming machine open.

[0014] (Ba2) In the gaming machine described in (Ba1), At least the portion of the specific portion facing the fusion portion is plain. A gaming machine characterized by:

[0015] According to the gaming machine described in (Ba2) above, when checking whether the fuse wire is blown or not, even if lines, letters, or other information can be seen around the fuse when looking at the board from a short distance away, this information cannot be seen by a specific part located opposite the blown part of the fuse wire, so even in dimly lit conditions, this information can be reduced from interfering with the work of determining whether the fuse wire is blown or not.

[0016] (Ba3) In the gaming machine described in (Ba1), The specific portion is black. A gaming machine characterized by:

[0017] According to the gaming machine described in (Ba3), the color of the specific part located opposite the blown part of the fuse wire is darker than the color of the support substrate that supports the fuse, thereby achieving the highest contrast between the color of the specific part and the color of the fuse wire.

[0018] (Ba4) In the gaming machine described in (Ba1), The specific portion is a part of the support substrate. A gaming machine characterized by:

[0019] According to the gaming machine described in (Ba4) above, the color of the specific part is constant because it is part of the support substrate, and the color of the fuse wire usually does not change even when the fuse is replaced, so it is possible to maintain a high contrast between the color of the specific part and the color of the fuse wire.

[0020] (Ba5) In the gaming machine described in (Ba1), The identifying portion is visible in a state where it is located at the back side of the fuse when viewed from the predetermined direction. A gaming machine characterized by:

[0021] According to the gaming machine described in (Ba5) above, the specific part is provided in a position where it can be seen when viewed from a predetermined direction and is located at the back of the fuse. This makes it possible to create a situation where the specific part is located at the back of the fuse when viewed from a direction where it can be seen at that time, when checking to see if the fuse wire is blown.

[0022] (Ba6) In the gaming machine described in (Ba5), The predetermined direction is a direction different from the perpendicular direction of the support substrate. A gaming machine characterized by:

[0023] According to the gaming machine described in (Ba6), the specific part is positioned so that it is visible when viewed from a direction different from the perpendicular direction of the support substrate and is located behind the fuse. This allows for a situation where, when checking to see if the fuse wire is blown, the door of the gaming machine cannot be fully opened and the fuse cannot be checked from the front, but when the fuse is viewed from a direction that allows it to be seen at that time, the specific part is located behind the fuse. Therefore, even in situations where the door of the gaming machine cannot be fully opened, the ease of checking the fuse with the door open can be improved.

[0024] (Ba7) In the gaming machine described in (Ba1), The specific portion is a smooth flat surface or a curved surface. A gaming machine characterized by:

[0025] According to the gaming machine described in (Ba7), the specific portion can be provided on a smooth flat surface, such as a part of a support substrate, or on a smooth curved surface, such as the side of a fuse (fuse tube). A specific portion that is a smooth curved surface faces in more directions than a specific portion that is a smooth flat surface, making it easier to see the fuse from more directions.

[0026] (Ba8) In the gaming machine described in (Ba1), The specific portion is spaced a predetermined height from the surface of the support substrate. A gaming machine characterized by:

[0027] According to the gaming machine described in (Ba8), the specific part can be provided at a position spaced a predetermined height from the surface of the support board, such as on the side of the fuse tube. A specific part spaced a predetermined height from the surface of the support board is closer to the person performing the checking work than a specific part provided on the surface of the support board, making it easier to see the fuse from multiple directions.

[0028] (Ba9) In the gaming machine described in (Ba1), The width of the specific portion is equal to or smaller than the diameter of the tube that constitutes the fuse. A gaming machine characterized by:

[0029] According to the gaming machine described in (Ba9) above, even if the width of the specific part is less than the diameter of the tube that constitutes the fuse, as long as the width of the specific part is configured to be such that when viewed from a short distance, it is clear that there is a fuse wire in front of the specific part, the contrast between the color of the specific part and the color of the fuse wire can improve the ease of checking the fuse with the gaming machine door open. Note that the width of the specific part that satisfies this condition may be smaller than the diameter of the fuse tube and wider than the width of the fuse wire, or it may be about the same as the width of the fuse wire, or it may be smaller than the width of the fuse wire.

[0030] (Ba10) In the gaming machine described in (Ba1), The width of the specific portion is greater than the diameter of the tube that constitutes the fuse. A gaming machine characterized by:

[0031] According to the gaming machine described in (Ba10) above, even when the door of the gaming machine cannot be opened wide or the person performing the inspection cannot adjust their line of sight to the same height as the fuse, making it impossible to see the board from the front and viewing the board at a large angle, it is possible to easily position the specific part and the fuse in a state where they overlap in front of the line of sight.

[0032] (Ba11) In the gaming machine described in (Ba1), The specific portion is provided on a curved member provided near the fuse wire. A gaming machine characterized by:

[0033] According to the gaming machine described in (Ba11), the specific part can be provided on a curved member provided near the fuse wire, such as a fuse tube that houses the fuse wire. The specific part that is a curved member faces in more directions than a specific part that is flat, making it easier to see the fuse from more directions.

[0034] (Ba12) In the gaming machine described in (Ba1), The length of the specific portion is longer than the length of the fuse in the longitudinal direction. A gaming machine characterized by:

[0035] According to the gaming machine described in (Ba12) above, even when the door of the gaming machine cannot be opened wide or the person performing the inspection cannot adjust their line of sight to the same height as the fuse, and the person performing the inspection is on the longitudinal side of the fuse and is looking at the board at a large angle, it is possible to easily position the specific part and the fuse overlapping in front of the line of sight.

[0036] (Ba13) In the gaming machine described in (Ba1), A transparent cover (cover member of the board box) is provided to cover at least the fuse, The cover has an area (a flat surface of the cover member, a ventilation hole for releasing heat) formed so that the area corresponding to the specific part located at the back side of the cover can be easily seen. A gaming machine characterized by:

[0037] According to the gaming machine described in (Ba13), when checking whether the fuse wire is blown through the cover, the ease of checking the fuse can be improved even when looking at the board from a slightly distant position.

[0038] (Ba14) In the gaming machine described in (Ba1), The support board is a predetermined electronic board (such as the main control board 261a of the main control device 261, the sub-control board 262a of the sub-control device 262, the dispensing control board 311a of the dispensing control device 311, and the power supply board Ba10 of the power supply device BaA) on which the electronic components are mounted. A gaming machine characterized by:

[0039] According to the gaming machine described in (Ba14) above, the fuse is supported on a predetermined electronic board on which electronic components are mounted.

[0040] (Ba15) In the gaming machine described in (Ba1), The support substrate is provided with input and output terminals for electrically connecting the fuse to a predetermined electronic board on which the electronic component is mounted, and is located in a position where the fuse is more easily visible from the outside than the predetermined electronic board (a cover member for a board box BaA of a power supply device BaA on which a glass tube fuse Ba37 is mounted). A gaming machine characterized by:

[0041] According to the gaming machine described in (Ba15) above, the fuse is provided on a support board that is more easily visible from the outside than the specific electronic board that the fuse protects, making it even easier to check the fuse.

[0042] <Assignment Bb> Conventionally, this type of gaming machine has included, for example, a fuse that protects electronic components that control the game from overcurrent, and a support board into which the fuse is inserted, the fuse having a fuse wire with a fusing portion that melts when a current greater than a predetermined value flows (for example, see JP 2003-250986 A (page 4, Figures 1 to 3)). However, the conventional case having such a configuration has the following problems. In other words, with this type of gaming machine, when the door of the gaming machine installed in the hall is open and inspection work is carried out to check parts such as fuses, there is a problem that the inspection work is difficult to carry out because the inspection work is carried out in an environment that is not particularly bright. In particular, for example, power supply boards on which fuses (tube fuses) are mounted have a structure in which the fuse is placed on top of a green resist, and the fuse wire inside the fuse is a white-silver color (a whitish silver color, or silver-white, silver, or gray). Therefore, when checking to see if the fuse wire is blown, if you look at the board from a short distance, the white-silver fuse wire is green underneath, making it difficult to check because there is not enough contrast between the color of the resist and the color of the fuse wire, making the check even more difficult. The invention described below in (Bb1) was made in consideration of the above circumstances, and aims to provide a gaming machine that makes it easy to find the part of the fuse wire where a break has occurred when checking the fuse with the door of the gaming machine open. The invention according to (Bb1) below has the following configuration to achieve this object.

[0043] (Bb1) Electronic components that control the game (various electronic components mounted on the main control device 261, sub-control device 262, payout control device 311, power supply device 313, etc.), a fuse (glass tube fuse Ba37) that protects the electronic components from overcurrent; a support substrate (e.g., a power supply substrate Ba10) that supports the fuse; The fuse is a gaming machine equipped with a fuse wire (fuse wire B3) having a fusing portion (fusing portion B4) that melts when a current greater than a predetermined value flows, an overcurrent flows through the fuse wire, causing the fusing portion to fuse and form a fusing occurrence portion (fusing occurrence portion B4a); The gaming machine includes a specific portion (dark color area B7) having a color scheme different from that of a predetermined portion of the support substrate, the specific portion corresponding to the rear side of the meltdown occurrence portion when viewed in at least a predetermined direction, The color of the specific portion is darker than the color of the predetermined portion of the support substrate. A gaming machine characterized by:

[0044] According to the gaming machine described in (Bb1) above, when checking the fuse wire blowout occurrence point, even when looking at the board from a distance, the color of at least the specific part located on the back side of the fuse wire blowout occurrence point is darker than the color of the support board that supports the fuse, so there is a high contrast between the color of at least the specific part on the back side of the fuse wire blowout occurrence point and the color of the fuse wire. Therefore, it is possible to easily find the fuse wire blowout occurrence point when checking the fuse with the gaming machine door open.

[0045] (Bb2) In the gaming machine described in (Bb1), At least the portion of the specific portion facing the meltdown occurrence portion is plain. A gaming machine characterized by:

[0046] According to the gaming machine described in (Bb2) above, when checking whether the fuse wire is blown, even if lines, letters, or other information can be seen around the fuse when looking at the board from a short distance away, this information cannot be seen in the specific area located behind the area where the fuse wire has blown, so even in dimly lit conditions, this information can be less likely to interfere with the work of determining whether the fuse wire has blown.

[0047] (Bb3) In the gaming machine described in (Bb1), The specific portion is black. A gaming machine characterized by:

[0048] According to the gaming machine described in (Bb3), the color of the specific part located at the back of the fuse wire melting point is the darkest color than the color of the support substrate that supports the fuse, thereby achieving the highest contrast between the color of the specific part and the color of the fuse wire.

[0049] (Bb4) In the gaming machine described in (Bb1), The specific portion is a part of the support substrate. A gaming machine characterized by:

[0050] According to the gaming machine described in (Bb4) above, the color of the specific part is constant because it is part of the supporting substrate, and the color of the fuse wire usually does not change even when the fuse is replaced, so it is possible to maintain a high contrast between the color of the specific part and the color of the fuse wire.

[0051] (Bb5) In the gaming machine described in (Bb1), The specific portion is visible in a state where it is located on the back side of the meltdown occurrence portion when viewed from the predetermined direction. A gaming machine characterized by:

[0052] According to the gaming machine described in (Bb5) above, the specific part is provided in a position where it can be seen when viewed from a predetermined direction and is located behind the fuse blowout occurrence part. This makes it possible to create a situation where, when checking the fuse blowout occurrence part, the specific part is located behind the fuse blowout occurrence part when the fuse is viewed from a direction where it can be seen at that time.

[0053] (Bb6) In the gaming machine described in (Bb5), The predetermined direction is a direction different from the perpendicular direction of the support substrate. A gaming machine characterized by:

[0054] According to the gaming machine described in (Bb6) above, the specific part is positioned so that it is visible when viewed from a direction different from the perpendicular direction of the support board, while being located behind the fuse. This allows for a situation where, even if the door of the gaming machine cannot be fully opened and the fuse cannot be seen from the front when checking whether the fuse wire is blown, the specific part is at least located behind the blowout occurrence part when viewed from a direction that allows it to be seen. Therefore, even in situations where the door of the gaming machine cannot be fully opened, it is possible to easily find the blowout occurrence part when checking the fuse with the door open.

[0055] (Bb7) In the gaming machine described in (Bb1), The specific portion is a smooth flat surface or a curved surface. A gaming machine characterized by:

[0056] According to the gaming machine described in (Bb7) above, the specific portion can be provided on a smooth flat surface, such as a part of a support substrate, or on a smooth curved surface, such as the side of a fuse (fuse tube). A specific portion that is a smooth curved surface faces in more directions than a specific portion that is a smooth flat surface, making it easier to find the meltdown occurrence portion from multiple directions.

[0057] (Bb8) In the gaming machine described in (Bb1), The specific portion is spaced a predetermined height from the surface of the support substrate. A gaming machine characterized by:

[0058] According to the gaming machine described in (Ba8), the specific part can be provided at a position spaced a predetermined height from the surface of the support board, such as on the side of a fuse tube. A specific part spaced a predetermined height from the surface of the support board is closer to the person performing the checking work than a specific part provided on the surface of the support board, making it easier to find the blowout part from multiple directions.

[0059] (Bb9) In the gaming machine described in (Bb1), The width of the specific portion is equal to or less than the width of the fuse wire. A gaming machine characterized by:

[0060] According to the gaming machine described in (Ba9), even if the width of the specific part is less than the width of the fuse wire, if the width of the specific part is configured so that when the board is viewed from a short distance away, it is clear that the part where the melting has occurred is located in front of the specific part, then the contrast between the color of the specific part and the color of the fuse wire can improve the ease of finding the part where the melting has occurred when checking the fuse with the door of the gaming machine open.

[0061] (Bb10) In the gaming machine described in (Bb1), The width of the specific portion is wider than the width of the fuse wire. A gaming machine characterized by:

[0062] According to the gaming machine described in (Bb10) above, even when the door of the gaming machine cannot be opened wide or the person performing the inspection cannot adjust their line of sight to the same height as the fuse, making it impossible to see the board from the front and viewing the board at a large angle, it is possible to easily position the specific part and the melting point so that they overlap in front of the line of sight.

[0063] (Bb11) In the gaming machine described in (Bb1), The specific portion is provided on a curved member provided near the fuse wire. A gaming machine characterized by:

[0064] According to the gaming machine described in (Bb11), the specific part can be provided on a curved member provided near the fuse wire, such as a fuse tube that houses the fuse wire. The specific part that is a curved member faces in more directions than a specific part that is flat, making it easier to find the meltdown occurrence part from more directions.

[0065] (Bb12) In the gaming machine described in (Bb1), The length of the specific portion is longer than the length of the fuse in the longitudinal direction. A gaming machine characterized by:

[0066] According to the gaming machine described in (Bb12) above, even when the door of the gaming machine cannot be opened wide or the person performing the inspection cannot adjust their line of sight to the same height as the fuse, and the person performing the inspection is on the longitudinal side of the fuse and is looking at the board at a large angle, it is easy to position the specific part and the melting point so that they overlap in front of their line of sight.

[0067] (Bb13) In the gaming machine described in (Bb1), A transparent cover (cover member of the board box) is provided to cover at least the fuse, The cover has an area (a flat surface of the cover member, a ventilation hole for releasing heat) formed to make it easy to find the meltdown occurrence part located at the back side of the cover. A gaming machine characterized by:

[0068] According to the gaming machine described in (Bb13) above, when checking whether the fuse wire is blown through the cover, it is possible to improve the ease of finding the blown part during the fuse checking process, even if the board is viewed from a slightly distant position.

[0069] (Bb14) In the gaming machine described in (Bb1), The support board is a predetermined electronic board (such as the main control board 261a of the main control device 261, the sub-control board 262a of the sub-control device 262, the dispensing control board 311a of the dispensing control device 311, and the power supply board Ba10 of the power supply device BaA) on which the electronic components are mounted. A gaming machine characterized by:

[0070] According to the gaming machine described in (Bb14) above, the fuse is supported on a predetermined electronic board on which electronic components are mounted.

[0071] (Bb15) In the gaming machine described in (Bb1), The support substrate is provided with input and output terminals for electrically connecting the fuse to a predetermined electronic board on which the electronic component is mounted, and is located in a position where the fuse is more easily visible from the outside than the predetermined electronic board (a cover member for a board box BaA of a power supply device BaA on which a glass tube fuse Ba37 is mounted). A gaming machine characterized by:

[0072] According to the gaming machine described in (Bb15) above, the fuse is mounted on a support board that is easier to see from the outside than the specific electronic board that the fuse protects, making it even easier to find the part where the fuse has blown when checking the fuse.

[0073] <Assignment Bc> Conventionally, this type of gaming machine has included, for example, a fuse that protects electronic components that control the game from overcurrent, and a support board into which the fuse is inserted, the fuse having a fuse wire with a fusing portion that melts when a current greater than a predetermined value flows (for example, see JP 2003-250986 A (page 4, Figures 1 to 3)). However, the conventional case having such a configuration has the following problems. In other words, with this type of gaming machine, when the door of the gaming machine installed in the hall is open and inspection work is carried out to check parts such as fuses, there is a problem that the inspection work is difficult to carry out because the inspection work is carried out in an environment that is not particularly bright. In particular, for example, power supply boards on which fuses (tube fuses) are mounted have a structure in which the fuse is placed on top of a green resist, and the fuse wire inside the fuse is a white-silver color (a whitish silver color, or silver-white, silver, or gray). Therefore, when checking to see if the fuse wire is blown, if you look at the board from a short distance, the white-silver fuse wire is green underneath, making it difficult to check because there is not enough contrast between the color of the resist and the color of the fuse wire, making the check even more difficult. The invention relating to (Bc1) below was made in consideration of such circumstances, and aims to provide a gaming machine that can improve the ease of checking fuses with the door of the gaming machine open. The invention according to (Bc1) below has the following configuration to achieve this object.

[0074] (Bc1) Electronic components that control the game (various electronic components mounted on the main control device 261, sub-control device 262, payout control device 311, power supply device 313, etc.), a fuse (glass tube fuse Ba37) that protects the electronic components from overcurrent; a support substrate (e.g., a power supply substrate Ba10) that supports the fuse; The fuse is a gaming machine equipped with a fuse wire (fuse wire B13) that becomes electrically insulated when a current greater than a predetermined value flows, The gaming machine is provided with a discoloration region (discoloration region B27) that changes color above the support substrate when the fuse is in an electrically insulated state. A gaming machine characterized by:

[0075] According to the gaming machine described in (Bc1) above, if the fuse is in an insulating state, the area above the support substrate that corresponds to the discolored area will change color, so when checking to see if the fuse is in an insulating state, even if you look at the substrate from a short distance away, you can easily check whether the fuse is in an insulating state by simply finding the discolored area on the support substrate. This makes it easier to check the fuse with the door of the gaming machine open.

[0076] (Bc2) In the gaming machine described in (Bc1), The fuse is electrically isolated while maintaining a visible interior. A gaming machine characterized by:

[0077] According to the gaming machine described in (Bc2) above, the fuse is electrically insulated while maintaining a state in which the inside is visible.

[0078] (Bc3) In the gaming machine described in (Bc1), The fuse includes a fuse wire (fuse wire B13) that becomes insulated when a current equal to or greater than a predetermined value flows through it, The fuse wire changes color when it is insulated. A gaming machine characterized by:

[0079] According to the gaming machine described in (Bc3) above, even if it is difficult for the person performing the inspection to confirm whether the fuse wire inside the fuse is insulated or not, if the person performing the inspection can observe the fuse as a whole, they can easily confirm whether the fuse is insulated or not simply by checking whether discoloration has occurred inside the fuse.

[0080] (Bc4) In the gaming machine described in (Bc1), The fuse includes a transparent fuse tube (fuse tube B2) that seals a fuse wire (fuse wire B13) that becomes insulated when a current greater than a predetermined value flows. The fuse tube becomes colored when the fuse wire is insulated. A gaming machine characterized by:

[0081] According to the gaming machine described in (Bc4) above, even if it is difficult for the person performing the inspection to confirm whether the fuse wire inside the fuse is insulated or not, if the person performing the inspection can observe the fuse tube, they can easily confirm whether the fuse is insulated or not simply by checking whether discoloration has occurred in the fuse tube.

[0082] (Bc5) In the gaming machine described in (Bc1), The discolored region is located at the center of the fuse in the longitudinal direction. A gaming machine characterized by:

[0083] According to the gaming machine described in (Bc5) above, even if it is difficult for the person performing the inspection to confirm whether the fuse wire inside the fuse is insulated or not, if the person performing the inspection can observe even a partial view of the center of the fuse, they can easily confirm whether the fuse is insulated or not simply by checking whether discoloration has occurred in the center of the fuse.

[0084] (Bc6) In the gaming machine described in (Bc1), The discolored region changes color to a color darker than the color of the support substrate when the fuse is in an insulating state. A gaming machine characterized by:

[0085] According to the gaming machine described in (Bc6) above, even if it is difficult for the person performing the inspection to confirm whether the fuse wire inside the fuse is insulated or not, if the person can at least observe whether the fuse has changed color to a darker color than the color of the supporting substrate, they can easily confirm whether the fuse is insulated or not.

[0086] (Bc7) In the gaming machine described in (Bc1), The fuse has a cylindrical shape, The discolored area appears in a location depending on the viewing direction. A gaming machine characterized by:

[0087] According to the gaming machine described in (Bc7) above, even if it is difficult for the person performing the inspection to confirm whether the fuse wire inside the fuse is insulated or not, if they can observe any part of the cylindrical fuse, they can easily confirm whether the fuse is insulated or not.

[0088] (Bc8) In the gaming machine described in (Bc1), the discolored region has a specific portion having a specific color scheme at least at a position facing the fuse, The identifying portion is colored in a color that makes the fuse in a conductive state more visible than the fuse in an insulating state. A gaming machine characterized by:

[0089] According to the gaming machine described in (Bc8) above, even though it is difficult for the person performing the inspection to confirm whether the fuse wire inside the fuse is insulated or not, if the person can observe the fuse while placing a specific part with a specific color scheme at the back, they can easily confirm whether the fuse is insulated or not.

[0090] <Assignment Bd> Conventionally, this type of gaming machine has included, for example, a fuse that protects electronic components that control the game from overcurrent, and a support board into which the fuse is inserted, the fuse having a fuse wire with a fusing portion that melts when a current greater than a predetermined value flows (for example, see JP 2003-250986 A (page 4, Figures 1 to 3)). However, the conventional case having such a configuration has the following problems. In other words, with this type of gaming machine, when the door of the gaming machine installed in the hall is open and inspection work is carried out to check parts such as fuses, there is a problem that the inspection work is difficult to carry out because the inspection work is carried out in an environment that is not particularly bright. In particular, for example, power supply boards on which fuses (tube fuses) are mounted have a structure in which the fuse is placed on top of a green resist, and the fuse wire inside the fuse is a white-silver color (a whitish silver color, or silver-white, silver, or gray). Therefore, when checking to see if the fuse wire is blown, if you look at the board from a short distance, the white-silver fuse wire is green underneath, making it difficult to check because there is not enough contrast between the color of the resist and the color of the fuse wire, making the check even more difficult. The invention described below in (Bd1) was made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the ease of checking fuses with the door of the gaming machine open. The invention according to (Bd1) below has the following configuration to achieve this object.

[0091] (Bd1) Electronic components that control the game (various electronic components mounted on the main control device 261, sub-control device 262, payout control device 311, power supply device 313, etc.), a fuse (glass tube fuse Ba37) that protects the electronic components from overcurrent; a support substrate (e.g., a power supply substrate Ba10) that supports the fuse; The fuse is a gaming machine equipped with a fuse wire (fuse wire B13) that becomes electrically insulated when a current greater than a predetermined value flows, The gaming machine includes: The fuse has a light emitting portion (for example, a light emitting line Bd11) whose light emitting state changes when the fuse is in an electrically insulated state. A gaming machine characterized by:

[0092] According to the gaming machine described in (Bd1), since the light-emitting element changes its light-emitting state if the fuse is in an insulating state, when checking whether the fuse is in an insulating state, even if you look at the board from a short distance, you can easily check whether the fuse is in an insulating state by simply finding the light-emitting element whose light-emitting state has changed. Therefore, it is possible to improve the ease of checking the fuse with the door of the gaming machine open.

[0093] (Bd2) In the gaming machine described in (Bd1), The light emitting portion is provided corresponding to the fuse wire (the fuse wire Bd12 that emits light in a normal state, or the light emitting lines Bd11a and Bd11b provided along the fuse wire body Bd13a), When the fuse wire is electrically insulated, the light emitting portion changes from a light emitting state to a non-light emitting state, or changes from a non-light emitting state to a light emitting state. A gaming machine characterized by:

[0094] According to the gaming machine described in (Bd2), when checking to see if the fuse is in an insulating state, it is possible to easily check whether the fuse is in an insulating state by simply finding a fuse wire that has changed from an emitting state to an extinguished state, or from an extinguished state to an emitting state.

[0095] (Bd3) In the gaming machine described in (Bd1), The light emitting units are provided corresponding to the fuse wire (a normal light emitting wire Bd11a wound around the fuse wire body Bd13a and a disconnection light emitting wire Bd11b provided in parallel to the fuse wire body Bd13a), When the fuse wire is electrically insulated, the light emitting portion changes from a first light emitting state (a first light emitting pattern Bd1a by the normal light emitting line Bd11a) to a second light emitting state (a second light emitting pattern Bd1b by the disconnection light emitting line Bd11b). A gaming machine characterized by:

[0096] According to the gaming machine described in (Bd3), when checking to see if the fuse is in an insulated state, it is possible to easily check whether the fuse is in an insulated state by simply finding the fuse wire that has changed from the first light-emitting state to the second light-emitting state.

[0097] (Bd4) In the gaming machine described in (Bd1), The fuse includes a fuse tube that accommodates the fuse wire, the light-emitting portion is provided corresponding to the fuse tube (the light-emitting surface Bd15 of the glass tube B2 electrically connected in parallel to the fuse wire B13, or the light-emitting surface Bd15 of the glass tube B2 electrically connected in series to the fuse wire B13), When the fuse wire is electrically insulated, the light emitting portion changes from a non-light emitting state to a light emitting state, or from a light emitting state to a non-light emitting state. A gaming machine characterized by:

[0098] According to the gaming machine described in (Bd4), when checking whether the fuse is in an insulating state, it is possible to easily check whether the fuse is in an insulating state simply by finding a change from an extinguished state to an emitting state or from an emitting state to an extinguished state in the light-emitting part provided corresponding to the fuse tube.

[0099] (Bd5) In the gaming machine described in (Bd1), The fuse includes a fuse tube that accommodates the fuse wire, The light-emitting portion is provided corresponding to the fuse tube (a first light-emitting surface Bd15a electrically connected in series to the fuse wire B13 and a second light-emitting surface Bd15b electrically connected in parallel to the fuse wire B13), When the fuse wire is electrically insulated, the light emitting portion changes from a first light emitting state (first light emitting pattern Bd1c by the first light emitting surface Bd15a) to a second light emitting state (second light emitting pattern Bd1d by the second light emitting surface Bd15b). A gaming machine characterized by:

[0100] According to the gaming machine described in (Bd5), when checking whether the fuse is in an insulated state, it is possible to easily check whether the fuse is in an insulated state simply by finding a change from the first light-emitting state to the second light-emitting state of the light-emitting element provided corresponding to the fuse tube.

[0101] (Bd6) In the gaming machine described in (Bd1), The light emitting portion is provided in the peripheral area of ​​the fuse (the LED 25B near the glass tube fuse Ba37 connected in parallel with the fuse wire B13, or the LED 25B near the glass tube fuse Ba37 connected in series with the fuse wire B13), When the fuse wire is electrically insulated, the peripheral region changes from a non-light-emitting state to a light-emitting state, or from a light-emitting state to a non-light-emitting state. A gaming machine characterized by:

[0102] According to the gaming machine described in (Bd6), when checking to see if the fuse is in an insulating state, it is possible to easily check whether the fuse is in an insulating state by simply finding the area surrounding the fuse that has changed from an extinguished state to an emitting state, or from an emitting state to an extinguished state.

[0103] (Bd7) In the gaming machine described in (Bd1), The light emitting portion is provided in the peripheral area of ​​the fuse (LED25B1 near the glass tube fuse Ba37 connected in series with the fuse wire B13, and LED25B2 near the glass tube fuse Ba37 connected in parallel with the fuse wire B13), When the fuse wire is electrically insulated, the peripheral area changes from a first light-emitting state (first light-emitting pattern Bd1e by LED 25B1) to a second light-emitting state (second light-emitting pattern Bd1f by LED 25B2). A gaming machine characterized by:

[0104] According to the gaming machine described in (Bd7), when checking whether the fuse is in an insulating state, it is possible to easily check whether the fuse is in an insulating state by simply finding the area surrounding the fuse that has changed from the first light-emitting state to the second light-emitting state.

[0105] (Bd8) In the gaming machine described in (Bd1), The light-emitting portion is provided in a specific region on the support substrate (LED26B on the power supply substrate Ba10 connected in parallel to the fuse wire B13), When the fuse wire is electrically insulated, the specific region changes from a non-light-emitting state to a light-emitting state, or from a light-emitting state to a non-light-emitting state. A gaming machine characterized by:

[0106] According to the gaming machine described in (Bd8), when checking whether the fuse is in an insulating state, it is possible to easily check whether the fuse is in an insulating state by simply finding a specific area on the support substrate that has changed from an extinguished state to an emitting state, or from an emitting state to an extinguished state.

[0107] (Bd9) In the gaming machine described in (Bd1), The light-emitting portion is provided in a specific region on the support substrate (an LED 26B1 on the power supply substrate Ba10 connected in series with the fuse wire B13, and an LED 26B2 on the power supply substrate Ba10 connected in parallel with the fuse wire B13), When the fuse wire is electrically insulated, the specific region changes from a first light-emitting state (first light-emitting pattern Bd1e by LED 26B1) to a second light-emitting state (second light-emitting pattern Bd1f by LED 26B2). A gaming machine characterized by:

[0108] According to the gaming machine described in (Bd9), when checking whether the fuse is in an insulating state, it is possible to easily check whether the fuse is in an insulating state by simply finding the specific area on the support substrate that has changed from the first light-emitting state to the second light-emitting state.

[0109] <Assignment CA> Conventionally, as a gaming machine of this kind, there is, for example, a machine that makes a movable accessory perform a predetermined action when a predetermined condition is established based on the result of a lottery triggered by a gaming ball entering a ball entrance (for example, see JP 2012-70995 A (page 1, FIG. 15)). There is also a machine that makes a movable accessory perform a predetermined action and causes a display means to execute a predetermined display corresponding to the predetermined action. However, the conventional case having such a configuration has the following problems. That is, in this type of gaming machine, when a malfunction occurs in the operation of a movable device, even though a predetermined display is being executed by the display means, the corresponding predetermined action may not be executed. In such a case, if the predetermined display that should correspond to the predetermined action is executed as is, there is a problem that it causes discomfort to the player. However, if an attempt is made to compensate for the predetermined display by displaying a special display on the display means when a malfunction occurs in the operation of a movable device, another problem arises in that display control becomes cumbersome. As a result, there is a problem that the interest of a game that displays a predetermined display corresponding to the predetermined action of a movable device cannot be further improved. The invention (CA1) below was made in consideration of these circumstances, and aims to provide a gaming machine that can increase the entertainment value of the game by displaying predetermined displays corresponding to predetermined actions by movable devices. The invention according to (CA1) below has the following configuration to achieve this object.

[0110] (CA1) A game board (game board 30) having a game area where game balls flow down; A movable accessory (movable accessory C1, C2 consisting of a support member C1 and a decorative member C2) that performs a predetermined action (a falling action of the support member C1 and a rotating action of the decorative member C2) in a manner that is visible to the player; A display means (third symbol display device 42) for displaying information related to a game; A detection means (a sensor for detecting the rotational movement of the decorative member C2) for detecting a predetermined event (the rotational movement of the decorative member C2 accompanying the falling movement of the support member C1) that occurs with the operation of the movable accessory; A ball entry port (special drawing 1 start winning device 33a, special drawing 2 start winning device 33b) for entering the game ball provided in the game area; A lottery means for executing a lottery for a game when a game ball enters the ball entrance (a function for performing lottery processing using a big win lottery table by the main control device 261); A control means (a function that performs processing to execute expected performances by the sub-control device 262) that controls the movable role object with a predetermined control (control that causes the support member C1 to drop and the decorative member C2 to rotate) when a predetermined condition (a fluctuation pattern command of a predetermined length fluctuation) is established based on the result of the lottery by the lottery means, and causes the movable role object to perform the predetermined action; a display control means (a function of executing an effect display by the display control device 45) that causes the display means to execute a predetermined display corresponding to the predetermined action (an effect behind the decorative member C2 after the rotation action) when the predetermined condition is met; When the detection means does not detect the predetermined event even though the display means is executing the predetermined display, the control means continues the predetermined display while controlling the movable role object based on a specific control different from the predetermined control (for example, control to move the support member C1 that has performed the dropping action up and down), thereby preventing the movable role object from performing the predetermined action. A gaming machine characterized by:

[0111] According to the gaming machine described in (CA1), when a predetermined condition is met based on the result of a lottery drawn by the lottery means in response to a game ball entering the ball entrance, the movable role object performs a predetermined action under predetermined control by the control means. When the predetermined condition is met, the display control means executes a predetermined display corresponding to the predetermined action. However, even if the predetermined condition is met, the movable role object does not perform the predetermined action based on specific control different from the predetermined control by the control means if the detection means does not detect a predetermined event occurring due to the movement of the movable role object, even though the display means executes the predetermined display. Therefore, even if a malfunction occurs in the operation of the movable role object, even if the predetermined display that should correspond to the predetermined action is executed as is, it is possible to reduce the sense of discomfort felt by the player. As a result, the entertainment value of the game can be improved by displaying a predetermined display corresponding to the predetermined action of the movable role object.

[0112] (CA2) In the gaming machine described in (CA1), The specific control causes the movable part to operate in a specific operation different from the predetermined operation. A gaming machine characterized by:

[0113] According to the gaming machine described in (CA2) above, even if a malfunction occurs in the operation of the movable device and a predetermined display is executed by the display means, by operating the movable device with a specific action that is different from the predetermined action, it is possible to reduce the discomfort felt by the player by the predetermined display that corresponds to the predetermined action.

[0114] In addition to control to operate a movable part with a specific action different from a predetermined action, the specific control may also be, for example, control to operate other movable parts or movable objects that are not parts, control to light up a light-emitting unit attached to a movable part or other movable parts, or control to output sound.

[0115] (CA3) In the gaming machine described in (CA2), The specific action is performed following the action of the movable part at the start of the predetermined action. A gaming machine characterized by:

[0116] According to the gaming machine described in (CA3) above, continuity from the start of a predetermined action to a specific action is not lost, so that if a malfunction occurs in the action of the movable device, it is possible to reduce the sense of discomfort felt when an action that is different from the predetermined action performed in response to a predetermined display on the display means is performed.

[0117] (CA4) In the gaming machine described in (CA2), The specific action has a movement state of the movable part at the time of the end of the predetermined action. A gaming machine characterized by:

[0118] According to the gaming machine described in (CA4) above, the operating pattern of the movable device at the end of the predetermined action and the specific action is the same, so if a malfunction occurs in the operation of the movable device, it is possible to reduce the sense of discomfort felt when an action that is different from the predetermined action performed in response to the predetermined display on the display means is performed.

[0119] (CA5) In the gaming machine described in (CA2), The specific action passes through a predetermined position that is a position that the movable part reaches by the predetermined action. A gaming machine characterized by:

[0120] According to the gaming machine described in (CA5), the predetermined action and the specific action pass through the same location, so if a malfunction occurs in the action of the movable device, it is possible to reduce the sense of discomfort felt when an action that is different from the predetermined action performed in response to the predetermined display on the display means occurs.

[0121] (CA6) In the gaming machine described in (CA1), The specific control is executed while the display means is executing the predetermined display. A gaming machine characterized by:

[0122] According to the gaming machine described in (CA6) above, it is possible to reduce the sense of incongruity between a predetermined display on the display means and a specific control that is executed when a malfunction occurs in the operation of a movable device.

[0123] (CA7) In the gaming machine described in (CA1), The predetermined display is set to end after the specific operation is completed. A gaming machine characterized by:

[0124] According to the gaming machine described in (CA7) above, when a malfunction occurs in the operation of the movable device, it is possible to reduce the sense of incongruity between the predetermined display on the display means and the specific control.

[0125] It should be noted that "after the end of the specific action" means, for example, immediately after the end of the specific action, but it may also be a timing that cannot be said to be immediately after. It should be noted that "after the end of the specific action" may also mean simultaneously with the end of the specific action or immediately before the end of the specific action. It may also be control other than "the specific action" as long as it is included in "specific control."

[0126] (CA8) In the gaming machine described in (CA1) The start timing of the specific control is later than the timing when the movable part is in the initial position. A gaming machine characterized by:

[0127] According to the gaming machine described in (CA8) above, when a malfunction occurs in the operation of the movable device, it is possible to reduce the sense of incongruity between the operation of the movable device and a specific control.

[0128] (CA9) In the gaming machine described in (CA1), The predetermined action and the predetermined display belong to the same performance. A gaming machine characterized by:

[0129] According to the gaming machine described in (CA9) above, if a malfunction occurs in the operation of a movable device, and the specified operation is not performed despite the specified display being displayed on the display means, a situation can be created that is likely to cause discomfort unless special control is performed.

[0130] <Assignment CB> Conventionally, as a gaming machine of this kind, there is, for example, a machine that makes a movable accessory perform a predetermined action when a predetermined condition is established based on the result of a lottery triggered by a gaming ball entering a ball entrance (for example, see JP 2012-70995 A (page 1, FIG. 15)). There is also a machine that makes a movable accessory perform a predetermined action and causes a display means to execute a predetermined display corresponding to the predetermined action. However, the conventional case having such a configuration has the following problems. That is, in this type of gaming machine, when a malfunction occurs in the operation of a movable device, even though a predetermined display is being executed by the display means, the corresponding predetermined action may not be executed. In such a case, if the predetermined display that should correspond to the predetermined action is executed as is, there is a problem that it causes discomfort to the player. However, if an attempt is made to compensate for the predetermined display by displaying a special display on the display means when a malfunction occurs in the operation of a movable device, another problem arises in that display control becomes cumbersome. As a result, there is a problem that the interest of a game that displays a predetermined display corresponding to the predetermined action of a movable device cannot be further improved. The invention (CB1) below was made in consideration of these circumstances, and aims to provide a gaming machine that can increase the entertainment value of the game by displaying predetermined displays corresponding to predetermined actions by movable devices. The invention according to (CB1) below has the following configuration to achieve this object.

[0131] (CB1) A game board (game board 30) having a game area where game balls flow down; A movable accessory (movable accessory C1, C2 consisting of a support member C1 and a decorative member C2) that performs a predetermined action (a falling action, a rotation action, a reverse rotation action, and an upward action of the movable accessory C1, C2) in a manner that is visible to the player; A display means (third symbol display device 42) for displaying information related to a game; A detection means (position sensor CC10, resistive position sensor Ca7) for detecting predetermined events (rotational movement and falling movement of the movable accessories C1 and C2) that occur with the operation of the movable accessories; A ball entry port (special drawing 1 start winning device 33a, special drawing 2 start winning device 33b) for entering the game ball provided in the game area; A lottery means for executing a lottery for a game when a game ball enters the ball entrance (a function for performing lottery processing using a big win lottery table by the main control device 261); When a predetermined condition (for example, a variable pattern command of Super Reach E1) is established based on the result of the lottery by the lottery means, a control means (a function of performing processing to execute the drop effect of the sub-control device 262) controls the movable role objects with predetermined control (control to perform the drop action, rotation action, reverse rotation action and rising action of the movable role objects C1 and C2) to make the movable role objects perform the predetermined action; a display control means (a function of executing effect display by the display control device 45) that causes the display means to execute predetermined displays (falling precursor effect ef10, decorative effect ef2, rising effect ef3) corresponding to the predetermined actions when the predetermined conditions are met; When the detection means does not detect the predetermined event even though the predetermined condition is met, the display control means controls the display means to perform a specific display different from the predetermined display (for example, a blackout display Db1 different from the decorative effect ef2). A gaming machine characterized by:

[0132] According to the gaming machine described in (CB1), when a predetermined condition is met based on the result of a lottery drawn by the lottery means in response to a game ball entering the ball entrance, the movable device performs a predetermined operation under predetermined control by the control means. When the predetermined condition is met, the display control means executes a predetermined display corresponding to the predetermined operation. However, even if the predetermined condition is met, the display means displays a specific display different from the predetermined display if the detection means does not detect a predetermined event occurring in conjunction with the operation of the movable device, even though the display means is executing the predetermined display. Therefore, when a malfunction occurs in the operation of the movable device, the predetermined display that should correspond to the predetermined operation of the movable device is executed as is, which reduces the discomfort felt by the player. As a result, the entertainment value of the game can be improved by displaying a predetermined display corresponding to the predetermined operation of the movable device.

[0133] (CB2) In the gaming machine described in (CB1), When the detection means does not detect the predetermined event even though the predetermined condition is met, the control means operates the movable role object in a specific operation (an operation in which the movable role objects C1 and C2 are repeatedly raised and lowered) different from the predetermined operation. A gaming machine characterized by:

[0134] According to the gaming machine described in (CB2) above, when a malfunction occurs in the operation of the movable device, in addition to having the display means execute a specific display, by operating the movable device with a specific action different from the predetermined action, as in (CA2), it is possible to reduce the discomfort felt by the player by the predetermined display corresponding to the predetermined action.

[0135] (CB3) In the gaming machine described in (CB2), The specific operation is performed following the operation mode of the movable part at the start of the predetermined operation (the operation of repeating the rising and falling operations of the movable parts C1 and C2 is performed following the falling operation of the movable parts C1 and C2). A gaming machine characterized by:

[0136] According to the gaming machine described in (CB3) above, as in (CA3), continuity from the start of the predetermined action to the specific action is not lost, so that when a malfunction occurs in the action of the movable device, it is possible to reduce the sense of discomfort felt when an action that is different from the predetermined action performed in response to the predetermined display on the display means is performed.

[0137] (CB4) In the gaming machine described in (CB2), The specific operation has the operation mode of the movable part at the end of the predetermined operation (the operation of repeating the rising and falling operations of the movable parts C1 and C2 ends with the rising operation of the movable parts C1 and C2). A gaming machine characterized by:

[0138] According to the gaming machine described in (CB4) above, as in (CA4), the operating pattern of the movable device at the end of a predetermined action and a specific action is the same, so if a malfunction occurs in the operation of the movable device, it is possible to reduce the sense of discomfort felt when an action that is different from the predetermined action performed in response to a predetermined display on the display means is performed.

[0139] (CB5) In the gaming machine described in (CB2), The specific operation passes through a predetermined position (a falling position when the movable parts C1 and C2 perform a falling operation) which is a position where the movable parts reach by the predetermined operation. A gaming machine characterized by:

[0140] According to the gaming machine described in (CB5) above, as in (CA5), the predetermined action and the specific action pass through the same location, so if a malfunction occurs in the action of the movable device, it is possible to reduce the sense of discomfort felt when an action that is different from the predetermined action performed in response to the predetermined display on the display means occurs.

[0141] (CB6) In the gaming machine described in (CB1), The specific display is executed while the display means is executing the predetermined display (the blackout display Db1 is executed while the decorative effect ef2 is being executed). A gaming machine characterized by:

[0142] According to the gaming machine described in (CB6) above, a specific display can be executed while a predetermined display is being executed, and control can be performed without changing the presentation related to the predetermined display.

[0143] (CB7) In the gaming machine described in (CB1), The predetermined display is set to end at the start of the specific display (the effect display is set to end at the start of the blackout display). A gaming machine characterized by:

[0144] According to the gaming machine described in (CB7) above, a specific display can be executed simply by ending the predetermined display without changing the effect related to the display.

[0145] (CB8) In the gaming machine described in (CB1) The start timing of the specific display is later than the start timing of the predetermined display (the start timing of the blackout display is later than the start timing of the effect display). A gaming machine characterized by:

[0146] According to the gaming machine described in (CB8) above, a specific display can be executed without changing the presentation time for the predetermined display.

[0147] (CB9) In the gaming machine described in (CB1), The predetermined action and the predetermined display belong to the same effect (expected effect in reach effect). A gaming machine characterized by:

[0148] According to the gaming machine described in (CB9) above, if a malfunction occurs in the operation of the movable device, and the specified operation is not performed despite the specified display being displayed on the display means, a situation can be created that is likely to cause discomfort unless special control is performed.

[0149] (CB10) In the gaming machine described in (CB1), The time required for the specific display is shorter than the time required for the predetermined display (the time required for the blackout display is shorter than the time required for the effect display). A gaming machine characterized by:

[0150] According to the gaming machine described in (CB10) above, a specific display can be executed without changing the presentation time for the predetermined display.

[0151] (CB11) The display means displays the lottery result of the lottery means (third pattern display device 42 that displays the lottery result). A gaming machine characterized by:

[0152] According to the gaming machine described in (CB11) above, the lottery result, the predetermined display, and the specific display can be displayed on the same display means.

[0153] <Assignment CC> Conventionally, as a gaming machine of this kind, there is, for example, a gaming machine that makes a movable object perform a predetermined action when a predetermined condition is met based on the result of a lottery triggered by a gaming ball entering a ball entrance (for example, Japanese Patent Application Laid-Open No. 2012-70995 (see page 1, FIG. 15)). There is also a gaming machine that makes a movable object perform a predetermined action and causes a display means to display a predetermined display corresponding to the predetermined action. However, the conventional case having such a configuration has the following problems. That is, in this type of gaming machine, when a malfunction occurs in the movement of a movable object, even though a predetermined display is executed by the display means, the corresponding predetermined action may not be executed. In such a case, if the predetermined display that should correspond to the predetermined action is executed as is, there is a problem that it causes a sense of incongruity to the player. However, if an attempt is made to compensate for the predetermined display by displaying a special display on the display means when a malfunction occurs in the movement of a movable object, another problem arises in that display control becomes cumbersome. As a result, there is a problem that it is not possible to further improve the interest of a game in which a predetermined display corresponding to a predetermined action by a movable object is executed. The invention (CC1) below was made in consideration of these circumstances, and aims to provide a gaming machine that can increase the entertainment value of games by displaying predetermined displays corresponding to predetermined actions by movable objects. The invention according to (CC1) below has the following configuration to achieve this object.

[0154] (CC1) a game board (game board 30) having a game area where a game is played; Movable objects (movable objects C1, Cc2) that operate in a manner visible to the player on the front side of the game board; A display means (third symbol display device 42) for displaying information related to a game; Detection means (tip sensor Cc3, base sensor Cc4) for detecting the movable object; A determination means (a function in which the sub-control device 262 executes the process of step Cc121 in the expected performance control process) for determining whether or not a predetermined event (detection of the same number of movable objects C1 and Cc2 based on the detection of sensors Cc3 and Cc4) accompanying the movement of the movable object has occurred based on the detection of the detection means; A lottery means for executing a lottery regarding a game when the starting condition is satisfied (a function for performing lottery processing using a big win lottery table by the main control device 261); When a predetermined condition (for example, a Super Reach E variation pattern command) is established based on the result of the lottery by the lottery means, a control means (a function of the sub-control device 262 to perform reciprocating motion processing of the movable role objects C1 and Cc2 in the expected performance control processing) that can control the movable object to a predetermined state (expected performance state) that causes the movable object to perform a predetermined motion (reciprocating motion of the movable objects C1 and Cc2); notification control means (a function of causing the sub-control device to display effects) for controlling notifications relating to the game, including causing the display means to display predetermined effects (falling effect ef1, rising effect ef3) corresponding to the predetermined actions in the predetermined state; The notification control means executes a specific notification (blackout display, light guide panel display) when the predetermined event does not occur even though the detection means detects the moving object in the predetermined state. A gaming machine characterized by:

[0155] The gaming machine described in (CC1) above is provided with a determination means for determining whether a predetermined event accompanying the movement of a movable object has occurred based on detection by the detection means, and the notification control means executes a specific notification if the detection means detects a movable object but the predetermined event does not occur. In other words, according to the present invention, if the movement of the movable object is normal and a predetermined event occurs, there is no need for a specific notification, so the notification is not executed, but if the movement of the movable object is abnormal and the predetermined event does not occur, a specific notification is necessary and the notification is executed. According to the present invention, a gaming machine can be provided in which the player is less likely to be distracted by the specific notification and realize that there is a discrepancy between the movement of the movable object and a predetermined display, thereby not impairing the enjoyment of the game.

[0156] (CC2) In the gaming machine described in (CC1), the detection means includes first detection means for detecting a first event of the movable object and second detection means for detecting a second event of the movable object; The determining means determines whether the predetermined event has occurred by comparing the number of times the first event has occurred with the number of times the second event has occurred. A gaming machine characterized by:

[0157] According to the gaming machine described in (CC2) above, the detection means includes a first detection means for detecting a first event of the movable object and a second detection means for detecting a second event of the movable object, and the occurrence of a predetermined event is determined by comparing the number of times the first event occurs with the number of times the second event occurs. With this configuration, the predetermined event is determined based on multiple events caused by the movable object, making it possible to grasp the behavior of the movable object more accurately and determine the predetermined event.

[0158] (CC3) In the gaming machine described in (CC2), The first detecting means detects the first event before the second detecting means detects the second event. A gaming machine characterized by:

[0159] According to the gaming machine described in (CC3) above, the first detection means detects the first event before the second detection means detects the second event. By performing two detections of the same moving object with a time difference in this way, it becomes possible to grasp the behavior of the moving object more accurately and determine the predetermined event.

[0160] (CC4) In the gaming machine described in (CC1), The detecting means detects whether the movable object is present at a predetermined position. A gaming machine characterized by:

[0161] According to the gaming machine described in (CC4), the detection means detects whether or not a movable object is present at a predetermined position. With this configuration, the detection means can detect the movement of the movable object, so that the behavior of the movable object can be accurately grasped and a predetermined event can be determined.

[0162] (CC5) In the gaming machine described in (CC1), The notification control means starts the specific notification while the display means is executing the predetermined display. A gaming machine characterized by:

[0163] According to the gaming machine described in (CC5) above, a specific notification is initiated while the display means is executing a predetermined display. With this configuration, the specific notification is issued without waiting for the completion of the predetermined display, so that the specific notification is issued in response to a case where the movable object fails to cause a predetermined event. Therefore, with the above configuration, the specific notification is reliably issued at the appropriate time.

[0164] (CC6) In the gaming machine described in (CC1), The notification control means stops the specific notification when the predetermined event occurs after the specific notification is executed. A gaming machine characterized by:

[0165] According to the gaming machine described in (CC6) above, after a specific notification is made, if a predetermined event occurs, the specific notification is stopped. By configuring it in this way, a specific notification that occurs when a predetermined event does not occur is stopped when the predetermined event occurs, so a gaming machine can be provided in which unnecessary notifications are not continued.

[0166] (CC7) In the gaming machine described in (CC1), The notification control means makes at least a part of the predetermined display invisible to the player by issuing the specific notification. A gaming machine characterized by:

[0167] According to the gaming machine described in (CC7) above, by issuing a specific notification, at least a part of the predetermined display is made invisible to the player. In this way, the display on the display means changes in response to the specific notification, so that a reliable notification that is easy for the player to notice can be realized.

[0168] (CC8) In the gaming machine described in (CC1), The specific notification executed by the notification control means is more noticeable than the predetermined display. A gaming machine characterized by:

[0169] According to the gaming machine described in (CC8) above, the specific notification is more noticeable than the predetermined display. With this configuration, the player can easily notice the specific notification, thereby realizing reliable notification.

[0170] (CC9) In the gaming machine described in (CC1), The notification control means executes the specific notification by voice. A gaming machine characterized by:

[0171] According to the gaming machine described in (CC9) above, a specific notification is executed independently of a predetermined display, so that the specific notification can be realized reliably.

[0172] (CC10) In the gaming machine described in (CC1), the detection means includes first detection means for detecting a first event of the movable object and second detection means for detecting a second event of the movable object; The determining means determines that the predetermined event has occurred when the second event is detected within a predetermined time after the first event is detected. A gaming machine characterized by:

[0173] The gaming machine described in (CC10) above comprises, as detection means, a first detection means for detecting a first event of a movable object and a second detection means for detecting a second event of the movable object, and determines that a predetermined event has occurred if the second event is detected within a predetermined time after the first event is detected. This configuration can be applied when the time from the first event to the occurrence of the second event is fixed. In other words, after the occurrence of the first event, the second event would normally occur within the predetermined time, but if the occurrence of the second event is not detected, abnormal operation of the movable object can be reliably detected.

[0174] (CC11) In the gaming machine described in (CC1), The determining means determines that the predetermined event has occurred when the period during which the detecting means detects the moving object is equal to or shorter than a predetermined length. A gaming machine characterized by:

[0175] The gaming machine described in (CC11) determines that a predetermined event has occurred when the period during which the detection means detects a movable object is equal to or shorter than a predetermined length. This configuration can be applied when the detection time for a movable object is fixed. In other words, if a movable object is normal, it will only be detected for a predetermined period of time. If the movable object continues to be detected beyond the predetermined period, it means that the movable object has malfunctioned and is not operating normally. In this way, this configuration can reliably detect abnormalities in the operation of a movable object.

[0176] <Assignment CD> Conventionally, as a gaming machine of this type, there is, for example, a gaming machine that makes a movable object perform a predetermined action when a predetermined condition is met based on the result of a lottery triggered by a gaming ball entering a ball entrance (for example, Japanese Patent Application Laid-Open No. 2012-70995 (see page 1, FIG. 15)). There is also a gaming machine that makes a plurality of movable objects perform different predetermined actions, and causes a display means to display a predetermined display corresponding to each action. However, the conventional case having such a configuration has the following problems. That is, in this type of gaming machine, when a malfunction occurs in the action of one of the multiple movable objects, a predetermined display may be executed by the display means, but the corresponding predetermined action may not be executed. In such a case, if the predetermined display that should correspond to the predetermined action is executed as is, there is a problem that it causes a sense of incongruity to the player. However, if an attempt is made to compensate for the predetermined display by displaying a special display on the display means when a malfunction occurs in the action of one of the multiple movable objects, another problem arises in that the display control becomes even more complicated as the number of movable objects increases. As a result, there is a problem that the interest of a game in which predetermined displays corresponding to predetermined actions by multiple movable objects are displayed cannot be further improved. The invention (CD1) below was made in consideration of the above circumstances, and aims to provide a gaming machine that can increase the entertainment value of games by displaying predetermined displays corresponding to predetermined actions by multiple movable objects. The invention according to (CD1) below has the following configuration to achieve this object.

[0177] (CD1) a game board (game board 30) having a game area where a game is played; A plurality of detection means (first leading edge sensor Cd11, first base edge sensor Cd12 to fourth leading edge sensor Cd17, fourth base edge sensor Cd18) for detecting a plurality of movable objects (first movable bodies Cd1, Cd2 to fourth movable bodies Cd7, Cd8) that move relative to the game board in a manner that is visible to the player; A determination means (a function for determining an error in the expected performance control process by the CPU 551 of the sub-control device 262) that determines whether a specific event (an error in which the first movable bodies Cd1 and Cd2 do not operate normally, or an error in which the fourth movable bodies Cd7 and Cd8 do not operate normally) has occurred based on the detection of the detection means; When a predetermined condition (a variable pattern command for Super Reach B to E) is met, a control means (a function for controlling the role object by the expected performance control process by the sub-control device 262) is capable of performing predetermined control to make the movable object perform a predetermined action (from the rotation action of the first movable body Cd1, Cd2 to the rotation action of the fourth movable body Cd7, Cd8); a display control means (a function of causing the sub-control device to display effects) that, when the predetermined condition is met, causes predetermined displays (first effect Cf21 to fourth effect Cf24) corresponding to the predetermined action to be executed; If the determination means determines that the specific event has occurred despite the predetermined condition being met, a specific display (a light guide plate display using the first light guide plate Cf31 to a light guide plate display using the fourth light guide plate Cf34) different from the predetermined display is executed depending on which of the plurality of detection means it has been determined that the specific event has occurred based on detection by that detection means. A gaming machine characterized by:

[0178] The gaming machine described in (CD1) above includes a determination means for determining whether a specific event has occurred based on detection by a detection means. If the determination means determines that a specific event has occurred, a specific display different from a predetermined display is executed depending on which of the multiple detection means the specific event was determined to have occurred based on detection by. In other words, according to the present invention, if all of the movements of the multiple movable objects are normal, no specific display is executed, but if a specific event occurs due to the movement of any of the multiple movable objects, a specific display is executed. Since this specific display depends on which of the multiple detection means the specific event was determined to have occurred based on detection by, it is possible to accurately recognize the current state of the game even if the movement of any movable object and the corresponding predetermined display are not seen. As a result, a gaming machine can be provided that does not impair the fun of playing a game by displaying predetermined displays corresponding to the predetermined movements of multiple movable objects.

[0179] (CD2) In the gaming machine described in (CD1), The specific display is displayed for a predetermined period of time, If the determining means determines that the specific event has been resolved even within the predetermined period, the specific display is terminated. A gaming machine characterized by:

[0180] According to the gaming machine described in (CD2), the specific display is displayed for a predetermined period of time, so that when a specific event occurs due to the movement of one of the multiple movable objects, it is easy to recognize the current state of the game. Also, if the specific event disappears even within the predetermined period, the specific display will end, so the inconvenience of the display being displayed for an extended period of time when it is not necessary is reduced.

[0181] (CD3) In the gaming machine described in (CD1), The specific display is a predetermined suggestion or notification that differs depending on which of the plurality of detection means it is determined that the specific event has occurred based on detection by that detection means. A gaming machine characterized by:

[0182] According to the gaming machine described in (CD3), the specific display is a predetermined suggestion or notification that differs depending on which of the multiple detection means it is determined that the specific event occurred based on its detection, so that the current state of the game can be accurately recognized.

[0183] (CD4) In the gaming machine described in (CD1), The specific display is a predetermined indication or notification that can be recognized by a player or an employee of a hall where the gaming machine is installed as to which of the plurality of detection means it has been determined that the specific event has occurred based on detection by that detection means. A gaming machine characterized by:

[0184] According to the gaming machine described in (CD4), the specific display is a predetermined suggestion or notification that can be recognized by the player or the hall employee in which the gaming machine is installed as to which of the plurality of detection means the specific event was determined to have occurred, thereby allowing the player or the hall employee in which the gaming machine is installed to accurately recognize the current state of the game.

[0185] (CD5) In the gaming machine described in (CD1), The specific display is displayed in a more prominent manner than the predetermined display. A gaming machine characterized by:

[0186] According to the gaming machine described in (CD5) above, the specific display is displayed in a more conspicuous manner than the predetermined display, so that it can easily attract the player's attention.

[0187] (CD6) In the gaming machine described in (CD1), At least one of a specific sound and a specific light emission corresponding to the specific display is output, The specific sound or light emission is output in a more noticeable manner than the sound or light emission output in a normal game. A gaming machine characterized by:

[0188] According to the gaming machine described in (CD6) above, the output of a specific sound or specific light corresponding to a specific display is also done in a conspicuous manner, making it easy to recognize not only for players but also for employees of the hall where the gaming machine is installed.

[0189] (CD7) In the gaming machine described in (CD1), The gaming machine body has an outer frame and an inner frame that can be opened on the front side of the outer frame, The specific event is an event that can be resolved by opening the inner frame relative to the outer frame and performing a predetermined operation. A gaming machine characterized by:

[0190] According to the gaming machine described in (CD7) above, the specific event can be resolved by opening the inner frame relative to the outer frame and carrying out the specified work, so there is an advantage in that a specific display can alert the player or employees of the hall, etc.

[0191] (CD8) In the gaming machine described in (CD1), The specific event is an event that can be resolved by the player operating a specific operation means (a role vibrator button) provided on the front side of the inner frame, The gaming machine is provided with a means (vibrator device) that can resolve the specific event by a player operating the specific operation means. A gaming machine characterized by:

[0192] According to the gaming machine described in (CD8) above, specific events can be resolved by the player operating a specific operating means provided on the front side of the inner frame, so there is no need to wait for an employee from the hall or the like to arrive.

[0193] <Assignment CE> Conventionally, as a gaming machine of this kind, there is, for example, a machine that makes a movable accessory perform a predetermined action when a predetermined condition is established based on the result of a lottery triggered by a gaming ball entering a ball entrance (for example, see JP 2012-70995 A (page 1, FIG. 15)). There is also a machine that makes a movable accessory perform a predetermined action and causes a display means to execute a predetermined display corresponding to the predetermined action. However, the conventional case having such a configuration has the following problems. That is, in this type of gaming machine, when a malfunction occurs in the operation of one of the multiple movable parts, the corresponding predetermined action may not be performed even though the display means is executing a predetermined display. In such a case, if the predetermined display that should correspond to the predetermined action is executed as is, there is a problem that it causes discomfort to the player. However, if an attempt is made to compensate for the predetermined display by displaying a special display on the display means when a malfunction occurs in the operation of one of the multiple movable parts, another problem arises in that display control becomes cumbersome. As a result, there is a problem that the interest of a game that displays predetermined displays corresponding to the predetermined actions of multiple movable parts cannot be further improved. The invention (CE1) below was made in consideration of these circumstances, and aims to provide a gaming machine that can increase the entertainment value of games by displaying predetermined displays corresponding to predetermined actions by multiple movable devices. The invention according to (CE1) below has the following configuration to achieve this object.

[0194] (CE1) A game board (game board 30) having a game area where game balls flow down; A first movable accessory (first movable accessory C3, C4 consisting of first support member C3 and first decorative member C4) that performs a first action (a falling action of the first support member C3 and the first decorative member C4) in a manner that is visible to a player; A second movable accessory (a second movable accessory C5, C6 consisting of a second support member C5 and a second decorative member C6) that performs a second action (a falling action of the second support member C5 and the second decorative member C6) in a manner that is visible to the player; A display means (third symbol display device 42) for displaying information related to a game; A detection means (position sensor Cc3) for detecting a predetermined event (a predetermined event of being separated from the origin position) that occurs with the operation of the first movable accessory (the falling operation of the first movable accessory C3, C4); A ball entry port (special drawing 1 start winning device 33a, special drawing 2 start winning device 33b) for entering the game ball provided in the game area; A lottery means for executing a lottery for a game when a game ball enters the ball entrance (a function for performing lottery processing using a big win lottery table by the main control device 261); a control means (a function for performing processing to execute the expected performance by the sub-control device 262) that controls the first movable role to perform the first action (the falling action of the first movable role C3, C4) when a predetermined condition (the condition that the Super Reach E1 is selected) is established based on the result of the lottery by the lottery means, and controls the second movable role by a control corresponding to the second action when the detection means detects the predetermined event related to the first movable role; When the predetermined condition is met, a display control means (a function of executing a decorative effect display by the display control device 45) is provided to cause the display means to execute a predetermined display corresponding to the first operation (a decorative effect display ef21 at a position corresponding to the falling position of the first movable role objects C3, C4 and the second movable role objects C5, C6), When the detection means does not detect the predetermined event related to the first movable role object even though the predetermined condition is satisfied, the control means controls the second movable role object with a control different from the control corresponding to the second operation (for example, a control that does not operate the second movable role objects C5 and C6, etc.). A gaming machine characterized by:

[0195] According to the gaming machine described in (CE1) above, when a predetermined condition is met based on the result of a lottery drawn by the lottery means in response to a game ball entering the ball entrance, the first movable device performs a first operation under the control of the control means. If a predetermined event (occurring with the operation) related to the first movable device is detected, the second movable device performs a second operation under the control of the control means. When the predetermined condition is met, the display means displays a predetermined display corresponding to the first operation. However, even if the predetermined condition is met, the second movable device is controlled based on a control different from the control corresponding to the second operation if the detection means does not detect a predetermined event occurring with the operation of the first movable device despite the display means executing the predetermined display. Therefore, even if a malfunction occurs in the operation of the first movable device, even if the predetermined display corresponding to the first operation is executed as is, it is possible to reduce the sense of discomfort felt by the player. As a result, the enjoyment of a game in which predetermined displays corresponding to predetermined operations by multiple movable devices are displayed can be improved.

[0196] (CE2) In the gaming machine described in (CE1), The different control (control not to operate the second movable parts C5, C6) controls the second movable part in a specific manner different from the second operation (the falling operation of the second movable parts C5, C6). A gaming machine characterized by:

[0197] According to the gaming machine described in (CE2) above, even if a malfunction occurs in the operation of the first movable device and a predetermined display is executed by the display means, by controlling the second movable device in a specific manner different from the second operation, it is possible to reduce the discomfort felt by the player by the predetermined display corresponding to the first operation.

[0198] (CE3) In the gaming machine described in (CE1), The different control (control that does not operate the second movable parts C5, C6) is a control that does not operate the second movable parts (second movable parts C5, C6). A gaming machine characterized by:

[0199] According to the gaming machine described in (CE3) above, when a malfunction occurs in the operation of the first movable device, even if the display means is caused to execute a predetermined display, it is possible to reduce the sense of incongruity that occurs with the predetermined display corresponding to the first operation, which occurs when only the second movable device operates.

[0200] (CE4) In the gaming machine described in (CE1), When the predetermined condition (predetermined change pattern command) is met and the first movable role operates (the first movable role C3, C4 falls), but the detection means does not detect the predetermined event (the first movable role C3, C4 rotation operation) related to the first movable role, the control means controls the second movable role with the different control (control that does not cause the second movable role C5, C6 to fall). A gaming machine characterized by:

[0201] According to the gaming machine described in (CE4) above, when a malfunction occurs in the operation of the first movable device even though the first movable device has operated, even if a predetermined display that should correspond to the first operation is executed as is, it is possible to reduce the discomfort felt by the player.

[0202] (CE5) In the gaming machine described in (CE1), The first movable accessory moves by a predetermined width (predetermined angle) by the first operation, The second movable accessory moves by the predetermined width (same angle) by the second action. A gaming machine characterized by:

[0203] According to the gaming machine described in (CE5), the first movable device and the second movable device move by the same predetermined distance, so if a malfunction occurs in the operation of the first movable device and the operation of the second movable device is executed, it is easy for a sense of discomfort to occur to the player, but the above-mentioned configuration can reduce the sense of discomfort felt by the player.

[0204] (CE6) In the gaming machine described in (CE1), The first movable accessory can be moved in a predetermined direction (a direction parallel to the board surface) relative to the game board by the first operation, The second movable accessory is movable in the predetermined direction (the same direction) relative to the game board by the second action. A gaming machine characterized by:

[0205] According to the gaming machine described in (CE6) above, the first movable device and the second movable device move in a predetermined direction relative to the same gaming board, so if a malfunction occurs in the operation of the first movable device and the operation of the second movable device is executed, it is easy for a player to feel uncomfortable. However, the above-mentioned configuration can reduce the discomfort felt by the player.

[0206] (CE7) In the gaming machine described in (CE1), The different control (for example, the control not to operate the second movable parts C5 and C6 and the flash fr2 centered on the light-emitting character part Cc2 of the second movable parts C5 and C6) is set to be executed after the predetermined display (first decorative effect display ef21) ends. A gaming machine characterized by:

[0207] According to the gaming machine described in (CE7) above, when a malfunction occurs in the operation of the first movable device, it is possible to reduce the sense of discomfort that would be caused by the specified display ending while the malfunction remains.

[0208] (CE8) In the gaming machine described in (CE1) The start timing of the different control (control that does not operate the movable parts C5 and C6) is later than the start timing of the control of the first movable part. A gaming machine characterized by:

[0209] According to the gaming machine described in (CE8) above, when a malfunction occurs in the operation of the first movable device, it is possible to reduce the sense of discomfort felt by the control that is performed after the timing at which control of the first movable device begins.

[0210] (CE9) In the gaming machine described in (CE1), The first action, the second action, and the predetermined display belong to the same performance. A gaming machine characterized by:

[0211] According to the gaming machine described in (CE9) above, if a malfunction occurs in the operation of the first movable device, a situation that is likely to cause discomfort will arise when neither the first nor the second action is performed despite a predetermined display being performed on the display means, but the above-mentioned configuration can reduce the discomfort felt by the player.

[0212] (CE10) In the gaming machine described in (CE1), The first movable device is capable of moving back and forth between a retracted position that is difficult for the player to see and an exposed position that is easy for the player to see, The second movable device can move back and forth between a retracted position where it is difficult for the player to see and an exposed position where it is easy for the player to see. A gaming machine characterized by:

[0213] According to the gaming machine described in (CE10) above, the first movable device and the second movable device are moved back and forth between a retracted position that is difficult for the player to see and an exposed position that is easy for the player to see, which can create a situation that is likely to cause discomfort, especially in performances that are intended to be spectacular. However, the above-mentioned configuration can reduce the discomfort felt by the player.

[0214] This configuration also applies to configurations with one movable accessory such as the above-mentioned (CA1) (CB1).

[0215] <Assignment CF> Conventionally, there has been a gaming machine of this type that, when a predetermined condition is met based on the result of a lottery triggered by a gaming ball entering an entrance, moves a first gaming component, while performing a predetermined control to produce a predetermined output (such as light emission or sound output) without moving a second gaming component (for example, see JP 2012-70995 A (page 1, Figure 15)). However, the conventional case having such a configuration has the following problems. That is, in this type of gaming machine, if a malfunction occurs in the operation of the first gaming component, the predetermined control continues even though the first gaming component is not operating, which causes a problem of discomfort to the player. However, if an attempt is made to compensate for the malfunction by displaying a special message on the display means when a malfunction occurs in the operation of the first gaming component, another problem arises in that the display control becomes cumbersome. As a result, there is a problem that the interest of a game that performs predetermined control using multiple gaming components cannot be further improved. The invention described below in (CF1) was made in consideration of the above circumstances, and aims to provide a gaming machine that can increase the entertainment value of games that use predetermined controls using multiple gaming components. The invention according to (CF1) below has the following configuration to achieve this object.

[0216] (CF1) A game board (game board 30) having a game area where game balls flow down; A first control related to the game (a parallel movement from the initial position to the central upper performance position) is performed on the first game component (movable role C7, C8), Second control related to the game (light-emitting control when the movable role objects C7, C8 reach the central upper performance position) is performed on the second game parts (light-emitting decorative parts C9, C10), A display means (third symbol display device 42) provided on the game board for displaying information related to the game; A ball entry port (special drawing 1 start winning device 33a, special drawing 2 start winning device 33b) that allows game balls flowing down the game area to enter; A lottery means for executing a lottery for a game when a game ball enters the ball entrance (a function for performing lottery processing using a big win lottery table by the main control device 261); When a predetermined condition (variation pattern command related to Super Reach E, F) is established based on the result of the lottery by the lottery means, the first game component is controlled by the first control, and the second game component is controlled by the second control (a function of executing an expected performance control process by the sub-control device 262). The first control is a movement control that is performed by moving the first game component in a manner that is visible to a player, The second control is a non-movement control that is performed without moving the second game component, The gaming machine includes: A detection means (rotary encoder Cf2) is provided to detect an event (an event in which the movable parts C7 and C8 are no longer in their initial positions) that occurs with the first control of the first game parts, After the predetermined condition is established, the control means, on the condition that the event is not detected, performs a third control different from either the first control or the second control (for example, a full-surface illumination control that causes the luminous decorative parts C9 and C10 to emit intense light from the entire surface when the movable props C7 and C8 do not move from their initial positions due to a malfunction), The gaming machine is provided with a display control means (display control device 45) that causes the display means to execute a predetermined display (effect display C33 behind the central upper performance position) when the predetermined condition is established, regardless of whether the third control is being executed or not. A gaming machine characterized by:

[0217] According to the gaming machine described in (CF1) above, when a predetermined condition is met based on the result of a lottery drawn by the lottery means in response to a game ball entering the ball entrance, the first game component is controlled to move under the first control, and the second game component is controlled to remain immovable under the second control (the first and second controls are collectively referred to as the "predetermined control"). After the predetermined condition is met, the third control is performed on the condition that an event occurring in the first control for the first game component is not detected. This reduces the sense of incongruity that would occur if the second control, which does not detect an event occurring in the first control, were to be performed even after the first or second control was performed. At this time, the display means performs the predetermined display regardless of whether the third control is being performed, thereby reducing the complexity of display control. As a result, the enjoyment of a game in which predetermined controls are performed using multiple game components can be improved.

[0218] (CF2) In the gaming machine described in (CF1), The third control is executed in place of at least one of the first control and the second control. A gaming machine characterized by:

[0219] According to the gaming machine described in (CF2) above, when either the first control or the second control is not realized, it is possible to reduce the sense of incongruity caused by the execution of the other. Also, when neither the first control nor the second control is realized, it is possible to reduce the sense of incongruity caused by the execution of the other.

[0220] (CF3) In the gaming machine described in (CF1), The third control is started during execution of at least one of the first control and the second control. A gaming machine characterized by:

[0221] According to the gaming machine described in (CF3) above, when either the first control or the second control is realized but does not reach its target, it is possible to reduce the sense of incongruity that occurs during the execution of that control. Also, when both the first control and the second control are realized but neither has reached its target, it is possible to reduce the sense of incongruity that occurs due to them.

[0222] (CF4) In the gaming machine described in (CF1), The first control is a control related to the operation of the first game component, The event is an event that occurs in association with control of the operation of the first play piece. A gaming machine characterized by:

[0223] According to the gaming machine described in (CF4) above, when a situation arises that is likely to cause the player to feel uncomfortable, such as an event occurring in connection with the control of the operation of the first gaming component not being detected, the occurrence of such discomfort can be reduced.

[0224] (CF5) In the gaming machine described in (CF1), The second control is a control related to a predetermined output that is performed without displacing the second play component. A gaming machine characterized by:

[0225] According to the gaming machine described in (CF5) above, when a situation arises in which the player is likely to feel uncomfortable due to control of a predetermined output that is performed without displacing the second gaming component, the occurrence of discomfort can be reduced.

[0226] (CF6) In the gaming machine described in (CF1), The third control is performed consecutively to the control regarding the second game component. A gaming machine characterized by:

[0227] According to the gaming machine described in (CF6) above, the third control is performed immediately after the control of the second gaming component that is normally controlled, so that the occurrence of a sense of incongruity can be reduced.

[0228] (CF7) In the gaming machine described in (CF1), The second play piece has a light emitting body, The third control is a control related to the light emitter. A gaming machine characterized by:

[0229] According to the gaming machine described in (CF7) above, when a situation occurs that is likely to cause a player to feel uncomfortable, the occurrence of the discomfort can be reduced by controlling the light emitter provided in the second gaming component.

[0230] (CF8) In the gaming machine described in (CF1), The second game component includes a sound output unit, The third control is a control related to the audio output unit. A gaming machine characterized by:

[0231] According to the gaming machine described in (CF8) above, when a situation occurs that is likely to make the player feel uncomfortable, the occurrence of the discomfort can be reduced by controlling the sound output unit provided in the second gaming component.

[0232] (CF9) In the gaming machine described in (CF1), The third control is set to end in synchronization with the end of the second control. A gaming machine characterized by:

[0233] According to the gaming machine described in (CF9) above, it is possible to reduce the sense of incongruity that occurs when the end of the third control does not coincide with the end of the second control.

[0234] (CF10) In the gaming machine described in (CF1), The predetermined display is set to end in accordance with the end of the third control. A gaming machine characterized by:

[0235] According to the gaming machine described in (CF10) above, it is possible to reduce the sense of incongruity that occurs when the end of the predetermined display and the end of the third control do not coincide.

[0236] <Assignment DA> Conventional gaming machines include, for example, gaming machines with a setting value adjustment function that can change game-related outputs such as ball output performance during play (the ratio of the number of winning balls to the number of balls fired within a specified time; hereinafter referred to as the payout rate) by gradually adjusting a predetermined setting value that indicates the advantageous degree of the gaming machine (for example, JP 2019-129873 A, paragraphs 0050 to 0054, Figure 5). However, the conventional example having such a configuration has the following problems. With conventional configurations, the parlor simply selects the setpoints outside of business hours. Therefore, if the parlor sets the setpoints favorable to the parlor, the player experiences a continuous unfavorable state, and this state remains unchanged during play. On the other hand, if the parlor sets the setpoints unfavorable to the parlor, the player experiences a continuous unfavorable state, and this state remains unchanged during play. In other words, conventional gaming machines with setpoint adjustment functions are inflexible in their setpoints, which hinders their adoption. Furthermore, these types of gaming machines are tested to determine whether the payout rate during play is within a predetermined range for each of multiple setpoints. Even if one setpoint is within the predetermined range, other setpoints may fall outside the range. Furthermore, setting a higher setpoint on a gaming machine directly affects the payout rate. Therefore, setting a higher setpoint may result in the machine failing the required testing for installation. This further hinders the adoption of gaming machines with setpoint adjustment functions. Furthermore, this type of gaming machine has the problem that the set values ​​cannot be changed during play, which can easily make the game monotonous, making it difficult to further improve the entertainment value of the game. The invention of (DA1) below has been made in consideration of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of the game. The invention according to (DA1) below has the following configuration to achieve this object.

[0237] (DA1) A display means (third symbol display device 42) for displaying information related to games (such as symbol variation display), A game control means (CPU 501 of the main control device 251 having a jackpot lottery function and a fluctuation start processing function, and CPU 551 of the sub-control device 262 having a fish school effect display mode setting function) that controls the game (jackpot lottery, variable pattern command determination, fish school effect display mode setting, etc.); An operation means (update button Da12) for receiving an operation to input a selection related to a game; When the power is turned on to the gaming machine, an initialization means (CPU 501 having an initialization function of the gaming machine in the main board main processing) initializes the gaming machine when a specific operation (an operation to turn on the setting key insertion section Da11) is performed; When the gaming machine is initialized by the initialization means, a gaming state setting means (CPU 501 having a gaming state setting function in the main board main processing) sets the gaming state of the gaming machine to a predetermined gaming state (normal gaming state); When the gaming machine is initialized by the initialization means, a setting means (CPU 501 having a payout rate setting function in a payout rate setting value update process) that can set a setting value (payout rate setting value) related to the control (jackpot lottery, variable pattern command determination, fish school effect display mode setting, etc.) performed by the gaming control means, which is set to a plurality of levels, to a predetermined setting value (the first payout rate setting value "3" in the initial scenario setting value "11") among the plurality of levels of setting values; a change means (CPU 501 having a payout rate setting value update function in payout rate setting value update processing) that can change a first setting value (a payout rate setting value determined by a scenario; if the scenario setting value is "11" above, the payout rate setting value is one of "3", "6", "3", "2", and "5") among the plurality of setting values ​​without depending on the operation of the operation means when a predetermined condition (1,000 balls fired) is met in the predetermined game state; The predetermined condition is a condition that can be established at least during the execution of the display related to the game (such as a symbol variation display), The game control means executes a display relating to the game in the predetermined game state, and when the predetermined condition is established, continues the display relating to the game, and performs control relating to the game (a big win lottery, a variable pattern command determination, a fish school effect display mode setting, etc.) in a manner that reflects the setting value that has been changed without depending on the operation of the operation means from the time when the predetermined condition is established. A gaming machine characterized by:

[0238] The gaming machine described in (DA1) above can provide a gaming machine with enhanced gaming enjoyment. Specifically, with the gaming machine described in (DA1), when a predetermined condition is met during the execution of a game display, the setting values ​​for the control performed by the game control means, which are set to multiple levels, are automatically changed, and game control is performed in the changed manner. In other words, even if game control is performed using setting values ​​that are unfavorable to the parlor, by automatically varying the setting values ​​between multiple levels as in the present invention, this unfavorable situation will not last long. Therefore, the present invention creates fluidity in gaming, allowing gaming machines with setting value adjustment functions to become established in parlors. Furthermore, even if the setting values ​​are initially set to a high level, the setting values ​​automatically change during play, making it less likely that a situation will occur where a high setting results in an extremely high payout rate, thereby reducing the likelihood of the gaming machine failing the inspection required for installation. Furthermore, according to the invention of the present invention, the player can enjoy an exciting game based on the novel premise that while the game display is being executed and the game state remains in a predetermined game state, the setting values ​​for the control performed by the game control means, which are set in multiple stages, are automatically changed, and the game control is performed in the changed manner.

[0239] (DA1-2) In the gaming machine described in (DA1), A game board having a game area in which game balls can flow down; A ball entrance arranged in the game area and through which game balls flowing down the game area can enter; A detection means for detecting the entry of a game ball into the ball entry opening; a lottery means for performing a lottery to determine whether or not a specific game state advantageous to a player will be generated based on the detection by the detection means; and a variable display control means for controlling the display means to display a variable display of the identification information based on the establishment of a start condition triggered by the detection by the detection means. The game control means Control of the variable display (jackpot lottery, variable pattern command determination, fish school performance display mode setting, etc.) In the predetermined game state, the variable display is executed, and when the predetermined condition is established, the variable display is continued, and from the point in time when the predetermined condition is established, control regarding the variable display (a big win lottery, a variable pattern command determination, a fish school effect display mode setting, etc.) is performed in a manner that reflects the setting value that has been changed without depending on the operation of the operating means. A gaming machine characterized by:

[0240] According to the gaming machine described in (DA1-2) above, gaming machines with a setting value adjustment function can be established in halls. Interesting games can be played based on novel premise that is not monotonous.

[0241] (DA2) In the gaming machine described in (DA1), The change means is capable of lowering, raising, or both lowering and raising the first set value independently of the operation of the operation means. A gaming machine characterized by:

[0242] According to the gaming machine described in (DA2) above, the first set value set when the power is turned on may become lower, higher, or both lower and higher during play. By configuring it in this way, it is possible to provide a gaming machine in which changes in play become complex and an element of uncertainty, that is, the uncertainty of not knowing how future play will turn out, is appropriately incorporated.

[0243] (DA3) In the gaming machine described in (DA1), the setting means sets the predetermined setting value as an initial value when the gaming machine is initialized by the initialization means; The change means sets the set value to the initial value without depending on the operation of the operation means when the predetermined condition is met. A gaming machine characterized by:

[0244] According to the gaming machine described in (DA3) above, the set value is set to an initial value, and then changes as predetermined conditions are met, but returns to the initial value when the predetermined conditions are met. If configured in this way, the gaming machine will eventually return to its initial state if the predetermined conditions continue to be met, so it can reproduce the state when the power was turned on, and it can prevent the gaming state from gradually changing and not returning to its original state as the game continues, resulting in high sustainability of the game.

[0245] (DA4) In the gaming machine described in (DA3), The changing means can change the value above or below the initial value. A gaming machine characterized by:

[0246] According to the gaming machine described in (DA4) above, as the player continues to play on the gaming machine in its initial state, the initial value changes to a higher or lower level. With this configuration, the player can experience a variety of games, and an interesting pachinko machine 10 can be provided.

[0247] (DA5) In the gaming machine described in (DA1), The change means is capable of increasing the first set value to a maximum value within a range of possible set values ​​without relying on the operation of the operation means. A gaming machine characterized by:

[0248] According to the gaming machine described in (DA5) above, the set value changes to the maximum value even if the operating means is not operated during play. By configuring it in this way, the player can sense the element of chance regarding the advantage in the game, and it is possible to configure a gaming machine that provides the player with the motivation to continue playing.

[0249] (DA6) In the gaming machine described in (DA1), A performance mode determination means for determining a performance mode is provided, The presentation mode determination means is capable of determining a presentation mode associated with a start winning based on the setting value, The larger the set value, the more noticeable the presentation will be. A gaming machine characterized by:

[0250] According to the gaming machine described in (DA6) above, the presentation mode is linked to the setting value related to the game output. This configuration can attract the player's attention to the presentation mode and can also suggest the current setting value to the player. In this way, the pachinko machine of the embodiment can provide an interesting and deep game.

[0251] (DA7) In the gaming machine described in (DA1), an output determination means for determining an output of the gaming machine; the output determination means is capable of determining an output of the gaming machine based on the set value; The larger the set value, the greater the output of the gaming machine. A gaming machine characterized by:

[0252] According to the gaming machine described in (DA7) above, the output of the gaming machine is linked to the set value. This configuration can attract the player's attention to the output of the gaming machine and can also suggest the current set value to the player. In this way, the pachinko machine of the embodiment can provide an interesting and deep game.

[0253] (DA8) In the gaming machine described in (DA6) or (DA7), The selection input to the operation means affects the presentation mode or the output of the gaming machine. A gaming machine characterized by:

[0254] According to the gaming machine described in (DA8) above, the presentation mode or the output of the gaming machine can be automatically changed during play by operating the machine before playing, thereby providing a novel gaming machine.

[0255] (DA9) In the gaming machine described in (DA1), A storage means (RAM 503) is provided for storing the setting value changed by the changing means during a game, The setting means is capable of reading out the stored setting value from the storage means if the specific operation is not performed when the gaming machine is powered on. A gaming machine characterized by:

[0256] According to the gaming machine described in (DA9) above, the setting values ​​stored in the memory means before the power is turned on are reflected, and the game when the gaming machine was running before the power was turned on is reproduced, so even if the power to the gaming machine is cut off due to a power outage or the like, the player can continue playing after the gaming machine is restarted.

[0257] (DA10) In the gaming machine described in (DA9), The setting means is capable of reading out the setting value from the storage means and setting a setting value different from the stored setting value. A gaming machine characterized by:

[0258] According to the gaming machine described in (DA10), a setting value different from the setting value stored in the storage means can be reflected in the game. Therefore, this configuration provides a novel gaming machine in which the output mode of the gaming machine automatically changes after restarting.

[0259] (DA11) In the gaming machine described in (DA1), The device is provided with a notification means (third pattern display device 42) that issues a predetermined notification when the predetermined condition is met. A gaming machine characterized by:

[0260] According to the gaming machine described in (DA11) above, it is possible to provide a gaming machine that makes it easy to understand the timing of updating the setting values ​​and that motivates players to play.

[0261] <Assignment DB> Conventional gaming machines include, for example, gaming machines with a setting value adjustment function that can change game-related outputs such as ball output performance during play (the ratio of the number of winning balls to the number of balls fired within a specified time; hereinafter referred to as the payout rate) by gradually adjusting a predetermined setting value that indicates the advantageous degree of the gaming machine (for example, JP 2019-129873 A, paragraphs 0050 to 0054, Figure 5). However, the conventional example having such a configuration has the following problems. With conventional configurations, the parlor simply selects the setpoints outside of business hours. Therefore, if the parlor sets the setpoints favorable to the parlor, the player experiences a continuous unfavorable state, and this state remains unchanged during play. On the other hand, if the parlor sets the setpoints unfavorable to the parlor, the player experiences a continuous unfavorable state, and this state remains unchanged during play. In other words, conventional gaming machines with setpoint adjustment functions are inflexible in their setpoints, which hinders their adoption. Furthermore, these types of gaming machines are tested to determine whether the payout rate during play is within a predetermined range for each of multiple setpoints. Even if one setpoint is within the predetermined range, other setpoints may fall outside the range. Furthermore, setting a higher setpoint on a gaming machine directly affects the payout rate. Therefore, setting a higher setpoint may result in the machine failing the required testing for installation. This further hinders the adoption of gaming machines with setpoint adjustment functions. Furthermore, this type of gaming machine has the problem that the set values ​​cannot be changed during play, which can easily make the game monotonous, making it difficult to further improve the entertainment value of the game. The invention of (DB1) below has been made in view of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of the game. The invention according to (DB1) below has the following configuration to achieve this object.

[0262] (DB1) A display means (third symbol display device 42) for displaying information related to games (such as symbol variation display), A game control means (a CPU 501 of the main control device 251 having a jackpot lottery function and a fluctuation start processing function, a CPU 551 of the sub-control device 262 having a fluctuation display mode setting function, a fish school effect display mode setting function) for controlling the game (a jackpot lottery, a fluctuation pattern command determination, a fish school effect display mode setting function, etc.), A variable display control means (CPU 551 of the sub-controller 262, CPU 521 of the display controller 45) that controls the display means to display a variable display of the identification information based on the establishment of the start condition; An operable operating means (setting key insertion section Da11); When the power is turned on to the gaming machine, an initialization means (CPU 501 having an initialization function of the gaming machine in the main processing of the main board) initializes the gaming machine when a specific operation (an operation to turn on the setting key insertion part DA11) is performed on the operation means; When the gaming machine is initialized by the initialization means, a gaming state setting means (CPU 501 having a gaming state setting function in the main board main processing) sets the gaming state of the gaming machine to a predetermined gaming state (normal gaming state); When the gaming machine is initialized by the initialization means, a setting means (CPU 501 having a payout rate setting function in payout rate setting value update processing) that can set a setting value (payout rate setting value) related to the control (jackpot lottery, variable pattern command determination, variable display mode setting, fish school effect display mode setting, etc.) performed by the gaming control means, which is set to a plurality of levels, to a predetermined setting value (the first payout rate setting value "3" in the initial scenario setting value "11") among the plurality of levels of setting values; a change means (CPU 501 having a payout rate setting value update function in payout rate setting value update processing) that can change a first setting value (a payout rate setting value determined by a scenario; if the scenario setting value is "11" above, the payout rate setting value is one of "3", "6", "3", "2", and "5") among the plurality of setting values ​​when a predetermined condition (the 50th change since the previous change in the payout rate setting value) is met in the predetermined game state; The predetermined condition (the 50th change since the previous change in the payout rate setting value) is that the change display (pattern change display) of the identification information reaches a predetermined number of changes (the 50th change since the previous change in the payout rate setting value), The set value (payout rate set value) can be changed when the variable display of the identification information (variable display of the symbol) reaches the predetermined number of times of variation (for example, 50 times), The game control means executes a display relating to the game in the predetermined game state, and when the predetermined condition is established, controls the game (a big win lottery, a change pattern command decision, a fish school effect display mode setting, etc.) in a manner that reflects the setting value changed by the change means from the change display (the 50th symbol change display) that is executed immediately after the establishment of the predetermined condition. A gaming machine characterized by:

[0263] According to the gaming machine described in (DB1), during the execution of the display related to the game, the setting values ​​related to the control performed by the game control means, which are set to multiple stages, are automatically changed from the variable display that is performed immediately after the predetermined condition is met in which the variable display of the identification information reaches a predetermined number of changes, and the game is controlled in the changed manner. These setting values ​​related to the control performed by the game control means, which are set to multiple stages, can be changed when the variable display of the identification information reaches a predetermined number of changes. Therefore, as with (DA1) described above, gaming machines with setting value adjustment functions can be established in halls. Furthermore, interesting games can be played based on novel and non-monotonous assumptions. As a result, the entertainment value of the game can be improved.

[0264] (DB2) In the gaming machine described in (DB1), A game board (game board 30) having a game area in which game balls can flow down; A ball entry port (special drawing 1 start winning device 33a, special drawing 2 start winning device 33b) that is arranged in the game area and into which the game ball flowing down the game area can enter; A detection means for detecting the entry of the game ball into the ball entry port (a detection switch arranged in the special drawing 1 start winning device 33a, a detection switch arranged in the special drawing 2 start winning device 33b), and a lottery means (CPU 501 of the main control device 261 having a big win lottery function) for performing a lottery to determine whether or not a specific game state advantageous to a player will occur based on the detection by the detection means, the variable display control means uses the detection by the detection means as a trigger for the establishment of the starting condition, and when the result of the lottery is a result that will cause the specific game state to occur, causes the display means to display the specific result as a result of the variable display of the identification information; The set value is a value indicating the likelihood that the specified result will occur as a result of the variable display of the identification information within a predetermined time. A gaming machine characterized by:

[0265] According to the gaming machine described in (DB2), during the execution of the display related to the game, a setting value indicating the likelihood of a specific outcome occurring as a result of the variable display of the identifier within a predetermined time period is automatically changed from the start of the variable display, which occurs immediately after a predetermined condition is met in which the variable display of the identifier reaches a predetermined number of times, and game control is performed in the changed manner. This setting value indicating the likelihood of a specific outcome occurring as a result of the variable display of the identifier within the predetermined time period can be changed when the variable display of the identifier reaches a predetermined number of times. Therefore, as with (DA1) described above, gaming machines with a setting value adjustment function can be established in halls. Furthermore, an interesting game based on a novel premise that is not monotonous can be played. As a result, the entertainment value of the game can be improved.

[0266] (DB3) In the gaming machine described in (DB2), The set value is a value that indicates a low probability that the specified result will occur as a result of the variable display of the identification information within the specified time period when the specified condition is met. A gaming machine characterized by:

[0267] According to the gaming machine described in (DB3) above, if a specific result is not won before a predetermined condition is met in which the changing display of the identification information reaches a predetermined number of changes, a new gameplay feature can be provided in which a set value indicating the likelihood of the specific result occurring as a result of the changing display of the identification information within a predetermined time period is automatically lowered.

[0268] (DB4) In the gaming machine described in (DB2), The set value is a value that indicates a high probability that the specified result will occur as a result of the variable display of the identification information within the specified time period when the specified condition is met. A gaming machine characterized by:

[0269] According to the gaming machine described in (DB4) above, when a predetermined condition is met in which the display of the changing identification information reaches a predetermined number of changes, a set value indicating the likelihood that a specific result will occur as a result of the display of the changing identification information within a predetermined time period is automatically increased, providing a new gaming experience.

[0270] (DB5) In the gaming machine described in (DB1), At least one of (DA2) to (DA11) is provided. A gaming machine characterized by:

[0271] According to the gaming machine described in (DB5) above, the features of (DA2) to (DA11) above can be provided.

[0272] <Assignment DC> Conventional gaming machines include, for example, gaming machines with a step value adjustment function that can change game-related outputs such as ball output performance during play (the ratio of the number of winning balls to the number of balls fired within a specified time; hereinafter referred to as the payout rate) by gradually adjusting a predetermined step value that indicates the advantageous degree of the gaming machine (for example, JP 2019-129873 A, paragraphs 0050 to 0054, Figure 5). The inventor has also proposed the following gaming machine: a gaming ball flowing down a gaming area formed on a gaming board enters a predetermined ball entry port, and when the variable display of the identification information, which is based on the establishment of a starting condition, reaches a predetermined number of variations, the predetermined stage value can be changed. However, there is room for improvement in the proposed configuration. According to the proposed configuration, in order for the number of fluctuations to reach a predetermined number of fluctuations, the gaming ball must enter a predetermined ball entry hole a number of times corresponding to the predetermined number of fluctuations. Here, the gaming ball is affected in its flow direction by game components (nails, windmills, etc.) formed in the game area before it enters the predetermined ball entry hole. Therefore, if the game components are installed at an angle different from the original installation angle, the gaming ball, influenced by the game components, will flow in a direction that makes it more difficult for it to enter the predetermined ball entry hole than it would otherwise, and more game balls than expected will have to be launched before the number of fluctuations reaches the predetermined number of fluctuations. This situation reduces the entertainment value of the game. The invention of (DC1) below has been made in view of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of the game. The invention according to (DC1) below has the following configuration to achieve this object.

[0273] (DC1) A display means (third symbol display device 42) that displays information about the game; A game control means (main control device) that controls the game (jackpot lottery, variable display, game ball launching), A predetermined operation means (a game ball launching handle 18) that receives a predetermined operation by a player; A specific operation means (setting key insertion unit DA11) that receives a specific operation by an operator other than a player; When the power is turned on to the gaming machine, an initialization means (CPU 501 having an initialization function of the gaming machine in the main processing of the main board) initializes the gaming machine when the specific operation (operation of turning on the setting key insertion section Da11) is performed on the specific operation means; When the gaming machine is initialized by the initialization means, a gaming state setting means (CPU 501 having a gaming state setting function in the main board main processing) sets the gaming state of the gaming machine to a predetermined gaming state (normal gaming state); When the gaming machine is initialized by the initialization means, a setting means (CPU 501 having a payout rate setting value setting function in a payout rate setting value update process) that can set a setting value related to the control performed by the gaming control means, which is set to a plurality of levels, to a predetermined setting value among the plurality of levels (the payout rate setting value "3" that comes first in the scenario setting value "11" that is the initial value); a change means (CPU 501 having a payout rate setting value update function in payout rate setting value update processing) that can change a first setting value (a payout rate setting value determined by a scenario; if the scenario setting value is "11" above, the payout rate setting value is one of "3", "6", "3", "2", and "5") among the plurality of setting values ​​when a predetermined condition (1,000 balls fired) is met in the predetermined game state; (if the payout rate setting value is "3", the CPU 501 changes the first setting value to "6", if the payout rate setting value is "6", the CPU 501 changes the second setting value to "3", if the payout rate setting value is "2", if the payout rate setting value is "2", if the payout rate setting value is "5", and if the payout rate setting value is "5", the CPU 501 changes the first setting value to "3") among the plurality of setting values ​​(a payout rate setting value determined by a scenario; if the scenario setting value is "11" above, the CPU 501 changes the first setting value to "6", if the payout rate setting value is "6", the CPU 501 changes the second setting value to "2", if the payout rate setting value is "2", the CPU 501 changes the second setting value to "5", and if the payout rate setting value is "5", the CPU 501 changes the first setting value to "3") among the plurality of setting values; the set value can be changed by performing the predetermined operation on the predetermined operation means, The game control means executes the display related to the game in the predetermined game state, and when the predetermined condition is established, continues the display related to the game, and controls the game in a manner that reflects the setting value changed by the change means from the point in time when the predetermined condition is established. A gaming machine characterized by:

[0274] According to the gaming machine described in (DC1), when a predetermined condition is met during the execution of a display related to a game, a setting value for control performed by the game control means, which is set to multiple levels, is automatically changed, and game control is performed in the changed manner. The setting value for control performed by the game control means, which is set to multiple levels, can be changed by a player performing a predetermined operation on a predetermined operation means. Therefore, even if a situation occurs in which the game components are installed at an angle different from the original installation angle and the game ball is affected by the game components and flows in a direction that makes it more difficult for the game ball to enter the designated ball entrance than usual, the setting value can be changed by a player performing a predetermined operation on the predetermined operation means, making the machine less susceptible to such unforeseen circumstances.

[0275] Furthermore, as with the above-mentioned (DA1), gaming machines with a setting value adjustment function can be established in halls. And, it is possible to play an interesting game based on a novel premise that is not monotonous. As a result, the entertainment value of the game can be improved.

[0276] (DC2) In the gaming machine described in (DC1), The set value can be changed by continuing the predetermined operation on the predetermined operation means. A gaming machine characterized by:

[0277] According to the gaming machine described in (DC2) above, a player who continues to perform a predetermined operation on a predetermined operating means can be given the opportunity to easily change the setting values ​​related to the control performed by the gaming control means, which is set in multiple stages.

[0278] (DC3) In the gaming machine described in (DC1), The set value can be changed up to a maximum value by continuing the predetermined operation on the predetermined operation means. A gaming machine characterized by:

[0279] According to the gaming machine described in (DC3), a player who continues to perform a predetermined operation on a predetermined operating means can be given the opportunity to easily change the setting values ​​related to the control performed by the gaming control means, which are set to the maximum value of multiple stages.

[0280] (DC4) In the gaming machine described in (DC1), The set value can be changed every time the predetermined operation is performed on the predetermined operation means. A gaming machine characterized by:

[0281] According to the gaming machine described in (DC4) above, when a player interrupts a predetermined operation on a predetermined operating means, the setting values ​​related to the control performed by the gaming control means, which are set in multiple stages, are changed, thereby preventing the player from continuing the predetermined operation unconsciously.

[0282] (DC5) In the gaming machine described in (DC1), At least one of (DA2) to (DA11) is provided. A gaming machine characterized by:

[0283] According to the gaming machine described in (DC5) above, the features of (DA2) to (DA11) above can be provided.

[0284] <Assignment DD> Conventional gaming machines include, for example, gaming machines with a setting value adjustment function that can change game-related outputs such as ball output performance during play (the ratio of the number of winning balls to the number of balls fired within a specified time; hereinafter referred to as the payout rate) by gradually adjusting a predetermined setting value that indicates the advantageous degree of the gaming machine (for example, JP 2019-129873 A, paragraphs 0050 to 0054, Figure 5). However, the conventional example having such a configuration has the following problems. With conventional configurations, the parlor simply selects the setpoints outside of business hours. Therefore, if the parlor sets the setpoints favorable to the parlor, the player experiences a continuous unfavorable state, and this state remains unchanged during play. On the other hand, if the parlor sets the setpoints unfavorable to the parlor, the player experiences a continuous unfavorable state, and this state remains unchanged during play. In other words, conventional gaming machines with setpoint adjustment functions are inflexible in their setpoints, which hinders their adoption. Furthermore, these types of gaming machines are tested to determine whether the payout rate during play is within a predetermined range for each of multiple setpoints. Even if one setpoint is within the predetermined range, other setpoints may fall outside the range. Furthermore, setting a higher setpoint on a gaming machine directly affects the payout rate. Therefore, setting a higher setpoint may result in the machine failing the required testing for installation. This further hinders the adoption of gaming machines with setpoint adjustment functions. The inventor then discovered that the setting value could be changed during play. However, simply changing the setting value during play created a new problem: the outcome of the game became unpredictable for the player. In other words, this type of gaming machine has the problem that the set values ​​cannot be changed during play, making the game prone to monotony, and making it difficult to further improve the entertainment value of the game. The invention of (DD1) below has been made in view of the above circumstances, and aims to provide a gaming machine that can improve the entertainment value of the game. The invention according to (DD1) below has the following configuration to achieve this object.

[0285] (DD1) A display means (third symbol display device 42) that displays information about the game; A game control means (main control device) that controls the game (jackpot lottery, variable display, game ball launching), An operation means (update button Da12) for receiving an operation to input a selection related to a game; When the power is turned on to the gaming machine, an initialization means (CPU 501 having an initialization function of the gaming machine in the main board main processing) initializes the gaming machine when a specific operation (an operation to turn on the setting key insertion section Da11) is performed; When the gaming machine is initialized by the initialization means, a gaming state setting means (CPU 501 having a gaming state setting function in the main board main processing) sets the gaming state of the gaming machine to a predetermined gaming state (normal gaming state); When the gaming machine is initialized by the initialization means, a setting means (CPU 501 having a payout rate setting value setting function in a payout rate setting value update process) capable of setting a predetermined setting value among the multiple setting values ​​set in multiple stages for the setting value related to the control performed by the gaming control means, which is set in multiple stages; In the predetermined gaming state, a change means (CPU 501 having a payout rate setting value update function in a payout rate setting value update process) is provided that can change the predetermined setting value without depending on the operation of the operation means. The change means changes a first setting value among the plurality of setting values ​​to a higher second setting value without depending on the operation of the operation means when a first condition (achievement of 50,000 balls) is established in the predetermined gaming state, The first condition is a condition that can be met at least when the power supply of the gaming machine is not interrupted and the predetermined gaming state continues, and is a condition that can be met while the display related to the game is being executed, The game control means executes the display related to the game in the predetermined game state, and when the predetermined condition is established, continues the display related to the game, and performs control related to the game in a manner that reflects the second setting value that has been changed without depending on the operation of the operating means from the point in time when the predetermined condition is established. A gaming machine characterized by:

[0286] The gaming machine described in (DD1) above can provide a gaming machine with improved gaming enjoyment. Specifically, the gaming machine described in (DD1) automatically changes the setting values ​​for control performed by the game control means, which are set to multiple levels, while the game display is being executed, and controls the game in the changed manner. In other words, even if game control is performed using setting values ​​that are unfavorable to the parlor, by automatically varying the setting values ​​between multiple levels as in the present invention, the unfavorable situation for the parlor will not last long. Therefore, the present invention creates fluidity in the game, allowing gaming machines with setting value adjustment functions to become established in parlors. Furthermore, even if the setting values ​​are initially set to a high level, the setting values ​​can be automatically adjusted during play, making it less likely that a situation will occur in which a high setting results in an extremely high payout rate, thereby reducing the likelihood of the gaming machine failing the inspection required for installation. Furthermore, according to the present invention, when a first condition is met in a predetermined gaming state, the first set value is changed to a higher second set value without the operation of the operating means. This first condition can be met even if the predetermined gaming state continues without the power supply to the gaming machine being turned off, and can be met while a display related to the game is being displayed. Therefore, as long as the game continues to be played, the first condition is met, ensuring that the player can play at a set value higher than when the game began. As a result, a gaming machine with improved gaming enjoyment can be provided.

[0287] (DD2) In the gaming machine described in (DB1), A notification means (third pattern display device 42) capable of executing a predetermined notification (notification of 50,000 balls) based on a change in the setting value is provided, The notification means executes the predetermined notification when a predetermined input is made by a player after the first set value is increased to the second set value. A gaming machine characterized by:

[0288] According to the invention described in (DD2) above, if the player makes a predetermined input after the first set value has been increased to the second set value, a predetermined notification is executed. With this configuration, the predetermined notification is not issued unless the player executes the predetermined input, so the player can enjoy the game without being distracted by the predetermined notification.

[0289] (DD3) In the gaming machine described in (DD1), A notification means (third pattern display device 42) capable of executing a predetermined notification (notification of 50,000 balls) based on a change in the setting value is provided, The notification means executes the predetermined notification when the first set value is increased to the second set value. A gaming machine characterized by:

[0290] According to the invention described in (DD3) above, a predetermined notification is executed when the first set value is increased to the second set value. With this configuration, the player can enjoy the game knowing for sure that the set value has increased.

[0291] (DD4) In the gaming machine described in (DD1), The change means is capable of changing the second set value to a lower third set value when a second condition different from the first condition is established after the first condition is established in the predetermined gaming state. The second condition is a condition that can be met even if the power supply of the gaming machine is not interrupted and the predetermined gaming state continues. A gaming machine characterized by:

[0292] According to the invention described in (DD4) above, if a second condition different from the first condition is met after the first condition is met, the second set value is changed to a lower third set value, and a specific notification different from the predetermined notification can be executed. This configuration provides a gaming machine with a new level of excitement for players. For example, if the second condition is met based on the player's operation, the player's operation can provide a thrilling feeling as the game period available at the second set value decreases. Furthermore, the fact that the second set value can only be met within a certain period that can be achieved at least while playing can create a sense of exclusivity.

[0293] (DD5) In the gaming machine described in (DD2), The notification means is capable of executing a specific notification different from the predetermined notification when the second set value is decreased to the third set value. A gaming machine characterized by:

[0294] According to the invention described in (DD5) above, the player is notified by a specific notification that the second set value will be lowered to the third set value, so that the player can enjoy playing the game knowing for sure that the set value will be lowered.

[0295] (DD6) In the gaming machine described in (DD1), The second set value is the maximum value within the range of possible set values. A gaming machine characterized by:

[0296] According to the invention described in (DD6) above, the second set value is the maximum value within the range of possible set values. This configuration allows the player to easily experience the update of the set value, providing a gaming machine with a lively feel.

[0297] (DD7) In the gaming machine described in (DD1), The second set value is a middle value within the range of the set value. A gaming machine characterized by:

[0298] According to the invention described in (DD7) above, the second set value is the middle value within the range of possible set values. This configuration keeps the change in the set value small, making it possible to provide a gaming machine with a well-balanced level of difficulty.

[0299] (DD8) In the gaming machine described in (DD1), A storage means (RAM 503) is provided for storing the setting value changed by the changing means during a game, The setting means is capable of reading the changed setting value from the storage means if the specific operation is not performed when the gaming machine is powered on. A gaming machine characterized by:

[0300] According to the invention described in (DD8) above, the setting values ​​stored in the memory means before the power is turned on are reflected, and the game when the gaming machine was running before the power was turned on is reproduced, so even if the power to the gaming machine is cut off due to a power outage or the like, the player can continue playing after the gaming machine is restarted.

[0301] (DD9) In the gaming machine described in (DD7), The setting means is capable of reading the setting value from the storage means and setting the setting value to a value different from the stored setting value. A gaming machine characterized by:

[0302] According to the gaming machine described in (DD9), it is possible to reflect a value different from the set value stored in the storage means in the game. Therefore, this configuration increases the degree of freedom in the operation of the gaming machine after restarting, and as a result, it is possible to provide a gaming machine that takes into consideration the interests of the player.

[0303] (DD10) In the gaming machine described in (DD1), The notification means is capable of notifying that the first condition is met. A gaming machine characterized by:

[0304] According to the gaming machine described in (DD10) above, it is possible to provide a gaming machine that makes it easy to understand the timing of updating the setting values ​​and that motivates players to play.

[0305] <Assignment DE> Conventional gaming machines include, for example, gaming machines with a setting value adjustment function that can change game-related outputs such as ball output performance during play (the ratio of the number of winning balls to the number of balls fired within a specified time; hereinafter referred to as the payout rate) by gradually adjusting a predetermined setting value that indicates the advantageous degree of the gaming machine (for example, JP 2019-129873 A, paragraphs 0050 to 0054, Figure 5). However, the conventional example having such a configuration has the following problems. With conventional configurations, the parlor simply selects the advantageous level of a gaming machine outside of business hours. Therefore, if the parlor sets the setting value to be advantageous to the parlor, the player will experience a continuous unfavorable state, and this state will not change during play. On the other hand, if the parlor sets the setting value to be unfavorable to the parlor, the player will experience a continuous unfavorable state, and this state will not change during play. In other words, conventional gaming machines with setting value adjustment functions are inflexible in their setting values, which has hindered their widespread adoption. Furthermore, these types of gaming machines are tested to determine whether the payout rate during play is within a predetermined range for each of multiple setting values. Even if one setting value is within the predetermined range, other setting values ​​may result in a situation where the payout rate is outside the range. Furthermore, setting a gaming machine to a higher setting directly affects the payout rate. Therefore, setting a higher setting value may result in the machine failing the testing required for installation. This situation further hinders the widespread adoption of gaming machines with setting value adjustment functions. The inventor then came to the realization that events occurring during play could be counted and the advantageous degree of the gaming machine changed according to the counted value. However, simply counting events occurring during play resulted in a new problem in that the counted value was always calculated, and the advantageous degree was changed even when it was not convenient for the player to change it. The invention relating to (DE1) below was made in consideration of these circumstances, and aims to provide a gaming machine that improves the entertainment value of the game by appropriately counting the count value related to the degree of advantage. The invention according to (DE1) below has the following configuration to achieve this object.

[0306] (DE1) A display means (third symbol display device 42) for displaying information related to the game; A lottery means for determining whether or not a game state advantageous to a player (jackpot game state) will be established based on the establishment of a starting condition; A variable display control means for performing a variable display of the identification information based on the result of the lottery and displaying a display result corresponding to the result of the lottery on the display means; A game state control means for switching the game state (the next game state setting process of the main control device 261); a counting means (for example, a ball number counter in a payout rate setting value update process) that counts predetermined events (for example, the shooting of game balls) that occur based on the establishment of predetermined conditions related to the game (for example, the shooting operation of game balls) and sets the counting result as a count value related to the degree of advantage of the player (for example, the number of shot balls); and notification means (for example, steps Da304DC2 to Da304DC3 of the payout rate setting value update process) that can display the updated count value on the display means and notify the user whenever the count value satisfies a first condition (for example, 10 times) determined based on the number of predetermined events when the game state is a first state (for example, normal state, probability variable state), The first state is a state in which the count value can be updated multiple times and displayed on the display means when the variable display is not being executed, The counting means does not update the count value when the predetermined condition is met in a second gaming state (for example, a jackpot gaming state) that occurs after the first gaming state (for example, step Da304DC1 of the payout rate setting value update processing). A gaming machine characterized by:

[0307] According to the gaming machine described in (DE1), predetermined events occurring when predetermined conditions related to a game are fulfilled are counted. When the gaming state is in the first state, the counted value can be updated and displayed on the display means each time the first condition, which is determined based on the number of predetermined events, is fulfilled. Furthermore, even in the first state, even when the variable display is not being executed, the counted value can be updated multiple times and displayed on the display means. Therefore, the predetermined condition also constitutes a condition under which the counted value can be updated multiple times and used as the counted value, even when the variable display is not being executed. Since the counting means does not update the counted value when the predetermined condition is fulfilled in the second state that occurs after the first state, the counted value is not updated in the second state, and the payout rate setting value is not updated. Therefore, the counted value related to the degree of advantage can be calculated appropriately, improving the entertainment value of the game.

[0308] (DE2) In the gaming machine described in (DE1), The notification means can notify the user by displaying the updated count value on the display means in a manner different from the notification when the first condition is satisfied, each time the gaming state is in the first state and a second condition (for example, a multiple of 1000) that requires a greater number of the predetermined events to be achieved than the first condition is satisfied (for example, step Da304DC4 to step Da304DC5 of the payout rate setting value update processing). A gaming machine characterized by:

[0309] According to the gaming machine described in (DE2) above, when the gaming state is the first state, each time a second condition is met that requires a greater number of predetermined events to be realized than the first condition, the updated count value can be displayed on the display means in a manner different from the notification when the first condition is met, so that each time the second condition is met, the updated count value can be notified in a manner different from the notification when the first condition is met, thereby making it possible to notify the update of the payout rate setting value. Therefore, the count value related to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0310] (DE3) In the gaming machine described in (DE1), The predetermined event is a phenomenon in which the number of game balls increases. A gaming machine characterized by:

[0311] According to the gaming machine described in (DE3), the phenomenon of an increase in the number of game balls is counted to obtain a count value relating to the player's advantage, and when the count value reaches a predetermined value, the payout rate setting value is updated. Therefore, the count value relating to the advantage can be calculated appropriately, and the interest of the game can be improved.

[0312] (DE4) In the gaming machine described in (DE1), Equipped with a game board that allows game balls to flow down, The predetermined condition is a condition that can be met when a player executes an operation to launch a gaming ball on the gaming board. A gaming machine characterized by:

[0313] According to the gaming machine described in (DE4), when a player performs an operation to shoot game balls, the number of game balls shot increases, and the payout rate setting value can be updated. Therefore, the count value related to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0314] (DE5) In the gaming machine described in (DE1), The count value is the number of game balls counted. A gaming machine characterized by:

[0315] According to the gaming machine described in (DE5), the number of game balls counted is used as a count value, and when the count value reaches a predetermined value, the payout rate setting value can be updated. Therefore, the count value relating to the degree of advantage can be calculated appropriately, and the interest of the game can be improved.

[0316] (DE6) In the gaming machine described in (DE1), The second state occurs as a result of a start winning during the first state. A gaming machine characterized by:

[0317] According to the gaming machine described in (DE6), the second state occurs when a start winning occurs in the first state, so if a start winning does not occur in the first state, the second state does not occur, and the count value is updated and the payout rate setting value is updated. Therefore, the count value related to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0318] (DE7) In the gaming machine described in (DE6), The second state occurs according to the result of the lottery associated with the start winning. A gaming machine characterized by:

[0319] According to the gaming machine described in (DE7), the second state occurs depending on the result of the lottery associated with the start winning, so the count value is updated or not depending on the result of the lottery associated with the start winning, and the payout rate setting value can be updated appropriately. Therefore, the count value related to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0320] (DE8) In the gaming machine described in (DE1), The hitting methods for right-handed and left-handed hits differ between the first state and the second state. A gaming machine characterized by:

[0321] According to the gaming machine described in (DE8), for example, it is possible to update the count value when a right-handed hit is made, and not update the count value when a left-handed hit is made. This allows the payout rate setting value to be updated when a right-handed hit is made, and not to be updated when a left-handed hit is made. Conversely, it is also possible to update the count value when a left-handed hit is made, and not to update the count value when a right-handed hit is made. This allows the payout rate setting value to be updated when a left-handed hit is made, and not to be updated when a right-handed hit is made. Therefore, the count value related to the degree of advantage can be calculated appropriately, and the enjoyment of the game can be improved.

[0322] (DE9) In the gaming machine described in (DE1), The first state includes a gaming state in which a starting winning is more likely to occur than when the gaming state is in a normal state, The second state includes a game state in which it is more difficult to win a starting prize than the first state. A gaming machine characterized by:

[0323] According to the gaming machine described in (DE9) above, the count value can be updated in the support state and not updated in the non-support state. This allows the payout rate setting value to be updated in the support state and not updated in the non-support state. Therefore, the count value related to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0324] <Assignment DF> Conventional gaming machines include, for example, gaming machines with a setting value adjustment function that can change game-related outputs such as ball output performance during play (the ratio of the number of winning balls to the number of balls fired within a specified time; hereinafter referred to as the payout rate) by gradually adjusting a predetermined setting value that indicates the advantageous degree of the gaming machine (for example, JP 2019-129873 A, paragraphs 0050 to 0054, Figure 5). However, the conventional example having such a configuration has the following problems. With conventional configurations, the parlor simply selects the advantageous level of a gaming machine outside of business hours. Therefore, if the parlor sets the setting value to be advantageous to the parlor, the player will experience a continuous unfavorable state, and this state will not change during play. On the other hand, if the parlor sets the setting value to be unfavorable to the parlor, the player will experience a continuous unfavorable state, and this state will not change during play. In other words, conventional gaming machines with setting value adjustment functions are inflexible in their setting values, which has hindered their widespread adoption. Furthermore, these types of gaming machines are tested to determine whether the payout rate during play is within a predetermined range for each of multiple setting values. Even if one setting value is within the predetermined range, other setting values ​​may result in a situation where the payout rate is outside the range. Furthermore, setting a gaming machine to a higher setting directly affects the payout rate. Therefore, setting a higher setting value may result in the machine failing the testing required for installation. This situation further hinders the widespread adoption of gaming machines with setting value adjustment functions. The inventor then came to the realization that events occurring during play could be counted and the advantageous degree of the gaming machine changed according to the counted value. However, simply counting events occurring during play resulted in a new problem in that the counted value was always calculated, and the advantageous degree was changed even when it was not convenient for the player to change it. The invention (DF1) below was made in consideration of these circumstances, and aims to provide a gaming machine that improves the entertainment value of the game by appropriately counting the count value related to the degree of advantage. The invention according to (DF1) below has the following configuration to achieve this object.

[0325] (DF1) A display means (third symbol display device 42) for displaying information related to the game; In a gaming machine equipped with a lottery means (a big win lottery function of the main control device 261) that executes a lottery based on the establishment of a starting condition, a game state control means (next game state setting process of the main control device 261) that can control the game state so that when the result of the lottery is a first specific result (normal jackpot), the game state can be shifted to a first specific game state (jackpot game state) that is advantageous to the player, and when the result of the lottery is a second specific result (jackpot with probability variable, jackpot with time reduction), the game state can be shifted to the first specific game state and, after the end of the first specific game state, can be shifted to a second specific game state (probability variable state, time reduction state) in which the starting condition is more likely to be established than in the normal game state; a counting means (for example, a ball number counter in a payout rate setting value update process) that can count predetermined events (for example, the shooting of game balls) that occur based on the establishment of predetermined conditions related to the game (for example, the shooting operation of game balls) and use the counting result as a count value related to the degree of advantage of the player (for example, the number of shot balls); a first notification means (e.g., steps Da304DC2 to Da304DC3 of the payout rate setting value update process) capable of executing a first notification (e.g., "10P") that causes the display means to display the updated count value each time the count value satisfies a first condition (e.g., 10 times) that is determined based on the number of times the predetermined event occurs; and second notification means (e.g., steps Da304DC4 to Da304DC5 of the payout rate setting value update process) capable of executing a second notification (e.g., "1000OVER") that causes the display means to display the updated count value each time the count value satisfies a second condition (e.g., 1000 times) that is greater than the first condition (e.g., 10 times), The counting means When the first specific result or the second specific result is obtained in the second specific gaming state and the game state is shifted to the first specific gaming state (when a jackpot occurs in the probability variable state or the time-saving state and the game state is shifted to the jackpot gaming state), the count value is updated if the predetermined condition is met, The count value is not updated in the case where the first specific result is obtained in the second specific gaming state, causing a transition to the first specific gaming state, and the first or second specific result is obtained in the normal gaming state after the end of the first specific gaming state, causing a transition to the first specific gaming state (when a normal jackpot is obtained in a probability variable state or time-saving state, causing a transition to the jackpot gaming state, and when a jackpot is obtained in the normal gaming state after the end of the jackpot gaming state, causing a transition to the jackpot gaming state), or when the first or second specific result is obtained in the normal gaming state, which is entered based on the fact that the first or second specific result is not obtained for a predetermined period in the second specific gaming state, causing a transition to the first specific gaming state (when a jackpot is obtained in the normal gaming state, which is entered based on the fact that a jackpot is not obtained for a predetermined period in the probability variable state or time-saving state, causing a transition to the jackpot gaming state). A gaming machine characterized by:

[0326] According to the gaming machine described in (DF1), a predetermined event that occurs based on the establishment of a predetermined condition related to a game is counted. When the first or second specific result is achieved in the second specific gaming state and a transition to the first specific gaming state is made, the counted value is updated when the predetermined condition is established, and when the first specific result is achieved in the second specific gaming state and a transition to the first specific gaming state is made, and when the first or second specific result is achieved in the normal gaming state after the end of the first specific gaming state and a transition to the first specific gaming state is made, or when the first or second specific result is achieved in the normal gaming state, which is entered based on the fact that the first or second specific result has not been achieved for a predetermined period in the second specific gaming state and a transition to the first specific gaming state is made, the counted value is not updated, so that the payout rate set value can be prevented from being updated in the first specific gaming state. As a result, the payout setting value is not updated in the first specific gaming state to which the game transitions when the first or second specific result occurs in the normal gaming state following the second specific gaming state. Therefore, the player can resume playing with the payout setting value that resulted in the first or second specific result, while reducing anxiety about the payout setting value resulting from the first or second specific result being updated to an unfavorable payout setting value. Therefore, the count value relating to the degree of advantage can be calculated appropriately, improving the enjoyment of the game. Furthermore, the first notification is issued each time the count value satisfies a first condition determined based on the number of predetermined events, and the second notification is issued each time the count value satisfies a second condition that is greater than the first condition. This can serve as a guide for the count value required for updating the payout setting value. Furthermore, by setting the second condition to the same as the count value that updates the payout setting value, the payout setting value update can be notified, improving the enjoyment of the game.

[0327] (DF2) In the gaming machine described in (DF1), The second notification means is capable of making the second notification in a manner different from that of the first notification. A gaming machine characterized by:

[0328] According to the gaming machine described in (DF2), the second notification means can execute the second notification in a manner different from the first notification, so that each time the second condition is satisfied, notification relating to the update of the payout rate setting value can be performed by issuing a notification in a manner different from the notification when the first condition is satisfied. Therefore, the count value relating to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0329] (DF2-1) In the gaming machine described in (DF1), The second notification type executed by the second notification means has a plurality of types including at least a first notification type (for example, 1000 OVER, etc.) and a second notification type corresponding to a higher degree of advantage than the first notification type (for example, 4000 OVER maximum setting, etc.). A gaming machine characterized by:

[0330] According to the gaming machine described in (DF2-1), the second notification has a plurality of types including at least the first notification type and the second notification type corresponding to a higher degree of advantage than the first notification type, so that when the payout rate setting value is updated, the notification type of the second notification can suggest how the payout rate setting value will be updated, thereby increasing the interest in the game.

[0331] (DF3) In the gaming machine described in (DF1), The predetermined event is a phenomenon in which the number of game balls increases. A gaming machine characterized by:

[0332] According to the gaming machine described in (DF3), the phenomenon of an increase in the number of game balls is counted to obtain a count value relating to the player's degree of advantage, and when the count value reaches a predetermined value, the payout rate setting value is updated. Therefore, the count value relating to the degree of advantage can be calculated appropriately, and the interest of the game can be improved.

[0333] (DF4) In the gaming machine described in (DF1), Equipped with a game board that allows game balls to flow down, The predetermined condition is a condition that can be met when a player executes an operation to launch a gaming ball on the gaming board. A gaming machine characterized by:

[0334] According to the gaming machine described in (DF4), when a player performs an operation to shoot gaming balls, the number of shot gaming balls increases and the payout rate setting value can be updated. Therefore, the count value related to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0335] (DF5) In the gaming machine described in (DF1), The count value is the number of game balls counted. A gaming machine characterized by:

[0336] According to the gaming machine described in (DF5), the number of game balls counted is used as a count value, and when the count value reaches a predetermined value, the payout rate setting value can be updated. Therefore, the count value relating to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0337] (DF6) In the gaming machine described in (DF1), a first state in which the count value is updated and a second state in which the count value is not updated; The second state occurs as a result of a start winning during the first state. A gaming machine characterized by:

[0338] According to the gaming machine described in (DF6), the second state occurs when a start winning occurs in the first state, so if there is no start winning in the first state, the second state does not occur, the count value is updated, and the payout rate setting value is updated. Therefore, the count value related to the degree of advantage can be calculated appropriately, and the interest of the game can be improved.

[0339] (DF7) In the gaming machine described in (DF6), The second state occurs according to the result of the lottery associated with the start winning. A gaming machine characterized by:

[0340] According to the gaming machine described in (DF7), the second state occurs depending on the result of the lottery associated with the start winning, so the count value is updated or not depending on the result of the lottery associated with the start winning, and the payout rate setting value can be updated appropriately. Therefore, the count value related to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0341] <Issue DG> Conventional gaming machines include, for example, gaming machines with a setting value adjustment function that can change game-related outputs such as ball output performance during play (the ratio of the number of winning balls to the number of balls fired within a specified time; hereinafter referred to as the payout rate) by gradually adjusting a predetermined setting value that indicates the advantageous degree of the gaming machine (for example, JP 2019-129873 A, paragraphs 0050 to 0054, Figure 5). However, the conventional example having such a configuration has the following problems. With conventional configurations, the parlor simply selects the advantageous level of a gaming machine outside of business hours. Therefore, if the parlor sets the setting value to be advantageous to the parlor, the player will experience a continuous unfavorable state, and this state will not change during play. On the other hand, if the parlor sets the setting value to be unfavorable to the parlor, the player will experience a continuous unfavorable state, and this state will not change during play. In other words, conventional gaming machines with setting value adjustment functions are inflexible in their setting values, which has hindered their widespread adoption. Furthermore, these types of gaming machines are tested to determine whether the payout rate during play is within a predetermined range for each of multiple setting values. Even if one setting value is within the predetermined range, other setting values ​​may result in a situation where the payout rate is outside the range. Furthermore, setting a gaming machine to a higher setting directly affects the payout rate. Therefore, setting a higher setting value may result in the machine failing the testing required for installation. This situation further hinders the widespread adoption of gaming machines with setting value adjustment functions. The inventor then came to the realization that events occurring during play could be counted and the advantageous degree of the gaming machine changed according to the counted value. However, simply counting events occurring during play resulted in a new problem in that the counted value was always calculated, and the advantageous degree was changed even when it was not convenient for the player to change it. The invention (DG1) below was made in consideration of these circumstances, and aims to provide a gaming machine that improves the entertainment value of the game by appropriately counting the count value related to the degree of advantage. The invention according to (DG1) below has the following configuration to achieve this object.

[0342] (DG1) A display means (third symbol display device 42) for displaying information related to the game; In a gaming machine equipped with a lottery means (a big win lottery function of the main control device 261) that executes a lottery based on the establishment of a starting condition, a game state control means (next game state setting process of the main control device 261) that can control a transition to a first specific game state (jackpot game state) advantageous to a player when the result of the lottery is a first specific result (normal jackpot), and that can control a transition to the first specific game state when the result of the lottery is a second specific result (jackpot with probability variable, jackpot with time reduction) so that the game state can be transitioned to a second specific game state (probability variable state, time reduction state) in which the starting condition is more likely to be established than in the normal game state after the end of the first specific game state; a counting means (for example, a ball number counter in a payout rate setting value update process) that can count predetermined events (for example, the shooting of game balls) that occur based on the establishment of predetermined conditions related to the game (for example, the shooting operation of game balls) and use the counting result as a count value related to the degree of advantage of the player (for example, the number of shot balls); a first notification means (e.g., steps Da304DC2 to Da304DC3 of the payout rate setting value update process) capable of executing a first notification (e.g., "10P") that causes the display means to display the updated count value each time the count value satisfies a first condition (e.g., 10 times) that is determined based on the number of times the predetermined event occurs; and second notification means (e.g., steps Da304DC4 to Da304DC5 of the payout rate setting value update process) capable of executing a second notification (e.g., "1000OVER") that causes the display means to display the updated count value each time the count value satisfies a second condition (e.g., 1000 times) that is greater than the first condition (e.g., 10 times), The counting means When the first specific result or the second specific result is obtained in the second specific gaming state and the game state is shifted to the first specific gaming state (when a jackpot occurs in the probability variable state or the time-saving state and the game state is shifted to the jackpot gaming state), the count value is updated if the predetermined condition is met, The count value can be reset to an initial value (e.g., 0) when the first specific result is obtained in the second specific gaming state, causing a transition to the first specific gaming state, and when the first or second specific result is obtained in the normal gaming state after the end of the first specific gaming state, causing a transition to the first specific gaming state (when a normal jackpot is obtained in a probability variable state or time-saving state, causing a transition to the jackpot gaming state, and when a jackpot is obtained in the normal gaming state after the end of the jackpot gaming state, causing a transition to the jackpot gaming state), or when the first or second specific result is obtained in the normal gaming state to which a transition is made based on the fact that the first or second specific result is not obtained for a predetermined period in the second specific gaming state, causing a transition to the first specific gaming state (when a jackpot is obtained in the normal gaming state to which a transition is made based on the fact that a jackpot is not obtained for a predetermined period in the probability variable state or time-saving state, causing a transition to the jackpot gaming state). A gaming machine characterized by:

[0343] According to the gaming machine described in (DG1), when a predetermined condition is met, the count value is updated. When a first specific result is achieved in a second specific gaming state, the machine transitions to the first specific gaming state, and then the first or second specific result is achieved in the normal gaming state after the first specific gaming state ends, and the machine transitions to the first specific gaming state. Or, when the first or second specific result is achieved in the normal gaming state, which is transitioned to after the second specific gaming state has not achieved the first or second specific result for a predetermined period in the second specific gaming state, and the machine transitions to the first specific gaming state, the count value can be reset to its initial value. Therefore, the count value required to update the payout rate setting value can be changed depending on the gaming state history before the first specific gaming state was entered. This allows the count value related to the degree of advantage to be calculated appropriately, improving the enjoyment of the game.

[0344] (DG2) In the gaming machine described in (DG1), The second notification means is capable of making the second notification in a manner different from that of the first notification. A gaming machine characterized by:

[0345] According to the gaming machine described in (DG2), the second notification means can execute the second notification in a manner different from the first notification, so that each time the second condition is satisfied, notification relating to the update of the payout rate setting value can be performed by issuing a notification in a manner different from the notification issued when the first condition is satisfied. Therefore, the count value relating to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0346] (DG2-1) In the gaming machine described in (DG1), The second notification type executed by the second notification means has a plurality of types including at least a first notification type (for example, 1000 OVER, etc.) and a second notification type corresponding to a higher degree of advantage than the first notification type (for example, 4000 OVER maximum setting, etc.). A gaming machine characterized by:

[0347] According to the gaming machine described in (DG2-1), the second notification has a plurality of types including at least the first notification type and the second notification type corresponding to a higher degree of advantage than the first notification type. Therefore, when the payout rate setting value is updated, the notification type of the second notification can suggest how the payout rate setting value will be updated, thereby increasing the interest in the game.

[0348] (DG3) In the gaming machine described in (DG1), The predetermined event is a phenomenon in which the number of game balls increases. A gaming machine characterized by:

[0349] According to the gaming machine described in (DG3), the phenomenon of an increase in the number of game balls is counted to obtain a count value relating to the player's degree of advantage, and when the count value reaches a predetermined value, the payout rate setting value is updated. Therefore, the count value relating to the degree of advantage can be calculated appropriately, and the interest of the game can be improved.

[0350] (DG4) In the gaming machine described in (DG1), Equipped with a game board that allows game balls to flow down, The predetermined condition is a condition that can be met when a player executes an operation to launch a gaming ball on the gaming board. A gaming machine characterized by:

[0351] According to the gaming machine described in (DG4), when a player performs an operation to shoot gaming balls, the number of shot gaming balls increases and the payout rate setting value can be updated. Therefore, the count value related to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0352] (DG5) In the gaming machine described in (DG1), The count value is the number of game balls counted. A gaming machine characterized by:

[0353] According to the gaming machine described in (DG5), the number of game balls counted is used as a count value, and when the count value reaches a predetermined value, the payout rate setting value can be updated. Therefore, the count value related to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0354] (DG6) In the gaming machine described in (DG1), a first state in which the count value is updated and a second state in which the count value is not updated; The second state occurs as a result of a start winning during the first state. A gaming machine characterized by:

[0355] According to the gaming machine described in (DG6), the second state occurs when a start winning occurs in the first state, so if a start winning does not occur in the first state, the second state does not occur, the count value is updated, and the payout rate setting value is updated. Therefore, the count value related to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0356] (DG7) In the gaming machine described in (DG6), The second state occurs according to the result of the lottery associated with the start winning. A gaming machine characterized by:

[0357] According to the gaming machine described in (DG7), the second state occurs depending on the result of the lottery associated with the start winning, so the count value is updated or not depending on the result of the lottery associated with the start winning, and the payout rate setting value can be updated appropriately. Therefore, the count value related to the degree of advantage can be calculated appropriately, and the entertainment value of the game can be improved.

[0358] <Assignment DH> Conventional gaming machines include, for example, gaming machines with a setting value adjustment function that can change game-related outputs such as ball output performance during play (the ratio of the number of winning balls to the number of balls fired within a specified time; hereinafter referred to as the payout rate) by gradually adjusting a predetermined setting value that indicates the advantageous degree of the gaming machine (for example, JP 2019-129873 A, paragraphs 0050 to 0054, Figure 5). However, the conventional example having such a configuration has the following problems. In some gaming machines of this type, one of multiple setting values ​​is set based on a specific operation when the power is turned on, a discrimination process regarding the game is performed based on the set setting value, and output to the player is given based on the discrimination result.However, in this type of gaming machine, there is only one opportunity to perform the discrimination process regarding the game based on the set setting value, which makes it difficult to further improve the entertainment value of the game. The invention of (DH1) below has been made in view of the above circumstances, and aims to provide a gaming machine with improved entertainment value. The invention according to (DH1) below has the following configuration to achieve this object.

[0359] (DH1) A game board (game board 30) having a game area into which a game ball can enter; A ball entry port (special drawing 1 start winning device 33a, special drawing 2 start winning device 33b) into which the game ball flowing down the game area can enter; A detection means (winning detection sensor) for detecting the entry of a game ball into the ball entry opening; A display means (third symbol display device 42) for displaying whether or not a specific game state (jackpot state) advantageous to the player will occur as a result of the identification information variable game triggered by the detection by the detection means; A game control means (CPU 501 of the main control device 261) that controls the identification information variable game (jackpot lottery, variable display, game ball launch); An operable operating means (setting key insertion section Da11); When a specific operation is performed on the operation means when the power is turned on to the gaming machine, an initialization means (CPU 501 having an initialization function of the gaming machine in the main processing of the main board) for initializing the gaming machine; When the gaming machine is initialized by the initialization means, a gaming state setting means (CPU 501 having a gaming state setting function in the main board main processing) for setting the gaming state of the gaming machine to a predetermined gaming state; When the gaming machine is initialized by the initialization means, the setting value for the identification information variable game, which is set in a plurality of stages, can be set to a predetermined setting value among the plurality of setting values ​​(the first setting value of the payout rate "3" in the scenario setting value "11" which is the initial value). The game control means a first determination means (first lottery determination function in the fluctuation start process by the CPU 501 of the main control device 261) that can perform a first determination (determining whether the result of the first lottery is a provisional miss or a jackpot) when it is detected that a game ball has entered the ball entrance, regardless of which of the multiple setting values ​​the setting value is (at a fixed probability); When the first determination results in a predetermined determination result (a result that there is a provisional miss), a second determination means (a second lottery determination function in a fluctuation start process by the CPU 501 of the main control device 261) is provided, which can perform a second determination (determine whether the result of the second lottery is a jackpot or not) based on which of a plurality of set values ​​the set value is, The identification information variable game can be performed based on the first determination and the second determination. A gaming machine characterized by:

[0360] According to the gaming machine described in (DH1), when a setting value related to an identifier-variable game is changed to a predetermined setting value among the multiple settings, a game-related judgment is not simply made based on the changed predetermined setting value and the judgment result is output. Instead, a first judgment is made regardless of which of the multiple setting values ​​the setting value is, and if the first judgment is a predetermined judgment result, a second judgment is made based on which of the multiple setting values ​​the setting value is, and the identifier-variable game is performed based on the first judgment and the second judgment. In other words, a gaming machine can be provided that performs an identifier-variable game using a novel judgment configuration in which a judgment is made under the same conditions regardless of which of the multiple setting values ​​the setting value is, before a judgment based on which of the multiple setting values ​​the setting value is, is made in the second judgment. Furthermore, a gaming machine can be provided that performs an identifier-variable game using such a novel judgment configuration, which improves the entertainment value of the game.

[0361] (DH2) In the gaming machine described in (DH1), The first determination is a process of provisionally determining the identification information variable game, which is performed without reflecting the setting value. A gaming machine characterized by:

[0362] According to the gaming machine described in (DH2), the final identification information variable game is not immediately determined in the first determination, which can improve the interest of the game. Also, since the identification information variable game is determined even provisionally in the first determination, it is possible to execute a performance based on the identification information variable game that has been provisionally determined.

[0363] (DH3) In the gaming machine described in (DH1), The second determination is a process that reflects the set value and ultimately determines the identification information variable game. A gaming machine characterized by:

[0364] According to the gaming machine described in (DH3) above, the final identification information variable game is determined in the second determination, so that the interest of the game can be improved.

[0365] (DH4) In the gaming machine described in (DH1), The game control means changes the identification information variable game depending on the determination result of the second determination. A gaming machine characterized by:

[0366] According to the gaming machine described in (DH4) above, the identification information variable game differs depending on the determination result of the second determination, so that the interest of the game can be improved.

[0367] (DH5) In the gaming machine described in (DH1), The game control means can change the final identification information variable game depending on the set value when the provisional identification information variable game is determined. A gaming machine characterized by:

[0368] According to the gaming machine described in (DH5) above, the interest in the game can be increased by the difference between the provisional identification information variable game and the final identification information variable game depending on the setting value for the identification information variable game.

[0369] (DH6) In the gaming machine described in (DH1), A setting value change operation means (update button Da12) is provided for receiving an operation to change the setting value, The second determination means performs the second determination based on the setting value set by the operation of the setting value change operation means. A gaming machine characterized by:

[0370] According to the gaming machine described in (DH6) above, the interest in the game can be increased by the difference between the provisional judgment result output mode and the final judgment result output mode based on the operation of the setting value change operation means.

[0371] (DH7) In the gaming machine described in (DH1), The second determination means does not perform the second determination when the set value is a specific set value (an illegal payout rate set value corresponding to an illegal jackpot probability such as a jackpot probability of 33% under normal circumstances), The game control means performs the identification information variable game based on the predetermined determination result of the first determination. A gaming machine characterized by:

[0372] According to the gaming machine described in (DH7) above, it is possible to avoid the inconvenience of making a second judgment even when the set setting value is a specific setting value, and playing an identification information variable game based on the judgment result of that second judgment.

[0373] (DH8) In the gaming machine described in (DH1), the second determination means does not perform the second determination when the set value is a specific set value; The game control means performs a specific identification information variable game (complete miss variable display) regardless of the result of the first determination or the result of the second determination. A gaming machine characterized by:

[0374] According to the gaming machine described in (DH8) above, it is possible to avoid the inconvenience of making the first and second judgments even when the set setting value is a specific setting value, and playing identification information variable games based on the judgment results of the first and second judgments.

[0375] <Assignment Ea> Some conventional gaming machines are equipped with multiple operation buttons, and when all of the multiple operation buttons are operated and all inputs made by operating the multiple operation buttons are validated, a predetermined process is performed (for example, JP 2017-6400 A, paragraphs 0511 to 0513, Figure 107). However, the conventional example having such a configuration has the following problems. That is, this type of gaming machine has a problem in that it is difficult to validate all inputs made by operating multiple operation buttons. The invention relating to (Ea1) below was made in consideration of these circumstances, and aims to provide a gaming machine that makes it easier for inputs made by operating multiple operating means to be valid. The invention according to (Ea1) below has the following configuration to achieve this object.

[0376] (Ea1) A game board (game board 30) having a game area (game area 30a) where game balls flow down; A launching operation means (a game ball launching handle 18) capable of launching a game ball into the game area; A gaming machine equipped with a plurality of operation means (frame buttons 80) that can be operated differently from the firing operation, The plurality of operating means include at least a first operation means (a decision button Ea1) for performing a first input (a decision button input) when a first operation (a decision button press) is performed; a second operation means (menu button Ea2) for performing a second input (menu button input) by performing a second operation (pressing the menu button); The gaming machine includes: A control means (CPU 551 of the sub-control device 262) capable of executing a game-related process including a specific process (simultaneous press execution effect) is provided, The control means a processing condition determination means (CPU 551 of the sub-control device 262 which performs a processing for determining whether the simultaneous pressing of the menu button and the enter button has a function for determining whether the simultaneous pressing is successful) for determining that the condition for performing the specific processing is satisfied (simultaneous pressing success) when both the first input is validated and the second input is validated; The processing condition determination means determines that the condition for performing the specific processing is satisfied when the second input is made valid while the first input remains valid and the second input is not valid (during the simultaneous press effect explanation / charge effect period). A gaming machine characterized by:

[0377] According to the gaming machine described in (Ea1), when both a state in which a first input is validated by performing a first operation on a first operating means and a state in which a second input is validated by performing a second operation on a second operating means exist, it is determined that the conditions for performing a specific process are met, and the specific process is more likely to be executed. This is a normal processing flow. Now, suppose that the second input is validated while the first input is still being performed and the second input is still not being determined to be valid. In this processing flow, in a conventional configuration, since the first input is not validated, it is determined that the conditions for performing the specific process are not met, and the specific process is not executed. Therefore, the first input must be executed again when the second input is validated, which is inconvenient. In contrast, in the present invention, even when the second input is validated while the first input is still being performed, it is determined that the conditions for performing the specific process are met, and the specific process is more likely to be executed. Therefore, it is possible to provide a gaming machine that can more easily determine that all inputs by operating multiple operating means are valid.

[0378] (Ea2) In the gaming machine described in (Ea1), The state in which the second input (menu button input) is not validated is a state in which the second input is not made and therefore the second input is not validated, The case where the second input (menu button input) is validated while the first input (decision button input) remains in the state where it has been made refers to the case where the first input is made but the first input is not considered to be valid, and then the second input is made and the second input is considered to be valid. A gaming machine characterized by:

[0379] According to the gaming machine described in (Ea2) above, when the second input has not been made and therefore the second input is not deemed valid, and the first input is made but remains in a state where the first input is not deemed valid, and then the second input is made and the second input is deemed valid, it can be determined that the conditions for enabling a specific process to be performed have been met.

[0380] (Ea3) In the gaming machine described in (Ea2), The control means executes a process (displaying an operation screen (menu)) different from the specific process when the second input is validated without the first input being performed in a specific state (a simultaneous pressing performance explanation / charge performance period) in which the first input is not validated even if the first input is performed. A gaming machine characterized by:

[0381] According to the gaming machine described in (Ea3) above, even if a first input is made, it is possible to effectively utilize an operation on the second operating means that is made in a state in which the first input is not considered to be valid.

[0382] (Ea4) In the gaming machine described in (Ea2), The processing condition determination means maintains a state in which the specific processing can be performed (a state in which the decision button press provisional valid flag is 1) until the second input is determined to be valid, if the first input is continued in a specific state in which the first input is not determined to be valid even when the first input is made (a simultaneous press effect explanation / charge effect period). A gaming machine characterized by:

[0383] According to the gaming machine described in (Ea4) above, even if the first input is made while in a specific state in which the first input is not considered valid, an opportunity can be left to perform a specific process.

[0384] (Ea5) In the gaming machine described in (Ea1), In a specific state (simultaneous press effect explanation / charge effect period) in which the first input is not determined to be valid even when the first input is made, if the second input is determined to be valid (a press of the menu button is detected within the simultaneous press effect period) while the first input remains in the state in which it has been made (a state in which a press of the confirm button Ea1 is detected), and the specific process (simultaneous press execution effect) is executed, the next time the specific process (simultaneous press execution effect) is executed will be at the earliest the next time the specific state is entered. A gaming machine characterized by:

[0385] According to the gaming machine described in (Ea5) above, when a specific process is executed based on an operation performed from a specific state, the next time the specific process is executed is set to be at the earliest when the specific state is reached again, thereby preventing the specific process from being executed too easily.

[0386] (Ea6) In the gaming machine described in (Ea1), When the second input is validated (a press of the menu button is detected within the simultaneous press performance period) while the first input is being made (a state in which a press of the enter button is detected during the simultaneous press performance description and charge performance period) in a specific state in which the first input is not validated even when the first input is made (a simultaneous press performance description and charge performance period), the control means performs the specific processing (simultaneous press execution performance) if the subsequent first input is a specific mode (long press mode), but does not perform the specific processing if the subsequent first input is not the specific mode. A gaming machine characterized by:

[0387] According to the gaming machine described in (Ea6) above, in order to determine that the conditions for enabling a specific process to be performed have been met, the subsequent first input must be in a specific form, thereby preve...

Claims

【Claim 1】 A game area where game balls can flow down, launching means capable of launching game balls toward the game area with different launching intensities, a first flow path through which a game ball launched at a first launching intensity by the launching means can flow down, first ball-in means into which the game ball flowing down through the first flow path can enter, first privilege granting means capable of granting a first privilege based on the entry of the game ball into the first ball-in means, a collision member with which a game ball launched at a second launching intensity stronger than the first launching intensity by the launching means can collide, a second flow path through which at least some of the game balls launched at the second launching intensity by the launching means can flow down, second ball-in means into which the game ball flowing down through the second flow path can enter, second privilege granting means capable of granting a second privilege based on the entry of the game ball into the second ball-in means, and comprising a gaming machine capable of generating a plurality of gaming situations including at least a first gaming situation in which a game ball flows down through the first flow path and a second gaming situation in which it is more advantageous for the player to have the game ball flow down through the second flow path than through the first flow path, driving means for generating a driving force for displacing the collision member to either a first position where it is difficult for a game ball launched at the second launching intensity to flow down through the second flow path or a second position where it is easy for a game ball launched at the second launching intensity to flow down through the second flow path, a displacement support mechanism for supporting the collision member so as to be displaced to either the first position or the second position by the driving force of the driving means, displacement control means for executing displacement control to cause either a first displacement of displacing the collision member from the first position to the second position or a second displacement of displacing the collision member from the second position to the first position via the displacement support mechanism by controlling the driving means, the collision member having at least a first surface as a surface that can collide with a game ball and a second surface different from the first surface, the collision member being configured such that the area of the first surface that collides with a game ball launched at the second launching intensity is wider than that of the second surface. A gaming machine characterized by the above.

Citation Information

Patent Citations

  • Game machine

    JP2006280786A