Game machine

The gaming machine addresses the lack of engagement in conventional machines by introducing varying effects in different presentation modes, enhancing player interest through dynamic gameplay.

JP2025152489APending Publication Date: 2025-10-10SANKYO CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2024045821
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-28
Publication Date
2025-10-10

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to enhance player interest by varying game effects based on different presentation modes, making them unsuitable for engaging gameplay.

Method used

A gaming machine with a normal and special state, featuring distinct first and second presentation modes, where the number and type of effects before the remaining number of times display is updated vary, allowing for dynamic and engaging gameplay experiences.

Benefits of technology

The solution enhances player engagement by varying game effects based on presentation modes, creating a more advantageous and interesting gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025152489000001_ABST
    Figure 2025152489000001_ABST
Patent Text Reader

Abstract

To provide a suitable game machine as a result.SOLUTION: A game machine capable of controlling to an advantageous state comprises game control means and performance control means, and comprises a first performance mode and a second performance mode, the performance control means can execute a specific performance for starting a corresponding display after starting a corresponding light emission, and an execution ratio of a specific performance in the first performance mode differs from an execution ratio of a specific performance in the second performance mode.SELECTED DRAWING: Figure 245
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state. [Background technology]

[0002] Conventional gaming machines can be switched between multiple presentation modes, and some machines impress upon players the differences between these presentation modes by changing the behavior of blank patterns in each presentation mode (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2018-139689 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in Patent Document 1, only the behavior of the blank symbols differs for each presentation mode, which makes it difficult to enhance the interest of players and makes it unsuitable as a gaming machine.

[0005] The present invention has been made in view of these problems, and as a result, an object of the present invention is to provide a suitable gaming machine. [Means for solving the problem]

[0006] A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, It has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that is started before the remaining number of times display is updated, The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, the number of types of specific effects that are started before the remaining number of times display is updated varies depending on the effect mode, so that the style of the effects can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 210, Figure 248

[0007] Furthermore, the present invention may have only the invention-specific matters set forth in the claims of the present invention, or may have the invention-specific matters set forth in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a front view showing a gaming machine according to an embodiment. [Figure 2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] FIG. 2 is a block diagram showing the circuit configuration of the main board. [Figure 4] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 5] FIG. [Figure 6] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 7] FIG. 2 is an explanatory diagram showing each random number. [Figure 8] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 10] FIG. 10 is an explanatory diagram showing a miss effect determination table. [Figure 11]An explanatory diagram showing a fluctuation pattern type determination table. [Figure 12] (A) is an explanatory diagram of the fluctuation pattern in the normal state, (B) is an explanatory diagram of the fluctuation pattern in the time-saving state, and (C) is an explanatory diagram of the fluctuation pattern in the special state. [Figure 13] (A) to (F) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 14] (A) to (D) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 15] (A) to (C) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 16] (A) to (C) are explanatory diagrams of the fluctuation pattern determination table for jackpots. [Figure 17] 10 is an explanatory diagram of each game state. FIG. [Figure 18] (A) is an explanatory diagram of the special pattern unit, (B) is an explanatory diagram of the variable display of the special pattern, (C) is an explanatory diagram of the display unit for performance, and (D) is an explanatory diagram of the variable display of the sub-pattern. [Figure 19] FIG. 2 is an explanatory diagram showing a game control data storage area. [Figure 20] FIG. 2 is an explanatory diagram illustrating an input port. [Figure 21] FIG. 2 is an explanatory diagram showing an output port. [Figure 22] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 23] 10 is a flowchart showing an example of a game control main process. [Figure 24] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 25] FIG. 10 is an explanatory diagram showing two-byte buffers formed in a RAM used in the switch process. [Figure 26] 10 is a flowchart illustrating an example of a switch process. [Figure 27] 10 is a flowchart illustrating an example of a random number update process. [Figure 28] 10 is a flowchart illustrating an example of a special symbol process. [Figure 29] 10 is a flowchart showing an example of a start port switch passing process. [Figure 30] This is an explanatory diagram for storing random numbers extracted during the start port switch passing process. [Figure 31] 10 is a flowchart showing an example of a winning effect processing. [Figure 32] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 33] 10 is a flowchart showing an example of a special symbol determination process. [Figure 34] 10 is a flowchart showing an example of a special symbol buffer shift process. [Figure 35] FIG. 10 is an explanatory diagram of a special buffer shifting process. [Figure 36] FIG. 10 is an explanatory diagram of a special buffer shifting process. [Figure 37] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 38] 10 is a flowchart showing an example of special symbol variation processing. [Figure 39] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 40] A flowchart showing an example of a jackpot end process. [Figure 41] 10 is a flowchart illustrating an example of a display process. [Figure 42] An explanatory diagram of the lighting control mode of each hold indicator. [Figure 43] 10 is a flowchart showing an example of a special symbol display control process. [Figure 44] 10 is a flowchart illustrating an example of a display control process. [Figure 45](A) is an explanatory diagram of the timing of command transmission when a starting winning occurs and the timing of starting light control of the reserve display, (B) is an explanatory diagram of the timing of command transmission when the variable display starts and the timing of starting light control when the reserve memory number of the reserve display has been subtracted, and (C) is an explanatory diagram of the timing of starting light control of the special pattern and the timing of starting subtraction of the variable display time when the variable display starts. [Figure 46] 10 is a flowchart showing an example of a performance control main process. [Figure 47] 10 is a flowchart showing an example of a performance control process. [Figure 48] FIG. 10 is an explanatory diagram of triggers for changing the presentation mode in the presentation mode determination process. [Figure 49] An explanatory diagram of the variable display mode of the background image and decorative pattern for each performance mode. [Figure 50] 10A and 10B are explanatory diagrams showing the image display mode, lamp light emission mode, and sound output mode from the speaker associated with the variable display of decorative patterns. [Figure 51] An explanatory diagram of the execution decision ratio and the decision ratio of the type of effect before the reach. [Figure 52] An explanatory diagram of the execution decision ratio and the decision ratio of the type of effect before the reach. [Figure 53] This is an explanatory diagram for each type of pre-reach performance. [Figure 54] This is an explanatory diagram comparing the start timing and sound for each type of pre-reach performance. [Figure 55] This is an explanatory diagram comparing the backgrounds of each type of pre-reach performance. [Figure 56] This is an explanatory diagram comparing the backgrounds of each type of pre-reach performance. [Figure 57] This is an explanatory diagram comparing the backgrounds of each type of pre-reach performance. [Figure 58] This is an explanatory diagram comparing the backgrounds of each type of pre-reach performance. [Figure 59] FIG. 10 is an explanatory diagram of a step-up effect. [Figure 60] FIG. 10 is an explanatory diagram of a step-up effect. [Figure 61] FIG. 10 is an explanatory diagram of dialogue presentation. [Figure 62] This is an explanatory diagram of the powerful... [Figure 63] This is an explanatory diagram of the powerful... [Figure 64] This is an explanatory diagram of the Yume Yume fashion production. [Figure 65] This is an explanatory diagram of the Yume Yume fashion production. [Figure 66] This is an explanatory diagram of the Dream Dream Work production. [Figure 67] This is an explanatory diagram of the Yume Yume Motto performance. [Figure 68] This is an explanatory diagram of the dream sleepwalking explanation performance. [Figure 69] FIG. 10 is an explanatory diagram of a jam cooking presentation. [Figure 70] FIG. 10 is an explanatory diagram of a jam cooking presentation. [Figure 71] FIG. 10 is an explanatory diagram of a jam call effect. [Figure 72] This is an explanatory diagram of the Jam XX Girl performance. [Figure 73] This is an explanatory diagram of Nana's imaginary performance. [Figure 74] This is an explanatory diagram of Nana's imaginary performance. [Figure 75] This is an explanatory diagram of the Nana Tsukiyo performance. [Figure 76] This is an explanatory diagram of the pre-reach performance that begins before the transparency of the decorative pattern reaches 100%. [Figure 77] This is an explanatory diagram of the pre-reach performance that begins after the transparency of the decorative pattern reaches 100%. [Figure 78] FIG. 10 is an explanatory diagram of the relationship between each effect and a background image. [Figure 79] This is an explanatory diagram of the mini character preview performance. [Figure 80] An explanatory diagram showing the relationship between the special pattern display device and the start timing of the pre-reach performance. [Figure 81] An explanatory diagram showing the relationship between the special pattern display device and the start timing of the pre-reach performance. [Figure 82]An explanatory diagram showing the relationship between the background music and the sound produced in the pre-reach performance. [Figure 83] (A) is a diagram showing the arrangement of lamps in a pachinko gaming machine, and (B) is a schematic diagram of (A). [Figure 84] FIG. 10 is a diagram for explaining the mechanism of output to an LED driver. [Figure 85] FIG. 10 is a diagram for explaining an example of lamp control using a brightness data table. [Figure 86] 10 is a diagram for explaining an example of lamp control using a grandchild table by timer management of a child table. FIG. [Figure 87] FIG. 10 is a diagram showing an example of a parent table constituting a luminance data table. [Figure 88] FIG. 10 is a diagram showing an example of a child table that constitutes a brightness data table. [Figure 89] FIG. 10 is a diagram showing an example of a grandchild table constituting a luminance data table. [Figure 90] FIG. 10 is a diagram showing an example of a grandchild table constituting a luminance data table. [Figure 91] FIG. 10 is a diagram showing an example of a grandchild table constituting a luminance data table. [Figure 92] (A) and (B) are diagrams for explaining similar colors. [Figure 93] A comparative diagram of the settings of the brightness data table for the background during variable display and the pre-reach performance. [Figure 94] Brightness Data Table: A diagram showing the settings of the parent table of Normal Variation_First Presentation Mode Background. [Figure 95] This figure shows the settings of the child table for the Brightness Data Table: Normal Variation_First Presentation Mode Background. [Figure 96] Brightness data table: A diagram showing the settings of the grandchild table of normal variation_first presentation mode background. [Figure 97] Brightness data table: A diagram showing the settings of the parent table of normal variation_second presentation mode background. [Figure 98]Brightness data table: A diagram showing the settings of the child table for normal variation_second presentation mode background. [Figure 99] Brightness data table: A diagram showing the settings of the grandchild table for normal variation_second presentation mode background. [Figure 100] Brightness data table: A diagram showing the settings of the grandchild table for normal variation_second presentation mode background. [Figure 101] Brightness data table: A diagram showing the settings of the grandchild table for normal variation_second presentation mode background. [Figure 102] Brightness data table: A diagram showing the settings of the parent table of normal variation_third presentation mode background. [Figure 103] Brightness data table: A diagram showing the settings of the child table for normal variation_third presentation mode background. [Figure 104] Brightness data table: Normal variation_Third presentation mode background grandchild table setting contents. [Figure 105] Brightness data table: Normal variation_Third presentation mode background grandchild table setting contents. [Figure 106] Brightness Data Table: This is a diagram showing the settings of the parent table of Powerful...Performance_Introduction. [Figure 107] Brightness Data Table: A diagram showing the settings of the child table of Powerful...Performance_Introduction. [Figure 108] Brightness Data Table: This is a diagram showing the settings of the grandchild table of Powerful...Performance_Introduction. [Figure 109] Brightness Data Table: This is a diagram showing the settings of the grandchild table of Powerful...Performance_Introduction. [Figure 110] Brightness Data Table: This is a diagram showing the settings of the grandchild table of Powerful...Performance_Introduction. [Figure 111] Brightness Data Table: Powerful...Performance_Result_Fake / General Parent Table Settings. [Figure 112]Brightness Data Table: Powerful...Performance_Result_Fake - General purpose child table settings. [Figure 113] Brightness Data Table: Powerful...Performance_Result_Fake / General-purpose grandchild table settings. [Figure 114] Brightness Data Table: Powerful...Performance_Result_Fake / General-purpose grandchild table settings. [Figure 115] Brightness Data Table: Powerful... This is a diagram showing the settings of the parent table of Performance_Result_Chance. [Figure 116] Brightness Data Table: Powerful... A diagram showing the settings of the child table of Performance_Result_Chance. [Figure 117] Brightness Data Table: Powerful... This is a diagram showing the settings of the grandchild table of Performance_Result_Chance. [Figure 118] Brightness Data Table: Powerful... This is a diagram showing the settings of the grandchild table of Performance_Result_Chance. [Figure 119] Brightness Data Table: A diagram showing the settings of the parent table of Dream Dream Fashion Production_Introduction. [Figure 120] This is a diagram showing the settings of the child table of the brightness data table: Dream Dream Fashion Production_Introduction. [Figure 121] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 122] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 123] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 124] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 125] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 126]Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 127] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 128] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 129] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 130] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 131] Brightness Data Table: A diagram showing the settings of the parent table of Dream Dream Fashion Production_Introduction CU_Red Text. [Figure 132] Brightness Data Table: A diagram showing the settings of the child table of Dream Dream Fashion Production_Introduction CU_Red Text. [Figure 133] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 134] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 135] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 136] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 137] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 138] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 139] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 140] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 141] This is a diagram showing the settings of the parent table for the Brightness Data Table: Dream Dream Fashion Production_Success_Fake and General-Purpose. [Figure 142] This is a diagram showing the settings of the child table for the Brightness Data Table: Dream Dream Fashion Production_Success_Fake and General-Purpose. [Figure 143] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Success_Fake and General Grandchild Tables. [Figure 144] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Success_Fake and General Grandchild Tables. [Figure 145] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Success_Fake and General Grandchild Tables. [Figure 146] This is a diagram showing the settings of the parent table of the brightness data table: Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 147] 10 is a diagram showing the settings of the child table of the brightness data table: Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 148] Brightness data table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 149] Brightness data table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 150] Brightness data table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 151] Brightness Data Table: A diagram showing the settings of the parent table of Jam Cooking Presentation_Introduction. [Figure 152] 13 is a diagram showing the settings of the child table of the brightness data table: jam cooking presentation_introduction. FIG. [Figure 153] Brightness Data Table: A diagram showing the settings of the grandchild table of Jam Cooking Presentation_Introduction. [Fig. 154] Brightness Data Table: A diagram showing the settings of the grandchild table of Jam Cooking Presentation_Introduction. [Figure 155] Brightness Data Table: A diagram showing the settings of the grandchild table of Jam Cooking Presentation_Introduction. [Figure 156] Brightness Data Table: A diagram showing the settings of the grandchild table of Jam Cooking Presentation_Introduction. [Figure 157] Brightness Data Table: A diagram showing the setting contents of the parent table of the jam cooking performance_introduced CU. [Figure 158] 13 is a diagram showing the settings of the child table of the luminance data table: jam cooking performance_introduced CU. FIG. [Figure 159] Brightness data table: A diagram showing the settings of the grandchild table of the jam cooking performance_introduced CU. [Figure 160] Brightness Data Table: A diagram showing the settings of the parent table for Jam Cooking Performance_Success_Fake and General-Purpose. [Figure 161] Brightness data table: A diagram showing the settings of the Jam Cooking Presentation_Success_Fake and General-Purpose child tables. [Figure 162] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 163] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Fig. 164] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 165] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 166] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 167] 13 is a diagram showing the settings of the parent table of the brightness data table: jam cooking effect_chance suggestion. FIG. [Figure 168]13 is a diagram showing the settings of the child table of the brightness data table: jam cooking performance_chance suggestion. FIG. [Figure 169] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Figure 170] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Figure 171] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Fig. 172] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Fig. 173] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Fig. 174] This is an explanatory diagram of the timing of the start of the pending memory display and active display stay animation and pre-reach performance. [Figure 175] This is an explanatory diagram of the background music output in each presentation mode and the volume of these background music and the pre-reach presentation. [Figure 176] (A) and (B) are figures showing the execution rate of pre-reach effects that start after one cycle of variable display of special symbols has completed, and (C) is a figure showing the number of pre-reach effects that start after one cycle of variable display of special symbols has completed. [Figure 177] (A) and (B) are figures showing the execution rate of pre-reach effects that start before the decorative pattern reaches a specified transparency rate (90%), and (C) is a figure showing the number of pre-reach effects that start before the decorative pattern reaches a specified transparency rate (90%). [Figure 178] (A) and (B) are figures showing the execution rate of pre-reach effects that start after the decorative pattern reaches a specified transparency rate (90%), and (C) is a figure showing the number of pre-reach effects that start after the decorative pattern reaches a specified transparency rate (90%). [Figure 179](A) and (B) are figures showing the execution rate of pre-reach effects in which both background music and sound effects are output when the effect starts, and (C) is a figure showing the number of pre-reach effects in which both background music and sound effects are output when the effect starts. [Figure 180] (A) and (B) are figures showing the execution rate of pre-reach effects in which the background music is made inaudible and the output of sound effects begins as the effect begins, and (C) is a figure showing the number of pre-reach effects in which the background music is made inaudible and the output of sound effects begins as the effect begins. [Figure 181] (A) and (B) are figures showing the execution rate of pre-reach effects in which background music is output when the effect starts but no sound effects are output, and (C) is a figure showing the number of pre-reach effects in which background music is output when the effect starts but no sound effects are output. [Figure 182] (A) and (B) are figures showing the execution rate of pre-reach effects in which effect images are displayed together with background images, and (C) is a figure showing the number of pre-reach effects in which effect images are displayed together with background images. [Figure 183] (A) and (B) are figures showing the execution rate of pre-reach effects in which effect images are displayed while the background image is darkened, and (C) is a figure showing the number of pre-reach effects in which effect images are displayed while the background image is darkened. [Figure 184] (A) and (B) are figures showing the execution rate of pre-reach effects in which effect images are displayed without darkening the background image, and (C) is a figure showing the number of pre-reach effects in which effect images are displayed without darkening the background image. [Figure 185] (A) and (B) are figures showing the execution rate of pre-reach effects in which the background image is hidden and the effect image is displayed, and (C) is a figure showing the number of pre-reach effects in which the background image is hidden and the effect image is displayed. [Figure 186](A) and (B) are effects that start after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and are figures showing the execution rate of pre-reach effects in which a sound effect is output along with background music when the effect starts; (C) is an effect that starts after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and are figures showing the number of pre-reach effects in which a sound effect is output along with background music when the effect starts. [Figure 187] (A) and (B) are diagrams showing the execution rate of pre-reach effects that start after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and in which background music is output when the effect starts but no sound effects are output; (C) is a diagram showing the number of pre-reach effects that start after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and in which background music is output when the effect starts but no sound effects are output. [Figure 188] (A) and (B) are effects that start after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and are figures showing the execution rate of pre-reach effects that display effect images together with background images; (C) is an effect that starts after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and is a figure showing the number of pre-reach effects that display effect images together with background images. [Figure 189] (A) and (B) are diagrams showing the execution rate of pre-reach effects in which the effect starts after one cycle of the variable display of special symbols has completed, in which both background music and sound effects are output as the effect starts, and in which effect images are displayed together with background images; (C) is a diagram showing the number of pre-reach effects in which the effect starts after one cycle of the variable display of special symbols has completed, in which both background music and sound effects are output as the effect starts, and in which effect images are displayed together with background images. [Figure 190](A) and (B) are diagrams showing the execution rate of pre-reach effects in which the effect starts after one cycle of the variable display of special symbols has completed, in which background music is output but no sound is output when the effect starts, and in which effect images are displayed together with background images; (C) is a diagram showing the number of pre-reach effects in which the effect starts after one cycle of the variable display of special symbols has completed, in which background music is output but no sound is output when the effect starts, and in which effect images are displayed together with background images. [Figure 191] (A) and (B) are effects that start after the decorative pattern reaches a specified transparency (90%), and are effects that output both background music and sound effects when the effect starts, and are figures showing the execution rate of pre-reach effects that display effect images together with background images; (C) is an effect that starts after the decorative pattern reaches a specified transparency (90%), and are effects that output both background music and sound effects when the effect starts, and are figures showing the number of pre-reach effects that display effect images together with background images. [Figure 192] (A) and (B) are effects that start after the decorative pattern reaches a specified transparency (90%), in which background music is output but no sound is output when the effect starts, and are figures showing the execution rate of pre-reach effects in which effect images are displayed together with background images; (C) is a figure showing the number of pre-reach effects in which background music is output but no sound is output when the effect starts, in which effect images are displayed together with background images, in which the decorative pattern reaches a specified transparency (90%). [Figure 193] (A) to (D) are explanatory diagrams for comparing the brightness data tables of each part of the reach pre-effect. [Figure 194] 10A to 10D are explanatory diagrams for comparing the differences in table structure and brightness data depending on the pattern of the introductory part. [Figure 195] 10A to 10D are explanatory diagrams for comparing the difference in the table structure and brightness data depending on the pattern of the result part. [Figure 196] This is an explanatory diagram comparing brightness data tables for each type of pre-reach performance. [Figure 197](A) and (B) are figures showing the execution rate of pre-reach effects in which multiple brightness data for the off state are used, and (C) is a figure showing the number of pre-reach effects in which multiple brightness data for the off state are used. [Figure 198] (A) and (B) are figures showing the execution rate of pre-reach effects in which more brightness data for the off state is used than in the background brightness data table of the effect mode, and (C) is a figure showing the number of pre-reach effects in which more brightness data for the off state is used than in the background brightness data table of the effect mode. [Figure 199] (A) and (B) are figures showing the execution rate of pre-reach effects in which the average usage time of brightness data is shorter than that of the background brightness data table of the effect mode, and (C) is a figure showing the number of pre-reach effects in which the average usage time of brightness data is shorter than that of the background brightness data table of the effect mode. [Figure 200] (A) and (B) are figures showing the execution rate of pre-reach effects with fewer types of brightness values ​​of brightness data than the background brightness data table of the effect mode, and (C) is a figure showing the number of pre-reach effects with fewer types of brightness values ​​of brightness data than the background brightness data table of the effect mode. [Figure 201] (A) and (B) are figures showing the execution rate of pre-reach effects that are higher in the looping brightness data table, and (C) is a figure showing the number of pre-reach effects that are higher in the looping brightness data table. [Figure 202] (A) and (B) are figures showing the execution rate of pre-reach effects that are higher with a non-looping brightness data table, and (C) is a figure showing the number of pre-reach effects that are higher with a non-looping brightness data table. [Figure 203] An explanatory diagram of the variable display mode of the background image and decorative pattern for each performance mode. [Figure 204] This is an explanatory diagram comparing the lamps and hold displays for each type of pre-reach performance. [Figure 205] An explanatory diagram of the execution decision ratio and the decision ratio of the type of effect before the reach. [Figure 206] An explanatory diagram of the execution decision ratio of the pre-reading effect and the effect type decision ratio. [Figure 207]An explanatory diagram of the execution decision ratio of the pre-reading effect and the effect type decision ratio. [Figure 208] An explanatory diagram of the execution decision ratio of the pre-reading effect and the effect type decision ratio. [Figure 209] (A) is an explanatory diagram for each type of pre-reach performance, and (B) is an explanatory diagram for each type of pre-reading performance. [Figure 210] This is an explanatory diagram comparing the remaining number of times display, lamp, and hold display for each type of pre-reach effect and pre-reading effect. [Figure 211] This is an explanatory diagram comparing the start timing and sound for each type of pre-reach performance and pre-reading performance. [Figure 212] This is an explanatory diagram comparing the backgrounds of each type of effect, including pre-reach effects and pre-reading effects. [Figure 213] This is an explanatory diagram comparing the remaining number of times and pending display for the pre-reach effect and the look-ahead effect. [Figure 214] An explanatory diagram of the relationship between the remaining number of times displayed and the start timing of each effect. [Figure 215] An explanatory diagram of the relationship between the lighting of the game effect lamp in a manner corresponding to each effect and the timing at which each effect begins to be displayed. [Figure 216] An explanatory diagram of the relationship between the movement of the pending display to the active display area and the start timing of each effect. [Figure 217] An explanatory diagram of the relationship between the special pattern display device and the start timing of each effect. [Figure 218] An explanatory diagram of the relationship between the special pattern display device and the start timing of each effect. [Figure 219] FIG. 10 is an explanatory diagram of the relationship between background music and the sound effects of each effect. [Figure 220] FIG. 10 is an explanatory diagram of the countdown effect. [Figure 221] FIG. 10 is an explanatory diagram of the pattern effect presentation. [Figure 222] This is an explanatory diagram of the dream-slicing performance. [Figure 223] This is an explanatory diagram of the dream-slicing performance. [Figure 224] FIG. 10 is an explanatory diagram of the jam claw effect. [Figure 225] This is an explanatory diagram of the pseudo light guide plate (Nana) effect. [Figure 226] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the countdown performance, the remaining number of plays display, the performance display corresponding to the countdown performance, and the hold display. [Figure 227] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the countdown performance, the remaining number of plays display, the performance display corresponding to the countdown performance, and the hold display. [Figure 228] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the countdown performance, the remaining number of plays display, the performance display corresponding to the countdown performance, and the hold display. [Figure 229] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the countdown performance, the remaining number of plays display, the performance display corresponding to the countdown performance, and the hold display. [Figure 230] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the countdown performance, the remaining number of plays display, the performance display corresponding to the countdown performance, and the hold display. [Figure 231] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the countdown performance, the remaining number of plays display, the performance display corresponding to the countdown performance, and the hold display. [Figure 232] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the pattern effect presentation, the remaining number of plays display, the presentation display corresponding to the pattern effect presentation, and the hold display. [Figure 233] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the pattern effect presentation, the remaining number of plays display, the presentation display corresponding to the pattern effect presentation, and the hold display. [Figure 234] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the pattern effect presentation, the remaining number of plays display, the presentation display corresponding to the pattern effect presentation, and the hold display. [Figure 235] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the pattern effect presentation, the remaining number of plays display, the presentation display corresponding to the pattern effect presentation, and the hold display. [Figure 236]This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the pattern effect presentation, the remaining number of plays display, the presentation display corresponding to the pattern effect presentation, and the hold display. [Figure 237] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the Dream Dream Fashion effect, the effect display corresponding to the Dream Dream Fashion effect, and the hold display. [Figure 238] (A) is a diagram showing the execution rate of pre-reach effects that begin to be displayed after the game effect lamp starts to light up in a manner corresponding to the effect, and (B) is a diagram showing the number of pre-reach effects that begin to be displayed after the game effect lamp starts to light up in a manner corresponding to the effect. [Figure 239] (A) is a diagram showing the execution rate of pre-reach effects that start before the pending display has been moved to the active display area, and (B) is a diagram showing the number of pre-reach effects that start before the pending display has been moved to the active display area. [Figure 240] (A) is a diagram showing the execution rate of pre-reach effects that start after the pending display has been moved to the active display area, and (B) is a diagram showing the number of pre-reach effects that start after the pending display has been moved to the active display area. [Figure 241] (A) is a diagram showing the execution rate of pre-reach effects that start before the remaining number of times display is updated, and (B) is a diagram showing the number of pre-reach effects that start before the remaining number of times display is updated. [Figure 242] (A) is a diagram showing the execution rate of pre-reach effects that start after the remaining number of times display is updated, and (B) is a diagram showing the number of pre-reach effects that start after the remaining number of times display is updated. [Figure 243] (A) is a diagram showing the execution rate of pre-reach effects that start before the pending display has moved to the active display area and before the remaining number of times display is updated, and (B) is a diagram showing the number of pre-reach effects that start before the pending display has moved to the active display area and before the remaining number of times display is updated. [Figure 244](A) is a diagram showing the execution rate of pre-reach effects that start after the pending display has been moved to the active display area and after the remaining number of times display has been updated, and (B) is a diagram showing the number of pre-reach effects that start after the pending display has been moved to the active display area and after the remaining number of times display has been updated. [Figure 245] (A) and (B) are figures showing the execution rate of pre-reading effects in which display begins after the game effect lamp starts to light up in a manner corresponding to the effect, and (C) is a figure showing the number of pre-reading effects in which display begins after the game effect lamp starts to light up in a manner corresponding to the effect. [Figure 246] (A) and (B) are figures showing the execution rate of the look-ahead performance that starts before the pending display has been moved to the active display area, and (C) is a figure showing the number of look-ahead performances that start before the pending display has been moved to the active display area. [Figure 247] (A) and (B) are figures showing the execution rate of the look-ahead performance that starts after the pending display has been moved to the active display area, and (C) is a figure showing the number of look-ahead performances that start after the pending display has been moved to the active display area. [Figure 248] (A) and (B) are figures showing the execution rate of the look-ahead performance that starts before the remaining number of times display is updated, and (C) is a figure showing the number of look-ahead performances that start before the remaining number of times display is updated. [Figure 249] (A) and (B) are figures showing the execution rate of the look-ahead performance that starts after the remaining number of times display is updated, and (C) is a figure showing the number of pre-look-ahead performances that start after the remaining number of times display is updated. [Figure 250] (A) and (B) are figures showing the execution rate of the look-ahead performance that starts before the pending display has been moved to the active display area and before the remaining number of times display is updated, and (C) is a figure showing the number of look-ahead performances that start before the pending display has been moved to the active display area and before the remaining number of times display is updated. [Figure 251](A) and (B) are figures showing the execution rate of the look-ahead performance that starts after the pending display has been moved to the active display area and after the remaining number of times display has been updated, and (C) is a figure showing the number of look-ahead performances that start after the pending display has been moved to the active display area and after the remaining number of times display has been updated. [Figure 252] This is an explanatory diagram comparing the remaining number of times display, lamp, and hold display for each type of pre-reach effect and pre-reading effect. [Figure 253] This is an explanatory diagram comparing the hold display and remaining number display for each type of performance, including pre-reach performance and pre-reading performance. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Feature 1] (Starts after one lighting cycle of the specific identification information has finished) The gaming machine with feature 1 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect that starts after a first switching period for switching the mode of the game control means side light emitting means from an initial mode to a final mode ends, The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific effect that starts after the end of the initial switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state differs depending on the presentation mode, so that the style of the effect can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 80, Figure 81, Figure 176

[0010] [Feature 2] (Starts after one lighting cycle of the specific identification information has finished) The gaming machine with feature 2 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect that starts after a first switching period for switching the mode of the game control means side light emitting means from an initial mode to a final mode ends, The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the number of types of specific effects that are initiated after the initial switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state differs depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 80, Figure 81, Figure 176

[0011] [Feature 3] (Starts after one lighting cycle of the specific identification information has finished) The gaming machine with feature 3 is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; It has a first presentation mode and a second presentation mode, The effect control means is capable of executing a specific effect that starts after a first switching period for switching the mode of the game control means side light emitting means from an initial mode to a final mode ends, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the special effects that start after the end of the first switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state include special effects that are executed in common in the first and second presentation modes, special effects that are exclusive to the first presentation mode, and special effects that are exclusive to the second mode, so that the style of the effects can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 54, Figure 80, Figure 81, Figure 176

[0012] [Feature 1] ~ [Feature 3] (hold animation) The specific effect can be started before the first switching period from the initial state of the animation of the pending display to the final state ends.

[0013] [Feature 1] ~ [Feature 3] means (4th pattern unit on the sub side) A performance control side light emitting means controlled by the performance control means is provided, the performance control means is capable of switching the state of the performance control means side light emitting means from an initial state to a final state in response to the variable display of the specific identification information, and is capable of executing the switching multiple times; The performance control means A specific effect that starts after the first switching period from the initial state of the state of the light emitting means on the game control means side to the final state has ended can be executed; The specific performance can be started after the first switching period from the initial state to the final state of the light emitting means on the performance control means side has ended.

[0014] [Feature 4] (Starts before the decorative identification information becomes nearly transparent) The gaming machine with feature 4 is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect that starts before the transparency of the decoration identification information becomes the second transparency, The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific effect that starts before the transmittance of the decorative identification information becomes the second transmittance differs depending on the effect mode, so that the style of the effect can be varied depending on the effect mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 80, Figure 177

[0015] [Feature 5] (Starts before the decorative identification information becomes nearly transparent) The gaming machine with feature 5 is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect that starts before the transparency of the decoration identification information becomes the second transparency, The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the number of types of specific effects that are started before the transmittance of the decorative identification information becomes the second transmittance varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 80, Figure 177

[0016] [Feature 6] (Starts before the decorative identification information becomes nearly transparent) The gaming machine with feature 6 is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode and a second presentation mode, The effect control means is capable of executing a specific effect that starts before the transparency of the decoration identification information becomes the second transparency, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific effects that start before the transmittance of the decorative identification information becomes the second transmittance include specific effects that are executed in common in the first and second presentation modes, specific effects that are exclusive to the first presentation mode, and specific effects that are exclusive to the second mode, so that the style of the effects can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 54, Figure 80, Figure 177

[0017] [Feature 7] (Starts after the decorative identification information becomes almost transparent) The seventh feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect that starts after the transparency of the decoration identification information becomes the second transparency, The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, the execution rate of a specific effect that starts after the transmittance of the decorative identification information reaches the second transmittance differs depending on the effect mode, making it possible to vary the style of the effect depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 81, Figure 178

[0018] [Feature 8] (Starts after the decorative identification information becomes almost transparent) The eighth feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect that starts after the transparency of the decoration identification information becomes the second transparency, The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the number of types of specific effects that are initiated after the transmittance of the decorative identification information reaches the second transmittance differs depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 81, Figure 178

[0019] [Feature 9] (Starts after the decorative identification information becomes almost transparent) The 9th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode and a second presentation mode, The effect control means is capable of executing a specific effect that starts after the transparency of the decoration identification information becomes the second transparency, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific effects that start after the transmittance of the decorative identification information becomes the second transmittance include specific effects that are executed in common in the first and second presentation modes, specific effects that are exclusive to the first presentation mode, and specific effects that are exclusive to the second mode, so that the style of the effects can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 54, Figure 81, Figure 178

[0020] [Feature 4] to [Feature 9] (Details of the flow of variable display of decorative identification information) The performance control means is capable of performing variable display of the decorative identification information by changing the transmittance of the decorative identification information from a first transmittance, which is non-transparent, to a second transmittance higher than the first transmittance, and then returning it to the first transmittance.

[0021] [Feature 10] (Play background music while outputting corresponding sounds) The tenth feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect by outputting a sound corresponding to the effect while outputting background music corresponding to the effect mode being controlled, The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, while background music corresponding to the controlled presentation mode is output, the execution rate of a specific presentation that outputs a sound corresponding to the presentation varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 82, Figure 179

[0022] [Feature 11] (Play background music while outputting corresponding sounds) The 11th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect by outputting a sound corresponding to the effect while outputting background music corresponding to the effect mode being controlled, The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, while background music corresponding to the controlled presentation mode is output, the number of specific presentation types that output sounds corresponding to the presentation varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 82, Figure 179

[0023] [Feature 12] (Play background music while outputting corresponding sounds) The gaming machine with feature 12 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a first presentation mode and a second presentation mode, The effect control means is capable of executing a specific effect by outputting a sound corresponding to the effect while outputting background music corresponding to the effect mode being controlled, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, specific effects that output background music corresponding to the controlled effect mode while outputting sounds corresponding to the effect include specific effects that are executed in common in the first and second effect modes, specific effects that are exclusive to the first effect mode, and specific effects that are exclusive to the second mode, so that the style of the effect can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 54, Figure 82, Figure 179

[0024] [Feature 13] (BGM is muted while corresponding sound is output) The 13th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect in which a background music corresponding to the effect mode being controlled is not output, but a sound corresponding to the effect is output; The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, the background music corresponding to the controlled presentation mode is not output, and the execution rate of a specific presentation that outputs a sound corresponding to the presentation varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 82, Figure 180

[0025] [Feature 14] (BGM is muted while corresponding sound is output) The gaming machine with feature 14 is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect in which a background music corresponding to the effect mode being controlled is not output, but a sound corresponding to the effect is output; The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, background music corresponding to the controlled presentation mode is not output, and the number of types of specific presentations that output sounds corresponding to the presentation varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 82, Figure 180

[0026] [Feature 15] (BGM is muted while corresponding sound is output) The 15th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a first presentation mode and a second presentation mode, The effect control means is capable of executing a specific effect in which a background music corresponding to the effect mode being controlled is not output, but a sound corresponding to the effect is output; The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific effects that do not output background music corresponding to the controlled effect mode but output sound corresponding to the effect, by including specific effects that are executed in common in the first and second effect modes, specific effects exclusive to the first effect mode, and specific effects exclusive to the second mode, it is possible to vary the style of the effect depending on the effect mode, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 54, Figure 82, Figure 180

[0027] [Feature 16] (BGM playback only, no corresponding sound output) The 16th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means outputs background music corresponding to the effect mode being controlled, and is capable of executing a specific effect in which no sound corresponding to the effect is output; The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, background music corresponding to the controlled presentation mode is output, and the execution rate of a specific presentation in which no sound corresponding to the presentation is output varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 82, Figure 181

[0028] [Feature 17] (BGM playback only, no corresponding sound output) The 17th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means outputs background music corresponding to the effect mode being controlled, and is capable of executing a specific effect in which no sound corresponding to the effect is output; The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, background music corresponding to the controlled presentation mode is output, and the number of specific presentation types that do not output sounds corresponding to the presentation varies depending on the presentation mode, so that the presentation style can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 82, Figure 181

[0029] [Feature 18] (BGM playback only, no corresponding sound output) The 18 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a first presentation mode and a second presentation mode, The effect control means outputs background music corresponding to the effect mode being controlled, and is capable of executing a specific effect in which no sound corresponding to the effect is output; The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific effects that output background music corresponding to the controlled effect mode and do not output sound corresponding to the effect, by including specific effects that are executed in common in the first and second effect modes, specific effects exclusive to the first effect mode, and specific effects exclusive to the second mode, it is possible to vary the style of the effect depending on the effect mode, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 54, Figure 82, Figure 181

[0030] [Feature 10] to [Feature 18] (BGM, corresponding sound details) The background music corresponding to the first presentation mode is different from the background music corresponding to the second presentation mode, The sound corresponding to the specific effect is designed to be easier to hear than the background music corresponding to the first effect mode and the background music corresponding to the second effect mode. It is characterized by the following. This feature makes it possible to provide a suitable gaming machine.

[0031] [Feature 19] (Dark background display) The 19th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that displays a specific display while reducing the brightness of a background display corresponding to a controlled effect mode; The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, the brightness of the background display corresponding to the controlled presentation mode is reduced, while the execution rate of specific presentations that display specific information varies depending on the presentation mode, thereby making it possible to vary the style of the presentation depending on the presentation mode, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 78, Figure 182

[0032] [Feature 20] (Dark background display) The 20 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that displays a specific display while reducing the brightness of a background display corresponding to a controlled effect mode; The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the brightness of the background display corresponding to the controlled presentation mode is reduced, while the number of types of specific presentations that are displayed varies depending on the presentation mode, making it possible to vary the presentation style depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 78, Figure 182

[0033] [Feature 21] (Dark background display) The 21st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a first presentation mode and a second presentation mode, the effect control means is capable of executing a specific effect that displays a specific display while reducing the brightness of a background display corresponding to a controlled effect mode; The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the brightness of the background display corresponding to the controlled presentation mode is reduced while specific presentations are made, and by including specific presentations that are executed in common in the first presentation mode and the second presentation mode, specific presentations that are exclusive to the first presentation mode, and specific presentations that are exclusive to the second mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 55, Figure 78, Figure 182

[0034] [Feature 22] (Do not darken background display) The gaming machine with feature 22 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that displays a specific display while maintaining the brightness of the background display corresponding to the controlled effect mode; The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, while maintaining the brightness of the background display corresponding to the controlled presentation mode, the execution rate of specific presentations that display specific information varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 78, Figure 79, Figure 183

[0035] [Feature 23] (Do not darken background display) The 23 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that displays a specific display while maintaining the brightness of the background display corresponding to the controlled effect mode; The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, while maintaining the brightness of the background display corresponding to the controlled presentation mode, the number of types of specific presentations that are displayed varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 78, Figure 79, Figure 183

[0036] [Feature 24] (Do not darken background display) The 24 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a first presentation mode and a second presentation mode, the effect control means is capable of executing a specific effect that displays a specific display while maintaining the brightness of the background display corresponding to the controlled effect mode; The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, while maintaining the brightness of the background display corresponding to the controlled presentation mode, the specific presentation that provides a specific display includes a specific presentation that is executed in common in the first presentation mode and the second presentation mode, a specific presentation that is exclusive to the first presentation mode, and a specific presentation that is exclusive to the second mode, thereby making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 55, Figure 78, Figure 79, Figure 183

[0037] [Feature 25] (Background display is invisible) The 25 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that displays a specific display while making a background display corresponding to a controlled effect mode invisible; The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, while the background display corresponding to the controlled presentation mode is made invisible, the execution rate of specific presentations that display specific information varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 78, Figure 185

[0038] [Feature 26] (Background display is invisible) The gaming machine with feature 26 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that displays a specific display while making a background display corresponding to a controlled effect mode invisible; The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, while the background display corresponding to the controlled presentation mode is made invisible, the number of types of specific presentations that are displayed varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 78, Figure 185

[0039] [Feature 27] (Background display is invisible) The 27th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a first presentation mode and a second presentation mode, the effect control means is capable of executing a specific effect that displays a specific display while making a background display corresponding to a controlled effect mode invisible; The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the background display corresponding to the controlled presentation mode is made invisible while the specific presentation that provides a specific display includes a specific presentation that is executed in common in the first presentation mode and the second presentation mode, a specific presentation that is exclusive to the first presentation mode, and a specific presentation that is exclusive to the second mode, thereby making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 55, Figure 78, Figure 185

[0040] [Feature 28] (Background display is visible) The 28 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect that displays a specific display while making a background display corresponding to a controlled effect mode visible, The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, while the background display corresponding to the controlled presentation mode is visible, the execution rate of specific presentations that display specific information varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, thereby providing a suitable gaming machine. Corresponding drawings: Figure 78, Figure 184

[0041] [Feature 29] (Background display is visible) The 29th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect that displays a specific display while making a background display corresponding to a controlled effect mode visible, The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, while the background display corresponding to the controlled presentation mode is visible, the number of types of specific presentations that are displayed varies depending on the presentation mode, making it possible to vary the presentation style depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 78, Figure 184

[0042] [Feature 30] (Background display is visible) The gaming machine with 30 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a first presentation mode and a second presentation mode, The effect control means is capable of executing a specific effect that displays a specific display while making a background display corresponding to a controlled effect mode visible, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, while the background display corresponding to the controlled presentation mode is visible, the specific presentations that provide specific displays include specific presentations that are executed in common in the first presentation mode and the second presentation mode, specific presentations that are exclusive to the first presentation mode, and specific presentations that are exclusive to the second mode, thereby making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 55, Figure 78, Figure 184

[0043] [Feature 31] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Plays background music while outputting the corresponding sound) The gaming machine with 31 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that starts after the end of a first switching period for switching the mode of the light emitting means on the game control means side from an initial mode to a final mode and after the transmittance of the decoration identification information becomes the second transmittance, and outputs background music corresponding to the controlled effect mode while outputting a sound corresponding to the effect; The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, the operation starts after the initial switching period for switching the mode of the light-emitting means on the game control means side from the initial mode to the final mode has ended and after the transmittance of the decorative identification information has reached the second transmittance, and while outputting background music corresponding to the controlled presentation mode, the execution rate of a specific presentation that outputs sound corresponding to the presentation varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 81, Figure 82, Figure 186

[0044] [Feature 32] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Plays background music while outputting the corresponding sound) The gaming machine with 31 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that starts after the end of a first switching period for switching the mode of the light emitting means on the game control means side from an initial mode to a final mode and after the transmittance of the decoration identification information becomes the second transmittance, and outputs background music corresponding to the controlled effect mode while outputting a sound corresponding to the effect; The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the operation starts after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has reached the second transmittance, and while outputting background music corresponding to the controlled presentation mode, the number of types of specific presentations that output sounds corresponding to the presentation varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 81, Figure 82, Figure 186

[0045] [Feature 33] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Plays background music while outputting the corresponding sound) The gaming machine with 33 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode and a second presentation mode, the effect control means is capable of executing a specific effect that starts after the end of a first switching period for switching the mode of the light emitting means on the game control means side from an initial mode to a final mode and after the transmittance of the decoration identification information becomes the second transmittance, and outputs background music corresponding to the controlled effect mode while outputting a sound corresponding to the effect; The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific effect that starts after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has reached the second transmittance, and outputs background music corresponding to the controlled presentation mode while outputting sound corresponding to the presentation, includes a specific effect that is executed in common in the first presentation mode and the second presentation mode, a specific effect exclusive to the first presentation mode, and a specific effect exclusive to the second mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 56, Figure 81, Figure 82, Figure 186

[0046] [Feature 34] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Plays background music only, no corresponding sound is output) The gaming machine with feature 34 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that starts after the end of a first switching period for switching the mode of the light emitting means on the game control means side from the initial mode to the final mode and after the transmittance of the decoration identification information becomes the second transmittance, and outputs background music corresponding to the controlled effect mode, but does not output a sound corresponding to the effect; The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, the operation starts after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has reached the second transmittance, and the execution rate of a specific effect that outputs background music corresponding to the controlled presentation mode and does not output sound corresponding to the presentation differs depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 81, Figure 82, Figure 187

[0047] [Feature 35] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Plays background music only, no corresponding sound is output) The 35th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that starts after the end of a first switching period for switching the mode of the light emitting means on the game control means side from the initial mode to the final mode and after the transmittance of the decoration identification information becomes the second transmittance, and outputs background music corresponding to the controlled effect mode, but does not output a sound corresponding to the effect; The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the operation starts after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has reached the second transmittance, and outputs background music corresponding to the controlled presentation mode, and the number of specific presentation types that do not output sound corresponding to the presentation varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 81, Figure 82, Figure 187

[0048] [Feature 36] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Plays background music only, no corresponding sound is output) The gaming machine with 36 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode and a second presentation mode, the effect control means is capable of executing a specific effect that starts after the end of a first switching period for switching the mode of the light emitting means on the game control means side from the initial mode to the final mode and after the transmittance of the decoration identification information becomes the second transmittance, and outputs background music corresponding to the controlled effect mode, but does not output a sound corresponding to the effect; The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific effects that start after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has reached the second transmittance, and that output background music corresponding to the controlled presentation mode but do not output sound corresponding to the presentation, include specific effects that are executed in common in the first presentation mode and the second presentation mode, specific effects exclusive to the first presentation mode, and specific effects exclusive to the second mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 56, Figure 81, Figure 82, Figure 187

[0049] [Feature 37] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Makes the background display visible) The gaming machine with feature 37 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that is started after the end of a first switching period for switching the mode of the game control means side light emitting means from an initial mode to a final mode and after the transmittance of the decoration identification information has become the second transmittance, and that makes visible a background display corresponding to the controlled presentation mode, and that performs a specific display; The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, the process starts after the initial switching period for switching the mode of the light-emitting means on the game control means side from the initial mode to the final mode has ended and after the transmittance of the decorative identification information has reached the second transmittance, and while the background display corresponding to the controlled presentation mode is visible, the execution rate of the specific presentation that displays the specific display differs depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 78, Figure 79, Figure 81, Figure 188

[0050] [Feature 38] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Makes the background display visible) The gaming machine with 38 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, the presentation control means is capable of executing a specific presentation that is started after the end of a first switching period for switching the mode of the game control means side light emitting means from an initial mode to a final mode and after the transmittance of the decoration identification information has become the second transmittance, and that makes visible a background display corresponding to the controlled presentation mode, and that performs a specific display; The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the process starts after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has reached the second transmittance, and while the background display corresponding to the controlled presentation mode is visible, the number of types of specific presentations for which specific displays are performed varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 78, Figure 79, Figure 81, Figure 188

[0051] [Feature 39] (Starts after one lighting cycle of the specific identification information has been completed) (Starts after the decorative identification information has become almost transparent) (Makes the background display visible) The 39th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode and a second presentation mode, the presentation control means is capable of executing a specific presentation that is started after the end of a first switching period for switching the mode of the game control means side light emitting means from an initial mode to a final mode and after the transmittance of the decoration identification information has become the second transmittance, and that makes visible a background display corresponding to the controlled presentation mode, and that performs a specific display; The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific display that starts after the initial switching period for switching the state of the light-emitting means on the game control means side from the initial state to the final state has ended and after the transmittance of the decorative identification information has reached the second transmittance, and that makes the background display corresponding to the controlled display mode visible, includes a specific display that is executed in common in the first display mode and the second display mode, a specific display that is exclusive to the first display mode, and a specific display that is exclusive to the second mode, so that the style of the display can be varied depending on the display mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 56, Figure 78, Figure 79, Figure 81, Figure 188

[0052] [Feature 40] (Starts after one lighting cycle of the specific identification information has finished) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The gaming machine with 40 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect that starts after the end of a first switching period for switching the mode of the light emitting means on the game control means side from an initial mode to a final mode, outputs a sound corresponding to the effect while outputting background music corresponding to the controlled effect mode, and makes a background display corresponding to the controlled effect mode visible, and performs a specific display; The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, the process starts after the end of the first switching period in which the state of the light emitting means on the game control means side is switched from the initial state to the final state, and while outputting background music corresponding to the controlled presentation mode, it outputs sound corresponding to the presentation, makes the background display corresponding to the controlled presentation mode visible, and the execution rate of the specific presentation that displays a specific display varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 78, Figure 79, Figure 81, Figure 82, Figure 189

[0053] [Feature 41] (Starts after one lighting cycle of the specific identification information has finished) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The gaming machine with feature 41 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect that starts after the end of a first switching period for switching the mode of the light emitting means on the game control means side from an initial mode to a final mode, outputs a sound corresponding to the effect while outputting background music corresponding to the controlled effect mode, and makes a background display corresponding to the controlled effect mode visible, and performs a specific display; The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the operation starts after the end of the first switching period in which the state of the light emitting means on the game control means side is switched from the initial state to the final state, and while outputting background music corresponding to the controlled presentation mode, sounds corresponding to the presentation are output, and the background display corresponding to the controlled presentation mode is made visible, and the number of types of specific presentations that provide specific displays differs depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 78, Figure 79, Figure 81, Figure 82, Figure 189

[0054] [Feature 42] (Starts after one lighting cycle of the specific identification information has been completed) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The gaming machine with feature 42 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; It has a first presentation mode, a second presentation mode, and a third presentation mode, The effect control means is capable of executing a specific effect that starts after the end of a first switching period for switching the mode of the light emitting means on the game control means side from an initial mode to a final mode, outputs a sound corresponding to the effect while outputting background music corresponding to the controlled effect mode, and makes a background display corresponding to the controlled effect mode visible, and performs a specific display; The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific display starts after the end of the first switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state, and outputs background music corresponding to the controlled display mode while outputting sound corresponding to the display, and makes the background display corresponding to the controlled display mode visible, and by including specific displays that are executed in common in the first and second display modes, specific displays exclusive to the first display mode, and specific displays exclusive to the second mode, the style of the display can be varied depending on the display mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 57, Figure 78, Figure 79, Figure 81, Figure 82, Figure 189

[0055] [Feature 43] (Starts after one lighting cycle of specific identification information has been completed) (BGM playback only, no corresponding sound output) (Background display is visible) The gaming machine with 43 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that starts after the end of a first switching period for switching the mode of the light emitting means on the game control means side from an initial mode to a final mode, outputs background music corresponding to the controlled effect mode, does not output sound corresponding to the effect, and performs a specific display while making the background display corresponding to the controlled effect mode visible; The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, the process starts after the end of the first switching period in which the state of the light emitting means on the game control means side is switched from the initial state to the final state, and outputs background music corresponding to the controlled presentation mode, does not output sound corresponding to the presentation, and makes the background display corresponding to the controlled presentation mode visible, while the execution rate of the specific presentation that displays a specific display differs depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 78, Figure 79, Figure 81, Figure 82, Figure 190

[0056] [Feature 44] (Starts after one lighting cycle of specific identification information has been completed) (BGM playback only, no corresponding sound output) (Background display is visible) The gaming machine with 44 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that starts after the end of a first switching period for switching the mode of the light emitting means on the game control means side from an initial mode to a final mode, outputs background music corresponding to the controlled effect mode, does not output sound corresponding to the effect, and performs a specific display while making the background display corresponding to the controlled effect mode visible; The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the operation starts after the end of the first switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state, and outputs background music corresponding to the controlled presentation mode, does not output sound corresponding to the presentation, and makes the background display corresponding to the controlled presentation mode visible, while the number of types of specific presentations that provide specific displays varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 78, Figure 79, Figure 81, Figure 82, Figure 190

[0057] [Feature 45] (Starts after one lighting cycle of specific identification information has been completed) (BGM playback only, no corresponding sound output) (Background display is visible) The gaming machine with 45 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with the game control means is capable of switching the state of the light emitting means on the game control means side from an initial state to a final state when executing variable display of specific identification information, and is capable of executing the switching multiple times; It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that starts after the end of a first switching period for switching the mode of the light emitting means on the game control means side from an initial mode to a final mode, outputs background music corresponding to the controlled effect mode, does not output sound corresponding to the effect, and performs a specific display while making the background display corresponding to the controlled effect mode visible; The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific display starts after the end of the first switching period in which the state of the light-emitting means on the game control means side is switched from the initial state to the final state, and outputs background music corresponding to the controlled presentation mode, does not output sound corresponding to the presentation, and makes the background display corresponding to the controlled presentation mode visible, while providing a specific display.By including specific displays that are executed in common in the first presentation mode and the second presentation mode, specific displays exclusive to the first presentation mode, and specific displays exclusive to the second mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 18, Figure 57, Figure 78, Figure 79, Figure 81, Figure 82, Figure 190

[0058] [Feature 46] (Starts after the decoration identification information becomes almost transparent) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The gaming machine with feature 46 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that starts after the transparency of the decoration identification information becomes the second transparency, outputs a sound corresponding to the effect while outputting background music corresponding to the effect mode being controlled, and performs a specific display while making a background display corresponding to the effect mode being controlled visible; The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, the process starts after the transparency of the decorative identification information becomes the second transparency, and while outputting background music corresponding to the controlled presentation mode, a sound corresponding to the presentation is output, and the background display corresponding to the controlled presentation mode is made visible, and the execution rate of the specific presentation that displays a specific display differs depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 78, Figure 79, Figure 81, Figure 82, Figure 191

[0059] [Feature 47] (Starts after the decoration identification information becomes almost transparent) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The gaming machine with 47 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that starts after the transparency of the decoration identification information becomes the second transparency, outputs a sound corresponding to the effect while outputting background music corresponding to the effect mode being controlled, and performs a specific display while making a background display corresponding to the effect mode being controlled visible; The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the operation starts after the transparency of the decorative identification information becomes the second transparency, and while outputting background music corresponding to the controlled presentation mode, a sound corresponding to the presentation is output, and the background display corresponding to the controlled presentation mode is made visible, and the number of types of specific presentations that are displayed specifically varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 78, Figure 79, Figure 81, Figure 82, Figure 191

[0060] [Feature 48] (Starts after the decoration identification information becomes almost transparent) (Plays background music while outputting the corresponding sound) (Makes the background display visible) The gaming machine with 48 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that starts after the transparency of the decoration identification information becomes the second transparency, outputs a sound corresponding to the effect while outputting background music corresponding to the effect mode being controlled, and performs a specific display while making a background display corresponding to the effect mode being controlled visible; The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific display is started after the transmittance of the decorative identification information becomes the second transmittance, and outputs background music corresponding to the controlled display mode while outputting sound corresponding to the display, making the background display corresponding to the controlled display mode visible, and performs a specific display.By including a specific display that is executed in common in the first and second display modes, a specific display exclusive to the first display mode, and a specific display exclusive to the second mode, the style of the display can be varied depending on the display mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 58, Figure 78, Figure 79, Figure 81, Figure 82, Figure 191

[0061] [Feature 49] (Starts after the decoration identification information becomes almost transparent) (BGM is played, but the corresponding sound is not output) (The background display is visible) The gaming machine with 49 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that starts after the transparency of the decoration identification information becomes the second transparency, outputs background music corresponding to the controlled effect mode, does not output sound corresponding to the effect, and performs a specific display while making the background display corresponding to the controlled effect mode visible; The execution rate of the specific effect in the first performance mode, the execution rate of the specific effect in the second performance mode, and the execution rate of the specific effect in the third performance mode are different. It is characterized by the following. According to this feature, the process starts after the transparency of the decorative identification information becomes the second transparency, and BGM corresponding to the controlled presentation mode is output, sound corresponding to the presentation is not output, and the background display corresponding to the controlled presentation mode is made visible, while the execution rate of the specific presentation that displays a specific display differs depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 78, Figure 79, Figure 81, Figure 82, Figure 192

[0062] [Feature 50] (Starts after the decoration identification information becomes almost transparent) (BGM is played, but the corresponding sound is not output) (The background display is visible) The 50 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that starts after the transparency of the decoration identification information becomes the second transparency, outputs background music corresponding to the controlled effect mode, does not output sound corresponding to the effect, and performs a specific display while making the background display corresponding to the controlled effect mode visible; The number of types of the specific performances that can be executed in the first performance mode, the number of types of the specific performances that can be executed in the second performance mode, and the number of types of the specific performances that can be executed in the third performance mode are different. It is characterized by the following. According to this feature, the process starts after the transparency of the decorative identification information reaches the second transparency, and outputs background music corresponding to the controlled presentation mode, does not output sound corresponding to the presentation, and makes the background display corresponding to the controlled presentation mode visible, while the number of types of specific presentations that provide specific displays varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 78, Figure 79, Figure 81, Figure 82, Figure 192

[0063] [Feature 51] (Starts after the decoration identification information becomes almost transparent) (BGM is played, but the corresponding sound is not output) (The background display is visible) The gaming machine with feature 51 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with the performance control means is capable of performing variable display of the decoration identification information by changing the transmittance of the decoration identification information from a first transmittance to a second transmittance higher than the first transmittance; It has a first presentation mode, a second presentation mode, and a third presentation mode, the effect control means is capable of executing a specific effect that starts after the transparency of the decoration identification information becomes the second transparency, outputs background music corresponding to the controlled effect mode, does not output sound corresponding to the effect, and performs a specific display while making the background display corresponding to the controlled effect mode visible; The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific display is started after the transmittance of the decorative identification information becomes the second transmittance, and outputs background music corresponding to the controlled presentation mode, does not output sound corresponding to the presentation, and makes the background display corresponding to the controlled presentation mode visible while performing a specific display.By including a specific display that is executed in common in the first presentation mode and the second presentation mode, a specific display exclusive to the first presentation mode, and a specific display exclusive to the second mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 58, Figure 78, Figure 79, Figure 81, Figure 82, Figure 192

[0064] [Feature 52] (Multiple brightness data for lights-off states are used) The gaming machine with feature 52 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, brightness data for turning off the light emitting means by the light emission control means; The performance control means is capable of executing a specific performance using a brightness data table including a plurality of the brightness data, The execution rate of the specific effect in the first effect mode is different from the execution rate of the specific effect in the second effect mode. It is characterized by the following. According to this feature, the execution rate of a specific effect that uses a brightness data table that contains multiple brightness data for turning off the lights varies depending on the effect mode, so that the style of the effect can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 197

[0065] [Feature 53] (Multiple brightness data for lights-off states are used) The gaming machine with feature 53 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, brightness data for turning off the light emitting means by the light emission control means; The performance control means is capable of executing a specific performance using a brightness data table including a plurality of the brightness data, The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, the number of types of specific effects that use a brightness data table that contains multiple brightness data for turning off the lights varies depending on the effect mode, so that the style of the effect can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 197

[0066] [Feature 54] (Multiple brightness data for lights-off states are used) The gaming machine with feature 54 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, brightness data for turning off the light emitting means by the light emission control means; The performance control means is capable of executing a specific performance using a brightness data table including a plurality of the brightness data, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific effects that use a brightness data table that is composed of multiple brightness data for turning off the light, by including specific effects that are executed in common in the first and second presentation modes, specific effects that are exclusive to the first presentation mode, and specific effects that are exclusive to the second mode, it is possible to vary the style of the effects depending on the presentation mode, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 196, Figure 197

[0067] [Feature 55] (The brightness data for the lights-out state is used more frequently than the brightness data table for the background of the performance mode.) The 55 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table that includes more brightness data representing a light-off state than the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode, The execution rate of the specific effect in the first effect mode is different from the execution rate of the specific effect in the second effect mode. It is characterized by the following. According to this feature, the execution rate of a specific effect that uses a brightness data table that contains more brightness data representing the light-off state than the brightness data table corresponding to the first and second presentation modes varies depending on the presentation mode, so that the style of the effect can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 198

[0068] [Feature 56] (The brightness data for the lights-out state is used more frequently than the brightness data table for the background of the performance mode.) The gaming machine with feature 56 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table that includes more brightness data representing a light-off state than the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode, The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, since the number of types of specific effects that use a brightness data table that contains more brightness data representing the light-off state than the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode varies depending on the presentation mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 198

[0069] [Feature 57] (The brightness data for the lights-out state is used more frequently than the brightness data table for the background of the performance mode.) The gaming machine with feature 57 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table that includes more brightness data representing a light-off state than the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific effects that use a brightness data table that contains more brightness data representing the extinguishing state than the brightness data table corresponding to the first and second presentation modes, by including specific effects that are executed in common in the first and second presentation modes, specific effects that are exclusive to the first presentation mode, and specific effects that are exclusive to the second mode, it is possible to vary the style of the effects depending on the presentation mode, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 196, Figure 198

[0070] [Feature 58] (The average usage time of the brightness data is shorter than that of the brightness data table for the background of the performance mode) The gaming machine with feature 58 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance that uses a brightness data table that is set so that the average use time of brightness data is shorter than the average use time of brightness data in the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode, The execution rate of the specific effect in the first effect mode is different from the execution rate of the specific effect in the second effect mode. It is characterized by the following. According to this feature, the execution rate of a specific effect that uses a brightness data table that is set so that the average usage time of the brightness data is shorter than the average usage time of the brightness data in the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode varies depending on the presentation mode, so that the style of the effect can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 199

[0071] [Feature 59] (The average usage time of the brightness data is shorter than that of the brightness data table for the background of the performance mode) The 59th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance that uses a brightness data table that is set so that the average use time of brightness data is shorter than the average use time of brightness data in the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode, The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, the number of types of specific effects that use brightness data tables that are set so that the average usage time of brightness data is shorter than the average usage time of brightness data in the brightness data tables corresponding to the first presentation mode and the second presentation mode varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 199

[0072] [Feature 60] (The average usage time of the brightness data is shorter than that of the brightness data table for the background of the performance mode) The gaming machine with 60 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance that uses a brightness data table that is set so that the average use time of brightness data is shorter than the average use time of brightness data in the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific effects that use a brightness data table that is set so that the average usage time of the brightness data is shorter than the average usage time of the brightness data in the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode, by including specific effects that are executed in common in the first presentation mode and the second presentation mode, specific effects that are exclusive to the first presentation mode, and specific effects that are exclusive to the second mode, it is possible to vary the style of the effects depending on the presentation mode, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 196, Figure 199

[0073] [Feature 61] (The brightness data has fewer types of brightness values ​​(types of luminous colors) than the brightness data table for the background in the performance mode) The gaming machine with feature 61 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table that is set so that the number of types of brightness values ​​of brightness data is smaller than the number of types of brightness values ​​of brightness data in the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode, The execution rate of the specific effect in the first effect mode is different from the execution rate of the specific effect in the second effect mode. It is characterized by the following. According to this feature, the execution rate of a specific effect that uses a brightness data table that is set so that the number of types of brightness values ​​of the brightness data is less than the number of types of brightness values ​​of the brightness data in the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode varies depending on the presentation mode, so that the style of the effect can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 200

[0074] [Feature 62] (The brightness data has fewer types of brightness values ​​(types of luminous colors) than the brightness data table for the background in the performance mode.) The gaming machine with feature 62 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table that is set so that the number of types of brightness values ​​of brightness data is smaller than the number of types of brightness values ​​of brightness data in the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode, The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, the number of types of specific effects that use a brightness data table that is set so that the number of types of brightness values ​​of the brightness data is smaller than the number of types of brightness values ​​of the brightness data in the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 200

[0075] [Feature 63] (The brightness data has fewer types of brightness values ​​(types of luminous colors) than the brightness data table for the background in the performance mode.) The gaming machine with feature 63 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The light emission control means During the variable display of the first presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the first presentation mode; During the variable display of the second presentation mode, the light emitting means can be controlled using a brightness data table corresponding to the second presentation mode; The performance control means is capable of executing a specific performance using a brightness data table that is set so that the number of types of brightness values ​​of brightness data is smaller than the number of types of brightness values ​​of brightness data in the brightness data table corresponding to the first performance mode and the brightness data table corresponding to the second performance mode, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific effects that use a brightness data table that is set so that the number of types of brightness values ​​of the brightness data is smaller than the number of types of brightness values ​​of the brightness data in the brightness data table corresponding to the first presentation mode and the brightness data table corresponding to the second presentation mode, by including specific effects that are executed in common in the first presentation mode and the second presentation mode, specific effects that are exclusive to the first presentation mode, and specific effects that are exclusive to the second mode, it is possible to vary the style of the effects depending on the presentation mode, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 196, Figure 200

[0076] [Feature 64] (More looping brightness data tables) The gaming machine with 64 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance using a brightness data table that has more repeatedly used brightness data than non-repeatedly used brightness data, The execution rate of the specific effect in the first effect mode is different from the execution rate of the specific effect in the second effect mode. It is characterized by the following. According to this feature, the execution rate of a specific effect that uses a brightness data table that has more repeatedly used brightness data than non-repeated brightness data varies depending on the effect mode, so that the style of the effect can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 201

[0077] [Feature 65] (Looping brightness data tables are more common) The gaming machine with 65 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance using a brightness data table that has more repeatedly used brightness data than non-repeatedly used brightness data, The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, since the number of types of specific effects that use a brightness data table that has more repeatedly used brightness data than non-repeatedly used brightness data varies depending on the presentation mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 201

[0078] [Feature 66] (Looping brightness data tables are more common) The gaming machine with 66 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance using a brightness data table that has more repeatedly used brightness data than non-repeatedly used brightness data, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific effects that use a brightness data table that has more repeatedly used brightness data than non-repeated brightness data, by including specific effects that are executed in common in the first and second presentation modes, specific effects that are exclusive to the first presentation mode, and specific effects that are exclusive to the second mode, it is possible to vary the style of the effects depending on the presentation mode, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 196, Figure 201

[0079] [Feature 67] (There are more non-looping brightness data tables) The gaming machine with feature 67 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance using a brightness data table that includes more non-repeated brightness data than repetitive brightness data, The execution rate of the specific effect in the first effect mode is different from the execution rate of the specific effect in the second effect mode. It is characterized by the following. According to this feature, the execution rate of a specific effect that uses a brightness data table that has more brightness data that is not used repeatedly than brightness data that is used repeatedly varies depending on the effect mode, so that the style of the effect can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 202

[0080] [Feature 68] (There are more non-looping brightness data tables) The gaming machine with 68 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance using a brightness data table that includes more non-repeated brightness data than repetitive brightness data, The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, since the number of types of specific effects that use a brightness data table that has more brightness data that is not used repeatedly than brightness data that is used repeatedly varies depending on the presentation mode, the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 202

[0081] [Feature 69] (Looping brightness data tables are more common) The gaming machine with 69 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with It has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance using a brightness data table that includes more non-repeated brightness data than repetitive brightness data, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, for specific effects that use a brightness data table that has more brightness data that is not used repeatedly than brightness data that is used repeatedly, by including specific effects that are executed in common in the first and second presentation modes, specific effects that are exclusive to the first presentation mode, and specific effects that are exclusive to the second mode, it is possible to vary the style of the effects depending on the presentation mode, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 196, Figure 202

[0082] [Feature 70] (Brightness data table for each part of the preview) The gaming machine with 70 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with The performance control means is capable of executing a specific performance, The specific effect is configured to include an introduction part and a result part, The introduction part of the specific effect is configured to include a first pattern and a second pattern, The result part of the specific effect is configured to include a first pattern and a second pattern, The light emission control means When the introduction part of the specific effect is executed in a first pattern, the light emitting means is controlled using a brightness data table for a first introduction part; When the introduction part of the specific effect is executed in a second pattern, the light emitting means is controlled using a brightness data table for a second introduction part; When the result part of the specific effect is executed in a first pattern, the light emitting means is controlled using a brightness data table for a first result part; When the introduction part of the specific effect is executed in the second pattern, the light emitting means is controlled using a brightness data table for the second result part. It is characterized by the following. According to this feature, the introduction part and the result part each have multiple patterns, and by making it possible to emit light in a manner that corresponds to these patterns, it is possible to draw attention to the light emission manner in each part, and as a result, it is possible to provide an ideal gaming machine. Corresponding drawings: Figure 106 to Figure 173

[0083] [Feature 71] (Preview brightness data table. The table structure and brightness data differ depending on the pattern of the introductory part.) The gaming machine with 71 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with The performance control means is capable of executing a specific performance, The specific effect is configured to include an introduction part and a result part, The introduction part of the specific effect is configured to include a first pattern and a second pattern, The light emission control means When the introduction part of the specific effect is executed in a first pattern, the light emitting means is controlled using a brightness data table for a first introduction part; When the introduction part of the specific effect is executed in a second pattern, the light emitting means is controlled using a brightness data table for a second introduction part; The brightness data table for the first introduction part and the brightness data table for the second introduction part have different settings for the time when the plurality of brightness data constituting each brightness data table is used. It is characterized by the following. According to this feature, by varying the time for which brightness data is used depending on the pattern of the introductory part and thereby varying the light emission pattern, a variety of effects can be presented, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figures 119 to 140, Figure 194

[0084] [Feature 72] (Preview brightness data table. The table structure is the same depending on the pattern of the result part, but the brightness values ​​of the brightness data are different.) The gaming machine with 72 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; Light emission control means; Equipped with The performance control means is capable of executing a specific performance, The specific effect is configured to include an introduction part and a result part, The result part of the specific effect is configured to include a first pattern and a second pattern, The light emission control means When the result part of the specific effect is executed in a first pattern, the light emitting means is controlled using a brightness data table for a first result part; When the introduction part of the specific effect is executed in the second pattern, the light emitting means is controlled using a brightness data table for the second result part; The brightness data table for the first result part and the brightness data table for the second result part have the same setting of time for using the plurality of brightness data constituting each brightness data table, and the brightness values ​​of the plurality of brightness data constituting each brightness data table are different. It is characterized by the following. According to this feature, by keeping the light emission time the same while varying the brightness value and thereby varying the light emission pattern depending on the pattern of the result part, it is possible to present a variety of effects, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figures 141 to 150, Figures 160 to 173, Figure 195

[0085] [Feature 73] (After the game effect lamp starts to light up, the corresponding effect starts to be displayed) The gaming machine with 73 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance that starts a corresponding display after starting a corresponding light emission, The execution rate of the specific effect in the first effect mode is different from the execution rate of the specific effect in the second effect mode. It is characterized by the following. According to this feature, the execution rate of a specific effect that starts a corresponding display after starting a corresponding light emission differs depending on the effect mode, so that the style of the effect can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 210, Figure 245

[0086] [Feature 74] (After the game effect lamp starts to light up, the corresponding effect starts to be displayed) The gaming machine with 74 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance that starts a corresponding display after starting a corresponding light emission, The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, the number of types of specific effects that start displaying the corresponding light after starting the corresponding light emission varies depending on the effect mode, so that the style of the effect can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 210, Figure 245

[0087] [Feature 75] (After the game effect lamp starts to light up, the corresponding effect starts to be displayed) The 75 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a first presentation mode and a second presentation mode, The performance control means is capable of executing a specific performance that starts a corresponding display after starting a corresponding light emission, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the specific effects that start displaying the corresponding light after starting to emit the corresponding light include specific effects that are executed in common in the first and second presentation modes, specific effects that are exclusive to the first presentation mode, and specific effects that are exclusive to the second mode, so that the style of the effects can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 210

[0088] [Feature 76] (Starts before the specific display moves from the reserved display position to the corresponding variable display position) The gaming machine with 76 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode and a second presentation mode, the effect control means is capable of executing a specific effect that is started before the specific display moves from the reserved display position to the variable display compatible display position, The execution rate of the specific effect in the first effect mode is different from the execution rate of the specific effect in the second effect mode. It is characterized by the following. According to this feature, the execution rate of the specific effect that starts before the specific display moves from the reserved display position to the variable display compatible display position differs depending on the effect mode, so that the style of the effect can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 210, Figure 246

[0089] [Feature 77] (Starts before the specific display moves from the reserved display position to the corresponding variable display position) The feature 77 gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode and a second presentation mode, the effect control means is capable of executing a specific effect that is started before the specific display moves from the reserved display position to the variable display compatible display position, The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, the number of types of specific effects that are initiated before the specific display moves from the reserved display position to the variable display compatible display position varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 210, Figure 246

[0090] [Feature 78] (Starts before the specific display moves from the reserved display position to the corresponding variable display position) The gaming machine with 78 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a first presentation mode and a second presentation mode, the effect control means is capable of executing a specific effect that is started before the specific display moves from the reserved display position to the variable display compatible display position, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the special effects that start before the special display moves from the reserved display position to the variable display compatible display position include special effects that are executed in common in the first and second display modes, special effects that are exclusive to the first display mode, and special effects that are exclusive to the second mode, so that the style of the effects can be varied depending on the display mode, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 210

[0091] [Feature 79] (Starts after the specific display moves from the reserved display position to the corresponding variable display display position) The feature 79 gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode and a second presentation mode, The effect control means is capable of executing a specific effect that is started after the specific display has moved from the reserved display position to the variable display compatible display position, The execution rate of the specific effect in the first effect mode is different from the execution rate of the specific effect in the second effect mode. It is characterized by the following. According to this feature, the execution rate of the specific effect that starts after the specific display moves from the reserved display position to the variable display compatible display position differs depending on the effect mode, so that the style of the effect can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 210, Figure 247

[0092] [Feature 80] (Starts after the specific display is moved from the reserved display position to the variable display compatible display position) The gaming machine with 80 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a first presentation mode and a second presentation mode, the effect control means is capable of executing a specific effect that is started after the specific display has moved from the reserved display position to the variable display compatible display position; The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, the number of types of specific effects that are initiated after the specific display moves from the reserved display position to the variable display compatible display position varies depending on the presentation mode, making it possible to vary the style of the presentation depending on the presentation mode, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 210, Figure 247

[0093] [Feature 81] (Starts after the specific display has moved from the reserved display position to the corresponding variable display display position) The gaming machine with feature 81 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a first presentation mode and a second presentation mode, the effect control means is capable of executing a specific effect that is started after the specific display has moved from the reserved display position to the variable display compatible display position; The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the special effects that start after the special display has moved from the reserved display position to the variable display compatible display position include special effects that are executed in common in the first and second display modes, special effects that are exclusive to the first display mode, and special effects that are exclusive to the second mode, so that the style of the effects can be varied depending on the display mode, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 252

[0094] [Feature 82] (Starts before the remaining number of times is updated) The gaming machine with feature 82 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, It has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that is started before the remaining number of times display is updated, The execution rate of the specific effect in the first effect mode is different from the execution rate of the specific effect in the second effect mode. It is characterized by the following. According to this feature, the execution rate of a specific effect that starts before the remaining number of times display is updated differs depending on the effect mode, so that the style of the effect can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 210, Figure 248

[0095] [Feature 83] (Starts before the remaining number of times is updated) The gaming machine with feature 83 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, It has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that is started before the remaining number of times display is updated, The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, the number of types of specific effects that are started before the remaining number of times display is updated varies depending on the effect mode, so that the style of the effects can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 210, Figure 248

[0096] [Feature 84] (Starts before the remaining number of times is updated) The gaming machine with feature 84 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, It has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that is started before the remaining number of times display is updated, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the special effects that start before the remaining number of times display is updated include special effects that are executed in common in the first and second presentation modes, special effects that are exclusive to the first presentation mode, and special effects that are exclusive to the second mode, so that the style of the effects can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 210

[0097] [Feature 85] (Starts after the remaining number of times is updated) The gaming machine with 85 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, It has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that is started after the remaining number of times display is updated, The execution rate of the specific effect in the first effect mode is different from the execution rate of the specific effect in the second effect mode. It is characterized by the following. According to this feature, the execution rate of a specific effect that starts after the remaining number of times display is updated differs depending on the effect mode, so that the style of the effect can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 210, Figure 249

[0098] [Feature 86] (Starts after the remaining number of times is updated) The gaming machine with feature 86 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, It has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that is started after the remaining number of times display is updated, The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, the number of types of specific effects that are started after the remaining number of times display is updated varies depending on the effect mode, so that the style of the effects can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 210, Figure 249

[0099] [Feature 87] (Starts after the remaining number of times is updated) The gaming machine with feature 87 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, It has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that is started after the remaining number of times display is updated, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the special effects that start after the remaining number of times display is updated include special effects that are executed in common in the first and second presentation modes, special effects that are exclusive to the first presentation mode, and special effects that are exclusive to the second mode, so that the style of the effects can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 252

[0100] [Feature 88] (Starts before the specific display moves from the reserved display position to the corresponding variable display position) (Starts before the remaining number of times display is updated) The feature 88 gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, It has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that is started before the specific display moves from the reserved display position to the variable display compatible display position and before the remaining number of times display is updated, The execution rate of the specific effect in the first effect mode is different from the execution rate of the specific effect in the second effect mode. It is characterized by the following. According to this feature, the execution rate of the specific effect that starts before the specific display moves from the reserved display position to the variable display compatible display position and before the remaining number of times display is updated varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 213, Figure 250

[0101] [Feature 89] (Starts before the specific display moves from the reserved display position to the corresponding variable display position) (Starts before the remaining number of times display is updated) The feature 89 gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, It has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that is started before the specific display moves from the reserved display position to the variable display compatible display position and before the remaining number of times display is updated, The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, the number of types of specific effects that are started before the specific display moves from the reserved display position to the variable display compatible display position and before the remaining number of times display is updated varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 213, Figure 250

[0102] [Feature 90] (Starts before the specific display moves from the reserved display position to the corresponding variable display position) (Starts before the remaining number of times display is updated) The 90 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, It has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that is started before the specific display moves from the reserved display position to the variable display compatible display position and before the remaining number of times display is updated, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the special effects that start before the special display moves from the reserved display position to the variable display compatible display position and before the remaining number of times display is updated include special effects that are executed in common in the first and second display modes, special effects that are exclusive to the first display mode, and special effects that are exclusive to the second mode, so that the style of the effects can be varied depending on the display mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 213, Figure 250

[0103] [Feature 91] (Starts after the specific display is moved from the reserved display position to the variable display compatible display position) (Starts after the remaining number of times display is updated) The gaming machine with feature 91 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, It has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that starts after the specific display has moved from the reserved display position to the variable display compatible display position and after the remaining number of times display has been updated, The execution rate of the specific effect in the first effect mode is different from the execution rate of the specific effect in the second effect mode. It is characterized by the following. According to this feature, the execution rate of the specific effect that starts after the specific display has moved from the reserved display position to the variable display compatible display position and after the remaining number of times display has been updated differs depending on the effect mode, so that the style of the effect can be varied depending on the effect mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 213, Figure 251

[0104] [Feature 92] (Starts after the specific display is moved from the reserved display position to the variable display compatible display position) (Starts after the remaining number of times display is updated) The gaming machine with feature 92 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, It has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that is started after the specific display has moved from the reserved display position to the variable display compatible display position and after the remaining number of times display has been updated, The number of types of the specific effects that can be executed in the first execution mode is different from the number of types of the specific effects that can be executed in the second execution mode. It is characterized by the following. According to this feature, the number of types of specific effects that are started after the specific display has moved from the reserved display position to the variable display compatible display position and after the remaining number of times display has been updated varies depending on the presentation mode, so that the style of the presentation can be varied depending on the presentation mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 213, Figure 251

[0105] [Feature 93] (Starts after the specific display is moved from the reserved display position to the variable display compatible display position) (Starts after the remaining number of times display is updated) The gaming machine with 93 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; a game control means side light emitting means controlled by the game control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, It has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that is started after the specific display has moved from the reserved display position to the variable display compatible display position and after the remaining number of times display has been updated, The specific performance is: A common specific effect that can be executed in both the first effect mode and the second effect mode; A specific effect for the first effect mode that can be executed in the first effect mode and cannot be executed in the second effect mode; A specific effect for a second performance mode that can be executed in the second performance mode and cannot be executed in the first performance mode; Including, It is characterized by the following. According to this feature, the special effects that start after the special display has moved from the reserved display position to the variable display compatible display position and after the remaining number of times display has been updated include special effects that are executed in common in the first and second display modes, special effects that are exclusive to the first display mode, and special effects that are exclusive to the second mode, so that the style of the effects can be varied depending on the display mode, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 252, Figure 253

[0106] (Terminology explanation) BGM refers to music that is output for each stage of a performance. It is output when a background display is in effect. It is also output when a variable display is in effect and no performance is being performed or a performance without sound effects is being performed. It may or may not include vocals. The player may be able to select the BGM.

[0107] A background image (background display) refers to the image displayed for each stage. Images that show scenery or landscapes are mainly used. As shown in Figure 78, it is displayed on the layer with the lowest priority.

[0108] A mode for carrying out a pachinko gaming machine 1 of the present invention will be described below based on an embodiment. [Example]

[0109] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.

[0110] A special symbol unit 201 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, at the lower left of the game area). As shown in FIG. 18(A), the special symbol unit 201 is composed of a first special symbol display device 4A and a second special symbol display device 4B, a first reserve indicator 25A and a second reserve indicator 25B, a normal symbol display device 20, a normal symbol reserve indicator 25C, a round number indicator 26, a win indicator light 27, a right-hit indicator light 28, and a status indicator light 29.

[0111] (Special pattern display device) The first special pattern display device 4A is composed of eight LEDs, and the second special pattern display device 4B is also composed of eight LEDs. Each of the eight LEDs is called a specific identification information (special pattern). A group of eight LEDs is called multiple types of specific identification information (multiple types of special patterns). The first special pattern display device 4A and the second special pattern display device 4B are devices that variably display multiple types of special patterns when a win occurs in the first start winning slot or the second start winning slot (the start condition is met), and indicate a "jackpot" or a "loss" when the combination of special patterns (the combination of the eight LEDs turning on and off) becomes a combination predetermined by the pachinko gaming machine 1.

[0112] (Variable display of special patterns) The "variable display" of the special symbols indicates the period until the special symbol combination appears by turning on and off the eight LEDs according to a predetermined rule. Note that the variable display is sometimes referred to as a fluctuating display or fluctuation.

[0113] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." There may be only one type of special symbol display device that variably displays the special symbol.

[0114] (Hold indicator) The first hold indicator 25A and the second hold indicator 25B each consist of two LEDs. The first hold indicator 25A displays the number of first reserved special symbols by the number and lighting state of the LEDs, and the second hold indicator 25B displays the number of second reserved special symbols by the number and lighting state of the LEDs. For example, the first hold indicator 25A and the second hold indicator 25B indicate that the number of reserved special symbols is one by lighting only the first LED, that the number of reserved special symbols is two by lighting the first and second LEDs, that the number of reserved special symbols is three by flashing the first LED while lighting the second LED, and that the number of reserved special symbols is four by flashing both the first and second LEDs.

[0115] (Normal pattern display) In addition, the normal symbol display 20 is composed of four LEDs and performs variable display of normal symbols as multiple types of normal identification information different from the special symbols. Such variable display of normal symbols is also called a normal symbol game.

[0116] The normal game reserve indicator 25C is, for example, composed of two LEDs, and displays the normal game reserve memory number, which is the number of normal games that are reserved for execution, by the number of LEDs that are lit and the lighting pattern of the LEDs. For example, the normal game reserve indicator 25C indicates that the normal game reserve memory number is 1 by lighting only the first LED, indicates that the normal game reserve memory number is 2 by lighting the first and second LEDs, indicates that the normal game reserve memory number is 3 by flashing the first LED while lighting the second LED, and indicates that the normal game reserve memory number is 4 by flashing both the first and second LEDs.

[0117] (Round number indicator) The round number indicator 26 is composed of five LEDs, and the combination of on / off of these LEDs indicates the number of rounds in the jackpot gaming state described below. The win indicator light 27, right-hit indicator light 28, and status indicator light 29 are each one LED. The win indicator light 27 is an LED that lights up during the jackpot gaming state described below, the right-hit indicator light 28 is an LED that lights up during the time-saving state, probability variable state, and jackpot gaming state described below, and the status indicator lights are LEDs that light up during the time-saving state and probability variable state described below.

[0118] (Image display device) As shown in FIG. 1, an image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.

[0119] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display.

[0120] The lower part of the screen of the image display device 5 is provided with a display area (a reserved memory display area 5U, an active display area 5F) for displaying a reserved memory display (hereinafter sometimes referred to as a reserved display) corresponding to a variable display whose execution is pending, and an active display corresponding to a variable display that is currently being executed. The reserved display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display. In this embodiment, a reserved memory display area 5U common to the first special symbol and the second special symbol is provided. However, a first special symbol reserved memory display area in which a first reserved display representing a variable display whose execution of the first special symbol is pending is displayed, and a second special symbol reserved memory display area in which a second reserved display representing a variable display whose execution of the second special symbol is pending may also be provided separately. In this embodiment, the reserved memory display area 5U is a display area that displays a reserved display corresponding to the first special symbol when the game state is in a normal state, and a display area that displays a reserved display corresponding to the second special symbol when the game state is in a time-saving state or a probability variable state. Furthermore, the active display area 5F is a display area that displays an active display corresponding to the first special symbol when the game state is in the normal state, and is a display area that displays an active display corresponding to the second special symbol when the game state is in the time-saving state or the special state.

[0121] (winning ball device) A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.

[0122] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and the first special game can be started. Note that the winning ball device 6A in this embodiment is arranged so that game balls shot by the player that flow down the area on the left side of the image display device 5 (left game area) can win a prize.

[0123] The variable winning ball device 6B (a normal electric device) forms a second start winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 2). The variable winning ball device 6B, for example, includes an electric device with a movable piece that can be opened and closed. When the solenoid 81 is in the off state, the movable piece is in an upright position, thereby creating a closed state in which game balls cannot enter the second start winning opening (also referred to as the second start winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable winning ball device 6B is in a tilted position, thereby creating an open state in which game balls can enter the second start winning opening (also referred to as the second start winning opening being in an open state). When a game ball enters the second start winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B is not limited to the above, as long as it can be changed between a closed state and an open state.

[0124] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B), normal winning openings 10 are provided, which are always kept in a constant open state by a predetermined ball receiving member. In this case, when a ball enters one of the normal winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0125] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0126] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0127] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the normal prize opening 10.

[0128] The entry of a gaming ball into each winning port, including the normal winning port 10, is also referred to as a "winning." In particular, a winning entry into a starting port (first starting winning port, second starting winning port) is also referred to as a starting winning. In this embodiment, the variable winning ball device 6B and the special variable winning ball device 7 are arranged so that, of the gaming balls shot by the player, gaming balls that flow down the area to the right of the image display device 5 (right playing area) can win, and gaming balls that flow down the area to the left of the image display device 5 (left playing area) cannot or have difficulty winning.

[0129] (passing gate) A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.

[0130] (Outlet) In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0131] (Other production equipment) Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and side lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area, and a button lamp 9e is provided below the gaming board 2. The main lamp 9a, side lamps 9b, and button lamps 9e provided in the gaming machine frame 3 are also referred to as "frame lamps."

[0132] A movable body 32 that operates according to the effects is provided at a predetermined position on the gaming board 2 (above the image display device 5 in FIG. 1), and a movable body lamp 9d is provided on the movable body 32. An attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2, and a decorative lamp 9f is provided on the left side of the gaming board 2. The attacca lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the gaming board 2 are also referred to as "board lamps." The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f may be collectively referred to as the game effect lamp 9. The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f are each configured to include an LED (see FIG. 2). The various lamps will be described later.

[0133] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.

[0134] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray from which prize balls are paid out when the upper tray is full.

[0135] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).

[0136] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).

[0137] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0138] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).

[0139] In this normal game, if a specific normal symbol (a normal winning symbol) is stopped and displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is stopped and displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).

[0140] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.

[0141] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.

[0142] Furthermore, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a predetermined upper limit number (for example, 4).

[0143] In special game games, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol differs depending on the type of jackpot described below) is displayed as a confirmed special symbol, it is a "jackpot," and if a special symbol other than the jackpot symbol (a losing symbol, for example, "-") is displayed as a confirmed special symbol, it is a "miss."

[0144] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.

[0145] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (e.g., 29 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (e.g., 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and will hereinafter be referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (e.g., 10 times, 2 times, etc.) is reached.

[0146] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.

[0147] In addition, a jackpot type is set for a "jackpot." For example, there are prepared a plurality of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. As the jackpot type, there may be provided a jackpot type in which many prize balls can be obtained, a jackpot type in which few prize balls can be obtained, or a jackpot type in which almost no prize balls can be obtained.

[0148] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.

[0149] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol variable display time (the period during which the special symbol is varied) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol variation time (the period during which the normal symbol is varied) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the variation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.

[0150] In the probability variable state (probability variable state), in addition to the time-saving control, probability variable control is executed, which makes the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is a state in which the special symbol fluctuation efficiency is improved and a "jackpot" is more likely to occur, so it is an even more advantageous state for the player. Note that, as will be described in detail later, the probability variable state in this embodiment is a game state in which the average special symbol variable display time is shorter than in the time-saving state.

[0151] That is, the normal state in this embodiment is a game state in which the variable display of the first special symbol is executed mainly by the player shooting a game ball toward the game area on the left side (left game area) of the image display device 5, and the time-saving state and probability variable state in this embodiment are game states in which the variable display of the second special symbol is executed mainly by the player shooting a game ball toward the game area on the right side (right game area) of the image display device 5. Also, the jackpot game state in this embodiment is a game state in which the player can obtain the payout of many prize balls by shooting a game ball toward the game area on the right side (right game area) of the image display device 5, causing the game ball to enter a jackpot opening.

[0152] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).

[0153] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).

[0154] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.

[0155] In this embodiment, the normal state is a game state in which a player can win a game ball in the first start winning slot by shooting the game ball mainly toward the left game area, but the game ball has difficulty or cannot win a game in the second start winning slot by shooting the game ball mainly toward the right game area. Also, in this embodiment, the time-saving state and the probability variable state are game states in which a player can win a game ball in the second start winning slot by shooting the game ball mainly toward the right game area, but the game ball has difficulty or cannot win a game in the first start winning slot.

[0156] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.

[0157] (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may also be performed using audio output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or any other effect device including some or all of these.

[0158] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).

[0159] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the same decorative symbol is displayed stationary or oscillatingly in the "left" decorative symbol display area 5L and the "right" decorative symbol display area 5R on the screen of the image display device 5, while the variable display of the decorative symbol is still continuing in the "center" decorative symbol display area 5C.

[0160] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.

[0161] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0162] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."

[0163] When the display result of the special symbol game is a "miss," the state of the variable display of the decorative symbol does not become a reach state, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative symbol becomes a reach state, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").

[0164] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.

[0165] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive effect may be executed in which one variable display appears to be multiple variable displays.

[0166] During the jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. As the jackpot effect, an effect to notify the player of the number of rounds or an improvement effect to indicate that the value of the jackpot gaming state is increasing may be executed.

[0167] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).

[0168] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Figures 2 and 3. In addition, various boards such as a payout control board, an information terminal board, and a firing control board are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also include electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.

[0169] A power switch 91 is connected to the power supply board 17, and by operating the power switch 91 (turning it on), power from an AC power source such as an external power source such as a commercial power supply, such as AC 100V, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).

[0170] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.

[0171] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a serial communication circuit 106.

[0172] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.

[0173] The random number circuit 104 counts updatable numerical data indicating various random number values ​​(game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0174] The I / O 105 is configured to include an input port 105a into which various signals from, for example, the gate switch 21, the first start port switch 22A, the second start port switch 22B, the count switch 23, the normal winning port switch 24, and a magnetic sensor, radio wave sensor, proximity sensor, and frame proximity sensor (not shown) for detecting errors are input via a switch circuit 110, and an output port 105b from which signals for controlling (driving) the solenoids 81, 82 and the various displays, display devices, and indicator lights that make up the special chart unit 201 are output (transmitted) via an output circuit 111.

[0175] The switch circuit 110 receives detection signals (such as detection signals indicating that a gaming ball has passed or entered and the switch has been turned on) from the gate switch 21, the first start port switch 22A, the second start port switch 22B, the count switch 23, and the normal winning port switch 24, and transmits them to the input port 105a. The transmission of the detection signal indicates that the gaming ball has passed or entered.

[0176] In this embodiment, the gate switch 21 is a switch for detecting that a game ball has passed through the passage gate 41, the first start port switch 22A is a switch for detecting that a game ball has entered the first start entry port, the second start port switch 22B is a switch for detecting that a game ball has entered the second start entry port, the count switch 23 is a switch for detecting that a game ball has entered the large entry port, and the regular entry port switch 24 is a switch for detecting that a game ball has entered the regular entry port 10.

[0177] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch 92 provided on the power supply board 17.

[0178] The output circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the output circuit 111 to the solenoid 81 for the normal electric device or the solenoid 82 for the big prize opening door.

[0179] The serial communication circuit 106 performs serial communication with the CPU (performance control CPU 120 in the case of the performance control board 12) of each control board (for example, a payout control board or performance control board 12 not shown) in a data format using full duplex, asynchronous and standard NRZ (non-return zero) encoding. The serial communication circuit 106 includes a transmitter that transmits various data (for example, a payout signal (prize ball number command) or performance control command) to the microcomputer of each control board, and a receiver that receives various data (for example, a prize ball ACK command) from the microcomputer of each control board.

[0180] Also provided on the main board 11 in this embodiment is an external RAM 107 for temporarily storing data to be processed by the game control microcomputer 100. Furthermore, although not shown, the main board 11 is also connected to a setting key switch for switching the setting values ​​of the pachinko gaming machine 1 to a setting value setting state in which they can be set, a setting changeover switch that functions as a touch switch for changing setting values ​​such as the probability of winning a jackpot (ball payout rate) described below in the setting value setting state, a door / frame opening switch for detecting the opening of the gaming machine frame 3, and a display monitor that can display base values ​​and the like for this pachinko gaming machine. The setting key switch, setting changeover switch, and display monitor are located on the back side of the pachinko gaming machine 1 so that they cannot be operated by the player.

[0181] A payout control board (not shown) is provided on the back side of the pachinko gaming machine 1. The payout control board is connected to a payout device that is driven to pay out a predetermined number of game balls (for example, 3, 5, 10, 15, etc.) to a player based on the receipt of a payout signal, and a game ball detection sensor that is provided in a payout passage (not shown) through which the game balls paid out by the payout device pass, and is capable of stopping the operation of the payout device depending on the state of the game ball detection signal received from the game ball detection sensor.

[0182] In addition, a handle sensor for detecting the amount of operation by the player and a touch ring (touch sensor) for detecting that the player is gripping the ball-hitting operation handle 30 are connected to the payout control board, and based on signals input from these sensors, the payout control board controls a launching device capable of launching game balls onto the game board 2. In addition, a signal indicating whether or not the touch ring is detected and a signal indicating that a game ball has been launched by the launching device are input from the payout control board to the game control microcomputer 100 of the main board 11.

[0183] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0184] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.

[0185] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0186] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0187] The performance control CPU 120 may instruct the display control unit 123 to execute a performance based on detection signals (signals output when an operation by a player is detected, and which appropriately indicate the operation content) from the controller sensor unit 35A and the push sensor 35B. A vibration motor 36 is provided within the push button 31B. The vibration motor 36 is connected to the performance control board 12 and can be driven by receiving a drive signal from the performance control CPU 120. In other words, the push button 31B of this embodiment may vibrate when the vibration motor 36 is driven.

[0188] Furthermore, a performance display unit 202 is provided at the lower right position of the image display device 5. The performance display unit 202 is composed of a first performance indicator light 152A and a second performance indicator light 152B, a first sub-hold indicator 151A and a second sub-hold indicator 151B, and a right-hit lamp 153, as shown in Figure 18 (C).

[0189] The first effect indicator light 152A is a display device that allows the player to recognize that the variable display of the first special symbol is being executed, and the second effect indicator light 152B is a display device that allows the player to recognize that the variable display of the second special symbol is being executed. Each of these is composed of one LED.

[0190] The first sub-hold indicator 151A is an indicator for making it possible to identify the number of first special symbol reserved memories, and the second sub-hold indicator 151B is an indicator for making it possible to identify the number of second special symbol reserved memories. Each of these is composed of two LEDs, and the number of first special symbol reserved memories and the number of second special symbol reserved memories can be displayed depending on the number and lighting state of these LEDs. For example, the first sub-hold indicator 151A and the second sub-hold indicator 151B indicate that the number of special symbol reserved memories is 1 by lighting only the first LED, indicate that the number of special symbol reserved memories is 2 by lighting the first and second LEDs, indicate that the number of special symbol reserved memories is 3 by flashing the first LED while lighting the second LED, and indicate that the number of special symbol reserved memories is 4 by flashing both the first and second LEDs.

[0191] In addition, the right hit lamp 153 is a single LED that lights up during the time-saving state, the probability change state, and the jackpot game state.

[0192] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0193] The display control unit 123, based on an instruction to execute a performance from the performance control CPU 120, supplies the image display device 5 with a video signal corresponding to the performance to be executed, thereby displaying a performance image on the image display device 5. The display control unit 123 also performs display processing to output image data in the display image creation area of ​​the VRAM area specified by the display register as a video signal. In this embodiment, the display image creation area and the drawing area are switched for each V blank. Therefore, drawing is performed in the area assigned as the drawing area in one V blank, and then switched to the display image creation area in the next V blank, so that the image data drawn in the previous V blank is displayed and output, while drawing is performed in the other area during that time.

[0194] 4, the display control unit 123 generates an image to be displayed on the image display device 5 by superimposing (compositing) a plurality of layers, and therefore the VRAM area is provided with a layer image drawing area for drawing and arranging the images of each layer, and a display image creation area for further superimposing (compositing) the images drawn and arranged in each layer image drawing area to generate an image to be displayed on the image display device 5. Note that each layer image drawing area has a concept of upper, middle, and lower, and the higher the layer image drawing area, the higher the display priority is set for the image on the image display device 5, and the lower the layer drawing area, the lower the display priority is set for the image on the image display device 5.

[0195] In particular, as shown in FIG. 5, the VRAM area includes an active display image drawing area for drawing and arranging the active display in the active display area 5F and the first reserved display that moves from the reserved memory display area 5U toward the active display area 5F as a shift animation, a first reserved display image drawing area for drawing and arranging the first reserved display in the reserved memory display area 5U according to the game status and the second reserved display that moves toward the display position of the first reserved display in the reserved memory display area 5U as a shift animation, and a second reserved display image drawing area for drawing and arranging the second reserved display in the reserved memory display area 5U according to the game status. A second hold display image drawing area is provided for drawing and placing a hold display and a third hold display that moves as a shift animation toward the display position of the second hold display in the hold memory display area 5U, a third hold display image drawing area is provided for drawing and placing a third hold display according to the game status in the hold memory display area 5U and a fourth hold display that moves as a shift animation toward the display position of the third hold display in the hold memory display area 5U, and a fourth hold display image drawing area is provided for drawing and placing a fourth hold display according to the game status in the hold memory display area 5U.

[0196] In this embodiment, in addition to the images drawn and arranged in the active display image drawing area and the first hold display image drawing area to the fourth hold display image drawing area, it is possible to generate images to be displayed on the display screen of the image display device 5 by superimposing images drawn and arranged in a background image drawing area for drawing and arranging a background image, a decorative pattern image drawing area for drawing and arranging a decorative pattern image, etc. Also, as shown in FIG. 5, in the active display image drawing area and the first hold display image drawing area to the fourth hold display image drawing area, the display priority of the image drawn in the active display image drawing area is set to the highest, the image drawn in the first hold display image drawing area is set to a lower display priority than the image drawn in the active display image drawing area, the image drawn in the second hold display image drawing area is set to a lower display priority than the image drawn in the first hold display image drawing area, the image drawn in the third hold display image drawing area is set to a lower display priority than the image drawn in the second hold display image drawing area, and the image drawn in the fourth hold display image drawing area is set to a lower display priority than the image drawn in the third hold display image drawing area.

[0197] That is, among the images related to the hold display and the active display, the image displayed at the display position of the fourth hold display is the image displayed at the lowest level, the image displayed at the display position of the third hold display and the image of the fourth hold display moving toward the display position of the third hold display are images displayed at a higher level than the image displayed at the display position of the fourth hold display (priority display), and the image displayed at the display position of the second hold display and the image of the third hold display moving toward the display position of the second hold display are images displayed at a higher level than the image displayed at the display position of the third hold display and the image of the fourth hold display moving toward the display position of the third hold display (priority display). The image displayed in the display position of the first hold display and the image of the second hold display moving toward the display position of the first hold display are images that are displayed higher (displayed with priority) than the image displayed in the display position of the second hold display and the image of the third hold display moving toward the display position of the second hold display, and the image displayed in the display position of the active display (active display area 5F) and the image of the first hold display moving toward the display position of the active display are images that are displayed higher (displayed with priority) than the image displayed in the display position of the first hold display and the image of the second hold display moving toward the display position of the first hold display.

[0198] In this embodiment, the transmittance (transparency) of the images drawn and placed in each image drawing area is set to 0% so that when superimposed, the upper image makes the overlapping area of ​​the lower image invisible to the player. However, the present invention is not limited to this, and depending on the situation, the transmittance (transparency) of the images drawn and placed in each image drawing area may be set to a value higher than 0%, and images may be displayed transparently on the display screen of the image display device 5 or temporarily hidden.

[0199] The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the lamp on / off mode) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0200] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.

[0201] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.

[0202] Furthermore, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.

[0203] The random number circuit 124 counts updatable numerical data indicating various random number values ​​(performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0204] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).

[0205] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.

[0206] FIG. 6(A) is an explanatory diagram showing an example of the contents of a performance control command used in this embodiment. The performance control command is, for example, two bytes in length, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "0," and the first bit of the EXT data is set to "0." Note that the command format shown in FIG. 6(A) is merely an example, and other command formats may also be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.

[0207] In the example shown in FIG. 6(A), command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variable pattern command that specifies the variable pattern (variable display time) of decorative symbols (also called effect symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5 in response to the variable display of special symbols in the special symbol game. Here, XXH represents an unspecified hexadecimal number and may be any value set according to the instructions of the effect control command. Note that the variable pattern command sets different EXT data depending on the specified variable pattern, etc.

[0208] Command 8CXXH is a variable display result specification command, which is a presentation control command that specifies variable display results such as special symbols, decorative symbols, etc. In the variable display result specification command, different EXT data is set depending on the determination result (predetermined result) of whether the variable display result (also called variable display result) is a "miss" or a "jackpot," and the determination result of which of several types of jackpot type will be used if the variable display result is a "jackpot" (jackpot type determination result), for example, as shown in Figure 6(B).

[0209] In the variable display result designation command, for example, as shown in FIG. 6(B), command 8C00H is a first variable display result designation command indicating a predetermined result that the variable display result will be a "miss." Command 8C01H is a second variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot A." Command 8C02H is a third variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot B." Command 8C03H is a fourth variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot C." Command 8C04H is a fifth variable display result designation command that notifies the pre-determined result that the variable display result is "jackpot" and the jackpot type is "non-variable jackpot" and the jackpot type determined result.

[0210] Command 8F00H is a symbol determination command that specifies the stopping (determination) of the variation of decorative symbols in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5. Command 95XXH is a game state designation command that specifies the current game state of the pachinko gaming machine 1. In the game state designation command, different EXT data is set depending on the current game state of the pachinko gaming machine 1, for example. As a specific example, command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state), and command 9502H is a third game state designation command corresponding to a game state in which time-saving control and probability variable control are performed (high probability high base state, probability variable state). In addition, the high probability high base state may be simply referred to as the "probability change state."

[0211] Command A0XXH is a start-of-jackpot command (also called a "fanfare command") that specifies the display of an effect image indicating the start of a jackpot game. Command A1XXH is a large prize opening notification command that notifies the player that the large prize opening is in an open state during a jackpot game. Command A2XXH is a large prize opening post-opening notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game. Command A3XXH is a end-of-jackpot command that specifies the display of an effect image at the end of a jackpot game.

[0212] In the hit start designation command and the hit end designation command, different EXT data may be set according to the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result designation command. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the large prize opening notification command and the large prize opening after opening notification command, for example, different EXT data is set according to the number of rounds executed in the jackpot state (for example, "0" to "10") described later.

[0213] Command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established, based on the occurrence of a start winning (first start winning) when a gaming ball that has passed through (entered) the first start port formed by the winning ball device 6A is detected by the first start port switch 22A. Command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established, based on the occurrence of a start winning (second start winning) when a gaming ball that has passed through (entered) the second start port formed by the variable winning ball device 6B is detected by the second start port switch 22B.

[0214] Command C1XXH is a first special symbol reserved memory number notification command that notifies the first special symbol reserved memory number so that the number of reserved special symbols can be specified. Command C2XXH is a second special symbol reserved memory number notification command that notifies the second special symbol reserved memory number so that the number of reserved special symbols can be specified. The first special symbol reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a first start port entry designation command is transmitted, for example, based on the first start condition being met when a gaming ball passes (enters) the first start port. The second special symbol reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a second start port entry designation command is transmitted, for example, based on the second start condition being met when a gaming ball passes (enters) the second start port. In addition, the first special chart reserved memory number notification command and the second special chart reserved memory number notification command may be sent in response to the start of execution of the special chart game when either the first start condition or the second start condition is met (when the reserved memory number decreases).

[0215] Commands C4XXH and C6XXH are presentation control commands (prize-winning presentation result specification commands) that indicate the content of the winning presentation determination result. Of these, command C4XXH is a design specification command that indicates, as a winning presentation determination result, whether the variable display result will be a "jackpot" and the type of jackpot (probable win, non-probable win, or sudden probability win). Command C6XXH is a loss presentation pattern command that indicates, as a winning presentation determination result, whether a losing variable display will be a reach (whether a reach presentation will be executed) and what type of reach will be executed (whether a normal reach presentation or a super reach presentation will be executed).

[0216] Instead of the first special picture reserved memory number notification command or the second special picture reserved memory number notification command, a total reserved memory number notification command for notifying the total reserved memory number may be sent. That is, a total reserved memory number notification command for notifying an increase (or decrease) in the total reserved memory number may be used.

[0217] 6(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning slot, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of variable display times for which the probability variable control or time-saving control is executed, etc. may be provided.

[0218] FIG. 7 is an explanatory diagram illustrating random number values ​​counted on the main board 11. As shown in FIG. 7, on the main board 11, the following numerical data are controlled to be countable: a random number value MR1 for determining the special symbol display result; a random number value MR2 for determining the type of jackpot; a random number value MR3 for determining a miss effect; a random number value MR4 for determining the type of variation pattern; a random number value MR5 for determining the variation pattern; a random number value MR6 for determining the normal symbol display result; and a random number value MR7 for determining the initial values ​​of the random number values ​​MR1 ​​and MR6. Note that random number values ​​other than these may be used to enhance the gaming effect. Such random numbers used to control the progress of a game are also called gaming random numbers.

[0219] The random number circuit 104 may be configured to count numerical data indicating some or all of these random number values ​​MR1 ​​to MR7. The CPU 103 may count numerical data indicating some of the random number values ​​MR1 ​​to MR7 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in the game control counter setting unit 001SG154 described later.

[0220] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the game state to a jackpot by treating the variable display result of a special symbol or the like in a special symbol game as a "jackpot," and takes a value in the range of, for example, "1" to "65536." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type when the variable display result is a "jackpot" as either "Probable jackpot A," "Probable jackpot B," "Probable jackpot C," or "Non-probable jackpot," and takes a value in the range of, for example, "1" to "100."

[0221] The random number value MR3 for determining a miss effect is a random number value used to determine in advance whether or not a reach will occur in a variable display where the variable display is a miss, and takes a value in the range of, for example, "1" to "100." The random number value MR4 for determining a variation pattern type is a random number value used to determine in advance whether a normal reach will occur or a super reach will occur when a variable display where the variable display is a miss becomes a reach, and the type of super reach to be executed, and takes a value in the range of, for example, "1" to "100."

[0222] The random number value MR5 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns as one of several types prepared in advance, and takes a value in the range of "1" to "997", for example.

[0223] The random number value MR6 for determining the normal symbol display result is a random number value used to determine whether the variable display result in the normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "1" to "65536", for example. The random number value MR7 for determining the initial value is a random number value used to determine the initial value of the random number value MR1 and the random number value MR7 described above, and takes a value in the range of "1" to "65536", for example.

[0224] 8 shows an example of the configuration of the display result determination table stored in the ROM 101. In the present embodiment, a common display result determination table is used for the first special symbol and the second special symbol, but the present invention is not limited to this, and individual display result determination tables may be used for the first special symbol and the second special symbol.

[0225] The display result determination table is a table that is referenced to determine whether or not to control the variable display result into a jackpot game state as a "jackpot" based on a random number value MR1 for determining the special pattern display result before a confirmed special pattern that is a variable display result is derived and displayed in a special pattern game using the first special pattern by the first special pattern display device 4A or a special pattern game using the second special pattern by the second special pattern display device 4B.

[0226] In the display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state) or a special chart state (high probability state).

[0227] In the display result determination table, the table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to set the special symbol display result as a "jackpot" and control the game to a jackpot gaming state. In the display result determination table 22, when the game state is a probability variable state (high probability state), more determination values ​​are assigned to the special symbol display result of a "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, the probability of determining that the special symbol display result is a "jackpot" and control the game to a jackpot gaming state is higher (approximately 1 / 30 in this embodiment) than when the pachinko game machine 1 is in a time-saving state (low probability state) (approximately 1 / 300 in this embodiment). In other words, in the display result determination table, determination data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.

[0228] 9A shows an example of the configuration of a jackpot type determination table stored in ROM 101. The jackpot type determination table in this embodiment is a table that is referenced to determine one of a plurality of jackpot types based on the random number value MR2 for jackpot type determination when it is determined that the special symbol display result is a "jackpot" and that the jackpot game state is to be controlled. In the jackpot type determination table, a number (determination value) that is compared with the random number value MR2 for jackpot type determination is assigned to a plurality of jackpot types, such as "non-variable jackpot," "variable jackpot A," "variable jackpot B," and "variable jackpot C," depending on whether the special symbol that is variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).

[0229] Here, the types of jackpots in this embodiment will be explained using Figure 9(B).In this embodiment, the jackpot types are set to ``probable jackpot A,'' ``probable jackpot B,'' and ``probable jackpot C,'' in which after the jackpot game state ends, probable jackpot control and time-saving control are executed, resulting in a transition to a high-probability, high-base state, and ``non-probable jackpot,'' in which after the jackpot game state ends, only time-saving control is executed, resulting in a transition to a low-probability, high-base state.

[0230] The jackpot gaming state resulting from "probable jackpot A" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player ten times (so-called 10 rounds). On the other hand, the jackpot gaming state resulting from "probable jackpot B" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player five times (so-called 5 rounds). The jackpot gaming state resulting from "probable jackpot C" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player two times (so-called 2 rounds). Furthermore, the jackpot gaming state resulting from "non-probable jackpot" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player five times (so-called 5 rounds). Therefore, "Probable jackpot A" is sometimes referred to as a 10-round (10R) probable jackpot, "Probable jackpot B" is sometimes referred to as a ...

Claims

[Claim 1] A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Equipped with It has a normal state and a special state that is more advantageous than the normal state, The device has a first presentation mode and a second presentation mode, In the first presentation mode and the second presentation mode, a remaining number display corresponding to the remaining number of times of the special state can be displayed, The effect control means is capable of executing a specific effect that is started before the remaining number of times display is updated, The number of types of the specific effects executable in the first presentation mode is different from the number of types of the specific effects executable in the second presentation mode.

Citation Information

Patent Citations

  • Game machine

    JP2017023650A

  • Game machine

    JP2018089496A

  • Pinball game machine

    JP2018099425A

  • Game machine

    JP2023074827A

  • Game machine

    JP2018139689A