Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANKYO CO LTD
- Filing Date
- 2025-08-21
- Publication Date
- 2026-06-04
AI Technical Summary
Existing gaming machines lack an effective mechanism to manage game continuation based on player behavior, leading to potential addiction issues due to biased winning or losing probabilities.
A gaming machine that calculates a counter value based on the difference between game value used and awarded, restricting game progress when the counter reaches an activation value, and providing advance notifications at an advance notification value, distinguishing between regular and irregular patterns for notification receipt, ensuring consistent game termination regardless of power interruptions.
This approach allows for a standardized game termination process, reducing processing load and providing a suitable gaming experience by managing game continuation effectively.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state. [Background technology]
[0002] Conventionally, some gaming machines have been equipped with a stop function that makes it impossible to continue playing when a certain amount of balls have been dispensed, in order to prevent problems such as so-called "addiction" caused by players being awarded excessive balls due to biases in the probability of winning or losing (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2023-13195 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in Patent Document 1, when the stop function is activated, it is notified that the game cannot be continued, but there is room for improvement.
[0005] The present invention has been made in view of these problems, and has as its object to provide an improved and suitable gaming machine. [Means for solving the problem]
[0006] A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. a regular pattern in which the counter value is an advance notification value and an advance notification start command is received; an irregular pattern that is different from the regular pattern and receives an advance notification start command, Whether the pattern in which the advance notification start command is received is a regular pattern or an irregular pattern, advance notification is performed. Whether the pattern in which the advance notification start command is received is a regular pattern for the advance notification started by a normal pattern or an irregular pattern for the pattern in which the advance notification start command is received, when power is interrupted and restored, the advance notification is restored in the same manner as when it was terminated. It is characterized by the following. According to this feature, regardless of the situation, the game can be terminated using a common procedure, the processing load can be reduced, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 248, Figure 249
[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] FIG. 1 is a front view of a pachinko gaming machine in a characteristic part 1. [Figure 2] 1 is a configuration diagram showing various control boards and the like mounted on the pachinko gaming machine of characteristic part 1. FIG. [Figure 3] FIG. 1 is an explanatory diagram showing the contents of a VRAM in a pachinko gaming machine according to a first characteristic feature. [Figure 4] 1 is an explanatory diagram of each drawing area in a pachinko gaming machine of feature part 1. FIG. [Figure 5] FIG. 1 is an explanatory diagram of display priorities in a pachinko gaming machine according to feature part 1. [Figure 6] 10A and 10B are diagrams illustrating examples of performance control commands in a pachinko gaming machine according to a first characteristic part. [Figure 7] 1 is an explanatory diagram showing each random number in a pachinko gaming machine of feature part 1. FIG. [Figure 8] 1 is an explanatory diagram showing a display result determination table in the pachinko gaming machine of feature part 1. FIG. [Figure 9] In the pachinko gaming machine of the characteristic part 1, (A) is an explanatory diagram showing a jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 10] 1 is an explanatory diagram of a loss fluctuation pattern in a pachinko gaming machine of characteristic part 1. FIG. [Figure 11] 1 is an explanatory diagram of the jackpot fluctuation pattern in the pachinko gaming machine of feature part 1. [Figure 12] 1 is an explanatory diagram showing a variation pattern type determination table in a pachinko gaming machine of feature section 1. FIG. [Figure 13] 1 is an explanatory diagram of a loss variation pattern determination table in a pachinko gaming machine of feature part 1. FIG. [Figure 14] 1 is an explanatory diagram of a loss variation pattern determination table in a pachinko gaming machine of feature part 1. FIG. [Figure 15] 1 is an explanatory diagram of a jackpot fluctuation pattern determination table in the pachinko gaming machine of feature part 1. [Figure 16] 1 is an explanatory diagram of a game control data storage area in a pachinko gaming machine of characteristic part 1. FIG. [Figure 17] 1 is an explanatory diagram of a data holding area for effect control in a pachinko gaming machine of characteristic part 1. FIG. [Figure 18] 10 is a flowchart showing an example of a game control main process in the pachinko gaming machine of the first characteristic part. [Figure 19] 10 is a flowchart showing an example of a game control timer interrupt process in the pachinko game machine of the characteristic part 1. [Figure 20] 10 is a flowchart showing an example of a special symbol process in the pachinko gaming machine of the characteristic part 1. [Figure 21] 10 is a flowchart showing an example of a start winning determination process in the pachinko gaming machine of the characteristic part 1. [Figure 22] 10 is a flowchart showing an example of a random number value determination process when a prize is won in the pachinko gaming machine of the characteristic part 1. [Figure 23] 10 is a flowchart showing an example of a normal process for special symbols in the pachinko gaming machine of the characteristic part 1. [Figure 24] 10 is a flowchart showing an example of a variation pattern setting process in the pachinko gaming machine of feature section 1. [Figure 25] 10 is a flowchart showing an example of a special symbol stopping process in the pachinko gaming machine of the characteristic part 1. [Figure 26] 10 is a flowchart showing an example of processing during opening of a jackpot in the pachinko gaming machine of characteristic part 1. [Figure 27] 10 is a flowchart showing an example of a jackpot end process in the pachinko gaming machine of feature section 1. [Figure 28] 10 is a flowchart showing an example of a main process for controlling effects in the pachinko gaming machine of the first characteristic part. [Figure 29] 10 is a flowchart showing an example of a performance control process in the pachinko gaming machine of the characteristic part 1. [Figure 30] 10 is a flowchart showing an example of a variable display start setting process in the pachinko gaming machine of the characteristic part 1. [Figure 31] 10 is a flowchart showing an example of a performance process during a jackpot in the pachinko gaming machine of characteristic part 1. [Figure 32] 10 is an explanatory diagram of effects that can be executed during variable display in the pachinko gaming machine of feature part 1. FIG. [Figure 33] 10 is an explanatory diagram of effects that can be executed during variable display in the pachinko gaming machine of feature part 1. FIG. [Figure 34] 10 is an explanatory diagram of effects that can be executed during variable display in the pachinko gaming machine of feature part 1. FIG. [Figure 35] 1 is an explanatory diagram of the game states in which each performance can be executed and the effects that are displayed in the pachinko gaming machine of feature part 1. FIG. [Figure 36] 1 is an explanatory diagram of the game states in which each performance can be executed and the effects that are displayed in the pachinko gaming machine of feature part 1. FIG. [Figure 37]In a pachinko gaming machine of feature part 1, (A) is an explanatory diagram of the determination ratio of whether or not a pending display effect is executed and the effect pattern, and (B) is an explanatory diagram of the determination ratio of the timing of change in the display mode of the pending display. [Figure 38] FIG. 10 is an explanatory diagram of the determination ratio of whether or not to execute the decorative symbol enlargement effect at the start of variable display in a pachinko gaming machine of feature part 1. [Figure 39] 10 is an explanatory diagram of the determination ratio of whether or not to execute a line preview effect in a pachinko gaming machine of feature part 1, and the determination ratio of the lines to be displayed. [Figure 40] In the pachinko gaming machine of the characteristic part 1, (A) is an explanatory diagram of the pattern determination ratio of the weak super reach title effect, and (B) is an explanatory diagram of the pattern determination ratio of the strong super reach title effect. [Figure 41] 10 is an explanatory diagram of whether or not a cut-in effect is executed in a pachinko gaming machine of feature part 1, and the effect pattern determination ratio. [Figure 42] This is a presentation diagram showing the display mode at the start of variable display in the pachinko gaming machine of characteristic part 1. [Figure 43] This is a presentation diagram showing the display mode when the decorative pattern enlargement presentation is executed at the start of variable display in a pachinko gaming machine of characteristic part 1. [Figure 44] This is a presentation diagram showing the display mode when an expansion presentation is executed when a symbol stops in a pachinko gaming machine of characteristic part 1. [Figure 45] This is a presentation diagram showing the display mode when an expansion presentation is executed when a symbol stops in a pachinko gaming machine of characteristic part 1. [Figure 46] This is a presentation diagram showing the display mode when the first line preview presentation is executed in a pachinko gaming machine with characteristic part 1. [Figure 47] This is a presentation diagram showing the display mode when the second line preview presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 48] This is a presentation diagram showing the display mode when a pseudo consecutive presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 49] This is a presentation diagram showing the display mode when the pseudo consecutive presentation is not being executed in the pachinko gaming machine of characteristic part 1. [Figure 50] This is a presentation diagram showing the display mode when a normal reach presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 51] This is a presentation diagram showing the display mode when a weak super reach title presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 52] This is a presentation diagram showing the display mode when a weak super reach presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 53] This is a presentation diagram showing the display mode when a development presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 54] This is a presentation diagram showing the display mode when a strong super reach title presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 55] This is a presentation diagram showing the display mode when a strong super reach title presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 56] This is a presentation diagram showing the display mode when a cut-in presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 57] This is a presentation diagram showing the display mode when a cut-in presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 58] This is a presentation diagram showing the display mode when the deciding button presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 59] This is a presentation diagram showing the display mode when a pattern matching presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 60] This is a presentation diagram showing the display mode when the variable display result in the pachinko gaming machine of characteristic part 1 is a miss. [Figure 61] This is a presentation diagram showing the display mode when the first line preview presentation is executed in a pachinko gaming machine with characteristic part 1. [Figure 62] This is a presentation diagram showing the display mode when the second line preview presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 63] This is a presentation diagram showing the display mode when a reach suggestion presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 64]This is a presentation diagram showing the display mode when a strong super reach title presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 65] This is a presentation diagram showing the display mode when a strong super reach title presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 66] This is a presentation diagram showing the display mode when a cut-in presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 67] This is a presentation diagram showing the display mode when the deciding button presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 68] This is a presentation diagram showing the display mode when a pattern matching presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 69] This is a presentation diagram showing the display mode when a fanfare presentation is performed in a pachinko gaming machine with characteristic part 1. [Figure 70] This is a presentation diagram showing the display mode when a fanfare presentation is performed in a pachinko gaming machine with characteristic part 1. [Figure 71] This is a presentation diagram showing the display mode when the first right-hit display presentation is executed in a pachinko gaming machine with characteristic part 1. [Figure 72] This is a presentation diagram showing the display mode when the V Challenge presentation is executed in the pachinko gaming machine of feature part 1. [Figure 73] This is a presentation diagram showing the display mode when the V Challenge presentation and the V Challenge success presentation are executed in the pachinko gaming machine of feature part 1. [Figure 74] This is a presentation diagram showing the display mode when a V winning presentation is executed in a pachinko gaming machine of characteristic part 1. [Figure 75] This is a presentation diagram showing the display mode when an ending presentation is executed in a pachinko gaming machine with characteristic part 1. [Figure 76] This is a presentation diagram showing the display mode when the first left-hit display presentation is executed in a pachinko gaming machine with characteristic part 1. [Figure 77] This is a presentation diagram showing the display mode when the second left-hit display presentation is executed in the pachinko gaming machine of characteristic part 1. [Figure 78]This is a presentation diagram showing the display mode when the first prize ball number notification presentation and the second prize ball number notification presentation are executed in the pachinko gaming machine of characteristic part 1. [Figure 79] This is a presentation diagram showing the display mode when the hold consecutive suggestion presentation and hold consecutive notification presentation are executed in the pachinko gaming machine of characteristic part 1. [Figure 80] This is a presentation diagram showing the display mode when the hold consecutive suggestion presentation and hold consecutive notification presentation are executed in the pachinko gaming machine of characteristic part 1. [Figure 81] This is a presentation diagram showing the display mode when a demo presentation is executed in a pachinko gaming machine with characteristic part 1. [Figure 82] This is a presentation diagram showing the display mode when a demo presentation is executed in a pachinko gaming machine with characteristic part 1. [Figure 83] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 84] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 85] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 86] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 87] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 88] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 89] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 90] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 91] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 92] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 93] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 94]1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 95] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 96] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 97] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 98] 1 is an explanatory diagram of a decorative effect in the pachinko gaming machine of feature part 1. FIG. [Figure 99] 1 is an explanatory diagram of a decorative effect in the pachinko gaming machine of feature part 1. FIG. [Figure 100] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlarged effect is displayed in the pachinko gaming machine of feature part 1. [Figure 101] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlarged effect is displayed in the pachinko gaming machine of feature part 1. [Figure 102] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlarged effect is displayed in the pachinko gaming machine of feature part 1. [Figure 103] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlarged effect is displayed in the pachinko gaming machine of feature part 1. [Figure 104] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlarged effect is displayed in the pachinko gaming machine of feature part 1. [Figure 105] 1 is an explanatory diagram showing an example of a variable display according to a variation pattern of a super reach in the pachinko gaming machine of the characteristic part 1. FIG. [Figure 106] 1 is an explanatory diagram showing an example of a variable display according to a variation pattern of a super reach in the pachinko gaming machine of the characteristic part 1. FIG. [Figure 107] 1 is an explanatory diagram showing an example of a variable display according to a variation pattern of a super reach in the pachinko gaming machine of the characteristic part 1. FIG. [Figure 108]1 is an explanatory diagram showing an example of a variable display according to a variation pattern of a super reach in the pachinko gaming machine of the characteristic part 1. FIG. [Figure 109] 10 is a timing chart showing the enlargement of decorative symbols at the start of variable display in a pachinko gaming machine of characteristic part 1. [Figure 110] 10 is a timing chart of the first line preview performance in the pachinko gaming machine of characteristic part 1. [Figure 111] 10 is a timing chart of the second line preview performance in the pachinko gaming machine of characteristic part 1. [Figure 112] 10 is a timing chart of the pseudo consecutive effects in the pachinko gaming machine of characteristic part 1. [Figure 113] 10 is a timing chart of a normal reach effect in the pachinko gaming machine of characteristic part 1. [Figure 114] 10 is a timing chart of a strong super reach title presentation in the pachinko gaming machine of characteristic part 1. [Figure 115] 10 is a timing chart of a strong super reach title presentation in the pachinko gaming machine of characteristic part 1. [Figure 116] 1 is a timing chart of the pattern matching effect in the pachinko gaming machine of characteristic part 1. [Figure 117] 10 is a timing chart of the preview button performance in the pachinko gaming machine of characteristic part 1. [Figure 118] 1 is an explanatory diagram of each period in a timing chart of a pachinko gaming machine of characteristic part 1. FIG. [Figure 119] 1 is an explanatory diagram of each period in a timing chart of a pachinko gaming machine of characteristic part 1. FIG. [Figure 120] 1 is an explanatory diagram of each period in a timing chart of a pachinko gaming machine of characteristic part 1. FIG. [Figure 121] 1 is an explanatory diagram of the relationship between each period in a timing chart in a pachinko gaming machine of characteristic part 1. FIG. [Figure 122]FIG. 10 is a comparative diagram of the first line preview effect and the second line preview effect in the pachinko gaming machine of feature part 1. [Figure 123] FIG. 10 is a comparative diagram of strong super reach title presentations in the pachinko gaming machine of feature part 1. [Figure 124] This is a comparison diagram between the decorative pattern expansion effect at the start of variable display and the normal reach effect in a pachinko gaming machine of characteristic part 1. [Figure 125] This is a comparison diagram of the decorative pattern enlargement effect at the start of variable display and the pattern matching effect in the pachinko gaming machine of characteristic part 1. [Figure 126] FIG. 10 is a comparison diagram of the expansion effect when the symbol stops and the normal reach effect in the pachinko gaming machine of feature part 1. [Figure 127] FIG. 10 is a comparison diagram of the expansion effect when a symbol stops and the effect when a symbol is aligned in the pachinko gaming machine of the characteristic part 1. [Figure 128] FIG. 10 is a comparison diagram of the normal reach effect and the symbol matching effect in the pachinko gaming machine of the characteristic part 1. [Figure 129] This is a timing chart of a normal reach effect in a modified example of characteristic part 1. [Figure 130] This is a presentation diagram showing the display mode of the second left-hit display presentation in a modified example of feature part 1. [Figure 131] An explanatory diagram of the jackpot type determination table and jackpot types in a modified example of feature part 1. [Figure 132] FIG. 2 is a front view of the pachinko gaming machine in the characteristic part 2. [Figure 133] This is a configuration diagram showing various control boards and the like installed in the pachinko gaming machine of characteristic part 2. [Figure 134] 10 is an explanatory diagram showing a memory map in a pachinko gaming machine of characteristic part 2. FIG. [Figure 135] 10 is an explanatory diagram of each drawing area and brightness data storage area in a pachinko gaming machine of feature part 2. FIG. [Figure 136] 10 is a diagram illustrating an example of a performance control command in a pachinko gaming machine of feature part 2. FIG. [Figure 137]10 is a diagram illustrating an example of a performance control command in a pachinko gaming machine of feature part 2. FIG. [Figure 138] An explanatory diagram of the special chart unit and the performance display unit in the pachinko gaming machine of characteristic part 2. [Figure 139] An explanatory diagram of the special chart unit and the performance display unit in the pachinko gaming machine of characteristic part 2. [Figure 140] 10 is an explanatory diagram of a display monitor in a pachinko gaming machine of characteristic part 2. FIG. [Figure 141] 10 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Figure 142] 10 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Figure 143] 10 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Figure 144] 10 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Figure 145] 10 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Figure 146] An explanatory diagram of buffers, flags, and timers used in the in-area processing in the pachinko gaming machine of feature part 2. [Figure 147] An explanatory diagram of buffers, flags, and timers used in the in-area processing in the pachinko gaming machine of feature part 2. [Figure 148] An explanatory diagram of buffers, flags, and timers used in the in-area processing in the pachinko gaming machine of feature part 2. [Figure 149] An explanatory diagram of buffers, flags, and timers used in the in-area processing in the pachinko gaming machine of feature part 2. [Figure 150] FIG. 10 is an explanatory diagram of the buffers, flags, and timers used in out-of-area processing in the pachinko gaming machine of feature part 2. [Figure 151] 10 is a flowchart showing an example of a game control main process in the pachinko gaming machine of the characteristic part 2. [Figure 152]10 is a flowchart showing an example of an outside-area RWM initial value setting process in the pachinko gaming machine of characteristic part 2. [Figure 153] 10 is a flowchart showing an example of a complete function initial value setting process in the pachinko gaming machine of the characteristic part 2. [Fig. 154] 10 is a flowchart showing an example of a complete function state command transmission process in the pachinko gaming machine of the characteristic part 2. [Figure 155] 10 is a flowchart showing an example of a game control timer interrupt process in the pachinko game machine of the characteristic part 2. [Figure 156] 10 is a flowchart showing an example of a game control timer interrupt process in the pachinko game machine of the characteristic part 2. [Figure 157] 10 is a flowchart showing an example of normal symbol process processing in the pachinko gaming machine of feature section 2. [Figure 158] 10 is a flowchart showing an example of a normal electric accessory operation process in the pachinko gaming machine of characteristic part 2. [Figure 159] 10 is a flowchart showing an example of error processing 1 in a pachinko gaming machine of characteristic part 2. [Figure 160] 10 is a flowchart showing an example of error processing 2 in the pachinko gaming machine of characteristic part 2. [Figure 161] 10A is a flowchart showing an example of a test terminal process in the pachinko gaming machine of the characteristic part 2, and FIG. 10B is an explanatory diagram of a signal before the complete function is activated. [Figure 162] 10 is a flowchart showing an example of a complete function control process in the pachinko gaming machine of the characteristic part 2. [Figure 163] 10 is a flowchart showing an example of a complete function addition / subtraction process in the pachinko gaming machine of characteristic part 2. [Fig. 164] 10 is a flowchart showing an example of a complete function MY calculation process in the pachinko gaming machine of characteristic part 2. [Figure 165]In a pachinko gaming machine of feature part 2, (A) is a flowchart showing an example of MY confirmation processing, and (B) is an explanatory diagram showing the relationship between the MY storage buffer value, the complete function counter value, and the complete function activation management buffer value. [Figure 166] 10 is a flowchart showing an example of a complete function management control process in the pachinko gaming machine of the characteristic part 2. [Figure 167] 10 is a flowchart showing an example of a complete function operation confirmation process in the pachinko gaming machine of the characteristic part 2. [Figure 168] 10 is a flowchart showing an example of a game stop process in the pachinko gaming machine of the characteristic part 2. [Figure 169] 10 is an explanatory diagram showing the output mode of a security signal in a pachinko gaming machine of characteristic part 2. FIG. [Figure 170] 10A is a flowchart showing an example of an output port clearing process in a pachinko gaming machine according to a characteristic part 2, and FIG. 10B is an explanatory diagram showing the relationship before and after the execution of the output port clearing process. [Figure 171] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Fig. 172] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 173] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Fig. 174] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 175] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 176] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 177] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 178] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 179]10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 180] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 181] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 182] In the pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram showing the solenoid buffer value and the logical value of the output port when the second start winning port is closed normally, and (B) is an explanatory diagram showing the solenoid buffer value and the logical value of the output port when the second start winning port is closed due to the activation of the complete function or the occurrence of an error. [Figure 183] FIG. 10 is an explanatory diagram of the complete function at the time of a cold start in the pachinko gaming machine of feature part 2. [Figure 184] FIG. 10 is an explanatory diagram of the complete function at the time of a hot start in the pachinko gaming machine of feature part 2. [Figure 185] 10 is a flowchart showing an example of a main process for controlling effects in the pachinko gaming machine of the characteristic part 2. [Figure 186] 10 is a flowchart showing an example of advance notification and warning notification processing in the pachinko gaming machine of feature part 2. [Figure 187] 10 is an explanatory diagram showing the relationship between the game state and the background image in the pachinko gaming machine of the characteristic part 2. FIG. [Figure 188] In a pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is being displayed in normal state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is being displayed in normal state. [Figure 189] In a pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is being displayed in normal state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is being displayed in normal state. [Figure 190]In the pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is displayed in the time-saving state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is displayed in the time-saving state. [Figure 191] In the pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is displayed in the time-saving state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is displayed in the time-saving state. [Figure 192] In the pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is displayed in the special probability state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is displayed in the special probability state. [Figure 193] In the pachinko gaming machine of characteristic part 2, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is displayed in the special probability state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is displayed in the special probability state. [Figure 194] In the pachinko gaming machine of feature part 2, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is displayed in the jackpot state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is displayed in the jackpot state. [Figure 195] In the pachinko gaming machine of feature part 2, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is displayed in the jackpot state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is displayed in the jackpot state. [Figure 196] 10 is a diagram showing an example of the display of the complete function when the normal background image A is displayed in the pachinko gaming machine of characteristic part 2. FIG. [Figure 197] 10 is a diagram showing an example of the display of the complete function when the normal background image B is displayed in the pachinko gaming machine of characteristic part 2. FIG. [Figure 198]10 is a diagram showing an example of the display of the complete function when the time-saving background image A is displayed in the pachinko gaming machine of characteristic part 2. FIG. [Figure 199] 10 is a diagram showing an example of the display of the complete function when the time-saving background image B is displayed in the pachinko gaming machine of characteristic part 2. FIG. [Figure 200] FIG. 10 is a diagram showing an example of the display of the complete function when the probability variable background image A is displayed in the pachinko gaming machine of feature part 2. [Figure 201] 10 is a diagram showing an example of the display of the complete function when the probability change background image B is displayed in the pachinko gaming machine of characteristic part 2. FIG. [Figure 202] A figure showing an example of the display of the complete function when a jackpot background image A is displayed in a pachinko gaming machine of characteristic part 2. [Figure 203] A figure showing an example of the display of the complete function when the jackpot background image B is displayed in the pachinko gaming machine of characteristic part 2. [Figure 204] 10 is a flowchart showing an example of a complete function activation notification process in the pachinko gaming machine of characteristic part 2. [Figure 205] 10 is a flowchart showing an example of an error notification process in the pachinko gaming machine of the characteristic part 2. [Figure 206] This is an explanatory diagram of a case in which the complete counter value reaches 95,000 in a state other than a jackpot game state in a pachinko game machine of feature part 2. [Figure 207] This is an explanatory diagram of a case where the complete counter value reaches 95,000 in a jackpot game state in a pachinko game machine of feature part 2. [Figure 208] This is an explanatory diagram of a case in which the complete counter value does not reach 95,000 and the advance notification display ends in a pachinko gaming machine of feature part 2. [Figure 209] 10 is an explanatory diagram of the advance notification update period in the pachinko gaming machine of feature part 2. FIG. [Figure 210]10 is an explanatory diagram showing the output timing and output mode of each output when the complete function is activated in the pachinko gaming machine of characteristic part 2. FIG. [Figure 211] 10 is an explanatory diagram showing the output timing and output mode of each output when an error occurs in the pachinko gaming machine of characteristic part 2. FIG. [Figure 212] 10 is an explanatory diagram illustrating the difference in the output state of each output when the complete function is activated and when an error occurs in the pachinko gaming machine of characteristic part 2. FIG. [Figure 213] An explanatory diagram showing the output mode of each output when an error occurs during advance notification execution in a pachinko gaming machine of characteristic part 2. [Figure 214] 10 is an explanatory diagram showing the output mode of each output when a pre-alert occurs during an error alert in a pachinko gaming machine of characteristic part 2. FIG. [Figure 215] 10 is an explanatory diagram showing the output mode of each output when an error occurs during execution of a warning notification in the pachinko gaming machine of characteristic part 2. FIG. [Figure 216] 10 is an explanatory diagram showing the output mode of each output when a warning notification occurs during an error notification in a pachinko gaming machine of characteristic part 2. FIG. [Figure 217] An explanatory diagram showing the output state of each output when an error other than a radio wave error or a magnet error occurs during operation of the complete function in a pachinko gaming machine of characteristic part 2. [Figure 218] An explanatory diagram showing the output mode of each output when the complete function is activated during the occurrence of an error other than a radio wave error or a magnet error in a pachinko gaming machine of characteristic part 2. [Figure 219] FIG. 10 is an explanatory diagram showing the output state of each output when a radio wave error or a magnet error occurs during operation of the complete function in the pachinko gaming machine of characteristic part 2. [Figure 220] 10 is a diagram showing examples of displays displayed in the pachinko gaming machine of feature part 2 and the relationship between the sizes of the displays. FIG. [Figure 221] 10A to 10C are diagrams showing examples of displays relating to the complete function displayed in the pachinko gaming machine of the characteristic part 2. [Figure 222]10A to 10C are diagrams showing examples of displays relating to the complete function displayed in the pachinko gaming machine of the characteristic part 2. [Figure 223] 10A to 10C are diagrams showing examples of displays relating to the complete function displayed in the pachinko gaming machine of the characteristic part 2. [Figure 224] 10A to 10C are diagrams showing examples of displays relating to the complete function displayed in the pachinko gaming machine of the characteristic part 2. [Figure 225] 10A to 10C are diagrams showing examples of displays relating to the complete function displayed in the pachinko gaming machine of feature part 2 when an error occurs. [Figure 226] 10 is an explanatory diagram illustrating the difference between each display related to the complete function and an error handling display displayed in the pachinko gaming machine of characteristic part 2. FIG. [Figure 227] 10A to 10C are diagrams showing examples of displays relating to the complete function displayed in a modified example of characteristic part 2 when an error occurs. [Figure 228] 10 is a diagram showing an example of a display when the complete function is activated in the pachinko gaming machine of characteristic part 2. FIG. [Figure 229] FIG. 10 is a diagram showing an example of a display when an error occurs in the pachinko gaming machine of feature part 2 when the complete function is in an inactive or active state. [Figure 230] 10 is an explanatory diagram showing the change in advance notification in the pachinko gaming machine of feature part 2. FIG. [Figure 231] 10 is an explanatory diagram showing the first line preview performance in the pachinko gaming machine of characteristic part 2. FIG. [Figure 232] FIG. 10 is an explanatory diagram showing the first line preview effect executed during a high base in the pachinko gaming machine of feature part 2. [Figure 233] 10 is an explanatory diagram showing a pattern matching effect executed during a low base in a pachinko gaming machine of feature part 2. FIG. [Figure 234] 10 is an explanatory diagram showing the pattern matching effect executed during a high base in the pachinko gaming machine of feature part 2. FIG. [Figure 235]FIG. 10 is an explanatory diagram showing a fanfare effect executed during a low base in the pachinko gaming machine of feature part 2. [Figure 236] FIG. 10 is an explanatory diagram showing a fanfare effect executed during a high base in the pachinko gaming machine of feature part 2. [Figure 237] An explanatory diagram showing the first right-hit display presentation in the pachinko gaming machine of characteristic part 2. [Figure 238] 10 is an explanatory diagram showing the ending presentation in the pachinko gaming machine of characteristic part 2. FIG. [Figure 239] 10 is an explanatory diagram showing the ending presentation in the pachinko gaming machine of characteristic part 2. FIG. [Figure 240] An explanatory diagram showing the first left-hit display presentation in a pachinko gaming machine of characteristic part 2. [Figure 241] An explanatory diagram showing the second left-hit display presentation in the pachinko gaming machine of characteristic part 2. [Figure 242] 10 is an explanatory diagram showing a demo effect in the pachinko gaming machine of characteristic part 2. FIG. [Figure 243] 10 is a diagram showing an example of a display when advance notification is initiated in a pachinko gaming machine of feature part 2. FIG. [Figure 244] 10 is a diagram showing an example of a display when advance notification is initiated in a pachinko gaming machine of feature part 2. FIG. [Figure 245] A figure showing an example of a display when advance notification changes in a pachinko gaming machine of feature part 2. [Figure 246] A figure showing an example of a display when advance notification changes in a pachinko gaming machine of feature part 2. [Figure 247] 10 is a diagram showing an example of a display when the complete function is activated in the pachinko gaming machine of characteristic part 2. FIG. [Figure 248] 10 is a diagram showing an example of a display when a power outage occurs in the pachinko gaming machine of feature part 2. FIG. [Figure 249] 10 is a diagram showing an example of a display when a power outage occurs in the pachinko gaming machine of feature part 2. FIG. [Figure 250]FIG. 10 is a diagram showing an example of a display when the complete function counter value is near 9000 in a pachinko gaming machine of feature part 2. [Figure 251] FIG. 10 is a diagram showing an example of a display when an incorrect command is received due to an external factor in the pachinko gaming machine of feature part 2. [Figure 252] FIG. 10 is a diagram showing an example of a display when an incorrect command is received due to an external factor in the pachinko gaming machine of feature part 2. [Figure 253] FIG. 10 is a diagram showing an example of a display when an incorrect command is received due to an external factor in the pachinko gaming machine of feature part 2. [Figure 254] 10 is a diagram showing an example of a display when a power outage occurs in the pachinko gaming machine of feature part 2. FIG. [Figure 255] 10 is a diagram showing an example of a display when a power outage occurs in the pachinko gaming machine of feature part 2. FIG. [Figure 256] 10 is a diagram showing a case where the complete function counter value can be incremented or decremented even after the complete function is activated in a modified example of characteristic part 2. FIG. [Figure 257] 10 is a diagram showing a case where the complete function counter value can be incremented or decremented even after the complete function is activated in a modified example of characteristic part 2. FIG. [Figure 258] 10A to 10C are explanatory diagrams showing examples of notification modes of various notifications in a modified example of the characteristic portion 2. [Figure 259] 10 is a flowchart showing an example of a performance control process in a modified example of characteristic part 2. [Figure 260] A diagram showing the execution decision ratio of flash effects when winning in a modified example of feature part 2. [Figure 261] A figure explaining the output mode of the flash effect when winning in a modified example of feature part 2. [Figure 262] A figure explaining the output mode of the flash effect when winning in a modified example of feature part 2. [Figure 263] A figure explaining the output mode of the flash effect when winning in a modified example of feature part 2. [Figure 264]A figure explaining the output mode of the flash effect when winning in a modified example of feature part 2. [Figure 265] FIG. 10 is an explanatory diagram illustrating the execution period of the ending performance in a modified example of characteristic part 2. [Figure 266] FIG. 10 is a diagram showing a movable body effect in a modified example of characteristic part 2. [Figure 267] FIG. 10 is a diagram showing a movable body effect in a modified example of characteristic part 2. [Figure 268] 10 is a diagram showing an example of lamp data in a pachinko gaming machine of feature part 2. FIG. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Feature 1] The gaming machine with feature 1 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. If an error occurs, an error notification is made. The advance notice is configured to include a display using characters, The operation warning notification is configured to include a display using characters, The error notification includes a display using characters, The font of the characters used in the advance notification and the font of the characters used in the operation warning notification are the same, The fonts used for advance notifications and warning notifications are different from the fonts used for error notifications. It is characterized by the following. According to this feature, a series of events may unfold during a jackpot, from advance notification to activation warning, so by using a consistent font for the characters, information about the complete function can be conveyed stably, and by using a different font for the target display, it is possible to make it clear that the information is different from the complete function, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 220, Figure 224
[0010] [Feature 2] The gaming machine with feature 2 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. If an error occurs, an error notification is made. The advance notice is configured to include a display using characters, The error notification includes a display using characters, The size of the letters in the advance notice is smaller than the size of the letters in the error notice. It is characterized by the following. This feature allows the occurrence of an error to be noticed early, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 220, Figure 224
[0011] [Feature 3] The gaming machine with feature 3 is: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. If an error occurs, an error notification is made. The operation warning notification is configured to include a display using characters, The error notification includes a display using characters, The font size of the warning message is smaller than the font size of the error message. It is characterized by the following. This feature allows the occurrence of an error to be noticed early, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 220, Figure 224
[0012] [Feature 4] The gaming machine with feature 4 is: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. If an error occurs, an error notification is made. The advance notice is displayed in a position that does not overlap with the error notice. It is characterized by the following. This feature allows the occurrence of an error to be noticed early, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 220, Figure 224
[0013] [Feature 5] The gaming machine with feature 5 is: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. If an error occurs, an error notification is made. Operation warning notifications are displayed in a position that does not overlap with error notifications. It is characterized by the following. This feature allows the occurrence of an error to be noticed early, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 220, Figure 224
[0014] [Feature 6] The gaming machine with feature 6 is: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. If an error occurs, an error notification is made. Advance warnings and error warnings are displayed in different colors. It is characterized by the following. This feature allows the occurrence of an error to be noticed early, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 220, Figure 224
[0015] [Feature 7] The seventh feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. If an error occurs, an error notification is made. Operation warnings and error notifications are displayed in different colors It is characterized by the following. This feature allows the occurrence of an error to be noticed early, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 220, Figure 224
[0016] [Feature 8] The eighth feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. If an error occurs, an error notification is made. Advance notices are displayed with a fade-in. Error notifications are displayed without fading in. It is characterized by the following. According to this feature, advance notification does not give the impression of suddenness, thereby reducing dissatisfaction that the game may soon end, and in contrast to advance notification, it can prevent dissatisfaction by encouraging the player to resolve the issue as quickly as possible. Corresponding drawings: Figure 212, Figure 225
[0017] [Feature 9] The 9th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. If an error occurs, an error notification is made. The operation warning notice is displayed with a fade-in. Error notifications are displayed without fading in. It is characterized by the following. According to this feature, by not giving the impression of suddenness regarding the activation warning, dissatisfaction caused by the possibility that the game may soon end can be reduced, and dissatisfaction can be prevented by promptly urging the player to resolve the warning as opposed to the activation warning. Corresponding drawings: Figure 212, Figure 227
[0018] [Feature 10] The tenth feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches the activation value and the progress of the game is restricted, an activation notification is given. If an error occurs, an error notification is made. The operation notification is displayed with a fade-in. Error notifications are displayed without fading in. It is characterized by the following. According to this feature, by not giving the impression of suddenness in the operation display, dissatisfaction with the game ending can be reduced, while dissatisfaction can be prevented by prompting the player to resolve the situation as quickly as possible, in contrast to the operation. Corresponding drawings: Figure 212, Figure 225, Figure 228
[0019] [Feature 11] The 11th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. If an error occurs, an error notification is made. a light emission control means for controlling the light emission means; The light emission control means When an error occurs in a situation where a prior notification has been given, control is performed to switch the light emitting mode of the light emitting means to a light emitting mode corresponding to the error; When an advance warning is initiated in a situation where an error has occurred, the light emitting means is controlled to maintain the light emitting mode corresponding to the error. It is characterized by the following. This feature allows you to quickly notice an error. Corresponding drawings: Figure 213, Figure 214, Figure 268
[0020] [Feature 12] The gaming machine with feature 12 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. If an error occurs, an error notification is made. a light emission control means for controlling the light emission means; The light emission control means When an error occurs while an operation warning is being notified, the light emitting means is controlled to change its light emitting mode to a light emitting mode corresponding to the error; When an operation warning notification is initiated in a situation where an error has occurred, the light emitting means is controlled to maintain the light emitting mode corresponding to the error. It is characterized by the following. This feature allows you to quickly notice an error. Corresponding drawings: Figure 215, Figure 216, Figure 268
[0021] [Feature 13] The 13th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches the activation value and the progress of the game is restricted, an activation notification is given. If a specific error occurs, a notification corresponding to the specific error is made. a light emission control means for controlling the light emission means; The light emission control means When a specific error occurs while an operation notification is being given, control is performed to maintain the light emitting mode of the light emitting means in the light emitting mode corresponding to the operation notification; In a situation where a specific error occurs, when the counter value becomes an activation value and the progress of the game is restricted, the light emitting mode of the light emitting means is controlled to be switched to a light emitting mode corresponding to the activation notification. It is characterized by the following. According to this feature, activation of the complete function is given priority and can be made known by the manner in which the lamp is lit. Corresponding drawings: Figures 217 to 219
[0022] [Feature 14] The gaming machine with feature 14 is: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches the activation value and the progress of the game is restricted, an activation notification is given. If a first error occurs, a notification corresponding to the first error is made; If a second error occurs that is more important than the first error, a notification corresponding to the second error is made; a light emission control means for controlling the light emission means; The light emission control means When a first error occurs while an operation notification is being given, control is performed to maintain the light emitting mode of the light emitting means in the light emitting mode corresponding to the operation notification; When a second error occurs while an operation notification is being given, the light emitting means is controlled to switch its light emitting mode to a light emitting mode corresponding to the second error. It is characterized by the following. According to this feature, if a high-priority error occurs while the complete function is in operation, the state of the lamp can be switched to make the user aware of the occurrence of the error as soon as possible. Corresponding drawings: Figures 217 to 219
[0023] [Feature 15] The 15th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches the activation value and the progress of the game is restricted, an activation notification is given. If an error occurs, an error notification is made. a light emission control means for controlling the light emitting means; a display control means for controlling the display means; When the counter value becomes an activation value and restricts the progress of the game, the light emission control means controls the light emission mode of the light emitting means to be the light emission mode corresponding to the activation notification before the display control means controls the display mode of the display means to be the display mode corresponding to the activation notification. When an error occurs, the light emission control means controls the light emission means to change the light emission mode to a light emission mode corresponding to an error notification before the display control means controls the display mode of the display means to a display mode corresponding to an error notification. It is characterized by the following. According to this feature, by first illuminating the lamp when the complete function is activated or when an error is reported, the current situation can be grasped in stages. Corresponding drawing: Figure 212
[0024] [Feature 16] The 16th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches the activation value and the progress of the game is restricted, an activation notification is given. If an error occurs, an error notification is made. a light emission control means for controlling the light emission means; The light emission control means When the counter value reaches an operation value and the progress of the game is restricted, the light emitting means is controlled so that the light emitting mode does not change in brightness; When an error occurs, the light emitting means is controlled so that the light emitting mode changes in brightness. It is characterized by the following. According to this feature, since there is a possibility that the power will be left on after the complete function has been activated, changing the brightness data prevents this from being an annoyance, and by changing the brightness data to notify errors so that players and gaming store staff can quickly become aware of them, it is possible to provide a suitable gaming machine as a result. Corresponding drawing: Figure 268
[0025] [Feature 17] The 17th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches the activation value and the progress of the game is restricted, an activation notification is given. If an error occurs, an error notification is made. a light emission control means for controlling the light emitting means; a display control means for controlling the display means; When the counter value becomes an activation value and restricts the progress of the game, the light emission control means controls the light emission mode of the light emitting means to be the light emission mode corresponding to the activation notification before the display control means controls the display mode of the display means to be the display mode corresponding to the activation notification. When an error occurs, the light emission control means controls the light emission means to change the light emission mode to a light emission mode corresponding to an error notification before the display control means controls the display mode of the display means to a display mode corresponding to an error notification. The period from when the light-emission control means starts to control the light-emission mode of the light-emitting means to the light-emission mode corresponding to the error notification until when the display control means controls the display mode of the display means to the display mode corresponding to the error notification is longer than the period from when the light-emission control means starts to control the light-emission mode of the light-emitting means to the light-emission mode corresponding to the operation notification until when the display control means controls the display mode of the display means to the display mode corresponding to the operation notification. It is characterized by the following. According to this feature, the activation of the complete function does not give the impression of suddenness, so that the player does not become dissatisfied, and the notification of an error allows the player to notice the occurrence of an error early, so that the error can be resolved quickly, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 210, Figure 211
[0026] [Feature 18] The 18th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches the activation value and the progress of the game is restricted, an activation notification is given. If an error occurs, an error notification is made. a sound output control means for controlling the sound output means; a display control means for controlling the display means; When the counter value becomes an activation value and restricts the progress of the game, the sound output control means controls the output mode of the sound output means to be an output mode corresponding to the activation notification before the display control means controls the display mode of the display means to be a display mode corresponding to the activation notification. When an error occurs, the sound output control means controls the sound output means to change its output mode to an output mode corresponding to an error notification before the display control means controls the display mode of the display means to change its display mode to a display mode corresponding to an error notification. The period from when the sound output control means starts to control the output mode of the sound output means to the output mode corresponding to the error notification until when the display control means controls the display mode of the display means to the display mode corresponding to the error notification is longer than the period from when the sound output control means starts to control the output mode of the sound output means to the output mode corresponding to the operation notification until when the display control means controls the display mode of the display means to the display mode corresponding to the operation notification. It is characterized by the following. According to this feature, the activation of the complete function does not give the impression of suddenness, so that the player does not become dissatisfied, and the notification of an error allows the player to notice the occurrence of an error early, so that the error can be resolved quickly, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 210, Figure 211
[0027] [Feature 19] The 19th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, a display corresponding to the advance notification is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; The period from when the counter value becomes the advance notification value and the display corresponding to the advance notification starts to when the display of the update mode starts is shorter than the period from when the counter value becomes the advance notification value and the display corresponding to the advance notification starts to when the display of the update mode starts. It is characterized by the following. According to this feature, by making the period for updating the display mode of the advance notification shorter than the period from when the advance notification starts to when the completion mode is displayed, changes in the remaining number can be communicated quickly, and as a result, an ideal gaming machine can be provided. Corresponding drawing: Figure 209
[0028] [Feature 20] The 20 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches the activation value and the progress of the game is restricted, an activation notification is given. When a display corresponding to the advance notification is being displayed, if the counter value reaches an activation value, the display corresponding to the advance notification is not terminated and a display corresponding to the activation notification is displayed in priority to the display corresponding to the advance notification. It is characterized by the following. According to this feature, when the complete function is activated, the advance notification display ends before the display switches to the display indicating that the complete function is activated, thereby preventing the player from mistaking that the remaining number of balls until the complete function is activated has been restored, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 206
[0029] [Feature 21] The 21st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. When restricting the progress of the game, an operation notification is given, When a display corresponding to an activation warning notification is being displayed, if an advantageous state ends and a display corresponding to the activation warning notification is displayed, the display corresponding to the activation warning notification is displayed in a manner that prioritizes the display corresponding to the activation warning notification without terminating the display corresponding to the activation warning notification. It is characterized by the following. According to this feature, when the complete function is activated, the activation warning display ends before the display switches to the display indicating that the complete function is activated, thereby preventing the player from mistaking that the remaining number of balls until the complete function is activated has been restored, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 207
[0030] [Feature 22] The gaming machine with feature 22 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. In the specific state, a predetermined addition event occurs and the counter value becomes a first advance notification value, and in the specific state, a predetermined addition event occurs and the counter value becomes a second advance notification value, and advance notification is performed in a common manner. It is characterized by the following. This feature allows stable advance notification. Corresponding drawings: Figures 188 to 195
[0031] [Feature 23] The 23 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. The advance notification is performed in a common manner in the case where a predetermined addition event occurs in a specific state and the counter value becomes the advance notification value, and in the case where a specific addition event occurs in a specific state and the counter value becomes the advance notification value. It is characterized by the following. This feature allows stable advance notification. Corresponding drawings: Figures 188 to 195
[0032] [Feature 24] The 24 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When a predetermined addition event occurs in a specific state and the counter value becomes a first advance notification value, advance notification is performed in a common manner when a specific addition event occurs in a specific state and the counter value becomes a second advance notification value. It is characterized by the following. This feature allows stable advance notification. Corresponding drawings: Figures 188 to 195
[0033] [Feature 25] The 25 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. Advance notification is performed in a common manner when a predetermined addition event occurs in a predetermined state and the counter value becomes the advance notification value, and when a predetermined addition event occurs in a specific state and the counter value becomes the advance notification value. It is characterized by the following. This feature allows stable advance notification. Corresponding drawings: Figures 188 to 195
[0034] [Feature 26] The gaming machine with feature 26 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When a predetermined addition event occurs in a predetermined state and the counter value becomes a first advance notification value, and when a predetermined addition event occurs in a specific state and the counter value becomes a second advance notification value, advance notification is performed in a common manner. It is characterized by the following. This feature allows stable advance notification. Corresponding drawings: Figures 188 to 195
[0035] [Feature 27] The 27th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. Advance notification is performed in a common manner when a predetermined addition event occurs in a predetermined state and the counter value becomes an advance notification value, and when a specific addition event occurs in a specific state and the counter value becomes an advance notification value. It is characterized by the following. This feature allows stable advance notification. Corresponding drawings: Figures 188 to 195
[0036] [Feature 28] The 28 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When a predetermined addition event occurs in a predetermined state and the counter value becomes a first advance notification value, and when a specific addition event occurs in a specific state and the counter value becomes a second advance notification value, advance notification is performed in a common manner. It is characterized by the following. This feature allows stable advance notification. Corresponding drawings: Figures 188 to 195
[0037] [Feature 29] The 29th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. Advance notification is performed in a common manner in the following cases: when a predetermined addition event occurs in a predetermined state and the counter value becomes the advance notification value; when a predetermined addition event occurs in a specific state and the counter value becomes the advance notification value; and when a predetermined addition event occurs in a special state and the counter value becomes the advance notification value. It is characterized by the following. This feature allows stable advance notification. Corresponding drawings: Figures 188 to 195
[0038] [Feature 30] The gaming machine with 30 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A promotion object that encourages the launch of the game medium into a specific area in the game area can be displayed; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects, The promotion object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the advance notification does not emphasize the time of appearance or stay, but the promotion object emphasizes the time of appearance and stay, so that the promotion object can be made to stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 237
[0039] [Feature 31] The gaming machine with 31 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A promotion object that promotes the launch of the game medium into a specific area in the game area can be displayed at an end of the display area; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects, The promotion object starts without an effect and then appears with a stay effect. It is characterized by the following. According to this feature, for advance notifications, the time of appearance and the time of stay are not emphasized, but the promotion object displayed at the end is emphasized only when it is stayed, so that in situations where both are displayed simultaneously, the promotion object displayed at the end can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 237
[0040] [Feature 32] The gaming machine with feature 32 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, After the special state is controlled, when the state is not controlled to the advantageous state but controlled to the normal state, a promotion object can be displayed to encourage firing to a predetermined area in the game area; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects, The promotion object starts without an effect and then appears with a stay effect. It is characterized by the following. According to this feature, by not emphasizing the appearance or stay time of the advance notification, but emphasizing the stay time of the promotion object, the promotion object can be made to stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 240
[0041] [Feature 33] The gaming machine with 33 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. In a normal state, when the gaming medium enters a specific area in the gaming area, a prompting object can be displayed to prompt the launch of the gaming medium into a predetermined area in the gaming area; The display corresponding to the advance notice starts without any effects, and then is displayed without any stay effects. The promotion object starts without an effect and then appears with a stay effect. It is characterized by the following. According to this feature, by not emphasizing the appearance or stay time of the advance notification, but emphasizing the stay time of the promotion object, the promotion object can be made to stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 241
[0042] [Feature 34] The gaming machine with feature 34 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. In a normal state, a predetermined effect can be executed to suggest the degree of expectation of being controlled to an advantageous state based on the detection of the player's action by the action detection means, An operation prompting object that resembles the action detecting means can be displayed before the predetermined effect is executed, The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects, The operation prompting object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the advance notification does not emphasize the time of appearance or stay, but the operation promotion object emphasizes the time of appearance and stay, making it possible to make the operation promotion object stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 231
[0043] [Feature 35] The 35th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, In the special state, a predetermined effect can be executed that suggests the expectation of being controlled to an advantageous state based on the detection of the player's action by the action detection means; An operation prompting object that resembles the action detecting means can be displayed before the predetermined effect is executed, The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects, The operation prompting object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the advance notification does not emphasize the time of appearance or stay, but the operation promotion object emphasizes the time of appearance and stay, making it possible to make the operation promotion object stand out in situations where both are displayed simultaneously, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 232
[0044] [Feature 36] The gaming machine with feature 36 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. In the normal state, after the variable display of the effect identification information is started, the effect identification information is displayed in a special manner to notify that the effect is being controlled to an advantageous state. The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects, The special mode effect identification information is displayed with an appearance effect and, after the appearance effect ends, with a stay effect. It is characterized by the following. According to this feature, the advance notification does not emphasize the time of appearance or stay, but the display of the special mode presentation identification information emphasizes the time of appearance and stay, so that in situations where both are displayed simultaneously, the display of the special mode presentation identification information can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 233
[0045] [Feature 37] The gaming machine with feature 37 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, In the special state, after variable display of the effect identification information is started, the effect identification information is displayed in a special manner, thereby informing the player that the game is being controlled to an advantageous state; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects, The special mode effect identification information is displayed with an appearance effect and, after the appearance effect ends, with a stay effect. It is characterized by the following. According to this feature, the advance notification does not emphasize the time of appearance or stay, but the display of the special mode presentation identification information emphasizes the time of appearance and stay, so that in situations where both are displayed simultaneously, the display of the special mode presentation identification information can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 234
[0046] [Feature 38] The gaming machine with 38 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When the state is controlled from the normal state to the advantageous state, an advantageous state name object that is the name of the advantageous state can be displayed; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects, The advantageous state name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, for advance notifications, the emphasis is not placed on the time of appearance or stay, but the emphasis is placed on the time of appearance and stay for the advantageous state name object, so that in situations where both are displayed simultaneously, the advantageous state name object can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 235
[0047] [Feature 39] The 39th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When the special state is changed to the advantageous state, an advantageous state name object that is the name of the advantageous state can be displayed; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects, The advantageous state name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, for advance notifications, the emphasis is not placed on the time of appearance or stay, but the emphasis is placed on the time of appearance and stay for the advantageous state name object, so that in situations where both are displayed simultaneously, the advantageous state name object can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 236
[0048] [Feature 40] The gaming machine with 40 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When the state is controlled from the normal state to the advantageous state, a special state name object that is the name of the special state can be displayed; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects, The special state name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, for advance notifications, the time of appearance and stay is not emphasized, but for special state name objects, the time of appearance and stay is emphasized, so that in situations where both are displayed simultaneously, the special state name object can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 238
[0049] [Feature 41] The gaming machine with feature 41 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When the special state is controlled to the advantageous state, a special state name object that is the name of the special state can be displayed; The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects, The special state name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, for advance notifications, the time of appearance and stay is not emphasized, but for special state name objects, the time of appearance and stay is emphasized, so that in situations where both are displayed simultaneously, the special state name object can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 238
[0050] [Feature 42] The gaming machine with feature 42 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A demo effect can be performed during a period when variable display is not being performed, In the demo performance, a model name object that is the name of the model can be displayed, The display corresponding to the advance notice is started without using any effects, and then displayed without any stay effects, The model name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the advance notification does not emphasize the time of appearance or stay, but the model name object emphasizes the time of appearance and stay, so that in situations where both are displayed simultaneously, the model name object can be made to stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 242
[0051] [Feature 43] The gaming machine with 43 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. A promotion object that encourages the launch of the game medium into a specific area in the game area can be displayed; The display corresponding to the operation warning notification starts without using any effects, and then continues without any stay effects. The promotion object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the activation warning does not emphasize when it appears or when it stays, but the promotion object emphasizes when it appears or when it stays, making the promotion object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 237
[0052] [Feature 44] The gaming machine with 44 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. A promotion object that promotes the launch of the game medium into a specific area in the game area can be displayed at an end of the display area; The display corresponding to the operation warning notification starts without using any effects, and then continues without any stay effects. The promotion object starts without an effect and then appears with a stay effect. It is characterized by the following. According to this feature, the activation warning does not emphasize when it appears or when it stays, but the prompting object displayed at the end emphasizes when it stays, making the prompting object displayed at the end stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 237
[0053] [Feature 45] The gaming machine with 45 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, After the control of the special state, when the control is not made to the advantageous state but made to the normal state, a promotion object can be displayed to encourage the launch of the ball into a predetermined area in the game area; The display corresponding to the operation warning notification starts without using any effects, and then continues without any stay effects. The promotion object starts without an effect and then appears with a stay effect. It is characterized by the following. According to this feature, the activation warning does not emphasize when it appears or when it stays, but the promotion object emphasizes when it stays, making the promotion object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 240
[0054] [Feature 46] The gaming machine with feature 46 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. In a normal state, when the gaming medium enters a specific area in the gaming area, a prompting object can be displayed to prompt the launch of the gaming medium into a predetermined area in the gaming area; The display corresponding to the operation warning notification starts without using any effects, and then continues without any stay effects. The promotion object starts without an effect and then appears with a stay effect. It is characterized by the following. According to this feature, the activation warning does not emphasize when it appears or when it stays, but the promotion object emphasizes when it stays, making the promotion object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 241
[0055] [Feature 47] The gaming machine with 47 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. In a normal state, a predetermined effect can be executed to suggest the degree of expectation of being controlled to an advantageous state based on the detection of the player's action by the action detection means, An operation prompting object that resembles the action detecting means can be displayed before the predetermined effect is executed, The display corresponding to the operation warning notification starts without using any effects, and then continues without any stay effects. The operation prompting object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the operation warning does not emphasize when it appears or when it remains in place, but the operation prompt object emphasizes when it appears or when it remains in place, making the operation prompt object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 231
[0056] [Feature 48] The gaming machine with 48 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, In the special state, a predetermined effect can be executed that suggests the expectation of being controlled to an advantageous state based on the detection of the player's action by the action detection means; An operation prompting object that resembles the action detecting means can be displayed before the predetermined effect is executed, The display corresponding to the operation warning notification starts without using any effects, and then continues without any stay effects. The operation prompting object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the operation warning does not emphasize when it appears or when it remains in place, but the operation prompt object emphasizes when it appears or when it remains in place, making the operation prompt object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 232
[0057] [Feature 49] The gaming machine with 49 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. In the normal state, after the variable display of the effect identification information is started, the effect identification information is displayed in a special manner to notify that the effect is being controlled to an advantageous state. The display corresponding to the operation warning notification starts without using any effects, and then continues without any stay effects. The special mode effect identification information is displayed with an appearance effect and, after the appearance effect ends, with a stay effect. It is characterized by the following. According to this feature, the activation warning is not emphasized when it appears or when it remains in place, but the display of the special mode presentation identification information is emphasized when it appears or when it remains in place, thereby making the display of the special mode presentation identification information stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 233
[0058] [Feature 50] The 50 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, In the special state, after variable display of the effect identification information is started, the effect identification information is displayed in a special manner, thereby informing the player that the game is being controlled to an advantageous state; The display corresponding to the operation warning notification starts without using any effects, and then continues without any stay effects. The special mode effect identification information is displayed with an appearance effect and, after the appearance effect ends, with a stay effect. It is characterized by the following. According to this feature, the activation warning is not emphasized when it appears or when it remains in place, but the display of the special mode presentation identification information is emphasized when it appears or when it remains in place, thereby making the display of the special mode presentation identification information stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 234
[0059] [Feature 51] The gaming machine with feature 51 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When controlled from a normal state to an advantageous state, An advantageous state name object that is the name of the advantageous state can be displayed, The display corresponding to the operation warning notification starts without using any effects, and then continues without any stay effects. The advantageous state name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the activation warning does not emphasize when it appears or when it remains in place, but the advantageous state name object emphasizes when it appears or when it remains in place, making the advantageous state name object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 235
[0060] [Feature 52] The gaming machine with feature 52 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When controlled from a special state to an advantageous state, An advantageous state name object that is the name of the advantageous state can be displayed, The display corresponding to the operation warning notification starts without using any effects, and then continues without any stay effects. The advantageous state name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the activation warning does not emphasize when it appears or when it remains in place, but the advantageous state name object emphasizes when it appears or when it remains in place, making the advantageous state name object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 236
[0061] [Feature 53] The gaming machine with feature 53 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When controlled from a normal state to an advantageous state, A special state name object that is the name of the special state can be displayed; The display corresponding to the operation warning notification starts without using any effects, and then continues without any stay effects. The special state name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the activation warning does not emphasize when it appears or when it remains, but the special state name object emphasizes when it appears or when it remains, making the special state name object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 239
[0062] [Feature 54] The gaming machine with feature 54 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. After controlling the advantageous state, it is possible to control it to a special state that is more advantageous than the normal state, When controlled from a special state to an advantageous state, A special state name object that is the name of the special state can be displayed; The display corresponding to the operation warning notification starts without using any effects, and then continues without any stay effects. The special state name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the activation warning does not emphasize when it appears or when it remains, but the special state name object emphasizes when it appears or when it remains, making the special state name object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 239
[0063] [Feature 55] The 55 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. A demo effect can be performed during a period when variable display is not being performed, In the demo performance, a model name object that is the name of the model can be displayed, The display corresponding to the operation warning notification starts without using any effects, and then continues without any stay effects. The model name object starts to be displayed with an appearance effect, and after the appearance effect ends, it is displayed with a stay effect. It is characterized by the following. According to this feature, the activation warning does not emphasize when it appears or when it remains in place, but the model name object emphasizes when it appears or when it remains in place, making the model name object stand out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 224, Figure 227, Figure 242
[0064] [Feature 56] The gaming machine with feature 56 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the start-up area, the specific identification information is displayed variably. When the game medium passes through the starting area, the counter value is updated. When the counter value becomes the advance notification value as a result of the game medium passing through the start area, the variable display of the specific identification information is performed first, and then the display corresponding to the advance notification is started. It is characterized by the following. According to this feature, when an advance notification is made due to a start winning, the change in the special identification information is made visible first, and then the advance notification is made visible, so that the occurrence of the change can be communicated as soon as possible, providing a stable gaming environment and, as a result, providing a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0065] [Feature 57] The gaming machine with feature 57 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, a display corresponding to the advance notification is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; When the game medium passes through the start-up area, the specific identification information is displayed variably. When the game medium passes through the starting area, the counter value is updated. When the counter value becomes the advance notification update value as a result of the game medium passing through the start area, the variable display of the specific identification information is performed first, and then the display mode of the display corresponding to the advance notification is updated. It is characterized by the following. According to this feature, when the display content of the advance notification is updated due to a start winning, the change in the special identification information is made visible first, and then the update in the display content of the advance notification is made visible, so that the occurrence of the change can be communicated as soon as possible, providing a stable gaming environment and, as a result, providing a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0066] [Feature 58] The gaming machine with feature 58 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, the specific identification information can be variably displayed. When the game medium passes through the starting area, the counter value is updated. When the counter value becomes the activation value as a result of the game medium passing through the start area, the progress of the game is restricted before the variable display of the special identification information is started. It is characterized by the following. According to this feature, when the complete function is activated due to a start-up winning, by activating the complete function before the change in the special identification information becomes visible, it is possible to prevent the player from feeling dissatisfied because a change did not occur and thus to provide a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0067] [Feature 59] The 59th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the start-up area, the specific identification information is displayed variably. When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-announcement value as a result of the game medium passing through the start area, the variable display of the specific identification information is performed first, and then a display corresponding to the pre-announcement is started; When the counter value becomes the activation value as a result of the game medium passing through the start area, the progress of the game is restricted before the variable display of the special identification information is started. It is characterized by the following. According to this feature, when an advance notification is made due to a starting winning, the change in the special identification information is made visible first, and then the advance notification is made visible, so that the occurrence of the change can be communicated early and a stable gaming environment can be provided; when the complete function is activated due to a starting winning, the complete function is activated before the change in the special identification information is made visible, so that the player can be prevented from feeling dissatisfied because a change did not occur and that they have lost out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0068] [Feature 60] The gaming machine with 60 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, a display corresponding to the advance notification is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; When the game medium passes through the start-up area, the specific identification information is displayed variably. When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification update value as a result of the game medium passing through the start area, the specific identification information is displayed variably first, and then the display mode of the display corresponding to the pre-notification is updated; When the counter value becomes the activation value as a result of the game medium passing through the start area, the progress of the game is restricted before the variable display of the special identification information is started. It is characterized by the following. According to this feature, when an advance notification is made due to a start winning, the change in the special identification information is made visible first, and then the update to the display content of the advance notification is made visible, so that the occurrence of the change can be communicated quickly and a stable gaming environment can be provided.When the complete function is activated due to a start winning, the complete function is activated before the change in the special identification information is made visible, so that the player can be prevented from feeling dissatisfied because a change did not occur and that they have lost out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0069] [Feature 61] The gaming machine with feature 61 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A performance control side variable display means is provided which indicates that a variable display is being performed by a light emitting mode, When the game medium passes through the starting area, the effect control side variable display means performs variable display; When the game medium passes through the starting area, the counter value is updated. When the counter value becomes the advance notification value as a result of the game medium passing through the start area, the variable display of the performance control side variable display means is performed first, and then the display corresponding to the advance notification is started. It is characterized by the following. According to this feature, when an advance notification is made due to a start winning, the change in the fourth pattern unit is made visible first, and then the advance notification is made visible, so that the occurrence of the change can be communicated as soon as possible, providing a stable gaming environment and, as a result, providing a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0070] [Feature 62] The gaming machine with feature 62 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, a display corresponding to the advance notification is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; A performance control side variable display means is provided which indicates that a variable display is being performed by a light emitting mode, When the game medium passes through the starting area, the effect control side variable display means performs variable display; When the game medium passes through the starting area, the counter value is updated. When the counter value becomes the advance notification update value as a result of the game medium passing through the start area, the variable display of the performance control side variable display means is performed first, and then the display mode of the display corresponding to the advance notification is updated. It is characterized by the following. According to this feature, when the display content of the advance notification is updated due to a start winning, the change in the fourth pattern unit is made visible first, and then the update in the display content of the advance notification is made visible, so that the occurrence of the change can be communicated as soon as possible, providing a stable gaming environment and, as a result, providing a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0071] [Feature 63] The gaming machine with feature 63 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A performance control side variable display means is provided which indicates that a variable display is being performed by a light emitting mode, When the game medium passes through the starting area, the effect control side variable display means performs variable display; When the game medium passes through the starting area, the counter value is updated. When the counter value becomes the operation value as a result of the game medium passing through the start area, the progress of the game is restricted before the variable display of the performance control side variable display means starts. It is characterized by the following. According to this feature, when the complete function is activated due to a start winning, by activating the complete function before the change in the fourth pattern unit becomes visible, it is possible to prevent the player from feeling dissatisfied that he or she has lost out because no change occurred, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0072] [Feature 64] The gaming machine with 64 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. A performance control side variable display means is provided which indicates that a variable display is being performed by a light emitting mode, When the game medium passes through the starting area, the effect control side variable display means performs variable display; When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-announcement value as a result of the game medium passing through the starting area, the variable display of the performance control side variable display means is performed first, and then a display corresponding to the pre-announcement is started; When the counter value becomes the operation value as a result of the game medium passing through the start area, the progress of the game is restricted before the variable display of the performance control side variable display means starts. It is characterized by the following. According to this feature, when an advance notification is made due to a starting winning, the change in the fourth pattern unit is made visible first, and then the advance notification is made visible, so that the occurrence of the change can be communicated as soon as possible, and a stable gaming environment can be provided; when the complete function is activated due to a starting winning, the complete function is activated before the change in the fourth pattern unit is made visible, so that the player can be prevented from feeling dissatisfied because a change did not occur and that they have lost out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0073] [Feature 65] The gaming machine with 65 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, a display corresponding to the advance notification is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; A performance control side variable display means is provided which indicates that a variable display is being performed by a light emitting mode, When the game medium passes through the starting area, the effect control side variable display means performs variable display; When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification update value as a result of the game medium passing through the start area, the variable display of the performance control side variable display means is performed first, and then the display mode of the display corresponding to the pre-notification is updated; When the counter value becomes the operation value as a result of the game medium passing through the start area, the progress of the game is restricted before the variable display of the performance control side variable display means starts. It is characterized by the following. According to this feature, when an advance notification is made due to a start winning, the change in the fourth pattern unit is made visible first, and then the update of the advance notification display content is made visible, so that the occurrence of the change can be communicated as soon as possible, and a stable gaming environment can be provided.When the complete function is activated due to a start winning, the complete function is activated before the change in the fourth pattern unit is made visible, so that the player can be prevented from feeling dissatisfied because a change did not occur and that they have lost out, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0074] [Feature 66] The gaming machine with 66 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. a display means capable of displaying a specific display corresponding to the variable display; When the game medium passes through the start area, a specific display is moved from the movement start position to the corresponding change corresponding position, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-announcement value as a result of the game medium passing through the start area, a display corresponding to the pre-announcement is started before the specific display is moved from the movement start position to the corresponding change corresponding position. It is characterized by the following. According to this feature, when an advance notification is given due to a start winning, the advance notification is given before the specific display starts to move, and then the specific display moves to that position, so that it is possible to gradually communicate that an advance notification has been given and that a start winning has occurred, and as a result, it is possible to provide an ideal gaming machine. Corresponding drawings: Figures 243 to 247
[0075] [Feature 67] The gaming machine with feature 67 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, a display corresponding to the advance notification is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; a display means capable of displaying a specific display corresponding to the variable display; When the game medium passes through the start area, a specific display is moved from the movement start position to the corresponding change corresponding position, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification update value as a result of the game medium passing through the start area, the display mode of the display corresponding to the pre-notification is updated before the specific display is moved from the movement start position to the corresponding change corresponding position. It is characterized by the following. According to this feature, when the display content of the advance notification is updated due to a start winning, the display content of the advance notification is updated before the specific display starts moving, and then the specific display moves to that position, so that it is possible to gradually communicate that the display content of the advance notification has been updated and that a start winning has occurred, and as a result, it is possible to provide an ideal gaming machine. Corresponding drawings: Figures 243 to 247
[0076] [Feature 68] The gaming machine with 68 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. a display means capable of displaying a specific display corresponding to the variable display; When the game medium passes through the start area, a specific display is moved from the movement start position to the corresponding change corresponding position, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes the activation value as the gaming medium passes through the start area, the progress of the game is restricted without displaying the specific display at the movement start position. It is characterized by the following. According to this feature, when the complete function is activated due to a starting winning, the specific display based on the starting winning is not displayed in the holding position, and the complete function is activated, thereby preventing the player from feeling dissatisfied that they have lost out because no fluctuation occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0077] [Feature 69] The gaming machine with 69 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. a display means capable of displaying a specific display corresponding to the variable display; When the game medium passes through the start area, a specific display is moved from the movement start position to the corresponding change corresponding position, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-announcement value as a result of the game medium passing through the start area, a display corresponding to the pre-announcement is started before the specific display is moved from the movement start position to the change corresponding position; When the counter value becomes the activation value as the gaming medium passes through the start area, the progress of the game is restricted without displaying the specific display at the movement start position. It is characterized by the following. According to this feature, when an advance notification is made due to a starting winning, the advance notification is made before the specific display starts to move, and then the specific display moves to that position, so that it is possible to gradually communicate that an advance notification has been made and that a starting winning has occurred; when a complete function is activated due to a starting winning, the specific display based on the starting winning is activated in a fixed position without being displayed, so it is possible to prevent the player from feeling dissatisfied that they have lost out because no change occurred, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0078] [Feature 70] The gaming machine with 70 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, a display corresponding to the advance notification is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; a display means capable of displaying a specific display corresponding to the variable display; When the game medium passes through the start area, a specific display is moved from the movement start position to the corresponding change corresponding position, When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-announcement update value as a result of the game medium passing through the start area, the display mode of the display corresponding to the pre-announcement is updated before the specific display is moved from the movement start position to the change corresponding position, When the counter value becomes the activation value as the gaming medium passes through the start area, the progress of the game is restricted without displaying the specific display at the movement start position. It is characterized by the following. According to this feature, when the display content of the advance notification is updated due to a start winning, the display content of the advance notification is updated before the specific display starts moving, and then the specific display moves to that position, so that it is possible to gradually communicate that the display content of the advance notification has been updated and that a start winning has occurred.When the complete function is activated due to a start winning, the complete function is activated without displaying the specific display based on the start winning in a fixed position, so it is possible to prevent the player from feeling dissatisfied that they have lost out because no change occurred, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0079] [Feature 71] The gaming machine with 71 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, the effect identification information is displayed variably. When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-announcement value as a result of the game medium passing through the start area, a display corresponding to the pre-announcement is started before the start of the variable display of the performance identification information. It is characterized by the following. According to this feature, when an advance notification is given due to a start winning, the advance notification is given before the change in the performance identification information begins, and then the change in the performance identification information begins, so that it is possible to gradually communicate that an advance notification has been given and that a start winning has occurred, and as a result, it is possible to provide an ideal gaming machine. Corresponding drawings: Figures 243 to 247
[0080] [Feature 72] The gaming machine with 72 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, a display corresponding to the advance notification is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; When the game medium passes through the starting area, the effect identification information is displayed variably. When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification update value as a result of the game medium passing through the start area, the display mode of the display corresponding to the pre-notification is updated before the start of the variable display of the performance identification information. It is characterized by the following. According to this feature, when the display content of the advance notification is updated due to a start winning, the display content of the advance notification is updated before the change in the performance identification information begins, and then the change in the performance identification information begins, so that it is possible to gradually communicate that the display content of the advance notification has been updated and that a start winning has occurred, and as a result, it is possible to provide an ideal gaming machine. Corresponding drawings: Figures 243 to 247
[0081] [Feature 73] The gaming machine with 73 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, the effect identification information is displayed variably. When the game medium passes through the starting area, the counter value is updated. When the counter value becomes the activation value as the game medium passes through the start area, the progress of the game is restricted before the variable display of the effect identification information starts. It is characterized by the following. According to this feature, when the complete function is activated due to a start winning, the complete function is activated without starting the fluctuation of the performance identification information, thereby preventing the player from feeling dissatisfied that he or she has lost out because no fluctuation occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 243 to 247
[0082] [Feature 74] The gaming machine with 74 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, the effect identification information is displayed variably. When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-announcement value as a result of the game medium passing through the start area, a display corresponding to the pre-announcement is started before the start of the variable display of the performance identification information; When the counter value becomes the activation value as the game medium passes through the start area, the progress of the game is restricted before the variable display of the effect identification information starts. It is characterized by the following. According to this feature, when an advance notification is made due to a start winning, the advance notification is made before the change in the effect identification information begins, and then the change in the effect identification information begins, so that it is possible to gradually communicate that an advance notification has been made and that a start winning has occurred; when a complete function is activated due to a start winning, the complete function is activated without starting the change in the effect identification information, so it is possible to prevent the player from feeling dissatisfied that they have lost out because no change occurred, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0083] [Feature 75] The 75 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, a display corresponding to the advance notification is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; When the game medium passes through the starting area, the effect identification information is displayed variably. When the game medium passes through the starting area, the counter value is updated. When the counter value becomes a pre-notification update value as a result of the game medium passing through the start area, the display mode of the display corresponding to the pre-notification is updated before the start of the variable display of the performance identification information, When the counter value becomes the activation value as the game medium passes through the start area, the progress of the game is restricted before the variable display of the effect identification information starts. It is characterized by the following. According to this feature, when the display content of the advance notification is updated due to a start winning, the display content of the advance notification is updated before the effect identification information starts to change, and then the effect identification information starts to change, so that it is possible to gradually communicate that the display content of the advance notification has been updated and that a start winning has occurred; when the complete function is activated due to a start winning, the complete function is activated without starting the change in the effect identification information, so it is possible to prevent the player from feeling dissatisfied that they have lost out because no change occurred, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figures 243 to 247
[0084] [Feature 76] The gaming machine with 76 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, a specific notice may be executed at a timing related to the passage, When the game medium passes through the starting area, the counter value is updated. When the game medium passes through the start area, the counter value becomes the advance notice value and a specific notice is executed, and then light is emitted in a light emitting mode corresponding to the specific notice, and then a display corresponding to the advance notice is started. It is characterized by the following. According to this feature, when a specific notice is executed, the corresponding light is emitted first, and then a display corresponding to the advance notice is displayed, thereby conveying multiple pieces of information at once and preventing confusion for the player, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 259 to 264
[0085] [Feature 77] The feature 77 gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, a display corresponding to the advance notification is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; When the game medium passes through the starting area, a specific notice may be executed at a timing related to the passage, When the game medium passes through the starting area, the counter value is updated. When the game medium passes through the start area, the counter value becomes the advance notice update value, and a specific notice is executed, light is emitted in a light emitting mode corresponding to the specific notice first, and then the display mode of the display corresponding to the advance notice is updated. It is characterized by the following. According to this feature, when a specific notice is executed, the corresponding light is emitted first, and then the display content of the advance notice is updated, thereby conveying multiple pieces of information at once and preventing confusion for the player, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 259 to 264
[0086] [Feature 78] The gaming machine with 78 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the game medium passes through the starting area, a specific notice may be executed at a timing related to the passage, When the game medium passes through the starting area, the counter value is updated. When the game medium passes through the start area, the counter value becomes the advance notice value and a specific notice is executed, a sound corresponding to the specific notice is output first, and then a display corresponding to the advance notice is started. It is characterized by the following. According to this feature, when a specific notice is executed, a corresponding sound is output first, and then a display corresponding to the advance notice is displayed, thereby conveying multiple pieces of information at once and preventing confusion for the player, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 259 to 264
[0087] [Feature 79] The 79th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, a display corresponding to the advance notification is started. When the counter value becomes the advance notification update value, the display mode of the display corresponding to the advance notification is updated; When the game medium passes through the starting area, a specific notice may be executed at a timing related to the passage, When the game medium passes through the starting area, the counter value is updated. When the game medium passes through the start area, the counter value becomes the advance notice update value, and a specific notice is executed, a sound corresponding to the specific notice is output first, and then the display mode of the display corresponding to the advance notice is updated. It is characterized by the following. According to this feature, when a specific notice is executed, the corresponding sound is output first, and then the display content of the advance notice is updated, thereby conveying multiple pieces of information at once and preventing confusion for the player, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 259 to 264
[0088] [Feature 80] The gaming machine with 80 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. a regular pattern in which the counter value is an advance notification value and an advance notification start command is received; an irregular pattern that is different from the regular pattern and receives an advance notification start command, Whether the pattern in which the advance notification start command is received is a regular pattern or an irregular pattern, advance notification is performed. Whether the pattern in which the advance notification start command is received is a regular pattern for the advance notification started by a normal pattern or an irregular pattern for the pattern in which the advance notification start command is received, when power is interrupted and restored, the advance notification is restored in the same manner as when it was terminated. It is characterized by the following. According to this feature, regardless of the situation, the game can be terminated using a common procedure, the processing load can be reduced, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 248, Figure 249
[0089] [Feature 81] The gaming machine with feature 81 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. a regular pattern in which the counter value is an advance notification value and an advance notification start command is received; an irregular pattern that is different from the regular pattern and receives an advance notification start command, Whether the pattern in which the advance notification start command is received is a regular pattern or an irregular pattern, the advance notification is started, Whether the pattern in which the advance notification start command is received is an advance notification started by a regular pattern or an advance notification started by an irregular pattern, if the command notifying the counter value to be received next is a command corresponding to ending the advance notification, the advance notification is ended. It is characterized by the following. According to this feature, regardless of the situation, the game can be terminated by receiving a common command, the processing load can be reduced, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 250, Figure 251
[0090] [Feature 82] The gaming machine with feature 82 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. a regular pattern in which the counter value reaches an activation value when the control is in an advantageous state, and an activation warning notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation warning notification start command, Whether the pattern in which the operation warning notification start command is received is a regular pattern or an irregular pattern, the operation warning notification is started, If the pattern in which the operation warning notification start command is received is an operation warning notification initiated by a regular pattern, when a power outage occurs and is restored, the operation warning notification is restored in the same manner as when the operation warning notification was made, and if the pattern in which the operation warning notification start command is received is an operation warning notification initiated by an irregular pattern, when a power outage occurs and is restored, the operation warning notification is restored in the same manner as when the operation warning notification was ended. It is characterized by the following. According to this feature, in normal cases, the gaming machine is designed so that the activation warning state (later activated state) will not be cancelled by turning the power OFF / ON, taking into consideration the actual situation on the gaming machine. However, in the case of an activation warning in a situation where the conditions are not met due to an irregular pattern, it is possible to terminate the warning by a process that can be executed by a gaming store staff member on the day, such as turning the power OFF / ON. This makes it possible to prevent players from suffering any disadvantages in the event of an activation warning that occurs irregularly, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawing: Figure 252
[0091] [Feature 83] The gaming machine with feature 83 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. a regular pattern in which the counter value reaches an activation value when the control is in an advantageous state, and an activation warning notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation warning notification start command, Whether the pattern in which the operation warning notification start command is received is a regular pattern or an irregular pattern, the operation warning notification is started, Whether the pattern of receiving the operation warning notification start command is a regular pattern for the operation warning notification started by a normal pattern or an irregular pattern for the operation warning notification started by a normal pattern, if the command notifying the counter value received next is a value different from the operation value, the operation warning notification is maintained. It is characterized by the following. According to this feature, in the normal case, in order to prevent the emergence of a strategy in which a special hitting method is used to intentionally reduce the number of balls that come out during a jackpot, and then the activation warning state is once entered, and then the activation warning state is once again broken, the design is such that once it reaches 95,000, the complete function will be activated no matter what happens after the jackpot ends, and by not ending the activation warning in the case of irregular patterns as well as the normal pattern, the processing burden can be prevented from increasing, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 253
[0092] [Feature 84] The gaming machine with feature 84 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches the activation value and the progress of the game is restricted, an activation notification is given. a regular pattern in which the counter value is an activation value and an activation notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation notification start command, Whether the pattern in which the operation notification start command is received is a regular pattern or an irregular pattern, the operation notification is started, When the pattern for receiving the operation notification start command is an operation notification started by a regular pattern, if a power outage occurs and the power is restored, the operation notification is restored in the same manner as when the operation notification was made, When the pattern for receiving the operation notification start command is an operation notification that was started by an irregular pattern, and power is interrupted and restored, the operation notification is restored in the state where it was terminated. It is characterized by the following. According to this feature, in normal cases, taking into consideration the actual conditions on the gaming machine (prohibition of changing settings during business hours, and if the complete function is activated, the gaming machine that was activated will not be playable that day), the machine is designed so that the activation notification will not be canceled by turning the power off and on.However, in the case of an activation notification in a situation where the conditions are not met due to an irregular pattern, it is possible to terminate the notification by turning the power off and on, which is a process that can be executed by gaming store staff on the same day.This makes it possible to prevent players from suffering any disadvantages in the event of an activation notification that occurs irregularly, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 254, Figure 255
[0093] [Feature 85] The gaming machine with 85 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches the activation value and the progress of the game is restricted, an activation notification is given. a regular pattern in which the counter value is an activation value and an activation notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation notification start command, Whether the pattern in which the operation notification start command is received is a regular pattern or an irregular pattern, the operation notification is started, Whether the pattern of receiving the operation notification start command is the operation notification started by a regular pattern or the pattern of receiving the operation notification start command is the operation notification started by an irregular pattern, if the command notifying the counter value received next is a value different from the operation value, the operation notification is maintained. It is characterized by the following. According to this feature, in the normal case, the design requires a special operation by a gaming store employee to terminate the operating state and the operation notification, and the design is such that the operation notification will not be terminated even if a command with a numerical value lower than the operation notification is received after the operation notification has been issued.By not terminating the operation notification even for irregular patterns, the processing burden is not increased, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 256, Figure 257
[0094] [Feature 86] The gaming machine with feature 86 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. a regular pattern in which the counter value is an advance notification value and an advance notification start command is received; an irregular pattern that is different from the regular pattern and receives an advance notification start command, Whether the pattern in which the advance notification start command is received is a regular pattern or an irregular pattern, the advance notification is started, Whether the pattern in which the advance notification start command is received is a regular pattern for the advance notification started by a normal pattern or the pattern in which the advance notification start command is received is an irregular pattern for the advance notification started by a normal pattern, when power is interrupted and restored, the advance notification is restored in the manner in which it was terminated. a regular pattern in which the counter value reaches an activation value when the control is in an advantageous state, and an activation warning notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation warning notification start command, Whether the pattern in which the operation warning notification start command is received is a regular pattern or an irregular pattern, the operation warning notification is started, When the pattern for receiving the operation warning notification start command is an operation warning notification initiated by a regular pattern, if a power outage occurs and is restored, the operation warning notification is restored in the same manner as when the operation warning notification was issued, and when the pattern for receiving the operation warning notification start command is an operation warning notification initiated by an irregular pattern, if a power outage occurs and is restored, the operation warning notification is restored in the same manner as when the operation warning notification was terminated. It is characterized by the following. This feature allows termination using a common procedure regardless of the situation, reducing the processing burden and resulting in a suitable gaming machine. Furthermore, in the case of a normal gaming machine, the system is designed so that turning the power off and on does not cancel the activation warning state (later reactivating the activation state) in consideration of the actual situation on the gaming machine. However, for activation warnings that occur in situations where the conditions are not met due to an irregular pattern, the system can be terminated using a process that can be executed by a gaming parlor staff member on the day, such as turning the power off. This prevents players from suffering disadvantages due to irregular activation warnings, resulting in a suitable gaming machine. Furthermore, each irregular pattern can be terminated using a common process, such as turning off the power, preventing players from suffering disadvantages, resulting in a suitable gaming machine. Corresponding drawings: Figures 248 to 257
[0095] [Feature 87] The gaming machine with feature 87 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When the counter value reaches the advance notification value, advance notification is performed. When the counter value reaches the activation value and the progress of the game is restricted, an activation notification is given. a regular pattern in which the counter value is an advance notification value and an advance notification start command is received; an irregular pattern that is different from the regular pattern and receives an advance notification start command, Whether the pattern in which the advance notification start command is received is a regular pattern or an irregular pattern, the advance notification is started, Whether the pattern in which the advance notification start command is received is a regular pattern for the advance notification started by a normal pattern or the pattern in which the advance notification start command is received is an irregular pattern for the advance notification started by a normal pattern, when power is interrupted and restored, the advance notification is restored in the manner in which it was terminated. a regular pattern in which the counter value is an activation value and an activation notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation notification start command, Whether the pattern in which the operation notification start command is received is a regular pattern or an irregular pattern, the operation notification is started, When the pattern for receiving the operation notification start command is an operation notification initiated by a regular pattern, if a power outage occurs and is restored, the operation notification is restored in the same manner as when the operation notification was made, and when the pattern for receiving the operation notification start command is an operation notification initiated by an irregular pattern, if a power outage occurs and is restored, the operation notification is restored in the same manner as when the operation notification was ended. It is characterized by the following. This feature allows termination using a common procedure regardless of the situation, reducing processing burden and resulting in the provision of a suitable gaming machine. Furthermore, in the case of a normal operation, the system is designed so that the activation notification is not canceled by turning the power off and on, taking into consideration the actual circumstances of the gaming machine (prohibiting setting changes during business hours, disabling play on the activated gaming machine on that day if the complete function is activated). However, for activation notifications that do not meet the conditions due to an irregular pattern, the system allows termination by a process that can be performed by a gaming parlor staff member on the day, such as turning the power off. This prevents players from suffering disadvantages due to irregular activation notifications, resulting in the provision of a suitable gaming machine. Furthermore, each irregular pattern can be terminated using a common process, such as power shutoff, preventing players from suffering disadvantages, resulting in the provision of a suitable gaming machine. Corresponding drawings: Figures 248 to 257
[0096] [Feature 88] The feature 88 gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. When the counter value reaches the advance notification value, advance notification is performed. When the counter value becomes the activation value while being controlled in the advantageous state, an activation warning is issued. When the counter value reaches the activation value and the progress of the game is restricted, an activation notification is given. a regular pattern in which the counter value reaches an activation value when the control is in an advantageous state, and an activation warning notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation warning notification start command, Whether the pattern in which the operation warning notification start command is received is a regular pattern or an irregular pattern, the operation warning notification is started, If the pattern in which the operation warning notification start command is received is an operation warning notification initiated by a regular pattern, when a power outage occurs and recovery is performed, the operation warning notification is restored in the same manner as when the operation warning notification was made; if the pattern in which the operation warning notification start command is received is an operation warning notification initiated by an irregular pattern, when a power outage occurs and recovery is performed, the operation warning notification is restored in the same manner as when the operation warning notification was ended; a normal pattern in which the counter value becomes an activation value when the control is not in an advantageous state and an activation notification start command is received; an irregular pattern that is different from the regular pattern and receives an operation notification start command, Whether the pattern in which the operation notification start command is received is a regular pattern or an irregular pattern, the operation notification is started, When the pattern for receiving the operation notification start command is an operation notification initiated by a regular pattern, if a power outage occurs and is restored, the operation notification is restored in the same manner as when the operation notification was made, and when the pattern for receiving the operation notification start command is an operation notification initiated by an irregular pattern, if a power outage occurs and is restored, the operation notification is restored in the same manner as when the operation notification was ended. It is characterized by the following. According to this feature, In the normal case, taking into consideration the actual situation on the gaming machine, it is designed so that the activation warning state (later activated state) will not be canceled by turning the power OFF / ON. However, for activation warnings in situations where the conditions are not met due to an irregular pattern, by making it possible for gaming parlor staff to terminate the warning by a process that can be executed on the day, such as turning the power OFF / ON, it is possible to prevent players from suffering disadvantages in the event of an activation warning that occurs irregularly, and as a result, it is possible to provide a suitable gaming machine. Furthermore, it is possible to terminate each irregular pattern by a common process, such as turning the power OFF, so that players are not disadvantaged, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figures 248 to 257
[0097] [Feature 89] The feature 89 gaming machines are: A gaming machine for playing games, It is possible to perform demonstration displays, When the game medium passes through the start area while the demonstration display is being displayed, the demonstration display is ended; The display mode of the effect identification information in the first frame after the demonstration display has ended is the same as when the variable display has ended, and the display mode of the effect identification information changes in the next frame. It is characterized by the following. According to this feature, if a start-up win occurs while a demo movie is being displayed, various displays will start moving as the demo movie ends, making it difficult to recognize that a start-up win has occurred.Therefore, by leaving a one-frame still period after the demo movie ends, it is possible to make it clear that a start-up win has occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 244
[0098] [Feature 90] The 90 feature gaming machines are: A gaming machine for playing games, It is possible to perform demonstration displays, When the game medium passes through the start area while the demonstration display is being displayed, the demonstration display is ended; After the demonstration display is completed, the specific display corresponding to the variable display in the first frame is displayed at the moving display start position, and in the next frame, the display position of the specific display corresponding to the variable display is changed so as to move to the display position corresponding to the variable display. It is characterized by the following. According to this feature, if a start-up win occurs while a demo movie is being displayed, various displays will start moving as the demo movie ends, making it difficult to recognize that a start-up win has occurred.Therefore, by leaving a one-frame still period after the demo movie ends, it is possible to make it clear that a start-up win has occurred, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 244
[0099] [Feature 91] The gaming machine with feature 91 is A gaming machine for playing games, It is possible to perform demonstration displays, When the game medium passes through the start area while the demonstration display is being displayed, the demonstration display is ended; The display mode of the effect identification information in the first frame after the demonstration display has ended is the same display mode as when the variable display has ended, and the display mode of the reduced effect identification information in the first frame after the demonstration display has ended is a display mode different from when the variable display has ended, and the display mode of the effect identification information changes in the next frame. It is characterized by the following. According to this feature, when a starting winning occurs while a demo movie is being displayed, the demo movie ends and the small symbols start to change constantly, but the decorative symbols are left stationary for a period of time, allowing the player to recognize that a starting winning has occurred and that the small symbols have started to change constantly, thereby providing a suitable gaming machine. Corresponding drawing: Figure 244
[0100] [Feature 92] The gaming machine with feature 92 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. A variable display means for variably displaying specific identification information is provided, the variable display means indicates the variable display result of the specific identification information by a light emitting mode; a variable display means buffer for storing information relating to the light emission mode of the variable display means; When the counter reaches the operation value, the light emitting mode of the variable display means is controlled to be different from the variable display result without updating the data in the variable display means buffer; The data in the variable display means buffer is initialized when power is restored after a power outage and initialization is performed. It is characterized by the following. According to this feature, by using a special process that eliminates the process of updating the buffer values, the special chart unit can be set to a special state, which can be stably set to the state when the complete function is activated.Furthermore, by initializing by clearing the RAM, the processing burden can be reduced by clearing it along with other data, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figures 146 to 151, 168, and 170
[0101] [Feature 93] The gaming machine with 93 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. A variable means is provided, The variable means, when the solenoid is in the first state, makes it easier for the game medium to pass through the specific area than when the solenoid is in the second state; When the gaming medium passes through a specific area, a gaming value is awarded. By updating the value of the solenoid buffer, normal processing can be performed to change the solenoid from the first state to the second state. When the counter reaches the activation value, a special process is performed to change the solenoid from the first state to the second state without updating the value of the solenoid buffer. It is characterized by the following. According to this feature, even if a ball lands after activation, no prize ball is awarded, which prevents the machine from remaining in a state where it is easy to score a ball even after activation, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 157, Figure 158, Figure 168, Figure 170
[0102] [Feature 94] The gaming machine with feature 94 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. A variable means is provided, When the solenoid is in the first state, the variable means is in a state where the game medium can more easily pass through the specific area provided corresponding to the variable means than when the solenoid is in the second state; When the gaming medium passes through a specific area, a gaming value is awarded. a solenoid counter for setting the solenoid to a first state; By updating the value of the solenoid buffer, normal processing can be performed to change the solenoid from the first state to the second state. It is possible to execute a special process to change the solenoid from the first state to the second state without updating the value of the solenoid buffer, When the solenoid counter reaches the end value, normal processing is executed. When the counter value becomes the operation value when the game medium passes through the specific area, the variable means becomes the second state by executing a special process even if the solenoid counter has not reached the end value. It is characterized by the following. According to this feature, even if a ball lands after activation, no prize ball is awarded, which prevents the machine from remaining in a state where it is easy to score a ball even after activation, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 157, Figure 158, Figure 168, Figure 170
[0103] [Feature 95] The 95 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. A variable means is provided, When the solenoid is in the first state, the variable means is in a state where the game medium can more easily pass through the specific area provided corresponding to the variable means than when the solenoid is in the second state; When the gaming medium passes through a specific area, a gaming value is awarded. When the gaming medium passes through a predetermined area different from the specific area, a gaming value is awarded. a solenoid counter for setting the solenoid to a first state; By updating the value of the solenoid buffer, normal processing can be performed to change the solenoid from the first state to the second state. It is possible to execute a special process to change the solenoid from the first state to the second state without updating the value of the solenoid buffer, When the solenoid counter reaches the end value, normal processing is executed. When the counter value reaches the operating value as a result of the game medium passing through the predetermined area, the variable means is set to the second state by executing a special process even if the solenoid counter has not yet reached the end value. It is characterized by the following. According to this feature, even if a ball lands after activation, no prize ball is awarded, which prevents the machine from remaining in a state where it is easy to score a ball even after activation, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 157, Figure 158, Figure 168, Figure 170
[0104] [Feature 96] The gaming machine with 96 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When a power outage occurs and is restored, the count value is cleared. When the count value becomes a test signal output value that is lower than the activation value, a specific test signal is output; When a power outage occurs and is restored, the output of the specific test signal is terminated. When the counter value reaches the activation value, the output of the specific test signal is terminated. It is characterized by the following. According to this feature, by outputting a specific test signal to prompt a power cut, it is possible to prevent an incident in which the complete function is activated and the test cannot be continued.In the market, stable control can be achieved by terminating output even when the complete function is activated, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figures 151 to 153, 161, 168, and 170
[0105] [Feature 97] The feature 97 gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. When a power interruption occurs, the count value is cleared, When the count value becomes a test signal output value that is lower than the activation value, a specific test signal is output; When a power outage occurs and is restored, the output of the specific test signal is terminated. The data in the specific test signal buffer is The counter value becomes the operating value, and then a power outage occurs. When the power is restored, the counter is not initialized. The counter value becomes the operating value, and then it is initialized when a power outage occurs and is restored with initialization. It is characterized by the following. According to this feature, by outputting a specific test signal to prompt a power cut, it is possible to prevent an incident in which the test cannot be continued due to the activation of the complete function, and since it is necessary to turn on the power with a RAM clear operation to release the game stopped due to the activation of the complete function, the processing load can be reduced by clearing the RAM along with other data by initialization with a RAM clear rather than clearing it by turning on the power as in the normal process, and as a result, it is possible to provide an ideal gaming machine. Corresponding drawings: Figure 150, Figure 151, Figure 155, Figure 156, Figure 161
[0106] [Feature 98] The feature 98 gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. a variable display means for displaying the variable display result of the specific identification information by a light emitting mode; A performance control side variable display means for indicating that a variable display is being performed by a light emitting mode, When the counter value becomes the operation value, the light emitting mode of the variable display means is set to a mode that cannot be taken while a game is in progress; When the counter value reaches the operation value, the light emitting mode of the variable display means on the performance control side is set to a mode that cannot be taken while the game is in progress. It is characterized by the following. According to this feature, the state of the special symbol unit and the fourth symbol unit can effectively communicate that the complete function is operating, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 138, Figure 139
[0107] [Feature 99] The 99 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. The advantageous state includes a first advantageous state and a second advantageous state, The first advantageous state and the second advantageous state have different ending periods, In the first advantageous state, when the counter value becomes the activation value, after the ending period corresponding to the first advantageous state ends, the progress of the game is restricted; In the second advantageous state, when the counter value becomes the activation value, the progress of the game is restricted after the ending period corresponding to the second advantageous state ends. It is characterized by the following. According to this feature, in a gaming machine that can increase the enjoyment of playing by making it possible to vary the ending period depending on the jackpot and execute appropriate presentations for each, the complete function can be activated at the end of the ending period that is common to all jackpots, so the complete function can be activated stably, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 265
[0108] [Feature 100] The gaming machine with 100 features is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. a display unit for displaying predetermined information regarding the awarding of game value is provided on the main board; When the counter value reaches the activation value, the process related to the display unit is not executed. It is characterized by the following. According to this feature, by not executing processing related to the performance display monitor when the complete function is activated and game play is not possible, it is possible to ensure that the values on the performance display monitor are values in a state where game play is possible, and as a result, it is possible to provide an ideal gaming machine. Corresponding drawings: Figure 155, Figure 156, Figure 168
[0109] [Feature 101] The gaming machine with feature 101 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. A movable body and a light emission control means for controlling the light emitting means, The light emission control means When the movable body is moved, the light emitting means is controlled according to the brightness data table for moving the movable body; When the counter value is equal to an actuation value while the movable body is moving, the light emitting means is controlled using a brightness data table corresponding to limiting the progress of the game; The light emitting mode of the light emitting means controlled by the brightness data table corresponding to limiting the progress of the game has a lower degree of emphasis than the light emitting mode of the light emitting means controlled by the brightness data table for moving the movable body. It is characterized by the following. According to this feature, even if the reel is moving when the complete function is activated, by switching the light emitting mode of the light emitting means, it is possible to prevent the reel from being perceived as an indication that the complete function has been activated, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 266, Figure 267
[0110] [Feature 102] The gaming machine with feature 102 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; When the counter value reaches the activation value, the progress of the game is restricted. A specific external signal can be output in either the case where a specific error occurs or the counter value reaches an activation value and restricts the progress of the game. When a specific error occurs and a specific external signal is output, the specific external signal is output until the specific error is resolved. When the counter value reaches the activation value and restricts the progress of the game, a specific external signal is output. The specific external signal is output for a predetermined period. It is characterized by the following. According to this feature, it is conceivable that some gaming parlors will leave the power on when the complete function is activated, and in that case, it is possible to prevent the security signal caused by the complete function being activated from being output indefinitely. Also, by outputting the security signal due to an error until the error is resolved, it is possible to determine the cause of the security signal from the signal output form, and as a result, it is possible to provide a suitable gaming machine. Corresponding drawings: Figure 155, Figure 156, Figure 168
[0111] [Feature 103] The gaming machine with feature 103 is A gaming machine that can be controlled to an advantageous state, A counter value relating to the difference between the game value used in the game and the game value to be awarded can be calculated; If the counter value becomes the operating value when not controlled to the advantageous state, the progress of the game is restricted, When the counter value reaches the activation value while the game is controlled in an advantageous state, the game progress is restricted after the advantageous state ends. A specific external signal can be output, A predetermined external signal can be output in relation to the control of the advantageous state; When the counter value reaches the activation value during an advantageous state and the progress of the game is restricted after the advantageous state ends, the output of the predetermined external signal is terminated and the output of the specific external signal is started. It is characterized by the following. According to this feature, one situation in which the complete function would be activated is during a jackpot, but if the external signal that is output to excite the player during a jackpot continues to be output indefinitely even after the complete function has been activated, it could be perceived as an attempt to encourage the player that the complete function has been activated.Therefore, by preventing this and outputting a signal corresponding to the activation of the complete function, it is possible to appropriately communicate that the complete function has been activated, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 155, Figure 156, Figure 168
[0112] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A gaming machine according to the present invention will be described below with reference to the following examples.
[0113] The embodiment of the present invention will be explained by dividing it into feature part 1, which is mainly related to effect display, and feature part 2, which is mainly related to the complete function. Note that feature part 1 and feature part 2 relate to the same pachinko gaming machine 1, but feature part 2 has an exceptional part in which the configuration of the pachinko gaming machine 1 is partially different.
[0114] (Feature 1) An embodiment of a pachinko gaming machine according to the present invention will be described below based on a characteristic part 1.
[0115] (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.
[0116] Incidentally, the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Incidentally, variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Incidentally, variable display may also be expressed as variable display or variation.
[0117] 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." Also, there may be only one type of special symbol display device that variably displays the special symbol.
[0118] 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] In addition, a display area 5S is provided in the upper left corner of the display screen (display area) of the image display device 5 for displaying the first reserved memory number (for example, the number "0"), the second reserved memory number (for example, the number "4") and small patterns corresponding to the decorative pattern, and the small patterns are displayed variably in response to the variable display of the decorative pattern.
[0121] In addition, the first reserved memory number, second reserved memory number, reserved display, small symbol, error display (not shown) indicating an error state that has occurred in the pachinko game machine 1, right-hit notification image that encourages the player to perform a right-hit operation, and remaining time-saving display that indicates the number of remaining time-saving times may be displayed in front of (higher layer than) the performance images (object images) such as characters, thereby preventing the performance images from overlapping and reducing the visibility of the first reserved memory number, second reserved memory number, small symbol and error display, while the decorative symbol may be displayed behind (lower layer than) the performance images, thereby preventing the decorative symbol from overlapping and reducing the visibility of the performance images.
[0122] The small symbol is also referred to as the fourth symbol. The fourth symbol is a symbol indicating that the special symbols (first special symbol, second special symbol) are being variably displayed. It is variably displayed by a constant operation in a manner that is always visible on a display device such as the image display device 5. The variably displayed fourth symbol allows the player to recognize whether the decorative symbol is currently being variably displayed, even if the decorative symbol is difficult to recognize, such as when the effect content, including the variably displayed decorative symbol, momentarily disappears from the screen or when the movable body 32 completely or partially covers the screen of the image display device 5. The effect control CPU 120, upon receiving the first variable display start command, operates the image display device 5 to variably display the fourth symbol corresponding to the first special symbol. Furthermore, upon receiving the second variable display start command, the effect control CPU 120 operates the image display device 5 to variably display the fourth symbol corresponding to the second special symbol.
[0123] The lower part of the screen of the image display device 5 is provided with display areas (special symbol pending memory display area 5U, active display area 5F) for displaying pending displays corresponding to variable displays whose execution is pending and active displays corresponding to variable displays currently being executed. The pending displays and active displays are collectively referred to as variable display-compatible displays corresponding to variable displays. While the feature unit 1 has a common special symbol pending memory display area 5U for the first and second special symbols, a first special symbol pending memory display area displaying a first pending display representing a variable display whose execution of the first special symbol is pending and a second special symbol pending memory display area displaying a second pending display representing a variable display whose execution of the second special symbol is pending may also be provided separately. In the feature unit 1, the special symbol pending memory display area 5U is a display area that displays a pending display corresponding to the first special symbol when the game is in a normal state, and a display area that displays a pending display corresponding to the second special symbol when the game 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.
[0124] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0125] 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.
[0126] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0127] 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.
[0128] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided 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). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0129] Between the winning ball device 6A and the variable winning ball device 6B are provided a first special variable winning ball device 7A and a second special variable winning ball device 7B, each having a large winning opening. The first special variable winning ball device 7A has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 2), and forms a first large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door, and the second special variable winning ball device 7B has a large winning opening door that is driven to open and close by a solenoid 83 (see Figure 2), and forms a second large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door.
[0130] In the first special variable winning ball device 7A, 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 first large prize opening, and game balls cannot enter (pass through) the first large prize opening. On the other hand, in the first special variable winning ball device 7A, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the first large prize opening, and game balls can easily enter the first large prize opening.
[0131] Similarly, in the second special variable winning ball device 7B, when the solenoid 83 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the second large prize opening, preventing game balls from entering (passing through) the second large prize opening. On the other hand, in the second special variable winning ball device 7B, when the solenoid 83 for the large prize opening door is in the on state, the large prize opening door opens the second large prize opening, making it easier for game balls to enter the second large prize opening.
[0132] A gaming ball that enters the first large prize opening is detected by a first count switch 23 (see FIG. 2), and a gaming ball that enters the second large prize opening is detected by a second count switch 24 (see FIG. 2). When a gaming ball is detected by the first count switch 23 or the second count switch 24, that is, when a gaming ball enters the large prize opening, a predetermined number of gaming balls (for example, 15) are paid out as prize balls. When a gaming ball enters the large prize opening, more prize balls are paid out than when a gaming ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0133] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0134] A normal symbol display 20 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 an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0135] 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.
[0136] A normal symbol hold indicator 25C is provided below the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0137] 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.
[0138] In addition, the game area in this characteristic part 1 is composed of a left game area 2L, which is an area formed to the left of the image display device 5, where game balls can flow down and enter the general winning port 10 and the first starting winning port formed by the winning ball device 6A, and a right game area 2R, which is an area formed to the right of the image display device 5, where game balls can flow down and enter the second starting winning port formed by the variable winning ball device 6B and the first large winning port and second large winning port formed by the special variable winning ball device 7, and can pass through the passing gate 41.
[0139] In addition, the normal state in this feature part 1 is a game state in which the player mainly shoots game balls toward the left game area 2L, and the time-saving state, special mode state, and jackpot game state in this feature part 1 are game states in which the player shoots game balls toward the right game area 2R.
[0140] 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."
[0141] 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. The various lamps will be described later.
[0142] 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.
[0143] 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.
[0144] 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).
[0145] 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).
[0146] 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.
[0147] (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).
[0148] 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", 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).
[0149] 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.
[0150] 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.
[0151] 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).
[0152] 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."
[0153] 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.
[0154] In the jackpot game state, the first and second large prize openings formed by the special variable prize ball device 7 are opened in a predetermined manner. This open state continues until either a predetermined period (e.g., 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize openings reaches a predetermined number (e.g., 9), whichever comes first. The predetermined period is the maximum period during which the large prize openings can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize openings are 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, 6 times, etc.) is reached.
[0155] 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.
[0156] 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.
[0157] 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.
[0158] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0159] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0160] 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.).
[0161] The normal state refers to a gaming state other than advantageous states such as a jackpot gaming state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).
[0162] 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.
[0163] In addition, in this feature part 1, the large prize entry port that opens in a specific round (for example, the 6th round) differs depending on the type of jackpot, and in the jackpot type in which the second prize entry port opens in that specific round, the game ball enters the second large prize entry port, that is, based on the detection by the second count switch 24, the game state is controlled to a probability state (high probability high base state) after the jackpot game ends.
[0164] (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.
[0165] 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).
[0166] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.
[0167] 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.
[0168] 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.
[0169] 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").
[0170] 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.
[0171] 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.
[0172] 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.
[0173] 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).
[0174] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards, such as a payout control board, an information terminal board, and a launch control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also 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 electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.
[0175] 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).
[0176] 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.
[0177] 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 real-time clock 106.
[0178] 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.
[0179] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of a game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0180] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0181] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), first count switch 23, second count switch 24) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0182] 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.
[0183] The output circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 or the solenoids 82 and 83) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoids 82 and 83 for the big prize opening door.
[0184] The pachinko gaming machine 1 in this characteristic part 1 is also provided with a payout control board (not shown). 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 balls, 5 balls, 10 balls, 15 balls, etc.) to a player based on receiving a payout signal, and a game ball detection sensor that is provided in a payout passage through which the game balls paid out by the payout device pass, and it is possible to stop driving of the payout device depending on the state of the game ball detection signal received from the game ball detection sensor.
[0185] 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.
[0186] 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.
[0187] 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.
[0188] 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.
[0189] 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.
[0190] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0191] 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.
[0192] 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 characteristic unit 1, 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.
[0193] 3, 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 on the image display device 5, and the lower the layer image drawing area, the lower the display priority is set on the image display device 5.
[0194] As shown in FIG. 4, the VRAM area includes a layer 1 image drawing area for drawing and arranging a background image as an image of layer 1, a layer 2 image drawing area for drawing and arranging a decorative pattern as an image of layer 2, a layer 3 image drawing area for drawing and arranging an object image such as a character as an image of layer 3, a layer 4 image drawing area for drawing and arranging an enlargement effect image as an image of layer 4, which will be described later, a layer 5 image drawing area for drawing and arranging a decorative effect image as an image of layer 5, which will be described later, a layer 6 image drawing area for drawing and arranging a break precursor image (glass plate image, etc.) as an image of layer 6, and a glass plate image A as an image to be broken that is displayed in place of the glass plate image and a layer 7 image for drawing and arranging an image to be displayed when glass plate image A is broken. Layer 7 image drawing area for drawing and placing the fragment images that are generated by the above process, Layer 8 image drawing area for drawing and placing the operation effect image described later as the image of Layer 8, Layer 9 image drawing area for drawing and placing the whiteout image 003SG303 described later as the image of Layer 9, Layer 10 image drawing area for drawing and placing the operation prompt image described later as the image of Layer 10, Layer 11 image drawing area for drawing and placing the variable display compatible display (hold display and active display) as the image of Layer 11, Layer 12 image drawing area for drawing and placing the right-hit display and left-hit display images described later as the image of Layer 12, and Layer 13 image drawing area for drawing and placing the small pattern (4th pattern) as the image of Layer 13.
[0195] The enlargement effect in Feature 1 refers to an image that resembles (is similar to) the target image in each effect and that enlarges over time. The image has a higher transparency than the target image and gradually increases as the image enlarges (see Figures 83 to 97). The decorative effect in Feature 1 refers to an image that differs in shape from the target image in each effect and has the same transparency as the target image at least at the start of display (0% transparency) (see Figures 98 and 99). Furthermore, the development cost of the enlargement effect is lower than that of the decorative effect. Specifically, the creation of a decorative effect requires the preparation of dedicated material data and then processing that data appropriately, which requires a certain amount of time. However, the enlargement effect can be created in a short period of time by reusing material data for decorative designs. In other words, the enlargement effect is an image that can effectively highlight a target image that you want to draw attention to, while requiring low development costs.
[0196] In this characteristic section 1, it is possible to generate an image to be displayed on the display screen of the image display device 5 by superimposing the images drawn and arranged in these layer 1 image drawing area to layer 13 image drawing area. Also, as shown in Figs. 4 and 5, the image drawn in the layer 1 image drawing area is set to have the lowest display priority, the image drawn in the layer 2 image drawing area is set to have a higher display priority than the image drawn in the layer 1 image drawing area, the image drawn in the layer 3 image drawing area is set to have a higher display priority than the image drawn in the layer 2 image drawing area, the image drawn in the layer 4 image drawing area is set to have a higher display priority than the image drawn in the layer 3 image drawing area, the image drawn in the layer 5 image drawing area is set to have a higher display priority than the image drawn in the layer 4 image drawing area, the image drawn in the layer 6 image drawing area is set to have a higher display priority than the image drawn in the layer 5 image drawing area, and the image drawn in the layer 7 image drawing area is set to have a higher display priority than the image drawn in the layer 6 image drawing area. images drawn in the Layer 8 image drawing area have a higher display priority than images drawn in the Layer 7 image drawing area, images drawn in the Layer 9 image drawing area have a higher display priority than images drawn in the Layer 8 image drawing area, images drawn in the Layer 10 image drawing area have a higher display priority than images drawn in the Layer 9 image drawing area, images drawn in the Layer 11 image drawing area have a higher display priority than images drawn in the Layer 10 image drawing area, images drawn in the Layer 12 image drawing area have a higher display priority than images drawn in the Layer 11 image drawing area, and images drawn in the Layer 13 image drawing area have a higher display priority than images drawn in the Layer 12 image drawing area.
[0197] That is, the image drawn in the layer 1 image drawing area is the image displayed at the lowest level in the image display device 5, the image drawn in the layer 2 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 1 image drawing area in the image display device 5, the image drawn in the layer 3 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 2 image drawing area in the image display device 5, the image drawn in the layer 4 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 3 image drawing area in the image display device 5, the image drawn in the layer 5 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 4 image drawing area in the image display device 5, the image drawn in the layer 6 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 5 image drawing area in the image display device 5, and the image drawn in the layer 7 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 6 image drawing area in the image display device 5. an image drawn in the layer 8 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 7 image drawing area in the image display device 5; an image drawn in the layer 9 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 8 image drawing area in the image display device 5; an image drawn in the layer 10 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 9 image drawing area in the image display device 5; an image drawn in the layer 11 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 10 image drawing area in the image display device 5; an image drawn in the layer 12 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 11 image drawing area in the image display device 5; and an image drawn in the layer 13 image drawing area is an image that is displayed at the topmost level in the image display device 5.
[0198] 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.
[0199] 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.
[0200] 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.
[0201] 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.
[0202] 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).
[0203] 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).
[0204] 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.
[0205] FIG. 6(A) is an explanatory diagram showing an example of the contents of a performance control command used in this feature unit 1. The performance control command is, for example, two bytes long, 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 just 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 that make up the control command may be one, or may be three or more.
[0206] 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 specification command that specifies the variable pattern (variable display time (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 specification command sets different EXT data depending on the specified variable pattern, etc.
[0207] 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).
[0208] For example, as shown in FIG. 6(B), in the variable display result designation command, command 8C00H is a first variable display result designation command indicating a predetermined result that the variable display result will be "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 "jackpot" and the jackpot type will be "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 "jackpot" and the jackpot type will be "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 "jackpot" and the jackpot type will be "jackpot C."
[0209] 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."
[0210] 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.
[0211] 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.
[0212] 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. Command B300H is a large prize opening entry designation command that notifies that 15 prize balls will be paid out based on the fact that a game ball that has passed through (entered) the first large prize opening or the second large prize opening of the special variable prize ball device 7 is detected by the first count switch 23 or the second count switch 24 and a prize has been won.
[0213] Command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the number of reserved special symbols can be specified. Command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the number of reserved special symbols can be specified. The first 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 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 pending memory number notification command and the second pending memory number notification command may be sent in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the pending memory number decreases).
[0214] Commands C4XXH and C6XXH are presentation control commands (commands specifying the result of the judgment at the time of winning) that indicate the content of the judgment result at the time of winning. Of these, command C4XXH is a design specification command that indicates whether the variable display result will be a "jackpot" or not and the type of jackpot (probable win, non-probable win, or sudden probability win) as the judgment result at the time of winning. Furthermore, command C6XXH is a variation category command that indicates the judgment result at the time of winning, that is, whether the random number value for determining the variation pattern will be a "non-reach," "super reach," or "other (normal reach)."
[0215] Instead of the first reserved memory number notification command or the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be sent. In other words, a total reserved memory number notification command may be used to notify an increase (or decrease) in the total reserved memory number.
[0216] Command D000H is a V entry notification command for notifying that a gaming ball has entered the second large entry slot during a jackpot game, that is, that a gaming ball has been detected by the second count switch 24. Hereinafter, in this feature section 1, the detection of a gaming ball by the second count switch 24 during a jackpot game may be referred to as a "V entry." In this feature section 1, "V entry" refers to the execution of both time-saving control and probability variable control in the high base state after the end of the jackpot game in which the entry occurred (being controlled to a high probability high base state).
[0217] Command 9F00H is a customer waiting demonstration display designation command for designating the execution of a customer waiting demonstration display (customer waiting demonstration).
[0218] 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.
[0219] 7 is an explanatory diagram illustrating an example of 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 the type of variation pattern, a random number value MR4 for determining the variation pattern, a random number value MR5 for determining the normal symbol display result, and a random number value MR6 for determining the initial value of the random number value MR5. 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 the game are also called gaming random numbers.
[0220] The random number circuit 104 may count the numerical data indicating some or all of these random number values MR1 to MR6. The CPU 103 may count the numerical data indicating some of the random number values MR1 to MR6 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 a game control counter setting unit (not shown).
[0221] 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, "0" to "65536." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type as either "jackpot A," "jackpot B," or "jackpot C" when the variable display result is a "jackpot," and takes a value in the range of, for example, "0" to "99."
[0222] The random number value MR3 for determining the type of variation pattern is a random number value used to determine the type of variation pattern in the variable display of special patterns and decorative patterns as either "non-reach," "normal reach," or "super reach," and takes a value in the range of "0" to "4095," for example.
[0223] The random number value MR4 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns to one of several types prepared in advance, and takes a value in the range of "0" to "255", for example.
[0224] The random number value MR5 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 "3" to "13", for example.
[0225] The random number value MR6 for determining the MR initial value is a random number value used to determine the initial value of the random number value MR5, and takes a value in the range of "3" to "13", for example.
[0226] 8 shows an example of the configuration of the display result determination table stored in the ROM 101. In this characteristic part 1, a common display result determination table is used for the first special chart and the second special chart as the display result determination table, but the present invention is not limited to this, and individual display result determination tables may be used for the first special chart and the second special chart.
[0227] 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 becomes 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.
[0228] 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).
[0229] In the display result determination table, 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 treat the special symbol display result as a "jackpot" and control the game to a jackpot gaming state. In the display result determination table, when the game state is a probability variable state (high probability state), more determination values are assigned to the "jackpot" special symbol display result than when the game state is a normal state or a time-saving state (low probability state). As a result, the probability that the pachinko gaming machine 1 will determine 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 feature part 1) than the probability that the pachinko gaming machine 1 will determine that the special symbol display result is a "jackpot" and control the game to a jackpot gaming state when the game state is a time-saving state (low probability state) (approximately 1 / 300 in this feature part 1). 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.
[0230] FIG. 9(A) shows an example of the configuration of a jackpot type determination table stored in ROM 101. The jackpot type determination table in this characteristic section 1 is a table that is referenced to determine one of multiple 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 game state is to be controlled to a jackpot. 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 multiple jackpot types, such as "jackpot A," "jackpot B," and "jackpot C," depending on whether the special symbol 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).
[0231] Here, the jackpot types in this characteristic section 1 will be explained using Figure 9 (B). In this characteristic section 1, jackpot types include jackpot A, jackpot B, and jackpot C, for which time-saving control is executed for a maximum of 100 variable displays after the end of the jackpot gaming state. In addition, these jackpots A, B, and C are also jackpots for which probability variable control is executed for a maximum of 100 variable displays after the end of the jackpot gaming state when the gaming ball enters the second large prize slot (so-called V entry) in the sixth round of the jackpot gaming state.
[0232] The jackpot game state resulting from "Jackpot A" is a jackpot game state (6 rounds and a jackpot where V cannot be won) in which rounds that change the first large prize entry port to an open state advantageous to the player are repeated 6 times in rounds 1 to 6; the jackpot game state resulting from "Jackpot B" is a jackpot game state (6 lands and a jackpot where V can be won) in which the first large prize entry port is changed to an open state advantageous to the player in rounds 1 to 5, while the second large prize entry port is changed to an open state advantageous to the player in round 6; and the jackpot game state resulting from "Jackpot C" is a jackpot game state (10 lands and a jackpot where V can be won) in which the first large prize entry port is changed to an open state advantageous to the player in rounds 1 to 5 and rounds 7 to 10, while the second large prize entry port is changed to an open state advantageous to the player in round 6.
[0233] In this characteristic part 1, at least the time-saving control is executed after the end of the jackpot game state, so if a jackpot occurs while the time-saving control is being executed, the time-saving control (and the special rate control) is executed again after the end of the jackpot game state, resulting in a so-called consecutive jackpot state in which the jackpot game state occurs continuously without going through the normal state.
[0234] In addition, in this feature section 1, an example is shown in which there are three types of jackpots, jackpot A to jackpot C, but the present invention is not limited to this, and there may be two or less types of jackpots, or four or more types of jackpots.
[0235] 9(A), in the jackpot type determination table, the allocation of determination values to the jackpot types of "jackpot A," "jackpot B," and "jackpot C" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. In other words, when the variably displayed special chart is the first special chart, a predetermined range of determination values (values in the range of "0" to "49") is assigned to the jackpot types of "jackpot A" and "jackpot B" with fewer rounds, while when the variably displayed special chart is the second special chart, no determination value is assigned to the jackpot types of "jackpot A" and "jackpot B." By setting it this way, when determining the jackpot type as one of a plurality of types in a special game using the first special symbol by the first special symbol display device 4A, and when determining the jackpot type as one of a plurality of types in a special game using the second special symbol by the second special symbol display device 4B, the proportion of the jackpot type determined as a "jackpot A" or "jackpot B" with a small number of rounds can be made different. In particular, in a special game using the second special symbol, the jackpot type is not determined to be "jackpot A" or "jackpot B" with a small number of rounds, so that, for example, in a game state where game balls are likely to enter the second start winning hole formed by the variable winning ball device 6B due to the high opening control accompanying the time-saving control, frequent occurrence of a jackpot state with a small number of prize balls can be avoided, thereby preventing a decrease in game interest.
[0236] 10 and 11 are explanatory diagrams showing specific examples of fluctuation patterns in this characteristic part 1. The fluctuation patterns in this characteristic part 1 are roughly divided into a loss fluctuation pattern in which the variable display result is a loss and a jackpot fluctuation pattern in which the variable display result is a jackpot.
[0237] As shown in Figure 10, the miss fluctuation patterns can be broadly divided into a non-reach miss fluctuation pattern in which no reach performance is executed and a miss occurs (fluctuation pattern type: non-reach fluctuation pattern), a normal reach fluctuation pattern in which a normal reach reach performance is executed and a miss occurs (fluctuation pattern type: normal reach fluctuation pattern), a low base weak super reach fluctuation pattern in which a low base weak super reach A reach performance or a low base weak super reach B reach performance is executed in a normal state (low base state) and a miss occurs (fluctuation pattern type: low base weak super reach fluctuation pattern), a low base strong super reach A fluctuation pattern in which a low base strong super reach A reach performance is finally executed in a normal state (low base state) and a miss occurs (fluctuation pattern type: low base strong super reach A fluctuation pattern), and a low base strong super reach B fluctuation pattern in which a low base strong super reach B reach performance is finally executed and a miss occurs in a normal state (low base state) (fluctuation pattern type: low base strong super reach B fluctuation pattern). Fluctuation pattern of low base strong Super Reach B in which the reach performance of low base strong Super Reach C is finally executed in normal state (low base state) and results in a miss (fluctuation pattern type: low base strong Super Reach C fluctuation pattern); Fluctuation pattern of low base strongest Super Reach in which the reach performance of low base strongest Super Reach is finally executed in normal state (low base state) and results in a miss (fluctuation pattern type: low base strongest Super Reach fluctuation pattern); Fluctuation pattern of high base Super Reach A in which the reach performance of high base Super Reach A is finally executed and results in a miss in time-saving state or probability variable state (high base state) (fluctuation pattern type: high base Super Reach A fluctuation pattern); Fluctuation pattern of high base Super Reach B in which the reach performance of high base Super Reach B is finally executed and results in a miss in time-saving state or probability variable state (high base state) (fluctuation pattern type: high base Super Reach B fluctuation pattern);In the time-saving state or the probability variable state (high base state), a high base super reach C fluctuation pattern (fluctuation pattern type is high base super reach C fluctuation pattern) is provided in which the reach performance of the high base super reach C is finally executed and results in a miss, and in the time-saving state or the probability variable state (high base state), a high base super reach D fluctuation pattern (fluctuation pattern type is high base super reach D fluctuation pattern) is provided in which the reach performance of the high base super reach D is finally executed and results in a miss.
[0238] There are four types of fluctuation patterns for non-reach fluctuation patterns: PA1-1, in which the special chart fluctuation time is 12000 ms and no reach performance is executed when the number of reserved memories of the target special chart for variable display is two or less in normal state; PA1-2, in which the special chart fluctuation time is 5000 ms and no reach performance is executed when the number of reserved memories of the target special chart for variable display is three in normal state; PA1-3, in w...
Claims
[Claim 1] A gaming machine that can be controlled to be in a favorable state, It is possible to calculate a counter value related to the difference between the game value used in the game and the game value that is assigned. When the counter value reaches the activation value, the progress of the game can be restricted. When the counter value becomes the activation value and the progress of the game is restricted, it is possible to issue an activation notification. A regular pattern in which an operation notification start command is received when the counter value reaches the activation value, There are irregular patterns that differ from the regular pattern, and when the counter value is not the activation value, an activation notification start command is received due to an external factor. Regardless of whether the pattern that receives the operation notification start command is a regular pattern or an irregular pattern, the operation notification will be started. If the operation notification is initiated by receiving the operation notification start command according to the regular pattern, and then a power outage occurs, followed by the restoration of power, the operation notification can be resumed. If the operation notification is initiated by receiving an operation notification start command via an irregular pattern, and then a power outage occurs and power is subsequently supplied, the operation notification will not be restarted. The system has a predetermined state and a special state that is more advantageous than the predetermined state, as states in which the variable display can be performed. In special conditions, it is possible to display special background displays including the first special background display and the second special background display. When the counter value becomes the pre-announced value, it is possible to display a corresponding pre-announcement. A gaming machine that can initiate a display corresponding to a pre-announcement in a common manner whether the first special background display is shown or the second special background display is shown.