Game machine

The gaming machine enhances marketability through state control, sound output, and performance control features, offering differentiated effects in normal and special states to improve player engagement.

JP2025182764APending Publication Date: 2025-12-16SANKYO CO LTD
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Patent Information

Application Number
JP2024089824
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-03
Publication Date
2025-12-16

AI Technical Summary

Technical Problem

Existing gaming machines lack marketability and could benefit from enhanced game presentation modes and sound control features to improve player engagement.

Method used

A gaming machine with state control means for normal and special states, sound output adjustment, and performance control for different execution rates of effects in various presentation modes, along with volume adjustment operations and confirmation sounds to enhance player interaction.

Benefits of technology

The enhanced features increase player engagement and marketability by providing differentiated sound and visual effects, improving the overall gaming experience.

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Abstract

To improve a game machine capable of adjusting sound volume.SOLUTION: While a performance control CPU 120 for starting a demonstration movie display when a timer value of a demonstration movie start waiting timer is updated from an initial value and the timer value reaches 0 executes processing for clearing the demonstration movie start waiting timer when a player's operation (operation or the like of a push button 31B) is performed by the player, and then resets an initial value (45000 equivalent to approximately 90 seconds) to the timer value of the demonstration movie start waiting timer, it does not execute processing for clearing the demonstration movie start waiting timer when clerk operation (operation or the like of a performance switching switch SW) is performed by a clerk, and does not reset an initial value to the timer value of the demonstration movie start waiting timer.SELECTED DRAWING: Figure 18-119
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine capable of playing games. [Background technology]

[0002] Gaming machines such as those shown in the following documents have been known in the past. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-70967 [Patent Document 2] Japanese Patent Publication No. 2023-13195 [Patent Document 3] Japanese Patent Application Publication No. 2018-117697 [Patent Document 4] Japanese Patent Application Laid-Open No. 2018-139689 [Patent Document 5] Japanese Patent Application Laid-Open No. 2011-200511 [Patent Document 6] JP 2021-58381 A (Figure 11-7) [Patent Document 7] Japanese Patent Application Publication No. 2023-89584 [Patent Document 8] Japanese Patent Application Laid-Open No. 2018-139689 Summary of the Invention [Problem to be solved by the invention]

[0004] There is room for improving the marketability of gaming machines having functions such as those described in the above patent documents.

[0005] The present invention has been made in view of the above circumstances, and has as its object to provide a gaming machine with improved marketability. [Means for solving the problem]

[0006] The gaming machine according to claim 1 of the present invention comprises: A gaming machine for playing games, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state; The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; In a scene in which the first sound and the second sound are output in the special state, when the player volume adjustment operation means is operated, the timing at which the output volumes of the first sound and the second sound are changed is made different from the timing at which the confirmation sound is output; moreover, A game control means; A performance control means; Equipped with It has a first presentation mode and a second presentation mode, the effect control means is capable of executing a specific effect that is started before the specific display moves from the reserved display position to the variable display compatible display position, The execution rate of the specific effect in the first presentation mode is different from the execution rate of the specific effect in the second presentation mode. According to this feature, in consideration of the above-mentioned circumstances, it is possible to provide a gaming machine with improved marketability.

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

[0008] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] FIG. 1 is a diagram showing the configuration of various control boards and the like installed in a pachinko gaming machine. [Figure 3]10 is a flowchart showing an example of a game control main process. [Figure 4] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 5] 10 is a flowchart illustrating an example of a special symbol process. [Figure 6] 10 is a flowchart showing an example of a performance control main process. [Figure 7] 10 is a flowchart showing an example of a performance control process. [Figure 8] FIG. 10 is an explanatory diagram showing a specific example of a game flow. [Figure 9] This is an example of a pachinko gaming machine. [Figure 10] An explanatory diagram of the display mode of the hold display. [Figure 11] FIG. 10 is a diagram showing an example of a pattern of a crack precursor image. [Figure 12] This is a transition diagram of the customer waiting demo performance. [Figure 13] FIG. 10 is a diagram showing an example in which a handle is provided in the center. [Figure 14-1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 14-2] FIG. 1 is a diagram showing the configuration of various control boards and the like installed in a pachinko gaming machine. [Figure 14-3] FIG. 10 is an explanatory diagram showing the contents of a VRAM. [Figure 14-4] FIG. [Figure 14-5] FIG. 10 is an explanatory diagram of display priorities. [Figure 14-6] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 14-7] FIG. 2 is an explanatory diagram showing each random number. [Figure 14-8] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 14-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 14-10] FIG. 10 is an explanatory diagram of a deviation fluctuation pattern. [Figure 14-11] An explanatory diagram of the jackpot fluctuation pattern. [Figure 14-12] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 14-13] An explanatory diagram of a loss fluctuation pattern determination table. [Figure 14-14] An explanatory diagram of a loss fluctuation pattern determination table. [Figure 14-15] An explanatory diagram of a fluctuation pattern determination table for jackpots. [Figure 14-16] FIG. 10 is an explanatory diagram of a game control data storage area. [Figure 14-17] FIG. 10 is an explanatory diagram of a performance control data storage area. [Figure 14-18] 10 is a flowchart showing an example of a game control main process. [Figure 14-19] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 14-20] 10 is a flowchart illustrating an example of a special symbol process. [Figure 14-21] 10 is a flowchart showing an example of a start winning determination process. [Figure 14-22] 10 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 14-23] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 14-24] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 14-25] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 14-26] A flowchart showing an example of processing during jackpot release. [Figure 14-27] A flowchart showing an example of a jackpot end process. [Figure 14-28] 10 is a flowchart showing an example of a performance control main process. [Figure 14-29] 10 is a flowchart showing an example of a performance control process. [Figure 14-30] 10 is a flowchart showing an example of a hold effect setting process. [Figure 14-31] FIG. 10A is an explanatory diagram showing final display mode setting data for active display, and FIGS. 10B1 and 10B2 are explanatory diagrams showing change pattern setting data. [Figure 14-32] (B3) and (B4) are explanatory diagrams showing change pattern setting data. [Figure 14-33] (A) is an explanatory diagram showing whether or not an active change effect is executed and the effect mode setting data, and (B) is an explanatory diagram showing whether or not an active change promotion effect is executed and the effect mode setting data. [Figure 14-34] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 14-35] 10 is a flowchart showing an example of a low B pre-reach performance setting process. [Figure 14-36] 10 is a flowchart showing an example of a low B normal reach effect setting process. [Figure 14-37] 10 is a flowchart showing an example of a low B weak SP reach effect setting process. [Figure 14-38] 10 is a flowchart showing an example of a low B strong SP reach effect setting process. [Figure 14-39] 10 is a flowchart showing an example of a high B pre-reach performance setting process. [Figure 14-40] 10 is a flowchart showing an example of a high BSP reach effect setting process. [Figure 14-41] An explanatory diagram showing the setting data for whether or not to execute the lever bubble effect at the start of fluctuation in the low B state. [Figure 14-42] An explanatory diagram showing the setting data for whether or not to execute the pre-reach role effect in the low B state. [Figure 14-43] An explanatory diagram showing whether or not the first pre-reach dialogue effect is executed and the effect mode setting data. [Figure 14-44] An explanatory diagram showing whether or not the second pre-reach dialogue effect is executed and the effect mode setting data. [Figure 14-45] An explanatory diagram showing the presentation mode data of the second pre-reach dialogue presentation. [Figure 14-46]FIG. 10 is an explanatory diagram showing the setting data for whether or not to execute a ZONE effect. [Figure 14-47] FIG. 10 is an explanatory diagram showing the setting data for whether or not to execute the ZONE promotion effect. [Figure 14-48] An explanatory diagram showing the setting data for whether or not to execute the pseudo-consecutive promotion effect. [Figure 14-49] An explanatory diagram showing the setting data for whether or not to execute the next episode preview performance. [Figure 14-50] An explanatory diagram showing whether or not to execute the lamp SU performance and performance mode setting data. [Figure 14-51] FIG. 10 is an explanatory diagram showing the setting data for whether or not to execute the first super-hot effect. [Figure 14-52] FIG. 10 is an explanatory diagram showing setting data for whether or not to execute a cut-in effect. [Figure 14-53] FIG. 10 is an explanatory diagram showing setting data for whether or not to execute a CU title effect. [Figure 14-54] FIG. 10 is an explanatory diagram showing the setting data for whether or not to perform CU subtitle effects. [Figure 14-55] FIG. 10 is an explanatory diagram showing setting data for whether or not to perform CU character effects. [Figure 14-56] FIG. 10 is an explanatory diagram showing the setting data for whether or not to execute a CU effect presentation. [Figure 14-57] FIG. 10 is an explanatory diagram showing the setting data for whether or not to execute the second super-hot effect. [Figure 14-58] FIG. 10 is an explanatory diagram showing setting data for whether or not to execute a lever operation prompt effect. [Figure 14-59] An explanatory diagram showing the setting data for whether or not to execute the lever bubble effect at the start of fluctuation in the high B state. [Figure 14-60] An explanatory diagram showing the setting data for whether or not to execute the pre-reach role effect in the high B state. [Figure 14-61] An explanatory diagram showing whether or not to execute the expectation level display effect and the effect mode setting data. [Figure 14-62] An explanatory diagram showing the setting data for whether or not to execute the third super-hot effect. [Figure 14-63] An explanatory diagram showing the setting data for whether or not to execute the fourth super-hot effect. [Figure 14-64]An explanatory diagram showing the setting data for whether or not to execute the high B button operation prompt effect. [Figure 14-65] FIG. 2 is an explanatory diagram showing audio data. [Figure 14-66] FIG. 2 is an explanatory diagram showing audio data. [Figure 14-67] FIG. 2 is an explanatory diagram showing audio data. [Figure 14-68] FIG. 10 is an explanatory diagram showing music restriction effect list data in a low B state. [Figure 14-69] FIG. 10 is an explanatory diagram showing music restriction effect list data in the high B state. [Figure 14-70] 10 is a flowchart illustrating an example of a process for setting a limit on music output during fluctuation. [Figure 14-71] 10 is a flowchart illustrating an example of a process for setting a limit on music output during fluctuation. [Figure 14-72] 10 is a flowchart illustrating an example of a process for setting a limit on music output during fluctuation. [Figure 14-73] An explanatory diagram showing an example of the relationship between the reach flow and music-related audio when a strong SP reach develops in a low B state. [Figure 14-74] FIG. 10 is an explanatory diagram showing an example of the relationship between pseudo-repeated flows and music-related sounds in a low B state. [Figure 14-75] This is an explanatory diagram showing specific examples of each effect and each effect sound when each stage during normal times develops into a normal reach. [Figure 14-76] This is an explanatory diagram showing specific examples of each effect and each effect sound when a lever bubble effect is executed at the start of fluctuation in a low B state. [Figure 14-77] FIG. 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a pre-reach role effect is executed in a low B state. [Figure 14-78] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a change effect (blue change) is executed. FIG. [Figure 14-79] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a change effect (red change) is executed. FIG. [Figure 14-80]This is an explanatory diagram showing specific examples of each effect and each effect sound when a change prompting effect (weak change prompting) is executed. [Figure 14-81] This is an explanatory diagram showing specific examples of each effect and each effect sound when a change prompting effect (strong change prompting) is executed. [Figure 14-82] An explanatory diagram showing specific examples of each effect and each effect sound when the first pre-reach dialogue effect and the normal button operation prompt effect are executed. [Figure 14-83] An explanatory diagram showing specific examples of each effect and each effect sound when the first pre-reach dialogue effect and the normal button operation prompt effect are executed. [Figure 14-84] An explanatory diagram showing specific examples of each effect and each effect sound when the first pre-reach dialogue effect and the normal button operation prompt effect are executed. [Figure 14-85] An explanatory diagram showing specific examples of each effect and each effect sound when the first pre-reach dialogue effect and the chance button operation prompt effect are executed. [Figure 14-86] An explanatory diagram showing specific examples of each effect and each effect sound when the first pre-reach dialogue effect and the chance button operation prompt effect are executed. [Figure 14-87] An explanatory diagram showing specific examples of each effect and each effect sound when the first pre-reach dialogue effect and the chance button operation prompt effect are executed. [Figure 14-88] An explanatory diagram showing specific examples of each effect and each effect sound when the second pre-reach dialogue effect is executed. [Figure 14-89] An explanatory diagram showing specific examples of each effect and each effect sound when the second pre-reach dialogue effect is executed. [Figure 14-90] This is an explanatory diagram showing specific examples of each effect and each effect sound when a pseudo-consecutive effect (pseudo-consecutive excitement successful pattern) is executed. [Figure 14-91] This is an explanatory diagram showing specific examples of each effect and each effect sound when a pseudo-consecutive effect (pseudo-consecutive excitement successful pattern) is executed. [Figure 14-92]This is an explanatory diagram showing specific examples of each effect and each effect sound when a pseudo-consecutive effect (pseudo-consecutive excitement successful pattern) is executed. [Figure 14-93] This is an explanatory diagram showing specific examples of each effect and each effect sound when a pseudo-consecutive effect (pseudo-consecutive excitement successful pattern) is executed. [Figure 14-94] An explanatory diagram showing specific examples of each effect and each effect sound when a pseudo consecutive effect (pseudo consecutive fanning failure pattern) is executed. [Figure 14-95] FIG. 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a lamp SU effect is executed. [Figure 14-96] An explanatory diagram showing specific examples of each effect and each effect sound when the next episode preview effect is executed. [Figure 14-97] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when the first super-hot effect is executed. FIG. [Figure 14-98] This is an explanatory diagram showing specific examples of each effect and each effect sound when a cut-in effect is executed in a weak SP reach. [Figure 14-99] This is an explanatory diagram showing specific examples of each effect and each effect sound when a special effect is executed during strong SP development. [Figure 14-100] This is an explanatory diagram showing specific examples of each effect and each effect sound when a special effect is executed during strong SP development. [Figure 14-101] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when the second super-hot effect is executed. FIG. [Figure 14-102] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a win / loss branching effect (lever operation promotion effect) is executed. FIG. [Figure 14-103] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a win / loss branching effect (lever operation promotion effect) is executed. FIG. [Figure 14-104] An explanatory diagram showing specific examples of each effect and each effect sound when a jackpot notification effect is executed in a low B state. [Figure 14-105]An explanatory diagram showing specific examples of each effect and each effect sound when a miss notification effect is executed in a low B state. [Figure 14-106] An explanatory diagram showing an example of the relationship between the reach flow and music-related audio when an SP reach develops in a high B state. [Figure 14-107] An explanatory diagram showing specific examples of each effect and each effect sound when a lever bubble effect is executed at the start of fluctuation in a high B state. [Figure 14-108] FIG. 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a pre-reach role effect is executed in a high B state. [Figure 14-109] An explanatory diagram showing specific examples of each effect and each effect sound when an expectation level display effect and a normal button operation prompt effect are executed. [Figure 14-110] An explanatory diagram showing specific examples of each effect and each effect sound when an expectation level display effect and a normal button operation prompt effect are executed. [Figure 14-111] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when the third super-hot effect is executed. FIG. [Figure 14-112] An explanatory diagram showing specific examples of each effect and each effect sound when the fourth super hot effect is executed. [Figure 14-113] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a win / loss branching effect (high B button operation prompt effect) is executed. FIG. [Figure 14-114] 10 is an explanatory diagram showing specific examples of each effect and each effect sound when a win / loss branching effect (high B button operation prompt effect) is executed. FIG. [Figure 14-115] An explanatory diagram showing specific examples of each effect and each effect sound when a jackpot notification effect is executed in high B state. [Figure 14-116] An explanatory diagram showing specific examples of each effect and each effect sound when a miss notification effect is executed in high B state. [Figure 14-117] This is an explanatory diagram showing specific examples of each effect and each effect sound when a jackpot FF effect is executed. [Figure 14-118]This is an explanatory diagram showing specific examples of each effect and each effect sound when a jackpot RD effect and a jackpot ED effect are executed. [Figure 14-119] 10 is a flowchart showing a game stop effect processing. [Figure 14-120] This is an explanatory diagram of the execution period and content of the effects during the pattern determination period, ending effects, and game stop effects. [Figure 14-121] This is a timing chart showing the effects during the second pattern determination period. [Figure 14-122] 10 is a timing chart showing an ending performance. [Figure 14-123] 10 is a timing chart showing the game stop effect. [Figure 14-124] An explanatory diagram showing the display mode at the start of a jackpot game. [Figure 14-125] An explanatory diagram showing the display mode when controlled from the time-saving state or the special state to the normal state. [Figure 14-126] An explanatory diagram showing the display mode of the game stop suggestion effect. [Figure 14-127] An explanatory diagram showing the display mode of the game stop suggestion effect. [Figure 14-128] FIG. 10 is an explanatory diagram showing the display mode when the game is controlled to a stopped state. [Figure 14-129] FIG. 10 is an explanatory diagram showing the display mode when the game is controlled to a stopped state. [Figure 14-130] FIG. 10 is an explanatory diagram showing the display mode of the customer waiting demo performance. [Figure 15-1] FIG. 1 is a front view of a pachinko gaming machine in a characteristic part 1. [Figure 15-2] 1 is a configuration diagram showing various control boards and the like mounted on the pachinko gaming machine of characteristic part 1. FIG. [Figure 15-3] FIG. 1 is an explanatory diagram showing the contents of a VRAM in a pachinko gaming machine according to a first characteristic feature. [Figure 15-4] 1 is an explanatory diagram of each drawing area in a pachinko gaming machine of feature part 1. FIG. [Figure 15-5] FIG. 1 is an explanatory diagram of display priorities in a pachinko gaming machine according to feature part 1. [Figure 15-6] 10A and 10B are diagrams illustrating examples of performance control commands in a pachinko gaming machine according to a first characteristic part. [Figure 15-7] 1 is an explanatory diagram showing each random number in a pachinko gaming machine of feature part 1. FIG. [Figure 15-8] 1 is an explanatory diagram showing a display result determination table in the pachinko gaming machine of feature part 1. FIG. [Figure 15-9] 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 15-10] 1 is an explanatory diagram of a loss fluctuation pattern in a pachinko gaming machine of characteristic part 1. FIG. [Figure 15-11] 1 is an explanatory diagram of the jackpot fluctuation pattern in the pachinko gaming machine of feature part 1. [Figure 15-12] 1 is an explanatory diagram showing a variation pattern type determination table in a pachinko gaming machine of feature section 1. FIG. [Figure 15-13] 1 is an explanatory diagram of a loss variation pattern determination table in a pachinko gaming machine of feature part 1. FIG. [Figure 15-14] 1 is an explanatory diagram of a loss variation pattern determination table in a pachinko gaming machine of feature part 1. FIG. [Figure 15-15] 1 is an explanatory diagram of a jackpot fluctuation pattern determination table in the pachinko gaming machine of feature part 1. [Figure 15-16] 1 is an explanatory diagram of a game control data storage area in a pachinko gaming machine of characteristic part 1. FIG. [Figure 15-17] 1 is an explanatory diagram of a data holding area for effect control in a pachinko gaming machine of characteristic part 1. FIG. [Figure 15-18] 10 is a flowchart showing an example of a game control main process in the pachinko gaming machine of the first characteristic part. [Figure 15-19] 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 15-20] 10 is a flowchart showing an example of a special symbol process in the pachinko gaming machine of the characteristic part 1. [Figure 15-21]10 is a flowchart showing an example of a start winning determination process in the pachinko gaming machine of the characteristic part 1. [Figure 15-22] 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 15-23] 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 15-24] 10 is a flowchart showing an example of a variation pattern setting process in the pachinko gaming machine of feature section 1. [Figure 15-25] 10 is a flowchart showing an example of a special symbol stopping process in the pachinko gaming machine of the characteristic part 1. [Figure 15-26] 10 is a flowchart showing an example of processing during opening of a jackpot in the pachinko gaming machine of characteristic part 1. [Figure 15-27] 10 is a flowchart showing an example of a jackpot end process in the pachinko gaming machine of feature section 1. [Figure 15-28] 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 15-29] 10 is a flowchart showing an example of a performance control process in the pachinko gaming machine of the characteristic part 1. [Figure 15-30] 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 15-31] 10 is a flowchart showing an example of a performance process during a jackpot in the pachinko gaming machine of characteristic part 1. [Figure 15-32] 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 15-33] 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 15-34] 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 15-35] 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 15-36] 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 15-37] 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 15-38] 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 15-39] 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 15-40] 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 15-41] 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 15-42] 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 15-43] 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 15-44] 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 15-45] 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 15-46] 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 15-47] 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 15-48]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 15-49] 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 15-50] 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 15-51] 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 15-52] 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 15-53] 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 15-54] 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 15-55] 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 15-56] 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 15-57] 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 15-58] 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 15-59] 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 15-60] 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 15-61] 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 15-62]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 15-63] 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 15-64] 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 15-65] 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 15-66] 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 15-67] 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 15-68] 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 15-69] 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 15-70] 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 15-71] 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 15-72] 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 15-73] 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 15-74] 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 15-75] 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 15-76]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 15-77] 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 15-78] 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 15-79] 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 15-80] 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 15-81] 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 15-82] 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 15-83] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-84] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-85] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-86] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-87] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-88] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-89] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-90] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-91] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-92] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-93] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-94] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-95] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-96] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-97] 1 is an explanatory diagram of the enlargement effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-98] 1 is an explanatory diagram of a decorative effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-99] 1 is an explanatory diagram of a decorative effect in the pachinko gaming machine of feature part 1. FIG. [Figure 15-100] 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 15-101] 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 15-102] 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 15-103] 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 15-104] 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 15-105] 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 15-106] 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 15-107] 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 15-108] 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 15-109] 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 15-110] 10 is a timing chart of the first line preview performance in the pachinko gaming machine of characteristic part 1. [Figure 15-111] 10 is a timing chart of the second line preview performance in the pachinko gaming machine of characteristic part 1. [Figure 15-112] 10 is a timing chart of the pseudo consecutive effects in the pachinko gaming machine of characteristic part 1. [Figure 15-113] 10 is a timing chart of a normal reach effect in the pachinko gaming machine of characteristic part 1. [Figure 15-114] 10 is a timing chart of a strong super reach title presentation in the pachinko gaming machine of characteristic part 1. [Figure 15-115] 10 is a timing chart of a strong super reach title presentation in the pachinko gaming machine of characteristic part 1. [Figure 15-116] 1 is a timing chart of the pattern matching effect in the pachinko gaming machine of characteristic part 1. [Figure 15-117] 10 is a timing chart of the preview button performance in the pachinko gaming machine of characteristic part 1. [Figure 15-118] 1 is an explanatory diagram of each period in a timing chart of a pachinko gaming machine of characteristic part 1. FIG. [Figure 15-119] 1 is an explanatory diagram of each period in a timing chart of a pachinko gaming machine of characteristic part 1. FIG. [Figure 15-120] 1 is an explanatory diagram of each period in a timing chart of a pachinko gaming machine of characteristic part 1. FIG. [Figure 15-121]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 15-122] 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 15-123] FIG. 10 is a comparative diagram of strong super reach title presentations in the pachinko gaming machine of feature part 1. [Figure 15-124] 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 15-125] 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 15-126] 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 15-127] 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 15-128] 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 15-129] This is a timing chart of a normal reach effect in a modified example of characteristic part 1. [Figure 15-130] 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 15-131] An explanatory diagram of the jackpot type determination table and jackpot types in a modified example of feature part 1. [Figure 15-132] FIG. 2 is a front view of the pachinko gaming machine in the characteristic part 2. [Figure 15-133] This is a configuration diagram showing various control boards and the like installed in the pachinko gaming machine of characteristic part 2. [Figure 15-134] 10 is an explanatory diagram showing a memory map in a pachinko gaming machine of characteristic part 2. FIG. [Figure 15-135] 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 15-136]10 is a diagram illustrating an example of a performance control command in a pachinko gaming machine of feature part 2. FIG. [Figure 15-137] 10 is a diagram illustrating an example of a performance control command in a pachinko gaming machine of feature part 2. FIG. [Figure 15-138] An explanatory diagram of the special chart unit and the performance display unit in the pachinko gaming machine of characteristic part 2. [Figure 15-139] An explanatory diagram of the special chart unit and the performance display unit in the pachinko gaming machine of characteristic part 2. [Figure 15-140] 10 is an explanatory diagram of a display monitor in a pachinko gaming machine of characteristic part 2. FIG. [Figure 15-141] 10 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Figure 15-142] 10 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Figure 15-143] 10 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Figure 15-144] 10 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Figure 15-145] 10 is an explanatory diagram of an output port in a pachinko gaming machine of characteristic part 2. FIG. [Figure 15-146] An explanatory diagram of buffers, flags, and timers used in the in-area processing in the pachinko gaming machine of feature part 2. [Figure 15-147] An explanatory diagram of buffers, flags, and timers used in the in-area processing in the pachinko gaming machine of feature part 2. [Figure 15-148] An explanatory diagram of buffers, flags, and timers used in the in-area processing in the pachinko gaming machine of feature part 2. [Figure 15-149] An explanatory diagram of buffers, flags, and timers used in the in-area processing in the pachinko gaming machine of feature part 2. [Figure 15-150] 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 15-151] 10 is a flowchart showing an example of a game control main process in the pachinko gaming machine of the characteristic part 2. [Figure 15-152] 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 15-153] 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. [Figure 15-154] 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 15-155] 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 15-156] 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 15-157] 10 is a flowchart showing an example of normal symbol process processing in the pachinko gaming machine of feature section 2. [Figure 15-158] 10 is a flowchart showing an example of a normal electric accessory operation process in the pachinko gaming machine of characteristic part 2. [Figure 15-159] 10 is a flowchart showing an example of error processing 1 in a pachinko gaming machine of characteristic part 2. [Figure 15-160] 10 is a flowchart showing an example of error processing 2 in the pachinko gaming machine of characteristic part 2. [Figure 15-161] 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 15-162] 10 is a flowchart showing an example of a complete function control process in the pachinko gaming machine of the characteristic part 2. [Figure 15-163] 10 is a flowchart showing an example of a complete function addition / subtraction process in the pachinko gaming machine of characteristic part 2. [Figure 15-164] 10 is a flowchart showing an example of a complete function MY calculation process in the pachinko gaming machine of characteristic part 2. [Figure 15-165]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 15-166] 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 15-167] 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 15-168] 10 is a flowchart showing an example of a game stop process in the pachinko gaming machine of the characteristic part 2. [Figure 15-169] 10 is an explanatory diagram showing the output mode of a security signal in a pachinko gaming machine of characteristic part 2. FIG. [Figure 15-170] 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 15-171] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 15-172] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 15-173] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 15-174] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 15-175] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 15-176] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 15-177] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 15-178] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 15-179]10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 15-180] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 15-181] 10 is an explanatory diagram of the complete function in the pachinko gaming machine of feature part 2. FIG. [Figure 15-182] 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 15-183] 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 15-184] 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 15-185] 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 15-186] 10 is a flowchart showing an example of advance notification and warning notification processing in the pachinko gaming machine of feature part 2. [Figure 15-187] 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 15-188] 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 15-189] 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 15-190]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 15-191] 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 15-192] 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 15-193] 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 15-194] 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 15-195] 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 15-196] 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 15-197] 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 15-198]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 15-199] 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 15-200] 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 15-201] 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 15-202] 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 15-203] 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 15-204] 10 is a flowchart showing an example of a complete function activation notification process in the pachinko gaming machine of characteristic part 2. [Figure 15-205] 10 is a flowchart showing an example of an error notification process in the pachinko gaming machine of the characteristic part 2. [Figure 15-206] 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 15-207] 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 15-208] 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 15-209] 10 is an explanatory diagram of the advance notification update period in the pachinko gaming machine of feature part 2. FIG. [Figure 15-210]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 15-211] 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 15-212] 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 15-213] 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 15-214] 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 15-215] 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 15-216] 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 15-217] 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 15-218] 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 15-219] 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 15-220] 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 15-221] 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 15-222]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 15-223] 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 15-224] 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 15-225] 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 15-226] 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 15-227] 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 15-228] 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 15-229] 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 15-230] 10 is an explanatory diagram showing the change in advance notification in the pachinko gaming machine of feature part 2. FIG. [Figure 15-231] 10 is an explanatory diagram showing the first line preview performance in the pachinko gaming machine of characteristic part 2. FIG. [Figure 15-232] 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 15-233] 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 15-234] 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 15-235]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 15-236] 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 15-237] An explanatory diagram showing the first right-hit display presentation in the pachinko gaming machine of characteristic part 2. [Figure 15-238] 10 is an explanatory diagram showing the ending presentation in the pachinko gaming machine of characteristic part 2. FIG. [Figure 15-239] 10 is an explanatory diagram showing the ending presentation in the pachinko gaming machine of characteristic part 2. FIG. [Figure 15-240] An explanatory diagram showing the first left-hit display presentation in a pachinko gaming machine of characteristic part 2. [Figure 15-241] An explanatory diagram showing the second left-hit display presentation in the pachinko gaming machine of characteristic part 2. [Figure 15-242] 10 is an explanatory diagram showing a demo effect in the pachinko gaming machine of characteristic part 2. FIG. [Figure 15-243] 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 15-244] 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 15-245] A figure showing an example of a display when advance notification changes in a pachinko gaming machine of feature part 2. [Figure 15-246] A figure showing an example of a display when advance notification changes in a pachinko gaming machine of feature part 2. [Figure 15-247] 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 15-248] 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 15-249] 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 15-250]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 15-251] 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 15-252] 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 15-253] 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 15-254] 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 15-255] 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 15-256] 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 15-257] 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 15-258] 10A to 10C are explanatory diagrams showing examples of notification modes of various notifications in a modified example of the characteristic portion 2. [Figure 15-259] 10 is a flowchart showing an example of a performance control process in a modified example of characteristic part 2. [Figure 15-260] A diagram showing the execution decision ratio of flash effects when winning in a modified example of feature part 2. [Figure 15-261] A figure explaining the output mode of the flash effect when winning in a modified example of feature part 2. [Figure 15-262] A figure explaining the output mode of the flash effect when winning in a modified example of feature part 2. [Figure 15-263] A figure explaining the output mode of the flash effect when winning in a modified example of feature part 2. [Figure 15-264]A figure explaining the output mode of the flash effect when winning in a modified example of feature part 2. [Figure 15-265] FIG. 10 is an explanatory diagram illustrating the execution period of the ending performance in a modified example of characteristic part 2. [Figure 15-266] FIG. 10 is a diagram showing a movable body effect in a modified example of characteristic part 2. [Figure 15-267] FIG. 10 is a diagram showing a movable body effect in a modified example of characteristic part 2. [Figure 15-268] 10 is a diagram showing an example of lamp data in a pachinko gaming machine of feature part 2. FIG. [Figure 15-269] 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 16-1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 16-2] FIG. 1 is a diagram showing the configuration of various control boards and the like installed in a pachinko gaming machine. [Figure 16-3] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 16-4] FIG. 2 is an explanatory diagram showing each random number. [Figure 16-5] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 16-6] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 16-7] 1 is a block diagram showing the configuration of a gaming machine to which the present invention is applied; [Figure 16-8] FIG. 2 is a diagram showing the mounting surface of a game control board in an embodiment. [Figure 16-9] A diagram showing the solder side of the game control board in the embodiment. [Figure 16-10] 10 is a diagram showing the mounting surface of a game control board in an embodiment in which an input circuit and an output circuit are mounted. FIG. [Figure 16-11] A diagram showing the configuration of a data bus formed on the solder surface of a game control board in an embodiment. [Figure 16-12]A diagram showing a wiring pattern branching off from a data bus on the mounting surface of a game control board in an embodiment. [Figure 16-13] A diagram showing the configuration of a ground area formed on the mounting surface of a game control board in an embodiment. [Figure 16-14] A diagram showing the configuration of a ground area formed on the solder surface of a game control board in an embodiment. [Figure 16-15] 1 is a circuit diagram showing the connection between low-voltage and high-voltage components mounted on a game control board in an embodiment. FIG. [Figure 16-16] A diagram showing the configuration of a connector mounted on the mounting surface of a game control board in an embodiment. [Figure 16-17] A diagram showing the wiring pattern around the connector formed on the solder surface of the game control board in the embodiment. [Figure 16-18] A figure showing the state in which the game control board in the embodiment is stored in the board case. [Figure 16-19] 1 is a circuit diagram for supplying backup power to a game control microcomputer 100 mounted on a game control board in an embodiment. [Figure 16-20] A diagram showing a wiring pattern for power supply formed on the solder surface of a game control board in an embodiment. [Figure 16-21] A diagram showing the relationship between the wiring pattern formed on the mounting surface of the game control board and the wiring pattern for power supply formed on the solder surface in the embodiment. [Figure 16-22] FIG. 2 is a partially enlarged view of the game control board. [Figure 16-23] This is a cross-sectional view taken along line AA in Figure 16-22. [Figure 16-24] BB cross section in Figure 16-22. [Figure 16-25] This is a cross-sectional view of CC in Figure 16-22. [Figure 16-26] FIG. 2 is a schematic diagram showing a connection mode of a power supply line. [Figure 16-27] FIG. 2 is a schematic diagram showing a connection mode of resistors. [Figure 16-28]FIG. 2 is an explanatory diagram showing the relationship between the use, rated current, and rated voltage of each electronic component. [Figure 16-29] FIG. 3 is an explanatory diagram showing a combination of a first conductor wiring pattern and a second conductor wiring pattern. [Figure 17-1] 1 is a front view showing a gaming machine according to an embodiment. [Figure 17-2] FIG. 1 is a diagram showing the configuration of various control boards and the like installed in a pachinko gaming machine. [Figure 17-3] FIG. 2 is a block diagram showing the circuit configuration of the main board. [Figure 17-4] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 17-5] FIG. [Figure 17-6] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 17-7] FIG. 2 is an explanatory diagram showing each random number. [Figure 17-8] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 17-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 17-10] FIG. 10 is an explanatory diagram showing a miss effect determination table. [Figure 17-11] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 17-12] (A) is an explanatory diagram of the fluctuation pattern in the normal state, (B) is an explanatory diagram of the fluctuation pattern in the time-saving state, and (C) is an explanatory diagram of the fluctuation pattern in the special state. [Figure 17-13] (A) to (F) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 17-14] (A) to (D) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 17-15] (A) to (C) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 17-16] (A) to (C) are explanatory diagrams of the fluctuation pattern determination table for jackpots. [Figure 17-17] 10 is an explanatory diagram of each game state. FIG. [Figure 17-18] (A) is an explanatory diagram of the special pattern unit, (B) is an explanatory diagram of the variable display of the special pattern, (C) is an explanatory diagram of the display unit for performance, and (D) is an explanatory diagram of the variable display of the sub-pattern. [Figure 17-19] FIG. 2 is an explanatory diagram showing a game control data storage area. [Figure 17-20] FIG. 2 is an explanatory diagram illustrating an input port. [Figure 17-21] FIG. 2 is an explanatory diagram showing an output port. [Figure 17-22] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 17-23] 10 is a flowchart showing an example of a game control main process. [Figure 17-24] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 17-25] FIG. 10 is an explanatory diagram showing two-byte buffers formed in a RAM used in switch processing. [Figure 17-26] 10 is a flowchart illustrating an example of a switch process. [Figure 17-27] 10 is a flowchart illustrating an example of a random number update process. [Figure 17-28] 10 is a flowchart illustrating an example of a special symbol process. [Figure 17-29] 10 is a flowchart showing an example of a start port switch passing process. [Figure 17-30] This is an explanatory diagram for storing random numbers extracted during the start port switch passing process. [Figure 17-31] 10 is a flowchart showing an example of a winning effect processing. [Figure 17-32] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 17-33] 10 is a flowchart showing an example of a special symbol determination process. [Figure 17-34] 10 is a flowchart showing an example of a special symbol buffer shift process. [Figure 17-35]FIG. 10 is an explanatory diagram of a special buffer shifting process. [Figure 17-36] FIG. 10 is an explanatory diagram of a special buffer shifting process. [Figure 17-37] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 17-38] 10 is a flowchart showing an example of special symbol variation processing. [Figure 17-39] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 17-40] A flowchart showing an example of a jackpot end process. [Figure 17-41] 10 is a flowchart illustrating an example of a display process. [Figure 17-42] An explanatory diagram of the lighting control mode of each hold indicator. [Figure 17-43] 10 is a flowchart showing an example of a special symbol display control process. [Figure 17-44] 10 is a flowchart illustrating an example of a display control process. [Figure 17-45] (A) is an explanatory diagram of the timing of command transmission when a starting winning occurs and the timing of starting light control of the reserve display, (B) is an explanatory diagram of the timing of command transmission when the variable display starts and the timing of starting light control when the reserve memory number of the reserve display has been subtracted, and (C) is an explanatory diagram of the timing of starting light control of the special pattern and the timing of starting subtraction of the variable display time when the variable display starts. [Figure 17-46] 10 is a flowchart showing an example of a performance control main process. [Figure 17-47] 10 is a flowchart showing an example of a performance control process. [Figure 17-48] FIG. 10 is an explanatory diagram of triggers for changing the presentation mode in the presentation mode determination process. [Figure 17-49] An explanatory diagram of the variable display mode of the background image and decorative pattern for each performance mode. [Figure 17-50] 10A and 10B are explanatory diagrams showing the image display mode, lamp light emission mode, and sound output mode from the speaker associated with the variable display of decorative patterns. [Figure 17-51]An explanatory diagram of the execution decision ratio and the decision ratio of the type of effect before the reach. [Figure 17-52] An explanatory diagram of the execution decision ratio and the decision ratio of the type of effect before the reach. [Figure 17-53] This is an explanatory diagram for each type of pre-reach performance. [Figure 17-54] This is an explanatory diagram comparing the start timing and sound for each type of pre-reach performance. [Figure 17-55] This is an explanatory diagram comparing the backgrounds of each type of pre-reach performance. [Figure 17-56] This is an explanatory diagram comparing the backgrounds of each type of pre-reach performance. [Figure 17-57] This is an explanatory diagram comparing the backgrounds of each type of pre-reach performance. [Figure 17-58] This is an explanatory diagram comparing the backgrounds of each type of pre-reach performance. [Figure 17-59] FIG. 10 is an explanatory diagram of a step-up effect. [Figure 17-60] FIG. 10 is an explanatory diagram of a step-up effect. [Figure 17-61] FIG. 10 is an explanatory diagram of dialogue presentation. [Figure 17-62] This is an explanatory diagram of the powerful... [Figure 17-63] This is an explanatory diagram of the powerful... [Figure 17-64] This is an explanatory diagram of the Yume Yume fashion production. [Figure 17-65] This is an explanatory diagram of the Yume Yume fashion production. [Figure 17-66] This is an explanatory diagram of the Dream Dream Work production. [Figure 17-67] This is an explanatory diagram of the Yume Yume Motto performance. [Figure 17-68] This is an explanatory diagram of the dream sleepwalking explanation performance. [Figure 17-69] FIG. 10 is an explanatory diagram of a jam cooking presentation. [Figure 17-70] FIG. 10 is an explanatory diagram of a jam cooking presentation. [Figure 17-71] FIG. 10 is an explanatory diagram of a jam call effect. [Figure 17-72]This is an explanatory diagram of the Jam XX Girl performance. [Figure 17-73] This is an explanatory diagram of Nana's imaginary performance. [Figure 17-74] This is an explanatory diagram of Nana's imaginary performance. [Figure 17-75] This is an explanatory diagram of the Nana Tsukiyo performance. [Figure 17-76] This is an explanatory diagram of the pre-reach performance that begins before the transparency of the decorative pattern reaches 100%. [Figure 17-77] This is an explanatory diagram of the pre-reach performance that begins after the transparency of the decorative pattern reaches 100%. [Figure 17-78] FIG. 10 is an explanatory diagram of the relationship between each effect and a background image. [Figure 17-79] This is an explanatory diagram of the mini character preview performance. [Figure 17-80] An explanatory diagram showing the relationship between the special pattern display device and the start timing of the pre-reach performance. [Figure 17-81] An explanatory diagram showing the relationship between the special pattern display device and the start timing of the pre-reach performance. [Figure 17-82] An explanatory diagram showing the relationship between the background music and the sound produced in the pre-reach performance. [Figure 17-83] (A) is a diagram showing the arrangement of lamps in a pachinko gaming machine, and (B) is a schematic diagram of (A). [Figure 17-84] FIG. 10 is a diagram for explaining the mechanism of output to an LED driver. [Figure 17-85] FIG. 10 is a diagram for explaining an example of lamp control using a brightness data table. [Figure 17-86] 10 is a diagram for explaining an example of lamp control using a grandchild table by timer management of a child table. FIG. [Figure 17-87] FIG. 10 is a diagram showing an example of a parent table constituting a luminance data table. [Figure 17-88] FIG. 10 is a diagram showing an example of a child table that constitutes a brightness data table. [Figure 17-89] FIG. 10 is a diagram showing an example of a grandchild table constituting a luminance data table. [Figure 17-90]FIG. 10 is a diagram showing an example of a grandchild table constituting a luminance data table. [Figure 17-91] FIG. 10 is a diagram showing an example of a grandchild table constituting a luminance data table. [Figure 17-92] (A) and (B) are diagrams for explaining similar colors. [Figure 17-93] A comparative diagram of the settings of the brightness data table for the background during variable display and the pre-reach performance. [Figure 17-94] Brightness Data Table: A diagram showing the settings of the parent table of Normal Variation_First Presentation Mode Background. [Figure 17-95] This figure shows the settings of the child table for the Brightness Data Table: Normal Variation_First Presentation Mode Background. [Figure 17-96] Brightness data table: A diagram showing the settings of the grandchild table of normal variation_first presentation mode background. [Figure 17-97] Brightness data table: A diagram showing the settings of the parent table of normal variation_second presentation mode background. [Figure 17-98] Brightness data table: A diagram showing the settings of the child table for normal variation_second presentation mode background. [Figure 17-99] Brightness data table: A diagram showing the settings of the grandchild table for normal variation_second presentation mode background. [Figure 17-100] Brightness data table: A diagram showing the settings of the grandchild table for normal variation_second presentation mode background. [Figure 17-101] Brightness data table: A diagram showing the settings of the grandchild table for normal variation_second presentation mode background. [Figure 17-102] Brightness data table: A diagram showing the settings of the parent table of normal variation_third presentation mode background. [Figure 17-103] Brightness data table: A diagram showing the settings of the child table for normal variation_third presentation mode background. [Figure 17-104] Brightness data table: Normal variation_Third presentation mode background grandchild table setting contents. [Figure 17-105]Brightness data table: Normal variation_Third presentation mode background grandchild table setting contents. [Figure 17-106] Brightness Data Table: This is a diagram showing the settings of the parent table of Powerful...Performance_Introduction. [Figure 17-107] Brightness Data Table: A diagram showing the settings of the child table of Powerful...Performance_Introduction. [Figure 17-108] Brightness Data Table: This is a diagram showing the settings of the grandchild table of Powerful...Performance_Introduction. [Figure 17-109] Brightness Data Table: This is a diagram showing the settings of the grandchild table of Powerful...Performance_Introduction. [Figure 17-110] Brightness Data Table: This is a diagram showing the settings of the grandchild table of Powerful...Performance_Introduction. [Figure 17-111] Brightness Data Table: Powerful...Performance_Result_Fake / General Parent Table Settings. [Figure 17-112] Brightness Data Table: Powerful...Performance_Result_Fake - General purpose child table settings. [Figure 17-113] Brightness Data Table: Powerful...Performance_Result_Fake / General-purpose grandchild table settings. [Figure 17-114] Brightness Data Table: Powerful...Performance_Result_Fake / General-purpose grandchild table settings. [Figure 17-115] Brightness Data Table: Powerful... This is a diagram showing the settings of the parent table of Performance_Result_Chance. [Figure 17-116] Brightness Data Table: Powerful... A diagram showing the settings of the child table of Performance_Result_Chance. [Figure 17-117] Brightness Data Table: Powerful... This is a diagram showing the settings of the grandchild table of Performance_Result_Chance. [Figure 17-118] Brightness Data Table: Powerful... This is a diagram showing the settings of the grandchild table of Performance_Result_Chance. [Figure 17-119]Brightness Data Table: A diagram showing the settings of the parent table of Dream Dream Fashion Production_Introduction. [Figure 17-120] This is a diagram showing the settings of the child table of the brightness data table: Dream Dream Fashion Production_Introduction. [Figure 17-121] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 17-122] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 17-123] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 17-124] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 17-125] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 17-126] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 17-127] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 17-128] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 17-129] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 17-130] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 17-131] Brightness Data Table: A diagram showing the settings of the parent table of Dream Dream Fashion Production_Introduction CU_Red Text. [Figure 17-132] Brightness Data Table: A diagram showing the settings of the child table of Dream Dream Fashion Production_Introduction CU_Red Text. [Figure 17-133]Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 17-134] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 17-135] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 17-136] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 17-137] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 17-138] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 17-139] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 17-140] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 17-141] This is a diagram showing the settings of the parent table for the Brightness Data Table: Dream Dream Fashion Production_Success_Fake and General-Purpose. [Figure 17-142] This is a diagram showing the settings of the child table for the Brightness Data Table: Dream Dream Fashion Production_Success_Fake and General-Purpose. [Figure 17-143] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Success_Fake and General Grandchild Tables. [Figure 17-144] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Success_Fake and General Grandchild Tables. [Figure 17-145] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Success_Fake and General Grandchild Tables. [Figure 17-146]This is a diagram showing the settings of the parent table of the brightness data table: Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 17-147] 13 is a diagram showing the settings of the child table of the brightness data table: Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 17-148] Brightness data table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 17-149] Brightness data table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 17-150] Brightness data table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 17-151] Brightness Data Table: A diagram showing the settings of the parent table of Jam Cooking Presentation_Introduction. [Figure 17-152] 13 is a diagram showing the settings of the child table of the brightness data table: jam cooking presentation_introduction. FIG. [Figure 17-153] Brightness Data Table: A diagram showing the settings of the grandchild table of Jam Cooking Presentation_Introduction. [Figure 17-154] Brightness Data Table: A diagram showing the settings of the grandchild table of Jam Cooking Presentation_Introduction. [Figure 17-155] Brightness Data Table: A diagram showing the settings of the grandchild table of Jam Cooking Presentation_Introduction. [Figure 17-156] Brightness Data Table: A diagram showing the settings of the grandchild table of Jam Cooking Presentation_Introduction. [Figure 17-157] Brightness Data Table: A diagram showing the setting contents of the parent table of the jam cooking performance_introduced CU. [Figure 17-158] 13 is a diagram showing the settings of the child table of the luminance data table: jam cooking performance_introduced CU. FIG. [Figure 17-159] Brightness data table: A diagram showing the settings of the grandchild table of the jam cooking performance_introduced CU. [Figure 17-160]Brightness Data Table: A diagram showing the settings of the parent table for Jam Cooking Performance_Success_Fake and General-Purpose. [Figure 17-161] Brightness data table: A diagram showing the settings of the Jam Cooking Presentation_Success_Fake and General-Purpose child tables. [Figure 17-162] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 17-163] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 17-164] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 17-165] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 17-166] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 17-167] 13 is a diagram showing the settings of the parent table of the brightness data table: jam cooking effect_chance suggestion. FIG. [Figure 17-168] 13 is a diagram showing the settings of the child table of the brightness data table: jam cooking performance_chance suggestion. FIG. [Figure 17-169] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Figure 17-170] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Figure 17-171] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Figure 17-172] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Figure 17-173] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Figure 17-174]This is an explanatory diagram of the timing of the start of the pending memory display and active display stay animation and pre-reach performance. [Figure 17-175] This is an explanatory diagram of the background music output in each presentation mode and the volume of these background music and the pre-reach presentation. [Figure 17-176] (A) and (B) are figures showing the execution rate of pre-reach effects that start after one cycle of variable display of special symbols has completed, and (C) is a figure showing the number of pre-reach effects that start after one cycle of variable display of special symbols has completed. [Figure 17-177] (A) and (B) are figures showing the execution rate of pre-reach effects that start before the decorative pattern reaches a specified transparency rate (90%), and (C) is a figure showing the number of pre-reach effects that start before the decorative pattern reaches a specified transparency rate (90%). [Figure 17-178] (A) and (B) are figures showing the execution rate of pre-reach effects that start after the decorative pattern reaches a specified transparency rate (90%), and (C) is a figure showing the number of pre-reach effects that start after the decorative pattern reaches a specified transparency rate (90%). [Figure 17-179] (A) and (B) are figures showing the execution rate of pre-reach effects in which both background music and sound effects are output when the effect starts, and (C) is a figure showing the number of pre-reach effects in which both background music and sound effects are output when the effect starts. [Figure 17-180] (A) and (B) are figures showing the execution rate of pre-reach effects in which the background music is made inaudible and the output of sound effects begins as the effect begins, and (C) is a figure showing the number of pre-reach effects in which the background music is made inaudible and the output of sound effects begins as the effect begins. [Figure 17-181] (A) and (B) are figures showing the execution rate of pre-reach effects in which background music is output at the start of the effect but no sound effects are output, and (C) is a figure showing the number of pre-reach effects in which background music is output at the start of the effect but no sound effects are output. [Figure 17-182] (A) and (B) are figures showing the execution rate of pre-reach effects in which effect images are displayed together with background images, and (C) is a figure showing the number of pre-reach effects in which effect images are displayed together with background images. [Figure 17-183](A) and (B) are figures showing the execution rate of pre-reach effects in which effect images are displayed while the background image is darkened, and (C) is a figure showing the number of pre-reach effects in which effect images are displayed while the background image is darkened. [Figure 17-184] (A) and (B) are figures showing the execution rate of pre-reach effects in which effect images are displayed without darkening the background image, and (C) is a figure showing the number of pre-reach effects in which effect images are displayed without darkening the background image. [Figure 17-185] (A) and (B) are figures showing the execution rate of pre-reach effects in which the background image is hidden and the effect image is displayed, and (C) is a figure showing the number of pre-reach effects in which the background image is hidden and the effect image is displayed. [Figure 17-186] (A) and (B) are effects that start after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and are figures showing the execution rate of pre-reach effects in which a sound effect is output along with background music when the effect starts; (C) is an effect that starts after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and are figures showing the number of pre-reach effects in which a sound effect is output along with background music when the effect starts. [Figure 17-187] (A) and (B) are diagrams showing the execution rate of pre-reach effects that start after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and in which background music is output when the effect starts but no sound effects are output; (C) is a diagram showing the number of pre-reach effects that start after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and in which background music is output when the effect starts but no sound effects are output. [Figure 17-188](A) and (B) are effects that start after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and are figures showing the execution rate of pre-reach effects that display effect images together with background images; (C) is an effect that starts after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and is a figure showing the number of pre-reach effects that display effect images together with background images. [Figure 17-189] (A) and (B) are diagrams showing the execution rate of pre-reach effects in which the effect starts after one cycle of the variable display of special symbols has completed, in which both background music and sound effects are output as the effect starts, and in which effect images are displayed together with background images; (C) is a diagram showing the number of pre-reach effects in which the effect starts after one cycle of the variable display of special symbols has completed, in which both background music and sound effects are output as the effect starts, and in which effect images are displayed together with background images. [Figure 17-190] (A) and (B) are diagrams showing the execution rate of pre-reach effects in which the effect starts after one cycle of the variable display of special symbols has completed, in which background music is output but no sound is output when the effect starts, and in which effect images are displayed together with background images; (C) is a diagram showing the number of pre-reach effects in which the effect starts after one cycle of the variable display of special symbols has completed, in which background music is output but no sound is output when the effect starts, and in which effect images are displayed together with background images. [Figure 17-191] (A) and (B) are effects that start after the decorative pattern reaches a specified transparency (90%), and are effects that output both background music and sound effects when the effect starts, and are figures showing the execution rate of pre-reach effects that display effect images together with background images; (C) is an effect that starts after the decorative pattern reaches a specified transparency (90%), and are effects that output both background music and sound effects when the effect starts, and are figures showing the number of pre-reach effects that display effect images together with background images. [Figure 17-192](A) and (B) are effects that start after the decorative pattern reaches a specified transparency (90%), in which background music is output but no sound is output when the effect starts, and are figures showing the execution rate of pre-reach effects in which effect images are displayed together with background images; (C) is a figure showing the number of pre-reach effects in which background music is output but no sound is output when the effect starts, in which effect images are displayed together with background images, in which the decorative pattern reaches a specified transparency (90%). [Figure 17-193] (A) to (D) are explanatory diagrams for comparing the brightness data tables of each part of the reach pre-effect. [Figure 17-194] 10A to 10D are explanatory diagrams for comparing the differences in table structure and brightness data depending on the pattern of the introductory part. [Figure 17-195] 10A to 10D are explanatory diagrams for comparing the difference in the table structure and brightness data depending on the pattern of the result part. [Figure 17-196] This is an explanatory diagram comparing brightness data tables for each type of pre-reach performance. [Figure 17-197] (A) and (B) are figures showing the execution rate of pre-reach effects in which multiple brightness data for the off state are used, and (C) is a figure showing the number of pre-reach effects in which multiple brightness data for the off state are used. [Figure 17-198] (A) and (B) are figures showing the execution rate of pre-reach effects in which more brightness data for the off state is used than in the background brightness data table of the effect mode, and (C) is a figure showing the number of pre-reach effects in which more brightness data for the off state is used than in the background brightness data table of the effect mode. [Figure 17-199] (A) and (B) are figures showing the execution rate of pre-reach effects in which the average usage time of brightness data is shorter than that of the background brightness data table of the effect mode, and (C) is a figure showing the number of pre-reach effects in which the average usage time of brightness data is shorter than that of the background brightness data table of the effect mode. [Figure 17-200](A) and (B) are figures showing the execution rate of pre-reach effects with fewer types of brightness values ​​of brightness data than the background brightness data table of the effect mode, and (C) is a figure showing the number of pre-reach effects with fewer types of brightness values ​​of brightness data than the background brightness data table of the effect mode. [Figure 17-201] (A) and (B) are figures showing the execution rate of pre-reach effects that are higher in the looping brightness data table, and (C) is a figure showing the number of pre-reach effects that are higher in the looping brightness data table. [Figure 17-202] (A) and (B) are figures showing the execution rate of pre-reach effects that are higher with a non-looping brightness data table, and (C) is a figure showing the number of pre-reach effects that are higher with a non-looping brightness data table. [Figure 18-1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 18-2] FIG. 1 is a diagram showing the configuration of various control boards and the like installed in a pachinko gaming machine. [Figure 18-3] FIG. 10 is an explanatory diagram showing the contents of a VRAM. [Figure 18-4] FIG. [Figure 18-5] FIG. 10 is an explanatory diagram of display priorities. [Figure 18-6] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 18-7] FIG. 2 is an explanatory diagram showing each random number. [Figure 18-8] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 18-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 18-10] FIG. 10 is an explanatory diagram of a deviation fluctuation pattern. [Figure 18-11] An explanatory diagram of the jackpot fluctuation pattern. [Figure 18-12] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 18-13] An explanatory diagram of a loss fluctuation pattern determination table. [Figure 18-14]An explanatory diagram of a loss fluctuation pattern determination table. [Figure 18-15] An explanatory diagram of a fluctuation pattern determination table for jackpots. [Figure 18-16] FIG. 10 is an explanatory diagram of a game control data storage area. [Figure 18-17] FIG. 10 is an explanatory diagram of a performance control data storage area. [Figure 18-18] 10 is a flowchart showing an example of a game control main process. [Figure 18-19] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 18-20] 10 is a flowchart illustrating an example of a special symbol process. [Figure 18-21] 10 is a flowchart showing an example of a start winning determination process. [Figure 18-22] 10 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 18-23] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 18-24] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 18-25] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 18-26] A flowchart showing an example of processing during jackpot release. [Figure 18-27] A flowchart showing an example of a jackpot end process. [Figure 18-28] 10 is a flowchart showing an example of a performance control main process. [Figure 18-29] 10 is a flowchart showing an example of a performance control process. [Figure 18-30] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 18-31] A flowchart showing an example of a performance process during a jackpot. [Figure 18-32] FIG. 10 is an explanatory diagram of effects that can be performed during variable display. [Figure 18-33] FIG. 10 is an explanatory diagram of effects that can be performed during variable display. [Figure 18-34] FIG. 10 is an explanatory diagram of effects that can be performed during variable display. [Figure 18-35] An explanatory diagram of the game states in which each effect can be executed and the effects that are displayed. [Figure 18-36] An explanatory diagram of the game states in which each effect can be executed and the effects that are displayed. [Figure 18-37] (A) is an explanatory diagram of the determination ratio of whether or not a hold 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 hold display. [Figure 18-38] An explanatory diagram of the determination ratio of whether or not to execute the decorative pattern enlargement effect when the variable display starts. [Figure 18-39] An explanatory diagram of the decision ratio for whether or not to execute a dialogue preview performance and the decision ratio for the dialogue to be displayed. [Figure 18-40] (A) is an explanatory diagram of the pattern determination ratio of weak super reach title effects, and (B) is an explanatory diagram of the pattern determination ratio of strong super reach title effects. [Figure 18-41] FIG. 10 is an explanatory diagram of whether or not a cut-in effect is executed and the effect pattern determination ratio. [Figure 18-42] This is a presentation diagram showing the display mode when variable display begins. [Figure 18-43] This is a presentation diagram showing the display mode when the decorative pattern enlargement presentation is executed at the start of variable display. [Figure 18-44] This is a presentation diagram showing the display mode when the expansion effect is executed when the pattern stops. [Figure 18-45] This is a presentation diagram showing the display mode when the expansion effect is executed when the pattern stops. [Figure 18-46] This is a presentation diagram showing the display mode when the first line preview presentation is executed. [Figure 18-47] This is a presentation diagram showing the display mode when the second line preview presentation is executed. [Figure 18-48] This is a presentation diagram showing the display mode when a pseudo-consecutive presentation is executed. [Figure 18-49] This is a presentation diagram showing the display mode when pseudo-consecutive presentation is not being executed. [Figure 18-50]This is a presentation diagram showing the display mode when a normal reach presentation is executed. [Figure 18-51] This is a presentation diagram showing the display mode when the weak super reach title presentation is executed. [Figure 18-52] This is a presentation diagram showing the display mode when a weak super reach presentation is executed. [Figure 18-53] This is a presentation diagram showing the display mode when the advanced presentation is executed. [Figure 18-54] This is a presentation diagram showing the display mode when the strong super reach title presentation is executed. [Figure 18-55] This is a presentation diagram showing the display mode when the strong super reach title presentation is executed. [Figure 18-56] This is a presentation diagram showing the display mode when a cut-in presentation is performed. [Figure 18-57] This is a presentation diagram showing the display mode when a cut-in presentation is performed. [Figure 18-58] This is a presentation diagram showing the display mode when the deciding button presentation is executed. [Figure 18-59] This is a presentation diagram showing the display mode when the pattern matching presentation is executed. [Figure 18-60] This is a presentation diagram showing the display mode when the variable display result is a miss. [Figure 18-61] This is a presentation diagram showing the display mode when the first line preview presentation is executed. [Figure 18-62] This is a presentation diagram showing the display mode when the second line preview presentation is executed. [Figure 18-63] This is a presentation diagram showing the display mode when a reach suggestion presentation is executed. [Figure 18-64] This is a presentation diagram showing the display mode when the strong super reach title presentation is executed. [Figure 18-65] This is a presentation diagram showing the display mode when the strong super reach title presentation is executed. [Figure 18-66] This is a presentation diagram showing the display mode when a cut-in presentation is performed. [Figure 18-67] This is a presentation diagram showing the display mode when the deciding button presentation is executed. [Figure 18-68] This is a presentation diagram showing the display mode when the pattern matching presentation is executed. [Figure 18-69] This is a presentation diagram showing the display mode when a fanfare presentation is being performed. [Figure 18-70] This is a presentation diagram showing the display mode when a fanfare presentation is being performed. [Figure 18-71] This is a presentation diagram showing the display mode when the first right-hit display presentation is executed. [Figure 18-72] This is a presentation diagram showing the display mode when the V Challenge presentation is executed. [Figure 18-73] This is a presentation diagram showing the display mode when the V Challenge presentation and the V Challenge success presentation are executed. [Figure 18-74] This is a presentation diagram showing the display mode when the V winning presentation is executed. [Figure 18-75] This is a presentation diagram showing the display mode when the ending presentation is executed. [Figure 18-76] This is a presentation diagram showing the display mode when the first left-hit display presentation is executed. [Figure 18-77] This is a presentation diagram showing the display mode when the second left-hit display presentation is executed. [Figure 18-78] This is a presentation diagram showing the display mode when the first prize ball number announcement presentation and the second prize ball number announcement presentation are executed. [Figure 18-79] This is a presentation diagram showing the display mode when the hold consecutive suggestion presentation and hold consecutive notification presentation are executed. [Figure 18-80] This is a presentation diagram showing the display mode when the hold consecutive suggestion presentation and hold consecutive notification presentation are executed. [Figure 18-81] This is a presentation diagram showing the display mode when a demo presentation is performed. [Figure 18-82] This is a presentation diagram showing the display mode when a demo presentation is performed. [Figure 18-83] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-84] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-85] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-86] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-87] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-88] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-89] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-90] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-91] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-92] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-93] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-94] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-95] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-96] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-97] FIG. 10 is an explanatory diagram of a magnification effect. [Figure 18-98] FIG. 10 is an explanatory diagram of a decorative effect. [Figure 18-99] FIG. 10 is an explanatory diagram of a decorative effect. [Figure 18-100] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 18-101] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 18-102] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 18-103] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 18-104] FIG. 10 is a comparative diagram showing a case where a decorative effect is displayed and a case where an enlargement effect is displayed. [Figure 18-105] An explanatory diagram showing an example of a variable display based on the variation pattern of a super reach. [Figure 18-106] An explanatory diagram showing an example of a variable display based on the variation pattern of a super reach. [Figure 18-107] An explanatory diagram showing an example of a variable display based on the variation pattern of a super reach. [Figure 18-108]An explanatory diagram showing an example of a variable display based on the variation pattern of a super reach. [Figure 18-109] 1 is an explanatory diagram showing a specific example of a ball supply tray of a gaming machine as viewed from above. [Figure 18-110] This is a schematic diagram of the performance control board when the gaming machine is viewed from the back. [Figure 18-111] FIG. 10 is an explanatory diagram showing a specific example of performance changeover switch data. [Figure 18-112] FIG. 10 is an explanatory diagram showing a specific example of the volume display after the effect changeover switch is operated. [Figure 18-113] FIG. 10 is an explanatory diagram showing a specific example of an operation type. [Figure 18-114] 10 is a flowchart showing an example of a main process for controlling performance in the characteristic part 02TM. [Figure 18-115] 10 is a flowchart illustrating an example of a store-side volume setting process. [Figure 18-116] 10 is a flowchart showing an example of a demo performance control process. [Figure 18-117] 10 is a flowchart showing an example of a demo performance control process. [Figure 18-118] 10 is a flowchart showing an example of a demo performance control process. [Figure 18-119] 10 is a flowchart showing an example of a demo performance control process. [Figure 18-120] 10 is a flowchart showing an example of a demo performance control process. [Figure 18-121] 10 is a flowchart illustrating an example of a menu display control process. [Figure 18-122] 10 is a flowchart illustrating an example of a volume setting process. [Figure 18-123] 10 is a flowchart illustrating an example of a volume setting process. [Figure 18-124] FIG. 10 is an explanatory diagram of a transition flow of a customer waiting state. [Figure 18-125] (A) A presentation diagram showing a specific example of what happens when a first player operates while waiting for the first customer, and (B) a presentation diagram showing a specific example of what happens when a second player operates while waiting for the first customer. [Figure 18-126](C) A presentation diagram showing a specific example of an operation performed by the first store clerk when the first customer is waiting, and (D) a presentation diagram showing a specific example of an operation performed by the second store clerk when the first customer is waiting. [Figure 18-127] (A) A presentation diagram showing a specific example of what happens when a first player operates while waiting for a second customer, and (B) a presentation diagram showing a specific example of what happens when a second player operates while waiting for a second customer. [Figure 18-128] (C) A presentation diagram showing a specific example of an operation performed by the first store clerk when the second customer is waiting, and (D) a presentation diagram showing a specific example of an operation performed by the second store clerk when the second customer is waiting. [Figure 18-129] (A) A presentation diagram showing a specific example of what happens when a first player operates while waiting for a third customer, and (B) a presentation diagram showing a specific example of what happens when a second player operates while waiting for a third customer. [Figure 18-130] (C) A presentation diagram showing a specific example of an operation performed by the first store clerk when the third customer is waiting, and (D) a presentation diagram showing a specific example of an operation performed by the second store clerk when the third customer is waiting. [Figure 18-131] (A) A presentation diagram showing a specific example of when a first player operation is performed while waiting for the fourth customer, and (B) a presentation diagram showing a specific example of when a second player operation is performed while waiting for the fourth customer. [Figure 18-132] (C) A presentation diagram showing a specific example of an operation performed by the first store clerk when the fourth customer is waiting, and (D) a presentation diagram showing a specific example of an operation performed by the second store clerk when the fourth customer is waiting. [Figure 18-133] (A1) is a presentation diagram showing a specific example of a case where a player operation is performed in the first customer waiting state, and (A2) is a presentation diagram showing a specific example of a case where a player operation is performed in the second customer waiting state. [Figure 18-134] (A3) is a presentation diagram showing a specific example of a case where a player operation is performed in the third customer waiting state, and (A4) is a presentation diagram showing a specific example of a case where a player operation is performed in the fourth customer waiting state. [Figure 18-135] FIG. 2 is an explanatory diagram showing a specific example of audio data. [Figure 18-136] FIG. 2 is an explanatory diagram showing a specific example of audio data. [Figure 18-137] FIG. 2 is an explanatory diagram showing a specific example of audio data. [Figure 18-138] FIG. 2 is an explanatory diagram showing a specific example of audio data. [Figure 18-139] FIG. 2 is an explanatory diagram showing a specific example of audio data. [Figure 18-140] FIG. 10 is an explanatory diagram showing a specific example of dialogue sound data. [Figure 18-141] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the low B customer waiting effect. [Figure 18-142] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a store clerk operates the effect of waiting for a low-B customer. [Figure 18-143] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the low B customer waiting effect. [Figure 18-144] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the low B fluctuation start effect. [Figure 18-145] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the effect at the start of low B fluctuation. [Figure 18-146] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the low B fluctuation start effect. [Figure 18-147] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during a low B preview effect. [Figure 18-148] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during a low B preview effect. [Figure 18-149] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during a low B preview effect. [Figure 18-150] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player performs an operation in a low B reach formation effect. [Figure 18-151] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during a low B reach formation effect. [Figure 18-152] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player or a store clerk operates in a low B reach formation effect. [Figure 18-153] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player operates the low B button appearance effect. [Figure 18-154] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a store clerk operates the low B button appearance effect. [Figure 18-155] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player or store clerk operates during the low B button appearance effect. [Figure 18-156] 10 is an explanatory diagram and timing chart showing specific examples of each effect when a player performs an operation during the low B button press suggestion effect. [Figure 18-157] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a store clerk operates during the low B button press suggestion effect. [Figure 18-158] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player or store clerk operates during the low B button press suggestion effect. [Figure 18-159] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player performs an operation in the effect after pressing the low B button. [Figure 18-160] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a store clerk operates the effect after the low B button is pressed. [Figure 18-161]10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player or store clerk performs an operation in the effect after the low B button is pressed. [Figure 18-162] An explanatory diagram and timing chart showing specific examples of each effect when a player operates the low B movable body effect. [Figure 18-163] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the low B movable object effect. [Figure 18-164] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during a low B movable object effect. [Figure 18-165] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates the low B jackpot name notification effect. [Figure 18-166] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the low B jackpot name notification effect. [Figure 18-167] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the low B jackpot name notification effect. [Figure 18-168] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during a low B jackpot attacker winning effect. [Figure 18-169] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during a low B jackpot attacker winning effect. [Figure 18-170] This is an explanatory diagram and timing chart showing specific examples of each effect when player operations and store clerk operations are performed during the low B jackpot attacker winning effect. [Figure 18-171] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during a low B jackpot over-winning effect. [Figure 18-172]This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during a low B jackpot over-winning effect. [Figure 18-173] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during a low B jackpot over-winning effect. [Figure 18-174] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the low B excess notification effect. [Figure 18-175] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the low B excess notification effect. [Figure 18-176] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the low B excess notification effect. [Figure 18-177] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the low B jackpot transition mode effect. [Figure 18-178] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during the low B jackpot transition mode effect. [Figure 18-179] This is an explanatory diagram and timing chart showing specific examples of each effect when player operations and store clerk operations are performed in the low B jackpot transition mode effect. [Figure 18-180] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the high-B customer waiting effect. [Figure 18-181] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a store clerk operates the effect of waiting for a high-ranking B customer. [Figure 18-182] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the high-B customer waiting effect. [Figure 18-183]This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the high B fluctuation start effect. [Figure 18-184] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the effect at the start of high B fluctuation. [Figure 18-185] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the high B fluctuation start effect. [Figure 18-186] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during a high B preview effect. [Figure 18-187] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during the high B preview effect. [Figure 18-188] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during a high B preview effect. [Figure 18-189] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player operates during a high B reach formation effect. [Figure 18-190] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during a high B reach formation effect. [Figure 18-191] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player operation and a store clerk operation are performed in the high B reach formation effect. [Figure 18-192] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player operates the high B button appearance effect. [Figure 18-193] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a store clerk operates the high B button appearance effect. [Figure 18-194] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player operation and a store clerk operation are performed during the high B button appearance effect. [Figure 18-195] This is an explanatory diagram and timing chart showing specific examples of each effect when a player performs an operation during the high B button press suggestion effect. [Figure 18-196] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during the high B button press suggestion effect. [Figure 18-197] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the high B button press suggestion effect. [Figure 18-198] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player performs an operation in the effect after pressing the high B button. [Figure 18-199] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during the effect after pressing the high B button. [Figure 18-200] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operation and a store clerk operation are performed in the effect after the high B button is pressed. [Figure 18-201] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates the high B movable object effect. [Figure 18-202] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the high B movable object effect. [Figure 18-203] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during a high B movable object effect. [Figure 18-204] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates the high B jackpot name notification effect. [Figure 18-205] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the high B jackpot name notification effect. [Figure 18-206]This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the high B jackpot name notification effect. [Figure 18-207] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the high B jackpot attacker winning effect. [Figure 18-208] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during the high B jackpot attacker winning effect. [Figure 18-209] This is an explanatory diagram and timing chart showing specific examples of each effect when player operations and store clerk operations are performed during the high B jackpot attacker winning effect. [Figure 18-210] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during a high B jackpot over-winning effect. [Figure 18-211] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during a high B jackpot over-winning effect. [Figure 18-212] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during a high B jackpot over-winning effect. [Figure 18-213] 10A and 10B are explanatory diagrams and timing charts showing specific examples of each effect when a player operates during the high B excess notification effect. [Figure 18-214] This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates the high B excess notification effect. [Figure 18-215] This is an explanatory diagram and timing chart showing specific examples of each effect when a player or store clerk operates during the high B excess notification effect. [Figure 18-216] This is an explanatory diagram and timing chart showing specific examples of each effect when a player operates during the high B jackpot transition mode effect. [Figure 18-217]This is an explanatory diagram and timing chart showing specific examples of each effect when a store clerk operates during the high B jackpot transition mode effect. [Figure 18-218] This is an explanatory diagram and timing chart showing specific examples of each effect when player operations and store clerk operations are performed in the high B jackpot transition mode effect. [Figure 18-219] FIG. 1 is an explanatory diagram showing a specific example of the state of players and staff in an amusement arcade where gaming machines are installed. [Figure 18-220] FIG. 1 is an explanatory diagram showing a specific example of the state of players and staff in an amusement arcade where gaming machines are installed. [Figure 18-221] FIG. 10 is an explanatory diagram showing specific examples of the behavior of players and store staff in an amusement arcade where gaming machines for different scenes are installed. [Figure 18-222] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a low bass state. [Figure 18-223] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a low bass state. [Figure 18-224] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a low bass state. [Figure 18-225] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a low bass state. [Figure 18-226] 10A and 10B are explanatory diagrams showing specific examples of each effect when a player requests a store clerk to adjust the volume in a low bass state. [Figure 18-227] 10A and 10B are explanatory diagrams showing specific examples of each effect when a player requests a store clerk to adjust the volume in a low bass state. [Figure 18-228] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a high bass state. [Figure 18-229] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a high bass state. [Figure 18-230] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a high bass state. [Figure 18-231] This is a timing chart showing the execution timing of each effect when a player requests a store clerk to adjust the volume in a high bass state. [Figure 18-232] 10A and 10B are explanatory diagrams showing specific examples of each effect when a player requests a store clerk to adjust the volume in a high bass state. [Figure 18-233] 10A and 10B are explanatory diagrams showing specific examples of each effect when a player requests a store clerk to adjust the volume in a high bass state. [Figure 18-234] 10 is an explanatory diagram showing an example of a case where a volume display is superimposed on a performance image by a store clerk operation. FIG. [Figure 19] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 20] FIG. 1 is a diagram showing the configuration of various control boards and the like installed in a pachinko gaming machine. [Figure 21] 10 is a flowchart showing an example of a game control main process. [Figure 22] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 23] 10 is a flowchart illustrating an example of a special symbol process. [Figure 24] 10 is a flowchart showing an example of a performance control main process. [Figure 25] 10 is a flowchart showing an example of a performance control process. [Figure 26-1] 1 is a front view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 26-2] FIG. 2 is an explanatory diagram showing each random number. [Figure 26-3] An explanatory diagram showing a display result determination table (jackpot determination table). [Figure 26-4] This is an explanatory diagram showing the jackpot type determination table and jackpot types stored in ROM 101. [Figure 26-5]An explanatory diagram showing the variation patterns of pre-prepared performance symbols. [Figure 26-6] An explanatory diagram showing the variation patterns of pre-prepared performance symbols. [Figure 26-7] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 26-8] An explanatory diagram showing a deviation fluctuation pattern determination table. [Figure 26-9] An explanatory diagram showing a deviation fluctuation pattern determination table. [Figure 26-10] An explanatory diagram showing a jackpot fluctuation pattern determination table. [Figure 26-11] 10 is a flowchart illustrating an example of a pre-reading notice setting process. [Figure 26-12] 10 is a flowchart illustrating an example of a setting change process. [Figure 26-13] 10 is a flowchart showing a variable display start setting process. [Figure 26-14] This is a flowchart showing the presentation processing during a jackpot in the presentation control process processing. [Figure 26-15] This is a flowchart showing the presentation processing during a jackpot in the presentation control process processing. [Figure 26-16] 10 is an explanatory diagram showing an example of the display of the image display device 5 during the pseudo-power cutoff effect during fluctuation. FIG. [Figure 26-17] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the weak SP reach effect. [Figure 26-18] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the weak SP reach effect. [Figure 26-19] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the weak SP reach effect. [Figure 26-20] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the strong SP reach effect. [Figure 26-21] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the strong SP reach effect. [Figure 26-22] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the strong SP reach effect. [Figure 26-23] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the strongest reach effect. [Figure 26-24] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the strongest reach effect. [Figure 26-25] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the strongest reach effect. [Figure 26-26] 10 is a timing chart showing the control timing of each performance component when performing a pseudo-power cutoff performance. [Figure 26-27] 10 is a timing chart showing the control timing of each performance component when performing a pseudo-power cutoff performance. [Figure 26-28] 10 is a timing chart showing the control timing of each light-emitting means when performing a pseudo-power cutoff effect. [Figure 26-29] An explanatory diagram showing the timing at which a pseudo-power cutoff effect is executed. [Figure 26-30] An explanatory diagram showing an example of the display on the image display device 5 when performing a pseudo-power cutoff effect during fluctuation. [Figure 26-31] 10 is an explanatory diagram showing a display example of the image display device 5 when a pseudo-power cutoff effect is executed during a round. FIG. [Figure 26-32] 10 is an explanatory diagram showing the number of times the movable body 32 moves and the timing of the movements in each movement pattern. FIG. [Figure 26-33] An explanatory diagram showing an example of a start winning notification effect when a start winning occurs. [Figure 26-34] An explanatory diagram showing a modified presentation when a start-up winning occurs during a pseudo-power cut presentation. [Figure 26-35] 10 is an explanatory diagram showing an example of a display on the image display device 5 when a volume adjustment button or a light intensity adjustment button is operated. FIG. [Figure 26-36] FIG. 2 is an explanatory diagram showing color tones in the image display device 5. [Figure 26-37] 10 is a timing chart showing the timing of control when the gaming machine 1 is powered on in the event of a power outage. [Figure 26-38]10 is a timing chart showing the timing of control when the gaming machine 1 is powered on in the event of a power outage. [Figure 26-39] 10 is a timing chart showing the timing of control when the gaming machine 1 is powered on in the event of a power outage. [Figure 26-40] This is an explanatory diagram showing the proportion of color code #000000 in a presentation that can display an image in the color tone of color code #000000 and the expectation of controlling it to a jackpot. [Figure 26-41] 10 is an explanatory diagram showing the appearance of the image display device 5 when a power outage occurs. FIG. [Figure 26-42] FIG. 10 is an explanatory diagram showing the transition of the light-emitting means when a pseudo-power failure effect occurs. [Figure 26-43] FIG. 10 is an explanatory diagram showing the transition of the light-emitting means when a pseudo-power failure effect occurs. [Figure 26-44] FIG. 10 is an explanatory diagram showing the transition of the light-emitting means when a power outage occurs. [Figure 26-45] This is a timing chart showing the timing when a scheduled performance is executed after power is restored. [Figure 26-46] FIG. 10 is an explanatory diagram showing a display example on the image display device 5 when a performance scheduled for execution is executed after power is restored. [Figure 26-47] This is an explanatory diagram showing the selection ratio of cut-in preview performance modes in the variation patterns corresponding to strong SP reach and strongest reach. [Figure 26-48] FIG. 2 is an explanatory diagram showing the installation positions of each light-emitting means. [Figure 26-49] An explanatory diagram showing the light-emitting mode of the light-emitting means during the red cut-in preview performance. [Figure 26-50] An explanatory diagram showing the light-emitting mode of the light-emitting means in the green cut-in preview performance. [Figure 26-51] 10 is an explanatory diagram showing the light emission mode of the light emitting means in the pseudo-power cutoff performance. FIG. [Figure 26-52] 10 is an explanatory diagram showing the light emitting mode of the light emitting means in the super hot effect. FIG. [Figure 26-53]10 is an explanatory diagram showing the light emission mode of the light emitting means in the error notification performance. FIG. [Figure 26-54] An explanatory diagram showing the light-emitting mode of the light-emitting means in the winning notification effect and the step-up effect. [Figure 26-55] 10 is an explanatory diagram showing the volume of the sound output from speakers 8L and 8R in each performance. [Figure 27-1] FIG. 2 is a front view of the card unit and the slot machine. [Figure 27-2] FIG. 2 is a block diagram showing the internal configuration of the card unit and the slot machine. [Figure 27-3] FIG. 10 is a diagram for explaining the transition of game states. [Figure 27-4] A figure showing a game start command that the main control unit sends to the performance control unit when the start switch is operated. [Figure 27-5] A figure showing the game end command that the main control unit sends to the presentation control unit at the third stop. [Figure 27-6] A diagram showing the types of commands that the main control unit sends to the medal count control unit. [Figure 27-7] FIG. 10 is a diagram illustrating a gaming machine installation information command. [Figure 27-8] FIG. 10 is a diagram illustrating the configuration of an input command. [Figure 27-9] FIG. 10 is a diagram showing the configuration of a settlement command. [Figure 27-10] FIG. 10 is a diagram showing the configuration of a payout command. [Figure 27-11] FIG. 10 is a diagram showing the configuration of an input pulse command. [Figure 27-12] FIG. 10 is a diagram showing the configuration of a dispensing pulse command. [Figure 27-13] A diagram showing the structure of a jackpot command. [Figure 27-14] A diagram showing the structure of a gaming machine fraud command. [Figure 27-15] FIG. 10 is a diagram illustrating the configuration of an error command. [Figure 27-16] A diagram showing the structure of the role ratio information 1 command. [Figure 27-17]A diagram showing the structure of the role ratio information 2 command. [Figure 27-18] A diagram showing the structure of a total payout command for reels. [Figure 27-19] A diagram showing the structure of a continuous reel total payout command. [Figure 27-20] FIG. 10 is a diagram illustrating the configuration of an over command. [Figure 27-21] A diagram showing the types of commands that the medal count control unit sends to the main control unit. [Figure 27-22] FIG. 10 is a diagram showing the configuration of an input response command. [Figure 27-23] FIG. 10 is a diagram showing the configuration of a settlement response command. [Figure 27-24] FIG. 10 is a diagram showing the configuration of a payout response command. [Figure 27-25] FIG. 10 is a diagram illustrating the configuration of an overflow response command. [Figure 27-26] A diagram showing the structure of a medal count control side information command. [Figure 27-27] FIG. 10 is a diagram illustrating an example of communication between a main control unit and a medal count control unit. [Figure 27-28] A diagram for explaining the communication of medal count control side information commands. [Figure 27-29] FIG. 10 is a diagram showing the flow of communication between the main control unit and the medal count control unit after power is turned on. [Figure 27-30] 10A and 10B are diagrams illustrating the bet number setting operation and the settlement operation. [Figure 27-31] 10A and 10B are diagrams illustrating display control of the number of dispensed coins. [Figure 27-32] FIG. 2 is a diagram illustrating a memory area used by a main control unit. [Figure 27-33] FIG. 2 is a diagram showing an internal RAM area used by the main control unit. [Figure 27-34] 3 is a diagram illustrating the control contents of the initial setting process (main control) performed by the main control unit. FIG. [Figure 27-35] FIG. 10 is a diagram illustrating the control content of the external RAM initialization process performed by the main control unit. [Figure 27-36] 10A and 10B are diagrams illustrating control contents of setting change processing performed by a main control unit. [Figure 27-37] FIG. 2 is a diagram illustrating the control content of the main processing (main control) performed by the main control unit. [Figure 27-38] 10 is a diagram illustrating the control content of timer interrupt processing (main control) performed by the main control unit. FIG. [Figure 27-39] 10 is a diagram illustrating the control contents of the initial setting process (medal count control) performed by the main control unit. FIG. [Figure 27-40] 10 is a diagram illustrating the control content of the main processing (medal count control) performed by the main control unit. FIG. [Figure 27-41] This is a diagram explaining the control contents of the timer interrupt processing (medal count control) performed by the main control unit. [Figure 27-42] 10 is a block diagram showing the configuration of a microcomputer that constitutes the main control unit and the medal count control unit. FIG. [Figure 27-43] FIG. 2 is a diagram illustrating a configuration of a serial communication circuit. [Figure 27-44] 10 is a block diagram showing the connection status between the main control unit and the medal count control unit. FIG. [Figure 27-45] This is a diagram showing the settings of the serial communication circuit between the main control unit and the medal count control unit, and the settings of the serial communication circuit between the medal count control unit and the card unit. [Figure 27-46] FIG. 2 is a diagram illustrating a configuration of a timer circuit. [Figure 27-47] A diagram showing the interrupt settings and timer circuit settings in the main control unit and medal count control unit. [Figure 27-48] A diagram showing the setting order of the built-in registers in the main control unit and the medal count control unit. [Figure 27-49] A diagram showing the control flow when the power is turned on in the main control unit and the medal count control unit. [Figure 27-50] 1 is a front view showing a pachinko gaming machine and a card unit. [Figure 27-51] FIG. 2 is a rear view showing the pachinko gaming machine. [Figure 27-52] FIG. 2 is a plan view showing the main parts of the pachinko gaming machine. [Figure 27-53] FIG. 2 is an oblique view showing the outer frame and the frame for the gaming machine. [Figure 27-54]1 is a perspective view showing the lower part of the gaming machine frame. FIG. [Figure 27-55] A schematic front view showing the circulation path of the game balls. [Figure 27-56] 1 is a block diagram showing the configuration of a pachinko gaming machine and a card unit. [Figure 27-57] 1 is a block diagram showing the configuration of a pachinko gaming machine. [Figure 27-58] A diagram explaining the control contents of the game control main processing performed by the main control board. [Figure 27-59] A diagram explaining the control contents of the game control timer interrupt processing performed by the main control board. [Figure 27-60] FIG. 10 is a diagram showing a memory area used by the frame control board. [Figure 27-61] FIG. 10 is a diagram showing a ROM area used by the frame control board. [Figure 27-62] A diagram showing the configuration of the program within the use area and the program outside the use area executed by the frame control board. [Figure 27-63] FIG. 2 is a diagram illustrating an outline of the control performed by the frame control board. [Figure 27-64] 10 is a diagram illustrating the control content of the power-on process performed by the frame control board. FIG. [Figure 27-65] 10A and 10B are diagrams illustrating the control content of the main loop processing performed by the frame control board. [Figure 27-66] 10A and 10B are diagrams illustrating the control contents of the timer interrupt control process performed by the frame control board. [Figure 27-67] 10A and 10B are diagrams illustrating the control content of the subtraction mechanism control process performed by the frame control board. [Figure 27-68] A diagram showing the flow of communication between the main control board and the frame control board after power is turned on. [Figure 27-69] A diagram showing the flow of communication between the main control board, frame control board, and card unit. [Figure 27-70] A diagram showing a list of commands sent and received between the main control board and the frame control board. [Figure 27-71] A diagram showing the relationship between a gaming machine information response and a launch permission signal. [Figure 27-72]10A and 10B are diagrams showing the configurations of a gaming machine installation information notification and a gaming machine installation information response. [Figure 27-73] FIG. 10 is a diagram showing the configuration of a gaming machine information notification. [Figure 27-74] FIG. 10 is a diagram showing the configuration of a gaming machine information notification. [Figure 27-75] A diagram showing the configuration of a gaming machine information response. [Figure 27-76] A block diagram showing the connection status between the main control board and the frame control board. [Figure 27-77] This figure shows the settings of the serial communication circuit between the main control board and the frame control unit board, and the settings of the serial communication circuit between the frame control board and the card unit. [Figure 27-78] A diagram showing the interrupt settings and timer circuit settings on the main control board and frame control board. [Figure 27-79] A diagram showing the setting order of the built-in registers in the main control board and the frame board section. [Figure 27-80] A diagram showing the control flow when power is turned on in the main control board and frame control board. [Figure 27-81] A diagram showing the control flow when power is turned on in the main control board and frame control board. [Figure 28-1] 1 is a front view showing a gaming machine according to an embodiment. [Figure 28-2] FIG. 1 is a diagram showing the configuration of various control boards and the like installed in a pachinko gaming machine. [Figure 28-3] FIG. 2 is a block diagram showing the circuit configuration of the main board. [Figure 28-4] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 28-5] FIG. [Figure 28-6] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 28-7] FIG. 2 is an explanatory diagram showing each random number. [Figure 28-8] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 28-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 28-10] FIG. 10 is an explanatory diagram showing a miss effect determination table. [Figure 28-11] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 28-12] (A) is an explanatory diagram of the fluctuation pattern in the normal state, (B) is an explanatory diagram of the fluctuation pattern in the time-saving state, and (C) is an explanatory diagram of the fluctuation pattern in the special state. [Figure 28-13] (A) to (F) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 28-14] (A) to (D) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 28-15] (A) to (C) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 28-16] (A) to (C) are explanatory diagrams of the fluctuation pattern determination table for jackpots. [Figure 28-17] 10 is an explanatory diagram of each game state. FIG. [Figure 28-18] (A) is an explanatory diagram of the special pattern unit, (B) is an explanatory diagram of the variable display of the special pattern, (C) is an explanatory diagram of the display unit for performance, and (D) is an explanatory diagram of the variable display of the sub-pattern. [Figure 28-19] FIG. 2 is an explanatory diagram showing a game control data storage area. [Figure 28-20] FIG. 2 is an explanatory diagram illustrating an input port. [Figure 28-21] FIG. 2 is an explanatory diagram showing an output port. [Figure 28-22] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 28-23] 10 is a flowchart showing an example of a game control main process. [Figure 28-24] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 28-25] FIG. 10 is an explanatory diagram showing two-byte buffers formed in a RAM used in switch processing. [Figure 28-26] 10 is a flowchart illustrating an example of a switch process. [Figure 28-27] 10 is a flowchart illustrating an example of a random number update process. [Figure 28-28] 10 is a flowchart illustrating an example of a special symbol process. [Figure 28-29] 10 is a flowchart showing an example of a start port switch passing process. [Figure 28-30] This is an explanatory diagram for storing random numbers extracted during the start port switch passing process. [Figure 28-31] 10 is a flowchart showing an example of a winning effect processing. [Figure 28-32] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 28-33] 10 is a flowchart showing an example of a special symbol determination process. [Figure 28-34] 10 is a flowchart showing an example of a special symbol buffer shift process. [Figure 28-35] FIG. 10 is an explanatory diagram of a special buffer shifting process. [Figure 28-36] FIG. 10 is an explanatory diagram of a special buffer shifting process. [Figure 28-37] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 28-38] 10 is a flowchart showing an example of special symbol variation processing. [Figure 28-39] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 28-40] A flowchart showing an example of a jackpot end process. [Figure 28-41] 10 is a flowchart illustrating an example of a display process. [Figure 28-42] An explanatory diagram of the lighting control mode of each hold indicator. [Figure 28-43] 10 is a flowchart showing an example of a special symbol display control process. [Figure 28-44] 10 is a flowchart illustrating an example of a display control process. [Figure 28-45](A) is an explanatory diagram of the timing of command transmission when a starting winning occurs and the timing of starting light control of the reserve display, (B) is an explanatory diagram of the timing of command transmission when the variable display starts and the timing of starting light control when the reserve memory number of the reserve display has been subtracted, and (C) is an explanatory diagram of the timing of starting light control of the special pattern and the timing of starting subtraction of the variable display time when the variable display starts. [Figure 28-46] 10 is a flowchart showing an example of a performance control main process. [Figure 28-47] 10 is a flowchart showing an example of a performance control process. [Figure 28-48] FIG. 10 is an explanatory diagram of triggers for changing the presentation mode in the presentation mode determination process. [Figure 28-49] An explanatory diagram of the variable display mode of the background image and decorative pattern for each performance mode. [Figure 28-50] 10A and 10B are explanatory diagrams showing the image display mode, lamp light emission mode, and sound output mode from the speaker associated with the variable display of decorative patterns. [Figure 28-51] An explanatory diagram of the execution decision ratio and the decision ratio of the type of effect before the reach. [Figure 28-52] An explanatory diagram of the execution decision ratio and the decision ratio of the type of effect before the reach. [Figure 28-53] This is an explanatory diagram for each type of pre-reach performance. [Figure 28-54] This is an explanatory diagram comparing the start timing and sound for each type of pre-reach performance. [Figure 28-55] This is an explanatory diagram comparing the backgrounds of each type of pre-reach performance. [Figure 28-56] This is an explanatory diagram comparing the backgrounds of each type of pre-reach performance. [Figure 28-57] This is an explanatory diagram comparing the backgrounds of each type of pre-reach performance. [Figure 28-58] This is an explanatory diagram comparing the backgrounds of each type of pre-reach performance. [Figure 28-59] FIG. 10 is an explanatory diagram of a step-up effect. [Figure 28-60] FIG. 10 is an explanatory diagram of a step-up effect. [Figure 28-61] FIG. 10 is an explanatory diagram of dialogue presentation. [Figure 28-62] This is an explanatory diagram of the powerful... [Figure 28-63] This is an explanatory diagram of the powerful... [Figure 28-64] This is an explanatory diagram of the Yume Yume fashion production. [Figure 28-65] This is an explanatory diagram of the Yume Yume fashion production. [Figure 28-66] This is an explanatory diagram of the Dream Dream Work production. [Figure 28-67] This is an explanatory diagram of the Yume Yume Motto performance. [Figure 28-68] This is an explanatory diagram of the dream sleepwalking explanation performance. [Figure 28-69] FIG. 10 is an explanatory diagram of a jam cooking presentation. [Figure 28-70] FIG. 10 is an explanatory diagram of a jam cooking presentation. [Figure 28-71] FIG. 10 is an explanatory diagram of a jam call effect. [Figure 28-72] This is an explanatory diagram of the Jam XX Girl performance. [Figure 28-73] This is an explanatory diagram of Nana's imaginary performance. [Figure 28-74] This is an explanatory diagram of Nana's imaginary performance. [Figure 28-75] This is an explanatory diagram of the Nana Tsukiyo performance. [Figure 28-76] This is an explanatory diagram of the pre-reach performance that begins before the transparency of the decorative pattern reaches 100%. [Figure 28-77] This is an explanatory diagram of the pre-reach performance that begins after the transparency of the decorative pattern reaches 100%. [Figure 28-78] FIG. 10 is an explanatory diagram of the relationship between each effect and a background image. [Figure 28-79] This is an explanatory diagram of the mini character preview performance. [Figure 28-80] An explanatory diagram showing the relationship between the special pattern display device and the start timing of the pre-reach performance. [Figure 28-81] An explanatory diagram showing the relationship between the special pattern display device and the start timing of the pre-reach performance. [Figure 28-82]An explanatory diagram showing the relationship between the background music and the sound produced in the pre-reach performance. [Figure 28-83] (A) is a diagram showing the arrangement of lamps in a pachinko gaming machine, and (B) is a schematic diagram of (A). [Figure 28-84] FIG. 10 is a diagram for explaining the mechanism of output to an LED driver. [Figure 28-85] FIG. 10 is a diagram for explaining an example of lamp control using a brightness data table. [Figure 28-86] 10 is a diagram for explaining an example of lamp control using a grandchild table by timer management of a child table. FIG. [Figure 28-87] FIG. 10 is a diagram showing an example of a parent table constituting a luminance data table. [Figure 28-88] FIG. 10 is a diagram showing an example of a child table that constitutes a brightness data table. [Figure 28-89] FIG. 10 is a diagram showing an example of a grandchild table constituting a luminance data table. [Figure 28-90] FIG. 10 is a diagram showing an example of a grandchild table constituting a luminance data table. [Figure 28-91] FIG. 10 is a diagram showing an example of a grandchild table constituting a luminance data table. [Figure 28-92] (A) and (B) are diagrams for explaining similar colors. [Figure 28-93] A comparative diagram of the settings of the brightness data table for the background during variable display and the pre-reach performance. [Figure 28-94] Brightness Data Table: A diagram showing the settings of the parent table of Normal Variation_First Presentation Mode Background. [Figure 28-95] This figure shows the settings of the child table for the Brightness Data Table: Normal Variation_First Presentation Mode Background. [Figure 28-96] Brightness data table: A diagram showing the settings of the grandchild table of normal variation_first presentation mode background. [Figure 28-97] Brightness data table: A diagram showing the settings of the parent table of normal variation_second presentation mode background. [Figure 28-98]Brightness data table: A diagram showing the settings of the child table for normal variation_second presentation mode background. [Figure 28-99] Brightness data table: A diagram showing the settings of the grandchild table for normal variation_second presentation mode background. [Figure 28-100] Brightness data table: A diagram showing the settings of the grandchild table for normal variation_second presentation mode background. [Figure 28-101] Brightness data table: A diagram showing the settings of the grandchild table for normal variation_second presentation mode background. [Figure 28-102] Brightness data table: A diagram showing the settings of the parent table of normal variation_third presentation mode background. [Figure 28-103] Brightness data table: A diagram showing the settings of the child table for normal variation_third presentation mode background. [Figure 28-104] Brightness data table: Normal variation_Third presentation mode background grandchild table setting contents. [Figure 28-105] Brightness data table: Normal variation_Third presentation mode background grandchild table setting contents. [Figure 28-106] Brightness Data Table: This is a diagram showing the settings of the parent table of Powerful...Performance_Introduction. [Figure 28-107] Brightness Data Table: A diagram showing the settings of the child table of Powerful...Performance_Introduction. [Figure 28-108] Brightness Data Table: This is a diagram showing the settings of the grandchild table of Powerful...Performance_Introduction. [Figure 28-109] Brightness Data Table: This is a diagram showing the settings of the grandchild table of Powerful...Performance_Introduction. [Figure 28-110] Brightness Data Table: This is a diagram showing the settings of the grandchild table of Powerful...Performance_Introduction. [Figure 28-111] Brightness Data Table: Powerful...Performance_Result_Fake / General Parent Table Settings. [Figure 28-112]Brightness Data Table: Powerful...Performance_Result_Fake - General purpose child table settings. [Figure 28-113] Brightness Data Table: Powerful...Performance_Result_Fake / General-purpose grandchild table settings. [Figure 28-114] Brightness Data Table: Powerful...Performance_Result_Fake / General-purpose grandchild table settings. [Figure 28-115] Brightness Data Table: Powerful... This is a diagram showing the settings of the parent table of Performance_Result_Chance. [Figure 28-116] Brightness Data Table: Powerful... A diagram showing the settings of the child table of Performance_Result_Chance. [Figure 28-117] Brightness Data Table: Powerful... This is a diagram showing the settings of the grandchild table of Performance_Result_Chance. [Figure 28-118] Brightness Data Table: Powerful... This is a diagram showing the settings of the grandchild table of Performance_Result_Chance. [Figure 28-119] Brightness Data Table: A diagram showing the settings of the parent table of Dream Dream Fashion Production_Introduction. [Figure 28-120] This is a diagram showing the settings of the child table of the brightness data table: Dream Dream Fashion Production_Introduction. [Figure 28-121] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 28-122] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 28-123] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 28-124] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 28-125] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 28-126]Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 28-127] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 28-128] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 28-129] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 28-130] Brightness Data Table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Introduction. [Figure 28-131] Brightness Data Table: A diagram showing the settings of the parent table of Dream Dream Fashion Production_Introduction CU_Red Text. [Figure 28-132] Brightness Data Table: A diagram showing the settings of the child table of Dream Dream Fashion Production_Introduction CU_Red Text. [Figure 28-133] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 28-134] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 28-135] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 28-136] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 28-137] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 28-138] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 28-139] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 28-140] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Introduction CU_Red Text Grandchild Table. [Figure 28-141] This is a diagram showing the settings of the parent table for the Brightness Data Table: Dream Dream Fashion Production_Success_Fake and General-Purpose. [Figure 28-142] This is a diagram showing the settings of the child table for the Brightness Data Table: Dream Dream Fashion Production_Success_Fake and General-Purpose. [Figure 28-143] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Success_Fake and General Grandchild Tables. [Figure 28-144] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Success_Fake and General Grandchild Tables. [Figure 28-145] Brightness Data Table: A diagram showing the settings of the Dream Dream Fashion Production_Success_Fake and General Grandchild Tables. [Figure 28-146] This is a diagram showing the settings of the parent table of the brightness data table: Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 28-147] 13 is a diagram showing the settings of the child table of the brightness data table: Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 28-148] Brightness data table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 28-149] Brightness data table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 28-150] Brightness data table: A diagram showing the settings of the grandchild table of Dream Dream Fashion Production_Success_Chance Suggestion. [Figure 28-151] Brightness Data Table: A diagram showing the settings of the parent table of Jam Cooking Presentation_Introduction. [Figure 28-152] 13 is a diagram showing the settings of the child table of the brightness data table: jam cooking presentation_introduction. FIG. [Figure 28-153] Brightness Data Table: A diagram showing the settings of the grandchild table of Jam Cooking Presentation_Introduction. [Figure 28-154] Brightness Data Table: A diagram showing the settings of the grandchild table of Jam Cooking Presentation_Introduction. [Figure 28-155] Brightness Data Table: A diagram showing the settings of the grandchild table of Jam Cooking Presentation_Introduction. [Figure 28-156] Brightness Data Table: A diagram showing the settings of the grandchild table of Jam Cooking Presentation_Introduction. [Figure 28-157] Brightness Data Table: A diagram showing the setting contents of the parent table of the jam cooking performance_introduced CU. [Figure 28-158] 13 is a diagram showing the settings of the child table of the luminance data table: jam cooking performance_introduced CU. FIG. [Figure 28-159] Brightness data table: A diagram showing the settings of the grandchild table of the jam cooking performance_introduced CU. [Figure 28-160] Brightness Data Table: A diagram showing the settings of the parent table for Jam Cooking Performance_Success_Fake and General-Purpose. [Figure 28-161] Brightness data table: A diagram showing the settings of the Jam Cooking Presentation_Success_Fake and General-Purpose child tables. [Figure 28-162] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 28-163] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 28-164] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 28-165] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 28-166] Brightness data table: A diagram showing the settings of the Jam Cooking Performance_Success_Fake and General-Purpose Grandchild Table. [Figure 28-167] 13 is a diagram showing the settings of the parent table of the brightness data table: jam cooking effect_chance suggestion. FIG. [Figure 28-168]13 is a diagram showing the settings of the child table of the brightness data table: jam cooking performance_chance suggestion. FIG. [Figure 28-169] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Figure 28-170] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Figure 28-171] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Figure 28-172] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Figure 28-173] Brightness data table: A diagram showing the settings of the grandchild table of jam cooking performance_chance suggestion. [Figure 28-174] This is an explanatory diagram of the timing of the start of the pending memory display and active display stay animation and pre-reach performance. [Figure 28-175] This is an explanatory diagram of the background music output in each presentation mode and the volume of these background music and the pre-reach presentation. [Figure 28-176] (A) and (B) are figures showing the execution rate of pre-reach effects that start after one cycle of variable display of special symbols has completed, and (C) is a figure showing the number of pre-reach effects that start after one cycle of variable display of special symbols has completed. [Figure 28-177] (A) and (B) are figures showing the execution rate of pre-reach effects that start before the decorative pattern reaches a specified transparency rate (90%), and (C) is a figure showing the number of pre-reach effects that start before the decorative pattern reaches a specified transparency rate (90%). [Figure 28-178] (A) and (B) are figures showing the execution rate of pre-reach effects that start after the decorative pattern reaches a specified transparency rate (90%), and (C) is a figure showing the number of pre-reach effects that start after the decorative pattern reaches a specified transparency rate (90%). [Figure 28-179](A) and (B) are figures showing the execution rate of pre-reach effects in which both background music and sound effects are output when the effect starts, and (C) is a figure showing the number of pre-reach effects in which both background music and sound effects are output when the effect starts. [Figure 28-180] (A) and (B) are figures showing the execution rate of pre-reach effects in which the background music is made inaudible and the output of sound effects begins as the effect begins, and (C) is a figure showing the number of pre-reach effects in which the background music is made inaudible and the output of sound effects begins as the effect begins. [Figure 28-181] (A) and (B) are figures showing the execution rate of pre-reach effects in which background music is output at the start of the effect but no sound effects are output, and (C) is a figure showing the number of pre-reach effects in which background music is output at the start of the effect but no sound effects are output. [Figure 28-182] (A) and (B) are figures showing the execution rate of pre-reach effects in which effect images are displayed together with background images, and (C) is a figure showing the number of pre-reach effects in which effect images are displayed together with background images. [Figure 28-183] (A) and (B) are figures showing the execution rate of pre-reach effects in which effect images are displayed while the background image is darkened, and (C) is a figure showing the number of pre-reach effects in which effect images are displayed while the background image is darkened. [Figure 28-184] (A) and (B) are figures showing the execution rate of pre-reach effects in which effect images are displayed without darkening the background image, and (C) is a figure showing the number of pre-reach effects in which effect images are displayed without darkening the background image. [Figure 28-185] (A) and (B) are figures showing the execution rate of pre-reach effects in which the background image is hidden and the effect image is displayed, and (C) is a figure showing the number of pre-reach effects in which the background image is hidden and the effect image is displayed. [Figure 28-186](A) and (B) are effects that start after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and are figures showing the execution rate of pre-reach effects in which a sound effect is output along with background music when the effect starts; (C) is an effect that starts after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and are figures showing the number of pre-reach effects in which a sound effect is output along with background music when the effect starts. [Figure 28-187] (A) and (B) are diagrams showing the execution rate of pre-reach effects that start after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and in which background music is output when the effect starts but no sound effects are output; (C) is a diagram showing the number of pre-reach effects that start after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and in which background music is output when the effect starts but no sound effects are output. [Figure 28-188] (A) and (B) are effects that start after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and are figures showing the execution rate of pre-reach effects that display effect images together with background images; (C) is an effect that starts after one cycle of the variable display of the special pattern has completed, and are effects that start after the decorative pattern has reached a specified transparency (90%), and is a figure showing the number of pre-reach effects that display effect images together with background images. [Figure 28-189] (A) and (B) are diagrams showing the execution rate of pre-reach effects in which the effect starts after one cycle of the variable display of special symbols has completed, in which both background music and sound effects are output as the effect starts, and in which effect images are displayed together with background images; (C) is a diagram showing the number of pre-reach effects in which the effect starts after one cycle of the variable display of special symbols has completed, in which both background music and sound effects are output as the effect starts, and in which effect images are displayed together with background images. [Figure 28-190](A) and (B) are diagrams showing the execution rate of pre-reach effects in which the effect starts after one cycle of the variable display of special symbols has completed, in which background music is output but no sound is output when the effect starts, and in which effect images are displayed together with background images; (C) is a diagram showing the number of pre-reach effects in which the effect starts after one cycle of the variable display of special symbols has completed, in which background music is output but no sound is output when the effect starts, and in which effect images are displayed together with background images. [Figure 28-191] (A) and (B) are effects that start after the decorative pattern reaches a specified transparency (90%), and are effects that output both background music and sound effects when the effect starts, and are figures showing the execution rate of pre-reach effects that display effect images together with background images; (C) is an effect that starts after the decorative pattern reaches a specified transparency (90%), and are effects that output both background music and sound effects when the effect starts, and are figures showing the number of pre-reach effects that display effect images together with background images. [Figure 28-192] (A) and (B) are effects that start after the decorative pattern reaches a specified transparency (90%), in which background music is output but no sound is output when the effect starts, and are figures showing the execution rate of pre-reach effects in which effect images are displayed together with background images; (C) is a figure showing the number of pre-reach effects in which background music is output but no sound is output when the effect starts, in which effect images are displayed together with background images, in which the decorative pattern reaches a specified transparency (90%). [Figure 28-193] (A) to (D) are explanatory diagrams for comparing the brightness data tables of each part of the reach pre-effect. [Figure 28-194] 10A to 10D are explanatory diagrams for comparing the differences in table structure and brightness data depending on the pattern of the introductory part. [Figure 28-195] 10A to 10D are explanatory diagrams for comparing the difference in the table structure and brightness data depending on the pattern of the result part. [Figure 28-196] This is an explanatory diagram comparing brightness data tables for each type of pre-reach performance. [Figure 28-197](A) and (B) are figures showing the execution rate of pre-reach effects in which multiple brightness data for the off state are used, and (C) is a figure showing the number of pre-reach effects in which multiple brightness data for the off state are used. [Figure 28-198] (A) and (B) are figures showing the execution rate of pre-reach effects in which more brightness data for the off state is used than in the background brightness data table of the effect mode, and (C) is a figure showing the number of pre-reach effects in which more brightness data for the off state is used than in the background brightness data table of the effect mode. [Figure 28-199] (A) and (B) are figures showing the execution rate of pre-reach effects in which the average usage time of brightness data is shorter than that of the background brightness data table of the effect mode, and (C) is a figure showing the number of pre-reach effects in which the average usage time of brightness data is shorter than that of the background brightness data table of the effect mode. [Figure 28-200] (A) and (B) are figures showing the execution rate of pre-reach effects with fewer types of brightness values ​​of brightness data than the background brightness data table of the effect mode, and (C) is a figure showing the number of pre-reach effects with fewer types of brightness values ​​of brightness data than the background brightness data table of the effect mode. [Figure 28-201] (A) and (B) are figures showing the execution rate of pre-reach effects that are higher in the looping brightness data table, and (C) is a figure showing the number of pre-reach effects that are higher in the looping brightness data table. [Figure 28-202] (A) and (B) are figures showing the execution rate of pre-reach effects that are higher with a non-looping brightness data table, and (C) is a figure showing the number of pre-reach effects that are higher with a non-looping brightness data table. [Figure 28-203] An explanatory diagram of the variable display mode of the background image and decorative pattern for each performance mode. [Figure 28-204] This is an explanatory diagram comparing the lamps and hold displays for each type of pre-reach performance. [Figure 28-205] An explanatory diagram of the execution decision ratio and the decision ratio of the type of effect before the reach. [Figure 28-206] An explanatory diagram of the execution decision ratio of the pre-reading effect and the effect type decision ratio. [Figure 28-207]An explanatory diagram of the execution decision ratio of the pre-reading effect and the effect type decision ratio. [Figure 28-208] An explanatory diagram of the execution decision ratio of the pre-reading effect and the effect type decision ratio. [Figure 28-209] (A) is an explanatory diagram for each type of pre-reach performance, and (B) is an explanatory diagram for each type of pre-reading performance. [Figure 28-210] This is an explanatory diagram comparing the remaining number of times display, lamp, and hold display for each type of pre-reach effect and pre-reading effect. [Figure 28-211] This is an explanatory diagram comparing the start timing and sound for each type of pre-reach performance and pre-reading performance. [Figure 28-212] This is an explanatory diagram comparing the backgrounds of each type of effect, including pre-reach effects and pre-reading effects. [Figure 28-213] This is an explanatory diagram comparing the remaining number of times and pending display for the pre-reach effect and the look-ahead effect. [Figure 28-214] An explanatory diagram of the relationship between the remaining number of times displayed and the start timing of each effect. [Figure 28-215] An explanatory diagram of the relationship between the lighting of the game effect lamp in a manner corresponding to each effect and the timing at which each effect begins to be displayed. [Figure 28-216] An explanatory diagram of the relationship between the movement of the pending display to the active display area and the start timing of each effect. [Figure 28-217] An explanatory diagram of the relationship between the special pattern display device and the start timing of each effect. [Figure 28-218] An explanatory diagram of the relationship between the special pattern display device and the start timing of each effect. [Figure 28-219] FIG. 10 is an explanatory diagram of the relationship between background music and the sound effects of each effect. [Figure 28-220] FIG. 10 is an explanatory diagram of the countdown effect. [Figure 28-221] FIG. 10 is an explanatory diagram of the pattern effect presentation. [Figure 28-222] This is an explanatory diagram of the dream-slicing performance. [Figure 28-223] This is an explanatory diagram of the dream-slicing performance. [Figure 28-224] FIG. 10 is an explanatory diagram of the jam claw effect. [Figure 28-225] This is an explanatory diagram of the pseudo light guide plate (Nana) effect. [Figure 28-226] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the countdown performance, the remaining number of plays display, the performance display corresponding to the countdown performance, and the hold display. [Figure 28-227] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the countdown performance, the remaining number of plays display, the performance display corresponding to the countdown performance, and the hold display. [Figure 28-228] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the countdown performance, the remaining number of plays display, the performance display corresponding to the countdown performance, and the hold display. [Figure 28-229] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the countdown performance, the remaining number of plays display, the performance display corresponding to the countdown performance, and the hold display. [Figure 28-230] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the countdown performance, the remaining number of plays display, the performance display corresponding to the countdown performance, and the hold display. [Figure 28-231] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the countdown performance, the remaining number of plays display, the performance display corresponding to the countdown performance, and the hold display. [Figure 28-232] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the pattern effect presentation, the remaining number of plays display, the presentation display corresponding to the pattern effect presentation, and the hold display. [Figure 28-233] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the pattern effect presentation, the remaining number of plays display, the presentation display corresponding to the pattern effect presentation, and the hold display. [Figure 28-234] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the pattern effect presentation, the remaining number of plays display, the presentation display corresponding to the pattern effect presentation, and the hold display. [Figure 28-235] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the pattern effect presentation, the remaining number of plays display, the presentation display corresponding to the pattern effect presentation, and the hold display. [Figure 28-236]This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the pattern effect presentation, the remaining number of plays display, the presentation display corresponding to the pattern effect presentation, and the hold display. [Figure 28-237] This is an explanatory diagram of the relationship between the illumination of the game effect lamp in conjunction with the Dream Dream Fashion effect, the effect display corresponding to the Dream Dream Fashion effect, and the hold display. [Figure 28-238] (A) is a diagram showing the execution rate of pre-reach effects that begin to be displayed after the game effect lamp starts to light up in a manner corresponding to the effect, and (B) is a diagram showing the number of pre-reach effects that begin to be displayed after the game effect lamp starts to light up in a manner corresponding to the effect. [Figure 28-239] (A) is a diagram showing the execution rate of pre-reach effects that start before the pending display has been moved to the active display area, and (B) is a diagram showing the number of pre-reach effects that start before the pending display has been moved to the active display area. [Figure 28-240] (A) is a diagram showing the execution rate of pre-reach effects that start after the pending display has been moved to the active display area, and (B) is a diagram showing the number of pre-reach effects that start after the pending display has been moved to the active display area. [Figure 28-241] (A) is a diagram showing the execution rate of pre-reach effects that start before the remaining number of times display is updated, and (B) is a diagram showing the number of pre-reach effects that start before the remaining number of times display is updated. [Figure 28-242] (A) is a diagram showing the execution rate of pre-reach effects that start after the remaining number of times display is updated, and (B) is a diagram showing the number of pre-reach effects that start after the remaining number of times display is updated. [Figure 28-243] (A) is a diagram showing the execution rate of pre-reach effects that start before the pending display has moved to the active display area and before the remaining number of times display is updated, and (B) is a diagram showing the number of pre-reach effects that start before the pending display has moved to the active display area and before the remaining number of times display is updated. [Figure 28-244](A) is a diagram showing the execution rate of pre-reach effects that start after the pending display has been moved to the active display area and after the remaining number of times display has been updated, and (B) is a diagram showing the number of pre-reach effects that start after the pending display has been moved to the active display area and after the remaining number of times display has been updated. [Figure 28-245] (A) and (B) are figures showing the execution rate of pre-reading effects in which display begins after the game effect lamp starts to light up in a manner corresponding to the effect, and (C) is a figure showing the number of pre-reading effects in which display begins after the game effect lamp starts to light up in a manner corresponding to the effect. [Figure 28-246] (A) and (B) are figures showing the execution rate of the look-ahead performance that starts before the pending display has been moved to the active display area, and (C) is a figure showing the number of look-ahead performances that start before the pending display has been moved to the active display area. [Figure 28-247] (A) and (B) are figures showing the execution rate of the look-ahead performance that starts after the pending display has been moved to the active display area, and (C) is a figure showing the number of look-ahead performances that start after the pending display has been moved to the active display area. [Figure 28-248] (A) and (B) are figures showing the execution rate of the look-ahead performance that starts before the remaining number of times display is updated, and (C) is a figure showing the number of look-ahead performances that start before the remaining number of times display is updated. [Figure 28-249] (A) and (B) are figures showing the execution rate of the look-ahead performance that starts after the remaining number of times display is updated, and (C) is a figure showing the number of pre-look-ahead performances that start after the remaining number of times display is updated. [Figure 28-250] (A) and (B) are figures showing the execution rate of the look-ahead performance that starts before the pending display has been moved to the active display area and before the remaining number of times display is updated, and (C) is a figure showing the number of look-ahead performances that start before the pending display has been moved to the active display area and before the remaining number of times display is updated. [Figure 28-251](A) and (B) are figures showing the execution rate of the look-ahead performance that starts after the pending display has been moved to the active display area and after the remaining number of times display has been updated, and (C) is a figure showing the number of look-ahead performances that start after the pending display has been moved to the active display area and after the remaining number of times display has been updated. [Figure 28-252] This is an explanatory diagram comparing the remaining number of times display, lamp, and hold display for each type of pre-reach effect and pre-reading effect. [Figure 28-253] This is an explanatory diagram comparing the hold display and remaining number display for each type of performance, including pre-reach performance and pre-reading performance. DETAILED DESCRIPTION OF THE INVENTION

[0009] The features of this gaming machine are explained below.

[0010] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.

[0011] (Configuration of Pachinko Machine 1) 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.

[0012] At a predetermined position on the game board 2 (in the example shown in FIG. 1, to the right of the play area), a first special symbol display device 4A and a second special symbol display device 4B are provided, which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as multiple types of special identification information. Each of these devices is made up of a 7-segment LED or the like. The special symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The special symbol - symbol may include a pattern in which all LEDs are turned off.

[0013] Note that 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 the 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. Note that 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). Note that variable display may also be expressed as variable display or variation.

[0014] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." 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." Note that there may be only one type of special symbol display device that variably displays the special symbol.

[0015] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be composed of a projector and a screen. The image display device 5 displays various effect images.

[0016] For example, on the screen of the image display device 5, in synchronization with the first special 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.

[0017] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0018] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.

[0019] In addition, a first hold indicator 25A and a second hold indicator 25B each including a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the number of first hold memories by the number of lit LEDs, and the second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.

[0020] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.

[0021] The winning ball device 6A forms a first start winning 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.

[0022] The variable winning ball device 6B (a standard electric device) forms a second starting 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, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting 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 may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type device.

[0023] General winning openings 10, which are always kept in a constant open state by a predetermined ball receiving member, are provided at predetermined positions on the game board 2 (four positions at the bottom left and right of the game area in the example shown in FIG. 1). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0024] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0025] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0026] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.

[0027] The entry of a game ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, entry into a starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.

[0028] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, on the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.

[0029] A passing gate 41 through which the gaming ball can pass is provided on the left side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.

[0030] A normal symbol hold indicator 25C is provided above 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.

[0031] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, 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.

[0032] Speakers 8L and 8R for playing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.

[0033] A movable body 32 that moves in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).

[0034] At the lower right position of the 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.

[0035] At a predetermined position in the gaming machine frame 3 below the gaming area, a ball supply tray (upper tray) is provided 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. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.

[0036] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position 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).

[0037] 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).

[0038] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0039] (Outline of game progress) The game ball is launched 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).

[0040] In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).

[0041] 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.

[0042] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.

[0043] In addition, if 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 big win game state or small win 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 specified upper limit number (for example, 4).

[0044] In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing" symbol.

[0045] After the display result in the special game becomes "big win," the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win," the game state is controlled to a small win game state.

[0046] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.

[0047] 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.

[0048] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds and upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc., as described below), and the jackpot type is set according to these. There may be provided jackpot types that allow a large number of prize balls to be obtained, and jackpot types that allow a small number of prize balls or almost no prize balls to be obtained.

[0049] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). Note that, like the large win types, small win types may also be set for "small wins."

[0050] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.

[0051] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (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.

[0052] 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."

[0053] 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.).

[0054] 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).

[0055] 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.

[0056] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game.

[0057] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.

[0058] (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 executed by displaying various effect images on the image display device 5, but in addition to or instead of the display, they may also be executed by audio output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc.

[0059] As an effect executed 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).

[0060] 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.

[0061] 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.

[0062] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as 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.

[0063] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."

[0064] When the display result of the special game is a "small win," a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win."

[0065] When the display result of the special symbol game is a "miss," the mode of the variable display of the decorative symbol does not become a reach mode, 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 mode of the variable display of the decorative symbol becomes a reach mode, 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").

[0066] 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.

[0067] 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 performance may be executed in which one variable display appears to be multiple variable displays.

[0068] During a jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds or an upgrade effect indicating that the value of the jackpot gaming state is increasing. Also, during a small jackpot gaming state, a small jackpot effect is executed to notify the player of the small jackpot gaming state. It should be noted that common effects may be executed during a small jackpot gaming state and during jackpot gaming states for some jackpot types (jackpot types in jackpot gaming states similar to a small jackpot gaming state, for example, jackpot types in which the subsequent gaming state is a high-probability state), preventing the player from knowing whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, common effects may be executed after the end of the small jackpot gaming state and after the end of the jackpot gaming state, preventing the player from distinguishing between a high-probability state and a low-probability state.

[0069] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).

[0070] (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 other boards are arranged on the back of the pachinko gaming machine 1, such as a payout control board, an information terminal board, a firing control board, and a power supply board.

[0071] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0072] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.

[0073] The CPU 103 executes 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 loaded into the RAM 102 and executed on the RAM 102.

[0074] The random number circuit 104 counts updatable numerical data indicating various random number values ​​(game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0075] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).

[0076] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.

[0077] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.

[0078] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results 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.

[0079] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.

[0080] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0081] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing 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.

[0082] 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).

[0083] 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.

[0084] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0085] The audio control board 13 is equipped with various circuits 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.

[0086] 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.

[0087] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.

[0088] 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).

[0089] 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).

[0090] 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.

[0091] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0092] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0093] 3, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.

[0094] Next, it is determined whether the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values ​​in the working area.

[0095] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). Upon receiving the performance control command, the performance control CPU 120 displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.

[0096] If the output signal from the clear switch is not ON (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko gaming machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stoppage process immediately before the pachinko gaming machine 1 becomes inoperable due to the power supply stoppage. This power supply stoppage process includes a process of turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection process for the RAM 102, and the like. The data protection process includes a process of adding an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The backed up data includes various data for progressing the game (including various flags, the status of various timers, etc.), as well as the status of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is ON. If the backup flag is OFF and no backup data is stored in the RAM 102 (step S4; No), an initialization process (step S8) is executed.

[0097] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) to determine whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power outage. If it is determined that they match, it is determined that the data in RAM 102 is normal.

[0098] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so initialization processing (step S8) is executed.

[0099] If it is determined that the data in RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state it was in when the power supply was stopped. In the recovery process, the CPU 103 sets a work area based on the memory contents (contents of the backed-up data) of RAM 102. This restores the gaming state to the state it was in when the power supply was stopped, and if a special symbol was fluctuating, the fluctuation of the special symbol will be resumed from the state before the recovery by executing a gaming control timer interrupt process described later.

[0100] Then, the CPU 103 transmits a presentation control command to the presentation control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a presentation control command specifying the backed-up game state before the power outage, or, if a special symbol game was being executed, a presentation control command specifying the display result of the currently executing special symbol game, may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process described below. Upon receiving a presentation control command specifying the time of recovery from the power outage, the presentation control CPU 120 displays a screen on the image display device 5, for example, to notify the user that recovery from the power outage has been achieved or that recovery from the power outage is in progress. The presentation control CPU 120 may display an appropriate screen based on the presentation control command.

[0101] After completing the recovery process or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S11), and permits the interrupt (step S12). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt processing.

[0102] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1, and can issue a warning if necessary based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).

[0103] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (details will be described later).

[0104] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.

[0105] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.

[0106] Fig. 5 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 4. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0107] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of ​​RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.

[0108] After executing the start winning determination process in S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.

[0109] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of reserved information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is to be a "jackpot" or a "small jackpot," and if it is a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be stopped and displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").

[0110] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values ​​compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.

[0111] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a pre-determination of whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.

[0112] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.

[0113] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for making settings to vary the special symbols in the first special symbol display device 4A and the second special symbol display device 4B, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol began to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.

[0114] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the device to stop displaying (derive) the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small hit," the value of the special symbol process flag is updated to "8." If the display result is a "miss," the value of the special symbol process flag is updated to "0." If the display result is a "small hit" or a "miss," and the game is in a time-saving state or a probability hit state and the end of the number-cutting period is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.

[0115] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.

[0116] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time that has elapsed since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the large prize opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the large prize opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.

[0117] The post-jackpot release processing of step S116 is executed when the value of the special symbol process flag is "6". This post-jackpot release processing includes a process for determining whether the number of times the round that opens the large prize opening has been executed has reached the set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of times the round has been executed has not reached the upper limit, the value of the special symbol process flag is updated to "5", whereas when the number of times the round has been executed has reached the upper limit, the value of the special symbol process flag is updated to "7". When the value of the special symbol process flag is updated, the post-jackpot release processing ends.

[0118] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special symbol process flag is updated to "0", and the jackpot end process ends.

[0119] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes processing to set the large prize opening to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is completed.

[0120] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9". This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether or not it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10", and the small win opening process ends.

[0121] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.

[0122] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform predetermined operation checks.

[0123] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.

[0124] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.

[0125] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of ​​the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.

[0126] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of ​​the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.

[0127] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.

[0128] Fig. 7 is a flowchart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing a pre-reading notice performance are made based on the performance control command at the time of start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.

[0129] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.

[0130] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.

[0131] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative pattern (confirmed decorative pattern), the mode of the variable display of the decorative pattern, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results, etc. is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative pattern, the display control unit 123 starts the variable display of the decorative pattern on the image display device 5.

[0132] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is stopped and displayed, the value of the effect process flag is updated to "3", and the effect processing during variable display is terminated.

[0133] The special symbol winning wait process of step S173 is a process executed when the value of the presentation process flag is "3". In this special symbol winning wait process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit gaming state or a small hit gaming state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit gaming state or a small hit gaming state is received, if the command specifies the start of a big hit gaming state, the value of the presentation process flag is updated to "6". On the other hand, if the command specifies the start of a small hit gaming state, the value of the presentation process flag is updated to "4", which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit gaming state or a small hit gaming state is not received and the waiting time for receiving the command has elapsed, it is determined that the display result in the special symbol game was a "miss", and the value of the presentation process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special winning waiting process is terminated.

[0134] The small win performance processing in step S174 is a process executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the small win end performance, and the small win performance processing is ended.

[0135] The small win end effect processing of step S175 is a process executed when the value of the effect control process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect processing is terminated.

[0136] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern or the like corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance control process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.

[0137] The ending presentation process of step S177 is executed when the presentation process flag value is "7." In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various presentation controls for the ending presentation at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the presentation process flag is updated to the initial value "0," and the ending presentation process is terminated.

[0138] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.

[0139] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.

[0140] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).

[0141] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.

[0142] The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.

[0143] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.

[0144] In this specification, expressions for comparing various percentages such as the execution percentage of effects (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."

[0145] Figure 8 shows an example of a game flow, Figure 9 shows an example of a gaming machine, Figure 10 shows an example of the corresponding display (active display, pending display) in each presentation mode, Figure 11 shows an example of a cracked image, Figure 12 shows the flow when no game is being played, and Figure 13 shows an example in which the handle is located in the lower center of the gaming machine.

[0146] Feature G of this gaming machine will be explained below.

[0147] [Feature G1] FeaturesG1 gaming machines are: A gaming machine that can variably display special identification information and be controlled to an advantageous state that is advantageous to a player, A performance control means; A display means; a sound output means, The performance control means The display means can variably display decorative identification information in accordance with the variably displayed special identification information, During the variable display of decorative identification information, A plurality of types of music can be output from the sound output means, It is possible to execute a plurality of types of suggestive effects that output a sound effect different from the music, which is an effect that suggests that the game will be controlled to the advantageous state, The songs include instrumental songs without vocals and vocal songs. During a first period of the variable display period of the decorative identification information, The instrumental music piece can be output; It is possible to execute any of several types of suggestive effects, In a second period after the first period of the variable display period of the decorative identification information has elapsed, The vocal music piece can be output, It is possible to execute any of several types of suggestive effects, Among the multiple types of suggestion effects that can be executed during the first period, there is a suggestion effect that, when executed, limits the output of the instrumental music piece; Among the multiple types of suggestion effects that can be executed during the second period, there is a suggestion effect that, when executed, limits the output of the vocal music piece, The number of types of suggestive effects that can be executed in the second period is fewer than the number of types of suggestive effects that can be executed in the first period.

[0148] According to this embodiment, when any type of suggestive effect is executed in the first period, the output of instrumental music is limited, thereby drawing the player's attention to the suggestive effect, and when any type of suggestive effect is executed in the second period, the output of vocal music is limited, thereby drawing the player's attention to the suggestive effect, so that the interest of the suggestive effect is not diminished. Furthermore, when vocal music is being output, there are fewer types of suggestive effects that can be executed than when instrumental music is being output, so the player's attention can be drawn to the singing, and a gaming machine can be provided that takes into consideration players who want to concentrate on listening to singing. Corresponding drawing: Figure 14-68

[0149] [Feature G2] FeaturesG2 gaming machines are: A gaming machine that can variably display special identification information and be controlled to an advantageous state that is advantageous to a player, A performance control means; A display means; a sound output means, The performance control means The display means can variably display decorative identification information in accordance with the variably displayed special identification information, During the variable display of decorative identification information, A plurality of types of music can be output from the sound output means, A specific effect that suggests that the game will be controlled to the advantageous state and that outputs a specific sound different from the music can be executed. The songs include instrumental songs without vocals and vocal songs. During a first period of the variable display period of the decorative identification information, The instrumental music piece can be output; The specific performance can be executed, In a second period after the first period of the variable display period of the decorative identification information has elapsed, The vocal music piece can be output, The specific performance can be executed, When the specific effect is executed during the first period, the output of the instrumental music piece is limited in response to the output of the specific sound; When the specific effect is executed during the second period, the output of the vocal music piece is limited in response to the output of the specific sound, A gaming machine in which the execution rate of the specific effect in the second period is lower than the execution rate of the specific effect in the first period.

[0150] According to this embodiment, when a special effect is executed in the first period, the output of the instrumental music is limited, thereby ensuring that the special sound can be heard, and when a special effect is executed in the second period, the output of the vocal music is limited, thereby ensuring that the special sound can be heard, thereby preventing the interest of the special effect from being lost. Furthermore, because the execution rate of the special effect in the second period is lower than the execution rate of the special effect in the first period, the player's attention can be drawn to the singing, making it possible to provide a gaming machine that takes into consideration players who want to concentrate on listening to singing. Corresponding drawings: Figure 14-51, Figure 14-57, Figure 14-97, Figure 14-101

[0151] [Feature G3] FeaturesG3 gaming machines are: A gaming machine that can variably display special identification information and be controlled to an advantageous state that is advantageous to a player, A performance control means; A display means; a sound output means; a specific portion that can be touched by a player; The performance control means The display means can variably display decorative identification information in accordance with the variably displayed special identification information, During the variable display of decorative identification information, A plurality of types of music can be output from the sound output means, A vibration effect can be executed by vibrating the specific part, The songs include instrumental songs without vocals and vocal songs. During a first period of the variable display period of the decorative identification information, The instrumental music piece can be output; As the vibration effect, a first vibration effect can be executed in which the specific part is vibrated in a first pattern, In a second period after the first period of the variable display period of the decorative identification information has elapsed, The vocal music piece can be output, As the vibration effect, a second vibration effect can be executed in which the specific part is vibrated in a second pattern different from the first pattern, The output of the instrumental music piece is performed without restriction together with the execution of the first vibration effect, The output of the vocal music piece is limited in response to the execution of the second vibration effect.

[0152] According to this embodiment, a first vibration effect is executed in a first period to vibrate a specific part in a first pattern, and a second vibration effect is executed in a second period to vibrate a specific part in a second pattern, thereby diversifying the vibration effects. Furthermore, the output of the instrumental music is performed without restriction together with the execution of the first vibration effect, and the output of the vocal music is limited in response to the execution of the second vibration effect, so that the player can experience the vibration of the specific part while listening to the instrumental music, while the output of the vocal music is limited when the second vibration effect is executed, allowing the player to focus their attention on the vibration of the specific part. Corresponding drawings: Figure 14-76, Figure 14-104

[0153] [Feature G4] FeaturesG4 gaming machines are: A gaming machine that can variably display special identification information and be controlled to an advantageous state that is advantageous to a player, A performance control means; A display means; a sound output means; a movable body; The performance control means The display means can variably display decorative identification information in accordance with the variably displayed special identification information, During the variable display of decorative identification information, A plurality of types of music can be output from the sound output means, It is possible to perform a movable body effect that moves the movable body, The sound output means can output a performance sound corresponding to the movable body that moves due to the movable body performance, The songs include instrumental songs without vocals and vocal songs. During a first period of the variable display period of the decorative identification information, The instrumental music piece can be output; As the movable body performance, a first movable body performance can be executed in which the movable body is operated in a predetermined pattern, a first effect sound corresponding to the movable body moving in the predetermined pattern can be output; In a second period after the first period of the variable display period of the decorative identification information has elapsed, The vocal music piece can be output, A second movable body effect can be executed in which the movable body is operated in a specific pattern different from the predetermined pattern, a second sound effect corresponding to the movable body moving in the specific pattern can be output; the output of the instrumental music piece is limited in response to the output of the first effect sound; The output of the vocal music piece is limited in accordance with the output of the second effect sound.

[0154] According to this embodiment, a first movable body effect that moves the movable body in a predetermined pattern is executed in a first period and a first effect sound is output, and a second movable body effect that moves the movable body in a specific pattern is executed in a second period and a second effect sound is output, thereby diversifying the movable body effect. Furthermore, by limiting the output of the instrumental music in response to the output of the first effect sound and limiting the output of the vocal music in response to the output of the second effect sound, the player's attention is focused on the movable body effect and the effect sound rather than on the music, thereby preventing a decrease in the effect of the movable body effect. Corresponding drawings: Figure 14-77, Figure 14-104

[0155] [Feature G5] FeaturesG5 gaming machines are: A gaming machine that can variably display special identification information and be controlled to an advantageous state that is advantageous to a player, A performance control means; A display means; a sound output means, The performance control means The display means can variably display decorative identification information in accordance with the variably displayed special identification information, During the variable display of decorative identification information, A plurality of types of music can be output from the sound output means, A re-variable display effect can be executed in which the decoration identification information is temporarily displayed in a stopped state and then the decoration identification information is re-variably displayed, The songs include instrumental songs without vocals and vocal songs. During a non-reach period before the decoration identification information becomes a reach state during a variable display period of the decoration identification information, a first instrumental piece of music can be output as the instrumental piece of music; The reconfigurable display performance can be executed, During a reach period after the decoration identification information has entered a reach state during a variable display period of the decoration identification information, a second instrumental music piece can be output as the instrumental music piece; When the reconfigurable display effect is executed, During the non-reach period, it is possible to output a vocal piece of music without outputting the first instrumental piece of music, During the reach period, the gaming machine is capable of outputting the vocal music piece without outputting the second instrumental music piece.

[0156] According to this embodiment, the first instrumental music piece can be output during the non-reach period, and the second instrumental music piece can be output during the reach period, thereby enhancing the presentation effect by the instrumental music piece according to the game situation. Furthermore, when the re-variable display presentation is executed, the vocal music piece can be output without outputting the first instrumental music piece during the non-reach period, and the vocal music piece can be output without outputting the second instrumental music piece during the reach period, thereby creating a special feeling by combining the re-variable display presentation and the vocal music piece and increasing the player's sense of anticipation. Corresponding drawings: Figure 14-90, Figure 14-91, Figure 14-92, Figure 14-93

[0157] [Feature G6] FeaturesG6 gaming machines are: A gaming machine that can variably display special identification information and be controlled to an advantageous state that is advantageous to a player, A performance control means; A display means; a sound output means; An operation means operable by a player, The performance control means The display means can variably display decorative identification information in accordance with the variably displayed special identification information, During the variable display of decorative identification information, A plurality of types of music can be output from the sound output means, A prompting effect can be executed to prompt the operation of the operating means, A sound effect can be output from the sound output means in response to the execution of the promotion effect, The songs include instrumental songs without vocals and vocal songs. During a first period of the variable display period of the decorative identification information, The instrumental music piece can be output; As the promotion effect, a first promotion effect can be executed, As the effect sound, a first effect sound corresponding to the first promotion effect can be output, In a second period after the first period of the variable display period of the decorative identification information has elapsed, The vocal music piece can be output, As the promotion effect, a second promotion effect can be executed, As the sound effect, a second sound effect corresponding to the second promotion effect can be output, The output of the instrumental music piece is performed without restriction together with the output of the first performance sound, The output of the vocal music piece is limited in accordance with the output of the second effect sound.

[0158] According to this embodiment, in the first period, an instrumental music piece can be output, the first promotion effect can be executed, and the first performance sound can be output, and in the second period, a vocal music piece can be output, the second promotion effect can be executed, and the second performance sound can be output, thereby enhancing the performance effect by combining the music piece and the performance sound to be output. Furthermore, by outputting the instrumental music piece without restriction together with the output of the first performance sound and limiting the output of the vocal music piece in accordance with the output of the second performance sound, in the first period, the performance effect of the first promotion effect can be enhanced by outputting the instrumental music piece and the first performance sound, and in the second period, limiting the output of the vocal music piece ensures that the second performance sound can be heard, thereby preventing the interest of the second promotion effect from being diminished. Corresponding drawings: Figure 14-82, Figure 14-83, Figure 14-84, Figure 14-102, Figure 14-103

[0159] [Feature G7] FeaturesG7 gaming machines are: A gaming machine that can variably display special identification information and be controlled to an advantageous state that is advantageous to a player, A performance control means; A display means; a sound output means; An operation means operable by a player, The performance control means The display means can variably display decorative identification information in accordance with the variably displayed special identification information, During the variable display of decorative identification information, A plurality of types of music can be output from the sound output means, A post-operation performance can be executed based on the operation of the operation means, The songs include instrumental songs without vocals and vocal songs. a first post-operation performance can be executed based on the operation of the ...

Claims

[Claim 1] A gaming machine for playing games, state control means; a sound output means; A volume adjustment operation means for a player is provided, the state control means is capable of controlling a normal state and a special state that is more advantageous than the normal state, The sound output means When the player volume adjustment operation means is operated, a confirmation sound can be output; In a scene in which the first sound and the second sound are output in the special state, when the player volume adjustment operation means is operated, the timing at which the output volumes of the first sound and the second sound are changed is made different from the timing at which the confirmation sound is output; moreover, A game control means; A performance control means; Equipped with The device has a first presentation mode and a second presentation mode, the effect control means is capable of executing a specific effect that is started before the specific display moves from the reserved display position to the variable display compatible display position, A gaming machine in which the execution rate of the specific effect in the first presentation mode is different from the execution rate of the specific effect in the second presentation mode.

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