Gaming machine

The gaming machine enhances player engagement by prioritizing volume adjustments during jackpot states, addressing the limitations of conventional alert displays to sustain interest.

JP2026015633APending Publication Date: 2026-01-30SANKYO CO LTD
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Patent Information

Application Number
JP2024114986
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-18
Publication Date
2026-01-30

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to sustain player interest during jackpot gaming states beyond alert displays, making them unsuitable for engaging gameplay experiences.

Method used

A gaming machine that includes a performance control mechanism to adjust volume and display effects during advantageous states, prioritizing volume adjustment displays over excess displays when adjustments are made, enhancing player engagement.

Benefits of technology

The solution maintains player interest by prioritizing volume adjustments during excess display effects, providing a more engaging gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine suitable as a result.SOLUTION: The performance control means is capable of executing the excess display performance when the count value reaches the threshold value during the advantageous state, and is capable of displaying the volume adjustment display when the volume adjustment operation is performed, the excess display performance includes a first display part from the start of the display of the excess display to the display of the excess display in a specific mode, a second display part in which the excess display is displayed in the specific mode, and a third display part from the end of the display of the excess display in the specific mode to the end of the display of the excess display, and in the first display part, when a volume adjustment operation is performed, the volume adjustment display is displayed in preference to the excess display.SELECTED DRAWING: Figure 189
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Description

[Technical Field]

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

[0002] Some conventional gaming machines are capable of executing a notification effect (excess display effect) that notifies the player that the number of gaming media awarded during a jackpot gaming state (advantageous state) has reached a specific number, such as 2,500 or 5,000 (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6407188 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in Patent Document 1, it is only possible to execute an alert display (excess display display) during a jackpot game state (advantageous state), which makes it difficult to increase the player's interest and makes it unsuitable as a gaming machine.

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

[0006] The gaming machine according to claim 1 of the present invention comprises: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the volume adjustment operation is performed in the first display part, the volume adjustment display is displayed with priority over the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 189

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

[0008] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] FIG. 1 is an explanatory diagram showing a memory map in a pachinko gaming machine. [Figure 4] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 5] FIG. 2 is an explanatory diagram of each drawing area and brightness data storage area in a pachinko gaming machine. [Figure 6] 10 is a diagram illustrating an example of a performance control command in a pachinko gaming machine. FIG. [Figure 7]10 is a diagram illustrating an example of a performance control command in a pachinko gaming machine. FIG. [Figure 8] FIG. 1 is an explanatory diagram showing each random number in a pachinko gaming machine. [Figure 9] FIG. 10 is an explanatory diagram showing a display result determination table in a pachinko gaming machine. [Figure 10] An explanatory diagram showing a jackpot type determination table and jackpot types in a pachinko gaming machine. [Figure 11] FIG. 10 is an explanatory diagram showing a loss effect determination table in a pachinko gaming machine. [Figure 12] An explanatory diagram showing a variation pattern type determination table in a pachinko gaming machine. [Figure 13] 1 is an explanatory diagram showing a fluctuation pattern in a pachinko gaming machine. [Figure 14] An explanatory diagram showing a loss variation pattern determination table in a pachinko gaming machine. [Figure 15] An explanatory diagram showing a loss variation pattern determination table in a pachinko gaming machine. [Figure 16] An explanatory diagram showing a loss variation pattern determination table in a pachinko gaming machine. [Figure 17] An explanatory diagram showing a jackpot fluctuation pattern determination table in a pachinko gaming machine. [Figure 18] FIG. 1 is an explanatory diagram of a special image unit and a display unit for effects in a pachinko gaming machine. [Figure 19] FIG. 1 is an explanatory diagram of a special image unit and a display unit for effects in a pachinko gaming machine. [Figure 20] FIG. 1 is an explanatory diagram of a display monitor in a pachinko gaming machine. [Figure 21] FIG. 2 is an explanatory diagram of a game control data storage area in a pachinko gaming machine. [Figure 22] FIG. 1 is an explanatory diagram of an output port in a pachinko gaming machine. [Figure 23] FIG. 1 is an explanatory diagram of an output port in a pachinko gaming machine. [Figure 24]FIG. 1 is an explanatory diagram of an output port in a pachinko gaming machine. [Figure 25] FIG. 1 is an explanatory diagram of an output port in a pachinko gaming machine. [Figure 26] FIG. 1 is an explanatory diagram of an output port in a pachinko gaming machine. [Figure 27] FIG. 1 is an explanatory diagram of buffers, flags, and timers used in in-area processing in a pachinko gaming machine. [Figure 28] FIG. 1 is an explanatory diagram of buffers, flags, and timers used in in-area processing in a pachinko gaming machine. [Figure 29] FIG. 1 is an explanatory diagram of buffers, flags, and timers used in in-area processing in a pachinko gaming machine. [Figure 30] FIG. 1 is an explanatory diagram of buffers, flags, and timers used in in-area processing in a pachinko gaming machine. [Figure 31] FIG. 10 is an explanatory diagram of buffers, flags, and timers used in out-of-area processing in a pachinko gaming machine. [Figure 32] An explanatory diagram showing the data storage area for performance control and the command buffer received at the time of starting winning in a pachinko gaming machine. [Figure 33] 10 is a flowchart showing an example of a game control main process in a pachinko game machine. [Figure 34] 10 is a flowchart showing an example of an outside-area RWM initial value setting process in a pachinko gaming machine. [Figure 35] 10 is a flowchart showing an example of a complete function initial value setting process in a pachinko gaming machine. [Figure 36] 10 is a flowchart showing an example of a complete function state command transmission process in a pachinko gaming machine. [Figure 37] 10 is a flowchart showing an example of a game control timer interrupt process in a pachinko game machine. [Figure 38] 10 is a flowchart showing an example of a game control timer interrupt process in a pachinko game machine. [Figure 39]10 is a flowchart showing an example of a special symbol process in a pachinko gaming machine. [Figure 40] 10 is a flowchart showing an example of a start port switch passing process in a pachinko gaming machine. [Figure 41] FIG. 10 is an explanatory diagram for storing random numbers extracted during the start port switch passing process in a pachinko gaming machine. [Figure 42] 10 is a flowchart showing an example of a winning effect process in a pachinko gaming machine. [Figure 43] 10 is a flowchart showing an example of normal processing of a special symbol process in a pachinko gaming machine. [Figure 44] 10 is a flowchart showing an example of a special symbol determination process in a pachinko gaming machine. [Figure 45] 10 is a flowchart showing an example of a special symbol buffer shift process in a pachinko gaming machine. [Figure 46] FIG. 10 is an explanatory diagram of the special symbol buffer shift process. [Figure 47] FIG. 10 is an explanatory diagram of the special symbol buffer shift process. [Figure 48] 10 is a flowchart showing an example of a variation pattern setting process in a pachinko gaming machine. [Figure 49] 10 is a flowchart showing an example of special symbol variation processing in a pachinko gaming machine. [Figure 50] 10 is a flowchart showing an example of a special symbol stopping process in a pachinko gaming machine. [Figure 51] 10 is a flowchart showing an example of processing during opening of a large prize opening in a pachinko gaming machine. [Figure 52] 10 is a flowchart showing an example of a jackpot end process in a pachinko gaming machine. [Figure 53] 10 is a flowchart showing an example of normal symbol process processing in a pachinko gaming machine. [Figure 54] 10 is a flowchart showing an example of a normal electric device operation process in a pachinko gaming machine. [Figure 55]1 is a flowchart showing an example of error processing 1 in a pachinko gaming machine. [Figure 56] 10 is a flowchart showing an example of error processing 2 in a pachinko gaming machine. [Figure 57] 1A is a flowchart showing an example of a test terminal process in a pachinko gaming machine, and FIG. 1B is an explanatory diagram of a signal before a complete function is activated. [Figure 58] 10 is a flowchart showing an example of a complete function control process in a pachinko gaming machine. [Figure 59] 10 is a flowchart showing an example of a complete function addition / subtraction process in a pachinko gaming machine. [Figure 60] 10 is a flowchart showing an example of a complete function MY calculation process in a pachinko gaming machine. [Figure 61] In a pachinko gaming machine, (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 62] 10 is a flowchart showing an example of a complete function management control process in a pachinko gaming machine. [Figure 63] 10 is a flowchart showing an example of a complete function operation confirmation process in a pachinko gaming machine. [Figure 64] 10 is a flowchart showing an example of a game stop process in a pachinko game machine. [Figure 65] 10 is an explanatory diagram showing the output mode of a security signal in a pachinko gaming machine. FIG. [Figure 66] 1A is a flowchart showing an example of an output port clearing process in a pachinko gaming machine, and FIG. 1B is an explanatory diagram showing the relationship before and after the output port clearing process is executed. [Figure 67] FIG. 10 is an explanatory diagram of the complete function in a pachinko gaming machine. [Figure 68] FIG. 10 is an explanatory diagram of the complete function in a pachinko gaming machine. [Figure 69]FIG. 10 is an explanatory diagram of the complete function in a pachinko gaming machine. [Figure 70] FIG. 10 is an explanatory diagram of the complete function in a pachinko gaming machine. [Figure 71] FIG. 10 is an explanatory diagram of the complete function in a pachinko gaming machine. [Figure 72] FIG. 10 is an explanatory diagram of the complete function in a pachinko gaming machine. [Figure 73] FIG. 10 is an explanatory diagram of the complete function in a pachinko gaming machine. [Figure 74] FIG. 10 is an explanatory diagram of the complete function in a pachinko gaming machine. [Figure 75] FIG. 10 is an explanatory diagram of the complete function in a pachinko gaming machine. [Figure 76] FIG. 10 is an explanatory diagram of the complete function in a pachinko gaming machine. [Figure 77] FIG. 10 is an explanatory diagram of the complete function in a pachinko gaming machine. [Figure 78] In a pachinko game machine, (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 79] FIG. 10 is an explanatory diagram of the complete function at the time of a cold start in a pachinko gaming machine. [Figure 80] FIG. 10 is an explanatory diagram of the complete function at the time of a hot start in a pachinko gaming machine. [Figure 81] 10 is a flowchart showing an example of a main processing for effect control in a pachinko gaming machine. [Figure 82] 10 is a flowchart showing an example of a presentation control process in a pachinko gaming machine. [Figure 83] 10 is a flowchart showing an example of a volume / light intensity change process in a pachinko gaming machine. [Figure 84] FIG. 10 is an explanatory diagram showing an example of the display mode of a volume / light intensity notification image in a pachinko gaming machine. [Figure 85] FIG. 10 is an explanatory diagram showing an example of the display mode of a volume / light intensity notification image in a pachinko gaming machine. [Figure 86] 1 is an explanatory diagram showing an example of the effect patterns and execution rates of each effect in a pachinko gaming machine. FIG. [Figure 87] 1 is an explanatory diagram showing an example of a display mode of a super reach effect A in a pachinko gaming machine. [Figure 88] 10 is an explanatory diagram showing an example of the display mode of super reach presentation B in a pachinko gaming machine. FIG. [Figure 89] 10 is an explanatory diagram showing an example of the display mode of super reach presentation B in a pachinko gaming machine. FIG. [Figure 90] 10 is an explanatory diagram showing an example of the display mode of the super reach effect C in a pachinko gaming machine. FIG. [Figure 91] 1 is an explanatory diagram of each super reach effect in a pachinko gaming machine. [Figure 92] 10 is a flowchart of the performance processing during a jackpot in a pachinko gaming machine. [Figure 93] An explanatory diagram showing an example of the display mode of the fanfare presentation for jackpot A and jackpot B in a pachinko gaming machine. [Figure 94] An explanatory diagram showing an example of the display mode of the fanfare effect for jackpot C in a pachinko gaming machine. [Figure 95] FIG. 10 is an explanatory diagram of the effects during a round in a pachinko gaming machine. [Figure 96] FIG. 10 is an explanatory diagram of a prize ball counter in a pachinko gaming machine. [Figure 97] FIG. 10 is an explanatory diagram showing an example of the display mode of the mid-round effects in a pachinko gaming machine. [Figure 98] FIG. 10 is an explanatory diagram showing an example of the transition of effects during a round in a pachinko gaming machine. [Figure 99] 10 is an explanatory diagram showing an example of the display mode of the OVER notification effect A in a pachinko gaming machine. FIG. [Figure 100] 10 is an explanatory diagram showing an example of the display mode of the OVER notification effect A in a pachinko gaming machine. FIG. [Figure 101] 10 is an explanatory diagram showing an example of the display mode of the OVER notification effect A in a pachinko gaming machine. FIG. [Figure 102] 10 is an explanatory diagram showing an example of the display mode of the OVER notification effect B in a pachinko gaming machine. FIG. [Figure 103] 10 is an explanatory diagram showing an example of the display mode of the OVER notification effect B in a pachinko gaming machine. FIG. [Figure 104] 10 is an explanatory diagram showing an example of the display mode of the OVER notification effect B in a pachinko gaming machine. FIG. [Figure 105] 10 is an explanatory diagram showing an example of the display mode of the OVER notification effect C in a pachinko gaming machine. FIG. [Figure 106] 10 is an explanatory diagram showing an example of the display mode of the OVER notification effect C in a pachinko gaming machine. FIG. [Figure 107] 10 is an explanatory diagram showing an example of the display mode of the OVER notification effect C in a pachinko gaming machine. FIG. [Figure 108] FIG. 10 is an explanatory diagram showing an example of a display mode of a demo effect in a pachinko gaming machine. [Figure 109] FIG. 10 is an explanatory diagram showing an example of a display mode of a demo effect in a pachinko gaming machine. [Figure 110] FIG. 10 is an explanatory diagram showing an example of a display mode of a demo effect in a pachinko gaming machine. [Figure 111] FIG. 10 is an explanatory diagram showing an example of a display mode of dialogue effects in a pachinko gaming machine. [Figure 112] FIG. 10 is an explanatory diagram showing an example of a display mode of dialogue effects in a pachinko gaming machine. [Figure 113] FIG. 10 is an explanatory diagram showing an example of a display mode of dialogue effects in a pachinko gaming machine. [Figure 114] FIG. 10 is an explanatory diagram showing an example of the display mode of a cut-in effect in a pachinko gaming machine. [Figure 115] FIG. 10 is an explanatory diagram showing an example of the display mode of a cut-in effect in a pachinko gaming machine. [Figure 116] FIG. 10 is an explanatory diagram showing an example of the display mode of a cut-in effect in a pachinko gaming machine. [Figure 117] FIG. 10 is an explanatory diagram showing an example of the display mode of a cut-in effect in a pachinko gaming machine. [Figure 118] FIG. 10 is an explanatory diagram showing an example of the display mode of a cut-in effect in a pachinko gaming machine. [Figure 119] FIG. 10 is an explanatory diagram showing an example of the display mode of a cut-in effect in a pachinko gaming machine. [Figure 120] FIG. 10 is an explanatory diagram showing an example of the display mode of a fanfare effect in a pachinko gaming machine. [Figure 121] FIG. 10 is an explanatory diagram showing an example of the display mode of a fanfare effect in a pachinko gaming machine. [Figure 122] FIG. 10 is an explanatory diagram showing an example of the display mode of a fanfare effect in a pachinko gaming machine. [Figure 123] FIG. 10 is an explanatory diagram showing an example of the display mode of a fanfare effect in a pachinko gaming machine. [Figure 124] FIG. 10 is an explanatory diagram showing an example of the display mode of a fanfare effect in a pachinko gaming machine. [Figure 125] FIG. 10 is an explanatory diagram showing an example of the display mode of a fanfare effect in a pachinko gaming machine. [Figure 126] FIG. 10 is an explanatory diagram showing an example of the display mode of a fanfare effect in a pachinko gaming machine. [Figure 127] FIG. 10 is an explanatory diagram showing an example of the display mode of a fanfare effect in a pachinko gaming machine. [Figure 128] An explanatory diagram showing an example of the display mode of the high base state entry presentation and warning display in a pachinko gaming machine. [Figure 129] An explanatory diagram showing an example of the display mode of the high base state entry presentation and warning display in a pachinko gaming machine. [Figure 130] A comparison diagram of the length of each performance. [Figure 131] 10 is a flowchart showing an example of advance notification and warning notification processing in a pachinko gaming machine. [Figure 132] 10 is an explanatory diagram showing the relationship between the game state and the background image in a pachinko gaming machine. FIG. [Figure 133] In a pachinko gaming machine, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is displayed in normal state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is displayed in normal state. [Figure 134] In a pachinko gaming machine, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is displayed in normal state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is displayed in normal state. [Figure 135] In a pachinko gaming machine, (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 136] In a pachinko gaming machine, (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 137] In a pachinko gaming machine, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is displayed in a special probability state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is displayed in a special probability state. [Figure 138] In a pachinko gaming machine, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is displayed in a special probability state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is displayed in a special probability state. [Figure 139] In a pachinko gaming machine, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is displayed in a jackpot state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is displayed in a jackpot state. [Figure 140]In a pachinko gaming machine, (A) is an explanatory diagram regarding the start of advance notification while normal background image A is displayed in a jackpot state, and (B) is an explanatory diagram regarding the start of advance notification while normal background image B is displayed in a jackpot state. [Figure 141] FIG. 10 is a diagram showing an example of the display of the complete function when a normal background image A is displayed on a pachinko gaming machine. [Figure 142] FIG. 10 is a diagram showing an example of the display of the complete function when a normal background image B is displayed on a pachinko gaming machine. [Figure 143] FIG. 10 is a diagram showing an example of the display of the complete function when a time-saving background image A is displayed on a pachinko gaming machine. [Figure 144] FIG. 10 is a diagram showing an example of the display of the complete function when a time-saving background image B is displayed on a pachinko gaming machine. [Figure 145] FIG. 10 is a diagram showing an example of the display of the complete function when the probability variable background image A is displayed on the pachinko gaming machine. [Figure 146] FIG. 10 is a diagram showing an example of the display of the complete function when the probability change background image B is displayed on the pachinko gaming machine. [Figure 147] FIG. 10 is a diagram showing an example of the display of the complete function when a jackpot background image A is displayed on a pachinko gaming machine. [Figure 148] FIG. 10 is a diagram showing an example of the display of the complete function when the jackpot background image B is displayed on a pachinko gaming machine. [Figure 149] FIG. 10 is a diagram showing an example of the display of the complete function when a jackpot background image C is displayed on a pachinko gaming machine. [Figure 150] 10 is a flowchart showing an example of a complete function activation notification process in a pachinko gaming machine. [Figure 151] 10 is a flowchart showing an example of an error notification process in a pachinko gaming machine. [Figure 152]This is an explanatory diagram of what happens when the complete counter value reaches 95,000 in a pachinko gaming machine other than in a jackpot gaming state. [Figure 153] This is an explanatory diagram of a case in which the complete counter value reaches 95,000 during a jackpot game in a pachinko game machine. [Fig. 154] This is an explanatory diagram of a case in which the advance notification display ends in a pachinko gaming machine when the complete counter value does not reach 95,000. [Figure 155] FIG. 10 is an explanatory diagram of the advance notification update period in a pachinko gaming machine. [Figure 156] 10 is an explanatory diagram showing the output timing and output mode of each output when the complete function is activated in a pachinko gaming machine. FIG. [Figure 157] FIG. 10 is an explanatory diagram showing the output timing and output mode of each output when an error occurs in a pachinko gaming machine. [Figure 158] FIG. 10 is an explanatory diagram illustrating the difference in the output mode of each output when the complete function is activated and when an error occurs in a pachinko gaming machine. [Figure 159] An explanatory diagram showing the output mode of each output when an error occurs during advance notification execution in a pachinko gaming machine. [Figure 160] FIG. 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. [Figure 161] FIG. 10 is an explanatory diagram showing the output mode of each output when an error occurs during warning notification in a pachinko gaming machine. [Figure 162] FIG. 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. [Figure 163] An explanatory diagram showing the output state of each output when an error other than a radio wave error or a magnet error occurs while the complete function is operating in a pachinko gaming machine. [Fig. 164] An explanatory diagram showing the output mode of each output when the complete function is activated while an error other than a radio wave error or a magnet error occurs in a pachinko game machine. [Figure 165] An explanatory diagram showing the output mode of each output when a radio wave error or a magnet error occurs while the complete function is operating in a pachinko gaming machine. [Figure 166] 10A and 10B are diagrams showing examples of displays displayed on a pachinko gaming machine and the relationship between the sizes of the displays. [Figure 167] 10A to 10C are diagrams showing examples of displays relating to the complete function displayed on a pachinko gaming machine. [Figure 168] 10A to 10C are diagrams showing examples of displays relating to the complete function displayed on a pachinko gaming machine. [Figure 169] 10A to 10C are diagrams showing examples of displays relating to the complete function displayed on a pachinko gaming machine. [Figure 170] 10A to 10C are diagrams showing examples of displays relating to the complete function displayed on a pachinko gaming machine. [Figure 171] 10A to 10C are diagrams showing examples of displays relating to the complete function displayed on a pachinko gaming machine when an error occurs. [Fig. 172] FIG. 10 is an explanatory diagram illustrating the difference between the displays related to the complete function and the error handling display displayed on the pachinko gaming machine. [Fig. 173] 10A to 10C are diagrams showing examples of displays relating to the complete function displayed in a modified example when an error occurs. [Fig. 174] FIG. 10 is a diagram showing an example of a display when the complete function is activated in a pachinko gaming machine. [Figure 175] 10 is an explanatory diagram showing changes in advance notifications in a pachinko gaming machine. FIG. [Figure 176] FIG. 10 is a diagram showing an example of a display when a power outage occurs in a pachinko gaming machine. [Figure 177] FIG. 10 is a diagram showing an example of a display when a power outage occurs in a pachinko gaming machine. [Figure 178] 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. [Figure 179] FIG. 10 is a diagram showing an example of a display when an incorrect command is received in a pachinko gaming machine due to an external factor. [Figure 180] FIG. 10 is a diagram showing an example of a display when an incorrect command is received in a pachinko gaming machine due to an external factor. [Figure 181] FIG. 10 is a diagram showing an example of a display when an incorrect command is received in a pachinko gaming machine due to an external factor. [Figure 182] FIG. 10 is a diagram showing an example of a display when a power outage occurs in a pachinko gaming machine. [Figure 183] FIG. 10 is a diagram showing an example of a display when a power outage occurs in a pachinko gaming machine. [Figure 184] 10 is a diagram showing a modified example in which the complete function counter value can be incremented or decremented even after the complete function is activated. FIG. [Figure 185] 10 is a diagram showing a modified example in which the complete function counter value can be incremented or decremented even after the complete function is activated. FIG. [Figure 186] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 187] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 188] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 189] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 190] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 191] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 192] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 193]FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 194] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 195] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 196] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 197] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 198] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 199] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 200] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 201] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 202] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 203] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 204] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 205] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 206] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 207] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 208] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 209] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 210] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 211] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 212] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 213] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 214] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 215] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 216] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 217] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 218] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 219] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 220] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 221] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 222] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 223] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 224] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 225] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 226] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 227] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 228] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 229] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 230] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 231] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 232] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 233] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 234] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 235] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 236] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 237] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 238] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 239] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 240] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 241] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 242] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 243] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 244] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 245] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 246] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 247] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 248] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 249] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 250] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 251] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 252]FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 253] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 254] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 255] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 256] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 257] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 258] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 259] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 260] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 261] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 262] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 263] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 264] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 265] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 266] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 267] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 268] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 269] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 270] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Fig. 271] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Fig. 272] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Fig. 273] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Fig. 274] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 275] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 276] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 277] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Fig. 278] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 279] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 280] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 281] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 282] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 283] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Fig. 284] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 285] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 286] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 287] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 288] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 289] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 290] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 291] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 292] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 293] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Fig. 294] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 295] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 296] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 297] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 298] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 299] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 300] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 301] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 302] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 303] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 304] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 305] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 306] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 307] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 308] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 309] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 310] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 311]FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 312] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 313] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 314] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 315] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 316] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 317] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 318] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 319] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 320] FIG. 10 is an explanatory diagram showing the display state when a volume / light intensity change operation is performed on a pachinko gaming machine. [Figure 321] FIG. 10 is an explanatory diagram of an over-winning event in a pachinko game machine. [Figure 322] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 323] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 324]This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 325] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 326] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 327] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 328] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 329] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 330] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 331] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 332]This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 333] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 334] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 335] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 336] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 337] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 338] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 339] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 340]This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 341] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 342] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 343] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 344] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 345] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 346] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 347] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 348]This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 349] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 350] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 351] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 352] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 353] This is a timing chart showing the relationship between whether or not an OVER notification effect is executed when a game ball enters a large prize slot in a pachinko game machine, whether or not an advance notification image or a warning notification image is displayed, and the lighting state of the attack lamp. [Figure 354] An explanatory diagram of the amount of change in the second part of the OVER notification performance. [Figure 355] An explanatory diagram of the amount of change in the second part of the OVER notification performance. [Figure 356] This is an explanatory diagram of the amount of change in the second part of the reach presentation of Super Reach B. [Figure 357] This is an explanatory diagram of the amount of change in the second part of the reach presentation of Super Reach C. [Figure 358] FIG. 10 is an explanatory diagram of the amount of change in the second part of the fanfare performance. [Figure 359] FIG. 10 is an explanatory diagram of the amount of change in the second part of the fanfare performance. [Figure 360] FIG. 10 is an explanatory diagram of the amount of change in the second part of the fanfare performance. [Figure 361] FIG. 10 is an explanatory diagram of the amount of change in the second part of the fanfare performance. [Figure 362] FIG. 10 is an explanatory diagram of the amount of change in the second part of the fanfare performance. [Figure 363] FIG. 10 is an explanatory diagram of the amount of change in the second part of the fanfare performance. [Figure 364] FIG. 10 is an explanatory diagram of the amount of change in the second part of the cut-in effect. [Figure 365] An explanatory diagram of the amount of change in the second part of the cut-in effect during super reach effect A. [Figure 366] An explanatory diagram of the amount of change in the second part of the cut-in effect during Super Reach effect B. [Figure 367] This is an explanatory diagram of the movement distance, movement area (expanded area), and total area used in the second part of each performance. [Figure 368] An explanatory diagram of the movement distance and movement area (enlarged area) in the second part of each performance. [Figure 369] An explanatory diagram of the total area used in the second part of each performance. [Figure 370] FIG. 10 is an explanatory diagram showing the relationship between colors. [Figure 371] FIG. 10 is an explanatory diagram of the effects during a round in a modified example. [Figure 372] FIG. 10 is an explanatory diagram of the effects during a round in a modified example. [Figure 373] FIG. 10 is an explanatory diagram of the effects during a round in a modified example. [Figure 374] This is an explanatory diagram of a modified example in which the OVER notification effect overlaps with the mid-round effect. [Figure 375] This is an explanatory diagram of a modified example in which the OVER notification effect overlaps with the mid-round effect. [Figure 376]This is an explanatory diagram of a modified example in which the OVER notification effect overlaps with the mid-round effect. [Figure 377] An explanatory diagram of the display mode of the right-hit display in a modified example. [Figure 378] (A) is a diagram showing the arrangement of lamps in a pachinko gaming machine, and (B) is a schematic diagram of (A). [Figure 379] FIG. 10 is a diagram for explaining the mechanism of output to an LED driver. [Figure 380] FIG. 10 is a diagram for explaining an example of lamp control using a brightness data table. [Figure 381] 10 is a diagram for explaining an example of lamp control using a grandchild table by timer management of a child table. FIG. [Figure 382] FIG. 10 is a diagram showing an example of a parent table constituting a luminance data table. [Figure 383] FIG. 10 is a diagram showing an example of a child table that constitutes a brightness data table. [Figure 384] FIG. 10 is a diagram showing an example of a grandchild table constituting a luminance data table. [Figure 385] FIG. 10 is a diagram showing an example of a grandchild table constituting a luminance data table. [Figure 386] FIG. 10 is a diagram showing an example of a grandchild table constituting a luminance data table. [Figure 387] 10A to 10C are diagrams showing brightness data tables set for each layer during a jackpot gaming state. [Figure 388] 10A is a diagram showing the lighting state of the game effect lamp when no prize is won during a jackpot game state, and FIG. 10B is a diagram showing the lighting state of the game effect lamp when a prize is won. [Figure 389] 10A is a diagram showing a parent table of the luminance data table corresponding to song A, and FIG. 10B is a diagram showing a child table. [Figure 390] 10A is a diagram showing the parent table of the luminance data table corresponding to song B, and FIG. 10B is a diagram showing the child table. [Figure 391] 10A is a diagram showing a parent table of the luminance data table corresponding to song C, and FIG. 10B is a diagram showing a child table. [Figure 392] 10A and 10B are diagrams showing a grandchild table of the brightness data table corresponding to the intro of song A. [Figure 393] 10A and 10B are diagrams showing a grandchild table of the brightness data table corresponding to the intro of song B. [Figure 394] 10A and 10B are diagrams showing a grandchild table of the brightness data table corresponding to the intro of song C. [Figure 395] 10A and 10B are diagrams showing grandchild tables of the brightness data table corresponding to the chorus of song A. FIG. [Figure 396] 10A and 10B are diagrams showing grandchild tables of the brightness data table corresponding to the chorus of song B. FIG. [Figure 397] 10A and 10B are diagrams showing grandchild tables of the brightness data table corresponding to the chorus of song C. [Figure 398] 10A is a diagram showing a luminance data table corresponding to blinking A, FIG. 10B is a diagram showing a luminance data table corresponding to blinking B, and FIG. 10C is a diagram showing a luminance data table corresponding to turning off the light. [Figure 399] A front view showing the flow of game balls when the special variable winning ball device of a winning unit as a modified example of the present invention is in the second state. [Figure 400] 10 is a front view showing the flow of game balls when the special variable winning ball device of the winning unit is in the first state. FIG. [Figure 401] 10A is a perspective view showing the first large prize opening device and the second large prize opening device that make up the special variable prize ball device in the second state, and FIG. 10B is a perspective view showing the first state. [Figure 402] (A) is a schematic diagram showing the position of the guide section when the first large prize opening device and the second large prize opening device that constitute the special variable prize ball device are in the first state, and (B) is a schematic diagram showing the position of the guide section when the first large prize opening device and the second large prize opening device that constitute the special variable prize ball device are in the second state. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Feature 1] (Relationship with volume display and operations during the display period) The gaming machine with feature 1 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the volume adjustment operation is performed in the first display part, the volume adjustment display is displayed with priority over the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 189

[0010] [Feature 2] (Relationship with volume display and operations during stay) The gaming machine with feature 2 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the volume adjustment operation is performed, the volume adjustment display is displayed in the second display part with priority over the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 192

[0011] [Feature 3] (Relationship with volume display and operation during evacuation period) The gaming machine with feature 3 is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, In the third display part, when the volume adjustment operation is performed, the volume adjustment display is displayed with priority over the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 195

[0012] [Feature 4] (Relationship with volume display: Operation before exceeding the limit) The gaming machine with feature 4 is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the excess display is displayed while the volume adjustment display is displayed, the volume adjustment display is displayed in priority to the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 186

[0013] [Feature 5] (Relationship with volume display: Operation before ending period) The gaming machine with feature 5 is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold, an excess display effect can be executed to display an excess display. When the volume is adjusted, the volume adjustment display can be displayed. In the advantageous state, after the final round of play is completed, an ending period begins. In the final round of play, when the ending period begins while the excess display and the volume adjustment display are being displayed, the excess display is terminated and the volume adjustment display is continued. It is characterized by the following. According to this feature, when switching from the final round of play to the ending period, the excess display ceases to be displayed but the volume adjustment display continues to be displayed, so that the player who adjusts the volume is not dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 198

[0014] [Feature 6] (Relationship with the light intensity display and operations during the display period) The gaming machine with feature 6 is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the light amount adjustment operation is performed, the light amount adjustment display is displayed in the first display part with priority over the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed first, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 190

[0015] [Feature 7] (Relationship with the light intensity display and operation during stay) The seventh feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, In the second display part, when the light amount adjustment operation is performed, the light amount adjustment display is displayed with priority over the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed first, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 193

[0016] [Feature 8] (Relationship with the light intensity display and operations during evacuation) The eighth feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, In the third display part, when the light amount adjustment operation is performed, the light amount adjustment display is displayed with priority over the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed first, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 196

[0017] [Feature 9] (Relationship with light intensity display: Operation before exceeding the display) The 9th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the excess display is displayed while the light intensity adjustment display is being displayed, the light intensity adjustment display is displayed with priority over the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed with priority, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 187

[0018] [Feature 10] (Relationship with the light intensity display and operation before the ending period) The tenth feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold, an excess display effect can be executed to display an excess display. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. In the advantageous state, after the final round of play is completed, an ending period begins. In the final round of play, when the ending period begins while the excess display and the light intensity adjustment display are being displayed, the excess display is terminated and the light intensity adjustment display is continued. It is characterized by the following. According to this feature, when switching from the final round of play to the ending period, the excess display ceases to be displayed but the light intensity adjustment display continues to be displayed, so that the player who adjusts the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 199

[0019] [Feature 11] (Relationship with volume display and light intensity display, operation during the display period) The 11th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the volume adjustment operation and the light amount adjustment operation are performed in the first display part, the volume adjustment display and the light amount adjustment display are displayed with priority over the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 191

[0020] [Feature 12] (Relationship with volume display and light intensity display, operation during stay) The gaming machine with feature 12 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the volume adjustment operation and the light amount adjustment operation are performed, the volume adjustment display and the light amount adjustment display are displayed in the second display part with priority over the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 194

[0021] [Feature 13] (Relationship with volume display and light intensity display, operation during evacuation period) The 13th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the volume adjustment operation and the light amount adjustment operation are performed, the volume adjustment display and the light amount adjustment display are displayed in the third display part with priority over the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 197

[0022] [Feature 14] (Relationship with volume display and light intensity display, operation before exceeding the limit) The gaming machine with feature 14 is: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the excess display is displayed in a state where the volume adjustment display and the light amount adjustment display are displayed, the volume adjustment display and the light amount adjustment display are displayed in priority over the excess display. It is characterized by the following. According to this feature, when switching from the final round of play to the ending period, the excess display ends but the light intensity adjustment display continues to be displayed, so that the player is not dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 188

[0023] [Feature 15] (Relationship with volume display and light intensity display, operation before ending period) The 15th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold, an excess display effect can be executed to display an excess display. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. In the advantageous state, after the final round of play is completed, an ending period begins. In the final round of play, when the ending period begins while the excess indication, the volume adjustment indication, and the light intensity adjustment indication are being displayed, the excess indication ends and the volume adjustment indication and the light intensity adjustment indication continue to be displayed. It is characterized by the following. According to this feature, when switching from the final round of play to the ending period, the excess display ceases to be displayed but the volume adjustment display and light intensity adjustment display continue to be displayed, so that players who adjust the volume and light intensity are not dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawing: Figure 200

[0024] [Feature 16] (Relationship with volume display and operations during the display period) (1st over-range display, 2nd over-range display) The 16th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the first display part of the first exceeding display effect, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the first exceeding display; In the first display part of the second exceeding display effect, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the second exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 189, Figure 204

[0025] [Feature 17] (Relationship with volume display, operation during stay) (1st over-range display, 2nd over-range display) The 17th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the second display part of the first exceeding display effect, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the first exceeding display, In the second display part of the second exceeding display effect, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the second exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 192, Figure 207

[0026] [Feature 18] (Relationship with volume display and operation during evacuation period) (1st over-range display, 2nd over-range display) The 18 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the third display part of the first exceeding display performance, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the first exceeding display; In the third display part of the second exceeding display effect, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the second exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 195, Figure 210

[0027] [Feature 19] (Relationship with volume display, operation before overload display) (1st overload display, 2nd overload display) The 19th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, When the first exceeding display is displayed while the volume adjustment display is being displayed, the volume adjustment display is displayed in priority to the first exceeding display; When the second exceeding display is displayed while the volume adjustment display is displayed, the volume adjustment display is displayed in priority over the second exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 186, Figure 201

[0028] [Feature 20] (Relationship with volume display, operation before ending period) (1st over display, 2nd over display) The 20 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is an effect that displays a first excess display, The second excess display effect is an effect that displays a second excess display, In the advantageous state, after the final round of play is completed, an ending period begins. In the final round game, when the ending period begins while the first exceeding display and the volume adjustment display are being displayed, the display of the first exceeding display ends and the display of the volume adjustment display continues; In the final round game, when the ending period begins while the second exceeding indication and the volume adjustment indication are being displayed, the display of the second exceeding indication ends and the display of the volume adjustment indication continues. It is characterized by the following. According to this feature, when switching from the final round of play to the ending period, the excess display ceases to be displayed but the volume adjustment display continues to be displayed, so that the player who adjusts the volume is not dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 198, Figure 213

[0029] [Feature 21] (Relationship with the light intensity display and operations during the display period) (1st over-limit display and 2nd over-limit display) The 21st feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the first display part of the first exceeding display performance, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the first exceeding display, In the first display part of the second exceeding display performance, when the light amount adjustment operation is performed, the light amount adjustment display is displayed with priority over the second exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed first, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 190, Figure 205

[0030] [Feature 22] (Relationship with the light intensity display and operation during stay) (1st over-limit display and 2nd over-limit display) The gaming machine with feature 22 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the second display part of the first exceeding display performance, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the first exceeding display, In the second display part of the second exceeding display performance, when the light amount adjustment operation is performed, the light amount adjustment display is displayed with priority over the second exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed first, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 193, Figure 208

[0031] [Feature 23] (Relationship with the light intensity display and operation during the evacuation period) (1st over-limit display and 2nd over-limit display) The 23 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the third display part of the first exceeding display performance, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the first exceeding display, In the third display part of the second exceeding display performance, when the light amount adjustment operation is performed, the light amount adjustment display is displayed with priority over the second exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed first, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 211

[0032] [Feature 24] (Relationship with light intensity display, operation before over-limit display) (1st over-limit display, 2nd over-limit display) The 24 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, When the first exceeding indication is displayed while the light intensity adjustment indication is displayed, the light intensity adjustment indication is displayed in priority to the first exceeding indication; When the second exceeding indication is displayed while the light intensity adjustment indication is displayed, the light intensity adjustment indication is displayed in preference to the second exceeding indication. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed first, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 187, Figure 202

[0033] [Feature 25] (Relationship with the light intensity display and operation before the ending period) (1st over-limit display and 2nd over-limit display) The 25 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is an effect that displays a first excess display, The second excess display effect is an effect that displays a second excess display, In the advantageous state, after the final round of play is completed, an ending period begins. In the final round game, when the ending period begins while the first exceeding display and the light intensity adjustment display are displayed, the display of the first exceeding display ends and the display of the light intensity adjustment display continues, In the final round game, when the ending period begins while the second excess display and the light intensity adjustment display are displayed, the display of the second excess display ends and the display of the light intensity adjustment display continues. It is characterized by the following. According to this feature, when switching from the final round of play to the ending period, the excess display ceases to be displayed but the light intensity adjustment display continues to be displayed, so that the player who adjusts the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 199, Figure 214

[0034] [Feature 26] (Relationship with volume display and light display, operation during the display period) (1st over-range display, 2nd over-range display) The gaming machine with feature 26 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the first display part of the first exceeding display performance, when the volume adjustment operation and the light amount adjustment operation are performed, the volume adjustment display and the light amount adjustment display are displayed in priority to the first exceeding display, In the first display part of the second exceeding display performance, when the volume adjustment operation and the light amount adjustment operation are performed, the volume adjustment display and the light amount adjustment display are displayed in priority to the second exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 191, Figure 206

[0035] [Feature 27] (Relationship with volume display and light display, operation during stay) (1st over-range display, 2nd over-range display) The 27th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the second display part of the first exceeding display performance, when the volume adjustment operation and the light amount adjustment operation are performed, the volume adjustment display and the light amount adjustment display are displayed in priority to the first exceeding display, In the second display part of the second exceeding display performance, when the volume adjustment operation and the light amount adjustment operation are performed, the volume adjustment display and the light amount adjustment display are displayed in priority to the second exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 194, Figure 209

[0036] [Feature 28] (Relationship with volume display and light intensity display, operation during evacuation period) (1st over-limit display, 2nd over-limit display) The 28 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the third display part of the first exceeding display performance, when the volume adjustment operation and the light amount adjustment operation are performed, the volume adjustment display and the light amount adjustment display are displayed in priority to the first exceeding display, In the third display part of the second exceeding display performance, when the volume adjustment operation and the light amount adjustment operation are performed, the volume adjustment display and the light amount adjustment display are displayed in priority to the second exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 197, Figure 212

[0037] [Feature 29] (Relationship with volume display and light intensity display, operation before overload display) (1st overload display, 2nd overload display) The 29th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, When the first exceeding indication is displayed in a situation where the volume adjustment indication and the light amount adjustment indication are displayed, the volume adjustment indication and the light amount adjustment indication are displayed in preference to the first exceeding indication; When the second exceeding indication is displayed in a situation where the volume adjustment indication and the light amount adjustment indication are displayed, the volume adjustment indication and the light amount adjustment indication are displayed in preference to the second exceeding indication. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 188, Figure 203

[0038] [Feature 30] (Relationship with volume display and light intensity display, operation before ending period) (1st overtime display, 2nd overtime display) The gaming machine with 30 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is an effect that displays a first excess display, The second excess display effect is an effect that displays a second excess display, In the advantageous state, after the final round of play is completed, an ending period begins. In the final round game, when the ending period begins while the first exceeding indication, the volume adjustment indication, and the light intensity adjustment indication are being displayed, the display of the first exceeding indication ends, and the display of the volume adjustment indication and the light intensity adjustment indication continues, In the final round of play, when the ending period begins while the second exceeding indication, the volume adjustment indication, and the light intensity adjustment indication are being displayed, the display of the second exceeding indication ends, and the display of the volume adjustment indication and the light intensity adjustment indication continues. It is characterized by the following. According to this feature, when switching from the final round of play to the ending period, the excess display ceases to be displayed but the volume adjustment display and light intensity adjustment display continue to be displayed, so that players who adjust the volume and light intensity are not dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 200, Figure 215

[0039] [Feature 31] (Relationship with volume display and operations during appearance period) (1st advantageous state, 2nd advantageous state) The gaming machine with 31 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the volume adjustment operation is performed in the first display part during the first advantageous state, the volume adjustment display is displayed in priority to the excess display; When the volume adjustment operation is performed in the first display part during the second advantageous state, the volume adjustment display is displayed in priority to the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 189, Figure 234

[0040] [Feature 32] (Relationship with volume display and operation during stay) (1st advantageous state and 2nd advantageous state) The gaming machine with feature 32 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the volume adjustment operation is performed in the second display part during the first advantageous state, the volume adjustment display is displayed in priority to the excess display; When the volume adjustment operation is performed in the second display part during the second advantageous state, the volume adjustment display is displayed in priority to the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 192, Figure 237

[0041] [Feature 33] (Relationship with volume display, operation during evacuation period) (1st advantageous state, 2nd advantageous state) The gaming machine with 33 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, In the third display part during the first advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the excess display; In the third display part during the second advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority over the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 195, Figure 240

[0042] [Feature 34] (Relationship with volume display, operation before exceeding the limit display) (First advantageous state, second advantageous state) The gaming machine with feature 34 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the excess display is displayed in a situation where the volume adjustment display is displayed during the first advantageous state, the volume adjustment display is displayed in priority to the excess display; When the exceeding display is displayed in a situation where the volume adjustment display is displayed during the second advantageous state, the volume adjustment display is displayed in priority to the exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 186, Figure 231

[0043] [Feature 35] (Relationship with volume display, operation before ending period) (1st advantageous state, 2nd advantageous state) The 35th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold, an excess display effect can be executed to display an excess display. When the volume is adjusted, the volume adjustment display can be displayed. In the advantageous state, after the final round of play is completed, an ending period begins. The advantageous state includes a first advantageous state and a second advantageous state, In the final round of play in the first advantageous state, when the ending period begins while the excess display and the volume adjustment display are displayed, the excess display ends and the volume adjustment display continues to be displayed, In the final round of play in the second advantageous state, when the ending period begins while the excess display and the volume adjustment display are displayed, the excess display ends and the volume adjustment display continues to be displayed. It is characterized by the following. According to this feature, when switching from the final round of play to the ending period, the excess display ceases to be displayed but the volume adjustment display continues to be displayed, so that the player who adjusts the volume is not dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 198, Figure 243

[0044] [Feature 36] (Relationship with the light intensity display and operations during the appearance period) (First advantageous state and second advantageous state) The gaming machine with 36 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, In the first display part during the first advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the excess display, In the first display part during the second advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed first, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 190, Figure 235

[0045] [Feature 37] (Relationship with the light intensity display and operation during the stay) (First advantageous state and second advantageous state) The gaming machine with feature 37 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, In the second display part during the first advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the excess display, In the second display part during the second advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed first, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 193, Figure 238

[0046] [Feature 38] (Relationship with the light intensity display and operations during the evacuation period) (First advantageous state and second advantageous state) The gaming machine with 38 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, In the third display part during the first advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the excess display, In the third display part during the second advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed with priority, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 241

[0047] [Feature 39] (Relationship with the light intensity display, operation before the excess display) (First advantageous state, second advantageous state) The 39th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the excess display is displayed in a situation where the light intensity adjustment display is displayed during the first advantageous state, the light intensity adjustment display is displayed in priority to the excess display; When the excess display is displayed in a situation where the light intensity adjustment display is displayed during the second advantageous state, the light intensity adjustment display is displayed in preference to the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed first, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 187, Figure 232

[0048] [Feature 40] (Relationship with the light intensity display and operations before the ending period) (First advantageous state and second advantageous state) The gaming machine with 40 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold, an excess display effect can be executed to display an excess display. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. In the advantageous state, after the final round of play is completed, an ending period begins. The advantageous state includes a first advantageous state and a second advantageous state, In the final round of play in the first advantageous state, when the ending period begins while the excess display and the light intensity adjustment display are displayed, the excess display ends and the light intensity adjustment display continues to be displayed, In the final round of play in the second advantageous state, when the ending period begins while the excess display and the light intensity adjustment display are displayed, the excess display ends and the light intensity adjustment display continues to be displayed. It is characterized by the following. According to this feature, when switching from the final round of play to the ending period, the excess display ceases to be displayed but the light intensity adjustment display continues to be displayed, so that the player who adjusts the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 199, Figure 244

[0049] [Feature 41] (Relationship with volume display and light intensity display, operation during appearance period) (1st advantageous state, 2nd advantageous state) The gaming machine with feature 41 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the volume adjustment operation and the light intensity adjustment operation are performed in the first display part during the first advantageous state, the volume adjustment display and the light intensity adjustment display are displayed in priority to the excess display, When the volume adjustment operation and the light amount adjustment operation are performed in the first display part during the second advantageous state, the volume adjustment display and the light amount adjustment display are displayed in priority to the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 191, Figure 236

[0050] [Feature 42] (Relationship with volume display and light display, operation during stay) (1st advantageous state, 2nd advantageous state) The gaming machine with feature 42 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the volume adjustment operation and the light intensity adjustment operation are performed in the second display part during the first advantageous state, the volume adjustment display and the light intensity adjustment display are displayed in priority to the excess display, When the volume adjustment operation and the light amount adjustment operation are performed in the second display part during the second advantageous state, the volume adjustment display and the light amount adjustment display are displayed in priority to the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 194, Figure 239

[0051] [Feature 43] (Relationship with volume display and light intensity display, operation during evacuation period) (1st advantageous state, 2nd advantageous state) The gaming machine with 43 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the volume adjustment operation and the light intensity adjustment operation are performed in the third display part during the first advantageous state, the volume adjustment display and the light intensity adjustment display are displayed in priority to the excess display, In the third display part during the second advantageous state, when the volume adjustment operation and the light amount adjustment operation are performed, the volume adjustment display and the light amount adjustment display are displayed in priority to the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 197, Figure 242

[0052] [Feature 44] (Relationship with volume display and light display, operation before exceeding the limit) (First advantageous state, second advantageous state) The gaming machine with 44 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from when the excess display ends in the specific manner to when the excess display ends, When the excess display is displayed in a situation where the volume adjustment display and the light intensity adjustment display are displayed during the first advantageous state, the volume adjustment display and the light intensity adjustment display are displayed in priority to the excess display; When the excess display is displayed in a situation where the volume adjustment display and the light intensity adjustment display are displayed during the second advantageous state, the volume adjustment display and the light intensity adjustment display are displayed in priority over the excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 188, Figure 233

[0053] [Feature 45] (Relationship with volume display and light intensity display, operation before the ending period) (1st advantageous state, 2nd advantageous state) The gaming machine with 45 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold, an excess display effect can be executed to display an excess display. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. In the advantageous state, after the final round of play is completed, an ending period begins. The advantageous state includes a first advantageous state and a second advantageous state, In the final round of play during the first advantageous state, when the ending period begins while the excess display, the volume adjustment display, and the light intensity adjustment display are displayed, the excess display ends, and the volume adjustment display and the light intensity adjustment display continue to be displayed, In the final round of play during the second advantageous state, when the ending period begins while the excess indication, the volume adjustment indication, and the light intensity adjustment indication are displayed, the excess indication ends and the volume adjustment indication and the light intensity adjustment indication continue to be displayed. It is characterized by the following. According to this feature, when switching from the final round of play to the ending period, the excess display ceases to be displayed but the volume adjustment display and light intensity adjustment display continue to be displayed, so that players who adjust the volume and light intensity are not dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 200, Figure 245

[0054] [Feature 46] (Relationship with volume display, operation during appearance period) (1st over-range display, 2nd over-range display) (1st advantageous state, 2nd advantageous state) The gaming machine with feature 46 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the first display part of the first excess display effect during the first advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the first excess display; In the first display part of the second excess display effect during the first advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the second excess display; In the first display part of the first excess display effect during the second advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the first excess display; In the first display part of the second excess display effect during the second advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the second excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 189, Figure 204, Figure 234, Figure 249

[0055] [Feature 47] (Relationship with volume display, operation during stay) (1st over display, 2nd over display) (1st advantageous state, 2nd advantageous state) The gaming machine with 47 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the second display part of the first excess display effect during the first advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the first excess display; In the second display part of the second excess display effect during the first advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the second excess display, In the second display part of the first excess display effect during the second advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the first excess display; In the second display part of the second excess display effect during the second advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the second excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 192, Figure 207, Figure 237, Figure 252

[0056] [Feature 48] (Relationship with volume display, operation during evacuation period) (1st over-range display, 2nd over-range display) (1st advantageous state, 2nd advantageous state) The gaming machine with 48 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the third display part of the first excess display effect during the first advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the first excess display; In the third display part of the second excess display effect during the first advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the second excess display; In the third display part of the first excess display effect during the second advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the first excess display; In the third display part of the second excess display effect during the second advantageous state, when the volume adjustment operation is performed, the volume adjustment display is displayed in priority to the second excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 195, Figure 210, Figure 240, Figure 255

[0057] [Feature 49] (Relationship with volume display, operation before overload display) (1st overload display, 2nd overload display) (1st advantageous state, 2nd advantageous state) The gaming machine with 49 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, When the first exceedance display is displayed in a situation where the volume adjustment display is displayed during the first advantageous state, the volume adjustment display is displayed in preference to the first exceedance display; When the second exceedance display is displayed in a situation where the volume adjustment display is displayed during the first advantageous state, the volume adjustment display is displayed in preference to the second exceedance display; When the first exceedance display is displayed in a situation where the volume adjustment display is displayed during the second advantageous state, the volume adjustment display is displayed in preference to the first exceedance display; When the second exceedance display is displayed in a situation where the volume adjustment display is displayed during the second advantageous state, the volume adjustment display is displayed in preference to the second exceedance display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume at the same time that the excess display is displayed, the volume adjustment display is displayed first, so that the player adjusting the volume will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 186, Figure 201, Figure 231, Figure 246

[0058] [Feature 50] (Relationship with volume display, operation before ending period) (1st overtime display, 2nd overtime display) (1st advantageous state, 2nd advantageous state) The 50 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is an effect that displays a first excess display, The second excess display effect is an effect that displays a second excess display, In the advantageous state, after the final round of play is completed, an ending period begins. The advantageous state includes a first advantageous state and a second advantageous state, In the final round of play during the first advantageous state, when the ending period begins while the first exceedance display and the volume adjustment display are displayed, the display of the first exceedance display ends and the display of the volume adjustment display continues, In the final round of play during the first advantageous state, when the ending period begins while the second excess display and the volume adjustment display are displayed, the display of the second excess display ends and the display of the volume adjustment display continues, In the final round of play during the second advantageous state, when the ending period begins while the first exceeding display and the volume adjustment display are displayed, the display of the first exceeding display ends and the display of the volume adjustment display continues, In the final round of play during the second advantageous state, when the ending period begins while the second excess display and the volume adjustment display are displayed, the display of the second excess display ends and the display of the volume adjustment display continues. It is characterized by the following. According to this feature, when switching from the final round of play to the ending period, the excess display ceases to be displayed but the volume adjustment display continues to be displayed, so that the player who adjusts the volume is not dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 198, Figure 213, Figure 243, Figure 258

[0059] [Feature 51] (Relationship with the light intensity display and operations during the display period) (1st over-limit display, 2nd over-limit display) (1st advantageous state, 2nd advantageous state) The gaming machine with feature 51 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the first display part of the first excess display effect during the first advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the first excess display, In the first display part of the second excess display effect during the first advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the second excess display, In the first display part of the first excess display effect during the second advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the first excess display, In the first display part of the second excess display effect during the second advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed with priority over the second excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed with priority, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 190, Figure 205, Figure 235, Figure 250

[0060] [Feature 52] (Relationship with the light intensity display and operations during the stay) (1st over-limit display, 2nd over-limit display) (1st advantageous state, 2nd advantageous state) The gaming machine with feature 52 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the second display part of the first excess display effect during the first advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the first excess display, In the second display part of the second excess display effect during the first advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the second excess display, In the second display part of the first excess display effect during the second advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the first excess display, In the second display part of the second excess display effect during the second advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed with priority over the second excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed with priority, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 193, Figure 208, Figure 238, Figure 253

[0061] [Feature 53] (Relationship with the light intensity display, operation during the evacuation period) (1st over-limit display, 2nd over-limit display) (1st advantageous state, 2nd advantageous state) The gaming machine with feature 53 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the third display part of the first excess display effect during the first advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the first excess display, In the third display part of the second excess display effect during the first advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the second excess display, In the third display part of the first excess display effect during the second advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed in priority to the first excess display, In the third display part of the second excess display effect during the second advantageous state, when the light amount adjustment operation is performed, the light amount adjustment display is displayed with priority over the second excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed first, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 196, Figure 211, Figure 241, Figure 256

[0062] [Feature 54] (Relationship with the light intensity display, operation before the over-limit display) (1st over-limit display, 2nd over-limit display) (1st advantageous state, 2nd advantageous state) The gaming machine with feature 54 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, When the first exceeding display is displayed in a situation where the light intensity adjustment display is displayed during the first advantageous state, the light intensity adjustment display is displayed in preference to the first exceeding display; When the second exceeding display is displayed in a situation where the light intensity adjustment display is displayed during the first advantageous state, the light intensity adjustment display is displayed in preference to the second exceeding display; When the first exceeding indication is displayed in a situation where the light intensity adjustment indication is displayed during the second advantageous state, the light intensity adjustment indication is displayed in preference to the first exceeding indication; When the second exceeding display is displayed in a situation where the light intensity adjustment display is displayed during the second advantageous state, the light intensity adjustment display is displayed in preference to the second exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the light intensity at the same time that the excess display is displayed, the light intensity adjustment display is displayed with priority, so that the player adjusting the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 187, Figure 202, Figure 232, Figure 247

[0063] [Feature 55] (Relationship with the light intensity display, operation before the ending period) (1st over-limit display, 2nd over-limit display) (1st advantageous state, 2nd advantageous state) The 55 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is an effect that displays a first excess display, The second excess display effect is an effect that displays a second excess display, In the advantageous state, after the final round of play is completed, an ending period begins. The advantageous state includes a first advantageous state and a second advantageous state, In the final round of play during the first advantageous state, when the ending period begins while the first excess display and the light intensity adjustment display are displayed, the display of the first excess display ends and the display of the light intensity adjustment display continues, In the final round of play during the first advantageous state, when the ending period begins while the second excess display and the light intensity adjustment display are displayed, the display of the second excess display ends and the display of the light intensity adjustment display continues, In the final round of play during the second advantageous state, when the ending period begins while the first excess display and the light intensity adjustment display are displayed, the display of the first excess display ends and the display of the light intensity adjustment display continues, In the final round of play during the second advantageous state, when the ending period begins while the second excess display and the light intensity adjustment display are displayed, the display of the second excess display ends and the display of the light intensity adjustment display continues. It is characterized by the following. According to this feature, when switching from the final round of play to the ending period, the excess display ceases to be displayed but the light intensity adjustment display continues to be displayed, so that the player who adjusts the light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 199, Figure 214, Figure 244, Figure 259

[0064] [Feature 56] (Relationship with volume display and light display, operation during the display period) (1st over-limit display, 2nd over-limit display) (1st advantageous state, 2nd advantageous state) The gaming machine with feature 56 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the first display part of the first exceedance display effect during the first advantageous state, when the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed in priority to the first exceedance display, In the first display part of the second exceedance display effect during the first advantageous state, when the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed in priority to the second exceedance display, In the first display part of the first exceedance display effect during the second advantageous state, when the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed in priority to the first exceedance display, In the first display part of the second exceedance display effect during the second advantageous state, when the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed in priority to the second exceedance display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 191, Figure 206, Figure 236, Figure 251

[0065] [Feature 57] (Relationship with volume display and light display, operation during stay) (1st over-limit display, 2nd over-limit display) (1st advantageous state, 2nd advantageous state) The gaming machine with feature 57 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the second display part of the first exceeding display effect during the first advantageous state, when the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed in priority to the first exceeding display, In the second display part of the second excess display effect during the first advantageous state, when the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed in priority to the second excess display, In the second display part of the first exceeding display effect during the second advantageous state, when the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed in priority to the first exceeding display, In the second display part of the second excess display effect during the second advantageous state, when the volume adjustment operation and the light amount adjustment operation are performed, the volume adjustment display and the light amount adjustment display are displayed in priority to the second excess display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 194, Figure 209, Figure 239, Figure 254, Figure 257

[0066] [Feature 58] (Relationship with volume display and light display, operation during evacuation period) (1st over-limit display, 2nd over-limit display) (1st advantageous state, 2nd advantageous state) The gaming machine with feature 58 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, In the third display part of the first exceeding display effect during the first advantageous state, when the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed in priority to the first exceeding display, In the third display part of the second exceeding display effect during the first advantageous state, when the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed in priority to the second exceeding display, In the third display part of the first exceeding display effect during the second advantageous state, when the volume adjustment operation and the light intensity adjustment operation are performed, the volume adjustment display and the light intensity adjustment display are displayed in priority to the first exceeding display, In the third display part of the second exceeding display effect during the second advantageous state, when the volume adjustment operation and the light amount adjustment operation are performed, the volume adjustment display and the light amount adjustment display are displayed in priority to the second exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 197, Figure 212, Figure 242, Figure 257

[0067] [Feature 59] (Relationship with volume display and light display, operation before overload display) (1st overload display, 2nd overload display) (1st advantageous state, 2nd advantageous state) The 59th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The advantageous state includes a first advantageous state and a second advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is a first display part from when the first exceedance display starts to when the first exceedance display is displayed in a first specific manner; a second display part in which the first excess display is displayed in the first specific manner; a third display part from when the first excess display ends in the first specific manner to when the first excess display ends, The second excess display effect is a first display part from when the second exceedance display starts to when the second exceedance display is displayed in a second specific manner; a second display part in which the second excess display is displayed in the second specific manner; a third display part from when the second excess display ends in the second specific manner to when the second excess display ends, When the first exceeding display is displayed in a situation where the volume adjustment display and the light intensity adjustment display are displayed during the first advantageous state, the volume adjustment display and the light intensity adjustment display are displayed in priority to the first exceeding display; When the second exceeding display is displayed in a situation where the volume adjustment display and the light intensity adjustment display are displayed during the first advantageous state, the volume adjustment display and the light intensity adjustment display are displayed in priority to the second exceeding display; When the first exceeding display is displayed in a situation where the volume adjustment display and the light intensity adjustment display are displayed during the second advantageous state, the volume adjustment display and the light intensity adjustment display are displayed in priority to the first exceeding display; When the second exceeding display is displayed in a situation where the volume adjustment display and the light intensity adjustment display are displayed during the second advantageous state, the volume adjustment display and the light intensity adjustment display are displayed in preference to the second exceeding display. It is characterized by the following. According to this feature, when an attempt is made to adjust the volume and light intensity at the same time that the excess display is displayed, the volume adjustment display and light intensity adjustment display are displayed with priority, so that the player adjusting the volume and light intensity will not be dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 188, Figure 203, Figure 233, Figure 248

[0068] [Feature 60] (Relationship with volume display and light display, operation before ending period) (1st overtime display, 2nd overtime display) (1st advantageous state, 2nd advantageous state) The gaming machine with 60 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. When the light intensity adjustment operation is performed, the light intensity adjustment display can be displayed. The excess display effect includes a first excess display effect and a second excess display effect, The first excess display effect is an effect that displays a first excess display, The second excess display effect is an effect that displays a second excess display, In the advantageous state, after the final round of play is completed, an ending period begins. The advantageous state includes a first advantageous state and a second advantageous state, In the final round of play during the first advantageous state, when the ending period begins while the first exceedance display, the volume adjustment display, and the light intensity adjustment display are displayed, the display of the first exceedance display ends, and the display of the volume adjustment display and the light intensity adjustment display continues, In the final round of play during the first advantageous state, when the ending period begins while the second excess display, the volume adjustment display, and the light intensity adjustment display are displayed, the display of the second excess display ends, and the display of the volume adjustment display and the light intensity adjustment display continues, In the final round of play during the second advantageous state, when the ending period begins while the first exceeding display, the volume adjustment display, and the light intensity adjustment display are displayed, the display of the first exceeding display ends, and the display of the volume adjustment display and the light intensity adjustment display continues, In the final round of play during the second advantageous state, when the ending period begins while the second excess indication, the volume adjustment indication, and the light intensity adjustment indication are displayed, the display of the second excess indication ends, and the display of the volume adjustment indication and the light intensity adjustment indication continues. It is characterized by the following. According to this feature, when switching from the final round of play to the ending period, the excess display ceases to be displayed but the volume adjustment display and light intensity adjustment display continue to be displayed, so that players who adjust the volume and light intensity are not dissatisfied, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 200, Figure 215, Figure 245, Figure 260

[0069] [Feature 61] (Attacka light emission) (Overtime notification) (Normal winning) The gaming machine with feature 61 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. In either case, when the excess display effect is executed due to the winning of a game medium such that the count number of game media that have won the variable winning means, counted by the game control means, in the advantageous state is less than a specified number, or when the excess display effect is not executed due to the winning of a game medium such that the count number of game media that have won the variable winning means, counted by the game control means, in the advantageous state is less than a specified number, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed for this winning, the lighting mode of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 322, Figure 323

[0070] [Feature 62] (Attacka light emission) (Over-level notification) (Over-level winning) The gaming machine with feature 62 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. In either case, when the excess display effect is executed due to the winning of a gaming medium such that the count number of gaming media that have won the variable winning means, counted by the gaming control means, exceeds a specified number in the advantageous state, or when the excess display effect is not executed due to the winning of a gaming medium such that the count number of gaming media that have won the variable winning means, counted by the gaming control means, exceeds a specified number in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed for this winning, the lighting mode of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 324, Figure 325

[0071] [Feature 63] (Attacka light effect) (Pre-announcement) (Normal winning) The gaming machine with feature 63 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes a pre-notification value, it is possible to execute a pre-notification to notify a condition that restricts the progress of a game, In either case, when the advance notification is executed in response to the winning of a game medium such that the count number of game media that have won the variable winning means, counted by the game control means, in the advantageous state is less than a specified number, or when the advance notification is not executed in response to the winning of a game medium such that the count number of game media that have won the variable winning means, counted by the game control means, in the advantageous state is less than a specified number, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not a pre-alert is generated for the current winning, the light emission pattern of the variable winning means is the same, so winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 326, Figure 327

[0072] [Feature 64] (Attacka light emission) (Pre-warning) (Over-winning) The gaming machine with 64 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable prize winning means in the advantageous state can be counted, and when the count number reaches a predetermined number, the variable prize winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes a pre-notification value, it is possible to execute a pre-notification to notify a condition that restricts the progress of a game, In either case, when the advance notification is executed in response to the winning of a game medium in the variable winning means, the count of which counted by the game control means in the advantageous state exceeds a prescribed number, or when the advance notification is not executed in response to the winning of a game medium in the variable winning means, the count of which counted by the game control means in the advantageous state exceeds a prescribed number, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not a pre-alert is generated for the current winning, the light emission pattern of the variable winning means is the same, so winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawing: Figure 328

[0073] [Feature 65] (Attacka light emission) (Activation warning) (Normal winning) The gaming machine with 65 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, In either case, when the operation warning notification is executed due to the winning of a game medium that causes the number of game media that have won the variable winning means counted by the game control means to be less than a specified number in the advantageous state, or when the operation warning notification is not executed due to the winning of a game medium that causes the number of game media that have won the variable winning means counted by the game control means to be less than a specified number in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, the light emission pattern of the variable winning means is the same regardless of whether or not an operation warning notification is generated for the current winning, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 330, Figure 331

[0074] [Feature 66] (Attacka light emission) (Activation warning) (Over-winning) The gaming machine with 66 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, In either case, when the operation warning notification is executed due to the winning of a game medium in the variable winning means, the count of which counted by the game control means in the advantageous state exceeds a specified number, or when the operation warning notification is not executed due to the winning of a game medium in the variable winning means, the count of which counted by the game control means in the advantageous state exceeds a specified number, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, the light emission pattern of the variable winning means is the same regardless of whether or not an operation warning notification is generated for the current winning, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 332, Figure 333

[0075] [Feature 67] (Attacka light emission) (1st overrun notification, 2nd overrun notification) (Normal winning) The gaming machine with feature 67 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; The effect control means is capable of executing an excess display effect when the count value reaches a threshold value during the advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The presentation control means causes the light emitting means corresponding to the variable winning means to emit light in a specific light emitting mode in either case of executing the first excess display presentation in response to the winning of a game medium that causes the count number of game media that have won the variable winning means, counted by the game control means, to be less than a specified number in the advantageous state, or executing the second excess display presentation in response to the winning of a game medium that causes the count number of game media that have won the variable winning means, counted by the game control means, to be less than a specified number in the advantageous state. It is characterized by the following. According to this feature, regardless of whether the first or second excess display effect is executed for this winning, the lighting pattern of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 334, Figure 335, Figure 336

[0076] [Feature 68] (Attacka light emission) (1st over-limit notification, 2nd over-limit notification) (Over-limit prize winning) The gaming machine with 68 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; The effect control means is capable of executing an excess display effect when the count value reaches a threshold value during the advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The effect control means causes the light emitting means corresponding to the variable winning means to emit light in a specific light emitting mode in either case of executing the first excess display effect in response to the winning of a game medium such that the count number of game media that have won the variable winning means, counted by the game control means, in the advantageous state exceeds a specified number, or executing the second excess display effect in response to the winning of a game medium such that the count number of game media that have won the variable winning means, counted by the game control means, in the advantageous state exceeds a specified number. It is characterized by the following. According to this feature, regardless of whether the first or second excess display effect is executed for this winning, the lighting pattern of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 337, Figure 338, Figure 339

[0077] [Feature 69] (Attacka light emission) (Excess display) (Pre-display) (Normal winning) The gaming machine with feature 69 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the awarded count value regarding the game value awarded in the advantageous state reaches a threshold value, it is possible to execute an excess display effect, When the difference count value becomes a pre-announcement value, it is possible to execute pre-announcement, When the excess display effect is executed in response to the winning of a gaming medium such that the count number of gaming media that have won the variable winning means, counted by the gaming control means, in the advantageous state is less than a specified number, when the advance notification is executed in response to the winning of a gaming medium such that the count number of gaming media that have won the variable winning means, counted by the gaming control means, in the advantageous state is less than a specified number, In either case, the light emitting means corresponding to the variable winning means is caused to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether an excess display effect or a pre-announcement is executed for this winning, the light emission pattern of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 322, Figure 326, Figure 340

[0078] [Feature 70] (Attacka lighting pattern) (Over display) (Pre-display) (Over-winning) The gaming machine with 70 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the awarded count value regarding the game value awarded in the advantageous state reaches a threshold value, it is possible to execute an excess display effect, When the difference count value becomes a pre-announcement value, it is possible to execute pre-announcement, In either case, when the excess display effect is executed due to the winning of a gaming medium such that the count number of gaming media that have won the variable winning means, counted by the gaming control means, exceeds a specified number in the advantageous state, or when the advance notification is executed due to the winning of a gaming medium such that the count number of gaming media that have won the variable winning means, counted by the gaming control means, exceeds a specified number in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether an excess display effect or a pre-announcement is executed for this winning, the light emission pattern of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 324, Figure 328, Figure 341

[0079] [Feature 71] (Attacka light emission) (Excess display) (Activation warning) (Normal winning) The gaming machine with 71 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, When the awarded count value regarding the game value awarded in the advantageous state reaches a threshold value, it is possible to execute an excess display effect, In either case, when the excess display effect is executed due to the winning of a game medium that causes the count number of game media that have won the variable winning means, counted by the game control means, to be less than a specified number in the advantageous state, or when the operation warning notification is executed due to the winning of a game medium that causes the count number of game media that have won the variable winning means, counted by the game control means, to be less than a specified number, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether an excess display effect or an operation warning notification is executed for this winning, the light emission pattern of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 233, Figure 330, Figure 342

[0080] [Feature 72] (Attacka light emission) (Over display) (Activation warning) (Over-winning) The gaming machine with 72 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value becomes an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an operation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the awarded count value regarding the game value awarded in the advantageous state reaches a threshold value, it is possible to execute an excess display effect, When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, In either case, when the excess display effect is executed due to the winning of a gaming medium such that the count number of gaming media that have won the variable winning means, counted by the gaming control means, in the advantageous state exceeds a specified number, or when the operation warning notification is executed due to the winning of a gaming medium such that the count number of gaming media that have won the variable winning means, counted by the gaming control means, in the advantageous state exceeds a specified number, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether an excess display effect or an operation warning notification is executed for this winning, the light emission pattern of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 324, Figure 332, Figure 343

[0081] [Feature 73] (Attacka light emission) (Pre-display) (Activation warning) (Normal winning) The gaming machine with 73 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes a pre-notification value, it is possible to execute a pre-notification to notify a condition that restricts the progress of a game, When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, In either case, when the advance notification is executed in response to the winning of a game medium that causes the number of game media that have won the variable winning means, counted by the game control means, to fall below a specified number in the advantageous state, or when the operation warning notification is executed in response to the winning of a game medium that causes the number of game media that have won the variable winning means, counted by the game control means, to fall below a specified number in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether a pre-alert or an operation warning alert is executed for this winning, the light emission pattern of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 326, Figure 330

[0082] [Feature 74] (Attacka light emission) (Pre-display) (Activation warning) (Over-winning) The gaming machine with 74 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes a pre-notification value, it is possible to execute a pre-notification to notify a condition that restricts the progress of a game, When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, In either case, when the advance notification is executed due to the winning of a game medium in the variable winning means when the count number of game media counted by the game control means in the advantageous state exceeds a specified number, or when the operation warning notification is executed due to the winning of a game medium in the variable winning means when the count number of game media counted by the game control means in the advantageous state exceeds a specified number, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether a pre-alert or an operation warning alert is executed for this winning, the light emission pattern of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 328, Figure 332

[0083] [Feature 75] (Attacka light-up mode) (lights up first) (1st over-run display, 2nd over-run display) (normal winning) The 75 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; The effect control means is capable of executing an excess display effect when the count value reaches a threshold value during the advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The performance control means When the first excess display effect is executed due to the winning of a game medium such that the count number of the game media won by the variable winning means counted by the game control means in the advantageous state becomes less than a specified number, the light emitting means corresponding to the variable winning means is made to emit light and then the first excess display effect is executed; When the second excess display effect is executed due to the winning of a game medium such that the count number of the game media won by the variable winning means counted by the game control means in the advantageous state becomes less than a specified number, the light emitting means corresponding to the variable winning means is made to emit light and then the second excess display effect is executed. It is characterized by the following. According to this feature, the light-emitting means corresponding to the variable winning means emits light before the display corresponding to the event that occurs as a result of winning is displayed, allowing the player to recognize both the winning and the event that occurs as a result of winning in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 334, Figure 335, Figure 336

[0084] [Feature 76] (Attacka light-up) (Lights up first) (1st over-range display, 2nd over-range display) (Over-range winning) The gaming machine with 76 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; The effect control means is capable of executing an excess display effect when the count value reaches a threshold value during the advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The performance control means When the first excess display effect is executed due to the winning of game media in which the count number of game media won by the variable winning means counted by the game control means in the advantageous state exceeds a specified number, the light emitting means corresponding to the variable winning means is made to emit light and then the first excess display effect is executed; When the second excess display effect is executed due to the winning of game media in which the count number of game media won by the variable winning means counted by the game control means in the advantageous state exceeds a specified number, the light emitting means corresponding to the variable winning means is made to emit light and then the second excess display effect is executed. It is characterized by the following. According to this feature, the light-emitting means corresponding to the variable winning means emits light before the display corresponding to the event that occurs as a result of winning is displayed, allowing the player to recognize both the winning and the event that occurs as a result of winning in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 337, Figure 338, Figure 339

[0085] [Feature 77] (Attack light effect) (lights up first) (excess display) (pre-display) (normal winning) The feature 77 gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the awarded count value regarding the game value awarded in the advantageous state reaches a threshold value, it is possible to execute an excess display effect, When the difference count value becomes a pre-notification value, it is possible to execute a pre-notification to notify a condition that restricts the progress of a game, The performance control means When the excess display effect is executed due to the winning of a game medium such that the count number of the game media won by the variable winning means counted by the game control means in the advantageous state becomes less than a specified number, the excess display effect is executed after the light emitting means corresponding to the variable winning means is made to emit light; When the advance notification is executed in response to a winning of a game medium such that the count number of the game media that have won the variable winning means counted by the game control means in the advantageous state becomes less than a specified number, the advance notification is executed after the light emitting means corresponding to the variable winning means is made to emit light. It is characterized by the following. According to this feature, the light-emitting means corresponding to the variable winning means emits light before the display corresponding to the event that occurs as a result of winning is displayed, allowing the player to recognize both the winning and the event that occurs as a result of winning in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 322, Figure 326, Figure 340

[0086] [Feature 78] (Attack light) (Lights up first) (Over display) (Pre-display) (Over-winning) The gaming machine with 78 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value becomes an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an operation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the awarded count value regarding the game value awarded in the advantageous state reaches a threshold value, it is possible to execute an excess display effect, When the difference count value becomes a pre-notification value, it is possible to execute a pre-notification to notify a condition that restricts the progress of a game, The performance control means When the game control means counts the number of game media that have won the variable winning means in the advantageous state and the counted number of game media exceeds a specified number, the excess display effect is executed by causing the light emitting means corresponding to the variable winning means to emit light, and then the excess display effect is executed; When the advance notification is executed in response to the winning of game media in the variable winning means, the number of game media counted by the game control means in the advantageous state exceeds a predetermined number, the advance notification is executed after the light emitting means corresponding to the variable winning means is made to emit light. It is characterized by the following. According to this feature, the light-emitting means corresponding to the variable winning means emits light before the display corresponding to the event that occurs as a result of winning is displayed, allowing the player to recognize both the winning and the event that occurs as a result of winning in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 324, Figure 328, Figure 341

[0087] [Feature 79] (Attacka light-up mode) (lights up first) (excess display) (activation warning) (normal winning) The 79th feature of the gaming machine is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the awarded count value regarding the game value awarded in the advantageous state reaches a threshold value, it is possible to execute an excess display effect, When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, The performance control means When the excess display effect is executed due to the winning of a game medium such that the count number of the game media won by the variable winning means counted by the game control means in the advantageous state becomes less than a specified number, the excess display effect is executed after the light emitting means corresponding to the variable winning means is made to emit light; When the operation warning notification is executed due to the winning of a game medium such that the count number of the game media won in the variable winning means counted by the game control means in the advantageous state becomes less than a specified number, the light emitting means corresponding to the variable winning means is made to emit light before the operation warning notification is executed. It is characterized by the following. According to this feature, the light-emitting means corresponding to the variable winning means emits light before the display corresponding to the event that occurs as a result of winning is displayed, allowing the player to recognize both the winning and the event that occurs as a result of winning in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 322, Figure 330, Figure 342

[0088] [Feature 80] (Attacka light emission mode) (lights up first) (excess display) (operation warning notification) (over-winning) The gaming machine with 80 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the awarded count value regarding the game value awarded in the advantageous state reaches a threshold value, it is possible to execute an excess display effect, When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, The performance control means When the game control means counts the number of game media that have won the variable winning means in the advantageous state and the counted number of game media exceeds a specified number, the excess display effect is executed by causing the light emitting means corresponding to the variable winning means to emit light, and then the excess display effect is executed; When the game control means counts the number of game media that have won the variable winning means in the advantageous state and the counted number of game media exceeds a specified number, the light emitting means corresponding to the variable winning means is made to emit light before the operation warning notification is executed. It is characterized by the following. According to this feature, the light-emitting means corresponding to the variable winning means emits light before the display corresponding to the event that occurs as a result of winning is displayed, allowing the player to recognize both the winning and the event that occurs as a result of winning in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 324, Figure 332, Figure 343

[0089] [Feature 81] (Attacka light-up mode) (lights up first) (pre-display) (activation warning) (normal winning) The gaming machine with feature 81 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes a pre-notification value, it is possible to execute a pre-notification to notify a condition that restricts the progress of a game, When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, The performance control means When the advance notification is executed in response to a winning of a game medium in which the count number of the game media that have won the variable winning means counted by the game control means in the advantageous state becomes less than a specified number, the advance notification is executed after the light emitting means corresponding to the variable winning means is made to emit light; When the operation warning notification is executed due to the winning of a game medium such that the count number of the game media won in the variable winning means counted by the game control means in the advantageous state becomes less than a specified number, the light emitting means corresponding to the variable winning means is made to emit light before the operation warning notification is executed. It is characterized by the following. According to this feature, the light-emitting means corresponding to the variable winning means emits light before the display corresponding to the event that occurs as a result of winning is displayed, allowing the player to recognize both the winning and the event that occurs as a result of winning in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 326, Figure 330

[0090] [Feature 82] (Attack light illumination) (Early illumination) (Pre-display) (Activation warning) (Over-winning) The gaming machine with feature 82 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, The game media won by the variable winning means in the advantageous state can be counted, and when the count number reaches a specified number, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes a pre-notification value, it is possible to execute a pre-notification to notify a condition that restricts the progress of a game, When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, The performance control means When the advance notification is executed due to the winning of game media in the variable winning means, which is counted by the game control means in the advantageous state, exceeding a predetermined number, the advance notification is executed after the light emitting means corresponding to the variable winning means is made to emit light; When the game control means counts the number of game media that have won the variable winning means in the advantageous state and the counted number of game media exceeds a specified number, the light emitting means corresponding to the variable winning means is made to emit light before the operation warning notification is executed. It is characterized by the following. According to this feature, the light-emitting means corresponding to the variable winning means emits light before the display corresponding to the event that occurs as a result of winning is displayed, allowing the player to recognize both the winning and the event that occurs as a result of winning in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 328, Figure 332

[0091] [Feature 83] (Attacka light effect) (Overtime notification) (Winning within the timer count) The gaming machine with feature 83 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. In either case, when the excess display effect is executed due to the winning of a game medium before the predetermined period is timed in the advantageous state, or when the excess display effect is not executed due to the winning of a game medium before the predetermined period is timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed for this winning, the lighting mode of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 322, Figure 323

[0092] [Feature 84] (Attacka light emission) (Overtime notification) (Winning after timer count) The gaming machine with feature 84 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. In either case, when the excess display effect is executed due to the winning of a game medium after the predetermined period has been timed in the advantageous state, or when the excess display effect is not executed due to the winning of a game medium after the predetermined period has been timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed for this winning, the lighting mode of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 344, Figure 345

[0093] [Feature 85] (Attacka light effect) (Pre-alert) (Winning within the timer count) The gaming machine with 85 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value becomes an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an operation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes a pre-notification value, it is possible to execute a pre-notification to notify a condition that restricts the progress of a game, In either case, when the advance notification is executed due to the winning of a game medium before the predetermined period is timed in the advantageous state, or when the advance notification is not executed due to the winning of a game medium before the predetermined period is timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not a pre-display is generated for this winning, the lighting pattern of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 326, Figure 327

[0094] [Feature 86] (Attacka light effect) (Pre-alert) (Winning after timer countdown) The gaming machine with feature 86 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes a pre-notification value, it is possible to execute a pre-notification to notify a condition that restricts the progress of a game, In either case, when the advance notification is executed due to the winning of a game medium after the predetermined period has been timed in the advantageous state, or when the advance notification is not executed due to the winning of a game medium after the predetermined period has been timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not a pre-display is generated for this winning, the lighting pattern of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 346, Figure 347

[0095] [Feature 87] (Attacka light emission) (Activation warning) (Winning within the timer count) The gaming machine with feature 87 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, In either case, when the operation warning notification is executed due to the winning of a game medium before the predetermined period is timed in the advantageous state, or when the operation warning notification is not executed due to the winning of a game medium before the predetermined period is timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, the light emission pattern of the variable winning means is the same regardless of whether or not an operation warning notification is generated for the current winning, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 330, Figure 331

[0096] [Feature 88] (Attacka light emission) (Activation warning) (Winning after timer count) The feature 88 gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value becomes an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, In either case, when the operation warning notification is executed due to the winning of a game medium after the predetermined period has been timed in the advantageous state, or when the operation warning notification is not executed due to the winning of a game medium after the predetermined period has been timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, the light emission pattern of the variable winning means is the same regardless of whether or not an operation warning notification is generated for the current winning, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 348, Figure 349

[0097] [Feature 89] (Attacka light emission) (1st overtime notification, 2nd overtime notification) (Winning within the timer count) The feature 89 gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; The effect control means is capable of executing an excess display effect when the count value reaches a threshold value during the advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The effect control means causes the light emitting means corresponding to the variable winning means to emit light in a specific light emitting mode in either case of executing the first excess display effect in response to the winning of a game medium before the predetermined period is timed in the advantageous state, or executing the second excess display effect in response to the winning of a game medium before the predetermined period is timed in the advantageous state. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed for this winning, the lighting mode of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 334, Figure 335, Figure 336

[0098] [Feature 90] (Attacka light emission) (1st overtime notification, 2nd overtime notification) (Winning after timer count) The 90 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; The effect control means is capable of executing an excess display effect when the count value reaches a threshold value during the advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The effect control means causes the light emitting means corresponding to the variable winning means to emit light in a specific light emitting mode in either case of executing the first excess display effect in response to the winning of a game medium after the predetermined period has been timed in the advantageous state, or executing the second excess display effect in response to the winning of a game medium after the predetermined period has been timed in the advantageous state. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed for this winning, the lighting mode of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 350, Figure 351

[0099] [Feature 91] (Attacka light effect) (Overtime display) (Pre-time display) (Winning within the timer count) The gaming machine with feature 91 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value becomes an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an operation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes a pre-announcement value, it is possible to execute pre-announcement, When the awarded count value regarding the game value awarded in the advantageous state reaches a threshold value, it is possible to execute an excess display effect, In either case of executing the excess display effect due to the winning of a game medium before the predetermined period is timed in the advantageous state, or executing the advance notification due to the winning of a game medium before the predetermined period is timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed for this winning, the lighting mode of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawing: Figure 340

[0100] [Feature 92] (Attacka light effect) (Overtime display) (Pre-timer display) (Winning after timer countdown) The gaming machine with feature 92 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value becomes an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes a pre-announcement value, it is possible to execute pre-announcement, When the awarded count value regarding the game value awarded in the advantageous state reaches a threshold value, it is possible to execute an excess display effect, In either case of executing the excess display effect by winning a game medium after the predetermined period has been timed in the advantageous state, or executing the advance notification by winning a game medium after the predetermined period has been timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed for this winning, the lighting mode of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 344, Figure 346, Figure 352

[0101] [Feature 93] (Attacka light emission) (Excess display) (Activation warning) (Winning within the timer count) The gaming machine with 93 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, When the awarded count value regarding the game value awarded in the advantageous state reaches a threshold value, it is possible to execute an excess display effect, In either case, when the excess display effect is executed due to the winning of a game medium before the predetermined period is timed in the advantageous state, or when the operation warning notification is executed due to the winning of a game medium before the predetermined period is timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed for this winning, the lighting mode of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawing: Figure 342

[0102] [Feature 94] (Attacka light emission) (Excess display) (Activation warning) (Winning after timer count) The gaming machine with feature 94 is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, When the awarded count value regarding the game value awarded in the advantageous state reaches a threshold value, it is possible to execute an excess display effect, In either case of executing the excess display effect by winning a game medium after the predetermined period has been timed in the advantageous state, or executing the operation warning notification by winning a game medium after the predetermined period has been timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed for this winning, the lighting mode of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 344, Figure 348, Figure 352

[0103] [Feature 95] (Attacka light emission) (Pre-display) (Activation warning) (Winning within the timer count) The 95 feature gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes a pre-notification value, it is possible to execute a pre-notification to notify a condition that restricts the progress of a game, When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, In either case of executing the advance notification due to the winning of a game medium before the predetermined period is timed in the advantageous state, or executing the operation warning notification due to the winning of a game medium before the predetermined period is timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed for this winning, the lighting mode of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 326, Figure 330

[0104] [Feature 96] (Attacka light emission) (Pre-display) (Activation warning) (Winning after timer countdown) The gaming machine with 96 features is A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; A difference count value relating to the difference between the game value used in the game and the game value to be awarded can be calculated, When the difference count value is equal to an operating value while not being controlled to the advantageous state, the progress of the game is restricted; If the difference count value becomes an activation value while the game is controlled to be in the advantageous state, the game progress is restricted after the advantageous state ends; The performance control means When the difference count value becomes a pre-notification value, it is possible to execute a pre-notification to notify a condition that restricts the progress of a game, When the difference count value becomes an activation value while the game is controlled to be in the advantageous state, an activation warning notification can be executed to notify the player that the game progress will be restricted after the advantageous state ends, In either case of executing the advance notification due to the winning of a game medium after the predetermined period has been timed in the advantageous state, or executing the operation warning notification due to the winning of a game medium after the predetermined period has been timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light in a specific light emitting mode. It is characterized by the following. According to this feature, regardless of whether or not the excess display effect is executed for this winning, the lighting mode of the variable winning means is the same, so that winning of the variable winning means can be stably notified, and as a result, an ideal gaming machine can be provided. Corresponding drawings: Figure 346, Figure 348

[0105] [Feature 97] (Attacka light-up mode) (lights up first) (first overtime display, second overtime display) (winning within the timer count) The feature 97 gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; The effect control means is capable of executing an excess display effect when the count value reaches a threshold value during the advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The performance control means When the first excess display effect is executed due to a winning of a game medium before the predetermined period is timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light, and then the first excess display effect is executed; When the second excess display effect is executed due to a winning of a game medium before the predetermined period is timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light, and then the second excess display effect is executed. It is characterized by the following. According to this feature, the light-emitting means corresponding to the variable winning means emits light before the display corresponding to the event that occurs as a result of winning is displayed, allowing the player to recognize both the winning and the event that occurs as a result of winning in sequence, and as a result, a suitable gaming machine can be provided. Corresponding drawings: Figure 334, Figure 335, Figure 336

[0106] [Feature 98] (Attacka light-up mode) (lights up first) (first overtime display, second overtime display) (winning after timer count) The feature 98 gaming machines are: A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means; Light emitting means; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; The game control means In the advantageous state, the variable winning means can be changed to the first state, When a predetermined period of time has been measured in the advantageous state, the variable winning means can be changed to the second state; The effect control means is capable of executing an excess display effect when the count value reaches a threshold value during the advantageous state, The excess display effect includes a first excess display effect and a second excess display effect, The performance control means When the first exceeding display effect is executed due to a winning of a game medium after the predetermined period has been timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light, and then the first exceeding display effect is executed; When the second excess display effect is executed due to a winning of a game medium after the predetermined period has been timed in the advantageous state, the light emitting means corresponding to the variable winning means is made to emit light, and then the second excess display effect is executed. It is characterized by the following. According to this feature, the light-emitting means corresponding to the variable winning means emits light before the display correspon...

Claims

[Claim 1] A gaming machine that can be controlled to an advantageous state, A game control means; A performance control means, The performance control means When the count value reaches a threshold value during the advantageous state, an excess display effect can be executed. When the volume is adjusted, the volume adjustment display can be displayed. The excess display effect is a first display part from when the display of the excess display starts to when the excess display is displayed in a specific manner; a second display part in which the excess display is displayed in the specific manner; a third display part from the time when the display of the excess display in the specific manner ends until the display of the excess display ends, When the volume adjustment operation is performed, the volume adjustment display is displayed in the first display part with priority over the excess display. A gaming machine characterized by:

Citation Information

Patent Citations

  • Sorting processor for sheet paper

    JP1989007188A